Allies of illusion


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Can your allies choose not to be effected by your illusion spells?

Put another way, do they automatically see through the illusion when they are not the target?


Ravingdork wrote:

Can your allies choose not to be effected by your illusion spells?

Put another way, do they automatically see through the illusion when they are not the target?

The rules are here.

For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can’t see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM’s discretion, block vision enough to make those on the other side concealed

The illusion exists regardless.

Caster cast's an Illusionary door between the party and the enemy. It blocks line of sight to the enemy for everyone even the caster.
No one can move through it without a disbelieve attempt and success. Exception being that forced movement can move through it.
I'd probably prohibit casting spells or ranged attacks through the wall till a successful disbelieve.

The PCs know it is an illusion, so they know to make the attempt.
Even if they succeed the GM is still allowed to have the illusion provide concealment.

Once attacks start coming through the wall, the enemy will know to make disbelieve attempts too. Though a sudden wall might make them suspicious. But they are still restricted till they succeed.


House of Imaginary Walls makes it clear that your allies don't have to make roll to disbelieve if they want to believe the illusion.
It also means that for just this spell, your allies can look away to automatically be unaffected by the wall.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ravingdork wrote:

Can your allies choose not to be effected by your illusion spells?

Put another way, do they automatically see through the illusion when they are not the target?

Nope. Nothing ever suggests that they would.


Concurred, which is why, to refer another bold statement, illusory object does NOT, in fact, invalidate ranged combat.

Makes an illusionist pair well with a high perception team though, like ranger/rogue/gunslinger/fighter since these tend to have high enough perception to pierce your illusions.


Gortle wrote:

Caster cast's an Illusionary door between the party and the enemy. It blocks line of sight to the enemy for everyone even the caster.

No one can move through it without a disbelieve attempt and success. Exception being that forced movement can move through it.
I'd probably prohibit casting spells or ranged attacks through the wall till a successful disbelieve.

The PCs know it is an illusion, so they know to make the attempt.
Even if they succeed the GM is still allowed to have the illusion provide concealment.

Once attacks start coming through the wall, the enemy will know to make disbelieve attempts too. Though a sudden wall might make them suspicious. But they are still restricted till they succeed.

As far as I'm aware, nothing stops you or anyone else from just moving through an illusion regardless of belief status. Sure, you can't see through it and it might feel uncomfortable, but there's nothing physically stopping you.

If you can unintentionally fall through an illusory wall by trying to lean against it, I doubt you'd be unable to intentionally walk back through to the other side. Otherwise, you wind up being totally locked up if you go to sit on a fake bench and now your face is spliced with the illusion when you fall through or if the caster just makes an illusion of a floating wall phasing through everyone's torsos.


gesalt wrote:

As far as I'm aware, nothing stops you or anyone else from just moving through an illusion regardless of belief status. Sure, you can't see through it and it might feel uncomfortable, but there's nothing physically stopping you.

If you can unintentionally fall through an illusory wall by trying to lean against it, I doubt you'd be unable to intentionally walk back through to the other side. Otherwise, you wind up being totally locked up if you go to sit on a fake bench and now your face is spliced with the illusion when you fall through or if the caster just makes an illusion of a floating wall phasing through everyone's torsos.

Aaaand - you totally destroyed illusions, congratulations. Now everyone can just ignore them as a mild distraction. So no. That's not how it works.

The thing which makes illusions work in this edition is that nobody* can ignore them unless they spend actions to disbelieve them and succeed. Yes, nothing physically stopping you. But you stop yourself if an illusion is not disbelieved and you act consciously: you can't ignore this illusory wall, you feel its presence and can 'touch' it. GMs can allow a lot of free disbelieve checks if an illusion 'behaves' incorrectly or something comes in contact with it though.
Of course GMs won't allow illusions to intersect with creatures on casting I suspect. Or this would be an instant disbelieve check for all involved at least. Further either is possible: creatures are bending down under the wall and can't stand up or they, yes, are 'stuck' in the illusory wall and have at least one free disbelieve attempt each turn and up to 3 additional ones for actions.
On your bench example: a creature either pretends to be sitting on it and don't notice that for as far as they can hold the pose. Or they fall through it, yes, but think that they themselves are the reason, come out of it and don't remember it. In both cases they have one free disbelieve attempt instantly.
* unless they have some illusion immunity, true sight or no sight at all for visual illusions or other exceptions. Being mindless doesn't help in most cases, by the way.


gesalt wrote:
Gortle wrote:

Caster cast's an Illusionary door between the party and the enemy. It blocks line of sight to the enemy for everyone even the caster.

No one can move through it without a disbelieve attempt and success. Exception being that forced movement can move through it.
I'd probably prohibit casting spells or ranged attacks through the wall till a successful disbelieve.

The PCs know it is an illusion, so they know to make the attempt.
Even if they succeed the GM is still allowed to have the illusion provide concealment.

Once attacks start coming through the wall, the enemy will know to make disbelieve attempts too. Though a sudden wall might make them suspicious. But they are still restricted till they succeed.

As far as I'm aware, nothing stops you or anyone else from just moving through an illusion regardless of belief status. Sure, you can't see through it and it might feel uncomfortable, but there's nothing physically stopping you.

If you can unintentionally fall through an illusory wall by trying to lean against it, I doubt you'd be unable to intentionally walk back through to the other side. Otherwise, you wind up being totally locked up if you go to sit on a fake bench and now your face is spliced with the illusion when you fall through or if the caster just makes an illusion of a floating wall phasing through everyone's torsos.

Its not really well spelled out. That's how I read the illusion rules

https://2e.aonprd.com/Rules.aspx?ID=267

The way I think of it is that because you believe the illusion you can't choose to act as if it is not there. You can doubt the illusion but you can't choose to walk through it, until you make the disbelieve check. There is no limit to your number of disbelieve checks.


I am probably more towards Gesalt's interpretation.

Quote:
If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can’t ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can’t see through it.

Ex 1: the caster casts wall of stone.

The fighter tries to hit the wall, to make it crumble.

The action proves that the wall exists.

Ex 2: the caster casts illusory wall or whatever.

The fighter tries to hit the wall, to make it crumble.

The action proves the wall is not real.

The fighter is aware of that, but until a disbelieve action succeeds they won't be able to see past it.

When they succeed, they can see past it ( a DM may decide that some effects are dense/strong enough to make concealed what you see from the other side, but unless the spell says so, it's optional).


Gortle wrote:

Its not really well spelled out. That's how I read the illusion rules

https://2e.aonprd.com/Rules.aspx?ID=267

The way I think of it is that because you believe the illusion you can't choose to act as if it is not there. You can doubt the illusion but you can't choose to walk through it, until you make the disbelieve check. There is no limit to your number of disbelieve checks.

Even knowing that it is mostly balancing reasons to not being able to circumvent illusions too easily, the discrepancy in between sensory input and the law of physics always creates a major disconnect, at least for me.

If you go by the "as long as you think its real, its real" approach that the rules imply then you should theoretically also be able to walk over an illusionary bridge. However in this case physics are adhered to by the rules part regarding forced movement. If however you deliberately fling yourself against an illusionary wall or even more evidently do a long jump right at it, you can suddenly not pass the illusion because your momentum somehow stops midair?

Dont get me wrong, as this is no attempt to bypass a rule or to invalidate illusions, and I very well understand that the difference is in between you getting moved (forced movement, falling or sliding down a slope etc) and you moving yourself against your tricked brain, however it does feel wrong on some levels because momentum (which I do consider a type of forced movement) is not taken into account entirely.


Ubertron_X wrote:
Gortle wrote:

Its not really well spelled out. That's how I read the illusion rules

https://2e.aonprd.com/Rules.aspx?ID=267

The way I think of it is that because you believe the illusion you can't choose to act as if it is not there. You can doubt the illusion but you can't choose to walk through it, until you make the disbelieve check. There is no limit to your number of disbelieve checks.

Even knowing that it is mostly balancing reasons to not being able to circumvent illusions too easily, the discrepancy in between sensory input and the law of physics always creates a major disconnect, at least for me.

If you go by the "as long as you think its real, its real" approach that the rules imply then you should theoretically also be able to walk over an illusionary bridge. However in this case physics are adhered to by the rules part regarding forced movement. If however you deliberately fling yourself against an illusionary wall or even more evidently do a long jump right at it, you can suddenly not pass the illusion because your momentum somehow stops midair?

Dont get me wrong, as this is no attempt to bypass a rule or to invalidate illusions, and I very well understand that the difference is in between you getting moved (forced movement, falling or sliding down a slope etc) and you moving yourself against your tricked brain, however it does feel wrong on some levels because momentum (which I do consider a type of forced movement) is not taken into account entirely.

Ok there are spells where you can explicitly walk over a bridge you know to be an illusion, example House of Imaginary Walls, you can't walk on it when you have disbelieved it.

But I'm not insisting this is the general case. All I'm saying is you won't CHOOSE to walk through it until you have disbelieved it. You can touch it, fire an arrow at it, Strike it, Shove someone else into it, because it feels real but you think there is something wrong with it - but just not walk through it yourself.
Once you have successfully made your disbelieve roll you can see targets behind it (potential concealment) and you can walk through it.


Gortle wrote:

But I'm not insisting this is the general case. All I'm saying is you won't CHOOSE to walk through it until you have disbelieved it. You can touch it, fire an arrow at it, Strike it, Shove someone else into it, because it feels real but you think there is something wrong with it - but just not walk through it yourself.

Once you have successfully made your disbelieve roll you can see targets behind it (potential concealment) and you can walk through it.

And this is where things get iffy, e.g when we look at @HumbleGamer's example:

If the enemy casts a real Wall of Stone the Fighter can choose to hurl himself at the wall, probably ending up damaged and prone (but his decision, so no ragrets), however if the enemy just casts the illusion of a stone wall he won't (can't?) choose to do that?

Again, I understand that hurling yourself at the illusionary wall probably counts as interacting with the wall as a basis for future attempts of disbelieving, however it probably also stops your ongoing movement, which is perfectly fine from a balancing and rules point of view, however just not especially intuitive.


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Ubertron_X wrote:
Gortle wrote:

But I'm not insisting this is the general case. All I'm saying is you won't CHOOSE to walk through it until you have disbelieved it. You can touch it, fire an arrow at it, Strike it, Shove someone else into it, because it feels real but you think there is something wrong with it - but just not walk through it yourself.

Once you have successfully made your disbelieve roll you can see targets behind it (potential concealment) and you can walk through it.

And this is where things get iffy, e.g when we look at @HumbleGamer's example:

If the enemy casts a real Wall of Stone the Fighter can choose to hurl himself at the wall, probably ending up damaged and prone (but his decision, so no ragrets), however if the enemy just casts the illusion of a stone wall he won't (can't?) choose to do that?

Again, I understand that hurling yourself at the illusionary wall probably counts as interacting with the wall as a basis for future attempts of disbelieving, however it probably also stops your ongoing movement, which is perfectly fine from a balancing and rules point of view, however just not especially intuitive.

I mean sure but then you get to the point where you can bisect someone with an immovable rod because technically the rod becomes immovable and the planet is hurtling at several hundred thousands of miles per hour.

Or you can set up 10000 peasants adjacent to each other in a line and have them pass a rock to the next one (1 action interact to receive, one action interact to pass) and then on the last one the peasant throwing the rock at a target would throw it at 5833 mph this shattering any target using good ole peasant handgun.

The reason why you can't do any of these is because this is a game, with game balance. We immerse ourselves as much as we can but yes there will be nonsensical elements (even less egregious, just the stable worldwide pricing system is non sensical).

Barbarian rushing at the wall stops because subconsciously he knows it's a real wall and is holding himself back, nuff said ?


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Pathfinder Rulebook Subscriber
Ubertron_X wrote:
Gortle wrote:

But I'm not insisting this is the general case. All I'm saying is you won't CHOOSE to walk through it until you have disbelieved it. You can touch it, fire an arrow at it, Strike it, Shove someone else into it, because it feels real but you think there is something wrong with it - but just not walk through it yourself.

Once you have successfully made your disbelieve roll you can see targets behind it (potential concealment) and you can walk through it.

And this is where things get iffy, e.g when we look at @HumbleGamer's example:

If the enemy casts a real Wall of Stone the Fighter can choose to hurl himself at the wall, probably ending up damaged and prone (but his decision, so no ragrets), however if the enemy just casts the illusion of a stone wall he won't (can't?) choose to do that?

Again, I understand that hurling yourself at the illusionary wall probably counts as interacting with the wall as a basis for future attempts of disbelieving, however it probably also stops your ongoing movement, which is perfectly fine from a balancing and rules point of view, however just not especially intuitive.

The thing is that it shouldn't be easy to ram your head into a wall of stone that all your senses are saying is real. Self preservation instincts should kick in at some point. If a player just wanted to charge through one at full speed, I might ask them to roll a will save to overcome those instincts. It takes a little bit of agency out of the player's hands, but so does the fleeing condition. On a failure, you flinch or hesitate and need to use an action to more carefully Shove through the illusion. Against a 1st level illusory object, that's sufficient to push through without further checks. Against a second level object which feels real to the touch, you'd still need to roll to disbelieve as part of that Shove action. I might allow a bonus on either check it there's clear evidence illusions are in okay.

Illusory object is a really good spell if you place the object out of reach of an opponent, especially if you make it look harmful to touch. Against a melee based foe, you can make them spend one action to move up to it, a second to inspect it, and a third to move through it towards their target. And that assumes they succeed on their disbelieve check.


To me it's just because of balance purposes ( foes wasting 1 or more actions because of the illusion, regardless the fact they decide to go with disbelieve or jsut physical interaction ).

Regardless the situation, seeing a wall appear out of nowhere would give any intelligent being 2 alternatives:

"The Wall is real" vs "The wall is an illusion"

There are no other possibilities.

Reason why a character could decide how to approach to that spell ( reason why the DM shouldn't reveal what spell is casting, but rather saying that a wall appears ).

Illusory object for example, even as lvl 2 spell, is not meant to waste tons of enemy actions during a combat:

- a shove would not be stopped, allowing the character to pass through it.
- Attacks will pass and will not be stopped by the illusion ( there's no force if on the other side we have a character smashing a weapon on something )
- Enemies could decide to go around it, not bothering about understanding whether the object is real or not
- Trying to climb it will result the same as shove/attack

So, regardless the approach, an enemy would, most of the time, expend just 1 action to go past an illusion.

Obviously, out of combat, unless a player wanting to smash the illusory object, the "feels right at touch" would trick the character during its examination unless proofs like ( talking about an illusori water spring lvl 2 spell ):

- not being able to wash themselves with water
- not being able to fill their waterskin
- oxigen not required to breath underwater
- etc...

Deciding to expend that action to disbelieve might come in handy if the persistent effect is troublesome or way too big ( resulting in not being able to see enemies/allies, no line of sight for heals or ranged attacks, and so on ), but apart from that I can hardly see it useful.

After a disbelieve:

1) You find out it's a real wall? you wasted an action.
2) You find out it's an illusion and fail your check? You wasted an action.
3) you find out it's an illusion and you succeeded your check? You did it.

Not saying it's a bad thing to go with disbelieve, but just that I wouldn't go for it as a primary choice.


Pathfinder Rulebook Subscriber

Attacking the wall would also trigger a disbelieve roll, FYI. So when I say you need to use an action to disbelieve that's a pretty broad statement.


I think that "spending actions to engage with the illusion"

Quote:
This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GM’s discretion) to the caster’s spell DC.

is what is meant in order to trigger a disbelieve, and not an extra to an attack.

This seems to be pretty clear in the next provided example:

Quote:
For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can’t see through it.

or even

Quote:
If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can’t ignore the illusion without successfully disbelieving it

Being pushed, attack or shove the illusion, etc... is all stuff which makes the character aware it's an illusion, but it does not give a free disbelieve check.

To do so, you have to seek ( ranged ) or actively engaging ( melee ) with the illusion ( the DC will be set by the spell or deception DC, depends the type of spell ).

To give a disbelieve check on an attack roll is imo doubling its effects.


Pathfinder Rulebook Subscriber

Yeah, I wouldn't allow it in a ranged attack, but if you try to smash through it with a melee attack, that's definitely spending actions to engage with it. So you'd get the perception roll.


Captain Morgan wrote:
Yeah, I wouldn't allow it in a ranged attack, but if you try to smash through it with a melee attack, that's definitely spending actions to engage with it. So you'd get the perception roll.

I'd probably allow to reskin a ranged attack, allowing it to be flavor for the "perception" check to disbelieve ( shooting an arrow to to see if the wall is real or not, for example, rather than observing the illusion ).

As for the melee stuff:

If the smashing is meant to disbelieve I see no issue.

If the smashing is meant to either disbelieve or deal damage to a real wall, I wouldn't allow both ( I'd probably go with the damage, unless the character asks for the disbelieve ).


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
HumbleGamer wrote:

Regardless the situation, seeing a wall appear out of nowhere would give any intelligent being 2 alternatives:

"The Wall is real" vs "The wall is an illusion"

There are no other possibilities.

Possibility #3: The wall is both real and an illusion. ;D

(Shadow magic is still a thing I believe.)


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Pathfinder Rulebook Subscriber
HumbleGamer wrote:
Captain Morgan wrote:
Yeah, I wouldn't allow it in a ranged attack, but if you try to smash through it with a melee attack, that's definitely spending actions to engage with it. So you'd get the perception roll.

I'd probably allow to reskin a ranged attack, allowing it to be flavor for the "perception" check to disbelieve ( shooting an arrow to to see if the wall is real or not, for example, rather than observing the illusion ).

As for the melee stuff:

If the smashing is meant to disbelieve I see no issue.

If the smashing is meant to either disbelieve or deal damage to a real wall, I wouldn't allow both ( I'd probably go with the damage, unless the character asks for the disbelieve ).

I don't really see the difference in intention as significant there. You're going to find the wall isn't there one way or another, so if that doesn't trigger the disbelieve check you could reasonably just stride through at that point.

The smash already wastes an action and accrues MAP, which is pretty awesome mileage from a 1st level spell slot.


Captain Morgan wrote:
HumbleGamer wrote:
Captain Morgan wrote:
Yeah, I wouldn't allow it in a ranged attack, but if you try to smash through it with a melee attack, that's definitely spending actions to engage with it. So you'd get the perception roll.

I'd probably allow to reskin a ranged attack, allowing it to be flavor for the "perception" check to disbelieve ( shooting an arrow to to see if the wall is real or not, for example, rather than observing the illusion ).

As for the melee stuff:

If the smashing is meant to disbelieve I see no issue.

If the smashing is meant to either disbelieve or deal damage to a real wall, I wouldn't allow both ( I'd probably go with the damage, unless the character asks for the disbelieve ).

I don't really see the difference in intention as significant there. You're going to find the wall isn't there one way or another, so if that doesn't trigger the disbelieve check you could reasonably just stride through at that point.

The smash already wastes an action and accrues MAP, which is pretty awesome mileage from a 1st level spell slot.

Right, I forgot about the MAP.

Yeah I see a way better tradeoff now ( more like a bet/guess, but still).

You convinced me.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

What's the difference between poking an illusion with a stick in the hand versus poking it with a stick that is thrown? Logically speaking, I don't understand why you would allow one but not the other.


Pathfinder Rulebook Subscriber
Ravingdork wrote:
What's the difference between poking an illusion with a stick in the hand versus poking it with a stick that is thrown? Logically speaking, I don't understand why you would allow one but not the other.

One creates a visual question mark. You don't "know" what happened to the thrown stick. It could have been disintegrated or teleported, for example. When you poke with the stickk, you not only have kinetic feedback (or the lack thereof) but can put the right stick in and the right stick out. Then you can do the hokey pokey and turn it all about. It gives you much more data.

I mean if a player threw the stick with the intention of studying the effects, that's basically just a Seek with a little more immersion. But if they were trying to fire an arrow to hit an enemy Hidden on the other side of the wall, or dodge an arrow that just flew out of it, that's not really studying the illusion.

The tactically important part is that disbelieving is an action you have to take nearly anyway you slice it. Not a passive thing you get from your ally telling you it is an illusion or a single piece of evidence suggested it is an illusion.

That also means there will be times you want to delay your turn so your allies don't go between you and the opponent you're trying to fool. You can make it lose actions without necessarily penalizing your allies that way.


I would go a little farther with the alternatives I think.

Quoting HumbleGamer:
[seeing a wall appear out of nowhere would give any intelligent being 2 alternatives:
"The Wall is real" vs "The wall is an illusion"
There are no other possibilities]

This feels very dry and metagamey frankly. If you were living in a world where magic is real, illusions are real, and the divine meddle tangibly in the world, a natural reaction would more likely be: "The Wall just appeared in combat, it's magic, and therefore dangerous, stay away from it".

Sure someone might shoot an arrow at it, but if a creature is *already* fighting for its life, the last thing it will do is invite more trouble. Any given wall could be an illusion, could be a polymorphed creature or trap, could be solid stone, could be ready to explode, could be who knows what, but definitely magic! definitely put there by my enemies, not for my health!

Granted a reaction will be capability dependent. A giant that has no trouble smashing through walls as a matter of course may just have a swing on the way by. An enraged creature may try to bull through it. A siege unit that is well informed about an enemy Wizard's abilities and prepared for wall-breaking will have a go. Other creatures I would expect to give any magic obstacles a wide berth unless forced to engage.


BloodandDust wrote:

I would go a little farther with the alternatives I think.

Quoting HumbleGamer:
[seeing a wall appear out of nowhere would give any intelligent being 2 alternatives:
"The Wall is real" vs "The wall is an illusion"
There are no other possibilities]

This feels very dry and metagamey frankly. If you were living in a world where magic is real, illusions are real, and the divine meddle tangibly in the world, a natural reaction would more likely be: "The Wall just appeared in combat, it's magic, and therefore dangerous, stay away from it".

That's "kinda demanding" imo, to expect that characters used to magic since the beginning would react "Oh, they cast a wall... wall is bad... i should not confront it, or the DM might cry it's metagaming...".

And I am talking about a simple combatant who has no magic knowledge ( or spellcaster in its party, able to explain it what the spell does ).

I mean, do you seriously address as metagaming a warrior charging a wall the spellcaster summoned to separate the former in order to tear it down?

I understand it's something that can vary from table to table, but at some point it seems like we play different games.


This really feels like one of them cases where if a Player asssumes its an illusion, i'm going to either ask it to roll a recall knowledge check to recognize the spell that was cast, or sassily ask them to get recognize spell before they require free action identification.

If the wall is then identified as a casting of ''illusory object'' then I'd even give circumstance bonuses on the checks to disbelieve it.


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AlastarOG wrote:

This really feels like one of them cases where if a Player asssumes its an illusion, i'm going to either ask it to roll a recall knowledge check to recognize the spell that was cast, or sassily ask them to get recognize spell before they require free action identification.

If the wall is then identified as a casting of ''illusory object'' then I'd even give circumstance bonuses on the checks to disbelieve it.

Why would you ask a player a recall knowledge to just guess?

- Guess is just making an assumption based on what the character knows.
- Recall knowledge is expending a resource ( generally 1 action ) to quickly recollect what the character may know about a specific topic ( attempting a check which may succeed or not ).

So, given a situation like:

DM: "The spellcaster waves her hands while pronouncing arcane words... and a stone wall appears out of nowhere..."

A) Character: "Do you think you are going to stop me with a mere stone wall?" Said the fighter charging head down, determined to leap over it.

B) Character: "You won't stop me with your pity illusion!" Sais the fighter charging head down, determined to pass through the wall.

C) Character: "I am going to see through your little scheme..." Said the character, attempting a recall knowledge check or a seek check to disbelieve.

And so on.


HumbleGamer wrote:
AlastarOG wrote:

This really feels like one of them cases where if a Player asssumes its an illusion, i'm going to either ask it to roll a recall knowledge check to recognize the spell that was cast, or sassily ask them to get recognize spell before they require free action identification.

If the wall is then identified as a casting of ''illusory object'' then I'd even give circumstance bonuses on the checks to disbelieve it.

Why would you ask a player a recall knowledge to just guess?

- Guess is just making an assumption based on what the character knows.
- Recall knowledge is expending a resource ( generally 1 action ) to quickly recollect what the character may know about a specific topic ( attempting a check which may succeed or not ).

So, given a situation like:

DM: "The spellcaster waves her hands while pronouncing arcane words... and a stone wall appears out of nowhere..."

A) Character: "Do you think you are going to stop me with a mere stone wall?" Said the fighter charging head down, determined to leap over it.

B) Character: "You won't stop me with your pity illusion!" Sais the fighter charging head down, determined to pass through the wall.

C) Character: "I am going to see through your little scheme..." Said the character, attempting a recall knowledge check or a seek check to disbelieve.

And so on.

One could argue that without training in arcana or occultism and at least a prior recall knowledge check, one would not even be aware of what illusions are.


AlastarOG wrote:
HumbleGamer wrote:
AlastarOG wrote:

This really feels like one of them cases where if a Player asssumes its an illusion, i'm going to either ask it to roll a recall knowledge check to recognize the spell that was cast, or sassily ask them to get recognize spell before they require free action identification.

If the wall is then identified as a casting of ''illusory object'' then I'd even give circumstance bonuses on the checks to disbelieve it.

Why would you ask a player a recall knowledge to just guess?

- Guess is just making an assumption based on what the character knows.
- Recall knowledge is expending a resource ( generally 1 action ) to quickly recollect what the character may know about a specific topic ( attempting a check which may succeed or not ).

So, given a situation like:

DM: "The spellcaster waves her hands while pronouncing arcane words... and a stone wall appears out of nowhere..."

A) Character: "Do you think you are going to stop me with a mere stone wall?" Said the fighter charging head down, determined to leap over it.

B) Character: "You won't stop me with your pity illusion!" Sais the fighter charging head down, determined to pass through the wall.

C) Character: "I am going to see through your little scheme..." Said the character, attempting a recall knowledge check or a seek check to disbelieve.

And so on.

One could argue that without training in arcana or occultism and at least a prior recall knowledge check, one would not even be aware of what illusions are.

You have to just be aware of them, not knowing what they are.

Plus, it may also be related to the character past experiences.

A farmer with no knowledge who happened to see some illusions during their life would probably consider that sometimes stuff can be an illusion, just because reasons.

Logic hasn't to be flawless or rational when it comes down to guess ( and I am not talking about metagaming).

Or else you are going to stop everything.

- you can't guess a trapp will occur if you remove the gem.
- you have no competence knowing which horse is going to win.
- you can't distrust his words since they seems ok to you ( even without requiring a sense motive check).

And so on.

Ps: obviously the player might not consider it's an illusion because they know their character haven't see any during their life.

But it's something which should be claimed by the person and not inquired in by the DM. If you happen to play with metagamers, well... Hard call what to do.


Yeah, basically I think we can agree that this could be a fair guess based on context.

Like if you're fighting "gimble the magnificent, gnomish master of illusions!!" And he waves his hands and a wall appears, it's a fair guess!

But if you're fighting, I dunno, a tribe of lizard folk and one of their shamans waves his arms and a wall appears, and then you mistakenly show that it's illusory object in the chat, and a player goes "I take the guess that it's an illusion and attack it" I'mma kindly tell that player to shove it.


Ravingdork wrote:
HumbleGamer wrote:

Regardless the situation, seeing a wall appear out of nowhere would give any intelligent being 2 alternatives:

"The Wall is real" vs "The wall is an illusion"

There are no other possibilities.

Possibility #3: The wall is both real and an illusion. ;D

(Shadow magic is still a thing I believe.)

True but I don't see this as substantially different than it being real or an illusion. Pun intended.


HumbleGamer wrote:
AlastarOG wrote:

This really feels like one of them cases where if a Player asssumes its an illusion, i'm going to either ask it to roll a recall knowledge check to recognize the spell that was cast, or sassily ask them to get recognize spell before they require free action identification.

If the wall is then identified as a casting of ''illusory object'' then I'd even give circumstance bonuses on the checks to disbelieve it.

Why would you ask a player a recall knowledge to just guess?

- Guess is just making an assumption based on what the character knows.
- Recall knowledge is expending a resource ( generally 1 action ) to quickly recollect what the character may know about a specific topic ( attempting a check which may succeed or not ).

So, given a situation like:

DM: "The spellcaster waves her hands while pronouncing arcane words... and a stone wall appears out of nowhere..."

A) Character: "Do you think you are going to stop me with a mere stone wall?" Said the fighter charging head down, determined to leap over it.

B) Character: "You won't stop me with your pity illusion!" Sais the fighter charging head down, determined to pass through the wall.

C) Character: "I am going to see through your little scheme..." Said the character, attempting a recall knowledge check or a seek check to disbelieve.

And so on.

Well there is an element of metagaming and just coming up with a rationalization here.

If the PC charges at the wall they get to make a disbelieve attempt, as that counts as interacting with the illusion. If they fail, the PC stops themselves before going through the wall. Illusions can have a mental component. The rules for illusion clearly states that you can't ignore the illusion - and running through it is clearly ignoring it - unless you make the check.
But as a GM I would be annoyed with such a player if they did this without an in game reason - to be fair though seeing the wall appear out of nothing is probably a good enough reason.


Gortle wrote:
HumbleGamer wrote:
AlastarOG wrote:

This really feels like one of them cases where if a Player asssumes its an illusion, i'm going to either ask it to roll a recall knowledge check to recognize the spell that was cast, or sassily ask them to get recognize spell before they require free action identification.

If the wall is then identified as a casting of ''illusory object'' then I'd even give circumstance bonuses on the checks to disbelieve it.

Why would you ask a player a recall knowledge to just guess?

- Guess is just making an assumption based on what the character knows.
- Recall knowledge is expending a resource ( generally 1 action ) to quickly recollect what the character may know about a specific topic ( attempting a check which may succeed or not ).

So, given a situation like:

DM: "The spellcaster waves her hands while pronouncing arcane words... and a stone wall appears out of nowhere..."

A) Character: "Do you think you are going to stop me with a mere stone wall?" Said the fighter charging head down, determined to leap over it.

B) Character: "You won't stop me with your pity illusion!" Sais the fighter charging head down, determined to pass through the wall.

C) Character: "I am going to see through your little scheme..." Said the character, attempting a recall knowledge check or a seek check to disbelieve.

And so on.

Well there is an element of metagaming and just coming up with a rationalization here.

If the PC charges at the wall they get to make a disbelieve attempt, as that counts as interacting with the illusion. If they fail, the PC stops themselves before going through the wall. Illusions can have a mental component. The rules for illusion clearly states that you can't ignore the illusion - and running through it is clearly ignoring it - unless you make the check.
But as a GM I would be annoyed with such a player if they did this without an in game reason - to be fair though seeing the wall appear out of nothing is probably a good...

Well simply by the bulk of spells that create walls, a smart illusionist just replicates one of these spell effects.

As an example, while facing a powerful naga spellcaster, my kobold made an illusory ''Prismatic wall''. The goal was to discourage the naga from trying to go through the wall.

It worked, who the f!~& wants to voluntarily go through a prismatic wall!

On the player side, a spellcaster waving their hands and a wall appearing, that wall is MUCH more likely to be an actual wall spell rather than an illusion.

Cause you can't disbelieve a real wall, so casters who have them tend to favor them over a potentially flawed wall illusion.


Gortle wrote:
HumbleGamer wrote:
AlastarOG wrote:

This really feels like one of them cases where if a Player asssumes its an illusion, i'm going to either ask it to roll a recall knowledge check to recognize the spell that was cast, or sassily ask them to get recognize spell before they require free action identification.

If the wall is then identified as a casting of ''illusory object'' then I'd even give circumstance bonuses on the checks to disbelieve it.

Why would you ask a player a recall knowledge to just guess?

- Guess is just making an assumption based on what the character knows.
- Recall knowledge is expending a resource ( generally 1 action ) to quickly recollect what the character may know about a specific topic ( attempting a check which may succeed or not ).

So, given a situation like:

DM: "The spellcaster waves her hands while pronouncing arcane words... and a stone wall appears out of nowhere..."

A) Character: "Do you think you are going to stop me with a mere stone wall?" Said the fighter charging head down, determined to leap over it.

B) Character: "You won't stop me with your pity illusion!" Sais the fighter charging head down, determined to pass through the wall.

C) Character: "I am going to see through your little scheme..." Said the character, attempting a recall knowledge check or a seek check to disbelieve.

And so on.

Well there is an element of metagaming and just coming up with a rationalization here.

If the PC charges at the wall they get to make a disbelieve attempt, as that counts as interacting with the illusion. If they fail, the PC stops themselves before going through the wall. Illusions can have a mental component. The rules for illusion clearly states that you can't ignore the illusion - and running through it is clearly ignoring it - unless you make the check.

The ignoring part you are referring at doesn't meant "until you disbelieve, for you the illusion is real", but rather "even if you know for sure that what you are interacting with it's not real, you can't ignore it and seeing through it", as properly explained in the disbelieving effect.

Quote:
If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can’t ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can’t see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM’s discretion, block vision enough to make those on the other side concealed.

Attacking or shoving, to keep the previous example, would result in:

- Expending 1 action
- Increasing your MAP
- Getting a disbelieve check, since you interacted

If you fail with your disbelieve check you are 100% aware the wall is not real. Still you can't see past that illusion ( it would block 100% of your sight, including ranged attacks, affecting your perception of the surrounding ). But you are totally free of going past the wall and come back, since you know it's no barrier anymore.

Shortly, even with a lvl 2 spell, you might be able to block force the enemies expending "at least" 1 action, eventually increasing their MAP for free on that turn. If you are lucky and they fail their check, the illusory object will still be in their way, affecting their sight.

---------------------------------------------------

If the Naga Sorcerer in Alastar OG had been a character with recognize spell, then they might have a more than a fair chance to indirectly deal with the illusion.

Not having any mean to know whether the primastic wall were an illusion or not, not having a good reason to doubt about it or even simply expecting the kobold to just be powerful did the trick ( a nice flavored interaction between events I say )


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AlastarOG wrote:
Well simply by the bulk of spells that create walls, a smart illusionist just replicates one of these spell effects.

It's important to remember that the first wall spell is level 3 when illusion spells start at cantrip level. Chances are high that most untrained characters consider illusions more likely than walls as they may not even be aware that it's possible to summon a wall.


HumbleGamer wrote:

Attacking or shoving, to keep the previous example, would result in:

- Expending 1 action
- Increasing your MAP
- Getting a disbelieve check, since you interacted

If you fail with your disbelieve check you are 100% aware the wall is not real.

No you aren't. You think it is likely to be an illusion but you aren't sure. There are other spell effects it might be.

But even so it is still effecting your mind so you can't ignore it.

HumbleGamer wrote:


Still you can't see past that illusion ( it would block 100% of your sight, including ranged attacks, affecting your perception of the surrounding ). But you are totally free of going past the wall and come back, since you know it's no barrier anymore.

No its still a barrier till you disbelieve it.

HumbleGamer wrote:


Shortly, even with a lvl 2 spell, you might be able to block force the enemies expending "at least" 1 action, eventually increasing their MAP for free on that turn. If you are lucky and they fail their check, the illusory object will still be in their way, affecting their sight.

Not really sure what you are saying here.

HumbleGamer wrote:


If the Naga Sorcerer in Alastar OG had been a character with recognize spell, then they might have a more than a fair chance to indirectly deal with the illusion.

Not having any mean to know whether the prismatic wall were an illusion or not, not having a good reason to doubt about it or even simply expecting the kobold to just be powerful did the trick ( a nice flavored interaction between events I say )

Knowing the level of spells is not something your character is likely to know certainly not in detail.

The illusion is just going to waste some actions.
Yes the GM could be handing out some circumstance bonuses to disbelieve if you have pushed an ally through an illusion. Or if the spell is recognized. Its still not automatic.

No it doesn't have to be an attack and waste your MAP, a simple touch is not an attack.

There is nothing stopping you from going touch, touch, touch or perception check, perception check, perception check. You can keep rolling your disbelieve attempt till it works.


Imo, you are definitely treating illusory stuff in a way it's not meant to be, and that will result in absurd scenarios with either enemies and players wasting actions over and over, because reasons, without any reasonable tradeoff.


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HumbleGamer wrote:
Imo, you are definitely treating illusory stuff in a way it's not meant to be, and that will result in absurd scenarios with either enemies and players wasting actions over and over, because reasons, without any reasonable tradeoff.

Yeah I get it, I'm being a bit strict. But an illusionist is a significant character concept that is a fun an intelligent way to play.

Why should we allow all illusions to be defeated by a simple Shove? I don't want to do that. The game is much richer if illusions aren't irrelevant.

I don't see that wasting a few actions is a big problem. If you think it is work on your GM to start handing out large bonuses or giving you free disbelieve checks with each obvious violation of the illusions.

Its a two way street and there are trade offs.

The PF2 illusion system is one of the better ones out there.


Gortle wrote:
HumbleGamer wrote:
Imo, you are definitely treating illusory stuff in a way it's not meant to be, and that will result in absurd scenarios with either enemies and players wasting actions over and over, because reasons, without any reasonable tradeoff.

Yeah I get it, I'm being a bit strict. But an illusionist is a significant character concept that is a fun an intelligent way to play.

Why should we allow all illusions to be defeated by a simple Shove? I don't want to do that. The game is much richer if illusions aren't irrelevant.

I don't see that wasting a few actions is a big problem. If you think it is work on your GM to start handing out large bonuses or giving you free disbelieve checks with each obvious violation of the illusions.

Its a two way street and there are trade offs.

The PF2 illusion system is one of the better ones out there.

The most common illusion used is the level 1 Illusory Object. A level one spell should hardly lose more than one action without a save. Especially a spell that has such an out of combat use.

I'm personally with Humble Gamer on this one. If the ilusionist raises a Wall of Stone at level 1, the Orc Warrior is clearly not fooled as it's obvious it's an illusion. Maybe the first Orc Warrior will waste an action striking at it just to check, but the rest of the orcs will just jump through it.

Now, if the level 10 illusionist raises a Wall of Stone, the enemies will engage it with way more caution. Being an illusionist doesn't force everyone to trust anything you do, you need your illusions to be plausible.


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SuperBidi wrote:
Gortle wrote:
HumbleGamer wrote:
Imo, you are definitely treating illusory stuff in a way it's not meant to be, and that will result in absurd scenarios with either enemies and players wasting actions over and over, because reasons, without any reasonable tradeoff.

Yeah I get it, I'm being a bit strict. But an illusionist is a significant character concept that is a fun an intelligent way to play.

Why should we allow all illusions to be defeated by a simple Shove? I don't want to do that. The game is much richer if illusions aren't irrelevant.

I don't see that wasting a few actions is a big problem. If you think it is work on your GM to start handing out large bonuses or giving you free disbelieve checks with each obvious violation of the illusions.

Its a two way street and there are trade offs.

The PF2 illusion system is one of the better ones out there.

The most common illusion used is the level 1 Illusory Object. A level one spell should hardly lose more than one action without a save. Especially a spell that has such an out of combat use.

I'm personally with Humble Gamer on this one. If the ilusionist raises a Wall of Stone at level 1, the Orc Warrior is clearly not fooled as it's obvious it's an illusion. Maybe the first Orc Warrior will waste an action striking at it just to check, but the rest of the orcs will just jump through it.

Now, if the level 10 illusionist raises a Wall of Stone, the enemies will engage it with way more caution. Being an illusionist doesn't force everyone to trust anything you do, you need your illusions to be plausible.

How do the orcs know that he's level 1? Or that level 1 wizard's can't cast wall of stone? Is it because they themselves are aware that they are only level 0 creatures and couldn't possibly face a foe strong enough to cast wall of stone, because the wizard couldn't be level 9 and face them? Do the orcs know that they're a moderate level encounter ?

You're making your NPCs WAY too aware of the mechanics of the game if you allow that.

Unless a foe is at least trained in a spellcasting skill or have done research on you, they should know jack s@*+ about you or your capabilities, and even less about what's a high level or low level spell.

Specially orcs with -1 to -2 in intelligence.


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I agree on that once the first orc disappears past the wall the others might consider charging heads down, but I share AlastarOG perplexity towards the lvl 1 orc example ( knowing that a wizard wouldn't be able to use it because of the level, and so on ).


In this game system, Point Out is a whole action. So wasting an action for a visual illusion seems fair.

It is unlikely that most monsters will lose more than one or two actions.

But if you are concerned that the effect is too powerful then the GM can hand out circumstance bonuses to the check, or even give out free action checks when the illusion is violated. The GM has the tools he needs to make the level of effect appropriate for your game, without making illusions useless or easily negated.


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Gortle wrote:

In this game system, Point Out is a whole action. So wasting an action for a visual illusion seems fair.

Point out is an action to explicitly give "aid" to a seek check, without the need to prepare an action or expend a reaction.

Mostly meant to spot hidden targets ( "Hey, the invisible stalker is next to you. There! +2 circumstance" ).

Wasting an action on illusion is what anybody does:

- Running through it ( without seeing what's past the illusion, or stopping on a real object, if it's not an illusion ).
- Attacking/shoving the illusion, costing 1 action and resulting in -5 MAP for that round, regardless the outcome.
- Expending an action to disbelieve ( seek, if ranged, interact if melee and not wanting to affect your MAP ).

Pretty fair to me.


AlastarOG wrote:

How do the orcs know that he's level 1? Or that level 1 wizard's can't cast wall of stone? Is it because they themselves are aware that they are only level 0 creatures and couldn't possibly face a foe strong enough to cast wall of stone, because the wizard couldn't be level 9 and face them? Do the orcs know that they're a moderate level encounter ?

You're making your NPCs WAY too aware of the mechanics of the game if you allow that.

Unless a foe is at least trained in a spellcasting skill or have done research on you, they should know jack s#+% about you or your capabilities, and even less about what's a high level or low level spell.

Specially orcs with -1 to -2 in intelligence.

Most players know that, considering that we are speaking of a fictional world we engage only a few hours per week.

Don't you think these orcs who live 24/7 in this world, who experience magic in a near daily basis (cantrips are wildly available) and who have actually seen a Fireball or similar spell being cast should be able to know that creating a wall of stone is high level of magic? Why should these orcs be uterly oblivious to the basic rules of their universe?

As to the differences between a level 1 wizard and a level 9 one, it's like recognizing the local police from the military: differences in equipment and combat tactics. Just look on the internet the way level 1 characters and level 10 or 20 characters are depicted, and you'll see obvious differences. So, unless the wizard is trying to look stronger than they are, it should be somewhat easy to recognize their level.

Now, it's not 100% sure, but when you combine someone who looks like an apprentice wizard, who fights like an apprentice wizard and who summons a wall of stone out of thin air, I expect most orcs to think that this doesn't add up.

Liberty's Edge

Not to mention that it is far more likely to encounter a caster being able to cast the illusion of a wall of stone than a caster who can actually cast the real thing.

And people in Golarion, especially the fighting ones, know that.

As in their life litteraly depends on it.

Liberty's Edge

If I shoot an arrow at the illusory wall, does it fly through it ?


SuperBidi wrote:
AlastarOG wrote:

How do the orcs know that he's level 1? Or that level 1 wizard's can't cast wall of stone? Is it because they themselves are aware that they are only level 0 creatures and couldn't possibly face a foe strong enough to cast wall of stone, because the wizard couldn't be level 9 and face them? Do the orcs know that they're a moderate level encounter ?

You're making your NPCs WAY too aware of the mechanics of the game if you allow that.

Unless a foe is at least trained in a spellcasting skill or have done research on you, they should know jack s#+% about you or your capabilities, and even less about what's a high level or low level spell.

Specially orcs with -1 to -2 in intelligence.

Most players know that, considering that we are speaking of a fictional world we engage only a few hours per week.

Don't you think these orcs who live 24/7 in this world, who experience magic in a near daily basis (cantrips are wildly available) and who have actually seen a Fireball or similar spell being cast should be able to know that creating a wall of stone is high level of magic? Why should these orcs be uterly oblivious to the basic rules of their universe?

As to the differences between a level 1 wizard and a level 9 one, it's like recognizing the local police from the military: differences in equipment and combat tactics. Just look on the internet the way level 1 characters and level 10 or 20 characters are depicted, and you'll see obvious differences. So, unless the wizard is trying to look stronger than he is, it should be somewhat easy to recognize their level.

Now, it's not 100% sure, but when you combine someone who looks like an apprentice wizard, who fights like an apprentice wizard and who summons a wall of stone out of thin air, I expect most orcs to think that this doesn't add up.

The orcs don't know they are in a fictional world or a game with balanced encounters. Its very likely the first thing they see of the wizard is the illusionary wall.


SuperBidi wrote:
AlastarOG wrote:

How do the orcs know that he's level 1? Or that level 1 wizard's can't cast wall of stone? Is it because they themselves are aware that they are only level 0 creatures and couldn't possibly face a foe strong enough to cast wall of stone, because the wizard couldn't be level 9 and face them? Do the orcs know that they're a moderate level encounter ?

You're making your NPCs WAY too aware of the mechanics of the game if you allow that.

Unless a foe is at least trained in a spellcasting skill or have done research on you, they should know jack s#+% about you or your capabilities, and even less about what's a high level or low level spell.

Specially orcs with -1 to -2 in intelligence.

Most players know that, considering that we are speaking of a fictional world we engage only a few hours per week.

Don't you think these orcs who live 24/7 in this world, who experience magic in a near daily basis (cantrips are wildly available) and who have actually seen a Fireball or similar spell being cast should be able to know that creating a wall of stone is high level of magic? Why should these orcs be uterly oblivious to the basic rules of their universe?

As to the differences between a level 1 wizard and a level 9 one, it's like recognizing the local police from the military: differences in equipment and combat tactics. Just look on the internet the way level 1 characters and level 10 or 20 characters are depicted, and you'll see obvious differences. So, unless the wizard is trying to look stronger than he is, it should be somewhat easy to recognize their level.

Now, it's not 100% sure, but when you combine someone who looks like an apprentice wizard, who fights like an apprentice wizard and who summons a wall of stone out of thin air, I expect most orcs to think that this doesn't add up.

You're using the "rational actor" argument and it's s$%! in macro economy and it's s!%+ here too.

Orcs tend to live in secluded tribal settings with very poor exchange of information (the typical ones at least) and thus would not have this near omniscient understanding of their environments. If they had seen a fireball being cast, they would probably not be alive because they would have been a target of it.

As for the way spellcasters dress, they would most likely have no unit of comparison between the two, living a secluded lifestyle.

Now a lot of orcs don't live in that tribal way in golarions and are actually quite smart and knowledgeful.

If only the game had given us a way to differentiate what each Npc knows...

Oh wait it has.

The assumptions you're making can EASILY be factual if your talking about, say, the orcs
alchemists from fall of plaguestone, because they're freaking trained in crafting and arcana (and even then it would be a RK check). Or the scrapwall orcs because they go to a colosseum to see death matches against a troll (but even then, probly still a RK check) on a weekly basis.

What you're saying isn't saying like "look it's easy for us to tell the difference between those two" we have internet and live in the information age and are all highly educated actors, and even then : **Gesticulates to pandemic ridden world around**

Your assumption is the same as if I just showed up to a secluded south american tribe with limited civilisation contact and assumed them to be able to tell between me and my old boss who has the most successful company at a glance.


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Gortle wrote:
The orcs don't know they are in a fictional world or a game with balanced encounters. Its very likely the first thing they see of the wizard is the illusionary wall.

No, the first thing they see of the Wizard is it's equipment. Have they an intricate staff or just a basic one? A robe of Eyes or one you can buy in the local market?

And when the Wizard acts, do they move at a 40ft. speed or just the basic 25ft. speed everyone has? Have they rolled so high in initiative that they nearly ended their spell before the orcs even reacted?
Then, they see the casting: basic casting or world shattering one?

Finaly, they see the illusionary wall. At that stage, they had a lot of information to make an educated guess.

What I've described is all the questions the players will ask if they end up in the same situation.

Being in a fictional world is not relevant here, and balanced encounters are only for PCs, not NPCs.

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