
Illusions & Phantasms
A guide to the adjudication of the unreal

Illusionary magic is a very tricky subject. The school
actually comprises two separate, but related, types of
effect.
Illusion magic creates the physical component of the
effect--for instance, the visual or aural effects
associated with a pit. An illusion spell is essentially a
perfect hologram, although it may include sound effects and
olfactory triggers as well. As such, it is incapable of
causing damage directly. On the other hand, disbelieving
in an illusion is not going to make it go away, so
illusions of light or darkness, or which cover or conceal a
real object, will continue to operate, even if recognized
as "unreal".
Some Illusions may have a tactile component, but if
there is no real object under the image, any level of force
will pass the "border" of the effect.
Phantasm magic, on the other hand, convinces the subject
that the effect is real. As a result, "sympathetic
damage"--shock, hemmoraging, etc.--can occur as a result
of these effects. On the other hand, a successful
disbelief attempt will banish the effect completely, at
least for that subject. Furthermore, a phantasm of a Light
spell in an otherwise dark room will reveal whatever the
caster decides will be there.
A properly cast phantasm can even protect a subject from
the effects of exposure or dillute (but not eliminate) the
effects of hunger or thirst.
If someone disbelieves a Phantasm, then they will not be
able to perceive it. Thus, they may be unable to properly
interperet actions shown by comrades who have not
successfully saved.
Illusion magic can be recognized by a high Intelligence,
while a high Wisdom can be used to resist Phantasms. If a
spell includes both elements, then the lower of the two
traits is used to determine the subject's bonus.
Below are listed some common results of effects based on
the two separate types of magic.

Illusion
Light/Dark: This is identical to the real thing:
darkness conceals, light can reveal or blind. Illusionary
sunlight has none of the metaphysical properties which make
it so deadly to certain creatures (vampires, Drow), but
creatures with sensitive eyes could be rendered temporarily
blind. Recognition of the effect's nature has little
effect on its impact.
Alternately, a skilled Illusionist can make a Light
illusion that displays exactly what he wants it to.
Creatures: These effects can move, talk (if sound is
included), and even smell like the desired creature. If
the spell is not recognized as an illusion, morale checks
could be called for, and psyche-out attacks (arrows that
narrowly miss, gouts of fire that scorch the walls) may be
employed. Attacks inflict no damage, and will probably
result in disbelief. Ranged attacks against the illusion
may be factored in (arrows sticking out of bleeding wounds,
scorched hide). Melee combat hits will immediately result
in recognition, as there will be no resistance to the blow.
The same goes for any but the most casual of contacts.
Note that an intelligent spellcaster could create an
illusion of some form of uncorporeal undead creature, which
would cause the "contact=disbelief" to be null, especially
if the illusion includes the necessary thermic components to
produce a "chill".
Disguise: If an illusionary disguise is almost the
same shape as the concealed subject, then it might not be
possible for recognition to occur from solid contact.
Wall: Any solid contact with a wall which covers an
empty space will reveal its true nature, but a door
concealed by this effect may prove almost impossible to
find (treat as a secret door, rather than a concealed one,
and add a hefty penalty to any attempts to locate traps or
pick locks).
Invisibility: Subject is totally concealed, and may be
made completely silent and without aroma, as well, and
casual contact can be rendered unnoticable. However, the
effect is two-way, meaning that the subject will also be
rendered blind, deaf, without a sense of smell, etc. A
master illusionist might be able to cause the spell to
recreate these senses within the confines of the spell,
and the Invisibility spell does this automatically with
sight. Successful disbelief will, at most, allow a viewer to
recognize that there is someone/something in the area.

Phantasm
Light/Dark: Light will only reveal what the caster
wants to show. Darkness will result in blindness for any
who believe that it is there, but will disappear otherwise.
Phantasmal sunlight will act as usual on those who believe
in it (note that most vampires instinctively know the time
of day).
Creatures: Affected individuals will take damage from
attacks, and will seem to be in combat with an invisible
foe to a disbeliever. Phantasmal creatures have an
effective hp and HD=the caster's. If the creature remains
beyond "death", then the subject is allowed continuing
saves to disbelieve.
Disguise: Disbelief allows for the disguised
person/object to be seen immediately.
Wall: A believed-in wall will totally bar entry, while
a disbelieved wall will fade to nothingness and reveal
whatever lies behind.
Invisibility: Subject can see and hear normally, but
anyone who disbelieves will be able to see the subject.

On Gero, spells of the I/P School are actually more divided,
and thus, more limited. Below is a list of spells from the
Player's Handbook. They are categorized as either Illusion,
Phantasm, or Hybrid spells, and the guidelines above should
be used in adjudicating them.
The thoughtful reader will note that many of the spells
are listed in a fashion that is contrary to their names. This
is wholly fitting for the School of Deception.
Illusions Phantasms Hybrids
Audible Glamer Ventriloquism Hypnotic Pattern
Change Self Spook Rainbow Pattern
Phantasmal Force Deafness Vacancy
Blur Leomund's Trap Shadow Monsters
Fool's Gold Misdirection Demi-Shadow Mons.
Invisibility Whispering Wind Minor Creation
Invis., 10' Rad. Illusionary Script Major Creation
Imp. Phant. Force Phantom Steed Shadow Magic
Spectral Force Fear Shadow Door
Wraithform Halluc. Terrain Demi-Shadow Magic
Improved Invis. Phantasmal Killer Mirage Arcana
Advanced Illusion Dream Shades
Seeming Veil Simulacrum
Mislead Weird Screen
Permanent Illusion Sequester
Programmed Illusion Shadow Walk
Mass Invis.
