| LankyOgre |
What spells/traps would an illusionist use to trap an area? I'm thinking 14th level with access to permancy tried to hide/trap his tomb before he died.
Illusory walls that hide explosive runes so that disbelieving the walls activates the runes.
A maze of illusory walls around scattered spiked pits. Some of the walls cover spiked pits and some of the pits are illusions. Therefore the players can't just jump over the pits they see, but can't depend on them all being real or fake.
Trap that activates phantasmal web or shadow conjuration summon monster.
Maybe a shadow conjuration of a wall over pit so that disbelieving the wall causes it to only hold 1/5 the weight. That would make most PCs fall in.
These are just some thoughts.
| Nixitur |
Permanent Hallucination sounds like it could be fun. It's like Permanent Image, except it can follow a complex script and react to stimuli as Programmed Image. Shifting walls, huge monsters, illusory NPCs that scream for help, the feeling of the room getting unbearably hot, you name it, we got it. You can even make the target imagine things you don't actually know about and you can have the hallucination react to getting hit.
Unfortunately, target is one creature, but you could jam it in a trap. If you only need it for three rounds, but for multiple creatures, you could go with Audiovisual Hallucination instead.
| Nixitur |
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Nothing but phantom traps. :D
Saving Throw: none
Oh man, that's evil, I love it! And nothing's stopping you from putting Phantom Traps on top of actual traps, possibly even mundane ones. Just in case the PCs decide that a trap that has an Illusion aura is not worth considering. Especially if the first few traps they encounter are merely Phantom Traps. Illusionists are masters of deception and misdirection, so keep 'em guessing.| ChaiGuy |
Haunting Mists, Twilight Haze could make things creepy and hide traps perhaps.
For the following I'm thinking of traps with a theme along the lines of Silent Hill. When one of these traps triggers have a siren sound and have one (or more) of the following spells trigger: Vision of Hell, Dreadscape, Charnel House (although the trap would need a way to sacrifice the animal and care for it until it's triggered), Shadow Transmutation, Phantasmal Putrefaction. Could make for a very scary place. >.>
| LankyOgre |
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Visions of hell on a trap looks good, I need to combine it with another spell or creature. Maybe animated objects that look like puppets. Add a custom magic item that makes them look like something else, maybe an elemental.
phantom trap can't be within 50 ft of another, so I can probably get a few in the tomb. I'll use a few by themselves and a few on trapped doors.
Maybe ghost sound made permanent to confound perception checks.
I like the idea of an illusion of a bridge that covers an invisible bridge. detect magic will reveal illusions, so they might waste resources trying to cross.
| Keep Calm and Carrion |
Well, it's the people with True Seeing that an illusionist would really be worried about. So how about a permanent illusion on a ceiling that prevents people from seeing the Symbol of Death he bought from a local temple? People with normal senses have no problem. People with True Seeing drop dead.
Alternately, a Symbol of Insanity should be disincentive enough.
| LankyOgre |
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I'm going to add this one room at a time, and see how it goes. I'm trying for a mixture of real misdirection and illusions.
Entrance
A 50 ft clearing with a permanent mirage arcana to appear as a normal clearing with a scattering of trees and statues. A programmed illusion appears of a basilisk walking across the clearing. The illusion has kept most people away from the clearing. Though in this case, it will probably be what draws the PCs to the clearing. Investigating the clearing through the illusion will reveal a mostly bare clearing with 6 real "things", a tree, a boulder, a fallen log, a pair of obelisks, and a "mausoleum". Each "thing" has a hidden door that leads to some version of a 5 ft hallway into a 10x10 room trapped with different CR 1 or 2 traps (arrow, poison dart, swinging axe, burning hands), just enough to feel real. Each room has an illusion of a looted tomb. One appears to have a dozen terra-cotta like soldiers broken and scattered about. The second has dozens of vases tipped and broken, with a few coins and bits of jewelry. The third has baskets of rotting food. The fourth is just a bare and empty room. The fifth appears to be rotting taxidermied animals; lions, bears, a drake/dragonling, etc. The sixth (one of the two obelisks) has a sarcophagus on a dais and a programmed illusion of a wraith like creature. The first five a primarily trying to make any would be looters think it's already been ransacked. If you see through the illusion, it ends up being the same thing, just not looted; a rank of terra-cotta like soldiers guarding a dais, vases filled with gold and jewelry (gilded or cheap replicas), piles of magically preserved food, a funeral ship, a collection of animals stuffed and preserved. The sixth one continues to be a sarcophagus on a dais, but it actually hides the entrance to the true tomb.