![]() So I decided to alter the spell in the Majestic Fantasy RPG to the following. Swords and Wizardry adapts the above but added an limitation that the illusion can only be used to deal up to 2d6 damage. Here it is a more general purpose illusion spells but still echoes it use in Chainmail. If you look in Chainmail 2nd edition, the one that predates the release of Dungeons and Dragons on page 28 to 29 you have. I don't have the link but on one of the old school forums somebody did an analysis of the history of the spell. Of Spell Memorization and Phantasmal ForcesĪnother spell I will be re-evaluating is Phantasmal Force. Handwaving it as the magic is such while consciously you may think it is a illusion, sub consciously your body reacts as if it real unless you make a save. Also eliminate "I know it is an illusion" issues. For example GURPS it would be a will roll not a save. And it is applicable for most of the systems I used. I found following these ideas eliminate all of the disbelief bullshit I had to put up over the years. Illusions are flexible and can be use to create just about anything limited by size or how much damage it could cause.Damage suffered is capped depending on the power of the illusion spell. ![]() If the save is made the illusion is dispelled. Illusion are real but folks get a save when interacting with them.Then I read something (I don't have the link) That inspired me to write this post. So I never been happy about the logistics of how illusion spells worked. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |