Phantasmal Force
(Illusion/Phantasm)

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(i: 6" + (1")*) |
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(1 square inch)* (i: 4 square inches + (1 square inch)*) wj: 8" + 1"/level |
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Duration: The
illusion lasts until struck by an opponent -- unless the spell caster
causes the illusion to react appropriately --
or until the magic-user
ceases concentration upon the spell
(due to desire, moving,
or successful attack which causes damage).
Saving
Throw: Creatures which disbelieve the phantasmal force gain
a saving throw versus the spell,
and if they succeed,
they see it for what it
is and add +4 to associates’ saving throws if this knowledge can be communicated
effectively.
Effect: When this
spell is cast,
the magic-user creates a
visual illusion which will affect all believing creatures which view
the phantasmal force,
even to the extent of suffering
damage from phantasmal missiles or from falling into an illusory pit full
of sharp spikes.
Note that audial illusion
is not a component of the spell.
Creatures not observing
the spell effect are immune until they view it.
The spell can create the
illusion of
any object,
or creature,
or force,
as long as it is within
the boundaries of the spell’s area of effect.
This area can move within
the limits of the range.
DMG.MU: The magic-user
must know of and understand the force/creature he/she is making an illusion
of.
Thus, if the caster has
never cast a fireball or has never seen a dragon turtle, his illusion of
such will be very poor.
MC: A bit of fleece.
Wu
Jen: This spell creates a visible illusion that lasts until struck
or until the caster ceases to concentrate upon it.
The illusion appears real
if the caster has some knowledge of the item he is creating, even to the
point of
inflicting damage. A saving
throw is granted to the viewers if it is consciously disbelieved, and,
should one of a
group make that save and
inform the others, they gain a saving throw at + 4.
Wu Jen.MC: A piece
of lamb's wool.
Q: I don't understand
what the AREA
of the first-level illusionist
spell
phantasmal force should
be.
A: The base area for
a phantasmal force
spell is four (scale) square
inches, meaning
10' × 40' (400 square
feet) or any set of
dimensions not exceeding
400 square feet.
The area increases by one
(scale) square
inch (100 square feet) per
level.
(154.7)
ADQ: Just what can
a phantasmal force
imitate? According to the
spell description,
the area of effect is only
8 square
inches + 1 square inch per
level. With
this restriction, an archmage
could only
make a pit 3 square feet
in area.
Shouldn't it be listed as
8" + 1"/level
instead?
ADA: Your 1st question
is so broad that it
cannot be answered here.
However, note
that the "square inch" in
this spell description
(written at a time when
terminology
was quite a bit looser)
refers to 100 square
feet (a 10' by 10' area),
as you have noted.
(Polyhedron #26)
Q. While using a phantasmal
force
spell, is the caster only
allowed to
create the illusion of one
'thing'?
A. The caster, be he a M-U
or an
illusionist, can only create
the illusion
of any 1 thing with this
spell.
Furthermore, the spell caster
cannot
set this spell in motion
and then
move on to cast a 2nd spell
-- he
must maintain his concentration
all
the time.
(Imagine #2)
"Evenstar may use phantasmal force to make the cistern appear to release a flood of water for 3d4 damage." - DL4.17
I have just recently began
playing an illusionist
and am quite confused. The
powers which
they possess are quite different
from those
which magic-users possess,
and both the DM
that I play with and I are
confused on how
illusions work. We have both
gone over the
spells of the illusionists
and through the DMG
and have found no helpful
information. The
information in the Player’s
Handbook is vague
and doesn't fully explain
how an illusionary
spell works.
The spell which gives me the
most problems
tends to be phantasmal force.
The DM doesn't
know what limitations to
put on the spell and
we sometimes end up fighting
over the spell.
The problems I have are:
1. Are creatures which have
a low or animal
intelligence affected by
illusion?
2. When the Player’s
Handbook says that the
illusion lasts until struck
by an opponent, does
that mean that he has to
make a "to hit" roll or
does it mean that the illusion
touches the opponent?
3. What factors allow someone
to make a
saving throw? How would they
know the illusion
was fake?
I know other problems will
arise with the use
of more powerful illusions
and with the use of
different spells such as
audible glamer and
spectral force, and with
spells dealing with
shadows, etc. If it would
help to illustrate how
illusions function, could
you give some examples
of how these or other spells
work?
I have never seen an article
in DRAGON
Magazine that deals solely
with the problem of
illusions. They are both
difficult and confusing
to attempt, and I think it
would be well worth
the time if you were to print
an article dealing
with this subject.
John Goldie
Steamboat Springs, CO
(Dragon
#116)
Illusions:
Adjudicating
(d131)
Balancing
(d130)
Phantasmal Force spell:
Adjudicating
(d43)
Physical
effects (d66)
Resisting
(d66)
Resisting
(d128)
Spells,
new (d127)
Spells,
new (d66, ua)
(SEE ALSO Illusionists)
To SAVE John Goldie and other
gamers baffled
by illusions some PIECE OF
MIND, I've decided to
write to the Forum column.
Many a time I've
had a dispute about illusions,
invisibility, and the
phantasmal force spell.
I have had to totally
rerun encounters -- changing
monster, traps,
and attack forms. I
understand how you feel.
Creatures with low or animal
(and, in some
cases, sub-animal) INT are
most definitely
affected by illusions.
If you've seen a scared
animal, you should know what
I mean. The
spell-caster doesn't have
to create a creature
with an illusion, and in
this case he could use
fire. Most any creature
with a lower INT
is absolutely terrified by
fire, but fire is not the
only thing that one can use
against these creatures.
Just fight their natural
instincts by creating a
natural disaster, such as
a landslide, or by
creating a mockery of another
spell's effects.
When the PH states that an
illusion lasts until struck
by an opponent, it
means that the illusion has
no effect on an
opponent that strikes in
disbelief. So when
Clyde the Ranger notices
something a little
peculiar about his foe, he
swings at it (making a
"to hit" roll) to see if
it is real or not. If it is not
real, his sword passes right
through it, but
others, thinking their foe
is real, think that
it has been cut by Clyde.
Clyde may tell them
that it's not real and prove
it to them, however.
With the phantasmal force
spell, "something
peculiar" about the illusion
created may be the
fact that "audial illusion
is not a component of
the spell" (PH, page 75).
So when
Deekus the Illusionist tries
to cerate a groaning
spirit with the spell, he
finds that it does no
good because his opponent
sees, but doen't
hear the banshee wail, causing
immediate
disbelief to those learned
of the spirit and those
belonging to Verbobonc Banshee
Hunter's
Club. If any illusion touches
a foe, it makes him
think he has been hit by
the illusion, and imaginary
damage is taken. It
does nothing to affect
the potency of the spell.
If a person is "killed" by
an illusion, he merely passes
out. By the way, a
"to hit" roll must be made
to escape the effects
of an illusion.
A SAVE is given to those who
find
something peculiar about
their illusionary foe,
but it is not needed for
dead giveaways, such as
the illusionary banshee listed
above. The SAVE
is also given to those told
of the illusion's
falsity (like Clyde's buddies)
who choose not to
strike that round.
I agree with Mr. Goldie than
an article on
illusions (not just invisibility)
woudl be a great
idea, and I wish that I could
do it. There are
many others out there who
would handle it
better than I would though.
Chris Lincoln
Portland, OR
(Dragon
#118)
John Goldie's letter concerning
phantasmal
force and related magics
in the Forum (issue #116)
reminded me of how my players
and I
have handled illusions during
the 6 years I
have been a DM. I know
no DM who allows
illusions to do damage as
the spell is described
in the PH.
As a medical pathologist
and author of some reviews
of "voodoo
death," meditation, and many
related mind-over-matter
claims, I've had to conclude
(regretfully)
that, on the evidence, our
minds actually have
only a very limited ability
to affect our bodies.
"Believed" phantasms that
are sure-killers or
instant escapes tend to destroy
Game Balance.
In our campaign, and many
others, pure
illusions cannot do damage
or cause pain. This
makes them much more Fun,
and more challenging
to use. A phantasmal
force is an opaque,
3-dimensional, silent, intangible
thing. As
such, it is extrememly useful
for intimidation,
TEMPTATION, and/or concealment.
A phantasmal
force of a bonfire would
fool a viewer who was
not close close enough to
notice the illusion's lack of
sound. An improved
phantasmal force of a
bonfire would fool a viewer
who was not close
enough to notice it produces
no warmth or
smoky smell. A spectral
force of a bonfire
would fool a viewer who did
not attempt to, for
example, roast a marshmallow
over it. Viewers
of any of these spells who
have reason to be
suspicious could be allowed
to SAVE vs. spells, |or|
check on 1d20 vs. INT --
if successful,
they notice the fakery and
POINT it out to
their FRIENDS.
A phantasmal force, improved
phantasmal
force, or spectral force
of a monster would fool
nobody who saw a weapon pass
right through
its body. Shadow monsters
have AC10, only a
few HP, and only illusionary
special
attacks -- yet they are great
for intimidation,
and can protect a spell-caster
for a few rounds.
Viewers who SAVE vs. spells
(check vs. INT, etc.)
|or| who have xperience fighting
the
real versions of the monster,
will recognize the
fakery, but anyone can do
this. Illusions ov
damage-producing spells do
no damage, and
shadow magic does only slight
damage, but they
have great potential for
intimidation.
A phantasmal force of a wall
could hide the
illusionist's party until
someone touched the
wall and found it to be insubstantial.
A phantasmal
force could also conceal
A pit full of spikes,
etc. A spectral
force of yummy-smelling
shriekers
could preoccupy a purple
worm long
enough to allow the illusionist
and FRIENDS to
escape.
The unique phantasmal
killer causes death
(-10 HP) by causing cadaveric
spasm. The
6th-level veil
spell should be especially powerful.
A victim who stepped into
a bonfire concealed
by a veil spell would feel
pain
and
perhaps catch on fire.
The perplexed victim
would probably flee.
A victim who tried to toast
a marshmallow over a bonfire
which was part of a
veil spell would probabaly
see, smell, and
taste roasted marshmallow.
An alter reality spell
could make a phantasmal force
of a bridge, a
gold
dragon, or a Priest casting a single cure
light
wounds spell real for the spell duration.
An illusionist should be able
to create a believable
phantasmal force of something
that ordinarily
has as many HD/levels as
the
illusionist. e.g.,
A Visionist
could produce a good spectral
force of 6 orcs,
3 gnolls,
|or| a medium sized white dragon
(the latter breathing a harmless
chill). Thus,
advancing illusionists can
produce more and
more effective illusions,
even using the same
low-level spells.
To purists, I can explain
that, in our Game
world, there is no fleece
to serve as a material
component for the spells
as originally described.
Instead, spellcasters use
the shit of a male ox --
hence the differences!
The original AD&D
game rules were designed
to reward creative thinking
by players and DMs
alike. In this spirit,
non-damaging illusions serve
better than any other spells
to allow players to
exercise ingenuity.
They have greatly enhanced
our own enjoyment of the
AD&D
Game.
Ed Friedlander, M.D.
Johnson City, TN
(Dragon
#118)
Mr. Friedlander said in issue
#118 that an
illusion of fire would be
disbelieved. There are
studies which prove that
if somebody under
hypnosis has a pencil touched
to his arm, after
he?s told it?s a lit cigar,
blisters will form. I once
watched a hypnotist tell
a group of people they
were at the beach and it
was 110°F! The people
broke out in a sweat and
began to shed their
clothes. I feel that illusions
of fire or cold should
be able to cause real damage.
Peter Zelinski complained
in his letter about
double weapon specialization.
Firstly, all fighters
(except multiclassed ones)
can specialize in one
weapon or another. Any fighter
who doesn?t
specialize should be multiclassed
(which should
give him the edge; a MU4/F4
should be able to
take out a 1st-level fighter!).
Secondly, anybody
who survives is going to
tell how good such and
such is with the sword or
bow. If the PCs are
recognized, monsters will
plan accordingly,
meeting a melee weapon specialist
at long range
to turn him into a pin cushion.
Get the picture?
Adam Morris
Peru NE
(Dragon
#121)
Thorg wrote:
I agree here with old schooler.
Do take it easy.
I have another question if you don't mind concerning illusionists. You mention in your description that the illusionist spell phantasmal force/improved Ph force do real damage (if believed).
The question I have is, what is the limit of this spell in the amount of damage that can be inflicted? For instance a victim that believes they fall into a pit trap and land on 3 spears after falling 15 feet might take 3d6 damage. But then, couldn't the player make this a fall from 30 feet onto 8 spears for 8d6? When you had illusionists in your AD&D games, how did you (as DM) handle what max damage could be inflicted? One way this is commonly done is the use of a house rule 1d6 per level of the illusionist per target. So a first level illusionist casting a bolt of lighting on a group of 10 orcs would inflict 1-6 to each orc in the target area. A 2nd level illus would inflict 2-12 to each etc. Did you, as DM or sitting for Rob ever use such a rule?
Oh, also with phantasmal force. If a target goes to -10 from the illusion do they die, do they get a system shock save, or do they stay at the brink of death. I've sat for DMs that do all three.
Thanks again Gary.
Your kind words are appreciated
The illusion can be as complex
as the Illusionist desires, but a check for
disbelief can be allowed for each special circumstance.
For instance the spikes
in the pit.
Adding them means the subject
of the illusory trap must "see" them as he "falls" into the "pit."
Thus a check against the
subject's Int or Wis
might be allowed.
In any event
a victim believing he is done to death
by an illusion is dead.
The heart stops beating.
As I have said before, illusions are most difficult to deal with because thet are (shades) of unreality, magic.
Cheerio,
Gary
Quote:
Originally Posted by ScottGLXIX
Hey Col.
Can you let me know if my
estimation of illusion/phantasm spells is correct?
If a group of characters
encountered a phantasmal force pit. The illusionist is hidden nearby and
maintaining concentration on the spell. All of the players believe the
pit is real. One player believes he falls into the pit and takes falling
damage. At this point, the phantasm aspect of the spell takes over, the
effects of this being similar to the effects of hallucinatory insanity.
The player that fell into the pit believes he’s in a pit. His companions
believe he is in the pit. Their conviction is so strong that they would
go through the actions of lowering a rope into the pit to help their comrade
out. The party then goes on their way, never knowing the encounter was
a phantasmal force spell, and one character down the hit points suffered
from the fall.
If on the other hand, one
of the party members realized the pit was an illusion, and conveyed this
information to the rest of the party, the fellow in the pit would realize
he was just sitting on the floor in the hall, and the hit points would
be recovered.
Sound correct?
Thanks.
Scott
Ho Scott!
We are in total accors save for the last part.
Any damage believed to have
been suffered is actual, caused by the mind of the victim--think of stgamta
for an example. So disbelief after the fact does NOT mean automatic recovery.
The harm done is actual, and it must be healed as any other damage
Cheers,
Gary
Quote:
Originally Posted by loki44
That reminds me of a spell
question I had. Would you care to comment on the old Phantasmal Force illusionist
spell? That spell was a blessing and a curse. It was great because it was
so open ended that the caster could be hugely creative, but it always seemed
like a nightmare for the DM to adjudicate its effects in a way that didn't
imbalance the game or squash the player's creativity. Any thoughts?
Phantasmal Force was an
old Chainmail Fantasy Suplement spell, as a matter of fact
The illusionary force can be of any sort, but it must be a force--anything from a great swarm of insects to a herd of animals, a company of knights or a battle of pikemen, a tribe of bugbears or a flock of wyverns.
The use of the spell does demand an able DM and a player able to articulate the exact nature of the Phantasmal Force brought forth, what it looks like and what it will do. Of course the caster will need to concentrate on the latter aspect unless the action is simple and straightforward.
In all, the spell is nothing more than an illusion.
Cheers,
Gary