Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: Notesfiles $Revision: 1.7.0.10 $; site uokvax.UUCP Path: utzoo!watmath!clyde!cbosgd!ihnp4!inuxc!pur-ee!uiucdcs!okstate.UUCP!uokvax.UUCP!cdrigney From: cdrigney@uokvax.UUCP Newsgroups: net.games.frp Subject: Insubstantial Illusions Message-ID: <2400112@uokvax.UUCP> Date: Tue, 26-Nov-85 09:10:00 EST Article-I.D.: uokvax.2400112 Posted: Tue Nov 26 09:10:00 1985 Date-Received: Sat, 30-Nov-85 06:35:50 EST Lines: 30 Nf-ID: #N:uokvax.UUCP:2400112:000:1251 Nf-From: uokvax.UUCP!cdrigney Nov 26 08:10:00 1985 With all this discussion of how to handle illusion spells, I'd like to throw my two cents in. Currently, I run illusions as completely insubstantial; this has the very nice benefit that illusionists must use their wits to come up with a clever use for their abilities, instead of the typical "Phantasmal Force Fireball" that takes no imagination. If your illusion has visual, audio, and thermal components, you can cast a fireball that someone will think is sizzling them in their own juices, but they won't take damage from it. With a visual illusion, you can make solid floor look like a chasm, but it still feels like a floor if someone walks on it. With a tactile illusion, you can make a chasm feel like a solid floor (and still look like a chasm). I also don't use saving throws for illusions (although opposing mages can counter, block, or dispel them if they know how); if you want to disbelieve the illusion, go right ahead and act accordingly. But it takes a lot of guts to walk through a basilisk... --Carl Rigney USENET: {ihnp4,allegra!cbosgd}!okstate!uokvax!cdrigney "You needn't thank me for telling you all this, the havoc created shall be my reward."