Back to rpg

Illusions

Illusions are a very complex subject as they effect both the mind and the senses. Basic illusions create only a visual image like a hologram. Creatures are likely to realise the illusion immediately they touch it as their hand will pass right through it. however they may figure it to be some kind of ghost like creature. If a minimal

Attributes

The spell phantasmal force is level one but this only produces static light images. To add the other attributes increases the level of the spell. Any of the attributes can be added in any combination however the increases in level are cumulative.

Attribute
Level
increase
Minimum Spell Level
Movement 1 2
Sound 1 2
Heat 1 3
Smell 2 4
Touch 3 5

Soft light used to create the touch sensation has a light slightly spongy feel to it. When pressed it possesses enough resistance to let you know it is there but anything heavier than a shrew would sink into it. It has very little thickness, only about that of a gold mark. It is both gas and water permeable though water would pass through slowly.

The absence of relevant attributes decreases the difficulty of the saving throw. Thus a skunk which did not smell, or a lion which did not roar, would be unlikely to be believed. The additional attributes are not created in the fullness of the original, merely enough to aid the deception.

As illusions create actual images in the air they can be seen by all creatures regardless of whether they believe in them or not. If they disbelieve they have noticed the slight imperfections and recognise the illusion for what it is.

Seeing is not believing

Unless a character has a reason to disbelieve an illusion they will assume that what they see is true. Even when a character has reason to think they are seeing an illusion their mind may overrule their intelligence. It is a case of knowing but not believing; the mind, operating at a lower level than the intellect, overrules their logical thoughts. It's all very well to have seen a mage cast an illusion but when you see a fire breathing dragon bearing down on you rational thoughts are forgotten.

The saving throw in this case is the attempt of your rational thoughts to persuade irrational fears and beliefs.

Knowing that an apparition was an illusion would gain a bonus to the saving throw. When an illusion is cast the believability is rolled by the caster, this is the saving throw that must be rolled by the subjects for them to disbelieve the spell. Each characters' saving throw is the degree to which they believe the apparition, this figure is recorded, any subsequent knowledge will add to this roll until the illusion is disbelieved or it disappears.

Saving throw difficulty

A normal SPOT save is made against an illusion if the illusion is missing important attributes or the charcter has another reason to disbelieve it such as touching or hitting it. Each appropriate attribute missing will make the save easier by 0-3 points.

 

Attributes
excluded
Save
adjustment
Sound
+1 to +3
Heat
+3
Smell
+3
Touch
+4
Each successful hit
+1
Informed of reality
-4

For example Against an simple illusionary lion if the target was far enough away to not smell its fetid breath and was obviously quiet a normal save would be made. Thus for perception of 10 the character would save on a 5 or less. If the character walked up to pat the lion (a stupid barbarian perhaps) then the smell, touch and heat would be missing and the save would rise to

13 Base
-2 Smell
-3 Touch
-1 Body heat
= 7
and if the lion was to appear menacing it should roar. If the lion looked like it roared but no sound came out it would be an automatic save, if it was possible just growling then the additional +3 would be given.

Creatures saving

As the illusion attempts to fool the senses, creatures save against their perception. This would be modified by their perception of the real world. It would be impossible to fool a rabbit that it was eating a real carrot and exceedingly difficult to even suggest that it was sitting in a patch of grass. The wizards perception of grass and hence his recreation of it would be totally different to the rabbits.

When a save is failed the number is noted. Further saves are not made; instead when the modifiers to apply take the figure up to the save rolled the character recognises the illusion for what it is. In the above case if a 11 was rolled the character would recognise the illusion when he patted it enough to feels its body heat. If it was only a quick brush of the coat the heat factor would not count and the save still failed as it would only reach a 10.

Illusion effects

As the illusions are not solid characters will pass right through them. The effect of this depends upon the circumstance.

Static illusions

Wall in a corridor
Character will pass through
Wall in a corridor with touch
Character will stop if feeling but pass through if they aren't looking or unable to stop.
Wall hiding a door
A save will be given when touched
Pit
The character will fall and sustain half damage from shock.

Moving illusions

Monsters
Character will attack as normal and suffer normal damage, they still expend stamina energy avoiding the blows. Wound points are suffered as normal. If the character dies they actually fall unconsciousness through exhaustion. Half WP are suffered due to overexhaustion, these are taken equally from all areas of the body.
Attacks
If anyone disregards a real creature it gains an additional +6 to hit.
An illusion attacks with the spell skill of the caster doing damage on the spell table equivilant to the number of power points used - 1.
For example>
A wizard has 17 skill in electro-magnetism casts a phantasmal force with 5 PP (4th level). The illusion attacks an orc. The casters attack roll is based on their skill of 17 and does level 3 damage (4th - 1).

 Back to rpg