After taking a (well-deserved) jab at summoning, I think it’s only fair I dive into what I believe is a subgroup of spells that serve the purpose people incorrectly pin on summoning. You’ve seen the title: I’m talking about illusions

So illusion, unimpressive right? sure it might be cheaper, but giving the enemy a free save to completely ignore “the thing” I just created sounds like a big drawback, right? Well no, wrong, unless the spell specifically calls out a save on spell cast, the “default” rule for illusion effect is

Disbelieving Illusions

Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GM’s discretion) to the caster’s spell DC. Mental illusions typically provide rules in the spell’s description for disbelieving the effect (often allowing the affected creature to attempt a Will save).

If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can’t ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can’t see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM’s discretion, block vision enough to make those on the other side concealed.

Now that sounds like cheating. The usual summary of illusion effects without save is “it’s real until proven otherwise” and proving otherwise MUST take an action. Ramming through an illusory wall doesn’t count as disbelieving the illusion meaning it can still be used to cover or hide.

After this brief summary and after a cursory read through the spell list, you might think that no-save illusion spells aren’t probably that common, or otherwise on the weaker side that designers didn’t feel the need to make their combat use impractical, well, you’d be partially correct, very few illusion spells are saveless (and therefore, real until proven otherwise), however, those are everything but weak. I have made a short selection to prove my point:

Ventriloquism + Invisibility

Not weak and ventriloquism? isn’t this spell just a gimmick? Arguable, in most cases, but that’s excluding its interaction with the undetected status provided by invisibility. Using invisibility makes you undetected, but a creature can seek to try and pinpoint your location by sound or other methods, but what if you’ve been chanting all your incantations 30ft away from your real location? At the very least, this will prevent you from having your condition downgraded to hidden from casting spells, or if the GM is generous, allow you to remain undetected while the enemy believes you’re hidden in a square you’re not and waste actions trying to interact with something that’s not there! Plus, it’s a 10-minute 1st level buff, so just get a cheap wand for it!

Silence

It stops almost all spells from being cast, drop that on the barbarian with No Escape and observe as you’ve just effectively incapacitated the enemy spellcaster, with no save nor incapacitation trait

Illusory creature

If you like summoning for its flanking, blocking & soaking buddy potential, then that’s the spell meant to do that. It only costs 2 actions upfront, can be sustained forever, so you can realistically ENTER every combat with it, and has scaling offense and defenses matching your spell DC instead of PL-5 statistics at best. Sure, it dies when hit, but that’s significantly harder due to higher defenses, and so do most summons, or it can be disbelieved, but that’s ALSO an action and only “kills” the creature for the disbeliever, leaving it free to harass everyone else

“I cast wall of stone” Illusory object

First spell rank/level wall of stone, that’s it, I said it. Sure it can be disbelieved as always, but that’s eating an action, and until said action is taken, the wall is real until proven otherwise (plus, I don’t know about you, but if the boss wastes an action on a 1st level spell, that’s a slowed 1, worth it). You can probably be even more creative with it, but at the very least, you can get an insane amount of battlefield control right from character level 1 instead of having to wait for level 9

Do note that all of those effects DO NOT HAVE the mental trait, and therefore work even better on mindless creature if your GM roleplay them as mindless (not “animal intelligence” mindless means mindless, as in, about the same level of awareness as a Roomba) then they would be extremely unlikely to try to disbelieve your illusions unless programmed to do so, which I would likely call bullshit on, so yeah, you can probably just turn the floor into lava and “win” knowing that the creature doesn’t have the mental capabilities to know there isn’t actually lava there and is probably programmed not to kill itself by, you know, jumping into lava

So if you guys haven’t been using save-less illusion spells yet, you really should. Especially if you’re occult and have access to virtually all of them. If that feels too strong to be true, probably, but it has survived since the release of the game without errata, we’ll see in the remaster of course, but it seems like illusion was meant to be a very (the most?) powerful tool in a caster’s arsenal so don’t sleep on it!

  • Drunemeton
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    41 year ago

    Oh dang I love this post! Just started playing my favorite Gnome Illusionist (back from my 1e D&D days) and last night’s game was fun.

    This post is full of great information.