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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-
-
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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
 

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