Illusions are a very complex subject as they effect both the mind and the senses. Basic illusions create only a visual image like a hologram. Creatures are likely to realise the illusion immediately they touch it as their hand will pass right through it. however they may figure it to be some kind of ghost like creature. If a minimal
Illusionists can only create illusions of things which they have studied for 2 days or are reasonably familiar with. Similar items/ creatures may be created but a saving throw bonus would be added. Thus a caster who had studied humans and had some interaction with orcs could reproduce and orc but not as well as a human, in fact the orc may have a tendancy to move more like a human than an orc, this would give the target a saving throw bonus of +1 or +2.
Physical movement cannot be prevented, no illusiary bridge will support a character. Tactile differences however will not normally be noticed,
Illusions are translucent to the caster. Even when saved others cannot see through an illusion
The spell phantasmal force is level one but this only produces static light images. To add the other attributes increases the level of the spell. Any of the attributes can be added in any combination however the increases in level are cumulative.
Minimum electro-mag level
|Sustain* 2 rnds||-||+1 Power point|
*Sustain allows the caster to continue static illusions after they stop concentrating. This can be chosen as the end of the spell period, it does not increase the level of the spell.
Soft light used to create the touch sensation has a light slightly spongy feel to it. When pressed it possesses enough resistance to let you know it is there but anything heavier than a shrew would sink into it. It has very little thickness, only about that of a gold mark. It is both gas and water permeable though water would pass through slowly.
The absence of relevant attributes decreases the difficulty of the saving throw. Thus a skunk which did not smell, or a lion which did not roar, would be unlikely to be believed. The additional attributes are not created in the fullness of the original, merely enough to aid the deception.
As illusions create actual images in the air they can be seen by all creatures regardless of whether they believe in them or not. If they disbelieve they have noticed the slight imperfections and recognise the illusion for what it is.
Seeing is not believingUnless a character has a reason to disbelieve an illusion they will assume that what they see is true. Even when a character has reason to think they are seeing an illusion their mind may overrule their intelligence. It is a case of knowing but not believing; the mind, operating at a lower level than the intellect, overrules their logical thoughts. It's all very well to have seen a mage cast an illusion but when you see a fire breathing dragon bearing down on you rational thoughts are forgotten.
The saving throw in this case is the attempt of your rational thoughts to persuade irrational fears and beliefs.
Knowing that an apparition was an illusion would gain a bonus to the saving throw. When an illusion is cast the believability is rolled by the caster, this is the saving throw that must be rolled by the subjects for them to disbelieve the spell. Each characters' saving throw is the degree to which they believe the apparition, this figure is recorded, any subsequent knowledge will add to this roll until the illusion is disbelieved or it disappears.
A normal SPOT save is made against an illusion if the illusion is missing important attributes or the charcter has another reason to disbelieve it such as touching or hitting it. Each appropriate attribute missing will make the save easier by 0-3 points.
+1 to +3
|Each successful hit||
|Informed of reality||