Jimlock
Adventurer
There are conditions that let you see through them automatically. One, of course, is making your Save. Another is physical contact that it fails to react to appropriately.
RC:
ILLUSION
Illusion spells deceive the senses or minds of others. They cause people to see what isn’t there, not see what is there, hear phantom noises, or remember events that
never happened.
Saving Throws and Illusions (Disbelief):
Creatures encountering an illusion usually don’t receive saving throws to recognize it as illusory until they study it carefully or inter- act with it in some fashion. A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline. A failed saving throw indi- cates that a creature fails to notice something is amiss. A creature faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an il- lusion and communicates this fact to others, each informed viewer can make a new saving throw with
a +4 bonus.
Figment
A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly dif- ferent versions of the figment. Figments can’t make something seem to be something else. A figment that includes audible effects can’t dupli- cate intelligible speech unless the spell’s description specifically says it can. If in- telligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you can’t speak, the fig- ment produces gibberish. Likewise, you can’t make a visual copy of something unless you know
what it looks like. Because figments and glamers are unreal,
they can’t produce real effects the way that other types of illusions can. They can’t cause damage to objects or creatures, support weight, supply nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes but use-
less for attacking opponents directly. A figment’s AC is equal to 10 + its size modifier.
Glamer
A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
Pattern
Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
Phantasm
A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can per- ceive. This impression is totally in the minds of the subjects, not a fake picture or something
that they actually sense. It’s a personalized mental impression. Third parties view- ing or studying the scene don’t notice the phantasm. All phantasms are mind- affecting spells.
Shadow
A shadow spell creates something that is partial- ly real. Such illusions can have real effects. Damage dealt by a shad- ow illusion is real.
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