A players' guide to illusions


In this article "illusionist" means anyone who creates and controls illusions. This individual does not have to be a member of the illusionist class. Magic-users may choose Phantasmal Force as a third-level spell, master thieves may cast illusions from scrolls, and some monsters and magical items may create illusions.


How illusions work

The image: mental or physical?
A visual illusion is an image without substance. It cannot affect objects or creatures that do not perceive the image. But is the image itself real? Does it reflect and absorb light as a photograph or painting would, or does it exist only in the minds of its victims? Official publications give no explicit answer, but there are two reasons to believe that illusions are as visible to the eye as to the mind.
First, if illusions directly affect the mind of the viewer, then they should be blocked by techniques which protect the mind. However, no mental defences are effective against illusions. As examples the psionic discipline Mind Bar and the spell Serten's Spell Immunity are each effective against many mental invasions, yet neither is described as defending against illusions. Thus illusions are unlike mental attacks.
Second, projecting illusory images into viewers' minds seems unreasonably powerful. According to the Players Handbook, page 75, "all believing creatures which view the Phantasmal Force" are affected by it. The viewers can be at any distance, and need not be known to the illusionist. To affect all viewers' minds directly requires magic to reach over tremendous range and area, and into an unlimited number of minds (consider the illusion of a flying dragon viewed from miles away by a large army). Further, each viewer's image must be different to account for distance and viewing angle. This unique perspective must be handled automatically by the spell because the illusionist might not know where all the viewers are. If that's how it works then Phantasmal Force and its kin are powerful spells indeed!
Illusions seem more reasonable if they work like mobile, three-dimensional paintings. Painting with magic, the illusionist creates an image which is seen by the viewer's eyes. The magic is restricted in range and area of effect. The illusionist need not locate all the viewers; anyone who looks at the illusion will see the image with the correct perspective.
If the image is real, then the image should be visible even when viewers know that it is an illusion. In that case, illusions could be used for special visual effects, such as obscuring a view or providing light. This encourages creative, non-violent uses of illusionist magic, which is another good reason to choose the "real image" interpretation.
In the rest of this article, it is assumed that illusory images are real. This interpretation applies only to the Phantasmal Force family of spells. Some illusion/phantasm spells, such as Spook and Phantasmal Killer are obviously mental attacks.
Purely audible illusions, most of which are cantrips, are harder to interpret. Officially, a successful saving throw (or disbelief roll, in the case of Audible Glamer) makes the target unable to hear the sound. This seems like a mental attack. As discussed above, however; this is inconsistent with what is known about mental attacks and defences. Furthermore, it is unlikely that audio-visual illusions such as Improved Phantasmal Force would have real visual images but mental sound effects. A more reasonable interpretation is that auditory illusions produce real sounds. A successful saving throw reveals that the sound's cause is magical, but does not make the sound inaudible.

Illusory damage: mind over matter
The greatest source of conflict about illusions is their ability to do damage. How can an image with no substance hurt anyone? The answer is that it can't - but the victim's mind can.
Even in the real world, human reactions to fear or stress are not always healthy. People who narrowly escape injury are often left weak and trembling. Many faint; a few actually die of fear. Luckily this mental trauma is usually short-lived. The victim looks himself over, sees that he is unhurt and begins to feel better.
With illusions, the victim gets no such relief. Consider a typical case: John the Stealthy sees the white-hot flames of a Fireball erupt about him. This is upsetting in itself, but in addition, John's clothes and hair vaporise as he watches, and his skin blisters and chars before his eyes. Needless to say, John is going to be pretty shaken up by the experience. Illusions that depict wounds with images of blood and gore should leave any believer weak and shaken, corresponding to a loss of hit points. Some victims would be rendered unconscious, and the weak-hearted few might even die. Note that the damage potential of illusions comes from both the mind and the eyes acting together. Thus, creatures which do not see the illusion due to blindness, sleep or unconsciousness cannot be harmed. Likewise, unintelligent creatures such as dinosaurs, insects ,and slimes cannot be damaged directly by illusions because they are too stupid to understand that they should be hurt. Indirect harm is still possible, of course. For example, a skeleton is too mindless to be harmed by an illusory Fireball, but would take damage if the creature fell into a pit concealed by an illusion.

Disbelief: denying the image
The essence of an illusion's power is belief, so a good defence against illusions is disbelief. Successful disbelief occurs when the observer is convinced that what he sees is not real, despite the evidence of his senses.
For disbelief to be possible, there must be differences between each illusion and the reality it simulates. The scales on a dragon may be the wrong shape, or a soldier's feet might not touch the ground. Spell-casters of higher level and greater intelligence can minimise these differences, but an intelligent observer might attempt to disbelieve. This need not be a conscious act - The viewer might suddenly realise that the troglodyte he is fighting doesn't smell bad enough to be genuine.
Disbelief is automatic if a viewer touches the illusion and it doesn't respond realistically (eg. if someone swings a sword through a goblin without even getting its attention). According to the description of Phantasmal Force in the Players Handbook, "the illusion lasts until struck by an opponent - unless the spell-caster causes the illusion to react appropriately." If the illusionist is controlling the image and causes it to react - blood spurts, rock chips fly, a character appears to walk across a bridge, etc. - then disbelief is not automatic.


Illusions in the game

Subconscious belief
One problem with illusions is deciding when characters should try to disbelieve. Player characters should have a chance to notice errors, but the illusion should not be obvious. To meet this need, some DMs give lengthy descriptions of every object and creature the party meets. This technique taxes a player's patience and burdens the DM with excessive preparation time. Alternatives are to never give the party a clue, or risk giving everything away with clues like "John thinks the toad hops funny."
The disbelief system presented here applies both to PCs and NPCs; it is based on the idea of subconsciously detecting and interpreting errors. Detecting an error means that the character's mind notices something unusual about the image - perhaps the way a monster moves. Interpreting an error means finding some way to explain it; is the creature an illusion, or is it just limping? Detecting errors and interpreting them are different events. More intelligent and skilled illusionists make fewer errors, and more intelligent viewers are better at spotting errors. Interpreting an error as an illusion (ie. disbelieving) is a function of experience and willpower. To see how good the image is, the DM subtracts a secretly rolled d20 from the sum of the illusionist's intelligence and level. The result is called the image quality. Any viewer whose intelligence is greater than the image quality detects an error, and that viewer's subconscious immediately tries to disbelieve (ie. interpret) the image. The disbelief roll is a standard saving roll vs. spells, with magical attack adjustments for wisdom. Like the error detection roll, it is secretly rolled by the DM.
If the illusion-caster is not a member of the illusionist class, the character's level for the purposes of the image-quality roll is less than his actual level. The effective level for magic-users is two lower than the actual level, just as for the fourth level magic-user spell Dispel Illusion. A high level thief has a 25% chance of failure with a scroll, so a thief's effective level is five lower than his thief level. Creatures that use magical items to create and control illusions are effectively zero level, unless they can also cast illusion spells - in which case, a monster's hit-dice equate to illusionist level directly.
Each sufficiently intelligent viewer has an automatic chance to disbelieve when he first observes an illusion. For example, a 7th level illusionist with 15 intelligence casts a Spectral Force which is seen by a fighter, a magic-user, and a thief. A 20-sided die is rolled and comes up 9. Subtracting this from the illusionist's level and intelligence yields an image quality of (7+15-9)=13. The fighter's intelligence of 9 is too low, but the magic-user's is 17 and the thief's is 14. Thus the magic-user and the thief, but not the fighter, have detected errors and get an automatic chance to disbelieve the illusion.
Normally, there is only one subconscious attempt to disbelieve for each sufficiently intelligent viewer. More attempts to disbelieve occur if the illusion and the viewer come into contact (eg. an illusory Fireball bursts among the party, or a character touches an illusory wall). If only one important sense component (usually touch) is missing, then a disbelief roll is made for viewers whose intelligence is higher than the image quality. If more than one important sense component is missing, the viewer gets a disbelief roll regardless of intelligence. If disbelief fails, the viewer does not recognise the illusion. Successful disbelief means that the viewer recognises the illusion, and any illusory attack in progress causes no damage to the viewer. Damage remains from any previous attacks which were not disbelieved.
Which sense components are important depends on the image, the viewer and other conditions. For example, When touching a wall created by Phantasmal Force, touch is the only important missing sense. The same illusory wall would be missing two important senses if the viewer knocked on it to produce a sound. A Fireball involves mainly visible, tactile and thermal senses, only one of which is missing from a Spectral Force spell. Blows struck by illusory monsters should include sound as well as touch. Dragons have an acute sense of smell (Monster Manual, page 29), so smell is important for any illusion which affects a dragon.
To continue the scenario above, let us assume the magic-user and the thief failed to disbelieve the illusion at first sight, so all characters believe the image. The illusion depicts a blue dragon which breathes on the three. The lightning breath normally includes visual, auditory, tactile and thermal aspects. Only one of these, the tactile sense, is missing from the Spectral Force, so only the magic-user and the thief get a subconscious attempt to disbelieve. The magic-user succeeds, so she takes no damage and knows that the dragon is an illusion. If she can communicate this to the others, they receive a +4 on any subsequent attempt to disbelieve. The fighter and the thief attack the dragon with swords. The thief hits, so he gets another automatic chance to disbelieve. If he succeeds, he is still wounded from the dragon's first attack.
Beings with superhuman intelligence automatically detect some illusions. According to Legends & Lore, page 7, beings with 19 or higher intelligence automatically detect first-level illusions; those with 20 intelligence detect second-level illusions, etc. This means that Phantasmal Force cast by a magic-user is a first-level illusion, not third. Cantrips are zero-level spells, so illusion cantrips are automatically detected by creatures with 18/51 or higher intelligence (as might be obtained using wish spells, as per the DMG, page 11).

Conscious disbelief
The disbelief attempts described above occur automatically, secretly and instantly in game time). Player characters, of course, may attempt to disbelieve at any time. To prevent a chorus of "I disbelieve!" on every encounter, explain that a character can do nothing else during the round he attempts to disbelieve. This is because the character hasn't spotted anything wrong with the image, and must spend time looking - looking hard - for errors, and deciding whether any errors are significant. For example when blasted by some magical effect, a character may attempt to disbelieve voluntarily. If successful, the character recognises the illusion and takes no damage. If the disbelief fails, or the effect turns out to be real, the character receives no saving throw, because while everyone else was jumping out of the way, he was standing there looking for errors in the image. Likewise, if the character chooses to disbelieve an attacking monster, the character may not attack and may not use shield or dexterity to defend against that monster during that round. The character can still defend against attacks from other opponents.
The character is always free to disbelieve new developments when they affect him (eg. a fighter who has already attacked an orc during a round may nonetheless choose to disbelieve if the orc suddenly uses a fiery breath weapon). Spell-casting is not disrupted if the spell-caster successfully disbelieves an attack either consciously or subconsciously.
Conscious disbelief requires only a save vs. spells. A character (or player) who decides to disbelieve has already noticed something peculiar or has been told the image is an illusion, so image quality is irrelevant to the decision. Conscious disbelief is often necessary for thick-witted characters, since their low intelligence is unlikely to exceed any reasonable image quality. A conscious attempt at disbelief in no way reduces a character's chance to subconsciously disbelieve.
A special form of conscious disbelief occurs when a clever or desperate character decides to close his eyes. Unable to see, the character might be unharmed if a pending attack is an illusion with only visual components. This is a reasonable tactic for someone like a 1st-level thief who thinks (or hopes) that the huge red dragon in front of him might be an illusion. After all, he is unlikely to make his disbelief roll either consciously or subconsciously, and saving vs. breath weapon would only change the texture of ashes he leaves behind. The character must close his eyes before the DM announces an attack; if he waits to see what the attack is, he will be affected by it. Naturally, closing one's eyes in combat gives opponents who are not illusory lots of nasty ideas.

Modifiers to disbelief rolls
Many factors affect the difficulty of disbelieving an illusion. In general, anything which increases the doubt in a viewer's mind affects the chance to disbelieve. The list of modifiers in the table with this article cannot be complete, but it should give a general idea. All factors are assumed to provide bonuses or penalties to the disbelief roll. Some might be more appropriate as modifiers to the image quality, but that would merely complicate matters.
For example, illusory creatures popping in from thin air give viewers +1 to disbelieve. An illusory creature unharmed by a lightning bolt would add +2 to disbelief rolls.

Damage from illusory spell effects
Unlike normal spells, an illusory magical effect can be repeated from round to round, doing additional damage. Fortunately, this effect is self-limiting, since an intelligent victim usually receives a disbelief roll for each attack. Otherwise, the effect only stops when the illusionist is attacked, or decides to stop.
A single illusion spell can create only one kind of effect. To switch from Fireballs to Lightning Bolts, the illusionist must cast a new illusion.

Illusory creatures in combat
An important issue is that of how many separate creatures can one illusion include. Can a 6th-level illusionist conjure up an army of 20th level paladins, each armed with a long sword, +5 holy avenger? It could be done, but the illusion might not be very believable if any fighting takes place. In combat, the illusionist must control each illusory being's attempts to hit, simulate injury on both the bogus creature and the opponent, and control attempts to dodge opponents' blows. When a blow is not dodged, the illusionist must create a convincing image of bloody death. Each of these efforts taxes the illusionist's skill, concentration and stamina.
An illusionist can control illusory creatures with as many hit dice as he has levels (eg. a 6th-level illusionist could create and control six 1-HD beings, one 6-HD being, etc. This limit reflects the ability of the illusionist to control the many details of combat. Higher-level illusionists have more skill. Human and demi-human creations can be used; the difference between illusory 1st-level fighters and 10th-level fighters is the skill with which the illusionist handles them in combat. Created creatures may differ in equipment, hit dice and tactics.
If the illusionist exceeds the hit-dice limit, then details are being neglected and all opponents get an automatic attempt to disbelieve during every round of combat (this in addition to any other disbelief attempts to which the viewers may be entitled). The illusionist may control twice as many hit-dice of illusory creatures if none of the creatures are in combat (this may be used as a bluff).
The illusionist must roll to hit for each illusory being's attack, since he can control the attempt to hit, but not the victim's attempt to dodge or parry. Use the appropriate attack matrix for each creature's hit-dice or level. High-level illusory cavaliers and fighters get multiple attacks appropriate to their level, but weapon specialisation or bonuses for strength, weapon of choice, or race do not apply. Damage is determined randomly, as appropriate for the creature or weapon. Sufficiently intelligent opponents get a disbelief roll whenever the image hits or is hit.
The armour class of illusory creatures is the same as for normal creatures of the same type. Illusory warriors may be equipped with whatever armour the illusionist chooses. No magical or dexterity bonuses are allowed unless the total illusory hit-dice are reduced by the amount of the bonus.
The DM should decide how the total hit-points for all creatures in an illusion are determined (eg., a random roll, 1d8 for fighters, 1d10 for monsters, etc., or always 5 hp per hit-die). The illusionist assigns these initial hit-point to individuals as he sees fit, since the illusionist decides how much effort is expended in each creatures defence. When an illusory creature reaches zero hit-points, the illusionist's mental fatigue is so great he cannot make the creature avoid the death-blow. If the creature fails to fall dead, all viewers - not just direct opponents - attempt to disbelieve every round that the creature remains active.
Armour class and hit-points are rather fuzzy concepts for semi-invulnerable creatures such as lycanthropes and for regenerative creatures such as trolls. Disbelief rolls are made whenever the creature should be hit - thus if a viewer strikes a bogus werewolf but appears to do no damage, he still receives a subconscious attempt to disbelieve (regardless of intelligence, if more than one sensory component is missing). Regeneration reduces the initial hit-points available. For example, a 9th-level illusionist conjures a troll; 45 hit-points are rolled. The illusionist gives the troll 25 hit-points initially. If the troll is wounded, up to 20 hit-points can be restored by regeneration. Beyond that, the troll cannot regenerate.
The illusionist may choose to combine an illusory magical effect with illusory creatures (eg. a bogus magic-user could appear to cast a spell). In such a case, the level of the magical effect must be subtracted from the hit dice available to the creatures.
An anomaly of illusions in melee is that illusory creatures do not usually get parting blows when an opponent turns to flee. The opponent has turned his back, so he cannot see the illusion and therefore cannot normally be hurt by it. Likewise, a purely visual illusion of a thief cannot back-stab.
Effective use of illusions in combat requires the illusionist to concentrate on the details of the battle. The spell Programmed Illusion can create an illusion of creatures performing some action, but cannot react to opponents. Similarly, if the illusionist stops concentrating on an Improved Phantasmal Force or Spectral Force spell, fighting degenerates to programmed action for the duration of the spell. Anyone who strikes a programmed creature recognises the illusion. Even a programmed dragon breath would be relatively harmless because there would be no way to simulate injury. Each victim receives an automatic attempt to disbelieve; those who fail take only half the normal damage. (These limitations do not apply to the spell Shadow Monsters and its descendants, which create semi-real monsters that react to opponents.)

Non-combat illusions
The effectiveness of illusions in combat is usually limited by thechance for victims to disbelieve whenever damage is done. Illusions are often more effective if used to confuse or mislead rather than injure. In such cases, disbelief becomes irrelevant.

Illusory magical items
Illusions can include magical items which produce visible effects (such as wands). The power of these devices is limited by the illusionist's level, just as for an illusory spell. A 1st-level illusionist can create an illusory wand of Fireballs, but it can only do 1d6 hit-point damage. The level of the magical item is subtracted from the total hit-dice the illusionist can control in melee (eg. a 6th-level illusionist could blast opponents with 5-HD Lightning Bolts from an illusory wand wielded by a bogus 1st-level spell-caster). Illusory magical items can enhance an illusion's credibility.
Illusory magical weapons are also possible. If a fighter hits an elemental and causes a visible wound, the elemental is likely to conclude that the fighter's weapon is magical - even if both the fighter and the wound are illusions, and the illusionist doesn't know that magical weapons are needed to hit elementals. The exact weapon bonus would be difficult to guess from the image, so the DM should roll 1d4 to see what bonus the victim thinks the weapon has. Add this number to the illusionist's damage roll. Note that the number must be sufficient to hit the creature (eg. at least +2 for an elemental). The "weapon" has no actual bonus, so the illusionist's unmodified "to hit" roll must be sufficient to hit the victim.

Invisibility
Some players may want to use Phantasmal Force as an Invisibility spell. Both spells belong to the class of illusion/phantasm magic, but they are quite dissimilar. Phantasmal Force is a quite general spell that is maintained by concentration and can be used to attack; Invisibility is highly specialised, requires no concentration and is dispelled by aggressive acts.
Despite these differences, the DM may decide to allow illusory invisibility. If so, the result will differ from the Invisibility spell. Illusory invisibility lasts only as long as the caster concentrates (or a for few extra rounds if Improved Phantasmal Force or Spectral Force is used). The area of effect and the range are the same as for Phantasmal Force. Inanimate as well as animate objects could be made invisible. Many objects could be made invisible so long as all remain in the area of effect. Unless its retinas remain visible, an invisible creature is effectively blind because light does not reach its eyes. Disbelief will not reveal the hidden object's identity, but will let the viewer know that he sees an illusion.
True Invisibility is a good defence against illusory attack. The illusionist cannot create visible wounds on an invisible victim. Indeed the illusionist does not even know when the victim has been "hit", so illusory attackers do not react correctly. If the invisible creature is hit by an illusion, treat it as a programmed attack; The invisible creature automatically attempts to disbelieve, and only takes half damage if disbelief fails.
An illusionist cloaked in normal Invisibility spell is revealed when attacking, even if the attack is carried out by an illusory creature. Merely casting an illusion does not constitute an attack. Only when the illusion is actively used to damage its viewers will the illusionist's Invisibility be dispelled.


Summary

The system presented here solves some problems and helps bring illusions into balance with other forms of magic. Disbelief is handled consistently. Damage and complexity of illusions are proportional to the illusionist's skill. Low-level illusionists can befuddle stupid opponents or damage weak ones; high-level illusionists can fool nearly anyone. Members of the illusionist class can use better illusion spells to damage powerful opponents.
No system can cover every possibility that can arise when creative players use a spell like Phantasmal Force that "can create the illusion of any object, or creature, or force....".
Decide what the principles of illusory magic are in your campaign, then make sure players are aware of them before illusions are used. When situations come up which the system doesn't cover, keep the game friendly by not using questionable techniques until you reach some agreement on how such techniques will work. Enjoyment of the game is a co-operative venture; with a little understanding from the players and the DM, illusions can bring a lot of spice to an interesting world.
[For another view on saving-throw modifiers on illusions, see "Illusory Solutions," by Matt Battison, in the February `88 issue of Dragon ¨ magazine.]

Illusion's condition				     Saving-throw modifier
Illusion cast by an opponent believed to be an illusionist		+1
Illusory creature appears from thin air					+1
Illusory creature or effect is the same as one already			-2
used by opponent
Illusory situation is obviously inappropriate (eg. orcs			+2
and elves working together, Fireball underwater.)
Illusion lacks important sensory component		  +1/missing sense
Illusion is of "normal" creature, but is unharmed by    +1, +1/weapon plus
normal weapons
Illusion is of "normal" creature, but is unharmed by magic		+2
Illusion is of a stationary object (eg. a wall)				-1
Illusion is seen poorly (eg. through fog or over distance)	  -1 to -4
Illusionist has never seen creature or effect which he depicts		+4
in real life
Illusion is viewed in confusing context (eg. in a life-size	  -1 to -4
model of Escher's Relativity, or in the Plane of Pure Chaos)
Illusion is unreasonably powerful (eg. dragon in 2nd-level MU's	  +1 to +4
castle)
Illusion depicts large object in small space (eg. hydra head		+1
poking out from 10' long dead-end corridor)
Viewer's ally claims to have disbelieved illusion			+4
Viewer is a cavalier							+2