Creative uses for Illusion ("Image") spells

Mistwell

Crusty Old Meatwad
I have been composing a list of creative uses for the various Image spells (silent, minor, major, programmed).

Here is what I have found so far (almost all written by others, who I unfortunately do not have the names to credit with their work). I would really like some more ideas for these excellent spells:

1. Silent Image a wall, to persuade opponants to go around;
2. Have your party press up against an existing wall, and silent image an identical wall in front of the party - super cheap mass invisibility, if cast outside the sight of the opponants;
3. Silent Image a box large enough for the party to hide in;
4. Create an illusion of a pit trap with spikes, with already dead bodies in it, about 10 feet wide;
5. Image backup bow-snipers for free for moral effect and extra false targets for the opponants? Let the first 2 die fast, so more shots are wasted on them;
6. Add more trees in a forest to hide behind;
7. Add a grassy hill on top of your party, and ambush from it;
8. Create an image of a sack over the opponent's head. Technically, there's no save until he takes an action to physically interact with the illusion;
9. Image some fire and smoke in a building or hallway to stop or slow a chase;
10. Image obscuring mist (or other fog-like spell). Your group (knowing it is an illusion) can see through it, but your opponants will not;
11. Create an image of a wizard casting invisibility. Opponents with spellcraft will go nuts. Alternatively, the "wizard" can cast spells without obvious effects (stoneskin, resist fire) or ones duplicable by an illusion (fly, blink, mirror image). Intelligent opponents will concentrate on attacking the wizard;
12. Create an image of spirits rising from dead bodies (ghosts, shadows, wraiths, spectres- whatever is appropriate) as a distraction, since your weapons swinging through them will not seem unusual given they are incorporeal beings that are being copied;
13. Can you say "surprise round?" I think we killed all but one before the surprise round ended;
14. Create an image of utter darkness (which you can see through, as you know it is an illusion);
15. Create an illusion of your party members in other places to split the opposition;
16. Create an illusion of a wall breaking down and a monster entering. If they disbelieve, do it again but this time summon a real creature, and let them ignore it until it does them some damage (might even be able to attack ignoring your dex and dodge bonuses if opponants actively ignore it);
17. Make an illusion of a Blade Barrier - less likely to be touched and interacted with;
18. Make a bridge over a chasm you just crossed and hope opponants try to chase you over it (particularly good if you are fleeing and flying, while you seem to be walking over the birdge - or just hide and create an image of you fleeing over the illusionary bridge);
19. Create an illusionary archer who fires arrows at opponents that always misses. The archer has an AC of 10 + size modifier + range and vision modifiers as appropriate (probably also cover and such);
20. If one of the party members is down or in danger of being swarmed by reinforcements, make an illusion of a few more bad guys and make it appear they are being dealt with and perhaps give them a few minutes to catch their breath;
21. Make what appears to be a patch of entangling ground;
22. Image of a metal cage with sharp pointy spikes covered with dripping poison appearing around the enemy. He doesn't get a save unless he touches it because he hasn't interacted with it and he's not going to touch it because it looks like poison;
23. Create illusionary monsters to intimidate your foes: Beholders, demons, etc. are good. They can move around the battlefield and look menacing. Low-grade opponents should hopefully avoid things like this and run. I'm more of a GM than a player, but one way I'd rule this tactic is to allow the illusionist to make intimidate checks with a +2 (up to +4) illusion bonus to the check;
24. In addition to duplicating dungewon walls, you can copy spells that make sudden walls or objects or obsticles: illusionary walls of stone, iron, ice, prismatic shifting colors.. can sometimes seal off an escape route. So can patches of writihing shadowy black tentacles, or areas covered in illusionary webs. If your'e up to the Major image spell, you can use walls of fire or crackling electricity. The idea is to conceal or discourage interaction, but by the time anyone egts close enough to determine that he can feel heat from the wall of fire- he's already interacted with it. So having a high saving throw DC would be good as always
25. Create window dressing: I use this when I'm GMing villians, sometimes. It's not especially useful so much as it is "cool" to change the appearance of a location to something weird or disturbing. Change the battlefield to look like a gigantic chessboard with melting clocks or an arena with spiked walls or something;
26. Distraction. Use your IC knowledge. Confront an NPC with an illusionary figment of one of his previous victims or a family member. Yeah, yeah, he gets a saving throw. Still, sometimes it will throw people off for a round or two, even after the illusion cancels;
27 Create an image on the floor of green slime, randomly surfacing buzz-saws, caltrops, or some other hazard and leave an easy path through it that serves your purposes. A single file path, or perhaps one that takes the enemy through someones threatened area, or within bull-rush range of a fighter and another (real) hazard;
28. Use image spells as 3-d maps that hover in mid air for team briefings, team huddle strategy sessions, etc. An illusionist can be like the party VCR or instant replay guy, creating a tactical map for everyone to look at while the fighter draws on it like John Madden;
29. Use a a percieved threat as flanking (note - some DMs say this is not allowed because the illusion is not actually threatening the opponants square, while others feel that the perception of the threat is what creates the flanking, not the actual threat);
30. Mis up illusions and reality - For example, you are invisible, then cast an illusion of yourself casting a illusion spell, then the real you appear (as if you were the figment) and cast something, perhaps a spell like transmute rock to mud or wall of fire. It´s likely that any enemy spellcaster think you and the real spell are the illusions, waste a round on the fake you, and walk like an idiot on the real spell;
31. Make the illusion of the party coming out of a translucent wall. Chances are that the enemies will think they are the real ones, doing the trick of hiding behind a illusory wall, and be fooled. While you are invisible, use the higher level illusion spells (like programmed image) to make a copy of yourself casting illusions, while the real you (invisible) cast Summon Monster N. Maybe they think they really are illusions, and ignore the monsters; if they learn from their errors, start casting illusions of summoned monsters;
32. Make an illusion of a shield guardian protecting you, which should dissuade many opponents from charging.
 

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Some of those (such as #22) appear to forget that you can get a save if they "study it carefully" (which just about anyone suddenly inside a poisoned cage would do - looking for a safe way to grab it and maybe a door, even if they didn't suspect it was an illusion)
 

Wonderful list! I have seldom used the image-based spells due to a lack of in-the-moment creativity on my part. I like these a lot. Thank you -- consider it yoinked! ;)
 

Jack Simth said:
Some of those (such as #22) appear to forget that you can get a save if they "study it carefully" (which just about anyone suddenly inside a poisoned cage would do - looking for a safe way to grab it and maybe a door, even if they didn't suspect it was an illusion)

I agree. Of course, having a high DC will help with that, and illusions are one of the few schools were you can pump the DC a bit easier than usual.
 

Mistwell said:
10. Image obscuring mist (or other fog-like spell). Your group (knowing it is an illusion) can see through it, but your opponants will not;

I, as a DM, would not let my players to automatically see through it. The wizard who casts the illusion can automatically see through it, but i would have the other characters of the group make a save roll with the regular bonus (+4, if I remember correctly).
I imagine illusions like those sterescopic images, where you see only a mess of coloured dots until you focus your eyes beyond the picture and see the real image. There are people who can see the real image the first time they look, and others (like me) who can't see them even if someone is telling them where to look!

Given that, the list is very inspiring! :)
 

Great list... here are a couple others I thought up while reading it:

1. Illusion yourself up a reach weapon, have enemies waste movements on avoiding your 'threatened squares', or, if you have a reach weapon, illusion yourself up a normal one, can you say AoO?
2. If you're a ranged person, make yourself look like a beefy melee person, and have the ranged attacks come from the tiny companion on your shoulder.
3. Facing those dangerous NPC clerics: Make yourself appear to be undead, have them waste time trying to rebuke or command you.
4. Make yourself look like a tank using a wand (Let the npcs think he's got impressive ranks in Use Magic Device).
5. If you're running from a fight and going through a door, move it five feet over, and watch as your pursuers run into the wall.

I'll have more, but I'm gonna go pick up some dinner.
 


7. If you have damage resistance from something (e.g. Green Star Adept's DR/Adamantine) make yourself look like a werewolf, so the npcs think you're vulnerable to a different material.
8. Illusion other NPCs surrendering, see if you can make the real ones join suit.
9. Disguise one of your opponants as yourself.
10. Make it look like a trap is triggered making the walls move in, which is quickly disabled. Can you say 'Sneak Attack Lane'?
 
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melkorspawn said:
9. Disguise one of your opponants as yourself.
9b. Disguise yourself as one of your opponents (letting your allies know about the tactic in advance, of course - and preffereably find something Dissmissable to cover yourself with....)
9c. Do 9 and 9b simultaneously with an opponent who is hanging towards the back (Quickened Disguise Self). With luck, they will think you switched places to set up flanking ... and that your now-doppleganger is really a weaking spellcaster....
 

Those are all pretty good uses, depending on the DC.

One thing I've used with my BBEGs in the past is for them to create an escape route from their hideout that is lined with false walls and floors.

I have one villain that the party has come up against twice, who has done just that. (He's a specialist in making constructs.) He has a corridor that makes left-right and right-left turns every 40 feet or so. Just around the first corner are two illusionary walls, one on each side but not directly across from each other. Behind the walls are some low CR constructs. Just beyond the constructs is a real pit in the floor covered with an illusion; only a 1' ledge on the right and left sides of the pit are safe, and there's a green slime in the bottom of the pit that Thresh feeds periodically. (Mostly using trolls, since that gives him a permanent food supply.)

When he needs to escape, he flees down the corridor, using the ledge on one side to get past the pit. He goes slow enough, or waits, so that he is about to go around the next corner as the PCs come around the first corner. They'll catch a glimpse and keep going. The first PC falls into the pit, but can make a pretty hard Reflex save to grab the side. Since everything in the round is happening simultaneously (see DMG, pg 24), let the other PCs come around the corner and keep going -- they may fall into the pit as well. PCs after the first get a +2 bonus on their Reflex saves. But this is where the constructs come out from the walls. The one closest to the pit moves to the edge and stomps on the fingers of anyone hanging there. (No Dex bonus while climbing. They're probably using two hands as well and dropped whatever they were carrying.) If there is a PC standing there, the construct performs a bull rush first, then stomps on fingers. The other construct exits the illusionary wall and turns to face any other pursuers and keep the party separated. When the second construct leaves the niche in the wall, a pressure plate is released and the area of floor in front of the second construct also opens into a pit. This one has a small drain connecting it to the first pit, so that the green slime can occupy both areas, but it's too small for the PCs to move through except in gaseous form.

Sorry, that got pretty long-winded. But as you can tell, I'm pretty proud of that particular ambush. Thresh has used this on other adventuring parties and it has worked quite well. The current party has tripped this one yet. But I try to use illusions as much as possible since they tend to be cheaper than the real thing. And when the BBEG does use the real thing, the party gets a big surprise!
 

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