10 feet up a sheer wall ( especially rock) is not something you are going to climb out of if you need more put spikes pointing down in all around. Flames don’t work as you should feel the burn, lightning doesn’t as it hound be zapping you.
You are correct, but they will still interact with it physically as stated in the spell descriptions example: "For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off."
Your target would believe that the sheer wall is real and will more than likely decide to interact with it physically in one way or another. They might hit it out of frustration, throw a grapple hook up, or try to back a handhold into the wall to leap out. Any physical interaction with pass straight through the wall. The rider damage means that any effect you add will have a minor affect on the target by giving them D6 of real damage to help them believe it would be more dangerous to continue.
The_Ace_of_Rogues also pointed out that the spell does cover other effects having an affect as well with the description, "the phantasm includes sound, temperature, and other stimuli”. This bit is where all the interplay with you and your DM should be focused to ensure that you both are cool with the outcome you want versus the outcome they may perceive. It is a spell similar to charm person where people using it want it to be mind control, but the spell just makes them a friendly acquaintance and they have great autonomy to still thwart your plans if the DM does not choose to treat the charmed individual as a 'ride-or-die' friend.
Rollback Post to RevisionRollBack
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
To post a comment, please login or register a new account.
You are correct, but they will still interact with it physically as stated in the spell descriptions example: "For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off."
Your target would believe that the sheer wall is real and will more than likely decide to interact with it physically in one way or another. They might hit it out of frustration, throw a grapple hook up, or try to back a handhold into the wall to leap out. Any physical interaction with pass straight through the wall. The rider damage means that any effect you add will have a minor affect on the target by giving them D6 of real damage to help them believe it would be more dangerous to continue.
The_Ace_of_Rogues also pointed out that the spell does cover other effects having an affect as well with the description, "the phantasm includes sound, temperature, and other stimuli”. This bit is where all the interplay with you and your DM should be focused to ensure that you both are cool with the outcome you want versus the outcome they may perceive. It is a spell similar to charm person where people using it want it to be mind control, but the spell just makes them a friendly acquaintance and they have great autonomy to still thwart your plans if the DM does not choose to treat the charmed individual as a 'ride-or-die' friend.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.