Finding the Path – Illusion

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Copyright lcrangirl.

“Your eyes can deceive you. Don’t trust them.

Hello everyone, and welcome to the sixth in a series of 9 articles covering the basics of each of the various school of spells for a Sorcerer, Wizard or other Arcane caster in the Pathfinder Roleplaying Game, focusing on the spells available in the Pathfinder Core Rulebook (and possibly any that stand out from elsewhere). The goal for each of these is to provide you with a quick overview of useful spells at each level as well as the people who use these spells.

That said, welcome to this week’s article on the arcane school of Illusion.

First, though, we need to attend to the matter of what MAKES an illusionist. If we take our modern dictionary it defines an illusionist as “a person who performs tricks that deceive the eye.” If we look at the more fantastic definition of we can go to Paizo’s definition: “Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.”

As you can see both of these make sense within their limited context, but the illusionist is, to me, both a combination of the two and more than the whole of them. As such I’d define them more along the lines of “Illusionists use magic and tricks to deceive the eye and the mind, conjure up images of the impossible and use these to misdirect, mislead and defeat their enemies.”

Now, Illusion is one of the magic schools that have 5 subschools (figment, glamer, pattern, phantasm, and shadow), each of which has its own strength and purpose. I’ve chosen to briefly summarize them below, and give an example of where you can experience something that resembles this.

Figments

Figments create false sensations. – This could in effect be anything sensory, but it would need to be something that can be experienced by multiple people, which would usually be sight, sound, and smell, though you could argue that there might be cases where touch and taste might come into play.

The lowest level example that you can find is the 0-level spell Ghost Sound. Ghost Sound does exactly what is says. It makes a sound or noise, up to a certain level of noise depending on the caster’s level. But where, in my experience, people often think that bigger is better for this spell, I don’t think that’s the case.

Case in point: Obi-Wan Kenobi from Star Wars. When they’re in the Death Star, and he is heading towards the Death Star core, he uses a Jedi ability to confuse two Stormtroopers, into thinking they heard something. Ghost Sound does just that, creates a sound, and could easily be used as a way to trick someone into heading somewhere else. In this particular case, you could possibly argue, that if Obi-Wan had chosen a louder noise, the Stormtroopers would have called in backup, rather than checking it out themselves. Lesser really was more on this occasion.

Glamers

Glamers change the target’s sensory qualities – Basically, this means that it changes how something tastes, feels looks or sounds. (As opposed to Figments that create these out of thin air).

Again, looking at low-level spells, a good example is Disguise Self, a 1st level spell. It allows you to change your appearance within certain limitations. You cannot change your appearance beyond a certain height and weight, it doesn’t change your sound, and you cannot change your race.

In this case, we can turn to the Harry Potter universe for a good example: The Polyjuice Potion – While the Polyjuice Potion fails rather spectacularly for Hermione, as it doesn’t allow her to change her race (at least in her first attempt), we can see the effect with Harry and Ron. It changes their appearance completely to look like their intended targets; it doesn’t change their voices, but they look exactly like their targets. (Admittedly the Polyjuice Potion is a bit more powerful than the Disguise Self spell, since it changes the tactile feel of the targets as well, but it serves as a good example).

Patterns

Patterns create images that enthrall, startles or dazzles onlookers – In effect, this is any type of pattern that would attract attention and cause people to miss whatever else might be going on around them.

The low-level example for this one is Color Spray. You unleash a cone of colors that stuns, blinds or even knocks creatures unconscious. For something like this, I’m going to turn to the Lord of the Rings.

Not one of Gandalf’s most powerful spells, the visuals for this one were fantastic, however, and I dare say that most people who saw it in the cinemas were likely dazzled and intrigued when they saw the Dragon that his rocket made. And the hobbits caught in the fireworks tent were most definitely stunned as well.

Phantasms

Phantasms conjure up images that only the caster and targets can see – On the most basic level, the caster makes someone see something that isn’t there, but only to that target and the caster himself. Everyone else is unaffected.

For this particular subschool, we turn to Phantasmal Killer, a much higher level spell than my previous examples, and much more lethal. It conjures up the most fearsome thing that the target’s subconscious can think of, whatever that may be (with the caster only seeing a vague shape), taking the form of the deepest fears.

Of course, for something like this we turn to horror films, and what better one to go for than Pennywise from It? Having no true form, it takes on the form of the things that scare the children the most, like the monstrous clown Pennywise. In theory, this monster could take on any form, of whatever of whatever scares them the most.

Another good example would be Scarecrow’s fear Toxin from Batman, making you see things that aren’t there, and in certain cases, scaring you into insanity and death.

Shadows

Finally, Shadows create something that is partially real – and are the main damage dealer spells of the Illusion school. These will cause real damage (if not disbelieved) and up to 50% damage, as they are partially real, even against those disbelieving them.

For this spell, it is Shadow Conjuration – a relatively simple spell that summons partially real versions of any summoning or creation subschool spells of 3rd level or lower. As such you could cast anything from Monster Summoning I or Mage Armor to Monster Summoning III or Stinking Cloud. As such, while it might be less effective than these normally (if disbelieved) it allows for an enormous potential for versatility.

Finding an example for a Shadows type of spell is the most difficult, simply since they, by definition, appear to be real, and can actually do damage. So the choice this time is equally unusual. The one we’ll go for is the dragons from the book or film Colour of Magic by Terry Pratchett. The dragons are real when close to the Wyrmberg (not disbelieved), but the further away from it, they get, the more insubstantial they become (as they’re affected by the disbelief of the world).

 

Now that’s an awful lot of text to describe the effects of the subschools, but it goes to show that Illusion deserves more attention than it’s been getting.

I have 2 more things I want to address here, though, though they are connected, and that is a particular sentence written in regard to Illusion magic, in this case coming from the Pathfinder Roleplaying Game Core Rulebook: “Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.”

This is where it gets muddy, because what exactly defines careful study or interaction? I’d say that the way to carefully study an Illusion spell (at least as a quick and dirty house rule) is to allow for a Perception Check with a DC equal to the saving throw for the spell (if no save DC is given for the spell simply go for 10 + level of the spell + the casting modifier of the caster) and a minute of study per level of the spell. That means that low-level spells are the least complex and easiest to penetrate, while higher level spells require a lot more effort. – Only should they pass this Perception check will they be allowed to save against the spell. (A book example of this can be found in David Eddings’ Sparhawk series, as they’re passing through an illusionary wall, with companions explaining to each other that it is not real, and therefore giving saving throw modifiers).

Interaction with an illusion spell is a bit more nebulous, but it seems to be mostly combat oriented, so a simply saving throw, given on the first damage dealt should reveal it. Failing the saving throw means you continue to take damage as normal. Of course, it is possible to interact with thing like illusionary walls, but that would come under the same effect as the careful study.

And now on to the individual spells.

Ghost Sound

A lowly first level spell with an important impact. It mimics general sounds and noises, with the noise level itself dependent upon the level of the spellcaster. In effect, if you’re of a high enough level, you can create the noise of a dragon roaring. Now to give an idea of how loud that is, look at the level required to mimic a lion’s roar. That’s defined in the spell as the equivalent of 16 people. Having looked into it, that’s a level of 105-115 decibels, or almost the level of a rock concert (in fact a lion’s roar can be heard up to 3 miles away! – And just for comparison, 70 decibels is considered annoyingly loud by most people). A dragon’s roar requires DOUBLE that. That means that it comfortably (or uncomfortably) exceeds the level of a rock concert and quite possibly that of a jet engine (clocking in at 150 decibels at 25 meters distance) or enough noise to rupture an eardrum! Now the spell itself does not cause damage, so we’ll avoid that part of the aspect and simply rule that it’s loud enough to cause a serious level of discomfort at higher spellcasting levels. Use it to scare your enemies away. After all, anyone hearing a dragon roar, THAT loudly (assuming they haven’t seen you casting the spell), would be startled at the least, especially as simply hearing the spell is not enough to cause a will save, as it is NOT an interaction with it. They’d have to look for the cause, at which point, it should be obvious that there’s no dragon…. UNLESS, you’ve played it smart with things like Silent Image and project a shadow or something similar of a dragon.

Color Spray

In my opinion a bit of an overlooked spell, but I think that is due to the fact that the effects are only described as gaining a few conditions, rather than stating what those actually are, so let’s take a look:

The three effects are: Unconscious, Blindness and Stunned. But what do these mean?

Well, unconscious is described as “Unconscious creatures are knocked out and helpless” – meaning they can be affected by things like a coup de grace.

Blindness meanwhile is defined as “takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.” – So you can always get Stealth on the character, and they take a LOAD of minuses to AC, Dexterity and Strength, not to mention that many skills simply fail. Even more so, if he’s moving, he might fail his Acrobatics check and go prone.

Finally, Stun is described as “A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.”

All these effects for a 1st level spell? Don’t mind if I do. Just bear in mind that it is flashy, and that it has a limited effect on creatures depending on their Hit Dice. But even the most high level monsters suffer a bit, if they drop their weapons, and are unable to take any actions.

Magic Aura

A spell for deception, Magic Aura allows you to place OR remove a magic aura around an item. While not particularly useful for most PCs, it is of use for a villain, who might place it around an item that he wishes the players to steal or ignore, hiding a valuable magic item within plain sight, but with this active, so as to deceive them. As it is possible to specify WHAT you camouflage it as, having a double-switch scenario becomes possible against unwary PCs.

Silent Image

A Silent Image is just that, an image without sound, like a hologram in Star Wars, but with the sound muted. As such it is best used to portray static objects, like a wall (perhaps hiding something behind it), a slowly moving shadow or any equally non-audible effect. If combined with Ghost Sound however, it is possible to create a convincing illusion of things like guards approaching (shadows and armor clanking) or something trying to sneak up on the party, especially as most players and people would generally tend to disregard their other senses (smell, touch and taste). It is especially good for ambush tactics, like having your party hide behind an illusory wall (or even just a static image of the surroundings behind you), and then springing the attack THROUGH the image.

Blur

In and off itself, Blur is a good spell, granting a 20% miss chance, due to its wavering effect, blurring your outline. It can prevent a lot of damage, as it is equally effective regardless of how high a “to hit” modifier that your opponent has. It is important to note however, that it provides partial concealment, NOT a direct miss chance. That means that it is not possible to use sneak attack simply by benefiting from this spell.

Hypnotism

Like a lot of Illusion spells, this grants an effect, this time the Fascinated condition, which is defined as “The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks.” – That means that sneaking past them is considerably easier than normal for example, or that you can more handily grab something from them. Just be aware that any hostile action WILL break the spell automatically. Considering the strength of spells such as Color Spray, this one is slightly disappointing by comparison.

Invisibility

One of the iconic spells of the roleplaying game genre, this spell allows you to become invisible, which grants you a +40 bonus to Stealth Checks (+20 if you’re moving). This allows you to either sneak past someone a lot more easily (even if wearing heavy armor and clunking around) or to sneak up and attack them. Since you’re invisible, they’re denied any bonus to armor class from Dexterity, and you can therefore attack them. Just remember that you only get one attack before the Invisibility breaks. (I.e. 1 attack, not one full-round attack or anything like that. One attack only).

Magic Mouth

Magic Mouth is one of the spells that you commonly see employed only by the villain, as it delivers a message when it is triggered. However, it can be used for more, by a clever PC. Since it allows any message (up to 25 words) and triggers on visuals, such as a creature getting close, then you could use it as a makeshift guardian when you set up camp, since it’ll be able to see just as well as any guard, perhaps giving a loud “HALT! WHO GOES THERE?” waking the camp and possibly getting an answer from the approaching person. It’s also useful if you think that you’re being followed, as you could set it up at a location where you expect the follower to pass (perhaps the tunnel behind you, if you’re in a dungeon) and for it to shout some sort of message, when someone passes by. Since it is not visible before they get there, then it is unlikely for them to notice its presence (unless they have some way to detect magic).

Misdirection

A useful spell, especially for villains, as it allows you to divert various divination spells onto a different target, so that you register at that target instead. As such you could have a Detect Evil diverted onto the paladin, so that you wouldn’t register, onto a living person if you’re a vampire and being affected by Detect Undead and so on. It’s important to note that you can divert it onto objects instead, so that if you divert it to a tree (like the example in the spell), you’ll detect as a living, neutral, being, though you’d not detect it as being a person. Incredibly useful for villains hiding in society, or those cases where characters like paladins, rely too heavily on Detect Evil to do their work, instead of thinking about it.

Phantom Trap

A great way to install paranoia in others, is to set up the Phantom Trap where there are no traps, or where they are so prevalent, that you can use this to cause another trap to be missed. It is likely that players might never use this, but villains would be interested, allowing them to funnel PCs to where they want them to go. A PC could use it, to make the door to his room seem trapped or perhaps the window, if he feels that it is likely that he might get attacked during the night, causing them to either shy away from the trap or to try to disable it. Just remember that for this spell to really work, someone has to attempt to use Perception or Detect Traps to find it.

Displacement

Displacement is in many ways an upgraded blur spell, in that it causes opponents to miss, regardless of attack rolls. However, unlike Blur, Displacement gives concealment. That means that it is NOT possible to use things like sneak attack on a person affected by Displacement, something that is often forgotten, even though it is a central theme to this spell. Further, because it grants concealment, you can use stealth while under the effects of it, even if standing in plain sight, provided you succeed on a Stealth check. While this is RAW (Rules As Written) it is perhaps not the intent of the spell. Instead I would not allow a person a Stealth check to remain concealed, but instead allow him that same Stealth attack to sneak attack an opponent, something you cannot normally do when the opponent can see you. (In effect, I’d rule that he can’t determine where your weapon will hit, so you can use sneak attack. A bit like the shields in the Dune film from 1984).

Illusory Script

I won’t go into the details of the Illusory Script spell here, as you can think of it as a delayed, time-effected, Suggestion. And for more information on the use of the Suggestion spell, you can refer to my previous article on Enchantment spells.

Invisibility Sphere

Many of the same pieces of information from Invisibility, is valid for this version of the spell, except that it affects all CREATURES within 10 feet of the target when the spell is cast (not just allies). For the spell to remain effective for creatures other than the target, they must remain within 10 feet at all times.

Major Image

In most ways, what I said about Silent Image goes double here, except here, you can include movement, smell and hot/cold sensation, so that you could make an illusion of an open window, snow falling or anything similar to that. It can even react to the actions of others, provided you give it the direction to do so (most would be a swift action, like reeling from a blow or starting to bleed, but some would be other types of actions as per GMs discretion (such as reacting to a speech from an onlooker). As it can produce sound, it is (unlike Ghost Sound) not limited to unintelligible noises, so you could have your Major Image serve as a herald, guard or even just distant waves of ocean or having it look and feel like a blizzard, and giving the same noises as it would, along with those of footsteps coming closer, or someone shouting for help.

Hallucinatory Terrain

Probably one of the least used spells in the game (at least for PCs), this could be used in a variety of ways, that could be helpful. The first is for you to cover up terrain features that are to your advantage, such as when you’re riding through a swamp, being followed and then you use this spell, to make it appear as if the swamp is simply grassland. They ride straight in, and go into the swamp. It can be used to hide pit traps (and other traps) or simply to mislead someone, by having a trail going off in a different direction. In short, it’s use is not something directly for combat (or at least rarely), but it can be highly useful to set up advantageous positions for your allies before the combat starts. (“I’m just going to make that hill, that my archers are hiding on, appear to be impossible to climb” or “There’s going to be a small forest there, on the other side will be my friends, ready to fall on them from the rear”). Do note that you’d have to make the creatures or structures be on the OTHER side of the illusion if you plan on hiding them, as this spell does not obscure them in any way.

Illusory Wall

As with the example for Silent Image, this produces as a wall to hide you. Crucially though, unlike the Silent Image this wall is transparent when looked through from one side, meaning that you can be perfectly hidden, but still know what’s going on in a room, which would not be possible with the sSilent Image version of a wall. (Even if you successfully disbelieve it, you still see it. You just know that you can pass through it).

Greater Invisibility

Everything said about Invisibility goes here too, except that crucially this does not break when you attack. That means that your rogue can keep on sneak attacking each round and with each attack, as he denies the defender their dexterity bonus, and has concealment. The only drawback is the short duration, but with the rounds given by the spell, you should be capable of taking most opponents down in short order, if you have access to sneak attack.

Phantasmal Killer

The applications of this spell are obvious, but the damage done by it is drastically reduced if a person disbelieves it. Therefore, having it appear as something dangerous is highly advantageous. This is not an issue when you’re casting it on an NPC, as the NPC automatically seems whatever their greatest fear is, but for PCs that doesn’t really do it justice. What I tend to do is to write down, and often remind myself, which creature or monster has proven most deadly to the character in the past, and then simply have the Phantasmal Killer take on that appearance once more. If the characters have progressed far beyond that previous target, simply have it appear beefed up. The goblin that nearly killed the 1st level fighter, is no threat to him when he’s 10th level. So, we turn that goblin in a goblin-half dragon warrior priest of the god of death or something similar, to have it appear as scary as possible, and giving the PC the least amount of warning on a “time to disbelieve.” Of course, they may very well do so if the timing is odd, but that is the beauty of the spell, as that is entirely appropriate too.

Shadow Conjuration

I’ve already discussed this spell at the beginning, but it bears saying once more: No illusionist who can cast this spell should leave home without it. Its sheer utility is impressive and extremely useful if you do not know what you’re heading into. (Which, let’s be honest, most PCs do not.)

Dream

An unlimited range spell, that can be used to have your target appear in someone else’s dream and have them transmit a message. The key here is that the dreamer must be asleep for the spell to work, although the messenger can remain in a trance to deliver the message when the dreamer goes to sleep. The strength of this spell however is the range, as it is UNLIMITED, which is an extreme rarity. Most spells, even teleport, only allow you to go hundreds of miles, but with this, you’re free to contact anyone, anywhere. Not even being on another plane prevents you from contacting them.

False Vision

In many ways, this is like Misdirect, except this affects scrying and divination instead of simply Detect spells. You can have the scryer see a scene of your choice, and with a long duration, you could set someone up for a surprise, having them believe that you’re in one place, doing one thing, but , you’re elsewhere. Do note that, to change the scene, you need to concentrate. In effect, this is like many films where you see a prison cell being recorded on camera, and the hacker playing back a scene of the prisoner sleeping, over and over. This would allow you to do something similar, except that it would affect spells instead.

Mirage Arcana

This is like Hallucinatory Terrain, and can be viewed in the same manner, but unlike Hallucinatory Terrain, it is not limited to only the natural terrain. So, you can make buildings and people disappear or appear as being something else, which’ll enable you to control the battlefield completely. In many ways, think of this as the holo-deck of Star Trek. You can make anything you want, and make your onlookers believe it, as long as it doesn’t challenge their sense of reality.

Nightmare

A great spell, though not for its damage, and likely more for a villain than for a PC. The reason it’s great? Because it prevents people from regaining spells. The more you know about them, the more difficult it gets for them to make the saving throw against the spell, though most PCs would not get much use out of it, though they can of course assault a villain, retreat and then use this spell and try again the next day, where they should find that he/she is a much easier target. As for the use of a villain – Well, they’ throw their minions at a group of PCs, and cap off the night by sending this spell on the healer/spellcaster. Then the next day, they make their attack, making the group a much easier target than before.

Mislead

As useful as Invisibility, but with the bonus of creating a temporary doppelganger, that’ll move away from you. As such you could cast the spell, disappear and have your doppelganger move into a nearby building without anyone being the wiser. A great trick if you wish to lose someone who’s following you.

Shadow Walk

A useful transportation spell, in that it allows you to travel 50 miles per hour or the equivalent of a day’s horseback ride, every hour. This will allow you and your party to significantly cut down on travel time, and you also avoid the possibility of landing in the wrong place that you’d get with a Teleport spell, plus you may also cross into other planes, a useful ability.

Simulacrum

A Simulacrum is a literal doppelganger of you, having substance of its own, unlike that created by other illusions. It even has some of your abilities (half of what you generally have) and remains under your control, though you have to be within distance to talk to it. It can function as either a decoy (one that can defend itself) or even a loyal ally. Though the drawback is that it takes 12 hours to make, the Simulacrum is permanent, and there’s no limit to the amount you can make, provided you can afford the material components.

Scintillating Pattern

Similar to Rainbow Pattern, the same thoughts apply, though here, they are instead given the Confused condition. That is defined as: A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

Beyond that, their behavior is dictated by a small table, so, while this is a great tool for players, I’d stay away from it as a GM. Losing control of your character is never fun, and it should be used as a last resort unless you know your players very well indeed.

I’m going to note here that I have skipped a number of spells in the above section.

That is because the use of these spells is incredibly similar to others that have already been discussed, so I’d refer back to those for hints on what to use them for and how to use them. As they’re more powerful, they add more realism to the illusion, allowing you greater flexibility, and/or for you to affect multiple targets with one spell.

 

And that concludes our investigation into Illusion. Next time, we’ll be looking at Necromancy spells. Let me know in the comments below of any creative uses you have found for Illusion spells, or times where they have failed you dramatically.

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Kim Frandsen

40 years old, and a gamer since I was 13. These days I freelance as a writer for various companies (currently Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Paizo, Raging Swan Games, Rusted Iron Games, and Zenith Games), I've dipped my hands into all sorts of games, but my current "go-to" games are Pathfinder 2, Dungeon Crawl Classics and SLA Industries. Unfortunately, while wargaming used to be a big hobby, with wife, dog and daughter came less time.

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