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Showing posts with label illusion. Show all posts
Showing posts with label illusion. Show all posts

Friday, November 17, 2017

RSA: Projected Image


There are a couple of reasons that I'm not surprised I haven't seen this spell used in a BX game. For one thing, there simply aren't a lot of illusion spells in the game. For another, as a sixth level spell, it's competing with some heavy hitters. Lastly, I simply haven't player or ran many classic games where the PCs have gotten high enough level to cast 5th or 6th level spells. That said, this one bugs me. The description is short enough that I'll just post the full listing here:

Projected Image  MU: 6th
Range: 240'
Duration: 6 turns

This spell creates an image of the magic-user that cannot be distinguished from the original except by touch. All spells cast by the magic-user will seem to come from the image. However, the caster must still be able to see the target. If touched or struck by a melee weapon, the image will disappear. Spells and missile attacks will seem to have no effect on the image. The magic-user who casts the spell can make the image appear up to 240' away.

Right off the bat. SIXTH level for this spell?! Really? I mean, it's got a good range and duration, but c'mon! I can think of several instances where such a spell would be handy, but as a 3rd or 4th level maybe, not 6th.

There are also some interesting limitations that are implied by the brief description. Even though the spells can "appear" as if coming from the image, the caster himself must have line of sight on it. This seems to be saying that the image doesn't relay any information back to the caster. Also, despite the fact that while a melee attack dispels it but a missile weapon does not (huh?), having the illusion unaffected by ranged/magical attacks can be a drawback, since the image endures even after it looks like the wizard should have at least been hurt.

So why would anyone choose or cast this spell? Well, I think it's main strength lies in two (admittedly specific) areas.

  1. This spell creates an image of the magic-user that cannot be distinguished from the original except by touch.
  2.  All spells cast by the magic-user will seem to come from the image.
So the illusion looks, sounds, and smells like the caster. If it is standing in the room with you, you can't tell it isn't him unless you make physical contact. That's kind of handy. Likewise, if that Fireball looks like it's flying of the illusion's fingertips, that can confuse enemies and make them pick the wrong target.


One of the other things to keep in mind is that, as a sixth level spell, that means the magic-user is at least 11th level (barring the use of something like a scroll). That means he could potentially have fifteen more spells in his repertoire for the day. Not only does that allow for him to mislead foes a lot with where the spells are coming from, but a prepared mage could cast other spells to boost the illusion. Turn yourself invisible and have your illusion draw the fire. Use Wizard Eye, Clairvoyanceand/or Ventriloquism to let you see and hear without actually being in the room.

Such tricks could lead to some fun encounters, combat or otherwise, but would require the wizards to really plan ahead. As a result, I don't know that I would keep Projected Image memorized by default, but I could see using it as part of a more involved, pre-planned scheme.

Friday, October 13, 2017

Shhh! It's a SECRET (door, that is)



Secret doors are so common in classic gaming that I'm surprised when see a dungeon map without one. Players regularly search for them, assuming they'll find one at some point in the crawl. Which is odd, when you think about it. Do you normally assume there are hidden stairs or tunnels in or out of rooms when you walk into them? Of course not, but we're not real-life murder hoboes, we just play them at the table.

According to BX (Moldvay),
"A secret door is any door that is hidden or concealed. A secret door usually does not look like a door; it may be a sliding panel or hidden under a rug. Any character has a 1 in 6 chance of finding a secret door; any elf has a 2 in 6 chance. The DM should only check for finding a secret door if a player says that the character is searching for one and searching for one in the correct area. The search takes one turn. Each character has only one chance to find each secret door."
 Whenever I think of secret doors, the default in my mind's eye is a sliding panel or door that's fashioned to blend with the wall. Surely that's a classic, but it behooves the dungeon designing DM to think about the other ways that a portal may be hidden.



Secret doors might be like the images above, or they could be concealed by a tapestry. They could simply be a tunnel with loose bricks or stones stacked in the opening. Perhaps a panel that isn't nailed down or loose planks? A cave entrance could be camouflaged by brush or rocks. Maybe it's even a magical or cunning optical illusion masking an otherwise open passage? The point is, you should feel free to mix it up a bit. 

So what's the point of elaborately designing such a thing if the players are just going to roll their search and find it (or not)? Well, two things:
  1. Which is cooler in play? "We go back to that secret door in the last room." or "We go back through the revolving fireplace."? 
  2. Remember the second part of the above rule citation. "The DM should only check for finding a secret door if a player says that the character is searching for one and searching for one in the correct area."  
If the players ignore something that doesn't look like the typical secret door, then their search rolls don't apply there. Of course, they can say they search "everywhere" but that takes time.

"The search takes one turn."

If you're doing your job as an old-school DM, you should at least consider tracking things like wandering monsters, needs for rest, and torches. Also, the PCs might be on the clock for other reasons. Maybe they need to find the hidden temple before midnight in order to stop the sacrifice or some such. The point is that time is a resource that shouldn't always be unlimited.


Wednesday, May 9, 2012

RSA: Massmorph

I suppose some people may have seen this spell used more often than I. It's probably a question of the type of campaigns one has played in. I can see its application in higher level play, especially military/dominion related games. Massmorph definitely has a more "troop level" focus to it, rather than dungeon crawling.


Massmorph (from Cook)
4th Level MU/Elf
Range: 240'
Duration: Special


In a nutshell, it makes up to 100 man-sized creatures within a 240' circle appear as trees (orchard/forest). It lasts until dispelled or dismissed by the caster. Even someone moving through the area does not reveal the disguised subjects. It is an ideal spell for ambushes and disguising troop placement. 

I can see elves making great use of this spell, hiding a company of warriors in the middle of their own forest, letting an invader walk right past them until they were surrounded. In fact, this could be a devious little trick a DM could play on a lower level party that wanders into a sylvan wood. Not necessarily for a TPK, but definitely a possible "change your armor" moment.

Peekaboo!

Tuesday, February 28, 2012

RSA: Ventriloquism

In my experience, Ventriloquism seems to be one of the more unusual spell picks (unless you're playing in a game with illusionists). Since it's first level, low level mages with few spell slots are generally more worried about spells that will keep them alive than tricky spells. After the higher levels are reached, there are so many other options that the first level spells tend to get lost in the shuffle. I think this is a shame because "tricky" spell use is one of the more interesting aspects of the game. Seeing a spell used in a way that most people haven't considered is often a high point of the session.

Like getting free drinks and tips at the tavern.



Ventriloquism certainly fits the into "tricky" category. It's the first illusion-ish spell a wizard can get, it does no damage, and its utility is almost entirely based on the creativity of the caster.


Ventriloquism (from Moldvay)
Level: 1 (MU/Elf)
Range: 60'
Duration: 2 Turns
"This spell allows the caster to make the sound of his or her own voice come from someplace else, such as a statue, animal, and so forth."
So, a couple of things I noticed right off. The range is nice. You can easily send it down the corridor or across a room. The second thing is the duration. If you're clever, you can string some stupid guard along thinking he's eavesdropping on some mouthy PC for twenty minutes! 


Another fun factoid: Ventriloquism has no saving throw or "disbelieve" check. This means that the "target" always hears the voice. Now, if they are looking at the wizard locked in a cell when they hear him around the corner, they might be skeptical, but they do hear him.