[net.games.frp] How do you DM an illusionist?

dalka@ihuxe.UUCP (11/21/83)

Question #1: How does a DM decide when an NPC should beleive/disbelive
	     an Illusion? I suspect it should be based on intelligence,
	     but how? The DMG gives no hint.....

Question #2: Once you figure out #1, HOW do you factor in the differences
	     between "spectral force" versus "pantasmal force"?

Question #3: How do you regulate the player character as to what he can
	     or cannot create? (For example: "I want to cast a spectral
	     force of 1000 Umber hulks or how ever many can fit in the
	     area of effect)

Question #4: Can a player character be killed by an illusion?

						Ken Dalka
						ihuxe!dalka

dave@uwvax.ARPA (11/22/83)

	#1: How does a DM decide when an NPC should beleive/disbelive
	    an Illusion? I suspect it should be based on intelligence,
	    but how? The DMG gives no hint.....

I generally make a saving throw for the victim (we're talking about an NPC
here, not a mere, stupid monster).  If the victim make it, a flaw in the
spell was noticed -- that person will be unharmed.  I've never been a GM when
an illusionist cast an illusion against a really stupid beast, but I think
I would just roll a twenty-sided die and see if intelligence or less was
rolled.  I also take into account the caster -- how believable is the spell
the person is casting (would *you* believe the appearance of a unicorn in
a deep dungeon which you had to crawl to get into)?

	#2: Once you figure out #1, HOW do you factor in the differences
	    between "spectral force" versus "phantasmal force"?

I think this one is pretty well explained in the spell list.  The higher
level spell does more.  If I remember correctly (I'm at work, not looking
at my tome, mind you), phantasmal force is a 1st level spell and pretty
wimpy.

	#3: How do you regulate the player character as to what he can
	    or cannot create? (For example: "I want to cast a spectral
	    force of 1000 Umber hulks or how ever many can fit in the
	    area of effect)

Look at the description of the spell -- take into account the area that
can be affected, the spell's level and the level of the spell caster.
A higher level spell caster should be able to create more intricate
spectral forces than a lower level caster.  Part of this higher ability
is taken up by the fact that there are many *similar* illusionist spells,
but the higher level spells can do more.

	#4: Can a player character be killed by an illusion?

Definitely.  How?  I think it would be sort of like scaring them to death.
For example, if you thought your heart was being ripped out, I think you
could very well have a heart-attack and die.  I apply this equally to
monsters, NPC's and PC's.

			Dave Cohrs (aka M'Larek Arakellian, Illusionist)
			Univerity of Wisconsin Comp. Sci. Lab
			...!seismo!uwvax!dave
			dave@wisc-rsch.ARPA

bstempleton@watmath.UUCP (Brad Templeton) (11/26/83)

I don't like the way most DM's do this.  Like the one poster, many
DMs just give NPCs an automatic saving throw.  Yet PC's must actually
state "I disbelieve" and take a round to do so.  Then they get a save.
I think this is no good.

NPCs will notice flaws in player's illusions, and if there is something
wrong with the illusion, exploit it, but otherwise they should have to
follow the same disbelief rule.

In particular, give extra points to a well designed illusion, or one that
is incorperated with real things.  If the illusion is of something that
the victim fully expects to see, then chances are they will not get a
save.  If it is way out of the ordinary, then give them a good chance.

Similarly, if you start throwing flaming oil at people (real) and then
create an illusion of more oil coming and the flames getting higher, this
is likely to get everybody.  Phantasmal force can be best used augmenting
a real effect.

As for players, I allow any form of disbelief to give a save.

For example:
DM: You see a flock of Umber Hulks with wings coming at you.
Player:  Wings on an Umber Hulk?
(At this point the player gets a save, and the DM either answers yes
or no)

Anything of the sort is good.  "This doesn't sound right"
"that's too dangerous"  - any form of incredulity gets a save.
-- 
	Brad Templeton - Waterloo, Ont. (519) 886-7304

asente@decwrl.UUCP (Paul Asente) (11/27/83)

In response to the problem of just what an illusionist can make an
illusion of, a friend (who runs and illusionist) and I came up with the
following system, which I use in my A(mostly)D&D campaign.  The idea is
that different types of things cost different numbers of points and
different illusionist spells can power illusions of different
strengths.  First I'll give the tables and some commentary, then some
examples.

				COST OF ILLUSIONS

Senses involved
	sound		 3
	sight		 5
	taste		 5
	smell		10
	tactile		10
	physical	20
	mental		50

This is pretty straigtforward; you pay a cost for each sense you
affect.  The distinction between tactile and physical is one of degree;
tactile gives something a feel and physical gives it mass.  Very small
objects need only tactile (e.g. an illusion of rain).  Mental makes the
illusion appear to have thoughts if ESPed or whatever.  For each sense
the illusion covers, you have to pay an additional cost on the next
table to control it.

Behaviour (for each sense)
	static		 0
	mechanical	 5
	creature	10	(locomotion, claw/claw/bite, etc.)
	skilled		20	(speech, swordplay, spellcasting, etc.)

Static means it never changes; mechanical means it changes but in a
very straightforward and predictable way.  Illusions of a living being
must typically have at least creature behaviour unless the thing is,
for example, asleep.

Environmental interaction
	none			 0		Full cost for each different
	preprogrammed		 5		entity; cost X (n+1)/2 for n
	reactive		10		similar entities.
	simple actions		10
	complex tasks		20
	intelligent plans	50
	reaction to thoughts	50

This indicates how well the illusion reacts to things going on around
it.  None indicates the illusion will not do anything (it just sits).
Preprogrammed can change but the illusionist has to decide just what it
will do when the spell is cast.  Reactive means the illusion will react
itself to small changes in the environment without the illusionist
having to control it and is often used in conjunction with the others.
The next three indicate more or less the intelligence needed for the
depicted creatures to do what they are doing.  It is somewhat easier to
control multiple instances of the same type of creature in an illusion,
so the cost for each after the first is only half.  Thus 5 orcs cost 3x
what one orc costs, but an orc, a goblin, a kobold, an ogre, and a hill
giant cost 5x what one orc costs.

Reaction to thoughts can be added in with the others which makes the
illusion able to react to a specific individual's thoughts in a way
predetermined by the illusionist.  The illusionist could make an
illusion of a person that appeared to be someone else's long-dead
mother, for example, even though the illusionist had never seen the
mother.  Alternatively, an illusionist could create an illusion of a
servant that would anticipate someone's every need.

Note that this table is orthogonal to the behaviour table, in that the
behaviour requires expenditure for each sense and environmental
interaction requires it for each creature.  There is correlation,
however, since the more complicated types of interaction require more
advanced behaviour.

Duration
	total concentration	 0
	partial concentration	10   (No spellcasting; movement & dodging OK)
	minimal concentration	70   (Spellcasting of non-concentration spells)
	no concentration	10/round	(1/segment)
	permanent	       100
	repetitions		10/repetition
	triggering		40	(as magic mouth)

This is pretty straightforward.  I only allow no concentration if
either minimal concentration or triggering is also used, or the
behaviour has been well established through total or partial
concentration already.  Repetitions are exact repetitions, NO variation
at all.  If you created illusionary flaming oil dropping on people and
followed that with a repetion, the illusion would most likely be seen
through since the victims would probably have moved between
repetitions, and the repetition would be inappropriate.

Damage				 (all as per effect being depicted)
	none			 0
	illusionary		 5
	slight & illusionary	20	(1 per die)
	real if believed	70
	real		       150

Illusionary damage will be seen as such during the next quiet period
for the victim.  Slight & illusionary does a little bit of real damage
unless the victim disbelieves before the damage occurs.  Real if
believed does damage unless the victim successfully disbelieves either
before or afterwards, otherwise the damage is illusionary.  Illusionary
damage cannot kill a creature but rather makes it become unconcious for
a number of rounds equal to the number of points below zero he is, plus
1-4 additional rounds.

Illusions such as a bridge will support actual weight if given the real
if believed or real damage categories and have a physical component.
However, if the illusion is merely real if believed and the person
crossing starts to waver in belief and makes (!) his saving throw, down
he goes!

Area of effect
	area		 2/sq "
	mobile		30
	replications	 1/sqrt(# of replicas)
	restriction	10/individual included or excluded

These are all orthoganal.  Area covers the size of the illusion; mobile
indicates this area can move around.  Replications are exact duplicates
of parts of the illusion but must all fit within the area of effect.
If, for example, a marching skeleton costs N points and takes a 2x2
foot area, 100 marching skeletons cost 10 x N points for replications
and 8 points for the area.  (You can get 25 skeletons per square inch).
Restriction applies to victims, so you can create illusions which only
some people can see or which everyone but specified people can see.

Ease of dispelling
	dispelled by disbelief			 0
	dispelled by touch			 3
	dispelled by touch in disbelief		10
	not dispelled by touch in disbelief	50

Self-explanatory, I think.  If it's dispelled by disbelief, the
illusion goes away as soon as anyone disbelieves it.

Spells
	Phantasmal Force (Illusionist)	 50
	Improved Phantasmal Force	 75
	Spectral Force			100
	Shadow Force			150	(new 4th level spell)
	Illusionary Force		200	(new 5th level spell)
	Veil				300
	Illusion		  unlimited	(new 7th level spell)
	Phantasmal Force (Magic User)	 25 + 5/level of MU

This indicates how expensive an illusion a particular spell can cover.

Here are some examples:

An army of 100 skeletons:
	We'll make 4 different skeletons and make 25 replications of
each one.

	sound: mechanical	3+5		 8
	sight: creature		5+10		15
	simple actions		10 x (5/2)	25 (the 5/2 is for 4 skeletons)
	total concentration	0		 0
	no damage		0		 0
	area 4 sq "		2 x 4		 8
	mobile area		30		30
	replications		sqrt(25)	 5
	dispelled by t.i.d.	10		10
	TOTAL				       101
To make this work in a Spectral force, we could get rid of a few
skeletons, or perhaps make it dispelled by touch.

An illusionary flash of light if anyone touches your backpack but you:
	sight: static		5 + 0		 5
	no interaction		0		 0
	duration 1 segment	1		 1
	triggering		40		40
	no damage		0		 0
	area of effect (1 sq ")	2		 2
	dispelled by disbelief	0		 0
	TOTAL					48

A phantasmal force can do this; if you used improved p.f. you could add
some slight & illusionary damage to it (i.e. blinded for a few rounds)

Everyone's favorite:  an illusionary fireball!
	sight: mechanical	5 + 5		10
	tactile: static 	10 + 0		10	(heat)
	no interaction		0		 0
	total concentration	0		 0
	area (~12 sq ")		2 * 12		24
	dispelled by t.i.d.	10		10
	TOTAL (less damage)			54

With a first level spell you could do illusionary damage if you were
willing to allow it to be dispelled by disbelief.  An i.p.f. could do
slight and illusionary damage.  Real if believed damage requires a
Shadow Force spell (4th) and real damage a Veil (6th), although an
Illusionary Force spell (5th) will do it if you make it a little
smaller.

Illusionary bridge over a chasm:
	sight: static		5 + 0		 5
	physical: static	20 + 0		20
	no interaction		0		 0
	partial concentration	10		10 (so you can cross!)
	real if believed damage	70		70 (to support weight)
	area (5 sq ")		5 x 2		10
	dispelled by t.i.d.	10		10
	TOTAL				       125

This one will come crashing down if a crossed disbelieves it; to make
one that's a bit more robust requires not dispelled by touch in
disbelief, for an additional 40 points (and an additional spell level)

Someone's long-dead mother appearing and giving advice (just to him)
	sound: skilled		3 + 20		23
	sight: creature		5 + 10		15
	simple actions		10		10
	reaction to thoughts	50		50
	total concentration	0		 0
	no damage		0		 0
	area <= 1 sq "		2		 2
	restriction to 1 person	10		10
	dispelled by t.i.d.	10		10
	TOTAL				       120 (4th level spell)

This one could be very effective.

Finally, an illusion of someone's heart's desire in a lover:
	sound: skilled		3 + 20		23
	sight: skilled		5 + 20		25
	taste (!) mechanical	5 + 10		15
	smell : mechanical	10 + 10		20
	tactile : creature	10 + 10		20
	physical : creature	20 + 10		30
	reactive		10		10
	intelligent plans	50		50
	reation to thoughts	50		50
	permanent		100	       100
	real damage		150	       150
	area <= 1 sq "		2		 2
	mobile area		30		30
	not dispelled by t.i.d.	50		50
	TOTAL				       575 (7th level spell)

This is a pretty formidable illusion!  Since it requires a 7th level
spell to do this, you might as well add illusionary thoughts.

Hope this helps.

	-paul asente	(decwrl!asente)

ekblaw@uiucdcs.UUCP (ekblaw ) (12/18/83)

#R:ihuxe:-42100:uiucdcs:9300015:000:501
uiucdcs!ekblaw    Dec 17 21:47:00 1983

Answer #1: Disbelief is based on WISDOM.  However, the first driving force,
           as in so many other cases, is magic resistance.

Answer #2: Spectral forces are based on spirits, while phantasmal forces 
           are distortions or different views of existing objects.

Answer #3: Many spells will have limitations. Also remember that the illusion
           must be constantly regulated and controlled by the spell-caster.
            
ust be constantly regulated and controlled by the spee

ekblaw@uiucdcs.UUCP (ekblaw ) (12/18/83)

#R:ihuxe:-42100:uiucdcs:9300016:000:163
uiucdcs!ekblaw    Dec 17 21:50:00 1983

(Sorry about that--little brother playing around)

cont. answer 3:Thus, anything not able to be maintained by the caster's
               thought will disappear.

robison@eosp1.UUCP (Tobias D. Robison) (12/22/83)

Disbelief should not simply be based upon WISDOM.  Relevant knowledge
should be a big factor.  For example, you turn a corner and face to face
with an illusion of a sleeping Minotaur.  If you have never seen a
minotaur but the illusionist is familiar with them, you are more likely
to be fooled than if you know Minotaurs and the Illusionst doesn't.
Both intelligence and wisdom (if the character seems to be using them)
should affect the effectiveness of the illusion.

				- Keremath,  care of:
				  Robison
			          decvax!ittvax!eosp1
				  or:   allegra!eosp1