Image Spell
What good is the image spell? The rules do not explain any effect it has on those who can see it (friend or foe). I would think the image could be used as a distraction to a foe (s) perhaps based upon a roll against IQ to disbelieve or distract those who fail the disbelieve roll. Even though the image can do no damage and is easily dispatched there should be something indicating its impact on other characters.
Clarity is appreciated. |
Re: Image Spell
Images can't be disbelieved, so they can serve as very useful decoys. And, by RAW, the wizard controlling an image can see through its eyes, which can be worth the 1 ST needed to cast the spell.
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Re: Image Spell
How do they act as a decoy? The rules aren't clear on how an image would distract. I mean if a wizard created an image of monster, wall, or even a duplicate of himself or another character why would another player care? There should be some rule and perhaps a die rule that would cause opponents to be distracted or drawn to the image.
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Re: Image Spell
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As for a distraction, imaging the characters needing to get past the watch guarding a city's gate. An image of a fire could be made nearby to momentarily grab their attention. Or perhaps a rabid animal that runs off. Or maybe a duplicate of one of the guards that starts a scene accusing someone of playing a joke on them. Or ... |
Re: Image Spell
I understand how am image "could" work, however what makes a foe or character distracted by it? The rules do not suggest a means to distract or fool a character using the spell. There is no die roll against IQ. Are they automatically fooled by an image? To be clear if I made a duplicate of myself what determines if a foe to attack or run away from it or completely ignore it. Same premise if creating an image of a wall, fire, creature etc. It seems like it's only an "assumption" the image might cause an opponent to be fooled by it, but there is nothing in the rules that really determines how one would react to an image one way or another.
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Re: Image Spell
If playing solo (like Death Test) you could roll a die to determine whether to attack the image or the real person. In campaigns, I usually give an IQ roll to determine if someone decides to try to disbelieve. But, of course, disbelieving won’t work on an illusion. If creating something like an image of a fire, it seems reasonable that it should distract for at least one turn—fire is dangerous and having it suddenly appear is probably going to attract someone’s attention. But TFT’s rules are minimal, so they don’t go into detail on how to deal with such situations. Again, an IQ roll is reasonable—but the question is how many dice and how long someone’s attention might be preoccupied by the image. That’s all up to the GM.
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Re: Image Spell
Thank you for your insights. It would be nice if they would place some clear rules around this spell. I'll use your suggestions and create a die roll against IQ to determine a response from foes towards an image.
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Re: Image Spell
You're asking for rules for automatic behavior by die roll. That can be useful when you're playing solo, or when the GM or player knows what's an image, but the characters they are playing don't, so they need to roleplay those characters.
I think Steve Jackson probably assumed that players clever enough to understand that issue, would also be clever enough to figure out how to roleplay and/or invent ways to roll dice in reasonable ways to handle that situation. For two-player games, or for players, just keeping the information from your opponent is sufficient. They just see figures on the map, and don't know which ones are real, images, or illusions, until they get hit or vanish. Images can be quite effective, especially when used cleverly. |
Re: Image Spell
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Re: Image Spell
An 'summoned fighter' is brought about at some distance from the enemy. The enemy, used to experiencing ILLUSIONS, attempt to disbelieve (make sure the GM is rolling this attempt). The 'summoned fighter' is not disappearing, so it must really be a SUMMONED fighter. The enemy is distracted while they are disbelieving and now have to worry about who the SUMMONED fighter is going to engage.
A smart wizard will delay having the IMAGE make contact. Perhaps he could have the IMAGE 'stumble down' and take another turn getting up. Anything to keep the enemy guessing and worried. They may even waste an arrow shot at the IMAGE, which will disappear. ------------- Perhaps, for whatever reason, the enemy have to escape the complex. Your room is the last one they need to get through. There is an exit door to the outside in here. The wizard creates another exit door IMAGE some 5 hexes closer, moments before the enemy enters. They do not know that one door is an IMAGE. Now when they enter, they assume there are two exits and they either have all their men go to one door (50% chance its the IMAGE door) or they split their forces and advance on both doors. Imagine their consternation when their door disappears. --------------- Or put an IMAGE wall abutting the door so it conceals it before they enter. --------------- At a corner but out of sight of the enemy, the wizard could create an IMAGE of a leopard that is around the corner from the enemy. They hear the big cat, but cannot see it. They think that they might have to fight one if they round the corner. ---------------- If there is a pit in the walkway, have the wizard place an IMAGE of a floor over it. This works great if the pit is between the group and the enemy. |
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