daremetoidareyo
2018-03-04, 02:39 PM
I have been tinkering with illusionists since the E6 competition based on the gnome paragon, and I stumbled upon some weird synergies that yall might like to see. For all of these, the 3rd level Sonorous Hum (Spell Compendium, p. 196) spell is probably necessary, as well as the chains of disbelief ACF from UA.
Assume that the illusionist in question is 6th level.
Silent image and caster level boosters
Cormanthyran Moon Magic (Lost Empires of Faerun, p. 7)When you cast a spell under moonlight, your effective caster level increases by 2.
Make an illusionary moon and fail your check to disbelieve and enjoy +2 caster levels.
Storm Magic (Frostburn, p. 50) [General] All spells you cast while you are affected by a storm (either natural or magical) manifest at +1 caster level.
Make an illusory storm on your square and enjoy +1 caster level.
Ship's Mage (Stormwrack, p. 93) Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you.
blow a bunch of spells to get familiar with your illusory ship. You may need a wand of remove fatigue to deal with the concentration for weeks on end, or be a creature that doesn't need sleep (necropolitan?) +1 caster level
Silent image and wierd things
Scourge of the Seas (Stormwrack, p. 93) You can make an Intimidate check to daunt the captain of another ship who can see you or your distinctive colors: If you succeed on the Intimidate check, the target is frightened for as long as it remains able to see you.
cast a silent image of you and your opponent in different small ships, with companion illusory captain hats for you and your opponent, and with the ships being in water where the ground is and intimidate away! You are only one demoralization away from Panic!
Major Image and temperature
Major image allows for thermal illusions!
Snowcasting, Frozen magic: In areas of extreme cold (below -20° F), cold spells cast by you manifest at caster level +2.
Make your major image spell affect the temperature all the way down to -40. Gain +2 caster levels casting the strange illusion [cold] spells. Plus you get the benefits of this.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into
contact with very cold metal are affected as if by a chill metal spell.
You can take frostfell prodigy to get a few more first level spell slots, if you can use spell slots unprepared for things, like arcane strike or whatnot.
But that's not all. You can use major image for heat (thermal illusions)
Extreme Heat: In this temperature band, unprotected characters take 1d6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take–4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat). A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection."
And that isn't even the hottest that your illusion can go. It can also do this, DM pending:
Burning Heat: At some point, increasing temperatures push past even unearthly heat and graduate to actual burning—when material objects catch fire spontaneously due to the heat...In a region in this temperature band (also known as a fi redominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fi re unless it is immune or resistant to fire.
What does it mean to believe that you're on fire?
Minor image + sand feats
Sand snare: If you successfully trip an opponent in any area of ash, dust, loose earth, or sand that is at least 1 inch deep, that opponent must take a fullround action to stand during the round after being tripped. Following that round, the target can get to his feet with a move action (as normal). The opponent still provokes attacks of opportunity while attempting to stand, as normal
Make an illusion of sand 1inch deep anywhere that you need to. And trip your opponent. Balagarn's Iron Horn helps you trip a bunch of people:
You create a deep, resonant vibration that can shake creatures off their feet as if they were being tripped. Make a single Strength check as if your Strength were 20. Creatures in the area make individual opposed Dexterity or Strength checks against your roll. Those who fail are tripped and fall prone.
Add exploding spell to balagarns horn to make them hurt some more. And you can combine that sand with a cormathyan moon and stuff.
Any other image spells + feat combinations that produce crazy effects that you can think of?
Assume that the illusionist in question is 6th level.
Silent image and caster level boosters
Cormanthyran Moon Magic (Lost Empires of Faerun, p. 7)When you cast a spell under moonlight, your effective caster level increases by 2.
Make an illusionary moon and fail your check to disbelieve and enjoy +2 caster levels.
Storm Magic (Frostburn, p. 50) [General] All spells you cast while you are affected by a storm (either natural or magical) manifest at +1 caster level.
Make an illusory storm on your square and enjoy +1 caster level.
Ship's Mage (Stormwrack, p. 93) Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you.
blow a bunch of spells to get familiar with your illusory ship. You may need a wand of remove fatigue to deal with the concentration for weeks on end, or be a creature that doesn't need sleep (necropolitan?) +1 caster level
Silent image and wierd things
Scourge of the Seas (Stormwrack, p. 93) You can make an Intimidate check to daunt the captain of another ship who can see you or your distinctive colors: If you succeed on the Intimidate check, the target is frightened for as long as it remains able to see you.
cast a silent image of you and your opponent in different small ships, with companion illusory captain hats for you and your opponent, and with the ships being in water where the ground is and intimidate away! You are only one demoralization away from Panic!
Major Image and temperature
Major image allows for thermal illusions!
Snowcasting, Frozen magic: In areas of extreme cold (below -20° F), cold spells cast by you manifest at caster level +2.
Make your major image spell affect the temperature all the way down to -40. Gain +2 caster levels casting the strange illusion [cold] spells. Plus you get the benefits of this.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into
contact with very cold metal are affected as if by a chill metal spell.
You can take frostfell prodigy to get a few more first level spell slots, if you can use spell slots unprepared for things, like arcane strike or whatnot.
But that's not all. You can use major image for heat (thermal illusions)
Extreme Heat: In this temperature band, unprotected characters take 1d6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take–4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat). A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection."
And that isn't even the hottest that your illusion can go. It can also do this, DM pending:
Burning Heat: At some point, increasing temperatures push past even unearthly heat and graduate to actual burning—when material objects catch fire spontaneously due to the heat...In a region in this temperature band (also known as a fi redominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fi re unless it is immune or resistant to fire.
What does it mean to believe that you're on fire?
Minor image + sand feats
Sand snare: If you successfully trip an opponent in any area of ash, dust, loose earth, or sand that is at least 1 inch deep, that opponent must take a fullround action to stand during the round after being tripped. Following that round, the target can get to his feet with a move action (as normal). The opponent still provokes attacks of opportunity while attempting to stand, as normal
Make an illusion of sand 1inch deep anywhere that you need to. And trip your opponent. Balagarn's Iron Horn helps you trip a bunch of people:
You create a deep, resonant vibration that can shake creatures off their feet as if they were being tripped. Make a single Strength check as if your Strength were 20. Creatures in the area make individual opposed Dexterity or Strength checks against your roll. Those who fail are tripped and fall prone.
Add exploding spell to balagarns horn to make them hurt some more. And you can combine that sand with a cormathyan moon and stuff.
Any other image spells + feat combinations that produce crazy effects that you can think of?