There's no mechanic for it in 1e, sadly; 2e has Spellcraft NWP, which would do it.
As for adjudicating Phantasmal Force, it's, as D+1 said, a can of worms (wyrms?)
Phantasmal Force and its kin (Improved Phantasmal Force, Spectral Force; Audible Glammer, too) can do pretty much anything the caster can put their mind to... if you can visualize it, you can make it happen. However, it's not real (until you get to the Shadow Magic line of spells... Magic, Conjuration, etc.); it is light, and eventually sound and some thermal.
So, a lot depends on what you want to do with it, and how it's getting interacted with. An illusion of a wall to conceal your presence will probably be ok unless someone knows the area really well or tries to touch it. An illusion of a dragon without sound might be ok if it's way up in the air, but not so great if you expect people to hear it.
My rule of thumb is that creative illusions (as above) are saved against when they're interacted with (not merely observed). However, for every sense missing, they get a +1. If you're imitating a spell, they get a +1 for every spell level off the spell you're imitating. So, using PF to imitate a fireball gives them a +4.... +2 because you're using a 1st level spell to imitate a 3rd level spell, and +2 because you have neither sound nor thermal. Spectral force, OTOH, is no bonus.