Phantasmal Force
(Illusion/Phantasm)


 
 
L^: mu3, i1, wj2
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R#: 8" + (1")*
(i: 6" + (1")*)
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D^: S
C^: v.s.m
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CT: 3 (i: 1)
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S^: Special (Disbelief)
A^: 8 square inches +
(1 square inch)*
(i: 4 square inches + 
(1 square inch)*)
wj: 8" + 1"/level
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Players Handbook
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AD&&D

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)

THE FORUM

"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)
 


NOTES BY GARY GYGAX

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