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Hallucinatory terrain was an illusion spell that made one type of terrain look like another for a few hours.[3][6][7][13]

Effects[]

This spell worked on natural terrain and areas with roads. A field could be made to look, sound, and smell like a swamp. A swamp could be covered with the illusion of a badlands, a badlands could look like rolling grassy hills, a hill like a cliff, a cliff like a gentle slope, a crevasse like a mountain pass, a road like a washed-out gully, and so on. Structures and creatures within the area were not hidden or their appearance altered, so an illusion that took this into account was more believable. The more subtle the change, like making a forest appear denser and darker, or increasing the slope of a hill, the less likely those in the area of effect would notice the change. Extreme changes, like a grassy field over a lake, were easily noticed as soon as person interacted with the scenery and fell victim to it.[3][6][7][13]

Components[]

In addition to verbal and somatic components, this spell required a stone, a twig, and a blade of grass or piece of a green plant.[3][6][7][13]

History[]

The spell was attributed to Netherese arcanist Toscudlo in −1544 DR and was originally called Toscudlo's hallucinatory terrain.[1]

Appendix[]

See Also[]

Appearances[]

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 24, 27. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 68, 207–210, 249. ISBN 978-0-7869-6560-1.
  3. 3.0 3.1 3.2 3.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 238. ISBN 0-7869-2886-7.
  4. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 63. ISBN 0-7869-1836-5.
  5. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 87. ISBN 0-7869-3134-5.
  6. 6.0 6.1 6.2 6.3 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 158. ISBN 0-88038-716-5.
  7. 7.0 7.1 7.2 7.3 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 202. ISBN 0-7869-0329-5.
  8. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 150. ISBN 1-56076-107-5.
  9. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 182. ISBN 0-7869-0394-5.
  10. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  11. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  12. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 77, 96. ISBN 0-9356-9601-6.
  13. 13.0 13.1 13.2 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 77. ISBN 0-9356-9601-6.
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