Phantasmal Feature (spell)

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Phantasmal feature is a spell that conjures a highly convincing, immovable illusion of a natural or architectural element within the spell's area of effect. This can include structures such as buildings, walls, archways, ponds, trees, boulders or other landscape features. The illusion is entirely static — it cannot depict moving objects such as flowing water, swaying branches or falling debris. Any attempt to create such features will result in an unnatural stillness, which may arouse suspicion among keen observers. Solid constructions, such as stone pillars or a ruined fortress, are far less likely to be questioned.

Phantasmal Feature
Range 60 ft. +20 per level
Duration 50 rounds per level
Area of Effect 10 ft. diameter cube
per level
Casting Time 1 round
Saving Throw negates; see text
Level illusionist (1st)

Once cast, the illusory feature is permanent unless the caster dispels it. The structure's appearance remains fixed, unable to be altered or reshaped after the spell is completed. If the illusion is implausible — for example, if it suddenly appears in a location where the feature is known not to exist, or if its creation is witnessed — then all observers are entitled to a saving throw vs. magic. Player characters allied with the caster are not immune to the effect and must also save. Those who succeed in their save will still perceive the phantasmal feature but recognise it as ghostly and unreal, allowing them to see through it and ignore it.

Creatures of intelligence 10 or greater receive a +4 bonus to their saving throw, as their reasoning skills make them more likely to detect inconsistencies in the illusion. Those who fail their saving throw will treat the feature as completely real, adapting mentally as if it has always existed. They cannot see through it, meaning the illusion may effectively provide cover, disguise or concealment. For example, the caster and their allies could hide inside an illusionary house, and as long as their foes fail their saves, they will be undetectable.

Believability

To be plausible, the object but adhere to the characteristics we'd expect from a legitimate feature. A pond ought to have ripples upon it if a wind is blowing, while a rope bridge would give and shift as it was stepped up — and the latter would be tested in most cases before a traveller committed his or her full weight to the object. It's not likely they'd step forward and plummet to their deaths. If the bridge were of absurdly solid construction in a place where no bridge previously existed, this would certainly require a saving throw. But then, if individuals were fleeing for their lives, they might very well launch themselves over a false bridge without hesitation, in a state of panic and desperation.

If the illusion takes the form of a cave but is cast upon solid rock, victims might believe in the reality, while in fact they were simply be pressing themselves against a stone wall. Alternately, if an enclosed structure were created in an open space, creatures may walk inside and act as though moving through an actual interior. However, the illusion is still constrained by the spell's area of effect, and those inside may notice inconsistencies if they attempt to move beyond its magical limits.

Apparent hazards, such as spikes or pits, can be created and will cause others to veer away; if someone who had failed save were to fall into a pit, or land on spikes, they would behave as though they had taken real damage — though this would only be in their minds. If the hazard were created in such a way that it could be passed through, this could be effective in slowing progress; individuals who have to pick their way through tangles of sharp stones and large thorns might have to slow their movement down to 1 combat hex a round in order to get through — though in reality they're moving over perfectly normal flat earth.

The dungeon master must be prepared to interpret this difference between what the viewer thinks and what's real. If they believe they're climbing stairs, making the motions of doing so, this doesn't mean they can actually climb. They might believe they're seeing a room around them, turning to look at pictures and objects, even believing they're picking up these things, all without having any reason to believe this is an illusion — but they would look very odd to someone who had seen through the illusion.

Setting Precedents

There are countless ways in which Phantasmal Feature might be used, and inevitably, situations will arise that neither the spell's description nor the Dungeon Master's prior experience will have anticipated. The nature of illusions is that they depend on perception, and perception is affected by context, urgency and the expectations of those who witness them. No spell can fully account for the depth of human reaction, nor can every illusion be neatly categorised into what is plausible and what is not.

When confronted with an unforeseen use of the spell, the Dungeon Master must make a ruling that is both fair and internally consistent. If an illusion is used in an unorthodox way — perhaps to create a narrow alley between two buildings where none existed, or to conjure the illusion of a river to deter pursuers — the key is determining whether such an illusion would be immediately doubted, and by whom. A nobleman who has lived in a palace all his life will be quicker to question an unfamiliar doorway appearing in his home than a frightened soldier fleeing in the dark, who may accept what he sees without a second thought. The more natural and expected an illusion appears within its surroundings, the less reason there is for doubt.

Once a ruling has been made, it should be noted for future reference. If a particular illusion succeeds in deceiving others in one instance, a similar illusion should function in much the same way when used again, unless the circumstances meaningfully differ. If an adventurer successfully used Phantasmal Feature to create the illusion of an ancient, vine-covered statue to hide behind, then it follows that similar uses of the spell — conjuring a tree, a boulder or another form of cover — should be just as effective under similar conditions. Consistency matters, and adjudications made in the moment should not be arbitrarily reversed in later play.

However, there is also room for refinement. A ruling that initially seemed appropriate might, upon reflection, prove too lenient or too restrictive. If illusions are proving too powerful, if they are circumventing obstacles too easily, or if they are failing where they should logically succeed, adjustments should be made. Yet even as adjustments are introduced, the principle of consistency remains — rulings should evolve in a way that makes sense, rather than contradicting what has already been established.