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.


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