Sunday, January 2, 2011

Campaign Design - Spells: Decoy

Decoy (from School of Illusion)
Illusion (Glamer, Deception)

Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: 1 hour
Range: Touch
Target, Effect, or Area: One doll
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No

This spell allows the caster to create a magical doll that takes the place of the caster should any sort of magical detection spells or devices be used to hunt down the caster. The caster can no longer be detected by magical means - as far as all magic is concerned, the doll-like decoy is the caster. The doll can be any distance from the caster, even on other planes of existence - all magical detection or seeking spells will still always point to the decoy and not the actual caster of the spell.

Visual scrying spells and devices such as a crystal ball do not show the enchanted doll when attempting to find the caster - instead they always show an image of the caster. In addition to this, magical weapons, enchantments, or creatures specifically designed to find and cause specific harm to the caster of the decoy spell cannot find or cause harm to the caster - for all practical purposes, the caster does not exist to these things. They will, however, be able to locate and possibly destroy the decoy as they all detect the doll to be the actual caster.

The decoy has an effective Armor Class of 10 and 8 hit points. Should the decoy be destroyed by anyone other than the original caster, the negative feedback of magical energy automatically causes 2d6 points of damage to the caster. The decoy can be dispelled if the original caster physically touches the doll and mentally wills the spell to end or if the caster physically destroys the doll himself.

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