So, Would You Be an Illusionist? (long)

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So, Would You Be an Illusionist? (long)

Post by anonymous »

I've been among those who've pointed out the narrowness of the Illusionist class in previous printings. So, my fellow illusion-doubters, do the new additions add enough spells to change your minds? My initial impression is that yes, they do. Here's some thoughts on all the new stuff for them:
Level 0

See my thoughts on the healing stuff, below, for First Aid and the rest.

Dragon Sounds - the first dragon themed illusion. It might work and it's a great source of amusement if it does, so not bad for a cantrip.
Level 1

Adding Charm Person, one of the better starting Wizard spells, is a good strengthening move which fits in with the idea of illusionist as mind game player.

Dragon Armor - +1 AC is a minor buff, but look at the duration and consequently how many people you could affect with it. 5% reduction in hits isn't worth a precious slot at low levels but at higher levels it might tip the balance in a small battle.

Faerie's Glamour - While it doesn't broaden the illusionist's capabilities, this is certainly a good one against intelligent (but not too intelligent, or they'll make their saves) enemies who like to take out casters and it's never redundant, even if you're 20th level. As soon as I'd got a few other spells, this one would always be prepared unless I was adventuring solo. Cast it on a thief or assassin for best results, heh, heh.

Head Fog - a -4 penalty makes this a decent anti-buff and one that isn't level-capped. Generally useful.

Illusory Hounds - Effectively a weak Mirror Image. Bit of a filler spell.

Minor Dark Chaos - This amounts to an 81% chance of killing a goblin (and most 1d8 monsters) unless it kills you first. Not bad at 1st or 2nd level, but is it worth a precious spell slot? Damage never increases, making it useless as you advance.

Ward's Temp Strength - Marginally useful if one of the fighting types is on the cusp of getting another +1, otherwise, meh.
Level 2

Of the Wizardly additions, Detect Thoughts is always useful, Pyrotechnics is an okay but not very powerful spell.

Angelic Image - an anti-undead illusion brings us back to the old debate again. This one is limited but potentially a life saver where applicable.

Dark Chaos- potential 12pts of damage, which is not to be sniffed when you're 3rd level, but again, becomes weaker as you progress.

Dragon Bite - the same applies.

Eyes of Fire - basically the Cleric spell Sanctuary, but with light. Weak but usable.

Ward's Temp Invisibility - a more than decent anti-theft/trap creating utility spell with a relatively long duration, making this one I'd always add to my spellbook as a low-medium level illusionist and might even keep as a backup at high levels.


Level 3

The Wizard spells that are added are decent, but unfortunately the retention of Dispel Illusion means the unique handicap still applies: a Cleric, Druid or Wizard can dispel anyone's magic, including that of an illusionist, but an illusionist can't do the same back - not until 15th level.

Displaced Image - another distraction spell. The description is somewhat vague.

Doubled Treasure - In spite of the excellent duration of 1 day per level, I cannot see any point whatsoever in causing treasure to appear to be treasure, just slightly more of it. It's like a really crap version of the old Fool's Gold spell, but it uses up a higher level spell slot. Madness...

Dragon Mount - illusionists lacked any transportation spells and this fills the gap nicely. It could also allow you to panic groups of enemies by swooping down on them on what looks like a dragon!

Illusionary Help - another potentially excellent utility spell. Note that its addition effectively draws a line through the 4th level Minor Creation which is made redundant.

Illusionary Wolves - slightly better Hounds, too weak to be seriously considered by the time you can acquire it.
Level 4
Charm Monster, Solid Fog, both reasonable bonuses.

Dragon Scales - a good +4 buff, but perhaps with rather a short duration, so timing is essential.

Idol of Death - I'm not at all sure about this one...

Major Dark Chaos - yet another one.

Treasure Hoard - this is vague again... is everyone a treasure hungry adventurer?
Level 5
Hold Monster is another good addition. I like Tongues, too and its reverse.

Dragon Breath - this does a modicum of damage for its level but it has one advantage over a fireball or lightning bolt and that is you could choose your dragon if the target is immune to one type of damage.

Dragon Shadow - a Fire Shield type "got you back" spell which is reasonably powerful and probably well worth selecting in dungeon bash situations - if you can get the focus component!

Humanoid Finding - good enough person detector, where illusionists were severely lacking divination previously. 5th level is perhaps leaving it a bit late. This is a spell to be kept for occasional use.

Mirror Wall - I'm not clear on what happens if you save: can you walk through or do you realise it's just an inch thick normal wall you can start breaking down? If the latter, what's it made of? If the former, it's a waste because lower level illusions could achieve the same.

Ward's Extended Invis - Not sure I'd bother to add a 5th level spell just for the long duration. Hmm.


Level 6
Geas was a scary spell in AD&D but with the change allowing a Cha save, it's less so.

Cloak of Dark Chaos - yet another tentacled damage doer? Cool name, but I'm not entirely sure I would be tempted as an 11th level plus illusionist, especially with the extremely short duration.

Illusionary Lions - this utterly pointless spell is 6th level, the same as Shades and it works exactly the same, but it can only produce lions with one hit point each, it has less than half the range and duration, and a successful save negates all damage rather than cutting it to 60%. Which would you choose?
Level 7
Power Word Stun is added. I'd take this every time.

Awe - this spell looks cool, but it doesn't actually do anything to stop enemies killing you except possibly give them -1 to hit and damage and possibly making them lose a few HP. In the meantime, they've probably killed you anyway. See Power Word Stun, above, for a better way of preventing this.

There are no new 8th or 9th level spells, but the Power Words are a very significant boost.

On healing and the controversy they cause, stop and consider the reverse of all the healing spells: remember you're not a cleric who has to ask his or her white-robed luminous gods of niceness if it's okay to make people go blind, have an arm drop off or lose an experience level. It's not like you're even really doing that, anyway: just making them think you are.

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Post by PeelSeel2 »

Right now I am running a Mongoose Traveller campaign which is real popular with all the players in our group (10+ GADS!), but....

My wife started working on Saturdays nights, and Friday night is our 'regular' game night....So for Saturdays (another day of gaming!!!) we have rolled up C&C characters. I am very pleased one of the players wanted to play an illusionist. In the first fast adventure he performed exceedingly well.

As a DM, this has been the first Illusionist class in any iteration of D&D that I would like to see play. And now I have my wish, without any hinting or beatings.
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Omote
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Post by Omote »

Thank you TFD for the illusionist spell breakdown.

I believe that there are plenty of good role playing opportunities when playing the new illusionist, particularly with the new healing spells and Power Word spells. Like you, I think that many of the spells are vague and rather pointless and could have gone through a serious sit-down revision before putting them into the PHB.

But even without these new, limited spells there is lots of room for a unique and powerful illusionist. The new ability of the illusionist to be better at illusion saves is very important for the class. I think a creative CK could do well with an illusionist advisary, even make such an NPC downright scary.

There's lots of room to play in the illusionist class. Everybody should give it a try!

~O
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Tadhg
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Post by Tadhg »

Yep, I like what you've done here, TFD. I like the illusionist class a lot but have always thought it could use a little help. I haven't seen the new stuff from TLG, but am looking forward to seeing it.

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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

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