Buttmonkey wrote:I would make the damage the same amount that would be suffered if the illusion were real. So, if the illusion is of an orc swinging a long sword, the damage would be 1d8. I don't see a reason to nerf the damage potential. The limitation on damage is the saving throw to disbelieve the illusion. The other limitation is the potential size restrictions on the illusion.
Agreed. In general I also limit Illusionists to not only things they have seen, but to things they have "studied". So not only does the Illusionist have to keep a list of things they have seen/encountered, but have studied, alive, in the creature/things natural state. The differentiation I make between the two is if it is just something "seen/encountered" then I give an automatic save versus illusion, because something is going to be off, or wrong, enough about it to be fake, even to the subconscious mind of the target(s). If they have "studied" it, acting and moving naturally, then the Illusionist will convey it in a very realistic manner and a save will not be automatically given. I require 15 minutes of "study" per HD/level of the studied creatures. Kind of similar to studying spells.
I also limit creatures mimicked to being of the same HD/level of the caster, or lower. In general, this is to reflect that higher/more powerful creatures are more complex in their look, actions, and powers that the illusionist will have to mimic. So this kind of reflects how good an aspiring artist is at making their paintings and sculptures look realistic. Also note that no mater how good the Illusionist is, they cannot replicate everything, such as the Fear aura of the older dragons. So in cases like that, I still give an automatic save. I also use the HD limit to determine how many of the creatures can be replicated by the same illusion. So say if they wanted to copy a bunch of Kobolds with the above spell, they could, up to the level of the Illusionist. To do an Ogre they would have to be a 4th level Illusionist, to do two Ogres they would have to be 8th level, and so on.
Such limitations have to be imposed upon the Illusionist, even though they are very weak against mindless beings, such as mindless undead, plants, golems, or anything not "humanoid" enough for the Illusionist to know how to trick it. So generally, I allow allow Illusionists to effect "intelligent" life forms, who are also at least somewhat similar to the Illusionists race. Even if it is simply in having a high functioning brain.
Another factor to keep in mind when an Illusionist is doing spells, consider the perceptive abilities of their target. For example, if the target(s) have a very good sense of smell, such as a Werewolf, then give either a bonus to save, or an automatic save versus the Illusion to those targets. This is because, unless the Illusionist themselves have an exceptional sense of smell, such as from being a Werewolf themselves, they cannot possibly replicate odors well enough to trick a creature who depends on smell so much more than the Illusionist does.
A lot of this may seem unfair to the class, but an Illusionist is truly limited, eventually, by their imagination in what they can recreate with their Illusions. So if you do not enforce some realistic limitations on them, they will rule the world around them.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.