Have any more things been written on how to handle these? --Ghostwheel 14:25, March 23, 2010 (UTC)
- Not to my knowledge - most of the stuff for this and the new Tomes since this was posted are classes and a couple "High Adventure" writeups. We have a noticeable lack of overall mechanical rewrites or flavor sections coming from the project. --Quantumboost 14:32, March 23, 2010 (UTC)
- I'm getting around to it. Sometime after I finish with skills. - TarkisFlux 15:44, March 23, 2010 (UTC)
Result Concerns Edit
Okay, so I'm not totally certain I have a grasp on what the most potent uses of an Illusion under this revision would be. Here are the ones I've thought of so far and how they work out:
- Illusionary Wall over a Door/Corridor: Honestly this is exactly like a secret door, except you might recognize it immediately with a Spot check. If you search the area of the corridor, you'll probably get a save for every Search check - meaning someone taking 20 can effectively take 20 on making saving throws against the illusion. May need to explicitly add that.
- Solid Snake: Having a cardboard box or image of a rock around you can provide a hiding place where there isn't any. Again, a lot like a regular hiding place, except you don't have to set things up before casting.
- Illusory Summons/Walls: An illusory summoning or wall spell can cause someone to waste actions fighting/climbing the illusion (making it possibly as powerful as a 1-round hold person in a pinch). The probably biggest deal is something that would make a person not *want* to check if it were real - a Wall of Fire or an illusory Pit Fiend, for instance.
Anything I'm missing? Are probabilities fine as-is, are the Spot/Listen opposed check perhaps making certain illusion types too powerful, or do we need even more chances for it to break? --Quantumboost 02:43, October 12, 2010 (UTC)