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The official view seems to be that illusions cannot Disbelief: Denying the Image
kill, as shown by case 14.10 of the Battlesystem™ The essence of an illusion's power is belief, so a
supplement (page 26): Illusions that do “killing” good defense against illusions is disbelief. Successful
damage actually only put their victims into a disbelief occurs when the observer is convinced that
what he sees is not real, despite the evidence of his detecting and interpreting errors. Detecting an error
senses. means that the character's mind notices something
unusual about the image – perhaps the way a monster
For disbelief to be possible, there must be differences
between each illusion and the reality it simulates. The moves. Interpreting an error means finding some
way to explain it; is the creature an illusion, or is it
scales on a dragon may be the wrong shape, or a
soldier's feet might not touch the ground. Spellcasters just limping? Detecting errors and interpreting them
of higher level and greater intelligence can minimize are different events. More intelligent and skilled
illusionists make fewer errors, and more intelligent
these differences, but an intelligent observer might
still notice them. Noticing some peculiar feature, the viewers are better at spotting errors. Interpreting an
error as an illusion (i.e., disbelieving) is a function of
observer might attempt to disbelieve. This need not
be a conscious act the viewer might suddenly realize experience and willpower.
that the troglodyte he is fighting doesn't smell bad To see how good the image is, the DM subtracts a
enough to be genuine. secretly rolled 1d20 from the sum of the illusionist's
Disbelief is automatic if a viewer touches the illusion intelligence and level. The result is called the image
and it doesn't respond realistically (e.g., someone quality. Any viewer whose intelligence is greater than
the image quality detects an error, and that viewer's
swings a sword through a goblin without even
subconscious immediately tries to disbelieve (i.e.,
getting its attention). According to the description of
interpret) the image. The disbelief roll is a standard
phantasmal force in the Players Handbook, the
saving throw vs. spells, with magical attack adjustments
illusion lasts until struck by an opponent unless the
spell-caster causes the illusion to react appropriately. for wisdom. Like the error-detection roll, it is secretly
If the illusionist is controlling the image and causes it rolled by the DM.
to react blood spurts, rock chips fly, a character appears If the illusion-caster is not a member of the illusionist
to walk across a bridge, etc. then disbelief is not class, the character's level for purposes of the image
automatic. quality roll is less than his actual level. The effective
level for magic-users is two lower than the actual
Illusions In The Game level, just as for the fourth-level magic-user spell
dispel illusion. A high level thief has a 25% chance
Subconscious Disbelief of failure with a scroll, so a thief's effective level is
One problem with illusions is deciding when five lower than his thief level. Creatures that use
characters should try to disbelieve. Player characters magical items to create and control illusions are
should have a chance to notice errors, but the illusion effectively zero level, unless they can also cast illusion
should not be obvious. To meet this need, some DMs spells in which case, a monster's hit dice equate to
give lengthy descriptions of every object and creature illusionist level directly. A deck of illusions controls
the party meets. This technique taxes a player's itself; it is effectively 12th level with an intelligence of 15.
patience and burdens the DM with excessive
Each sufficiently intelligent viewer has an automatic
preparation time. Alternatives are to never give the
chance to disbelieve when he first observes an
party a clue, or to risk giving everything away with
illusion. For example, a 7th-level illusionist with 15
clues like John thinks the toads hop funny.
intelligence casts a spectral force which is seen by a
The problem of NPC disbelief is even more difficult. fighter, a magic-user, and a thief. A 20- sided die is
To always try to disbelieve is unfair to the PC rolled and comes up 9. Subtracting this from the
illusionist. To never disbelieve is unfair to the NPC. illusionist's level and intelligence total yields an image
To play it by ear is sticky business: Try as you might quality of [(7 + 15) - 9 = ] 13. The fighter's intelligence
to be objective, it's hard to forget that what the NPC of 9 is too low, but the magic-user's is 17 and the
sees isn't real, and it's even tougher to convince your thief's is 14. Thus the magic-user and the thief, but
players that you're being reasonable. not the fighter, have detected errors and get an
The disbelief system presented here applies to both automatic attempt to disbelieve the illusion.
PCs and NPCs; it is based on the idea of subconsciously Normally, there is only one subconscious attempt to
disbelieve for each sufficiently intelligent viewer. More intelligence detect second-level illusions, etc. The
attempts to disbelieve occur if the illusion and the level of the illusion depends on its level as an
viewer come into contact (e.g., an illusory fireball illusionist spell. This means that phantasmal force
bursts among the party, or a character touches an cast by a magic-user is a first-level illusion, not third.
illusory wall). If only one important sense component Cantrips are zero-level spells, so illusion cantrips are
(usually touch) is missing, then a disbelief roll is made automatically detected by creatures with 18/51 or
for viewers whose intelligence is higher than the higher intelligence (as might be obtained by using
image quality. If more than one important sense wish spells, as per the DMG, page 11).
component is missing, the viewer gets a disbelief roll
regardless of intelligence. If disbelief fails, the viewer Conscious Disbelief
does not recognize the illusion. Successful disbelief The disbelief attempts described above occur
means that the viewer recognizes the illusion, and automatically, secretly, and instantly (in game time).
any illusory attack in progress causes no damage to Player characters, of course, may attempt to
the viewer. Damage remains from any previous disbelieve at any time. To prevent a chorus of “I
attacks which were not disbelieved. disbelieve!” on every encounter, explain that a
character can do nothing else during the round he
Which sense components are important depends on
attempts to disbelieve. This is because the character
the image, the viewer, and other conditions. For
hasn't spotted anything wrong with the image, and
example, when touching a wall created by
must spend time looking looking hard for errors, and
phantasmal force, touch is the only important missing
deciding whether any errors are significant. For
sense. The same illusory wall would be missing two
example, when blasted by some magical effect, a
important senses if the viewer knocked on it to
character may attempt to disbelieve voluntarily. If
produce a sound. A fireball involves mainly visual,
successful, the character recognizes the illusion and
tactile, auditory, and thermal senses, only one of
takes no damage. If the disbelief fails or the effect
which is missing from a spectral force spell. Blows
turns out to be real, the character receives no saving
struck by illusory monsters should include sound as
throw, because while everyone else was jumping out
well as touch. Dragons have an acute sense of smell
of the way, he was standing there looking for errors
(Monster Manual, page 29), so smell is important for
in the image. Likewise, if the character chooses to
any illusion which affects a dragon.
disbelieve an attacking monster, the character may
To continue the scenario above, let us assume that not attack and may not use shield or dexterity to
the magic-user and the thief failed to disbelieve the defend against that monster during that round. The
illusion at first sight, so all characters believe the character can still defend against attacks from other
image. The illusion depicts a blue dragon which opponents.
breathes on the three. The lightning breath normally
The character is always free to disbelieve new
includes visual, tactile, auditory, and thermal aspects.
developments when they affect him (e.g., a fighter
Only one of these, the tactile sense, is missing from
who has already attacked an orc during a round may
spectral force, so only the magic-user and the thief
nonetheless choose to disbelieve if the orc suddenly
get a subconscious attempt to disbelieve. The magic-
uses a fiery breath weapon). Spell-casting is not disrupted
user succeeds, so she takes no damage and knows
if the spellcaster successfully disbelieves an attack
that the dragon is an illusion. If she can communicate
either consciously or subconsciously.
this to the others, they receive a +4 on any subsequent
attempt to disbelieve. The fighter and the thief attack Conscious disbelief requires only a save vs. spells.
the dragon with swords. The thief hits, so he gets A character (or player) who decides to disbelieve has
another automatic chance to disbelieve. If he succeeds, already noticed something peculiar or has been told
he is still wounded from the dragon's first attack. that the image is an illusion, so image quality is
irrelevant to the decision. Conscious disbelief is often
Beings with superhuman intelligence automatically
necessary for thick-witted characters, since their low
detect some illusions. According to Legends & Lore,
intelligence is unlikely to exceed any reasonable
page 7, beings with 19 or higher intelligence
image quality. A conscious attempt at disbelief in no
automatically detect first-level illusions; those with 20
way reduces the character's chance to subconsciously with this article cannot be complete, but it should
disbelieve. give a general idea. All factors are assumed to
provide bonuses or penalties to the disbelief roll.
A special form of conscious disbelief occurs when a
Some might be more appropriate as modifiers to
clever or desperate character decides to close his
the image quality, but that would merely complicate
eyes. Unable to see, the character might to be
unharmed if a pending attack is an illusion with only matters.
visual components. This is a reasonable tactic for All but the last two modifiers listed here are
someone like a lst-level thief who thinks (or hopes) suggestions – use them, change them, or ignore
that the huge red dragon in front of him might be an them as you see fit. For example, illusory creatures
illusion. After all, he is unlikely to make his disbelief popping in from thin air normally give viewers +1 to
roll either consciously or subconsciously, and saving disbelieve, but if a monster summoning spell had
vs. breath weapon would only change the texture of recently been used, viewers would disbelieve at -2
ashes he leaves behind. The character must close his because they have already seen a similar effect. An
eyes before the DM announces an attack; if he waits illusory creature unharmed by a lightning bolt would
to see what the attack is, he will be affected by it. A normally add +2 to disbelief rolls, but not if it were a
character who avoids damage this way has not magic-resistant creature like a mind flayer.
successfully disbelieved an illusion. He can still be
harmed by the illusion if it attacks when he opens his Damage From Illusory Spell Effects
eyes. Naturally, closing one's eyes in combat gives When a damaging illusion is believed, damage is
opponents who are not illusory lots of nasty ideas. determined randomly. The illusionist can only dictate
the image; damage is determined by the victim's mind.
Modifiers to Disbelief Rolls Level-dependent effects, such as the number of
Many factors affect the difficulty of disbelieving an damage dice for a fireball, operate at the actual level
illusion. In general, anything which increases or of the spellcaster, regardless of class. If the illusion is
decreases the doubt in a viewer's mind affects the created by a magical item, use the appropriate level
chance to disbelieve. The list of modifiers in the table for an item of that kind (e.g., 6th level for a wand).
Summary
The system presented here solves some problems
and helps bring illusions into balance with other
forms of magic. Disbelief is handled consistently.
Damage and complexity of illusions are proportional
to the illusionist's skill. Low-level illusionists can
befuddle stupid opponents or damage weak ones;
high-level illusionists can fool nearly anyone.
Members of the illusionist class can use better illusion
spells to damage powerful opponents.
No system covers every possibility that can arise
when creative players use a spell like phantasmal
force that can create the illusion of any object, or