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Illusion (arcane)

By: TFW on May 31st, 2012  |  syntax: None  |  size: 33.48 KB  |  hits: 39  |  expires: Never
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  1. Unnerving Gaze
  2. Illusion (Phantasm)
  3. Level: Demonologist 1, Mortal Hunter 1, Sor/Wiz 0
  4. Components: V, S
  5. Casting Time: 1 action
  6. Range: Close (25 ft. + 5 ft./2 levels)
  7. Target: One humanoid creature
  8. Duration: 1 round/level
  9. Saving Throw: Will negates
  10. Spell Resistance: Yes
  11. The caster makes his face resemble one of the opponent’s departed loved ones or bitter enemies. The subject takes a –1 morale penalty on attack rolls for the duration of the spell.
  12.  
  13. Pleasant Visage
  14. Illusion (Glamor) [Ectomancy]
  15. Level: Brd 1, Clr 1, Sor/Wiz 1
  16. Components: V, S
  17. Casting Time: 1 action
  18. Range: Touch
  19. Target: One ghost
  20. Duration: 24 hours
  21. Saving Throw: Will negates (harmless)
  22. Spell Resistance: Yes (harmless)
  23. You disguise the wounds of a ghost who has a disturbing, repulsive, or gruesome appearance, making it appear completely normal (although still a ghost). The spell does not change the ghost’s features or disguise it in any way; it conceals the manner of the ghost’s death so that it can walk about in polite society.
  24.  
  25. FRIENDLY FACE
  26. Illusion (Glamor)
  27. Level: Bard 1, sorcerer/wizard 1
  28. Components: V, S
  29. Casting Time: 1 standard action
  30. Range: Personal
  31. Target: You
  32. Duration: 10 min./level (D)
  33. You subtly change your appearance so that it seems particularly friendly to the viewer. You gain a +5 circumstance bonus on Diplomacy and Gather Information checks made to influence or gain information from creatures with Intelligence scores of 3 or higher, as long as those creatures aren’t already hostile toward you.
  34. This spell does not alter your appearance in any significant way, and thus provides no bonus on Disguise checks.
  35.  
  36. INSTANT DIVERSION
  37. Illusion (Figment)
  38. Level: Bard 1, sorcerer/wizard 1
  39. Components: V, S
  40. Casting Time: 1 swift action
  41. Range: Personal; see text
  42. Target: You
  43. Duration: 1 round
  44. As you spin around, you produce residual images of yourself, each of which splits off from your body and moves away. One or more illusory doubles of you appear, spinning off from your original location as you turn in a circle.
  45. You create one double plus one for every four caster levels you have (minimum one, maximum five). You are then free to go elsewhere while your doubles move away in a manner of your choosing. The doubles move at your speed and can emit minor sounds such as footsteps or metal clanking, but they can only be made to move, withdraw, or run.
  46. Any successful attack against an illusory double destroys it. A double’s Armor Class is equal to 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking as though they are burned or dead after being hit by a fireball).
  47.  
  48. HIDDEN WARD
  49. Illusion (Glamor)
  50. Level: Bard 1, sorcerer/wizard 1
  51. Components: V, S, M
  52. Casting Time: 10 minutes
  53. Range: Touch
  54. Target: Object touched
  55. Duration: 24 hours; see text
  56. Saving Throw: None
  57. Spell Resistance: No
  58. This spell helps disguise the presence of any spells (including glyph of warding) that have been cast upon the target object. If detect magic or a similar effect is used to detect the presence of magical auras on the object, the caster must succeed on a caster level check (DC 10 + your caster level) to find any magical auras that are the result of active spells. (The DM should make this roll in secret to prevent suspicion by the players.) A single successful check will reveal both the hidden ward and the spells it hides. In addition, casting this spell on a magic trap (such as a fi re trap spell cast on an object) increases the Search DC to find the trap by one-half your caster level (maximum +5). This spell cannot be used to conceal nonmagical traps, nor does it hide the magical properties of an item that aren’t dependent on active spells (such as the magic aura of a +1 longsword).
  59. Special: When cast by a character with any Mark of Warding dragonmark, or with the Favored in House feat (Kundarak), the duration increases to one day per level.
  60. Material Component: Lead shavings and powdered diamond worth 100 gp.
  61.  
  62. WALL OF GLOOM
  63. Illusion (Shadow) [Darkness, Fear, Mind-Affecting]
  64. Level: Sorcerer/wizard 2, wu jen 2
  65. Components: V, S, M
  66. Casting Time: 1 standard action
  67. Range: Medium (100 ft. + 10 ft./level)
  68. Effect: Semiopaque sheet of darkness up to 40 ft. long, or a ring of darkness with a radius of up to 15 ft.; either form 20 ft. high
  69. Duration: Concentration + 1 round/level
  70. Saving Throw: Will negates; see text
  71. Spell Resistance: Yes
  72. You create a barrier of ominous shadow that obscures vision and deters passage. Creatures in squares adjacent to the wall have concealment against attacks from the other side, while creatures more than 1 square away have total concealment. Although the wall is not substantial, a creature with 6 or fewer Hit Dice must succeed on a Will save or be halted at its edge, ending its move action (though a creatures
  73. can move away from the wall or attempt to move through again if it has a second move action available).
  74. A creature can attempt to pass the wall any number of times, but each previous failure imposes a cumulative –1 penalty on its Will save. Wall of gloom counters or dispels any light spell of equal or lower level.
  75. Material Component: A bit of fleece from a black sheep.
  76.  
  77. PHANTASMAL ASSAILANTS
  78. Illusion (Phantasm) [Fear, Mindaffecting]
  79. Level: Sorcerer/wizard 2
  80. Components: V, S
  81. Casting Time: 1 standard action
  82. Range: Close (25 ft. + 5 ft./2 levels)
  83. Target: One living creature
  84. Duration: Instantaneous
  85. Saving Throw: Will disbelief (if interacted with), then Fortitude half; see text
  86. Spell Resistance: Yes
  87. You create phantasmal images of nightmare creatures in the target’s mind, visible only as shadowy shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 4 points of Wisdom damage and 4 points of Dexterity damage (2 points each on a successful Fortitude save). If the subject of a phantasmal assailant succeeds in disbelieving and is wearing a helm of telepathy, the spell
  88. can be turned back upon you with the same effect.
  89.  
  90. BLADEWEAVE
  91. Illusion [Pattern]
  92. Level: Bard 2, sorcerer/wizard 2
  93. Components: V
  94. Casting Time: 1 swift action
  95. Range: Personal
  96. Target: You
  97. Duration: 1 round/level (D)
  98. Saving Throw: See text
  99. Spell Resistance: See text
  100. A bladeweave spell imbues your melee attacks with a fascinating pattern or rhythm that entrances your opponent. Any round that you attack with a melee weapon, you can make a single additional touch attack with that weapon at your normal attack bonus as a free action. This attack deals no damage. Instead, anyone successfully touched by the weapon must succeed on a Will save or be dazed for 1 round. Spell resistance applies to this effect.
  101.  
  102. SHADOW DOUBLE
  103. Illusion (Shadow)
  104. Level: Assassin 1, hexblade 2, sorcerer/wizard 2
  105. Components: V
  106. Casting Time: 1 standard action
  107. Range: Close (25 ft. + 5 ft./2 levels)
  108. Effect: One shadowy duplicate
  109. Duration: 1 round/level
  110. Saving Throw: Will disbelief
  111. Spell Resistance: No
  112. You complete the incantation and nearby shadows gather together, assuming your approximate size and shape.
  113. You create a shadowy duplicate of yourself at a place you indicate within range. The shadow double attacks any adjacent target (regardless of the weapon it appears to wield), as you desire, starting in the round when you cast the spell. It attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + the modifier for your spell save DCs. Each hit deals 1 point of Strength damage to the target. The first time a target is hit, it can attempt a Will save to disbelieve the effect; this negates the damage and renders it immune to further attacks by the shadow double.
  114. The shadow double occupies a space identical to yours. It is not incorporeal, and thus can’t share a space with another creature or object. It can provide a flanking bonus against any creature that hasn’t yet saved successfully against it.
  115. The shadow double can strike incorporeal creatures, but not ethereal creatures.
  116. Each round after the first, you can use a standard action to direct the shadow double to attack any other target. To attack this new target, the shadow double can move to any new legal space within 30 feet (it moves by instantaneous teleportation). If it is not commanded to switch targets, it continues to attack the same target.
  117. A shadow double can be attacked. It has an Armor Class equal to 10 + your size modifier + a deflection bonus equal to the modifier for your spell save DCs, and has one-fifth of your full normal hit points. If the shadow double is reduced to 0 hit points, or if you create a second shadow double when the first still exists, the spell ends.
  118.  
  119. Disguise Undead
  120. Illusion (Glamor)
  121. Level: Sor/Wiz 2
  122. Components: V, S, F
  123. Casting Time: 1 action
  124. Range: Touch
  125. Target: One corporeal undead
  126. Duration: 10 minutes/level
  127. Saving Throw: None (harmless)
  128. You make one undead—including clothing, armor, weapons, and equipment—look different. You can make it seem 1 foot shorter or taller, thin, fat, or in between. You cannot change the creature’s body type. For example, a wight could look human, humanoid, or like any other generally human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely different creature.
  129. The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment. A battleaxe made to look like a dagger still functions as a battleaxe.
  130. Note: Creatures get Will saves to recognize the glamor as an illusion if they interact with it (such as by touching the undead and having that not match what they see, in the case of this spell).
  131. Focus: A cocoon of a death’s head moth.
  132.  
  133. Cloak Pool
  134. Illusion (Glamor)
  135. Level: Bard 2, sorcerer/wizard 2
  136. Components: V, S
  137. Casting Time: 1 action
  138. Range: Close (25 ft. + 5 ft./2 levels)
  139. Target: One color pool
  140. Duration: One hour/level (D)
  141. Saving Throw: Will negates (harmless, object)
  142. Spell Resistance: No
  143. This spell causes a color pool on the Astral Plane—an irregular patch of color containing a portal to another plane—to seemingly cease to exist. In truth, it is only hidden from view. The use of this spell does not hide the area around the pool; it masks only the fact that a pool is present. See invisibility or true seeing reveals the presence of the pool, as does analyze portal.
  144.  
  145. Discolor Pool
  146. Illusion (Glamor)
  147. Level: Bard 2, sorcerer/wizard 2
  148. Components: V, S, M
  149. Casting Time: 1 action
  150. Range: Close (25 ft. + 5 ft./2 levels)
  151. Target: One color pool
  152. Duration: One hour/level (D)
  153. Saving Throw: Will disbelief (if interacted with)
  154. Spell Resistance: No (harmless)
  155. This spell causes a color pool on the Astral Plane—an irregular patch of color containing a portal to another plane—to appear to be a different color, and thus, to lead to another plane.
  156. True seeing or analyze portal reveals the true nature of the pool.
  157. Material Component: Four drops of colored ink.
  158.  
  159. Cruel Disappointment
  160. Illusion (Phantasm) [Fear, Mind-Affecting, Evil]
  161. Level: Sor/Wiz 3
  162. Components: V, S
  163. Casting Time: 1 action
  164. Range: Medium (100 ft. + 10ft./level)
  165. Target: One living creature
  166. Duration: Instantaneous
  167. Saving Throw: Will disbelief (if interacted with) and Will negates (see text)
  168. Spell Resistance: Yes
  169. The next time the subject of this spell attempts an action that requires a die roll to determine success, the action fails. However, the spell creates the phantasmal image in the subject’s mind that the action succeeded. The subject behaves accordingly for 1 round. During the next round, the phantasm fades and the subject now realizes that he was fooled. If the subject fails a second Will save, he then takes a –4 morale penalty on attack rolls, saves, and checks for 1d6+1 rounds afterward.
  170.  
  171. Curse of the Putrid Husk
  172. Illusion (Phantasm) [Fear, Mind-Affecting, Evil]
  173. Level: Brd 3, Sor/Wiz 3
  174. Components: V, S, M
  175. Casting Time: 1 action
  176. Range: Close (25 ft. + 5 ft./2 levels)
  177. Target: One creature
  178. Duration: 1 round + 1d10 minutes
  179. Saving Throw: Will negates
  180. Spell Resistance: Yes
  181. This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out. If the target fails his saving throw, he is dazed (and horrified) for 1 round. On the following round, he falls unconscious for 1d10 minutes, during which time he cannot be roused normally.
  182.  
  183. Reality Blind
  184. Illusion (Phantasm) [Evil, Mind-Affecting]
  185. Level: Sor/Wiz 3
  186. Components: V, S, M
  187. Casting Time: 1 action
  188. Range: Close (25 ft. + 5 ft./2 levels)
  189. Target: One creature
  190. Duration: Concentration (see below)
  191. Saving Throw: Will negates
  192. Spell Resistance: Yes
  193. This spell overwhelms the target with hallucinations, causing him to be blinded and stunned if he fails the save. The subject can attempt a new saving throw each round to end the spell.
  194. Even after the subject succeeds at the save or the caster stops concentrating, the subject is plagued with nightmares every night. The nightmares prevent the subject from benefiting from natural healing. These nightmares continue until the caster dies or the subject succeeds at a Will saving throw, attempted once per night. This nightmare effect is treated as a curse and thus cannot be dispelled. It is subject to remove curse, however.
  195. Material Component: A 2-inch-diameter multicolored disk of paper or ribbon.
  196.  
  197. SHADOW BINDING
  198. Illusion (Shadow)
  199. Level: Sorcerer/wizard 3
  200. Components: V, S, M
  201. Casting Time: 1 standard action
  202. Range: Close (25 ft. + 5 ft./2 levels)
  203. Area: 10-ft.-radius burst
  204. Duration: 1 round/level
  205. Saving Throw: Will negates
  206. Spell Resistance: Yes
  207. You cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point. Creatures in the area that fail a Will save are dazed for 1 round and are subsequently entangled. Breaking free of the shadow binding requires a DC 20 Strength check or Escape Artist check, taken
  208. as a full-round action.
  209. Material Component: A few links of iron chain.
  210.  
  211. SPECTRAL WEAPON
  212. Illusion (Shadow)
  213. Level: Assassin 3, bard 4, sorcerer/wizard 3
  214. Components: V, S
  215. Casting Time: 1 swift action
  216. Range: Personal
  217. Target: You
  218. Duration: 1 round/level (D)
  219. Saving Throw: Will partial; see
  220. text
  221. Spell Resistance: Yes; see text
  222. Using material from the Plane of Shadow, you can fashion a quasi-real weapon of any type with which you are proficient. This spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions. First, you resolve attacks with your spectral weapon as
  223. melee touch attacks instead of melee attacks. Second, any foe you hit is entitled to a Will save to recognize the weapon’s shadowy nature. If the save is successful, that opponent takes only one-fifth normal damage from the weapon on that attack and all subsequent attacks, and is only 20% likely to suffer any special effects of your attacks (such as a death attack delivered with the weapon).
  224. You can maintain only one spectral weapon at a time, and only you can wield it. The weapon dissipates when you let go of it or when the spell’s duration expires, whichever comes first.
  225.  
  226. DECEPTIVE FACADE
  227. Illusion (Glamour)
  228. Level: Bard 2, sorcerer/wizard 3
  229. Components: V, S
  230. Casting Time: 1 standard action
  231. Range: Touch
  232. Targets: Creature or object (up to 1 cu. ft./level) touched
  233. Duration: 10 minutes/level (D)
  234. Saving Throw: Will negates (harmless, object) or Will disbelief (if interacted with, everyone else)
  235. Spell Resistance: Yes (harmless)
  236. After an instant to lock the appropriate image in your mind, your touch brings it to life, spreading a new image across the canvas of reality.
  237. Deceptive facade allows you to alter the appearance of another being or object. When cast on another creature, it functions as disguise self, except that it can affect a target other than yourself. When cast on an inanimate object or a structure, the spell allows you to alter the object's visible characteristics.
  238. You might change its color, make it appear to be made of a different material or substance, increase or decrease its apparent size by up to 10 percent, or modify other cosmetic details. Deceptive facade does not alter any other sensory properties of the target.
  239. A creature that interacts with the glamour can make a Will save to recognize the illusion, just as with disguise self.
  240.  
  241. HOOD OF THE COBRA
  242. Illusion (Phantasm) [Fear, Mind-Affecting]
  243. Level: Hexblade 3, sorcerer/wizard 3
  244. Components: V, S
  245. Casting Time: 1 standard action
  246. Range: Close (25 ft. + 5 ft./2 levels)
  247. Target: One living creature
  248. Duration: 1 round/3 levels; see text
  249. Saving Throw: Will disbelief, then Fortitude negates
  250. Spell Resistance: Yes
  251. In the mind of your victim, the hood of a king cobra spreads from your head, neck, and back, your eyes become those of a great serpent, and dripping fangs sprout from your jaws.
  252. The subject perceives that you have grown serpentine features, including a cobra's hood, a snake's slitted eyes, and venomous fangs. A successful Will save allows him to recognize the illusion as unreal, which ends the spell's effect.
  253. However, if the Will save fails, the subject is shaken for as long as he can see you. Closing his eyes negates this effect but also effectively blinds him.
  254. In addition, if you make a successful melee touch attack (a standard action) against the target while the spell's duration lasts, he believes that he has been bitten by a venomous serpent and takes ld6 points of Constitution damage (Fortitude negates). Unlike normal poison, this attack has no secondary damage, though you can continue to "bite" the subject each round. Immunity or resistance to poison applies normally against this effect, even though it isn't real poison (the subject and his body both believe it to be real).
  255.  
  256. MASK OF THE IDEAL
  257. Illusion (Glamer)
  258. Level: Bard 2, sorcerer/wizard 3
  259. Components: V, S
  260. Casting Time: 1 standard action
  261. Range: Personal
  262. Target: You
  263. Duration: 10 minutes/level (D)
  264. Your voice and features become more refined and pleasing.
  265. Mask of the ideal shifts everything toward an ideal form. Any creature that perceives you in any fashion beholds something that it finds aesthetically pleasing.
  266. You gain a +4 competence bonus on Bluff and Diplomacy checks, as well as on Disguise checks made to disguise yourself (but not others). You also gain a +4 competence bonus on any Charisma check you make to influence a creature that you have enchanted (such as with charm person) or conjured (such as with planar binding).
  267.  
  268. PALL OF TWILIGHT
  269. Illusion (Pattern) [Darkness,
  270. Mind-Affecting]
  271. Level: Assassin 3, sorcerer/wizard 3
  272. Components: S
  273. Casting Time: 1 standard action
  274. Range: Close (25 ft. + 5 ft./2 levels)
  275. Area: 20-ft.-radius spread
  276. Duration: 1 round/level
  277. Saving Throw: Will negates
  278. Spell Resistance: Yes
  279. A creeping pall of darkness covers the area like running ink, muting sound and color alike.
  280. This spell reduces illumination in the area to shadowy; these shadows are mental as well as physical. All creatures in the area take a -10 penalty on Listen, Search, Sense Motive, and Spot checks. A successful Will save negates these penalties, but not the effect of the darkness.
  281.  
  282. PHANTASMAL STRANGLER
  283. Illusion (Phantasm) [Fear, Mind-Affecting]
  284. Level: Hexblade 3, sorcerer/wizard 3
  285. Components: V, S
  286. Casting Time: 1 standard action
  287. Range: Medium (100ft. + 10 ft./level)
  288. Target: One living creature
  289. Duration: 5 rounds
  290. Saving Throw: Will disbelief
  291. Spell Resistance: Yes
  292. You delve into your subject's mind and call forth a clinging, choking horror that drapes itself over him like a vile net.
  293. You fashion a nightmare creature from the subject's mind. Only the subject can sense the assailant, which exists only in the subject's mind. When you cast the spell, the subject gets an immediate Will save to recognize the attacker as unreal, which ends the spell. If that save fails, the subject is treated as if it were grappling the phantasmal strangles Each round on your turn, a phantasmal strangler deals 2d6 points of damage to the subject. If the subject is reduced to -1 or fewer hit points, the spell ends.
  294. Each round on the subject's turn, it can attempt any of the actions normally allowed to a grappling character. Treat a phantasmal strangler's grapple modifier as equal to that of the subject (including modifiers for Strength, size, and all other factors). A phantasmal strangler can't be damaged, nor can it be pinned. If the subject escapes from the phantasmal strangler's grasp, the spell ends.
  295.  
  296. PHANTOM GUARDIANS
  297. Illusion (Figment)
  298. Level: Sorcerer/wizard 3
  299. Components: V, S, M
  300. Casting Time: 1 standard action
  301. Range: Medium (100 ft. + 10 ft./level)
  302. Effect: One illusory figure/level
  303. Duration: 1 hour/level
  304. Saving Throw: Will disbelief (if interacted with)
  305. Spell Resistance: No
  306. This spell creates the illusion of one or more Small or Medium figure of a chosen humanoid race. Each figure is effectively a minor image, and can appear dressed in any way the caster chooses. When the spell is cast, each figure is given a brief set of orders to follow for the spell’s duration, such as “walk back and forth along that wall” or “stand by this gate.” The orders can be different for each figure. These instructions can’t be changed later.
  307. The illusory figures can’t speak or react to their surroundings—they are typically used to scare off would be intruders (as the spell’s name suggests).
  308. Material Component: A piece of charcoal.
  309.  
  310. NIGHTMARE TERRAIN
  311. Illusion (Shadow)
  312. Level: Assassin 3, bard 3, hexblade 3, sorcerer/wizard 4
  313. Components: V, S
  314. Casting Time: 1 standard action
  315. Range: Close (25 ft. + 5 ft./2 levels)
  316. Area: Five 10-ft. cubes + one 10-ft.
  317. cube/level (S)
  318. Duration: 1 round/level
  319. Saving Throw: Will disbelief (if
  320. interacted with)
  321. Spell Resistance: No
  322. You cloak your surroundings with phantasmagoric figures, creating a horrific dreamscape.
  323. You make any terrain look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Miasmic vapors fill the air, along with various foul stenches.
  324. The nightmare terrain you create is mostly illusory, but the obstacles are partially real. Creatures within, entering, or viewing the area are entitled to Will saves to discern the illusion. Creatures that fail their saves become entangled.
  325. Regardless of the outcome of the save, creatures within 5 feet have concealment, while those 10 feet or farther away have total concealment. Furthermore, as long as you are within the area of this spell, you can attempt Hide checks even while being observed. (Other creatures don't gain this benefit.)
  326.  
  327. ILLUSORY PIT
  328. Illusion (Figment)
  329. Level: Sor/Wiz 4
  330. Components: V, S
  331. Casting Time: 1 action
  332. Range: Close (25 ft. + 5 ft./2 levels)
  333. Effect: Image 10 ft. by 10 ft. by 20 ft.
  334. Duration: Permanent
  335. Saving Throw: Will disbelief (if interacted with)
  336. Spell Resistance: No
  337. This spell creates the illusion of a pit 10 feet square and 20 feet deep. It may be cast on a flat surface (such as a floor) or in an open space (such as on an actual pit to conceal its contents).
  338. It appears absolutely real when viewed. If it is cast on a solid floor, objects dropped into the pit do not fall, instead resting in place on top of the pit as if levitating or as if the pit were covered with a wall of force. If it is cast in an open space, objects dropped into the pit appear to fall into it until they pass below the bottom of the spell’s area (at which point they vanish) or come to rest on a solid object within the spell’s area (at which point they appear to float within the pit). Detection abilities that do not require sight work normally on the pit, instantly revealing it to be illusory (for example, a  creature with blindsight or a character feeling the ground with a pole would realize that there is no pit) or covered in some invisible way. Touching the illusion does not cause it to disappear.
  339. The bottom of the illusory pit may be bare, or it may contain metal spikes, a humanoid skeleton, filth, or any combination you desire, chosen at the casting of the spell.
  340.  
  341. DISGUISE SHIP
  342. Illusion (Glamor)
  343. Level: Sorcerer/wizard 4
  344. Components: V, S, M
  345. Casting Time: 1 standard action
  346. Range: Touch
  347. Target: One ship
  348. Duration: 1 hour/level (D)
  349. Saving Throw: Will disbelief (if interacted with)
  350. Spell Resistance: No
  351. You cloak a ship in illusion, making it appear as a ship of another type of your choice. You can choose what it appears as down to small details such as what weaponry it bears and what flags it is flying. You can make the ship to be any other water-going vessel, though it cannot seem to be more than 50% smaller or larger.
  352. Creatures within the area are not hidden or changed in appearance, nor are their possessions.
  353. Material Component: A tiny replica of a ship.
  354.  
  355. SHADOW FORM
  356. Illusion (Shadow)
  357. Level: Assassin 4, sorcerer/wizard 5
  358. Components: V, S, M
  359. Casting Time: 1 standard action
  360. Range: Personal
  361. Target: You
  362. Duration: 1 minute/level (D)
  363. You call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness.
  364. While this spell is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. This shadowy concealment is not negated by a see invisibility
  365. spell, but a true seeing spell counteracts the effect. Standing within the radius of a daylight spell or
  366. in bright natural sunlight temporarily suppresses the concealment effect.
  367. In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or
  368. barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles).
  369. Material Component: A small piece of black cloth taken from a funeral shroud.
  370.  
  371. FEVER DREAM
  372. Illusion (Phantasm) [Mind-Affecting]
  373. Level: Bard 5, sorcerer/wizard 5
  374. Components: V, S
  375. Casting Time: 1 standard action
  376. Range: Close (25 ft. + 5 ft./2 levels)
  377. Target: One living creature
  378. Duration: 5 rounds (D) + 1 round
  379. Saving Throw: Will disbelief (if interacted with), then Fortitude partial
  380. Spell Resistance: Yes
  381. Your subject breaks out in a cold sweat as a burning fever sinks into its mind.
  382. A creature subjected to this spell feels a spiking fever accompanied by vertigo and a phantasmagoric confusion of the senses. The target first gets a Will save to recognize the dream as unreal. If that save fails, the creature becomes exhausted while the spell lasts. A successful Fortitude save lessens the condition to fatigued.
  383. Regardless of the outcome of the Fortitude save, the subject has difficulty focusing its mind on spellcasting. Each time it attempts to cast, concentrate on, or direct a spell, it must first succeed on a Concentration check (DC equal to this spell's save DC + the level of the spell being used).
  384. When this spell ends (whether because its duration ends, you dismiss it, or it is dispelled), the subject is confused for 1 round afterward. If the subject of fever dream is already under the effect of a luminous swarm spell, the Will save DC of this spell (as well as the DC for Concentration checks required by this spell) increases by 2.
  385. If the subject of fever dream is already under the effect of a prickling torment spell (see page 113), the Fortitude save DC of this spell increases by 2.
  386.  
  387. RETRIBUTIVE IMAGE
  388. Illusion (Pattern) [Mind-Affecting]
  389. Level: Sorcerer/wizard 5
  390. Components: V, S
  391. Casting Time: 1 standard action
  392. Range: Long (400 ft. + 40 ft./level)
  393. Effect: Visual image that can extend as far as four 10-ft. cubes + one 10-ft. cube/level (S)
  394. Duration: Concentration + 3 rounds
  395. Saving Throw: Will disbelief (if interacted with), then Will partial
  396. Spell Resistance: Yes
  397. As though drawn straight from your imagination, the image you envision springs into existence.
  398. You create an image or scene, which can incorporate not only sight but sound, smell, and thermal effects. This effect functions in all respects like major image, except that the illusion is a pattern rather than a figment, and thus has a mind-affecting element to it. Anyone who successfully disbelieves the illusion endures a mental backlash that deals ld6 points of damage +1 point of damage per caster level (maximum +15) and is dazed for 1 round. A successful Will save halves the damage and negates the dazed effect.
  399.  
  400. SHADOW GUARDIANS
  401. Illusion (Shadow)
  402. Level: Sorcerer/wizard 5
  403. Saving Throw: Will disbelief (if interacted with)
  404. As phantom guardians, except that the figures are partially real. Each guardian has the statistics noted below (regardless of its actual size or appearance). In addition to the brief orders given to each new shadow guardian, the caster can give each guardian a simple trigger that causes it to attack, such as “attack anyone approaching within 30 feet” or “attack anyone not wearing these colors.” The shadow guardians have no special visual acuity—invisibility, disguises, and the like can easily fool them.
  405. The shadow guardians deal normal damage. Against a creature that recognizes a shadow guardian as an illusion, it deals only 50% normal damage.
  406. Shadow Guardian: Medium construct; HD
  407. 4d8; hp 18; Init +1; Spd 30 ft.;
  408. AC 17, touch 17, flat-footed 15;
  409. Base Atk +2; Grp +4; Atk +4 melee (1d8+2, weapon);
  410. AL N; SV Fort +2, Ref +4, Will +4;
  411. Str 14, Dex 14, Con —, Int —, Wis 14, Cha 1.
  412.  
  413. False Sending
  414. Illusion (Glamor)
  415. Level: Clr 5, Sor/Wiz 6
  416. Components: V, S, M/DF
  417. Casting Time: 10 minutes
  418. Range: See text
  419. Target: One creature
  420. Duration: 1 round (see text)
  421. Saving Throw: Will negates
  422. Spell Resistance: Yes
  423. The caster contacts a particular creature with whom she is familiar and sends a short message of twenty-five words or less to the subject. The subject is convinced that the sender of the message is someone other than the caster, as specified by the caster. The caster must be also familiar with the false sender. The subject can answer in like manner immediately.
  424. Creatures with Intelligence scores as low as 1 can understand the sending, though a subject’s ability to react is limited normally by its Intelligence. Even if the sending is received, the subject creature is not obligated to act upon it in any manner.
  425. If the creature in question is not on the same plane of existence as the caster, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM.)
  426. Arcane Material Component: A short piece of corroded copper wire.
  427.  
  428. ILLUSORY PIT
  429. Illusion (Figment)
  430. Level: Sorcerer/wizard 6
  431. Components: V, S
  432. Casting Time: 1 round
  433. Range: Medium (100 ft. + 10 ft./level)
  434. Area: 10-ft. cube/level
  435. Duration: Concentration + 1 round/level
  436. Saving Throw: Will partial; see text
  437. Spell Resistance: Yes
  438. You create an illusory pit, and each creature entering or within the area is forced to make a Will save or believe the floor on which it stands has become a bottomless chasm. On a successful save, creatures suffer a mild case of vertigo and are stunned for 1 round, but those that fail their saves fall prone and are unable to take any action except clawing desperately at the floor in the hopes of stopping their apparent fall. An attack on an affected creature frees it from the effect of the illusion but leaves it stunned for 1 round. Likewise, when the spell ends, creatures that believed they were falling are stunned for 1 round.
  439. Flying creatures passing over an illusory pit that succeed on a Will save are unaffected by the spell, but those that fail are stunned for 1 round.
  440.  
  441. DREAM CASTING
  442. Illusion (Phantasm) [Mind-Affecting] (see text)
  443. Level: Sor/Wiz 6
  444. Components: V, S
  445. Casting Time: 1 hour
  446. Range: Unlimited
  447. Target: You and one dreamer
  448. Duration: 1 day/level (see text)
  449. Saving Throw: Will negates (harmless) and Will negates
  450. Spell Resistance: Yes (harmless) and yes
  451. As the dream spell, except as noted above; also, you can alter the sleeping person’s dreams to produce a specific desired effect. The dreamer gets a Will saving throw to resist the additional effects of this spell; if he succeeds, the dream casting spell can only send a message in the manner of the dream spell. If the saving throw fails, you decide what additional effect the message carries.
  452. Fear: Your image in the dream is surrounded by intimidating imagery and an aura of power. For the duration of the spell, any time the dreamer can see you or knows you are present, he is shaken. This is a compulsion and fear effect.
  453. Charm: Your image in the dream appears particularly helpful and kind.
  454. For the duration of the spell, the dreamer is under the effect of a charm monster spell. This is a charm effect.
  455. Rage: Your image in the dream taunts and harasses the dreamer. For the duration of the spell, any time the dreamer can see you or knows you are present, he preferentially attacks you if in a combat situation. The dreamer gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls while under this effect. This is a compulsion effect.
  456. Harrow: Your image in the dream behaves in a bizarre and irrational manner. For the duration of the spell, the dreamer behaves in an unusual manner, gaining two random traits from Table 5–5: One Hundred Traits in the DUNGEON MASTER’s Guide (reroll any physical traits, such as baldness).
  457. If the dreamer can see you or knows you are present, he acts bewildered.