Blades & Arcana - On Illusionists
I’ve been playing a Gnome Priest with access to Illusionist spells in JoetheLawyer’s AD&D 2e game for the last year and a half; I’d forgotten how much fun illusions were. They do, however, require more DM adjudication than most other types of spells.
My goal is to give illusionists spell power that is comparable with, but not duplicating that which is found in AD&D 1e’s Unearthed Arcana (the best version of the Illusionist IMHO)
So, that would mean spells covering the summoning of Shadow Creatures, Illusionary Hit Points, spells that stun, blind, fascinate, hypnotize and the like.
I like the idea of a Phantom Armor series of spells and Phantom Weapons.
So, Phantom Leather would be a 1st level spell, offer AC8, and absorb one hit point of damage per level before being dispelled. Creatures with an INT of 15 or better, or Illusionists of ANY level, can save VS Spell to ignore the armor altogether when attacking the Illusionist.
Phantom Chainmail would be a 3rd-level spell, offer AC5, and absorb 3HP plus one hit point per level. If combined with a Phantom Weapon spell (allowing the wielding of a militant weapon), saves to disbelieve would be at -2
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Good idea, but the problem here is you're adding an extra step to combat - which can already be cumbersome. By giving each set of phantom armor a set of its own hit points to track, which the illusionist and the GM then have to remember and then determine if an attack missed but still wold have hit the phantom armor but not the illusionist, I'd keep the AC of the various phantom armors and just say "Leather Phantom Armor: AC 8, absorbs one successful melee or ranged attack's damage then vanishes, lasts 1 rd per level" Keeps it simple with the same effect. Do the same with Phantom Chain: AC 5, absorbs 2 successful attacks, then vanishes, 1 rd per level duration." Phantom Plate - AC 3, absorbs 3 successful attacks, then vanishes, 1 rd per level duration."