TEXT: Grimoire Illusionatus Tips
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  LEAD DESIGN
  Reid Stewart
  Ivan Manolov
  GRAPHIC DESIGN
  
  2
  Grimoire Tips: 
  Illusionatus
  Grimoire Illusionatus offers spells 
  that are deceptively powerful, spells 
  that are deceptively versatile, and 
  spells that are just plain deceptive. 
  Here are a few tips to help you get 
  the most out of your grimoire.
  Adele’s Offense & Defense.
  Adele’s corridor is more versatile than it looks. 
  It can be used offensively to force a creature to 
  provoke attacks of opportunity, or defensively to 
  deny full-round attacks and let your allies move 
  away from the subject without provoking.
  Adhere Ye, Adhere Ye!
  Adherent flanker is best when cast on melee 
  fighters so that creatures can’t move out of 
  flanking position between turns. Casting it on 
  ranged characters close to you can save you 
  time and actions, though. Just try not to cast it 
  on subjects that tend to take full-round actions 
  so that it can be moved around during combat. 
  Anima Rewards Ingenuity.
  Anima’s wake is an underwhelming spell for 
  its level when used to add another combatant to 
  your party. Its best uses tend to involve a little 
  more finesse. Diverting guards, freeing your 
  party from a locked room, making your enemies 
  think you haven’t moved... clever applications 
  are typically much more potent than direct ones.
  Pantomime in Pairs.
  Use arcane pantomime in conjunction with 
  a spellcasting partymate. Even though a given 
  spell can only be pantomimed once, mimicking 
  each other’s spells during the same round can 
  provide a substantial burst of damage.
  Black Market Fail?
  Black market sleight is more reliable than 
  Sleight of Hand in terms of hiding an item, but 
  it’s also much less reliable in terms of keeping 
  that item hidden.
  Cordial Invites Finesse.
  With no saving throw and no spell resistance, 
  the impetus of cordial invitation rests entirely on 
  player skill. While it does let you save an ally in 
  dire straits without requiring skill, that can be 
  bad as it takes them out of play. It’s much more 
  effective when used on enemies. 
  Double Voice: The Manipulator.
  Double voice allows you to convey information 
  to allies discretely. More importantly, though, 
  you can use it to facilitate miscommunication 
  between two creatures that works in your favor.
  False Hope is Just Charming.
  False hope can be an effective charm spell 
  when used with guile. Not only can it win 
  an enemy to your side and cause them to do 
  something wreckless, but it doesn’t allow an 
  initial save, putting the impetus on player skill.
  Gambler’s (Mis)Fortune.
  Gambling was a very dangerous pastime in 
  days of yore. Many a ne’er-do-well has met his 
  end at an inability to moderate gambler’s fortune. 
  Luminore - Bosses vs. Critters.
  
  3
  Luminore’s glaring abyss provides cover no 
  matter who your target is. Casting this spell on 
  a boss you’d like to focus is a great strategy; so is 
  casting it on something too weak to save.
  Scatter Refractions. 
  Persona refraction is usually stronger if you 
  can make the subjects start to flee before you 
  cast it. Try yelling, “Fire!” or dropping a snake.
  Glowing (Non)Detection?
  Phantasmal glow can hide you on the basis of 
  assumptions - a creature that sees a lit figment 
  might assume that creatures in the area would 
  be lit and not search around. It can also be used 
  to detect foreign illusions.
  Shade Strike: Crits & Full Attacks.
  Shade strike’s casting time is 1 round, 
  meaning that casting it delays your damage 
  output by 1 round. It’s often worth it, though, as 
  it lets you repeat a critical hit against a creature 
  you critically hit last turn, repeat a full-attack 
  against a creature that has since moved away 
  from you or increase your odds of damaging a 
  brute with a high AC and low Will save. 
  Shadow Image: Don’t Panic.
  Don’t run away just because your shadow 
  image was disbelieved. The window of cover its 
  darkness provides is small (provided that the 
  disbeliever can move), but acting as if you’re 
  searching for the responsible party makes you 
  look like it wasn’t your figment, and misdirection 
  is sometimes more feasible than flight. 
  Shadow of Doubt: Friends or Foes?
  Shadow of doubt is a dual-threat. It can save 
  a blundering ally that falls for your illusion, or 
  it can prevent an enemy from making its save. 
  Usually, it will be more effective to cast this spell 
  on an enemy (allies heal but once your cover 
  is blown, it’s blown), but there are certainly 
  occasions where you would want to cast this on 
  an ally. Just be sure to weigh the impact of a 
  creature’s success or failure before you cast it.
  Place Martyrs Strategically. 
  A shadow martyr never moves and it draws 
  conditions from both allies and enemies. Try to 
  place it so that it will remain within range of 
  allies but not enemies for the entire battle. 
  Shadow Summons: Glass Cannons.
  Shadow serpents and shadow hydras have 
  incredible offensive capabilities but very few hit 
  points. They are best used against enemies that 
  can’t harm incorporeal creatures. If you must 
  summon them against enemies that can hurt 
  them, try to disable those enemies first. 
  Storm of Double-Edged Shadows. 
  Storm of shadows has the potential to deny 
  enemy vision while hardly impairing your own. 
  Be aware of its long casting time and the fact that 
  most enemies have high Perception bonuses, 
  though. Also, consider the position of allies with 
  pitiful Perception (fighters, etc.) before casting.
  Testament of Subtlety.
  Try to downplay testament of faith’s bonuses 
  and vary them as little as possible to reduce the 
  chances of other players asking about them.
  Keep Your Flavor.
  Remember that these are just tips. Above all 
  else, play who you want to be and enjoy yourself!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreadfox Games/Grimoire Illusionatus Tips.pdf