Archived from groups: rec.games.frp.dnd (
More info?)
In article <1111065630.584967.297170@f14g2000cwb.googlegroups.com>,
Waldo <peggoliathy@yahoo.com> wrote:
>Got a problem, could use some help.
>
>I have a PC gnome illusionist who stocks up on illusion spells. He's
>6th level, so he's usually packing various figments -- Silent Image,
>Major Image, all that good stuff.
>
>But he can't figure out what to /do/ with them. So far, it's fallen
>into two categories:
>
>1) PC tries to make an illusion that would give the effect of a more
>powerful spell. (Like, "I cast an illusion over the party that we're
>an empty stretch of road, identical to the road around us" is a bit too
>close to Mass Invisibility for my tastes.)
Only if they don't move anywhere or do anything -- you want to look
at the range and area of effect closely.
My general rule of thumb is that an illusion will generally create
the effect of a spell or monster of about level or HD equal to the
illusionist's own level -- though he might be able to do something
better if he practices one thing for a while (which allows for the
occasional dragon). This tends to keep things under control, and
has the in-game justification that low-level illusionists haven't
seen enough or gotten good enough at their art to do a really complicated
illusion (like a zillion-scaled dragon with just enough subsonics to
partially mimic the fear effect).
>2) PC casts an illusion of a REALLY BIG gold dragon. This swoops
>around for a while. I rule that bad guys are briefly distracted and
>then, after a few rounds, aren't. If they shoot an arrow or something
>at the goldie, they get a Will save, but even if they don't, a dragon
>that just flies around and never attacks gets old after a bit.
See above.
>Clearly both player and DM are suffering from a painful lack of
>imagination. I acknowledge this. I never liked illusionists much.
>The player loves the idea, but is having trouble making it work.
>
>N.B., this is a pretty standard town-wilderness-dungeon campaign in a
>pretty vanilla setting.
>
>Better ideas very welcome.
A lot of illusions depend on a little bit of scene-setting. There's
the classic "I dig a pit, then an illusion makes it look like the
rest of the floor". Concealing the party while they wait in ambush
works pretty well ("I make an illusion of bushes"), but then you
have to have set up an ambush.
A lot of illusion work depends on misdirection. "I spy around for a
bit to determine what their boss sounds like, then use a spell to
make like his voice is ordering the foe back" (or "...to attack
across my illusion-concealed pit").
Summon one nasty monster, then create the illusion of another one
popping out of thin air. (Or create an illusion, let the enemy
discover it's an illusion, then summon the real one -- misdirection
is key here.) Is the wall of fire real or an illusion? Do the
enemy feel lucky today?
"I add an extra member to the party" is another good one -- create
an illusion of a bowman coming around the corner to reinforce
the party, then shooting arrows or something. With luck, the enemy
will waste some of their ranged attacks on the illusion, instead
of the illusionist. Or create an image of a Big Wizard slowly
summoning up a very large demon -- smart foes may get quite frantic
in their effort to get through and stop him before it happens.
Or create an illusionary enemy guide leading them through the
fortress -- sentries may not report something that's "obviously"
under control. Remember to add the occasional clanking of chains
and the like to maintain the illusion's credibility.
Don't forget that illusions aren't limited to vision -- try creating
the smell of rotting flesh to distract enemy dogs, or the smell of
lilac perfume to get all the orcs sneezing in unision. A roaring
lion behind the next clump of trees might drive the enemy away (and
enhance their belief in the reality of the illusion that walks
out between the trees a round later.)
Try and figure out what the enemy fears, and then set up an illusion
of it. Try and figure out what they want, and create an illusion of
_it_ that they then go after ignoring you. Try and figure out what
they don't care about, and hide inside that illusion.
Misdirection. Confusion. Getting inside the enemy's head and
twisting it inside-out. Illusions aren't very powerful by themselves;
the illusionist is not a combat monster, any more than a charisma-
heavy rogue is likely to be. Both of them go for the weak space
between the enemy's ears. (A certain amount of Bluff and Sense
Motive might also be appropriate. Still Spell and Silent Spell
are very useful feats for an illusionist, too.)
One last thing -- the GM and player need to be on the same wavelength.
If they have different ideas about what illusions can and can't do,
or how likely the illusionist is to pull something off against the
current set of foes (and their brains) there is likely to be a problem.
Sit down and have a discussion with the guy.
Tony Z
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