Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site whuxle.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxl!ihnp4!whuxle!otto From: otto@whuxle.UUCP (George V.E. Otto) Newsgroups: net.games.frp Subject: Illusionist spells Message-ID: <506@whuxle.UUCP> Date: Thu, 5-Jul-84 13:20:22 EDT Article-I.D.: whuxle.506 Posted: Thu Jul 5 13:20:22 1984 Date-Received: Fri, 6-Jul-84 01:14:44 EDT Organization: Bell Labs, Whippany Lines: 56 There have been some interesting discussion about illusions and how to handle them in the Dragon magazine. I agree that the illusionist spells are the least well thought out and the hardest to play. One question I have has to do with the amount of light an illusionist spell can create. It seems reasonable to me that the lower illusionist spells (including the cantrips) would have some restrictions placed upon them about how much light they could introduce into the situation. What if a low-level illusionist created (with the Two-D'lusion cantrip, for example) the illusion of a torch in an otherwise darkened room. Do those who disbelieve see only darkness while those who believe see the room lit up? Is the light a real enough emission of the illusion? or is it only suggested to observers but without the property to illuminate other objects? When it comes to how to handle the disbelief of spells, I use the table presented on page 33 of Dragon #66. It gives adjustments to the saving throw of basic illusion spells based on the intelligence of the person affected. The article also argues that the concept of familiarity should also be included, i.e., if an illusionist is trying to create the illusion of something not directly experienced by the illusionist then more penalties should be applied. In the table there is more of a penalty for Phantasmal Force because it lacks sound, etc. I reproduce the table below. Phat. Imp. Ph. Spectral int Force Force Force 0 na na na 1 +4 +3 +2 2-4 +3 +2 +1 5-7 +3 +2 0 8-10 +2 +1 0 11-12 +3 +1 0 13-14 +3 +2 0 15-16 +4 +2 +1 17-18 +4 +3 +1 19 na +3 +2 20 na na +3 21-25 na na na Please note that the intelligence most affected by the illusion spells is 8-10. Those smarter than that or dumber are less affected. The "na" in the table means "not applicable." As to how to handle the problem of finding out if a player detects the illusion without signalling to the party that something is happening, I ask for a list of roles from the party before the play begins. Thus I have a list of d6, d10, and d20 roles from each member that I can consult at key moments. When the party enters a room with an illusion in it, I consult the d20 roles to see if they detect the illusion (including any adjustments such as the table above). If anyone detects the illusion, I send him or her a note. George Otto AT&T Bell Labs, Whippany ------------------------