Difference between revisions of "Phantasmal Feature (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
[[File:Phantasmal Feature (spell).jpg|right|525px|thumb]]
 
[[File:Phantasmal Feature (spell).jpg|right|525px|thumb]]
'''Phantasmal feature''' conjures a believable, immovable piece of scenery or construct, corresponding to the dimensions of the spell's area of effect, such as a building, pillar, archway, pond, copse of trees, logs, stone wall and so on.
+
'''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.
  
 
{{Spelltable
 
{{Spelltable
Line 11: Line 11:
 
| level = [[Illusionist 1st Level Spells|illusionist (1st)]]
 
| level = [[Illusionist 1st Level Spells|illusionist (1st)]]
 
}}
 
}}
 +
__TOC__
 +
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.
  
The physical components of the object must be stable and unmovingFor example, the spell couldn't depict a waterfall, a tumbling rock or a swinging rope bridge. At best, the surface of a pond might undulate very slightly — yet in a gentle breeze it will be plain the water is behaving contrary to the wind, and is therefore implausible.  Solid constructions are much less likely to be detected as an illusion.
+
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 illusionThose 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.
  
Once the spell is cast, the shape of the feature cannot be changed or altered, except that it can be dispelled at will by the caster.
+
== 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.
  
== Saving Throws ==
+
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 wallAlternately, 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.
Implausible objects, such as those created in a place where the feature is known not to exist, or if the feature's creation is observed, enables a [[Saving Throws|saving throw vs. magic]] for all witnessesThose who save thereafter continue to perceive the feature's presence, but will recognize it as a ghostly object that can be seen through and ignored. Creatures with an intelligence of 10 or more receive a +4 saving throw against the illusion.
 
  
Those who don't save will treat the feature as completely real, adapting mentally as though the illusion has always existedPersons will be unable to see through the feature; so, for example, it might be possible for the caster and others to hide inside an illusionary house.
+
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 mindsIf 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.
  
== Interaction ==
+
The dungeon master must be prepared to interpret this difference between what the viewer thinks and what's realIf 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.
Believers, those who have failed save, may interact with the feature, believing themselves to be swimming, climbing, sitting upon or leaning against — with much of this taking place in their mindsSomething simple, like a pillar of rock, would serve as an obstacle that they would go around, rather than trying to climb over it ... such as they might a wall.  Certain features, however, create their own problems.
 
  
==== Caves ====
+
== Setting Precedents ==
If the caster were to create the appearance of a cave in real solid rock, the believer would imagine themselves entering it, though in reality they would only press themselves against the exterior solid rock. If the caster created the cave and a whole illusionary feature around it, believers could enter and potentially wander around inside, although the dimensions would be surely limited by the spell's area of affect.
+
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.
  
==== Bridges ====
+
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.
If made to appear over a real drop, believers might be induced to step on the bridge and fall ... and even believe, as they were falling, that they were still crossing the bridge.  However, upon hitting solid ground, should they survive, the illusion is broken.
 
  
Additionally, if others are present, they'll see the believer fall off the bridge, and be awarded a saving throw against the illusion immediately.  Those who save will attempt to restrain their fellows from stepping onto the bridge though an illusion like this, carefully placed, might lure several victims to their [[Death|deaths]].
+
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.
 +
 
 +
[[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 16:41, 10 March 2025

Phantasmal Feature (spell).jpg

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.