Illusions



 
 
 
 
 
 
 
Keeping illusions (and illusionists) in balance
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Dragon

Illusory Solutions : Illusions, illusionists, and an illusions table (131.16)
Hold On to Your Illusions! : Keeping illusions (and illusionists) in balance (130.24)
Arcane Lore : A legacy of illusions (127.62)
Now You See It, Now You Don't : Shedding light on illusions in AD&D (43.31)
Is it Really Real? : Be careful with Phantasmal Force : Illusions can kill if used with skill, but 'fake' healing is only a feeling! (66.29)
Familiarity Factor Prevents Illusionists from Stealing the Show (66.31)
To Believe or Not to Believe? : That is the question on illusions and wisdom (128.18)
 

Now you see it . . .
• • • but is it really there?
 

Shedding light on illusions in AD&D
 

by Philip Meyers

If you have played Dungeons & Dragons or Advanced Dungeons
& Dragons for any length of time, you must have run across the spell
Phantasmal forces. Actually it’s called Phantasmal force in AD&D and
Phantasmal forces in D&D, but many of the suggestions below are applicable
to both. This article offers a more concrete approach to these
often troublesome spells, an approach meant to supplement rather
than replace the existing spells.
 

In the beginning, there was the simple Phantasmal forces spell and
nothing more. In the Original D&D volume Men & Magic it appeared,
and still appears, as a second-level spell whereby the Magic-User
created an illusion “of nearly anything the user envisions.” Any harm <link>
done by the illusion became actual damage if the illusion was believed
to be real. In the relatively new D&D introductory rulebook, one
which predates AD&D, Phantasmal forces is listed as a second-level
Magic-User spell in terms virtually identical to the original version.

The only real advance thus far in the lore of illusions came with the
publication of the AD&D Players Handbook. There, Illusionists are
made into an official character class, and the old Phantasmal forces
spell is redescribed and expanded into a whole family of spells. These
spells, linked by compound crossreferences, are Phantasmal force, Improved
Phantasmal Force, Spectral Force, Permanent Illusion, and
Programmed Illusion.

The Phantasmal force spell is explained at far greater length than in
the D&D books, but the new description fails to give any more
guidance on the really troublesome aspects of the spell. The new
version allows the spellcaster to depict “any object, or creature, or
force” as the subject of the illusion. Is there anything a spellcaster
could envision that does not meet this description? Taking a broad
view of the word “force” as it appears here, the description takes in
everything in the universe, and is thus identical in scope with the “anything
the user envisions” language of the earlier rule.

One might argue that simple energy, like fire, is not a “force” under
the rule. After all, force causes mass to accelerate, as students of
physics know. But if we’re going to get technical about it, we should
note that true Newtonian forces exist in equations only and not in
reality. One could not create an illusion of a Newtonian force because
such forces cannot be displayed visually. Thus, we must accept a
loose idea of “force” here, or the rule becomes meaningless. The only
question left is why the wording was changed if the same meaning
was intended.

Also, it goes almost without saying that the “object, creature, or
force” requirements does not mean that a single object, or a single
creature, must be the subject of the illusion. An illusionary pit of
sharpened stakes, a text example, consists of more than one object. It
follows that the spell can be used to depict any number of objects or
creatures, so long as they all fit within the area of effect.

Another minor problem concerns illusions cast by monsters. A
Horned Devil has the power to create illusions, as do a number of
other creatures, but the Monster Manual does not say how far this
power extends. Is a Horned Devil’s illusion power confined to the
equivalent of a Phantasmal Force spell, perhaps combined with an
Audible Glamer?  This seems likely in view of the new Wand of Illusion
description in the DM Guide, which seems to equate the term "illusion"
with the Phantasmal Force-Audible Glamer combination.  Still,
one might ask whether a Rakshasa can create a Veil in order to
"create the illusion of what those who have encountered them deem
friendly," since it might be necessary for this creature to disguise the
true nature of its lair in order to achieve this purpose.

There are more serious problems with the spell description. Chief
among these is the idea of “disbelief.” According to the new rules, a
creature is entitled to a saving throw against the spell only if it initially
disbelieves the illusion. This throws up another barrier which the viewing
creature must overcome if it is to save itself. The problem is, when
does a creature disbelieve an illusion? The text gives no clue, so the
answer must be: whenever the DM decides that it does. This puts the
DM in a very uncomfortable position, for the success of the spell will
largely depend on the DM’s ruling, and a DM who has not thought
some about the problem could easily decide a hard case the wrong
way, thus antagonizing the players. The players will naturally dislike
anything that makes outcomes less certain; why bother with a Phantasmal
force when a nice, simple Fireball will do the job? Or a nice,
simple Stinking Cloud? There is a clear need of something that will
make individual applications of the Phantasmal force spell more predictable.

Judges Guild attempted to solve this problem for the old Phantasmal
forces spell with a system that appears in their Ready Ref Sheets,
Volume I, at page 17. This system makes the victim’s number of
levels/hit dice the basic measure of whether the victim believes the illusion
and is thus affected by the spell. Minor modifications are allowed
for the intelligence and wisdom of the victim and for the nature
of the illusion itself, but an idiotic Hill Giant still is affected less often
than a genius elf.

The system thus merges two distinct ideas. The first is that since
spells tend to fail more often when used against large/experienced
creatures, such creatures deserve better saving throws versus the
Phantasmal forces spell than smaller, less experienced ones do. This is
the basic idea behind saving throws in general.

The second idea is the modifications, which are based on an entirely
different theory, but do not account for the extreme cases. A Hill
Giant, with his low intelligence, would generally be less likely to become
suspicious of a pit that appears in front of him out of nowhere
than a genius elf, who is probably a Magic-User himself and is thus
alert to the possibility of an illusion.

This is a form of situational analysis; in effect, we are asking how
likely it is that a creature will figure out that it faces an illusion under
the individual circumstances. This probability depends on internal factors,
like the creature’s intelligence, and upon external factors, such as
whether the creature saw the illusion first appear or not.

The Judges Guild system merges the situational factors and a creature’s <link>
general resistance to magic in one die roll. It is a basically sound
approach and is fine for use in D&D. In AD&D, however, it should not
be used. The new Phantasmal force spell separates the situational and
general factors. The latter are obviously accounted for by the saving
throw that is allowed if the creature first disbelieves the illusion. It
would seem, then, that the “disbelief” called for as a prerequisite to a
saving throw is meant to be based on situational factors only, since it
would be redundant to call for two saving throws in a row both based
on hit dice/levels.

Assuming this to be true, the next problem is to come up with a
reasonably simple system for determining disbelief, picking up where
the rule description leaves off.  Intelligence, which measures a creature's
problem-solving ability, seems the most important of the internal
factors.  WIS, in the form of intuition as to thet best thing to
do, should somehow be taken into account, although is is NOT as important
as INT.  Previous experience with illusions is obviously
of value to the potential victim of another one.

As to the external factors, surprise is one factor likely to prevent the
victim of the spell from thinking clearly and should thus be counted as
a penalty to disbelief where present. The primary external factor, however,
is the situation itself. A suspicious image, like a dragon turtle on
dry land, gives greater cause for disbelief than the image of a troll who
has been living in the cave next door for twenty years. The following
categories are recommended for evaluating situations:

1. Information recommending disbelief. When an associate calls
out that an illusion is present, only an idiot would fail to try to disbelieve
the illusion. The same goes for creatures who know they face an
Illusionist.

2. Strong Suspicion. Here the circumstances are such that even a
creature of low intelligence might not believe its eyes. The illusion of
the Dragon Turtle on dry land falls in this category, as would an illusion
of a pit that appears from nowhere in full view of its potential
victim.

3. Suspicion. A situation belongs in this category if, of all the possible
explanations for what the creature sees, an illusion is the most
probable explanation. In answering this question, be sure to remember
that the number of possible explanations is limited by the knowledge
of the creature; an isolated caveman might not even know what
an illusion is. An example of a suspicious illusion is one of a pit that appears
out of the sight of the victim but in a place it knew to be solid
only a round ago.

4. Doubt. Here an illusion is one explanation, but other equally
probable explanations for the image exist. When a monster appears
out of thin air, it might have been summoned by a Monster Summoning
spell, or it might be an illusion; without additional information,
these alternatives are equally likely to the victim.

5. Neutrality.  This is the default category for illusions neither expected 
nor unexpected under the CIRCUMSTANCES.  An illusion is a possibility,  
but some other explanation is more likely.  If a wise and wary 
troll came across a pit in a place it seldom visits, it would most likely 
conclude that some worthless dwarves had dug it there.  An illusion of 
a crew of archers leading the way for the party (not seen to appear out 
of nowhere) is perfectly neutral and non-suspicious.  

6. Expected Image. Here the circumstances actually support the
victim’s belief in the illusion. In other words, the victim sees something
it expects to see, and the possibility of an illusion hardly ever crosses
its mind. An example would be the troll known by the victims to reside
nearby — assuming, of course, they were also unaware that a party
had already slain the troll; if they learned of this fact, they would be
strongly suspicious of the illusion.

It will be up to the DM to assess the situation each time an illusion is
used. Once a situation’s category has been selected the table below
should be used to determine the victim’s percent chance of successfully
attempting to disbelieve the illusion:

Intelligence                                Situation-->
- 1 2 3 4 5 6
0 (Non-) * * * * * *
1 (Animal) 0 0 0 0 0 0
2-4 (Semi-) 0 0 0 0 0 0
5-7 (Low) 80 60 30 10 5 0
8-10 (Average) 90 70 60 30 10 0
11-12 (Very) 95 80 70 60 30 5
13-14 (High) 100 90 80 70 40 10
15-16 (Exceptional) 100 95 90 80 50 20
17-18 (Genius) 100 100 95 90 60 30
19-20 (Supra-genius) 100 100 100 95 70 40
21+ (Godlike) 100 100 100 100 90 50

Adjustments: 
    + 20% if olfactory or thermal component expected
    but absent
    + 20% if audial component expected but absent
    + 10% if subject of spell is an Illusionist
    -10% if victim surprised (1st round only — see below)
    + 10% if victim’s wisdom is 15 or more

Notes: The adjustments do not apply for creatures of INT 4 or less —
their chance is always zero. For non-intelligent creatures, see discussion
below. A creature that makes its “attempt to disbelieve” percentage
then gets a saving throw to see if it actually does so.

This table is based on the intelligence/expectancy ideas developed
previously. A non-intelligent creature might enjoy immunity from illusions
under this system, since arguably such creatures have no mind
which can be affected by the spell. On the other hand, one might say
that an illusion simple enough to have meaning to a non-intelligent
creature, like a raging fire to a black pudding, could be used against
such a creature. In such a case the non-intelligent creature should be
treated as creatures of animal and semi-intelligence are.

Speaking of which, it is the intelligence range of 1-4 that fares the
worst under this system, for these creatures are smart enough to
comprehend the subject matter of illusions but not smart enough to
grasp the concept of an illusion. Since they always believe what their
senses tell them, they should never get a saving throw versus the spell.
The only real limitation on illusions usable against these creatures is
the “comprehension limitation” discussed below. 

Creatures of intelligence 5 or higher can comprehend the unrealness
of an illusion and thus gain a percent chance of disbelieving it.
Creatures of low intelligence are quite vulnerable to plausible illusions,
whereas only an expected image would have a decent chance of fooling
a god. The adjustments following the table give some concrete
superiority to the Improved phantasmal force and Spectral force
spells. An illusionary raging fire that is totally silent and generates no
heat when approached would allow the victims a 40% bonus on their
disbelief percentage. Similarly, a silent, collapsing ceiling would be
“penalized” 20% (from the spell-caster’s point of view).

There are some situations in which an illusion will fail to harm its
victims regardless of their hit dice or intelligence. Of course, magicresistant
creatures who make their magic-resistance roll will not be affected
by an illusion. Creatures who cannot understand the harmful
nature of an illusion will not be affected, since the whole idea of the
spell is that the victim’s fear of harm causes the harm to be real. A
creature who does not understand the nature of the threat is in a position
no different from that of a creature which cannot see the illusion
at all. To a band of orcs an illusionary Sphere of Annihilation is just a
globe of darkness, thus it should not be able to harm them. On the
same theory, creatures which rely primarily on senses other than sight,
like bats, should not be affected by an illusion unless it has a
component that has meaning to them.

In theory, the Phantasmal force spell might work — when it does
work — as follows. First, the victim perceives the illusion. Next, the
victim understands the illusion, probably as something potentially
harmful. Then the victim either fails to disbelieve the illusion (or more
accurately, fails to attempt to disbelieve the illusion), or misses its
saving throw. Magical energy then does damage to the victim in accordance
with the victim’s belief of the illusion.

All four steps must be carried out for the spell to be successful. A
creature which cannot see or otherwise perceive the illusion never
gets past step one. The ignorant creature is saved by step two, at least
as far as actual damage is concerned. A third type of problem arises
when the victim of the spell is not allowed sufficient time to go
through steps one to three. For instance, in the case of an illusionary
lightning bolt or fireball there is no time for the victim to believe and
comprehend the illusion, since the harmful effects occur almost
instantly. A creature cannot be said to believe or disbelieve a lightning
bolt until after the bolt has come and gone. The logic of the spell
seems to require belief before harmful effect, and if we are to retain
any realism here at all, such illusions should not be possible because
minds don’t work that fast. In general, any illusion of a split-second
phenomenon should not be allowed.

Subject to these limitations, the foregoing table will give at least
some creatures a chance to save themselves from illusion spells in a
relatively rational way. Note, however, that the table should not be
used when a dungeon creature uses an illusion against player characters;
it is up to the characters to go through the sort of reasoning discussed
here and decide to disbelieve or believe what they are seeing.
As for dungeon creatures, each should be given its own disbelief roll
and saving throw, though 5- or 10-creature collective saving throws
could be used when individual rolls would be too much work. In the
case of a continuing illusion, a new disbelief roll should be made each
round, and each new roll should take into account changes in the
situation. A creature which is still within an illusion of a raging fire by
the second round, assuming it did not save against the spell in the first
round, would get its second round roll in category six, since the creature
believes the illusion and expects to get burned again if it remains
within the fire. If, however, an associate were to call out that the fire
was an illusion, the second-round roll would be in category one. Note
also that any penalty for lack of a thermal component would be
negated on the second and following rounds, since the creature “got
burned” on the first round. The purpose of a thermal component is to
make the creature feel the heat as it approaches the illusionary fire,
thereby reinforcing its belief that the flames are real. Similar reasoning
should be applied to the other penalties as well.

As the foregoing discussion shows, the Phantasmal force spell can
give rise to complex problems when used in actual play. But things
aren’t as bad as all that. The hard part will obviously be picking a
category that correctly matches the situation. A DM who feels
uncertain about which grade of expectancy to choose can always
open the floor for argument from the players, assuming that the
players have something worthwhile to say. Most illusions will fall into
classes 1,5, or 6. The other categories exist primarily to catch thoughtless
players who design incredible illusions, and it should not be necessary
to invoke them often in a good campaign.

One nagging problem remains unsolved by this system. Take two
parties of 5 first-level characters each. Neither party has any magic
items, and both are identical except for the fact that the second party
has a first-level Illusionist with it, instead of an additional Fighter.
Suppose that the first party encounters a Hill Giant as a wandering
monster. Chances are they will have to flee, possibly with casualties,
unless they are extremely lucky in melee. The second party, by
contrast, has their Illusionist cast an illusion of a 1”x2”x4” pit of
sharpened stakes in the path of the charging giant. From the table, the
giant stands a 40% chance of believing the illusion outright. If he fails
to attempt to disbelieve, he must then make his saving throw or fall in
the illusionary pit and take 6-36 points of damage (4-24 for the fall, 2-
12 for the stakes). After a few flasks of flaming oil and perhaps a
round or two of melee, the giant has had it. Thus, the party with the Illusionist
is a great deal more powerful than the other party, and will
gain experience a lot faster.

The point of this example is that the Phantasmal force spell is too
powerful to be a first-level spell. Its damage-doing effectiveness puts it
on a par with Hypnotic Pattern, Blindness, Stinking Cloud, and Web,
and it deserves to be ranked as a second-level Illusionist spell. If you
decide to do this for your campaign, Improved phantasmal force must
be made a third-level spell, and Spectral force must become a fourthlevel
spell. As a consolation to first-level Illusionists, there could be the
creation of a new first-level spell, Phantasmal Images. This spell is
similar to a Phantasmal force in all respects, save that it cannot do
actual damage to the viewing creatures. This by no means makes it
useless, for in combination with an Audible glamer or Ventriloquism
spell it can have great intimidation value in the hands of ingenious
players. Even without such extras, an illusionary wall still looks solid.
The Magic-User Phantasmal force spell is fine where it is. The Magic-
User’s lack of facility with illusion/phantasm spells explains its 3rd.
level rating.

OUT ON A LIMB

Phantasmal
phiguring

Sir:
“Now you see it....” (issue #43) was a great
article, and I hope that you continue with your
present policy of crowding many high-quality
features into each issue of Dragon magazine.
The Phantasmal Force spell is currently not
allowed in our campaign, however, because
some aspects of it that need further explain-
ing. Sure, anyone failing their saving throw
for disbelief takes damage as if the illusion
had been real, but what about non-damaging
situations? For instance, Phantasmal force is
used to create a high-level Cleric to dispense
some Heals around the party. If belief can
cause wounds, then belief should be able to
cure as well. Also, if your character can fall
into and take damage from an illusionary pit,
then your character should be able to cross
an illusionary bridge. It is this ambiguity
about Phantasmal Force that makes the spell
sheer dynamite, not merely its damage-inflicting
aspect.

I think that since it is belief that accounts
for the damage done, then perhaps it is the
unused four-fifths of the brain that is the
power source. It could be argued then that
anything possible through the use of psionics
can be accomplished by phantasmal force.
Of course, the hidden portion of the brain is
most likely unused for one good reason or
another, and drawing on it for anything might
result in depleting the character’s endurance
prematurely. When causing damage to a
monster or character it makes no difference,
since most characters will rest when they’re
wounded (if they’re able to) anyhow. However,
illusionary healings and levitating over
bridges that only exist in the mind would wear
out one’s brain power pretty quickly.

Hopefully, other players and DMs can provide
more feedback on this subject. As I hope
I’ve shown, Phantasmal Force is too vaguely
described to be used in a game that appeals
to as creative an audience as it was intended
for.


David Wainwright
Hollis, N.Y.
(Dragon #46)






Hold
On to Your Illusions!
Keeping illusions (and illusionists)
in balance

by Brian Tillotson


 
 
How illusions work The image: mental or physical? Illusory damage: mind over matter Disbelief: denying the image -
Illusions in the game Subconscious disbelief Conscious disbelief Modifiers to disbelief rolls Damage from illusory spell effects
- Illusory creatures in combat Noncombat illusions Illusory magical items Invisibility
Summary

Table of Modifiers to Saves Against Illusions
Illusion's condition Saving-throw modifier
Illusion is cast by an opponent believed to be an illusionist +1
Illusory creature appears from thin air +1
Illusory creature or effect is the same as a real creature or effect already used by opponent -2
Illusory situation is obviously inappropriate (e.g. orcs and elves working together, fireball underwater) +2
Illusion lacks important sensory component +1 per missing sense
Illusion is of a "normal" creature, but it is unharmed by weapons +1, +1 per plus of weapon
Illusion is of a "normal" creature, but it is unharmed by magic +2
Illusion is of a stationary object (e.g., a wall) -1
Illusion is seen poorly (e.g. through fog or over distance) -1 to -4
Illusionist has never seen creature or effect which he depicts in illusion +4
Viewer's ally claims to have disbelieved illusion +4
Viewer is a cavalier +2

 

Illusions can be one of the most flexible
and creative aspects of the AD&D® game,
yet many DMs would rather shake hands
with a wraith than referee an illusionist
PC. The official rules provide no limits to
the power of illusion spells. As a result,
the histories of many campaigns include
one battle in which a low-level illusionist
single-handedly demolished a powerful
foe. This battle is usually followed by so
many DM-imposed restrictions that illu-
sions become useless in the campaign.
When can PCs or NPCs disbelieve illu-
sions? How much damage can an illusion
do? How complex can an illusion be? This
article looks at how illusions work, and
describes rules for using illusions without
upsetting game balance or restricting
creativity. Most of the article applies to the
phantasmal force family of spells, but
other illusion/phantasm powers are dis-
cussed as needed.

In this article, “illusionist” means anyone
who creates and controls illusions. This
individual does not have to be a member
of the illusionist class. Magic-users may
choose phantasmal force as a third-level
spell, master thieves may cast illusions
from scrolls, and some monsters and
magical items may create illusions.

How illusions work

The image: mental or physical?
A visual illusion is an image without
substance. It cannot affect objects or crea-
tures that do not perceive the image. But
is the image itself real? Does it reflect and
absorb light as a photograph or painting
would, or does it exist only in the minds of
its victims? Official publications give no
explicit answer, but there are two reasons

The answer to whether the image is
imaginary or real determines how illusions
work in a campaign. If the image exists
only in viewers’ minds, then the DM might
Second, projecting illusory images into
viewers’ minds seems unreasonably pow-
erful. According to the PH,
page 75, “all believing creatures which
view the phantasmal force” are affected
by it. The viewers can be at any distance,
and need not be known to the illusionist.
To affect all viewers’ minds directly re-
quires magic to reach over tremendous
range and area, and into an unlimited
number of minds. (Consider an illusion of
a flying dragon viewed from miles away
by a large army.) Further, each viewer’s
image must be different to account for
distance and viewing angle. This unique
perspective must be handled automatically
by the spell because the illusionist might
not know where all the viewers are. If
that’s how it works, then phantasmal force
and its kin are powerful spells indeed!
Illusions seem more reasonable if they
work like mobile three-dimensional paint-
ings. Painting with magic, the illusionist
creates an image which is seen by the
viewers’ eyes. The magic is restricted in
range and area of effect. The illusionist
need not locate all the viewers; anyone
who looks at the illusion will see the image
with the correct perspective.

First, if illusions directly affect the mind
of the viewer, then they should be blocked
by techniques which protect the mind.
However, no mental defenses are effective
against illusions. As examples, the psionic
discipline mind bar and the spell Serten’s
spell immunity are each effective against
many mental invasions, yet neither is
described as defending against illusions.
Thus, illusions are unlike mental attacks.
to believe that illusions are as visible to the
eye as to the mind.

<>

rule that the illusion cannot be seen by
viewers of whom the illusionist is un-
aware, or that only a limited number of
viewers can be affected. If the image is
real, then the image should be visible even
when viewers know that it is an illusion.
In that case, illusions could be used for
special visual effects, such as obscuring a
view or providing light. This encourages
creative, nonviolent uses of illusionist
magic, which is another good reason to
choose the “real image” interpretation
In the rest of this article, it is assumed
that illusory images are real. This interpre-
tation applies only to the phantasmal force
family of spells. Some illusion/phantasm
spells, such as spook and phantasmal
killer, are obviously mental attacks.

Purely audible illusions, most of which
are cantrips, are harder to interpret. Offi-
cially, a successful saving throw (or disbe-
lief roll, in the case of audible glamer)
makes the target unable to hear the
sound. This seems like a mental effect. As
discussed above, however, this is inconsis-
tent with what is known about mental
attacks and defenses. Furthermore, it is
unlikely that audiovisual illusions such as
improved phantasmal force would have
real visual images but mental sound ef-
fects. A more reasonable interpretation is
that auditory illusions produce real
sounds. A successful saving throw reveals
that the sound’s cause is magical, but does
not make the sound inaudible.

Illusory damage: mind over matter
The greatest source of conflict about
illusions is their ability to do damage. How
can an image with no substance hurt
anyone? The answer is that it can’t – but
the victim’s mind can.

to fear or stress are not always healthy.
People who narrowly escape injury are
often left weak and trembling. Many faint;
a few actually die of fear. Luckily, this
mental trauma is usually short-lived. The
victim looks himself over, sees that he is
unhurt, and begins to feel better.

With illusions, the victim gets no such
relief. Consider a typical case: John the
Stealthy sees the white-hot flames of a
fireball erupt about him. This is upsetting
in itself, but in addition, John’s clothes and
hair vaporize as he watches, and his skin
blisters and chars before his eyes. Need-
less to say, John is going to be pretty
shaken up by the experience. Illusions that
depict wounds with images of blood and
gore should leave any believer weak and
shaken, corresponding to a loss of hit
points. Some victims would be rendered
unconscious, and the weak-hearted few
might even die.

DMs could leave it at that, letting illu-
sions do damage to the point of uncon-
sciousness, but rarely or never letting
them kill. This has a number of advan-
tages for the campaign. It gives charitable
DMs a way to defeat characters without
destroying them; it also lets a party of
Even in the real world, human reactions

good characters capture enemies and
collect loot without being wanton killers.
The official view seems to be that illu-
sions cannot kill, as shown by case 14.10
of the BATTLESYSTEM™ supplement (page
26): “Illusions that do ‘killing’ damage
actually only put their victims into a cata-
leptic state.” Unfortunately, the duration
and effects of catalepsy are not defined. A
reasonable choice is to use the definition
of unconsciousness on page 82 of the
DMG, (i.e., the creature remains in a coma
for 1d6 turns and thereafter requires at
least one week of rest).

The wounds caused by an illusion need
not be imaginary. A creature damaged by
an illusion must touch or be touched by
part of the image (i.e., the creature must
be in the area of magical effect). Suppose
that illusion magic does more than create
a visible image: It gives power to victims’
minds to create real injuries on their
bodies. Illusions like this can injure as well
as frighten. This is a reasonable interpre-
tation, since the description of the illusion-
ist spell mirage arcane states: “As with all
powerful illusions, the mind of the be-
holder will cause appropriate effects upon
the viewer’s body.” An illusion would not
immediately kill a victim, since the mind
would stop creating wounds when zero hit
points was reached. However, unconscious
victims with real wounds could bleed to
death unless they received aid within 10
rounds (DMG, page 82).

Illusions powerful enough to inflict real
wounds might also be used for healing. If
a character expects a cure light wounds
spell and sees wounds being healed, his
mind might cause actual healing if the
illusion is not detected. Of course, situa-
tions where the injured character truly
would not suspect illusory healing are
rare. An example would be a badly
wounded PC meeting a kindly stranger
who claims to be a cleric, but is really an
illusionist.

Note that the damage potential of illu-
sions comes from both the mind and the
eyes acting together. Thus, creatures
which do not see the illusion due to blind-
ness, sleep, or unconsciousness cannot be
harmed. Likewise, unintelligent creatures
such as dinosaurs, insects, and slimes
cannot be damaged directly by illusions
because they are too stupid to understand
that they should be hurt. Indirect harm is
still possible, of course. For example, a
skeleton is too mindless to be harmed by
an illusory fireball, but would take damage
if the creature fell into a pit concealed by
an illusion.

Disbelief: denying the image
The essence of an illusion’s power is
belief, so a good defense against illusions is
disbelief. Successful disbelief occurs when
the observer is convinced that what he
sees is not real, despite the evidence of his
senses.

For disbelief to be possible, there must
be differences between each illusion and
One problem with illusions is deciding
when characters should try to disbelieve.
Player characters should have a chance to
notice errors, but the illusion should not
be obvious. To meet this need, some DMs
give lengthy descriptions of every object
and creature the party meets. This tech-
nique taxes a player’s patience and bur-
dens the DM with excessive preparation
time. Alternatives are to never give the
party a clue, or to risk giving everything
away with clues like “John thinks the
toads hop funny.”

The problem of NPC disbelief is even
more difficult. To always try to disbelieve
is unfair to the PC illusionist. To never
disbelieve is unfair to the NPC. To play it
by ear is sticky business: Try as you might
to be objective, it’s hard to forget that
what the NPC sees isn’t real, and it’s even
tougher to convince your players that
you’re being reasonable.

The disbelief system presented here
applies to both PCs and NPCs; it is based
on the idea of subconsciously detecting
and interpreting errors. Detecting an
error means that the character’s mind
notices something unusual about the im-
age – perhaps the way a monster moves.
Interpreting an error means finding some
way to explain it; is the creature an illu-
sion, or is it just limping? Detecting errors
and interpreting them are different
events. More intelligent and skilled illu-
sionists make fewer errors, and more
intelligent viewers are better at spotting
errors. Interpreting an error as an illusion
(i.e., disbelieving) is a function of experi-
ence and willpower.

To see how good the image is, the DM
subtracts a secretly rolled 1d20 from the
sum of the illusionist’s intelligence and

Subconscious disbelief

Illusions in the game

the reality it simulates. The scales on a
dragon may be the wrong shape, or a
soldier’s feet might not touch the ground.
Spell-casters of higher level and greater
intelligence can minimize these differ-
ences, but an intelligent observer might
still notice them. Noticing some peculiar
feature, the observer might attempt to
disbelieve. This need not be a conscious
act – the viewer might suddenly realize
that the troglodyte he is fighting doesn’t
smell bad enough to be genuine.

Disbelief is automatic if a viewer touches
the illusion and it doesn’t respond realisti-
cally (e.g., someone swings a sword
through a goblin without even getting its
attention). According to the description of
phantasmal force in the Players Hand-
book, “the illusion lasts until struck by an
opponent –unless the spell-caster causes
the illusion to react appropriately.” If the
illusionist is controlling the image and
causes it to react – blood spurts, rock
chips fly, a character appears to walk
across a bridge, etc. – then disbelief is not
automatic.

<>

level. The result is called the image quality.
Any viewer whose intelligence is greater
than the image quality detects an error,
and that viewer’s subconscious immedi-
ately tries to disbelieve (i.e., interpret) the
image. The disbelief roll is a standard
saving throw vs. spells, with magical-
attack adjustments for wisdom. Like the
error-detection roll, it is secretly rolled by
the DM.

If the illusion-caster is not a member of
the illusionist class, the character’s level
for purposes of the image-quality roll is
less than his actual level. The effective
level for magic-users is two lower than the
actual level, just as for the fourth-level
magic-user spell dispel illusion. A high-
level thief has a 25% chance of failure
with a scroll, so a thief’s effective level is
five lower than his thief level. Creatures
that use magical items to create and con-
trol illusions are effectively zero level,
unless they can also cast illusion spells –
in which case, a monster’s hit dice equate
to illusionist level directly. A deck of illu-
sions controls itself; it is effectively 12th
level with an intelligence of 15.

Each sufficiently intelligent viewer has
an automatic chance to disbelieve when he
first observes an illusion. For example, a
7th-level illusionist with 15 intelligence
casts a spectral force which is seen by a
fighter, a magic-user, and a thief. A 20-
sided die is rolled and comes up 9. Sub-
tracting this from the illusionist’s level and
intelligence total yields an image quality of
[(7 + 15) – 9 = ] 13. The fighter’s intelligence
of 9 is too low, but the magic-user’s is 17
and the thief’s is 14. Thus the magic-user
and the thief, but not the fighter, have
detected errors and get an automatic
attempt to disbelieve the illusion.

Normally, there is only one subconscious
attempt to disbelieve for each sufficiently
intelligent viewer. More attempts to disbe-
lieve occur if the illusion and the viewer
come into contact (e.g., an illusory fireball
bursts among the party, or a character
touches an illusory wall). If only one im-
portant sense component (usually touch) is
missing, then a disbelief roll is made for
viewers whose intelligence is higher than
the image quality. If more than one impor-
tant sense component is missing, the
viewer gets a disbelief roll regardless of
intelligence. If disbelief fails, the viewer
does not recognize the illusion. Successful
disbelief means that the viewer recognizes
the illusion, and any illusory attack in
progress causes no damage to the viewer.
Damage remains from any previous at-
tacks which were not disbelieved.

Which sense components are important
depends on the image, the viewer, and
other conditions. For example, when
touching a wall created by phantasmal
force, touch is the only important missing
sense. The same illusory wall would be
missing two important senses if the viewer
knocked on it to produce a sound. A fire-
ball involves mainly visual, tactile, audi-
tory, and thermal senses, only one of

which is missing from a spectral force
spell. Blows struck by illusory monsters
should include sound as well as touch.
Dragons have an acute sense of smell
(Monster Manual, page 29), so smell is <also, make note at DSG:Scent> <in other words, they are very hard to surprise>
important for any illusion which affects a
dragon.

To continue the scenario above, let us
assume that the magic-user and the thief
failed to disbelieve the illusion at first
sight, so all characters believe the image.
The illusion depicts a blue dragon which
breathes on the three. The lightning
breath normally includes visual, tactile,
auditory, and thermal aspects. Only one of
these, the tactile sense, is missing from
spectral force, so only the magic-user and
the thief get a subconscious attempt to
disbelieve. The magic-user succeeds, so
she takes no damage and knows that the
dragon is an illusion. If she can communi-
cate this to the others, they receive a +4
on any subsequent attempt to disbelieve.
The fighter and the thief attack the dragon
with swords. The thief hits, so he gets
another automatic chance to disbelieve. If
he succeeds, he is still wounded from the
dragon’s first attack.

Beings with superhuman intelligence
automatically detect some illusions. Ac-
cording to DDG, page 7, beings
with 19 or higher intelligence automati-
cally detect first-level illusions; those with
20 intelligence detect second-level illu-
sions, etc. The level of the illusion depends
on its level as an illusionist spell. This
means that phantasmal force cast by a
magic-user is a first-level illusion, not
third. Cantrips are zero-level spells, so
illusion cantrips are automatically detected
by creatures with 18/51 or higher intelli-
gence (as might be obtained by using wish
spells, as per the DMG, page 11).
 

Conscious disbelief
The disbelief attempts described above
occur automatically, secretly, and instantly
(in game time). Player characters, of
course, may attempt to disbelieve at any
time. To prevent a chorus of “I disbelieve!”
on every encounter, explain that a charac-
ter can do nothing else during the round

Conscious disbelief requires only a save
vs. spells. A character (or player) who
decides to disbelieve has already noticed
something peculiar or has been told that
the image is an illusion, so image quality is
irrelevant to the decision. Conscious disbe-
lief is often necessary for thick-witted
characters, since their low intelligence is
unlikely to exceed any reasonable image
quality. A conscious attempt at disbelief in
no way reduces the character’s chance to
subconsciously disbelieve.

A special form of conscious disbelief
occurs when a clever or desperate charac-
ter decides to close his eyes. Unable to see,
the character might to be unharmed if a
pending attack is an illusion with only
visual components. This is a reasonable
tactic for someone like a lst-level thief
who thinks (or hopes) that the huge red
dragon in front of him might be an illu-
sion After all, he is unlikely to make his
The character is always free to disbe-
lieve new developments when they affect
him (e.g., a fighter who has already at-
tacked an orc during a round may none-
theless choose to disbelieve if the orc
suddenly uses a fiery breath weapon).
Spell-casting is not disrupted if the spell-
caster successfully disbelieves an attack
either consciously or subconsciously.
he attempts to disbelieve. This is because
the character hasn’t spotted anything
wrong with the image, and must spend
time looking –looking hard – for errors,
and deciding whether any errors are
significant. For example, when blasted by
some magical effect, a character may
attempt to disbelieve voluntarily. If suc-
cessful, the character recognizes the illu-
sion and takes no damage. If the disbelief
fails or the effect turns out to be real, the
character receives no saving throw, be-
cause while everyone else was jumping
out of the way, he was standing there
looking for errors in the image. Likewise,
if the character chooses to disbelieve an
attacking monster, the character may not
attack and may not use shield or dexterity
to defend against that monster during that
round. The character can still defend
against attacks from other opponents.

<>

disbelief roll either consciously or subcon-
sciously, and saving vs. breath weapon
would only change the texture of ashes he
leaves behind. The character must close
his eyes before the DM announces an
attack; if he waits to see what the attack
is, he will be affected by it. A character
who avoids damage this way has not suc-
cessfully disbelieved an illusion. He can
still be harmed by the illusion if it attacks
when he opens his eyes. Naturally, closing
one’s eyes in combat gives opponents who
are not illusory lots of nasty ideas.

Modifiers to disbelief rolls
Many factors affect the difficulty of
disbelieving an illusion. In general, any-
thing which increases or decreases the
doubt in a viewer’s mind affects the
chance to disbelieve. The list of modifiers
in the table with this article cannot be
complete, but it should give a general idea.
All factors are assumed to provide bo-
nuses or penalties to the disbelief roll.
Some might be more appropriate as modi-
fiers to the image quality, but that would
merely complicate matters.

All but the last two modifiers listed here
are suggestions – use them, change them,
or ignore them as you see fit. For example,
illusory creatures popping in from thin air
normally give viewers + 1 to disbelieve,
but if a monster summoning spell had
recently been used, viewers would disbe-
lieve at–2 because they have already
seen a similar effect. An illusory creature
unharmed by a lightning bolt would nor-
mally add +2 to disbelief rolls, but not if it
were a magic-resistant creature like a
mind flayer.

Damage from illusory spell effects
When a damaging illusion is believed,
damage is determined randomly. The
illusionist can only dictate the image;
damage is determined by the victim’s
mind. Level-dependent effects, such as the
number of damage dice for a fireball,
operate at the actual level of the spell-
caster, regardless of class. If the illusion is
created by a magical item, use the appro-
priate level for an item of that kind (e.g.,
6th level for a wand).

To understand this limitation, consider
that the only visible difference between a
5-HD fireball and a l0-HD fireball is the
intensity of the flame. Low-level illusion-
ists are not skillful enough to simulate the
intensity of more powerful spells. Do not
waver on this point; a low-level character
doing 20 or more dice of damage per
round will wreck a campaign faster than
any magical item.

Unlike normal spells, an illusory magical
effect can be repeated from round to
round, doing additional damage. Fortu-
nately, this process is self-limiting, since an
intelligent victim usually receives a disbe-
lief roll for every attack. Otherwise, the
effect only stops when the illusionist is
attacked or decides to stop.

A single illusion spell can create only one
kind of effect. To switch from fireballs to
lightning bolts, the illusionist must cast a
new illusion. Note that there is no reason
that an illusory magical effect should
appear to come from the illusionist. An
illusory fireball could originate anywhere
within the illusion’s area of effect. The
illusionist is free to draw attention away
from himself by appearing to do nothing
while some unseen agent demolishes the
opposition.

Illusory creatures in combat
An important issue is that of how many
separate creatures one illusion can in-
clude. Can a 6th-level illusionist conjure up
an army of 20 paladins, each armed with a
long sword + 5, Holy Avenger? It could be
done, but the illusion might not be very
believable if any fighting takes place. In
combat, the illusionist must control each
illusory being’s attempts to hit, simulate
injury on both the bogus creature and its
opponent, and control attempts to dodge
opponents’ blows. When a blow is not
dodged, the illusionist must create a con-
vincing image of bloody death. Each of
these effects taxes the illusionist’s skill,
concentration, and stamina.

An illusionist can control illusory crea-
tures with as many hit dice as he has
levels (e.g., a 6th-level illusionist could
create and control six 1-HD beings, one 6-
HD being, etc. This limit reflects the ability
of the illusionist to control the many de-
tails of combat. Higher-level illusionists
have more skill. Human and demi-human
creations can be used; the difference
between illusory lst-level fighters and
10th-level fighters is the skill with which
the illusionist handles them in combat.
Created creatures must be all of one spe-
cies, but may differ in equipment, hit dice,
and tactics.

If the illusionist exceeds the hit-dice
limit, then details are being neglected and
all opponents get an automatic attempt to
disbelieve during every round of combat.
(This is in addition to any other disbelief
attempts to which the viewers may be
entitled.) The illusionist can control twice
as many hit dice of illusory creatures if
none of the creatures are in combat. (This
can be used as a bluff.)

The illusionist must roll to hit for each
illusory being‘s attack, since he can control
the attempt to hit but not the victim’s
attempts to dodge or parry. Use the appro-
priate attack matrix for each creature’s hit
dice or level. High-level illusory cavaliers
and fighters get multiple attacks appropri-
ate to their level, but weapon specializa-
tion or bonuses for strength, weapon of
choice, or race do not apply. Damage is
determined randomly, as appropriate for
the creature or weapon. Sufficiently intel-
ligent opponents get a disbelief roll when-
ever the illusion hits or is hit.

The armor class of illusory creatures is
the same as for normal creatures of the
same type. Illusory warriors may be
equipped with whatever armor the illu-

<>

Armor class and hit points are rather
fuzzy concepts for semi-invulnerable
creatures such as lycanthropes and for
regenerative creatures such as trolls.
Disbelief rolls are made whenever a crea-
ture should be hit – thus, if a viewer
strikes a bogus werewolf but appears to
do no damage, he still receives a subcon-
scious attempt to disbelieve (regardless of
intelligence, if more than one sensory
component is missing). Regeneration re-
duces the initial hit points available. For
example, a 9th-level illusionist conjures a
troll; 45 hit points are rolled. The illusion-
ist gives the troll 25 hit points initially. If
the troll is wounded, up to 20 hit points
can be restored by regeneration. Beyond
that, the troll cannot regenerate.

The illusionist may choose to combine
an illusory magical effect with illusory
creatures (e.g., a bogus magic-user could
appear to cast a spell). In such a case, the
level of the magical effect must be sub-
tracted from the hit dice available to the
creatures.

An anomaly of illusions in melee is that
illusory creatures do not get parting blows
when an opponent turns to flee. The oppo-
nent has turned his back, so he cannot see
the illusion and therefore cannot be hurt
by it. Likewise, an illusory thief cannot
backstab.
<>
– not just direct opponents – attempt to
disbelieve every round that the creature
remains active.

The DM should decide how the total hit
points for all creatures in an illusion are
determined (e.g., a random roll: 1d8 for
monsters, 1d10 for fighters, etc., or always
5 hp per hit die). The illusionist assigns
these initial hit points to individuals as he
sees fit, since the illusionist decides how
much effort is expended in each creature’s
defense. When an illusory creature
reaches zero hit points, the illusionist’s
mental fatigue is so great that he cannot
make the creature evade the death blow.
If the creature fails to fall dead, all viewers
sionist chooses. No magical or dexterity
bonuses are allowed unless the total illu-
sory hit dice are reduced by the amount of
the bonus.

Effective use of illusions in combat re-
quires the illusionist to concentrate on the
details of the battle. The spell pro-
grammed illusion can create an illusion of
creatures performing some action, but
cannot react to opponents. Programmed
creatures are as likely to attack the air as
to strike an opponent. Similarly, if the
illusionist stops concentrating on an im-
proved phantasmal force or spectral force
spell, fighting degenerates to programmed
action for the duration of the spell. Any-
one who strikes a programmed creature
recognizes the illusion. Even a pro-
grammed dragon breath would be rela-
tively harmless because there would be no
way to simulate injury. Each victim re-
ceives an automatic attempt to disbelieve;
those who fail take only half the normal
damage. (These limitations do not apply to
the spell shadow monsters and its descen-
dants, which create semireal monsters
that react to opponents.)

The effectiveness of illusions in combat
is usually limited by the chance for victims
to disbelieve whenever damage is done.
Illusions are often more effective if used to
confuse or mislead rather than injure. In
such cases, disbelief becomes irrelevant.
A single illusion spell can simulate one
significant effect. For example, one illusion
could cover a pit with illusory grass. An-
other could create an illusory building,
light an area as if by a light spell, or create
a wall of fog. Of course, the object or
effect must be no larger than the illusion
spell’s area of effect.

Illusions are useful for defensive con-
cealment. An illusory wall with arrow slits
would offer no physical protection, but it
would give 90% concealment to archers,
thus improving their armor class by four.
This would be true even if all opponents
knew that the wall was an illusion, since
the image of the wall would continue to
conceal the archers.

An illusion can effectively blind an oppo-
nent. An illusory darkness spell would be
impossible to see through, even if the
opponent recognized it as an illusion spell.

Noncombat illusions

Unlike regular darkness, the illusion can
move anywhere within range, continuing
to cover the opponent.
 

Illusory magical items
Illusions can include magical items
which produce visible effects (such as
wands). The power of these devices is
limited by the illusionist’s level, just as for
an illusory spell. A 1st-level illusionist can
create an illusory wand of fireballs, but it
can only do 1d6 hp damage. The level of
the magical item is subtracted from the
total hit dice that the illusionist can control
in melee (e.g., a 6th-level illusionist could
blast opponents with bogus 5-HD lightning
bolts from an illusory wand wielded by a
bogus 1st-level spell-caster).

Illusory magical items can enhance an
illusion’s credibility. For example, casting
six fireballs in a row is pretty unlikely
unless the spell-caster is using a wand.
Illusory magical weapons are also possi-
ble. If a fighter hits an elemental and
causes a visible wound, the elemental is
likely to conclude that the fighter’s
weapon is magical – even if both the
fighter and the wound are illusions, and
the illusionist doesn’t know that magical
weapons are needed to hit elementals. The
exact weapon bonus would be difficult to
guess from the image, so the DM should
roll 1d4 to see what bonus the victim

Some players may want to use phantas-
mal force as an invisibility spell. Both
spells belong to the class of illusion/
phantasm magic, but they are quite dissim-
ilar. Phantasmal force is a general-purpose
spell that is maintained by concentration
and can be used to attack; invisibility is
highly specialized, requires no concentra-
tion, and is dispelled by aggressive acts.
Despite these differences, the DM may
decide to allow illusory invisibility. If so,
the result will differ from the invisibility
spell. Illusory invisibility lasts only as long
as the illusionist concentrates (or for a few
extra rounds if improved phantasmal
force or spectral force is used). The area
of effect and range are the same as for
phantasmal force.

Inanimate as well as animate objects
could be made invisible. Many objects
could be made invisible as long as all re-
main within the area of effect. Unless its
eyes remain visible, an invisible creature is
effectively blind because light does not
reach its eyes. Disbelief does not reveal

In visibility
<>
thinks the weapon has. Add this number
to the illusionist’s damage roll. Note that
the number must be sufficient to hit the
creature (e.g., at least +2 for an elemen-
tal). The “weapon” has no actual bonus, so
the illusionist’s unmodified “to hit” roll
must be sufficient to hit the victim.

the hidden object’s identity, but will let the
viewer know that he sees an illusion.
True invisibility is a good defense against
illusory attack. The illusionist cannot cre-
ate visible wounds on an invisible victim.
Indeed, the illusionist doesn’t even know
when the creature has been hit, so illusory
attackers do not react correctly. If the
invisible creature is hit by an illusion, treat
it as a programmed attack: The invisible
creature automatically attempts to disbe-
lieve, and takes only half normal damage if
disbelief fails.

An illusionist cloaked in a normal invisi-
bility spell is revealed when attacking,
even if the attack is carried out by an
illusory creature. Merely casting an illu-
sion does not constitute an attack. Only
when the illusion is used to actively dam-
age its viewers will the illusionist’s invisi-
bility be dispelled.

Summary
The system presented here solves some
problems and helps bring illusions into
balance with other forms of magic. Disbe-
lief is handled consistently. Damage and
complexity of illusions are proportional to
the illusionist’s skill. Low-level illusionists
can befuddle stupid opponents or damage
weak ones; high-level illusionists can fool
nearly anyone. Members of the illusionist
class can use better illusion spells to dam-
age powerful opponents.

No system covers every possibility that
can arise when creative players use a spell
like phantasmal force that “can create the
illusion of any object, or creature, or
force. . . .”Decide what the principles of
illusory magic are in your campaign, then
make sure your players are aware of them
before illusions are used. When a situation
comes up which the system doesn’t cover,
keep the game friendly by not using ques-
tionable techniques until you reach some
agreement on how such techniques will
work. Enjoyment of the game is a coopera-
tive venture; with a little understanding
from the players and the DM, illusions can
add a lot of spice to an interesting world.
[For another view on saving-throw modi-
fiers for illusions, see Illusory Solutions,”
by Matt Battison, in this issue of DRAGON®
Magazine.]
 


THE FORUM

I've been DMing my campaign for close on
three years now, and in all that time there has
never been a problem that the DMG, DRAGON
Magazine, and good old common sense couldn?t
conquer ? until now. My problem is disbeliev-
ing illusions.

Disbelief is a thorn in the side of my players, as
it is the only effective tool for dealing with high-
level illusion, be it generated by an illusionist or a
magic item. For example, take the 3rd level
magic-user spell  phantasmal force.  According to
the spell description, ?creatures which disbelieve
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. . . .? Presumably, the character
in question must say ?I disbelieve the [pit, mon-
ster, wall of flame]? after which they roll their
normal saving throw to escape the effects. So far,
so good.

But what if they try to disbelieve the effects of
the spell after it has already dealt damage to
them? Suppose a fighter character, having fallen
into an illusory pit and taken several hit points
damage, states disbelief and tries for a saving
throw. If the throw succeeds, will that erase the
damage already done?

For the  phantasmal killer  spell, the intelligence
of the victim becomes a factor, whereas for the
shadow monsters  and  demi-shadow monsters
spells, the regular saving throw is applied. For
many  illusions, ?special? is the only entry under
?saving throw?; to deal with this, I have been
asking players to roll 3d6 and score lower than
their character?s intelligence to successfully disbe-
lieve an illusion. Should a regular saving throw
also apply in the ?special?  cases,  or what?

Lastly, another DM I know insists that disbelief
is automatic, while I maintain that the character
in question must state disbelief, and furthermore,
once a character fails to see an illusion as merely
phantasmal, he or she cannot ever be shown the
true nature of that particular illusion.

Is there some rule of thumb that can be applied
to the various sorts of illusions and phantasms?
Have I completely missed the boat on something
obvious?

David W. Sisk
(Dragon #87)

*    *    *    *

Regarding Mr. Sisk's letter in issue #87, it has
been my experience that a PC, once he or she has
taken damage from the phantasmal force  spell, is
?stuck with it? and it cannot be reversed (though
a properly phrased  wish  spell, of course, would be
an exception). One of the phrases is ?The illusion
lasts until struck by an opponent . . .? which
means that the illusion will not cause damage
over and over again because once the character
hits  the ?pit,? the illusion lasts long enough for
causing damage  once,  then it is immediately
dispelled. This also means the character cannot
state disbelief at that time because the spell would
no longer exist at this point.

Most saving throws are versus spells, unless
otherwise stated. If it is not stated in the text of
the spell, then I would rule that the character
must state he or she is disbelieving and roll a d20,
otherwise characters with 18 intelligence would
never have to roll, and that would take the chal-
lenge and danger out of the spell.

Disbelief is  not  automatic, otherwise what
would be the use of casting the spell in the first
place? Mr. Sisk is right in stating that the charac-
ter in question must state disbelief, but if the
phantasmal force  is dispelled, never seeing the
true nature of the  phantasmal force  becomes a
moot point.

Kevin Deevey
Bloomfeld Hills, Mich.
(Dragon #88)

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The comments by David Sisk in issue #87 are
ones that I have had a difficult time dealing with
also. I am even now putting together an adven-
ture in which many illusions are included. As a
result, I have done a lot of thinking and come up
with a few guidelines for the handling of illusions.

In my opinion, it is ludicrous for player charac-
ters to always declare ?I disbelieve?  every  time
they encounter a monster, magic, or the un-
known. Not only does this tend to upset the DM,
who has taken much time to prepare a coherent
adventure, but it wastes quite a bit of game time.
Besides, when you see a spell caster among the
evil creatures you are combating, how do you
know if he is a cleric, druid, magic-user, or
illusionist? The former two are usually dressed in
identifiable clothing, but there is seldom any
distinguishing attributes for the latter two. After
all, if I was an illusionist, I certainly would not go
about my way carrying a sign ?Illusionist here ?
attempt to disbelieve?!

So now the question at hand: How does one
deal with the illusions encountered in an adven-
ture?

First, as stated before, the DM should not
allow players to have their characters constantly
disbelieve everything. If this occurs, the DM can
simply say to the player, ?This  is  ridiculous. How
are you going to tell reality from illusion when
you actually encounter it??

Second, the DM should require characters to
state what it is about the supposed illusion that
they will use as a basis for their disbelief. Indeed,
if one encounters an illusion, and knows it for
such, on what comparison does he make this
judgment? The obvious difference between reality
and illusion, of course.

This, then, means that most illusions have
some sort of recognizable discrepancy. The best
example of this is when an illusionary monster
attacks someone. If the person has fought such
creatures before, it is likely that he will be able to
recognize the correct behavior of the creature in
combat. Thus, an illusionist, who is not a fighter
class, would have a difficult time re-creating the
exact combat behavior of the creature. If the
character notices this fact, then he has a basis for
disbelief, and is entitled to a saving throw.

This of course means that the DM must be
careful and be consistent with his descriptions of
all monsters and magic used in the game. This is
obviously no easy task, but if it is undertaken, it
allows good handling of illusions.

The same sort of thing could be used when
dealing with illusions of magic spells. Any magic-
using character should have a chance of recogniz-
ing an improperly cast spell, or one whose effects
are abnormal. After all, illusionists are not capa-
ble of casting an actual fireball or lightning bolt
as a magic-user would, although they can inter-
pret and copy its effects. Thus, a spell caster who
saw some sort of discrepancy in the spell cast at
him would have a chance at disbelieving and be
entitled to a saving throw.

For high level illusionists, perhaps 11th level
and above, there will be little chance for inconsis-
tencies in their illusions, due to the vast experi-
ence of the spell caster. Thus, illusions with
visual, audible, olfactory, and thermal compo-
nents would be as good as if they were real.
Therefore, I suggest that characters who attempt
to disbelieve have at least some general reason for
the attempt, and under these circumstances
should be required to roll 4d6 or even 5d6. A
score equal to or less than their intelligence
attribute is necessary to disbelieve. A general
reason could be something like, ?I disbelieve
because I?m in an illusionist?s work room,? or
?This can?t be real because there was nothing
down that passage before, and the evil illusionist
just escaped that way.?

Now, let me attempt to address some of Mr.
Sisk?s questions. First, when a character believes
that he has fallen into an illusionary pit (and thus
failed his saving throw), who is to say that the
illusion of the pit disappears from his mind?
Certainly, if he believed that he fell into the pit,
he believed the illusion, and he is not all of a
sudden going to stop believing! This is because
the character gets  one  saving throw versus the
illusion, not many. Thus, the illusionary pit will
always be there for him, even if the others in his
group tell him it isn?t. And of course, since it still
affects his mind, he still believes himself
wounded.

As to the phantasmal killer versus shadow
monster spells, I would again use the 4d6 (or 5d6)
with bonuses/subtractions in place of a saving
throw. Since the work of the illusionist is more
oriented toward attacking the victim?s mind and
challenging his intelligence, this type of save is
more logical.

Last, in reference to disbelief and whether or
not it is ?automatic,? I believe that my initial
statements decide this issue.

In conclusion, this system of handling illusions
is not only more game-realistic, but it will also
require the DM to add precise descriptions to the
game, thereby making the players and their
characters more involved. For, if they are to have
an attempt at disbelieving, they must have a
catalog of knowledge on the creatures they have
fought.

Richard Emerich
New Canaan, Conn.
(Dragon #88)

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