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Switch to Forum Live View Treantmonk's guide to Illusion: God's Tools
5 years ago  ::  Mar 29, 2008 - 6:27AM #1
Treantmonklvl20
Date Joined: Nov 21, 2006
Posts: 1,104
[FONT="Comic Sans MS"]Treantmonk's Guide to Wizard Spells: God's Tools - Part 6: Illusion[/FONT]

In this thread I will break down illusion spells spell by spell - which are underrated, which are overrated (All IMO - this isn't Gospel - only the Gospel according to Treantmonk)

This is the 2nd last thread for schools of magic (enchantment will come later today) - however, I intend 2 more guides for players wishing to play "god". One will rate PrC's from various sources - the other will rate alternate classes you may wish to consider for your "god" character. I intend to use a similar format to these spell guides, with my standard :evillaugh * :thumbsdow Though I may abbriviate it somewhat...

To the readers: If there's a spell you think I should look at - post it and I'll include it in my guide - though be pre-warned - I do not guarantee I will hold the same opinion as you.

Sources: I use PHB, PHB II, Complete Series, and SpC (these are both the books I own, as well as those allowed in the campaigns in which I play) - so all the spells listed are from those sources. (these guides are not completely unselfish - I reference them periodically with my own characters)

There are lots of gems in various other sources - but I've found there are lots of good spells to round out your spellbook in the sources used. By all means, if you would like to highlight a spell from another source - post it in a reply (along with the source and the specs) for the readers to reference.

Kinds of Spells: This is how I break down the types of spells...


[b]BC:
Battlefield Control. This is the spells that involve impeding movement of your opponents - aiding movement of your allies, or in any other way treating the world as your own personal chessboard.

Debuff: Debuffing is anything you cast on an enemy to impede his ability mechanically. Lowering of attributes, Blinding, Sickening, or scaring the living crap out of. Debuffing - as the name would indicate - also includes removing any buffs your enemy might have.

Buff: Buffing is improving the abilities of your allies mechanically. Whether it be through giving them extra attacks, better AC, or merely providing them a flanker. The nice thing about buffs is they likely won't involve saving throws.

Blast: A Blast is a spell that does HP damage to your opponent. Blasts are a pretty basic part of any Wizard's toolbelt - but IMO make a poor central focus to any Wizard. My suggestion is to cast Blast spells when you have nothing really useful to do.

Utility: These are those spells that have uses that aren't necessarily related to combat. Often utility spells can be useful in combat - but more circumstantially.

Save or Die: These spells give you a saving throw - or you're dead (or effectively dead). Personally, I don't like these spells - since they tend to target Fort - and are higher level then spells which can give you the win without avoiding the fun. You are usually better with a debuff if you like this style of spell.

Multiple Threat: A spell that covers more than one of the above at a time is a multiple threat spell. For example - a spell that does damage as well as impede the enemies movement would be a double threat (BC + Blast), while a spell that does damage, impedes the movement of the enemy, gives them mechanical penalties, and gives your allies bonuses would be a Quadruple threat (BC + Blast + Debuff + Buff). By the way - if you know of a Quadruple threat spell - let me know!!!

[b]Rating the spells:[/b]

After breaking down the spells, I will self-righteously give them either the Treantmonk stamp of approval - or the stamp of the foot, oversimplifying the use of each.

: This spell's a Turkey. Not worth having in your spellbook at all.

:thumbsdow : Not all bad, but not good enough for me to recommend

* : Run of the mill. It's OK, but nothing special

: The spell is solid. I recommend it

: This spell is highly recommended

:evillaugh : YES!!!!!

[FONT="Comic Sans MS"]Part 6: Illusion[/FONT]




To the reader of past guides: You will notice that the illusion guide is small. Much smaller than past guides. Your eyes do not decieve you - there are various reasons for this:

1) I discovered through the abjuration/necromancy thread that just because a school has less spells doesn't mean you should include more of the "should ignore" spells into the guide. It gives the guide a negative feel without really adding any useful information. If I don't include a spell in the guide - it probably means I'm not a big fan of it.

2) Illusion is a difficult school to rate. Of all the schools - how do you rate a spell with the versatility of "Shadow conjuration" or even worse "major image"? The effectiveness of these spells is limited mainly by the imagination of the user - so please take that into account.

3) Illusion is an interesting school in that it has a few spells that are awsome standouts, and a lot of spells that are garbage compared to those few spells.

Note that the enchantment guide will be even smaller - much smaller - but for slightly different reasons.

Finally - illusion creates alot of debate. Can you use an illusion to create an illusionary pit in a floor? Can you use Shadow Conjuration to emulate an effect and choose to not make a saving throw to disbelieve? People have their minds set so completely on these areas that nothing is going to change it - but before you make up yours - I do like the take on illusions that Skip Williams has - check the links below for more information:

All about illusions (part 1)

All about illusions (part 2)

All about illusions (part 3)

All about illusions (part 4)


So without further ado: Here's the illusion spells your wizard should take a second look at:
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5 years ago  ::  Mar 29, 2008 - 6:33AM #2
Treantmonklvl20
Date Joined: Nov 21, 2006
Posts: 1,104
[FONT="Comic Sans MS"]Level 1:[/FONT]

Silent Image (PHB) (BC or Utility)::evillaugh :evillaugh :evillaugh Very likely the best first level spell in the game. Yes, better than grease, ray of enfeeblement, sleep and the rest. This spell allows you to create pretty much anything – and the opponent only gets a save if they interact with it. Your imagination is the limit – though generally I suggest imitating other spells (higher level spells) with it. This spell is still useful at high levels.

Color Spray (PHB) (Debuff): Creates a small cone that targets will save of those within. At low levels – if they miss their save they lose. Later on it becomes a more minor debuff – but continues to be decent through the mid levels. It does require you getting uncomfortably close though.

Disguise Self (PHB) (Utility): * Useful utility spell – though easily replicated with a ridiculously cheap magic item permanently.

Net of Shadows (SpC) (BC): * A more specific and controlled version of obscuring mist. You choose targets who essentially have the same modifiers as if they were in an obscuring mist. Enemies get a will save to avoid the effects. Not bad – though somewhat circumstantial.

[FONT="Comic Sans MS"]Level 2:[/FONT]

Invisibility (PHB) (Buff)::evillaugh Make yourself or an ally invisible for 1 min/level. Although attacking reveals the invisible creature, keep in mind that indirect stuff (so basically anything a God would normally do) does not.

Blinding Color Surge (PHB II) (Double threat Buff/debuff): :evillaugh Opponent makes a will save or is blinded for a round. Regardless of their save result, you turn invisible for 1 round/level. The multithreat is somewhat redundant, but will benifit your allies for the cost of reducing the duration of your invisibility - this is a decent trade.

Mirror Image (PHB) (Buff): Beautiful self buff that makes you extremely hard to hurt. Up to 8 additional images – that have an equal chance of being hurt by an attack as you do. Very tough for an opponent to beat.

Minor Image (PHB) (BC or Utility): The next step up from Silent Image. Basically the same spell except you can add some sound to this one. Frankly – still a good spell, but it doesn’t add a lot on silent image so you should usually use that one.

Delusions of Grandeur (SpC) (Debuff): A debuff that targets will. Basically the standard -2 on just about everything. The nice thing is that this will stack with all those other similar debuffs (sickened, fatigued, shaken etc)

Phantom Foe (SpC) (Buff): Basically give an ally a single mirror image which flanks his melee foe. Should work well with a glass cannon who gets separated from the BSF.

Vertigo (PHB II) (BC): * Debuff that targets will. For 1 round/level if the opponent fails a will save, they must make a DC 10 balance check or they can't take a move action (and fall prone if missed by 5 or more). The weaknesses of this spell are: 1) single opponent saves and the spell is wasted, 2) If they have balance, or a decent dex, this spell won't accomplish much.

Blur (PHB) (Buff): * Attacks miss 20% of the time for 1 round/level. Only mentioned to point out that this spell is often overrated. Way inferior to mirror image as a defensive buff IMO.
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5 years ago  ::  Mar 29, 2008 - 6:33AM #3
Treantmonklvl20
Date Joined: Nov 21, 2006
Posts: 1,104
[FONT="Comic Sans MS"]Level 3:[/FONT]

Phantasmal Strangler (CM) (Debuff/Blast): :evillaugh  I’ve always been a fan of summoning for the purpose of grappling enemies – but this spell is just as good or better.  The opponent gets a Will save, but if they fail, they are grappled – and taking damage every round until they are unconscious.  Nice spell!

Vertigo Field (PHB II) (Debuff/BC):   20' radius spread of targets must make a FORT save (not will!) or be nauseated for 1 round.  Terrain within the field is difficult and within there is a 20% miss chance (no save).  One nice feature of this spell is you can exclude your allies from the nauseating effect.

Legion of Sentinels (PHB II) (BC):   Fill a 10' radius space with ghostly sentinels that flank and make attacks of opportunity on foes (you need to check errata to find they attack with your CL and do 1 bonus damage per 3 CL's (max +5)).  It is best to think of this spell as a battlefield control, not a summoning spell.

Invisibility Sphere (PHB) (Buff):   When your whole party needs to travel invisibly, this spell will allow you to do that.  It does require you huddle close – but this is still decent utility.

Mask of the Ideal (CM) (Buff): * Basically an eagles spender on speed that stacks with eagles spender.  Increase Cha for Planar Bindings or Malconvoker’s bluff checks, as well as a circumstance bonus to bluff and diplomacy.

Hood of the Cobra (CM) (Debuff): * One creature makes a will save or is shaken.  Then you make touch attacks for 1d6 con (fort negates).  Not a big touch attack fan, otherwise this would be awesome.

Displacement(PHB) (Buff): * Like blur, but now the miss chance is 50%.  You are still better off with mirror image (IMO), though this spell actually stacks decently with that if you get a chance to layer defences before a fight.

Shadow Binding (SpC) (BC): * Like Web except that you get a will save to ignore the effect (bad) – however, you don’t need anchor points like web (good).

Major Image (PHB) (BC, Utility): * The next step up the image spells.  This one can now include smell and thermal effects.  Once again – not a huge amount better than silent image – and in most cases, the first level spell will do the trick.  This one can talk, which could possibly be useful in certain situations.

[FONT="Comic Sans MS"]Level 4:[/FONT]

Greater Mirror Image (PHB II) (Self Buff): :evillaugh  like mirror image but much better.  Firstly, you add 1 image/round (max 8) meaning that as your opponents hit images they reappear.  Most importantly however, this spell is an immediate action casting - this is a big, big deal.

Shadow Conjuration (PHB) (flexible threat): :evillaugh or    Mimic any conjuration (Summoning or creation) spell of 3rd level or lower with 20% affect.  The power of this spell varies greatly depending on whether you believe the saving throw is optional.  If it is – this spell is great, if it doesn’t, this spell is good.  Note that PrC options can improve this spell greatly.

Shadow Well (SpC) (BC):   Maze with a will save.  That’s basically this spell – remove your opponent from combat while you finish off his allies/prepare for his return.  The will save to ignore is bad – but otherwise, a decent spell.

Greater Invisibility (PHB) (Buff):   Like invisibility but you can attack.  The duration now sucks.  Still, for BSF this is a good buff.  For yourself, stick to invisibility and indirect attacks.

Hallucinatory Terrain (PHB) (Utility): * Change the appearance of terrain.  Actually, very circumstantial.

Phantasmal Killer (PHB) (Save or die): * This save or die grants 2 saving throws (Fort and Will), but if you love save or dies – this is a low level one.

Phantom Battle (PHB II) (Debuff): * Opponents in a 20' radius spread make a will save or they cannot make attacks of opportunity.  Regardless of their save, they are considered flanked (hello rogues!).  Unfortunately, leaving the affected area ends the effect.

[FONT="Comic Sans MS"]Level 5:[/FONT]

Shadow Evocation (PHB) (flexible threat): :evillaugh or    As Shadow Conjuration above except it can mimic any evocation spell of 4th level or lower.  This is an extremely versatile spell, but again, much of the versatility is dependant on whether you believe that you can skip your save when you cast “shadow” contingency on yourself (which would make a huge effect on whether it works at all).

Friend to Foe (PHB II) (Debuff):   This illusion could be easily labelled an enchantment spell.  You make one creature per CL (can't be more than 30' apart - though you want them close anyways), make a will save or begin attacking his companions.  I've seen this spell used to great effect.

Persistant Image (PHB) (BC):   Next in the line of image spells.  This one works as major image – but requires no concentration – so you can have an illusion for 1 min/level.  This is a decent improvement on the spell line – though still pales in comparison in power level (for the level of spell) to silent image IMO.
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5 years ago  ::  Mar 29, 2008 - 6:34AM #4
Treantmonklvl20
Date Joined: Nov 21, 2006
Posts: 1,104
[FONT="Comic Sans MS"]Level 6:[/FONT]

Permanent Image (PHB) (Utility):   OK – now once again I’m impressed.  Make an illusion that essentially has permanency on it (with a small material cost and no XP cost) – you can move the image by concentrating on it at any time.  Nice.

Shadow Walk (PHB) (Utility):  An illusionists mass transport spell – probably inferior to teleport – but easily as good as a clerics wind walk.  In addition, you can take unwilling subjects (if they fail their save) and “lose” them in the shadow plane.

Shadow Grappler (SpC) (BC):   Only mentioned in this guide so you don’t get it confused with Phantasmal Strangler – the 3rd level spell which is really good.  This spell is worse than that one and level 6.

[FONT="Comic Sans MS"]Level 7:[/FONT]

Project Image (PHB) (Buff): :evillaugh :evillaugh :evillaugh  Kind of like Mirror Image except it doesn’t disappear when hit, and you don’t need to be visible at all, and your spells originate from it (which is probably the biggest feature), and you can see and hear from it.  So basically – throw a projected image in the midst of your enemies and go to town.   Absolutely game breaking (and frusturating for a DM!)

Greater Shadow Conjuration (PHB) (Utility): :evillaugh  As Shadow Conjuration with a 60% reality and it can duplicate up to 6th level.  Again, very versatile – and now fairly effective even if disbelieved. 

[FONT="Comic Sans MS"]Level 8:[/FONT]

Greater Shadow Evocation(PHB) (Utility): :evillaugh As Greater Shadow Conjuration but evocation spells up to 7th level.   Still very versatile, and becoming more real – very solid spell.

Superior Invisibility (SpC) (Buff): * Like greater invisibility, but with improved duration and much harder to detect.  Avoids tremorsense, blindsense, sent, see invisibility, invisibility purge – but does not evade true seeing.  Against certain creatures – useful, against others, not so much (and true seeing isn’t that rare by this level).
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5 years ago  ::  Mar 29, 2008 - 6:35AM #5
Treantmonklvl20
Date Joined: Nov 21, 2006
Posts: 1,104
[FONT="Comic Sans MS"]Level 9:[/FONT]

Shades (PHB)(Utility): As shadow conjuration – but up to 8th level and 80% real. This actually is not quite as great as it appears, as the high level conjuration spells aren’t as impressive. Still a good spell – but not as great for the level as Greater Shadow Conjuration actually.

Final Thoughts: Overall – I’m pretty impressed with illusion. Lots of options besides the standard Silent Images and Shadow Conjuration/Evocations.

However, if you are going with a Focused Specialist illusionist – going with a Shadowcraft mage/Shadowcrafter seems to be a total no-brainer. However – I’m convinced that a Focused Specialist Illusionist who does not take this route could still be effective – however, be aware that you will be almost exclusively targeting Will – this reduces versatility and can be the worst save to target at high level.

Personally - the one thing I have against playing a dedicated illusionist is that you are going to hear the phrase "I Disbelieve!" over and over again. For those who don't know - the "word" disbelieve (verb) is ridiculous, and makes me want to gag. Just a personal response, as the "word" bugs me greatly - and always has.

The "Shadow" magic debate: So, those who have been following my conjuration guide responses may have discovered that it turned into a huge debate regarding "Shadow Conjuration" and the like spells.

The debate started with the suggestion that a Create Tattoo spell cast with Shadow Conjuration would achieve the same effect without the material component.

Then it was suggested that this was a bad alternative, since the spell would only have a 20% chance of working since the caster would obviously know that they were casting a "shadow" spell.

The debate moves on without resolution - it comes down to whether you believe that the caster can choose whether to save vs. the shadow spell or whether you believe that they automatically disbelieve. Better check with your DM...
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5 years ago  ::  Mar 29, 2008 - 7:01AM #6
jameswilliamogle
Date Joined: Jun 1, 2005
Posts: 2,509
One thing about Major Image: there's a "Rod of Shadowblending" in CM for 9kgp that 3/day turns any casting of Major Image into either Shadow Evocation or Shadow Conjuration (and Minor Images into Shadow Conjuration). It increases the use quite a bit.
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5 years ago  ::  Mar 29, 2008 - 7:40AM #7
Atanatotatos
Date Joined: Jul 31, 2005
Posts: 14
So, no Greater Mirror Image?
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5 years ago  ::  Mar 29, 2008 - 7:44AM #8
skydragonknight
Date Joined: Apr 29, 2006
Posts: 536

Atanatotatos wrote:

So, no Greater Mirror Image?


He hasn't gotten to PHB 2 yet. That and Phantom Battle are both incredible.

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5 years ago  ::  Mar 29, 2008 - 7:46AM #9
Treantmonklvl20
Date Joined: Nov 21, 2006
Posts: 1,104
:embarrass I missed PHB 2 completely! My apologies. PHB 2 spells will be added within the next hour (fortunately - there aren't many.)

Edit: OK - PHB II added (I was right - very few illusion spells there - but some gems at low to mid level range nonetheless...)
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5 years ago  ::  Mar 29, 2008 - 8:17AM #10
Werebat
Date Joined: Jan 23, 2005
Posts: 201
Nice guide. For the record, Color Spray can become even more useful if you invest in a cheap Minor Rod of Shaping. Gets rid of the "need to get close" problem. Even at high levels this spell can temporarily disable low Will lunks like giants.

- Ron ^*^
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