Showing posts with label Wizard. Show all posts
Showing posts with label Wizard. Show all posts

Wednesday, July 23, 2025

Death, Taxes, and Indentured Servitude in AD&D Cities

Something amusing I found while poring over the AD&D city/town encounters:

Magic-users in AD&D cities and towns are punished by being indentured into a year of servitude with the city guard. This can be for any unpayable debt owed to the city - monetary (loans, the cost of resurrection, taxes) or otherwise (such as a "debt to society" incurred after committing a crime).

This suggests several things about AD&D towns and cities: their governments offer loans (presumably if it was instead a wealthy individual or non-municipal organization providing the loan, the punishment for failing to pay it back would be different) and resurrection (suggesting some sort of state-sponsored clerical organization rather than/in addition to individual clerics at non-affiliated temples providing such services), have their own sets of laws, and require residents to pay taxes (both of the latter two points are relatively obvious, but I'm including them for thoroughness's sake).

Gygax has surprisingly little to say about loans in the DMG, but based on the general tone of advice offered in the rest of the text, one must imagine the interest rates would be quite high, so adventurers should borrow at their own risk.

Resurrection, of course, is expensive:

A cleric must be at least 9th-level to cast raise dead, so the bare minimum cost is 5,500 gp. Player characters will need to seek out higher-level clerics to restore life to dwarves, gnomes, half-elves, halflings, and humans - not elves! - who have been dead for longer than a day, so circumstances will often necessitate even greater expense.

Gygax also has surprisingly little to say about laws and crime, but one can imagine that these will vary from place to place and that theft, assault, murder, and the like (all common activities for adventurers) are generally frowned upon.

This is all in contrast to taxes (and duties, and excises, and tariffs, and tithes, and tolls...), about which Gygax has MUCH to say. Seriously, this is almost an entire page:

You probably don't want to read all of that, and I don't blame you. Here is a summary:

  • The DM should uses taxes to take excess money away from the player characters.
  • Towns and cities charge a 1% duty (2% to foreigners) on all normal goods brought in for sale - food, cloth and hides, livestock, raw materials, and manufactured goods. This probably applies to the common merchant more so than to the player characters, but is worth keeping in mind for when the players decide to collect all of the orcs' weapons and armor to sell.
  • Towns and cities charge the usual duty plus a 5% tariff on luxury and precious goods brought in for sale - wine, spirits, furs, copper, gold, jewelry, and the like. This will definitely apply to the player characters in the latter cases, as well as in the former cases if you're in the habit of giving out actually interesting treasure . Give your players cases of fine wine as treasure!
  • Once duties are paid, documents are provided which make the legal sale of such goods possible. Upstanding merchants presumably will not trade in smuggled goods, but black markets will. Unless players have connections and want to risk dealing with unsavory types, they must pay duties!
  • Towns and cities charge an entry fee of 1 copper per head or wheel to citizens and 5 copper per to foreigners unless they have passports (which incentivizes having political connections).
  • Towns and cities charge residents an annual tax per head of 1 copper to peasants, 1 silver to freeman (adventurers), and 1 gold to nobles (which I guess would include any character with an officially sanctioned stronghold or similar holding).
  • When taxes are paid, characters are provided with proof of payment, which they must keep on hand in case they are stopped. If they are stopped and don't have proof of payment, they must pay again. If they're foreigners, they're more likely to be stopped. Tax collectors are, of course, on the random encounter table:

  • Foreigners must pay a 10% sales tax.
  • Tolls are charged on roads to and from the settlement (including on the route to "the dungeon" - suggesting that roads to dungeons are maintained by the local government, which is really interesting). Gygax does not elaborate as to what a typical toll might be.
  • Citizens must pay a 5% tax on their property, if any, annually.
  • Characters can become citizens after residing in the settlement for one month and paying a 10 gold piece fee - "plus many bribes"!
  • Merchants don't usually accept foreign coin because they will be subject to a fine if caught with it. Thus foreign coin must be changed into the local currency at a 90% exchange rate. This probably applies to most currency hauled out of dungeons, and perhaps even currency obtained in a different settlement. If a character is caught with 100 silver or more in foreign currency, they are fined 50% of its total value unless they can prove they've just entered the settlement and are on their way to the money changers - good luck with that!
  • A surtax of 10% is levied against sales or exchanges of gems and similar goods.

Let's say a party of ten 2nd-level characters just got back from an expedition to the 2nd-level of the dungeon. They explored 20 rooms, including three with both a monster and treasure and one with just treasure. In total, they collected 6,600 copper, 1,050 gold, and 220 platinum. They probably paid some sort of toll on the road back from the dungeon - there's no guidance on this, and it probably wasn't a significant amount, so let's just ignore it. 

The characters don't have any goods for sale so they needn't pay duties. There are ten of them, and they have a cart to haul their stuff. They are too low-level to have connections yet, so they don't have passports. They pay a 60 copper entry fee (10 heads + 2 wheels, x 5 copper because they're non-citizens). They're given some documentation in case they're stopped, then directed to the money changers since all of their coins are of an ancient mint.

The money changer exchanges their currency and collects 10% (at this point, 654 copper, 105 gold, and 22 platinum). They might opt to retain up to 99 silver in the foreign currency, but let's say they don't. They are left with 5,886 copper, 945 gold, and 198 platinum. Since they will have to pay a 10% sales tax on anything they buy, their effective spending money is actually 5,298 copper, 851 gold, and 179 platinum (or, altogether, roughly 940 gold versus the 1,160 they entered with).

The example party paid 220 gold in taxes, duties, and fees. It's not a crazy huge amount, but it is significant, and becomes more significant the larger the party's haul.

So why am I spending so much time doing accounting for adventurers? Well, because taxes are annoying. In America, we need them to pay for stuff like roads and schools of course, but the majority goes towards one trillion dollar experimental airplanes that don't work and other ill-advised military spending, and we don't even get free healthcare. Your players will probably appreciate that their characters can travel quickly overland on well-maintained roads, but they probably won't spare a single thought for how those roads are maintained. Taxes in D&D are "realistic", but they also probably feel pretty meaningless and arbitrary. I guarantee your players will hate paying them.

Which means your players will probably try to find a way around paying them. They may seek to obtain passports or citizenship to avoid paying fees to enter the settlement and sales tax on all their goods, sure...or they might seek to smuggle themselves and their goods inside the settlement, deal on the black market, avoid the money changers, and bribe officials. All of which are great ways to be arrested and indentured into servitude.

It's not just magic-users, either:

Clerics can also be indentured into service with the city watch. What's the different between the watch and the guard? I don't know. Doesn't matter.

And frankly, I don't see why other characters wouldn't be pressed into similar service. I'm not concerned with magic-users and clerics specifically, but more so with the fact that it's general policy in AD&D cities to force criminals and debt/tax-dodgers into service like this.

A year is also a long time in most D&D campaigns. If the whole party ends up indentured in this way, you might simply fast forward a year or even decide to play it out as a very specific type of campaign (I probably wouldn't because it doesn't seem very interesting, but you may be more creative than I). If just one character is indentured, the rest of the party might decide to use the opportunity to pursue some lengthy downtime activities while their companion serves their term, or that character might just be effectively retired from the campaign (temporarily or otherwise). Or maybe they ambush the guards and bust their fellow out, and now they're all on the lamb!

Anyway, I guess the point is that AD&D city and town watches are full of indentured debtors, criminals, and tax-dodging character-types - a warning to players who think they can outwit the municipal government!

Although only tangentially related, I would be remiss not point out that at any moment the characters might also be forced into service in the local navy or militia through no fault of their own:

AD&D cities are kind of a terrible place to be!

Impressment is, of course, a massive anachronism. It's almost as if the implied D&D setting is not medieval!

Monday, June 16, 2025

d100 Woefully Encysted Creatures

When I first read Jack Vance's Tales of the Dying Earth (and other Appendix N literature) and became familiar with Mazirian the Magician, Cugel the Clever, Rhialto the Marvelous, and other ne'er-do-wells, I finally "got" D&D. Rogues and wizards are not scrappy heroes who go into dungeons and battle dragons to save goodly villages out of nothing but the kindness of their hearts - they are self-interested bastards who lie, cheat, and steal their way across the land, absconding to the next domain of strange peoples just in time to escape the consequences of their actions.

Wizards are powerful, yes, but they don't wield their power benevolently, banishing aberrations of the multiverse back from whence they came. They grow women in cloning vats to be their girlfriends. They plant parasitic aliens inside of would-be burglars' abdomens. They summon huge demon birds to fly their enemies across the world and drop them in some unknown land to achieve an impossible task of sheer whimsy and spitefulness. They shrink their rivals down into miniature form, trap them in a maze, and force them to flee from dragons the size of rats. They are petty, vindictive, megalomaniacal nerds with obscene power and little regard for human life.

Mazirian the Magician traps his rival in miniature form with a fearsome lizard.

Enter the Charm of Forlorn Encystment, a spell "which constricts the subject in a pore some forty-five miles below the surface of the earth". Why? It's not because you're a supernatural evil which needs to be contained at all costs - it's because you annoyed or inconvenienced an antisocial godlike being, the wizard. Alongside the Excellent Prismatic Spray and the Spell of the Macroid Toe, it is a quintessential Vancian spell, utterly powerful and wielded in a horrifically capricious way. It should be apparent that the Charm of Forlorn Encystment is a great inspiration to me. 

You won't find the Charm of Forlorn Encystment in D&D - at least, not if you go looking for that - but you will find imprisonment. From the AD&D DMG:

The spell has even survived throughout the editions and appears in the 2024 rules for 5th edition, greatly expanded:

The spell now allows not only constriction in a pore beneath the earth, but other evocative means of "imprisonment", including chaining the target to a location, trapping them in a maze (sound familiar?) or a gem, or causing them to fall into a Sleeping Beauty-esque magical slumber.

Unfortunately, the modern version of the spell omits its best quality, which is that in AD&D, you're always stepping on 1d100 woefully encysted creatures - an unsuccessful attempt to reverse the spell has a 10% chance of unleashing 1 to 100 previously imprisoned creatures. At any time in a D&D world, you're standing atop strata upon strata of creatures who have earned the ire of Vancian tyrants - a magical maximum security prison of fickle fancy.

(Another drawback of the modern version is that it's expensive to cast this spell. It necessitates forethought, as the spell requires an intricately crafted likeness of the target. Spellcasters in modern D&D are putting a lot more effort into imprisoning their foes, which suggests deliberate purpose rather than casual use. This is surely meant to achieve some form of game balance, as many DMs probably don't want their players going around imprisoning their important monsters and NPCs willy nilly. Like most refinements made in the name of "balance", it comes at the unfortunate cost of perverting the intended feel of the game artifact's fictional inspiration.)

But just because modern iterations of the game disregard certain idiosyncracies that made past editions so charming, that doesn’t mean we have to. Regardless of what edition I play, wizards employ the imprisonment spell liberally, and the earth is full of encysted beings, like a Reese’s Big Cup with the confetti sprinkles in it.

But who exactly are these encysted creatures? Luckily, AD&D 2nd edition's version of the spell helps determine not just how many creatures there are in any given location, and not just how many of them may appear when the reverse of the imprisonment spell is unsuccessfully cast, but also what manner of creatures they are:

The average value of a percentile die roll is 50.5, so the average number of creatures released is, depending on how you round, 25 (.505 x .505 = .255025), which means 2 or 3 will be in the vicinity of the caster. Thus, you could simply prepare three or so creatures to be released at any given time. Even if you roll 100 on both percentile dice, the greatest number of creatures that can be released in the player characters' vicinity is 10, so at most you need a list of 10 creatures. Whenever the reverse of imprisonment is miscast, you can pull from the list of 10, then fill it back in later using the procedure above for determining released creatures.

That's what you would do if you were smart. After all, this situation is admittedly very rare. How often will the player characters need to free a creature from imprisonment? How often will they be capable of casting the spell in that situation? How often will they actually know whereabouts the creature is imprisoned? How often will they know all of this information and somehow still mess up the name and background of the creature to be freed? Even if all those factors align, there is still only a 10% chance that other creatures are released.

I, however, am not smart. I thought it would be helpful to have a big table of 100 imprisoned creatures, for some reason. I got more than 50% through it before I realized it made a lot more sense to just have a d10 table. But I put too much work into this at that point to not post it. And I think I came up with some pretty amusing and occasionally actually interesting encounters. My drudgery is a gift to you! Presenting…

d100 Woefully Encysted Creatures

  1. Cerebral Parasite: Imprisoned by the wizard Mornchal for intellectual insult. It is invisible unless magical or psionic means of detection are employed. If any creatures in the party have psionic abilities or potential, it infects their brain. Otherwise, left undisturbed, it floats away to find a suitable host.
  2. Xilphine Dewbeam: A Chaotic Evil elf fighter 1/magic-user 1/thief 1 imprisoned by the wizard Rintham Phel for being a lackadaisical apprentice. She is unfriendly towards the party, threatening to battle them, cast a spell upon them, or rob them (being equally "good" at all three, she cannot quite decide which). If relations are improved, she can be recruited as a henchman by a non-Lawful non-Good character of 3rd-leve or higher.
  3. Filchgut: A giant rat imprisoned by the wizard Calibrifax the Odor-Averse for rummaging in the latter's garbage bins. Filchgut is hostile towards the party, leaping and snarling at their throats.
  4. Whiskerjack: A giant rat imprisoned by the wizard Tharbus Dillweather for repeatedly finding his way into the latter's pantry and eating all of the candied ginger. Whiskerjack is friendly towards the party, climbing harmlessly onto the nearest person and attempting to find his way into their bag in search of candy.
  5. Thissk: A tween imprisoned by the wizard Aelvyn Meridrome for attempted mimicry. Thissk is hostile towards whoever freed it, choosing them as its host. Unlike most tweens, who benefit their host and impede those around them, Thissk does the opposite, decreasing its host luck and slowing their movements, while doing the opposite to all within 50' of the host. Thissk communicates telepathically with the host, sarcastically bemoaning their misfortune and chastising their lumbering movements.
  6. Gabriel: A 2nd-level Chaotic Good human cleric of a goddess of wandering kindness, imprisoned by the wizard Quintanax for acts of frivolous goodwill. Gabriel is helpful towards the party and eager to aid them in any way. He happily joins as a henchman any non-Lawful and non-Evil character of 5th-level or higher.
  7. Naeva: A 2nd-level Neutral human fighter imprisoned by the wizard Mordrul for besting his sword homunculus in single combat before the Guild of Judges. She is friendly towards the party, and can be recruited as a henchman by any character of 5th-level or higher. She possesses potions of super-heroism and animal control and a scroll of protection from magic.
  8. Coffer Corpse: The necromancer Velthur sent this "certified non-animate" cadaver to his colleague Gorandel the Beige for anatomical study. Little did Gorandel know that his black-humored contemporary had conspired to play a sinister prank upon him. When the corpse suddenly sat up on the table as Gorandel prepared his instruments, the fearful wizard's instincts kicked in, and he imprisoned it for all eternity. The corpse is indifferent to the party, but can't help that it is in its nature to play pranks. It still bears the "certified non-animate" stamp of Velthur, but when approached it suddenly sits up, forcing all nearby to save versus fear or flee in panic. It then shambles off. Is it...laughing? No, surely not.
  9. Coffer Corpse: The necromancer Velthur intended to send this cadaver to his colleague Gorandel the Beige, unfortunately once animate it immediately began throttling Velthur's assistant. After waiting long enough such that the assistant pledged their mortal soul to Velthur in exchange for aid, Velthur imprisoned the corpse and moved on to the next. It is hostile to the party, immediately attempting to strangle the caster who freed it.
  10. Dreth: A skulk imprisoned by the wizard Vorbino for the crime of loitering. It is hostile towards the party, but won't attack if it is outnumbered and out-armed. Since there is only a 10% chance of spotting Dreth, the party may not even know that they've freed it. It will wait for them to go on their way, follow at a distance, and attempt to murder any unsuspecting stragglers or ambush the party in their sleep.
  11. Perrin Vale: A 3rd-level Neutral Good human illusionist imprisoned by the wizard Thaumagrave for incessant mirth. Perrin Vale is a cheerful and quick-witted traveling performer and ambassador of good will. He is friendly towards the party, with a good-natured attitude towards his imprisonment, and can be recruited as a henchman by a non-Evil character of 8th-level or higher.
  12. Globthrax: A lemure devil imprisoned by the wizard Yndross for farting softly. Globthrax is friendly towards the party, believing that it is in Hell and that the individual who freed it is its master. It follows them like a puppy, gurgling sadly.
  13. Velxiryn Auvryndar: A Neutral drow imprisoned by the high elf wizard Xeruun the Pale for, you know...it was basically a hate crime. Velxiryn is indifferent towards the party, treating them as though they are beneath his notice before wandering off. If when freed he is exposed to the light of day, he instead hisses curses and seeks the nearest shelter.
  14. Ringing Bell: A 3 HD kenku imprisoned by the wizard Myrosk Thale for incessant mimicry and distribution of fool's gold. Ringing Bell is indifferent towards the party. It makes the sound of a ringing bell, hands the individual who freed it a palm full of gold coins as "thanks", and wanders off. The gold coins crumble into dust at dawn the next day.
  15. Blurt Grubstomp: An ogre imprisoned by the wizard Theophrax for stomping around the valley chasing a goat while Theophrax tried desperately to focus on his latest composition for the theremin. Blurt is hostile to the party, immediately attempting to stomp and eat them.
  16. Snarlith: A caterwaul (AC 6, 1 attack/round) imprisoned by the wizard Eddovarn for howling at all hours of the day. If there is anywhere to hide at the location in which the caterwaul is freed, it will attempt to do so (75% chance of success). It is hostile towards the party, and will ambush them from hiding once the opportunity presents itself.
  17. Jessa: A 4th-level Chaotic Neutral human thief imprisoned by the wizard Tablivast Norr for stealing a single quill pen from his desk on a drunken dare. As she has been in suspended animation all this time, she is still quite drunk. She is indifferent to the party, stumbling about asking what year it is. She can be recruited as a henchman by a non-Lawful character of at least 9th-level.
  18. Mosscreech: An owlbear imprisoned by the wizard Varnix the Showman. Mosscreech was the grand reveal at Varnix's Parade of Nature and Nightmare, but broke loose of her restraints and devoured a prince's favorite nephew before Varnix could imprison her. When freed, she is hostile, exploding with the confused fury of multiple eons at all in the vicinity.
  19. Gnarlchatter: A su-monster imprisoned by the wizard Darnavos for unbalancing the black phlegm of Darnavos's soul. After his dreams were repeatedly disturbed by thoughts of primal filth, Darnavos found the mildly psionic creature nesting in the rafters of his library and promptly banished it. Gnarlchatter is indifferent to the party and simply sits staring at them, its psychic presence lurking just behind its eyes like a storm about to break. Harmless mental noise creeps into their minds - the sway of the branches of half-remembered trees, the sound of bones cracking, and water dripping in places deep.
  20. Festerplop: A giant poisonous toad imprisoned by the wizard Aelric for eating several of his prized warblers. Festerplop is indifferent to the party. Its skin is very dry, and it seeks out the nearest body of water in which to moisten itself.
  21. Sister Morwenna: A 7th-level Lawful Good human cleric of the goddess of compassion, imprisoned by the wizard Relvidoss Charn for interrupting one of Relvidoss's spell duels to heal a wounded bystander (which he objected to as a breach of the nonintervention clause). She possesses potions of extra-healing, polymorph (self), healing, and giant strength, and a ring of protection +1. She is helpful to the party, offering to heal their wounds or, if none are injured, give them magic items as thanks. She will eagerly serve as a henchman to any non-Chaotic non-Evil character of at least 11th-level.
  22. Za'uth Tal-mhar: A 6th-level Lawful Neutral githzerai monk imprisoned by the wizard-countess Yrissile Varn for refusing to aid the countess in opening her "fourth" eye. Za'uth is unfriendly, curt, suspicious, and contemptuous of the party. He possesses potions of extra-healing and polymorph (self), a ring of mammal control, and a dagger +2. If his disposition is improved, he can be recruited as a henchman by a non-Chaotic character of at least 9th-level.
  23. Gristlechew: A leucrotta imprisoned by the wizard-horticulturist Vellatrix for lurking insidiously within her hedge maze. Gristlechew is hostile towards the party, attacking with its badger jaws and cloven hooves while using its knack for mimicry to imitate the voice of Vellatrix, angrily scolding the party for intruding upon her topiary menagerie.
  24. K'rzach: A giant spider imprisoned by the wizard Moramunt because, um, it's a giant spider...yuck! K'rzach is unfriendly towards the party. It raises its forelegs up in the air, displaying its black fangs, hisses, and slaps the ground in front of it until the party leaves it be. If attacked it flees, kicking urticating hairs behind it, which blind and choke all caught in the cloud.
  25. Skroggat: A tentamort imprisoned by the wizard Quintessivar. Skroggat escaped from containment within its master's menagerie, and Quintessivar didn't much care for the way it drank his cat's internal organs. Skroggat is indifferent towards the party. It roots itself in place and then tentatively uses its dual tentacles to examine its surroundings in search of danger or food. 
  26. Sluthrix: A carrion crawler imprisoned by the wizard Kraedilin Skont for feasting upon the compost in Skont's fungal garden. It did not get a chance to eat its full. It is hostile and hungry.
  27. Vandessa: An 8th-level Chaotic Neutral human magic-user imprisoned by the wizard Zorvandel for trampling the shingles atop Zorvandel's tower. Vandessa possesses a wand of illusion, a wand of negation, and boots of striding and springing. She is unfriendly, and uses her wand to summon phantasmal warriors to engage in psychic battle with the party. She then strides and springs away with her magical boots while the party is preoccupied.
  28. Ragthul: A manticore imprisoned by the wizard Telvarin for refusal to serve as a loyal mount. Ragthul is eager to reassert his dominance once freed. He is hostile, firing volleys of iron tail spikes before closing into melee with his jaws and claws.
  29. Ashes After Midnight: A nightmare imprisoned by the wizard Lorulvan for refusing to breed with his prized mare. Ashes After Midnight is confused and startled when freed. It is unfriendly, neighs hellishly, bucks, and kicks flaming clods of earth in the party's direction.
  30. The Violent Gale: A wind walker imprisoned by the wizard Iolken for keening at a frequency which shattered all of the flasks in Iolken's urinarium, spoiling decades of work and causing a terrible stench to seep into the flagstones on the floor. The Violent Gale is as violent as ever when freed, howling towards the party and blasting them with forceful currents.
  31. Old Saltscales: An old bronze dragon imprisoned by the wizard Vaelmont Skerrik in order to lay claim to the dragon's life-sized ship in a bottle. Old Saltscales was asleep when imprisoned, and he sleeps still! His tail sweeps restlessly back and forth as he slumbers, and there is a 1-in-6 chance each round that he will experience a fit of snoring then bellow forth either lightning or repulsion gas (50% chance of either). Old Saltscales is friendly, but does not speak the language of men. If awakened, he will peer about, confused, then fish a 500 gp pearl out of his scales and gift it to the party before wandering away.
  32. Gitarhun the Vainglorious: An efreeti imprisoned by the wizard Omur al-Din for attempting to organize a planar servitor uprising. Gitarhun is unfriendly. He carries himself with haughty arrogance and expects his liberators to kowtow to him. Efreet custom dictates however that Gitarhun grant the party three wishes or 1,001 days of service and, the latter being too long a term for Gitarhun's taste, he begrudgingly informs the party of the former. He is nonetheless unwilling, and will seek to pervert the intent of the party's words lest they are chosen carefully.
  33. Barbegora: A seven-headed pyrohydra imprisoned by the wizard Nehzpal once it grew too large to live comfortable inside his bathtub. It is unfriendly, stomping its feet, bellowing, and threatening to breathe flames so long as the party remains in the area.
  34. Shade of Sir Halven Marr: The spectre of a human knight imprisoned by the wizard Senrevan. Sir Halven is unfriendly, accusing the party of breaking oaths and committing dishonorable crimes. The spectre follows the party to judge their conduct, shouting everywhere they go that a band of turncloaks and scoundrels approaches, alerting all creatures to the party's presence and worsening monster and NPC reaction rolls. 
  35. Garahargava: A hieracosphinx imprisoned by the wizard Narzherem Klee. Garahargava was intended to be a mere fearsome decoration in Narzherem's stronghold, and was imprisoned after devouring one too many diplomats. It is indifferent towards the party, and flies off once it has asked some routine questions.
  36. Cerebral Parasite: Imprisoned by the wizard Jollerec for infesting the brain of his most promising apprentice (the implication being, of course, that the apprentice's brain was more desirable than Jollerec's own). It is invisible unless magical or psionic means of detection are employed. If any creatures in the party have psionic abilities or potential, it infects their brain. Otherwise, it infects the brain of the most intelligent creature present. It drains 1 point of Intelligence per day until it is removed.
  37. Thalraxus Verdigris: A very old copper dragon imprisoned by the wizard Calyphor for basking atop a promontory on which Calyphor wished to build his tower. Thalraxus is asleep when freed from imprisonment. His tail sweeps restlessly back and forth as he slumbers, and there is a 1-in-6 chance each round that he will experience a fit of snoring then bellow forth either acid or slowing gas (50% chance of either). If awakened he is unfriendly, attempting to frighten the party with his fear aura. He breathes on those that remain with slowing gas, collects any treasure dropped by those that fled, then leaves the area.
  38. Xhal’thorrin: A mind flayer imprisoned by the wizard Paroxil for telepathically transmitting a most confounding haiku as the two passed each other on the Astral Plane. Xhal’thorrin is friendly, and offers to use its powers of probability travel to transport one or more members of the party to the Outer Planes as thanks. 
  39. Trapper: Imprisoned by the wizard Therin-Moss for the unauthorized devouring of a visiting dignitary's dog. If freed in a subterranean area with a stone floor, there is a 95% chance that the trapper will be impossible to detect by normal means. Either way, it will lay flat on the ground with a chest-shaped protuberance at its center and wait for unsuspecting prey to walk into its trap, at which time it will strike.
  40. Morruph the Vein-Seeker: A xorn imprisoned by the wizard Izekian Qhlarn for devouring his prized tesseract. It is indifferent to the party, but becomes interested if it smells rare metals or gemstones, pleading that it is hungry from its long imprisonment and requires sustenance. If the party refuses to feed it, it is 90% likely to attempt to acquire such sustenance by force.
  41. Eldric: An 11th-level Lawful Good human cleric of a sun god, imprisoned by the wizard Halzren Voss for inspiring hope in the destitute. Eldric possesses potions of extra-healing and polymorph (self), an augury scroll, a mace +1, a cloak of elvenkind, and a figurine of wondrous power (serpentine owl). He is friendly towards the party, and is willing to trade spells and magic items in exchange for information or other assistance. He can be recruited as a henchman by a non-Chaotic non-Evil character of at least 17th-level.
  42. Shaar-Khul: A purple worm imprisoned by the wizard Cintaril for collapsing his prized diamond mine. Shaar-Khul is indifferent to the party, burrowing into the ground and leaving the area. This may cause a cave or tunnel collapse if the party is underground at the time.
  43. Gruhk: An umber hulk imprisoned by the wizard Zarvash. Gruhk's befuddling gaze caused Zarvash to become lost in his own basement complex (into which Gruhk had entered uninvited) for several minutes. When Zarvash came to his senses and tracked Gruhk down, he found the umber hulk feasting in his purple worm nursery. Rude! When freed, Gruhk is indifferent towards the party. It is still digesting the several purple worm hatchlings it ate, and their mild venom is not agreeing with Gruhk's stomach. It wanders off to lay down, although the party may still be subjected to its confusing gaze if they happen to lock eyes with it.
  44. Flickerhex: A will-o-wisp imprisoned by the wizard Edril for repeatedly waking him in the night to attempt to lure him into the Forbidden Swamp (Edril visited the Swamp regularly and did not worry for his safety there - it was the attempt at manipulating his free will with which he took offense). Flickerhex is hostile, incensed by the fact that Edril was not a good sport, and takes its frustrations out on the party, attacking them with electrical shocks.
  45. Thryxaval of the Mid-deep: A xorn imprisoned by the wizard Maerod for peeling away and eating the gold leaf lining his scrying chamber. Thryxaval is unfriendly towards the party, claiming that they are trespassing in its domain and owe it a tithe of precious metals and gems. If the party possess such materials and refuse to hand them over, Thryxaval is 90% likely to attempt to acquire them by force.
  46. Ebravask the Uncertain: A beholder imprisoned by the wizard Haron for nagging questions. Its eyes are half closed and unfocused, and it mutters "Why?" over and over again. Its central eye projects a cone of confusion, and its death ray eyestalk instead causes a feeblemind effect. Ebravask lost its faith in reality, and its probing questions caused philosophical divides which resulted in the mass suicide of at least one holy order. It is unfriendly, assailing the party with thought-provoking questions about truth and reality. It abhors absolutes and certainty, which may cause it to become hostile.
  47. Gluthar, Harbinger of Harmony: A beholder imprisoned by the wizard Frasht for incessant song. Its body is covered in toothy mouths which sing in perfect harmony. Its central eye projects a cone of silence, and its wounding ray eyestalk instead shoots a supersonic blast which deafens its target. After eons of hearing only its own voices, Gluthar cannot tolerate the sound of others. It is hostile, and it attacks the wizard who freed it unless the party is able to harmonize with it perfectly.
  48. Nymburion the Benevolent: A beholder imprisoned by the lich Dejall Gancho for unwanted medical attention. It has a serene, wise demeanor. Its cause serious wounds eyestalk instead cures serious wounds, but the healing magic causes cancerous tumors and mutations to manifest in the target. It is friendly, and eagerly tries to "heal" whoever freed it.
  49. Urzok the Somnambulant: A beholder imprisoned by the wizard Chana Dothon for loud snoring. It is seemingly asleep, snoring loudly and drooling, with all eyes closed and crusted over with dried goo. It is indifferent, drifting lazily in a random direction without regard to whoever freed it. If followed closely without waking, it mutters prophetic information in its sleep as with a contact other plane spell. It believes that waking reality is a nightmare and, if awakened, attempts to destroy all in its vicinity.
  50. Xarthan the Self-Obsessed: A beholder imprisoned by itself by accident. Its body is perfectly smooth and round, and each of its eyestalks are identical in appearance. Its flesh to stone eyestalk instead turns flesh into reflective glass. Its death ray eyestalk is instead capable of imprisonment, and it accidentally imprisoned itself while admiring its own image in the reflection of the "petrified" wizard Renoras of Omur. It is hostile, and attempts to "petrify" the wizard who freed it in order to gaze upon its own reflection once again.
  51. Zhagulax, the Archivist-Sphere: A beholder imprisoned by the archmage Mouyan for intellectual property theft. It appears as a glyph-covered metallic sphere and constantly dictates its observations. It central eye projects a cone which releases the magical energies stored in its targets' heads, forcing its targets to cast random spells so that Zhagulax may document the results. Its metal shell shields it from the effects of all magic. It does not intend to harm the party, but cannot help but carry out this function.
  52. Bellagra, the Strange Companion: A catoblepas imprisoned by the wizard Thasala for pissing on the carpets of Thasala's foyer. It is a pygmy catoblepas (size M) with blinders on its eyes. It follows the individual who freed it like a confused puppy.
  53. Gralloch, the Breath of Death: A catoblepas imprisoned by the wizard Nurotz for bad breath. Its body is bloated and oozing. Its breath blackens plants and rusts metal. It is hostile, and will attempt to batter those in its vicinity with its tail. If it can raise its head to focus its gaze, it targets the individual who freed it.
  54. Mulb, Lurker Beneath the Roots: A catoblepas imprisoned by the wizard Samar for spitting on Samar's satin slippers. Its body is covered in moss and carnivorous plants which have taken root in its flesh, and it chews a cud of plant matter. It is unfriendly, slapping its tail and bellowing to drive threats away.
  55. Suth, the Unmoving: A catoblepas imprisoned by the wizard Thosi for being in the way of Thosi's palanquin. It has patchy fur and is asleep. It is indifferent to its surroundings, being asleep, and simply wanders away if awakened. It swipes its tail back and forth in the throes of a nightmare. It weeps a noxious slime from its eyes which, if gathered, can be used in the creation of magic items related to death magic. Every turn there is a chance that it suddenly and briefly opens its eyes, killing any who are gazing upon it (25% chance on the first round plus 15% chance each round thereafter if the party remains in the vicinity).
  56. Kaetra Bloodwroth: An 8th-level Chaotic Evil human fighter imprisoned by the wizard Xor Merjara for being "just a bit too much". She possesses potions of climbingflyinghumanoid control, and levitation, a sword +1, a rod of cancellation, and a cloak of displacement. She is a reaver of an ancient blood cult. She is hostile, attacking viciously and without mercy upon being freed ("Blood for the blood god!" and all that). She can be convinced not to attack if the party are themselves covered in blood and convince her of their devotion to the blood god. She can be recruited as a henchman by non-Lawful and non-Good characters of 12th-level or higher.
  57. Ared Holt: An 11th-level Neutral human fighter jointly imprisoned by the wizards Khinoshan and Agazin for refusing to choose a side in their most recent squabble at the time. She possesses potions of climbingflyingsuper-heroism, and animal control (all), a mace +1, and a defender +4. She is at times frustratingly neutral, but is helpful towards the party, seeking to pay off her debt of obligation to her liberators by way of service. If the characters are at least 17th-level she will offer to join them as a henchman. Otherwise, she gifts them her defender, considers the debt repaid, and wanders off.
  58. Varkem the Turncloak: An 11th-level Neutral Evil human fighter imprisoned by the wizard Vali for suspicion of traitorous intent. He possesses potions of halfling control and levitation, a dagger +2, a mace +1, a staff of striking, a sword +3, and a ring of spell storing (animate dead, exorcise). He is a mercenary general of considerable skill who betrayed every client he ever had. He is indifferent, questioning the party about his current location, the nearest active war, and which side in the war is richer. He can be recruited as a henchman by non-Good characters of 17th-level or higher.
  59. Demogorgon, Prince of Demons: A demon prince imprisoned by the Seven of Siral: Drosita of Rinaras, Echali, Gunti, Iltheen Garius, Ojanth of Ladasa, Orelu, and Zoluma - not for benevolent reasons, of course (they were the ones who summoned him to begin with, each individually attempted to wield Demogorgon against the others, and when it became clear that all were failing, they combined their powers to seal him away for defying them collectively). Demogorgon is hostile once freed, attacking with all of its power anyone nearby. Demogorgon is especially wrothful if the party consists of seven members, believing them to be some cosmic descendants of those wizards who sealed it away.
  60. Quoralyth the Sagacious: An ancient gold dragon imprisoned by the wizard Phandelmor Quinx for mild criticism of the keynote address at Phandelmor's Symposium of the Planes. When freed, Quoralyth is in the form of a golden-haired, golden-eyed androgynous human in simple robes and bare, unwashed feet. Quoralyth can cast the following spells: bless, cure light wounds, hold person, know alignmentslow, suggestioncommune, quest, globe of invulnerabilityword of recall. Quoralyth is friendly and thanks the party for freeing them. They use know alignment to discern the party's nature. If the party is not Chaotic or Evil, Quoralyth will offer their spellcasting services as thanks. Otherwise, they offer measured chastisement and recommend that the party change their ways, then cast word of recall to return to return to their lair.
  61. Scathryx the Verbose: An ancient green dragon imprisoned by the wizard Nualvar for ad hominen attacks. It is indifferent towards the party, questioning them to gain its bearings before leaving the area to find Nualvar and finish their heated debate.
  62. Ashranzhul: An ancient red dragon imprisoned by the wizard Pnatum in order to bathe in the sulfur hot springs of her lair. She is sleek, with a blackened underbelly and broken horn. She is unfriendly towards the party, demanding information about Pnatum's current whereabouts as well as tribute. She becomes hostile if lied to, disrespected, or denied, but leaves the area to exact her revenge once she has been satisfied.
  63. Vemberthraxis: An ancient red dragon imprisoned by the wizard Zerin for regarding Zerin as one would an ant. He is iron-scaled, with blackened wings and eyes of flame. He is indifferent towards the party, being aloof and disinterested in mortals and considering them unworthy of his vengeful power. He will ask cryptic questions in order to ascertain his bearings, then leave the area to reclaim his domain elsewhere.
  64. Yan-C-Bin, Prince of Evil Aerial Creatures: An Elemental Prince of Evil imprisoned by the wizard Thasselant Yr for blowing Thasselant Yr's carefully organized papers all over his study. Yan-C-Bin is indifferent to the party and invisible. He flies away to establish a court of storms on the Material Plane. The party may be entirely unaware of the evil they've unleashed.
  65. Grimblecud's Golem: An iron golem created by the wizard Grimblecud to thwart the ascension of would-be gods. It was imprisoned by the wizard Nadrax when it wouldn't attempt to thwart his schemes, the implication being that Nadrax was not destined to become a god (he was not). The golem is unfriendly towards the party. It senses that their current quest is related to some deific destiny, following and attempting to inconvenience them at every turn.
  66. Kidor's Golem: An iron golem created by the wizard Kidor of Skoun in the Golem Wars and imprisoned by Kidor's rival, the wizard Melena. It ignores the party and attempts to carry out its master's last orders: crush Melena into goo.
  67. Ozmourin's Golem: An iron golem created by the wizard Ozmourin to guard multiple demiplanes simultaneously. It was imprisoned by the wizard Quintessa Rime for crimes against geometry. It is able to distort time and space, gaze into multiple planes simultaneously, and attack creatures on any plane. It is unfriendly towards the party for past extraplanar trespass (real or imagined) and follows them, distorting time and space at the most inconvenient moments for them.
  68. Solun-Veth's Golem: An iron golem created by the wizard Solun-Veth to guard her chapel of forbidden oracular devices. The wizard Cladrix seized control of the chapel and imprisoned the golem for its habit of smashing his scrying devices. The golem is indifferent to the party unless divination magic is used in its presence, in which case it attempts to subdue the perpetrator.
  69. Vexillor's Golem: An iron golem created by the wizard Vexillor Mannayne to memorialize lost cities of the past. It was imprisoned by the wizard Saphelyne of the Mirror Eyes for being a buzzkill. The golem is indifferent towards the party, reciting in a hollow voice the names of ancient streets and rivers. Perhaps it has information about a city with which the party is familiar.
  70. Calarithe: A female lamia noble imprisoned by the wizard Yrvelo Quen, not for infiltrating and subverting the Kingdom of Dral with her enchantments and illusions (which she did), but for inundating the kingdom's laws and policies with Lamian grammar, which Yrvelo found to be of the most offensive sort. She appears as a noblewoman in silk and silver. She is hostile towards the party, attempting to ensorcel them with charm person. If a party member passes their saving throw to resist the charm, or once at least half of the party is charmed, she attacks. She is a 3rd-level magic-user and can cast magic missile, shocking grasp, and invisibility.
  71. Azenwyll the Thrice-Laved: A lich imprisoned by the wizard Glarnax for issuing a minor correction to Glarnax's star charts. She speaks as if mid-lecture and is indifferent towards the party, treating them as she would inattentive students. Attentive listeners are rewarded with eldritch lore about the cosmos. Those who disrespect her or ask incessant questions are punished with the knowledge of forbidden coordinates, which shatter the minds of those who comprehend their portent (as per a feeblemind spell).
  72. Eirenqhotl the Eternal: A lich imprisoned by the necromancer Tundrolax for refusing a joint grimoire collab, The Ten Thousand Pacts of Smoke and Flesh, calling it "theory-mongering drivel". Eirenqhotl is hostile, mistaking the party for agents of Tundrolax, attempting to destroy them.
  73. Old Luthwin the Bronze: A lich imprisoned by the wizard Herovant for creating the Spell of the Flatulent Soul, which humiliated Herovant before an audience of his peers. He is friendly towards the party, being of a cheerful and talkative disposition, and may offer helpful guidance pertaining to ruins and magic, although his knowledge is outdated by roughly 20 eons. Those who dare to point this out to him share the same fate as Herovant of old.
  74. The Purple Hermit: A lich imprisoned by the wizard Merzatho for critiquing Merzatho's latest treatise on color theory and illusory magic. The Purple Hermit is indifferent towards the party, eager to return to his lair to catch up on all the research articles that have been published during his lengthy imprisonment.
  75. Grondash: A purple worm imprisoned by the wizard Fendrel for swallowing whole multiple caravans of precious reagents. It is unfriendly to the party, sickened by its consumption of magic. It thrashes about, threatening to skewer those nearby with its venomous stinger. There is a 1-in-6 chance each turn that it belches forth a torrent of mutagenic acidic slime, after which its disposition markedly improves.
  76. Ikhazar: A purple worm imprisoned by the wizard Vorlen for devouring a herd of prized horses. It is hostile, attacking the party on sight (especially those with delicious horses).
  77. Khalazuur the Underwarden: A purple worm imprisoned by the wizard Darnis Villeth for thwarting mining operations (thereafter Darnis Villeth's mining servitors dug too deep, unleashing a creature of shadow and flame which spelled the wizard's doom). It is an awakened worm enchanted to guard the overworld from the perils of the veins of the earth. Rather than venom, its stinger discharges a sweet blue milk, a thimble of which can sustain a creature's need for food and water for an entire day.
  78. Molkrith the Metroworm: A purple worm imprisoned by the wizard Vaelatrix. Molkrith is a Metroworm - a specially engineered biomechanical purple worm designed to carry passengers inside its body and transport them through the underworld. It ran one minute late and caused Vaelatrix to miss an important ritual, earning her ire. It is helpful to the party when freed, opening its door flaps to welcome them aboard. After waiting for a short period, it continues on its way along its usual route.
  79. Shaak-Taruun: A purple worm imprisoned by the wizard Zorban. Its subterranean rumblings caused Zorban's palantir to roll from its pedestal to the floor, upon which it suffered a minor crack. It is indifferent to the party, burrowing away immediately. Its rumblings are sufficient to make walls and ceilings in the area collapse.
  80. Thurundel: A purple worm imprisoned by the wizard Xargalum. Thurundel's burrowing beneath Xargalum's tower caused the structure to sink into the earth an entire inch! Thurundel is indifferent to the party, burrowing away immediately. Its rumblings are sufficient to make walls and ceilings in the area collapse.
  81. Vorrugaleth: A purple worm imprisoned by the wizard Mallaera for digging up her garden of arcane vegetables. It is unfriendly to the party, shrieking and threatening to skewer them with its venomous stinger. Due to its diet of arcane roots and vegetables, its venom imparts chaotic enchantments and curses on those who aren't outright slain.
  82. Yrrith-Halud: A purple worm imprisoned by the wizard Grellin for waking him in the night with its mating song. It is friendly towards the party and becomes docile if sung to in the language of the deep earth.
  83. Zhaal-Khud: A purple worm imprisoned by the wizard Eshara for toppling her cosmic dominoes, causing unseen tragedy on some unknown world. It is indifferent to the party, burrowing away immediately. Its rumblings are sufficient to make walls and ceilings in the area collapse.
  84. Chaos Knight Thazrogg: A death slaad imprisoned by the wizard Ozarion. Thazrogg traveled the mortal world in the guise of Ozarion himself, challenging Ozarion's colleagues to all manner of inane and deadly magical duels. Thazrogg (and thus Ozarion) developed a reputation for simply hacking his opponents to death with his icy sword (a frost brand +3). Very unwizardlike behavior! When freed, Thazrogg is still disguised as Ozarion, and is curious about the party. If they prove to be boring or stodgy, he quickly becomes unfriendly, using his magic to inconvenience (but not necessarily kill) the party as he wishes (for example, fear, symbol, or power word, stun, but probably not cloudkill or fireball). He will steal any treasure or magic items dropped as a result, then become invisible and flee.
  85. Brontakles, Father of Laughter: An elder titan imprisoned in the Dawn Age by the gods themselves. His laughter shook the mountains and collapsed a cliff, destroying the god of wine's favorite monastery. When freed, he demands to be entertained with jokes. Should the party succeed in amusing him, his fits of laughter shake the earth and collapse structures and caverns in the area.
  86. Dioneion, the Clay Prince: An elder titan imprisoned in the Dawn Age by the gods themselves. He attempted to mold a perfect race of mortals to rival the gods themselves. When freed, he views the party as imperfect creations, and seeks to mold them into their best selves. He restores lost limbs and other injuries, but also changes the party's shapes to reflect his own image. He may change characters' ability scores, race, and class as suits his tastes.
  87. Eirenessa, the Dreamweaver: An elder titan imprisoned in the Dawn Age by the gods themselves. To end a war, she created a dream so magnificent that mortals refused to wake, and the gods anguished in the absence of their worship. During her imprisonment, her fascination with dreams turned towards the macabre. When freed, she makes the party's greatest fears into reality, forcing them to do battle with monsters from their worst nightmares. If they survive, she may eventually take an interest in more uplifting fare, manifesting the party's greatest desires (as a wish spell).
  88. Heliandros, Son of the Sun: An elder titan imprisoned in the Dawn Age by the gods themselves. His passion for the goddess of love caused the mountains to ignite, sowing destruction across the gods' carefully sculpted peaks. In his heartbroken state, he is hostile towards the party, bellowing, attempting to smash them, and unleashing all the power of his spells and psionics upon them. His anger causes his surroundings to burst into flames.
  89. Lysiphane, Mother of Feasts: An elder titan imprisoned in the Dawn Age by the gods themselves. During a feast of the gods, she was a bit too friendly with the goddess of the hearth's husband. When freed, she is gregarious and interested in tales of the party's heroic deeds. If pleased, she seeks to lift the party's spirit with a feast fit for heroes.
  90. Nymirion, the River Father: An elder titan imprisoned in the Dawn Age by the gods themselves. He urinated into a fertile valley, creating a river which washed away an entire civilization. His bladder is full after eons of imprisonment, and once freed he begins to relieve himself. The party risks being washed away or drowned in the resulting torrent.
  91. Tarthalion, Bard of the Mountain Wind: An elder titan imprisoned in the Dawn Age by the gods themselves. He gifted a mortal bard with a fragment of the song of creation, and the boastful bard's resulting ballad was heard all the way on Olympus itself. The gods were not pleased with such power handed out so freely. Tarthalion either learned little from his long imprisonment or seeks to get even with the gods by defying them again - if a bard or other musician is in the party, he will bestow upon them the various power word spells in the form of song.
  92. Lord Caradoc: A vampire and 9th-level magic-user imprisoned by the wizard Ellindra for feeding on several guests during Ellindra's masked ball. Lord Caradoc's mouth is still covered in blood, and his hunger has not been sated. He attacks the party, eager to feast upon their essences.
  93. Lady Senara: A vampire and 9th-level magic-user imprisoned by the wizard Thalrion for shattering several expensive floor-to-ceiling mirrors in his house of tricks. She is indifferent to the party, treating them with cold detachment. She abhors reflective surfaces, and becomes incensed if the party's arms and armor are exceedingly well-polished.
  94. Magister Dren: A vampire and 10th-level magic-user imprisoned by the wizard Lireya for summoning a swarm of plague rats to invade a lecture of hers, causing all in attendance to flee in a panic. He is hostile, but bides his time until his rats arrive before attacking.
  95. Countess Mirelle: A vampire and 10th-level magic-user imprisoned by the wizard Veltarn Dusque for drinking the blood of his familiar, a raven named Quill, during a dinner party at Veltarn's manse. Mirelle is an avid drinker of beast blood (which is considered by most vampires to be noxious behavior). She is indifferent towards the party unless they possess familiars, pets, or other accompanying beasts. She pretends to admire such creatures and calls them to her (her gaze is able to charm beasts as well as people), stroking them lovingly before engaging in a hideous feast.
  96. Baroness Drazhena: A vampire and 11th-level magic-user imprisoned by the wizard Horvath. The two entered into a dispute when Horvath's shipment of magically enriched soil became confused with Drazhena's own shipment of blasphemous grave earth. Horvath visited the Baroness's new estate to correct the issue but, unaware that the Baroness was a vampire, ate a large meal of garlic butter quail before arriving. The Baroness recoiled, which Horvath took as a slight against the smell of his breath (about which he was very sensitive) - imprisonment, of course, was the only way to correct the insult to his personage (and this way, he got to keep both shipments of earth, so it was a no brainer). The cyst which imprisoned Drazhena managed to include a whiff of Horvath's garlic breath, and she has only become more incensed with the eons. When freed, she attacks immediately. She has built up a tolerance for garlic and no longer recoils from it.
  97. Duchess Serethin: A vampire and 11th-level magic-user imprisoned by the wizard Iskavar. Iskavar slew Serethin in combat, at which time she assumed gaseous form and attempted to return to her resting place. Rather than find her resting place and destroy it, Ikavar felt it would be more prudent to simply imprison her in her gaseous state. Serethin is still in gaseous form when freed. She ignores the party and slowly floats away to seek out her resting place (whether it is still available to her is left to the DM's discretion).
  98. Baron Velemir: A vampire and 11th-level magic-user imprisoned by the wizard Thesselaine. Velemir preferred the form of a large bat to his true countenance, and delighted in terrorizing women in this form, swooping down upon them and becoming tangled in their hair. Thesselaine was one such victim, and the last that Velemir would harass in such a manner...until now. Velemir remains in bat form when freed, and immediately endeavors to engage with the member of the party with the most elaborate and voluminous hair. If none such are present, he merely flies off, relieving himself as he leaves without regard for who may be under him when he does so.
  99. Count Dragomir: A vampire and 12th-level magic-user imprisoned by the wizard Thelyron for describing Thelyron's blood as "too vinegary". The taste has lingered on Dragomir's tongue throughout his imprisonment, and he is eager to cleanse his palate with something richer.
  100. Ser Talavar: A vampire and 12th-level magic-user imprisoned by the wizard Meldrith for seducing the latter's simulacra. Talavar is a hopeless romantic and will fixate on a party member determined at random, attempting to charm them with his gaze or otherwise employ his magical abilities. Failing that, he will attempt to court them by more mundane means, becoming irritable if they rebuke his advances. If successful, he will want to whisk the party member away to his castle (whether his castle still exists is left to the DM's determination).

Aside from the obvious caveat that I do not recommend doing this and in some ways regret committing to the bit without thinking it through, I have some thoughts about this process. 

I used the AD&D 1e Dungeon Random Monster Tables from the Fiend Folio (for variety's sake, as there are more monsters therein), which have ten levels of monster, rather than nine (as described in the 2e version of the spell). Thus, a roll of 1-10 on d20 indicated a monster from the corresponding dungeon level's encounter table, and rolls above 10 all indicated a monster from Monster Level X. That means that 55 of the entries are from Monster Level X, which is why there are so many beholders, catoblepases, dragons, iron golems, liches, purple worms, elder titans, and vampire spellcasters in the latter half of the list (I kept the reaction rolls of each varied to make multiple encounters with the same type of creature interesting):

55 is a lot of encounters for a table without that many monster types!

At first I thought it a bit odd that so many imprisoned creatures would be so powerful. Normally I'm of the opinion that low-level monsters should be more common than high-level ones, and usually this is the case (in the wilderness, for example). Thinking about it, I considered the fact that only high-level magic-users can cast imprisonment. Would it not then follow that these individuals would in turn be imprisoning high-level creatures? Sure. I had to do some intellectual stretching to determine why so many catoblepases, iron golems, and purple worms might be imprisoned, but such practice is good for the Dungeon Master's brain.

Why does almost everything have a name, including unintelligent creatures? Because it's fun! And in D&D, you can talk to almost anything, so I think everything deserves a name. Name your giant spiders, people! Shout out to Fantasy Name Generators and Dying Earth Name Generator, without which none of this would be possible.

I wouldn't do this again, and I'm not particularly glad that I did do it, but there is some feeling of accomplishment at having completed such a monumental undertaking. Shout out to the real ones consistently churning out behemoth d100 tables. It is not easy! 

Maybe someday I'll actually get to use this thing. The mere possibility, and the comfort I can take in knowing that I have this table should I ever need it, is enough to make it all feel kind of worth it. If you actually read all the entries in the list, comment down below! Let me know which ones stood out. I certainly have my own favorites - but I'll never tell! Unless you ask, then maybe I will.

Tuesday, August 20, 2024

On Illusions

I recently ran a handful of sessions in a 5e game in which the player characters had earned the enmity of an arch-illusionist (more on that later). An illusionist is like most good Batman villains - not a particularly powerful adversary in combat (Batman will usually beat the piss out of the Joker, the Riddler, or the Mad Hatter once he gets his hands on them), but extremely frustrating up until the moment they can finally be confronted. I wanted my antagonist illusionist to feel like that. 

With that in mind, I started familiarizing myself with the school of illusion, thinking of how best to make this scenario as difficult for the player characters as possible. It was time for them to experience the terrifying power of light and sound.

Illusions are something of a prickly topic in D&D. Players whose characters rely on illusions require a DM who is willing and able to roleplay their monsters and NPCs with fidelity to the in-character/out-of-character knowledge divide. DMs whose monsters and NPCs rely on illusions require players who are willing and able to do the same. 

There are a variety of spells which create images, sounds, smells, tastes, and tactile sensations of differing complexity. These spells create sensations which sometimes appear real to all who see them, and sometimes appear only in the minds of a chosen creature or creatures, and it can be challenging to keep track of which spells do what. 

Illusions are only as powerful as we allow them to be. To take away their power, one only has to stop believing in them...right?


The Illusionist

The illusionist, as we know it today, did not exist in the original, 1974 version of D&D. While a magic-user earned the title of "Conjurer" at 3rd-level, "Enchanter" at 7th-level, and "Necromancer" at 10th-level (all names of what would later become "specialist" wizards), there is no level at which an OD&D magic-user becomes an "Illusionist".

That's not to say illusions did not exist in OD&D - phantasmal forces, invisibility, hallucinatory terrain, and projected image all appear in Book I: Men & Magic.

In 1975, Peter Aronson created the Illusionist class for D&D, which was later published in Strategic Review and Dragon magazine. Around the same time, Len Lakofka, in his fanzine Liaisons Dangereuses, put forth four "specialties" for magic-users - one of which was the Illusionist. 

Between Aronson and Lakofka is probably the origin for the very idea that spells in D&D could be sorted into "schools", and that magic-users could choose to "specialize" in one of them. So, for all those people who are aggrieved by the inconsistencies present in the schools of magic, or by wizards later being pigeonholed into specialization as a concept - blame them! I for one really enjoy the classification of schools of magic - even when it confounds me - as well as the concept of specialist wizards.

The Illusionist officially appears as "a sub-class of magic-users" in AD&D 1e, with Gary Gygax presenting a retooled version of Aronson's concept. Illusionists gained access to a spell list which was largely distinct from that of the magic-user, including dozens of new spells which were either classified as illusions or were illusion-adjacent (1e being the first edition in which spells were sorted into schools in the PHB or its equivalent), many of which would go on to become iconic spells which survive to this day - others would be collapsed and consolidated.

In AD&D 2e, the Illusionist appears as an example of a specialist wizard - wizards could now specialize in any of the eight schools of magic, all of which had similar benefits, but different restrictions tied to the character's race, ability scores, and the types of magic they could utilize. Like all specialists with their associated schools of magic, the Illusionist was better as memorizing, casting, resisting, learning, and researching illusions. The 2e Illusionist could be only a human or a gnome, needed a Dexterity score of 16 or higher, and was unable to cast spells from the schools of abjuration, evocation, and necromancy.

Illusionists appeared in 3e and 4e, but I don't find those editions' conceptualization of the class to be particularly interesting or worth discussion. Moving on.

In 5e, wizards can choose Illusion as their Arcane Tradition. Doing so allows them to copy illusion spells into their spellbooks more quickly and for less gold, automatically grants the minor illusion cantrip (an improved version of it, which allows the wizard to create both a sound and an image with a single casting of the spell), allows the wizard to change the nature of an existing illusion (i.e., without casting the spell again), create an illusory duplicate of their self to force an attack against them to automatically miss, and make an illusory object temporarily real (the example being the illusion of a bridge across a chasm, which is "real" just long enough for the wizard's allies to run across it).

As with 5e's version of the Necromancer, it's worth pointing out that - with the exception of the improved minor illusion and the 14th-level Illusory Reality feature - none of these features encourage 5e's Illusionist to actually use illusion spells. Sigh. As with all 5e wizards, shield, counterspell, and fireball are the Illusionist's bread and butter - but hey, they get minor illusion for free, so...there's that.


Anatomy of an Illusion

What exactly is an illusion? From 2e:

Illusions deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.

And from 5e:

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Pretty similar. The 5e definition touches on the distinction between "phantom images that any creature can see" and images planted "directly in the mind of a creature". The 2e PHB actually goes into far greater detail regarding illusions (in Chapter 7, in a section that definitely should have instead been in the DMG):

Spells of this school fall into two basic groups. Illusions are creations that manipulate light, color, shadow, sound, and sometimes even scent. Higher level illusions tap energy from other planes, and are actually quasi-real, being woven of extradimensional energies by the caster. Common illusions create appearances; they cannot make a creature or object look like nothing (i.e., invisible), but they can conceal objects by making them look like something else.

Phantasms exist only in the minds of their victims; these spells are never even quasi-real. (The exceptions to this are the phantasmal force spells, which are actually illusions rather than phantasms.) Phantasms act upon the mind of the victim to create an intense reaction - fear being most common.

I say that this section should have instead been in the DMG because it goes into great detail about adjudicating illusions - believability, monster and NPC expectations and reactions, when a saving throw is warranted, how to handle "damage" from illusions, whether illusions can scare a creature to death, when to roll for system shock, and the like (I'll get to this later). 

As is often the case with AD&D, it's verbose, but not at all unhelpful or unwelcome. There is even more text on adjudicating illusions in Appendix 2 of the PHB - really, a section titled "Adjudicating Illusions" is in the Player's Handbook!

3e goes into even greater detail when distinguishing the types of illusions. There are figments, glamers, patterns, phantasms, and shadows:

A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else.

A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.

Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly.

Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.

A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.

A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.

Someone who is more well-versed than I in the workings of 3e could probably explain why all of these distinctions are necessary or how they interact with the game's other rules.

5e makes no attempt to delineate different types of illusions. As is often the case in the most current edition, the spells' individual descriptions simply say what each does in game terms - that is, whether the spell creates a sensation which can be observed by anyone (and which sensation or combination of sensations it produces) or a sensation entirely within the minds of the affected creatures, whether it can be interacted with, whether it imposes some condition, whether it can cause damage, how to overcome it, and the like. One can assign most of the 5e illusions to any of the above categories: minor illusion is a figment, disguise self is a glamer, hypnotic pattern is (isn't it obvious?) a pattern, phantasmal force is a phantasm, and creation is a shadow.

Conjuring Enchanting Illusions

Illusion is one of the more consistent schools of magic in 5e. The spells found there are about what one would expect. There are some oddballs, and they are usually spells which would fit into the latter three categories presented in 3e - patterns, phantasms, and shadows.

Patterns and phantasms are illusions which affect the mind to "create an intense reaction - fear being the most common". Sounds kind of like an enchantment, no? Examples include fear, hypnotic pattern, phantasmal killer, and weird. It makes sense to me that these spells are in the realm of illusion, because it's the images being created which cause the mental effect. Whereas enchantments affect the mind directly, illusion can affect the mind only to the extent that the target is susceptible to the illusion itself.

Fear in particular is often brought up as being an oddball. In AD&D, the wizard "sends forth an invisible cone of terror", which, yeah, that doesn't really sound like an illusion at all. But in 5e, the caster projects "a phantasmal image of a creature's worst fears". The spell affects a 30-foot cone, so presumably each creature is seeing a different image, assuming that their fears are different. I've always thought of this as being like that scene in Fellowship of the Ring where Gandalf gets really tall and bellows at Bilbo "I am not trying to rob you!" He instills fear in Bilbo, but he does it by changing the way he looks and sounds.

Shadows, on the other hand, create "something that is partially real from extradimensional energy", which sounds a lot like conjuration. The "extradimensional energy" is usually drawn from the Plane of Shadow, and is magically woven into the illusion to make it quasi-real. Conjuration, on the other hand, involves "the transportation of objects and creatures from one location to another" or the creation of "objects or effects out of nothing." Conjuration transports or creates real things - shadow magic does not (it uses extradimensional energy to make an image temporarily real). Phantom steed is shadow magic, but find steed is conjuration. Creation is shadow magic, but create food and water is conjuration.

There are a few other oddballs, like color spray, which creates "flashing, colored light", yet other spells which create light (light, daylight) are evocation, as is prismatic spray (a more notorious spray of multicolored light). 3e classifies color spray as a mind-affecting pattern, so it's meant to be similar to hypnotic pattern.

Magic mouth is also odd, since nothing in the spell's description identifies the mouth as being illusory. It can make something like a painting or a statue appear to speak, but there's nothing saying that the mouth itself isn't real. 3e classifies the spell as a glamer, so the intention is clearly for it to be a trick of light and sound, not a real mouth that is conjured or an ordinary object like a statue that is magically altered.

I was surprised to see that silence is an illusion (3e classifies it as a glamer). I could see an argument for it being an abjuration (a magical barrier that traps sound), but I suppose it makes sense as a glamer (a spell which can make something sound like something else, or, in this case, make something sound like nothing at all).

Lastly, simulacrum - this is a doozy of a spell, and I'm not going to get into the weeds on it, but basically, the caster creates "an illusory duplicate" of a creature, which is "partially real and formed from ice and snow". However, the illusory duplicate is a creature (a construct, specifically) with its own hit points and all of the abilities and statistics of the creature it is based on. 3e classifies the spell as a shadow, so I guess shadow magic is used to give the duplicate a semblance of life.

This is a spell people love to whine about. A lot of DMs don't like that a high-level caster can make an almost exact duplicate of themselves or someone else in the party. A party of all wizards (or bards, with Magical Secrets), could hypothetical double the size of their party if they all cast this spell. I think it's iconic and awesome, and something that high-level casters should be able to do. 

Besides, the spell is plenty limiting - even if a character can get their hands on all that ruby dust, how readily available is the ice and snow to make a snow man? Sounds to me like every campaign needs a calendar with distinct seasons and a system for randomly generating weather!

Real Eyes Realize Real Lies

The way in which illusions work in D&D has changed a lot throughout the editions. Most notably, there has been a great deal of consternation regarding belief in illusions. In OD&D, phantasmal forces can only do damage if "believed to be real". In AD&D, phantasmal force grants a saving throw only to creatures which "disbelieve" the illusion. Allegedly, this led to AD&D players shouting "I disbelieve!" at anything and everything they encountered, on the off chance that they were experiencing an illusion and could benefit from a saving throw.

2e cracks down on this nonsense to a reasonable extent. From Appendix 2 of the PHB:

Disbelief must be stated by the player, based on clues provided by the DM. Players stating disbelief must give a reason for disbelief based on sensory information available to the character. Failure to give such a reason results in failure to disbelieve. The DM can impose additional requirements or delays in recognizing illusions (such as Intelligence checks) as needed, such as when one player is obviously parroting a discovery made by another. Disbelief automatically forfeits a saving throw if the effect is real.

Chapter 7's section on illusions states "disbelieving is an action...and takes a round". So, shouting "I disbelieve!" at anything and everything is not exactly a foolproof strategy. It takes a full round to attempt to disbelieve an illusion (the character foregoes attacking, casting spells, and perhaps even moving or defending themselves, as they focus on the supposed illusion and attempt to see through its tricks), and if the "illusory" fireball happens to be real, the character forfeits their saving throw against it - they were too busy trying to think the fireball away, and got blasted in the face by it.

On top of all that, to even attempt to disbelieve an illusion, the player must provide the DM with some sort of logic for doing so. This is usually tied to believability, which is exhaustively detailed in Chapter 7:

The key to successful illusions or phantasms is believability, which depends on three main factors: what the caster attempts, what the victim expects, and what is happening at the moment the spell is cast.

The type of image chosen by the caster affects the reaction of the victim. ... Spellcasters are well-advised to create images of things they have seen.

The next important consideration is to ask if the spell creates something that the victim expects. ... The key to a good illusion is to create something the victim does not expect but can quickly accept.

This then leads to the third factor in the believability of an illusion, how appropriate the illusion is for the situation. ... The best illusions reinforce these expectations to your character's advantage. 

The text is littered with helpful examples for each of these three factors, which I've left out for brevity. Suffice to say, in typical 2e fashion, there's a lot of verbose advice given, which seems largely meant to help the DM adjudicate things in a way informed by "common sense".

2e also provides some guidance for situations in which some creatures are affected by illusions while their allies are not:

In many encounters, some party members will believe an illusion while others see it for what it really is. In these cases, revealing the truth to those deluded by the spell is not a simple matter of telling them. The magic of the spell has seized their minds. Considered from their point of view, they see a horrible monster (or whatever) while a friend is telling them it isn't real. They know magic can affect people's minds, but whose mind has been affected in this case? At best, having an illusion pointed out grants another saving throw with a +4 bonus.

2e also touches on Intelligence as a factor in disbelieving illusions, though it isn't very specific: 

Intelligence is the best defense against illusions. Low and nonintelligent creatures are more vulnerable to illusions, unless the illusion is completely outside their experience or the illusion touches on an area of the creatures' particular competence. 

One has to consider how this would affect an animal, such as a wolf. It has low Intelligence, but heightened senses. A wolf may be startled by the illusion of a bear, but if it doesn't smell like a bear, the illusion won't be convincing. Thus, the limits of believability must be determined by the effected creature's experience and senses.

Furthermore, creatures with sufficiently high Intelligence are immune to low-level illusions. A creature with an Intelligence of 19 is immune to 1st-level illusions, and a creature with an Intelligence of 25 is immune to 7th-level illusions.

Others have taken the idea of Intelligence as a determining factor and run with it (interestingly, this post suggests instead that low-Intelligence creatures ought to be less susceptible to illusions - they simply don't fully process them). Using Intelligence this way might be useful for DMs who don't trust themselves to be unbiased when determining whether their monsters and NPCs might reasonably come to disbelieve an illusion, or those who simply want more mechanical heft when adjudicating this sort of thing.

That brings us back to 5e, where Intelligence plays much more of a role in disbelieving illusions. Many illusions in 5e do not involve a saving throw at all.  Generally, an illusion in 5e only requires a saving throw if it can damage the target or inflict some condition (phantasmal forcefearhypnotic patternphantasmal killerdream, or weird). The saving throw has nothing to do with disbelieving the illusion, but simply resisting the illusion's effects.

Because of 5e's very literal rules language, there are spells which explicitly state conditions under which illusions are automatically revealed. Minor illusiondisguise selfsilent imagemajor imagehallucinatory terrainseemingprogrammed illusion, and project image are all revealed to be illusions when physical contact is made.

These same spells, with the addition of phantasmal force, all allow creatures to use their action to make an Intelligence (Investigation) check to attempt to see past their illusory nature. The DC is equal to the spellcaster's spell save DC. This is, essentially, 5e's version of the "disbelieve" action. Like in 2e, a character forfeits the bulk of their turn in order to attempt to disbelieve an illusion. 

I would also use 2e's "common sense" guidelines to determine whether a check is possible in the first place - the player would have to give me some sort of justification as to why their character would disbelieve the illusion, although a player is unlikely to forfeit their turn anyway unless they have good reason. 

Similarly, if one creature has already seen through the illusion or is unaffected by it, and alerts an allied creature to its presence, I would give the affected creature advantage on their Intelligence (Investigation) check to see through it (based on 2e's suggestion of +4 to the saving throw).

I would also utilize 5e's concept of "passive" skill checks to give additional clues to players. A passive skill check value equals the characters skill check modifier plus 10. A 1st-level wizard with 16 (+3) Intelligence and proficiency in Investigation would have a an Investigation modifier of +5, and a passive Investigation score of 15. 

Thus, if this wizard encountered an illusion created by a monster or NPC with a spell save DC of 15 or less, they would "passively" notice something "off" about the effect. They would not automatically be immune to the illusion, but it would be enough to justify an Intelligence (Investigation) check to see past it on their turn (if they're willing to use their action to attempt to do so, as normal).

Scared to Death

Can illusions do damage? Is damage done by illusions "real" damage, which persists after the illusion has ended? Can illusions kill? This is probably the biggest, most confusing change in illusions from edition to edition. 

In OD&D, "Damage caused to viewers of a Phantasmal Force will be real if the illusion is believed to be real," but also, "the illusion will continue unless touched by some living creature." If the orcs believe that the phantasmal unit of archers is real, does the illusory volley of arrows "damage" the orcs, or does the illusion cease to be once the arrows touch the orcs?

In AD&D, phantasmal force explicitly does damage: "the magic-user creates a visual illusion which will affect all believing creature which view the phantasmal force, even to the extent of suffering damage". An illusionist who concentrates on the spell can cause it to "react appropriately" to contact with an opponent, allowing it to persist even after being touched. 

However, phantasmal force is a visual illusion only. I don't see how a visual illusion alone can convince the orcs that they are being fired upon with real arrows, since they wouldn't feel the arrows (or even hear them whistling through the air). Perhaps the visual component is so convincing that the target's mind tricks the orcs into believing they have taken damage? Much and more must be read between the lines.

Tom Moldvay's Basic D&D states that "[Phantasmal Force] never inflicts any real damage. Those 'killed' will pass out, those 'turned to stone' will be paralyzed, and so forth. These effects wear off in 1-4 (1d4) turns."

2e provides a broader ruling:

Illusions are spells of trickery and deceit, not damage and destruction. Thus, illusions cannot be used to cause real damage. When a creature is caught in the blast of an illusionary fireball or struck by the claws of an illusionary troll, he thinks he takes damage. The DM should record the illusionary damage (but tell the player his character has taken real damage). If the character takes enough damage to “die,” he collapses in a faint. A system shock roll should be made for the character. (His mind, believing the damage to be real, may cause his body to cease functioning!) If the character survives, he regains consciousness after 1d3 turns with his illusionary damage healed. In most cases, the character quickly realizes that it was all an illusion.

When an illusion creates a situation of inescapable death, such as a giant block dropping from the ceiling, all those believing the illusion must roll for system shock. If they fail, they die -killed by the sheer terror of the situation. If they pass, they are allowed a new saving throw with a +4 bonus. Those who pass recognize the illusion for what it is. Those who fail faint for 1d3 turns.

Illusions are a powerful thing in AD&D! In 2e, phantasmal force is a 1st-level spell, affects a 500 square-foot area - at 1st-level, plus 100 square feet per additional level! - and can create an effect which can instantly kill every creature caught within it. The limits regarding believability and the affected senses - the spell creates only a visual effect - are still present, but those don't seem particularly difficult to overcome for a savvy player.

Phantasmal killer creates an illusory 4 HD monster in the target's mind. If the illusory monster makes a successful attack roll against the target, the target dies instantly. Only one attempt to disbelieve is allowed, and the spell lasts for 1 round per level of the caster - that's a lot of attempts to instantly kill any creature!

Weird causes targeted creatures in a 20-foot radius to see "phantasmal images of their most feared enemies". Even those who successfully save versus spell are paralyzed for a round and lose 1d4 Strength for a turn (10 rounds). Those who fail have to actually fight the phantasmal creatures with an entire separate combat playing out entirely in the minds of the affected:

Actual combat must then take place, for no magical means of escape is possible. The foe fought is real for all intents and purposes; affected creatures that lose will die. If a creature's phantasmal nemesis from the weird spell is slain, the creature emerges with no damage, no loss of items seemingly used in the combat, and no loss of spells likewise seemingly expended. The creature also gains any experience for defeating the weird, if applicable.

Although each round of combat seems normal, it takes only one-tenth of a round. During the course of the spell, the caster must concentrate fully upon maintaining it.

Appendix 2 of the 2e PHB suggests some limits on what kind of phantasmal monsters can be created and how to handle their combat statistics:

Monster Special Attacks: Before the caster can effectively duplicate a monster's special attack, the wizard must have undergone it (a wizard cannot conjure up the twinkle in a medusa's eye correctly without actually experiencing it - i.e., having been turned to stone by one).

Option: Illusionary monsters attack using the wizard's attack values. This would be a subtle clue that the monsters are fake.

Option: Extend the spell level control to monsters - the caster can create monsters only if the total monster Hit Dice are equal to or less than the caster's level (an 8th-level caster could convincingly do one hill giant, two ogres, or four 2nd-level fighters).

Thus, a 20th-level wizard could force the affected creatures to face a phantasmal 20 HD very old red dragon. It's unclear to me if the affected creatures experience the phantasm together or separately - that is, would a party of affected player characters fight the phantasmal dragon as a unit, or would each of them need to battle the dragon individually?

Modern editions of D&D have simplified things, for better or worse. It is readily apparent which illusions are capable of doing damage, because they say as much. Unfortunately, the damage-dealing capability of these spells has been greatly reduced. 

In 5e, phantasmal force does 1d6 damage per round (if the target fails the initial Intelligence saving throw, if concentration is maintained, and if the target doesn't successfully disbelieve the illusion). An instant-death illusion of a falling stone block it is not, but the caster could make it look like, I don't know...individual bricks are falling from the ceiling and plunking the target on the head every round.

Another wrinkle is that the spell does 1d6 psychic damage, but the creature "perceives the damage as a type appropriate to the illusion". Since the spell allows the caster to create an effect which occupies a 10-foot cube, the caster could create an ogre and have it do what seems to be bludgeoning damage, but what ogre does 1d6 damage? 

There's also the issue of damage resistances and immunities. If a raging barbarian is resistant to bludgeoning damage but not to psychic damage, how do they react to taking phantasmal bludgeoning damage which is actually psychic damage? If I tell the player, "You take 4 bludgeoning damage" and they say "I'm resistant to bludgeoning damage, so I instead take 2 damage", do I say "Well actually, it's psychic damage" or "No, you're not resistant to this damage...for reasons." 

It's entirely unconvincing, and almost any player will see through the ruse immediately. Maybe this is a feature, rather than a bug. Maybe phantasmal force is meant to be an obvious illusion, since it is a low-level one. Maybe.

Phantasmal killer now frightens the target if they fail the initial Wisdom saving throw. Then, at the end of each of their turns, the target repeats the saving throw, taking 4d10 damage on a failed save - not even close to instantly killing most creatures at 7th-level, which is when a caster can first learn it. What's in a name?

Weird works similarly, but affects all creatures in a 30-foot-radius sphere. It still does 4d10 damage per round, despite being a 9th-level spell. Meteor swarm, by comparison, does 40d6 damage in four separate 40-foot-radius sphere. Power word kill does effectively 100 damage. Wish can do basically anything.

In the 2024 version of 5e, all three spells have received some love. Phantasmal force now does 2d8 damage per turn, phantasmal killer does the same damage but does so immediately upon a failed save (rather than requiring a second failed save), and weird does 10d10 damage initially and 5d10 damage on subsequent turns. It's a step in the right direction, but still rather underwhelming compared to what AD&D offered.

Illusionist wizards in the 2024 version will also have a few conjuration spells always prepared, which they can cast as illusions. This is similar to AD&D's idea of using illusions to create phantasmal creatures, rather than having phantasms do arbitrary damage determined by the spell. I was somewhat opposed to this at first, as it makes the Illusionist feel like a Great Value Conjurer, but the more I've read about how illusions worked in AD&D, the more I've come around to it.

I'm not sure how to feel about all of this. Clearly, the illusions of D&D's early days - with even the weakest spells having the potential to instantly kill anyone who failed a saving throw - were far to powerful, while also being nebulous enough to be entirely defanged by DM fiat and "disbelieving" players. The illusions of modern D&D are much more mechanically hard-coded - as is almost everything else in the game, at least when it comes to doing damage in combat - but feel totally lacking in potency compared to what came before.

Is there a way to split the difference? Damned if I know.

So You've Pissed Off an Illusionist

I've been running my buddy's 5e campaign as a guest DM for a month or two now. I was burned out from running my own game, and so was he, but I felt up to the task of designing a couple of quick adventures for his campaign, where the player characters are 9th-level - much more exciting than 4th-level AD&D, in my opinion.

I start planning all of my adventures by determining the primary antagonist. For this adventure, I rolled up an archmage. Because I love specialist wizards, all of my wizards have a school in which they focus their studies. For this one, I rolled a d8 and got a 6, which according to alphabetical order meant that my archmage was an illusionist.

I started to think about how to design an adventure around an adversarial illusionist, and it came to me very quickly. Really, just look at the spells available to an illusionist and think of all the trouble they can get up to.

I decided that this arch-illusionist had it out for the party - the circumstances are too specific to get into here, but there was a good reason (in the eyes of a megalomaniacal archmage, that is). Looking at the list of illusion spells I see disguise self, illusory script, Nystul's magic aura, creation, dream, seeming, project image, and others.

Here's what happened: While the party was returning to the city after their most recent adventure, they started having terrible dreams, which prevented some of them from resting, leading to accumulating levels of exhaustion (one of 5e's nastiest mechanics). 

When they got back to civilization, they found that they suddenly had a bad reputation. Shop owners had closed their doors to them, stating that the party had sold them phony goods or paid in counterfeit coins and gems. Apparently, they had forged documents to get access to a royal gala, and had angered a number of important NPCs there.

The party knew that something was amiss, and started contacting the few friends they had left in the city. The party eventually learned that people who looked exactly like them had been going around town sullying their reputation. Some people claimed to have seen the party traveling to and from a minor noble house's estate.

The party asked around and found out that this minor noble house had recently dismissed many of their servants and guards. The dismissed workers reported that the family had begun behaving strangely - they played elaborate pranks on each other and the staff, enjoyed different food and wine than usual, stopped entertaining guests, and the like.

The party went to the estate to investigate, and found that while it appeared ordinary at first glance, it was all an illusion - the estate had become a rundown frat house. Mercenary thugs were magically disguised as noble knights, goblins as the noble children, and a cabal of illusionists as the noble family. In a secret cellar, they found the real noble family locked in a cage, trapped in a magical dream state, believing themselves to be at a high society gala with the city's greatest movers and shakers.

At the center of the deception, of course, was the arch-illusionist. He appeared in every room of the house, taunting the party until they struck him, at which time he disappeared, and a magic mouth appeared to taunt them into finding him elsewhere. In AD&D style, I gave the illusionist the ability to summon phantasmal monsters for the party to fight - they could either "kill" the monsters (exhausting their resources in the process) or "disbelieve" them to determine that they were illusions (this being a master illusionist, that was no easy feat).

The party finally found the illusionist and battled an illusory dragon he had created. They cornered him, slew him, and...he melted into a pile of ice and snow. A magic mouth appeared again, swearing that they would never find him. He was everyone, and no one. He could be anywhere he wished, and when next they found him, it wouldn't be him at all. Since the party had overcome his house of illusions, he made a gentleman's agreement to let bygones be bygones, but he warned them - he would be watching.

And that is the power of illusionist. They can be anyone. They can make someone see, hear, smell, taste, or feel anything. They can make themselves appear anywhere - even in someone's dreams. The illusionist can force someone to battle enemies that aren't there, trap them in a prison within their own mind, or scare them to death. When the illusionist finally shows up, it might not be them at all. And just like that, they're gone.