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Illusions

Source Ultimate Intrigue pg. 158
Illusions are a staple of fantasy, and there are two main things to consider when adjudicating them at all levels of play: first, the different subschools of illusion, and second, disbelief and interaction. Once you are familiar with those, you will be set for handling illusions at all levels of play.

Subschools: The three most easily confused subschools of illusion are figment, glamer, and phantasm. Figment spells, such as silent image, create wholly new sensory effects anyone can sense, even a mindless creature. The similar glamer subschool includes spells that change the way creatures sense something that already exists, such as disguise self and silence. Phantasms, in contrast to the first two, are all in a creature’s mind, and thus don’t work on mindless creatures.

There are other subschools of illusion, such as patterns and shadow, but they tend to be easier to distinguish from each other, since patterns are typically light-based spells that impose conditions on enemies and shadow spells usually create shadows or quasi-real effects.

Disbelief and Interaction: All three of the subschools above tend to have saving throw lines that say “Will disbelief,” but they differ in how those saving throws apply.

Phantasms directly assail a creature’s mind, so the creature automatically and immediately receives a saving throw to disbelieve a phantasm. Figments and glamers, however, have the more difficult-to-adjudicate rule that creatures receive a saving throw to disbelieve only if they “interact” with the illusion.

But what does it mean to interact with an illusion? It can’t just mean looking at the illusion, as otherwise there would be no need to make the distinction, but drawing the line can be a bit tricky. Fortunately, the rules can help to define that difference. A creature that spends a move action to carefully study an illusion receives a Will saving throw to disbelieve that illusion, so that is a good benchmark from which to work.

Using that as a basis, interacting generally means spending a move action, standard action, or greater on a character’s part. For example, if there were a major image of an ogre, a character who tried to attack the ogre would receive a saving throw to disbelieve, as would a character who spent 1 minute attempting a Diplomacy check on the ogre. A character who just traded witty banter with the ogre as a free action would not, nor would a character who simply cast spells on herself or her allies and never directly confronted the illusory ogre. For a glamer, interacting generally works the same as for a figment, except that the interaction must be limited to something the glamer affects. For instance, grabbing a creature’s ear would be an interaction for a human using disguise self to appear as an elf, but not for someone using a glamer to change his hair color. Similarly, visually studying someone would not grant a save against a glamer that purely changed her voice.