General Order #4 (the only one punishable by death)
Argyle
Member Posts: 48
In all of the original Star Trek series, with a galaxy full of plasma weapons, salt sucker monsters, telekinetic powers, ancient robotics, greek gods, doomsday planet killers, time travel, etc., the one and only great taboo, per General Order #4, was to go near planet Talos IV, home of the universe's greatest Illlusionists. Are they really that powerful?
There really is little point in an having illusory fireball if you can cast a real one. With illusions there must be more creative things we could do ... what do you think? Similar to the Kalah circus tent in BG II, I could see some use in changing the appearance of an enemy orc to look like a human adventurer, thereby confusing his mates and perhaps causing them to turn on him. Or perhaps creating some form of illusory terrain, wherein the victims perceive themselves trapped inside a ring of stones or a pit. Or maybe we could use illusory money to pay a merchant for an expensive item? Could an illusion spell create the same effect as resting?
There really is little point in an having illusory fireball if you can cast a real one. With illusions there must be more creative things we could do ... what do you think? Similar to the Kalah circus tent in BG II, I could see some use in changing the appearance of an enemy orc to look like a human adventurer, thereby confusing his mates and perhaps causing them to turn on him. Or perhaps creating some form of illusory terrain, wherein the victims perceive themselves trapped inside a ring of stones or a pit. Or maybe we could use illusory money to pay a merchant for an expensive item? Could an illusion spell create the same effect as resting?
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Comments
As far as illusion spells go. I think (along with Divination frankly) they present a challenge in terms of how to make them useful in a game vs pnp. A spell like Dream (and its reverse Nightmare) could actually be a useful spell in PnP (both for you and for the purposes of advancing the plot).
(Invocation, Illusion/Phantasm)
Reversible
Range: Touch Components: V, S
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None
The dream spell enables the caster, or a messenger touched by the caster, to send
messages to others in the form of dreams. At the beginning of the spell, the caster must
name the recipient or identify him by some title that leaves no doubt as to his identity.
As the caster completes the spell, the person sending the spell falls into a deep
trancelike sleep, and instantaneously projects his mind to the recipient. The sender then
enters the recipient's dream and delivers the message unless the recipient is magically
protected. If the recipient is awake, the message sender can choose to remain in the
trancelike sleep. If the sender is disturbed during this time, the spell is immediately
cancelled and the sender comes out of the trance. The whereabouts and current activities
of the recipient cannot be learned through this spell.
The sender is unaware of his own surroundings or the activities around him while he is
in his trance. He is totally defenseless, both physically and mentally (i.e., he always fails
any saving throw) while in the trance.
Once the recipient's dreams are entered, the sender can deliver a message of any
length, which the recipient remembers perfectly upon waking. The communication is
one-way; the recipient cannot ask questions or offer information, nor can the sender gain
any information by observing the dreams of the recipient. Once the message is delivered,
the sender's mind returns instantly to his body. The duration of the spell is the time
required for the sender to enter the recipient's dream and deliver the message.
The reverse of this spell, nightmare, enables the caster to send a hideous and unsettling
vision to the recipient, who is allowed a saving throw vs. spell to avoid the effect. The
nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves
the recipient fatigued and unable to regain spells for the next day. A dispel evil spell cast
upon the recipient stuns the caster of the nightmare for one turn per level of the cleric
countering this evil sending
Same goes with maybe casting an illusionary wall or doing something else that could allow you to avoid unnecessary fights.
- Think "out of the box".
- Apply illusions.
- ???
- Profit.
What's the deal with her? I don't find her attractive.