MarbitChow wrote:Please note that Veil (being a low-level spell) is not intended to be used to conceal wounds. It's Bogroll hiding as Parson.
I know that illusionists are typically given a lot of flexibility, which is why we play-test. All spells are only able to do what they say, and no more. Hiya, for example, cannot be used to disarm someone by blasting the weapon out of their hand, and Veil can't make it appear as if the wounds are healed.
It sounds like having illusionary versions of spells could be very useful to you, though, so I'm open to adding an additional skill tree to the Foolamancy structure, where you can purchase a spell that mimics a number of predefined spells from other schools. Spells that stun or calm a target (making him *think* he's acting when he's really standing still) might also be a possibility. Since Foolamancy is your school, please feel free to suggest alterations to it that you think would make it more enjoyable.
Well, this actually raises some interesting questions...
Now, if I veiled the wounded Whump as, say a gobwin, would that mean the gobwin would have to appear wounded as well? And if so, how am I to make the enemy ever believe that a dozen-odd battle-weary and tattered spearmen are actually a fresh host of elite knights? If I can change the appearance of a unit's nature, does that not include it's state of health? If I can make them appear stronger, tougher, more dangerous, why not healthier as well?
With Foolamancy, I change the appearance of things to deceive, misdirect, and confuse my foe. Now, the question to ask is this: does veiling a unit as an unwounded version of itself not satisfy these criteria? But more importantly for our case, does it do so to too great an extent for a level one spell?
For this, I would like to compare veiling a unit to appear healed to another level one spell... Actual
healing. A level one spell for a Healomancer would not only produce the desired effect (keeping whump from dying) with more certainty, but also have a greater impact further on in the battle (since that healing would stick with him in combat, unlike a veil).
So, veiling a unit as an unwounded version of itself is in no way overpowered. In fact, it may be underpowered
... Although, since veil can do other things as well, it's more of a trade-off between specialized power and generalized flexibility.
On the subject of new spells, I have a whole host of ideas for restructuring Foolamancy. I hadn't brought it up yet because I think you've got a very solid trio of core spells in veil, crypsis, and phantasm.