Showing posts with label Illusion. Show all posts
Showing posts with label Illusion. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Ever Scent

Ever Scent (from Relics & Rituals)
Illusion (Glamer)

Level: Bard 2, Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: One creature or object
Duration: 1 hour per caster level (D)
Saving Throw: Will disbelief
Spell Resistance: Yes

The target radiates a particular scent chosen at casting. The effects of the scent depend on how strong the caster makes the odor and how sensitive the noses of those near the target are. Anyone who has reason to, and therefore attempts to disbelieve the effects of ever scent, may do so normally with a Will save.
  • Providing an appropriate fragrance to give a target creature a +3 circumstance modifier to Charisma checks and skill checks involving Charisma.

  • Making the odor of foul-smelling creatures like troglodytes or masking the target's odor to make him more difficult to track (+2 DC to Survival rolls for tracking) and to prevent creatures with the scent ability from detecting or tracking him.

  • Granting the target a foul-smelling odor that affects foes as the troglodyte stench ability. Victims who have no reason to disbelieve the illusion or who fail to disbelieve it and are within 30 feet of the target must make a Fortitude save versus the DC for ever scent or be nauseated. The nausea lasts for 10 rounds and deals 1d6 points of temporary strength damage. The caster will not be affected, as he will have disbelieved the illusion automatically. The caster's allies may get a +4 bonus to their Will saves to disbelieve, provided they know of the spell and the tactic, but if they fail, they must make a Fortitude save as above.
Material component: A sample of something that has the same scent as the spell is intended to produce.

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Campaign Design - Spells: Fæy Curtain

Fæy Curtain (from Færies)
Illusion (Glamer)

Level: Cleric/Favored Soul 8, Druid/Spirit Shaman 8, Fæy 8, Sorcerer/Wizard 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Up to 2 creatures per caster level
Duration: 10 minutes per caster level
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creatures designated invisible, vanishing from sight, even from darkvision. If a recipient is a creature carrying gear, that vanishes, too. You have the ability to designate who can and cannot see the subjects of the spell. Unless specified, you (or other recipients of the spell) and target creatures cannot see each other. The spell also grants all targets a +5 bonus to Move Silently checks.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that a subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subjects are not magically silenced, and certain other conditions can render a recipient detectable (such as stepping in a puddle). The spell ends if anyone in the targeted group attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If a subject attacks directly, however, all targets immediately becomes visible along with all their gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.

Arcane material component: A fine lace shawl and a set of horse blinders.

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Campaign Design - Spells: Chameleon Cloak

Chameleon Cloak (adapted from Relics & Rituals; originally Chameleon Skin)
Illusion (Glamer)

Level: Druid/Spirit Shaman 1, Ranger 1, Sorcerer/Wizard 1, Warden 1
Components: S, F
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 hour per caster level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell adds +1 per caster level (maximum +10), to any of your Hide checks for the duration of the spell. The spell alters your appearance, including your equipment, such that you blend into whatever background sits behind you.

Material component: A lizard tail that is swallowed.

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Campaign Design - Spells: Darkwound

Darkwound (from Gods)
Illusion (Glamer)

Level: Betrayal 5, Cleric/Favored Soul 5, Death 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Weapon touched
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

When cast on a weapon, darkwound makes that weapon and instrument of great subtlety. Wounds caused by a weapon under the effects of darkwound are invisible and unfelt. Unless the character can physically see the wound being caused, he has no knowledge of its presence and considers himself physically fine until the spell duration ends. While wounds caused by a darkwound-enhanced weapon can be healed normally, they rarely are because of the difficulty in detecting them.

All damage suffered from darkwound is felt at once, at the end of the spell's duration. If the total amount of damage exceeds 50 hit points, the target must save against massive damage or die.

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Campaign Design - Spells: Catalytic Mouth

Catalytic Mouth (from Spells & Spellcraft)
Illusion (Glamer)

Level: Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One object
Duration: Permanent until discharged
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

A catalytic mouth conforms in all respects to the 2nd-level arcane spell magic mouth, with one notable exception: It can speak a command phrase used to trigger another spell effect or to activate a magic item within 30 feet of the mouth.

Arcane material component: A bit of honeycomb from a hive of giant bees.

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Campaign Design - Spells: Gandar's Chatterbox

Gandar's Chatterbox (found in Spells & Spellcraft)
Illusion (Glamer)

Level: Bard 2, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One object
Duration: 1 minute per caster level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

This spell imbues the chosen object with an enchanted mouth that immediately begins to speak a non-stop stream of inane chatter, old stories, and broken fragments of conversation. The caster chooses the type of voice, whether male or female, deep or soft, but the spell cannot mimic a specific known voice. If cast on two object near one another, the voices hold a complete conversation, with both objects constantly interrupting each other and allowing no moment of silence.

All creatures within 30 feet of the object must make a Will save each round or be distracted by the constant chatter. Affected creatures stand dumbfounded, attempting to remember what they were going before the chattering began. Any creature that is attacked automatically succeeds at its next save attempt.

Attempting to cast spells or activate command word magic items within the spell's area requires a Concentration check with a DC equal to the normal save against this spell plus the level of the spell to be cast, with a -4 penalty to the roll. Speaking and hearing within the area is also difficult. Creatures trying to communicate with anyone outside the radius of the spell are foiled, unable to get their message out through the incessant talking. If two creatures within the spell's area attempt to communicate, the receiver must make a DC 15 Listen check in order to decipher the message.

A bard's countersong ability suppresses Gandar's chatterbox for as long as he sings, up to his normal limit.

Objects worn or carried by another creature are unaffected by this spell, though a creature picking up an affected object does not break the enchantment.

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Campaign Design - Spells: Illusionary Bolt

Illusionary Bolt (found in Spells & Spellcraft)
Illusion (Shadow)[Mind-Affecting]

Level: Duskblade 1, Sorcerer/Wizard 1, Trickery 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates an illusionary bolt of varying color and shape that strikes the subject. If the subject fails his Will save, he takes 2d4 points of nonlethal damage from the illusionary bolt.

Arcane material component: An arrowhead.

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Campaign Design - Spells: Selective Silence

Selective Silence (from Relics & Rituals: Excalibur)
Illusion

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: 25-foot-radius area, centered on you + 5 feet per 2 caster levels
Duration: 1 minute per caster level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

With this spell, you can ensure that only certain people can hear what is said. You must designate a set of people when casting this spell - the most common options are knights, nobles, or members of a particular household. Those so designated can speak as normal to one another. Anyone else cannot hear what those people are saying as long as the speakers stay within the area of the spell. This spell does not prevent lip reading.

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Campaign Design - Spells: Selective Invisibility Shield

Selective Invisibility Shield (adapted from Relics & Rituals: Excalibur; originally Selective Invisibility)
Illusion

Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: 25-foot radius area, centered on you + 5 feet per 2 caster levels
Duration: 1 minute per caster level
Saving Throw: Will disbelief
Spell Resistance: Yes

With this spell, you can ensure that only certain people can see, hear, or smell what is within the affected area. You must designate a set of people when casting this spell - the most common options are knights, nobles, or members of a particular household. Those so designated can see and speak as normal to one another. Anyone else cannot see or hear those people as long as they stay within the area of the spell.

The spell only affects those within range, so someone watching from a tower on the other side of the courtyard would still see the nobles conversing, but if he went downstairs and walked toward them, they would disappear as soon as he entered the spell’s area. The spell also makes only the individuals and those items on their person invisible. Thus, if three nobles affected by the spell were standing around a table talking, no one nearby would see or hear them, but they would still see the table and the three glasses of wine set upon it. The subjects can break the spell by attacking, as with invisibility.

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Campaign Design - Spells: Unnatural Charm

Unnatural Charm (from School of Illusion)
Illusion (Glamer, Fascination) [Mind-Affecting]

Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature
Duration: 1 hour per caster level (D)
Saving Throw: None
Spell Resistance: No

By casting this spell, you can greatly enhance either your charm or the natural charm of another creature. This spell gives a bonus to all target's Charisma-based skill checks equal to +1 for every two caster levels you possess (maximum +10). You must touch the target to end the spell prior to the end of its normal duration.

Material component: A piece of silver wrought in the shape of a tongue.

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Campaign Design - Spells: Disappear

Disappear (from Relics & Rituals)
Illusion (Glamer)

Level: Bard 1, Sorcerer/Wizard 1, Warden 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 2 rounds (D)
Saving Throw: None
Spell Resistance: No

With a single spoken syllable, the caster disappears from sight with a brief puff of blue smoke. For the round of casting and the round directly thereafter, the caster remains invisible. The caster is not magically silenced, and certain other conditions can render him detectable (such as stepping in a puddle). The spell ends if the caster attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the caster’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the caster attacks directly, however, he immediately becomes visible along with all his gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

The caster will reappear at the start of the third round if not already visible by then.

The spell has the additional advantage that it was specifically designed to escape from combat, and therefore, its power is easy to unleash, even under duress. The caster receives a +4 bonus to his Concentration check if he must make such a check in order to complete the casting of this spell. This bonus stacks with any other bonus, such as from the Combat casting feat.

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Campaign Design - Spells: Horrific Aspect

Horrific Aspect (found in Spells & Spellcraft)
Illusion (Phantasm)[Fear, Mind-Affecting]

Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: 30 feet
Target, Effect, or Area: 30-foot-radius sphere centered around you
Duration: 1 round per caster level (D)
Saving Throw: See text
Spell Resistance: Yes

By means of this spell, you change your appearance to that of a horrifying humanoid monster, complete with skeletal head, burning eyes, and wicked claws and fangs. So unnerving and convincing is the illusion, which includes visual, audible, tactile, and thermal components, that it has the following effects on creatures within 30 feet who see you.

Hit Dice of ViewerEffect on Creature
Under 2 (no saving throw)
Cowering
2 to 4 (Will save negates)
Panicked
5 to 6 (Will save negates
Frightened
7 ton 8 (Will save negates)
Shaken

Creatures above 8 Hit Dice are unaffected by horrific aspect. Those entering the area during the spell's duration must make a save, but creatures that make their save and later reenter the spell's area do not have to make a new save.

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Campaign Design - Spells: Permanent Invisibility

Permanent Invisibility (from School of Illusion)
Illusion (Glamer, Invisibility)

Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or Touch
Target, Effect, or Area: You or a creature or object weighing no more than 100 pounds per caster level
Duration: Permanent (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Material component: An eyelash encased in a bit of gum arabic.

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Campaign Design - Spells: Perfect Impersonation

Perfect Impersonation (from School of Illusion)
Illusion (Glamer, Disguise)

Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 hour per caster level (D)
Saving Throw: Will negates
Spell Resistance: Yes

By touching a target (living or dead), you assume all aspects of its form, including mannerisms, speech, and body language. You effectively become the target's double, behaving in every way like the original. In addition, the tactile and audible properties of your equipment are altered to appear like those worn or owned by the target. You can pass for him in public settings, intimate gatherings, and even in private meetings.

You temporarily absorb the target's memories as well as a rudimentary understanding of his language. This added benefit is lost if the target has been dead more than 1 minute per caster level. You do not gain skill knowledge, access to known spells, or use of feats.

The creature touched need not be the same race as you, but cannot be more than 2 feet taller or shorter than you. A 6-foot tall human wizard, for instance, could assume the form of a bugbear, harpy, krenshar, mind-flayer, minotaur, salamander, word, or even a Medium-sized demon.

The impersonation is so perfect that not even true seeing can detect it.

Material component: A piece of chalk or charcoal, crushed in the hand touched to the target.

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Campaign Design - Spells: Minor Shadow Conjuration

Minor Shadow Conjuration (from Relics & Rituals)
Illusion (Shadow)

Level: Penumbral Lord 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: Varies (see text)
Spell Resistance: No (see text)

You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Minor shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 1st level or lower.

Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the minor shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to minor shadow conjuration’s level (2nd) rather than the spell’s normal level. In addition, any effect created by minor shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.

Against disbelievers, they are 20% likely to work.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. Roll for each use and each affected character separately. Furthermore, the shadow creature’s Armor Class bonuses are one-fifth as large.

A creature that succeeds on its save sees the minor shadow conjurations as transparent images superimposed on vague, shadowy forms.

Objects automatically succeed on their Will saves against this spell.

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Campaign Design - Spells: Shadowform

Shadowform (from School of Illusion)
Illusion (Shadow)

Level: Bard 6, Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 full round
Range: Personal
Target, Effect, or Area: You
Duration: 1 hour per caster level (D)
Saving Throw: None
Spell Resistance: No

You become a shadow as if you had used the polymorph spell with the following exceptions: You do not recover any hit points from the transformation, and you retain your own supernatural abilities. Your type changes to undead (incorporeal) and you may be turned or rebuked, but not destroyed or commanded. You never suffer from disorientation in your new form, and you retain your own Dexterity if it is higher than 14. While in shadow form, you may travel as if under the effects of the shadow walk spell.

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Campaign Design - Spells: Project Voice

Project Voice (from Relics & Rituals: Excalibur)
Illusion

Level: Bard 1, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One creature
Duration: 1 round + 1 round per caster level
Saving Throw: None
Spell Resistance: No

This spell enhances the target’s voice, allowing the target to speak with sufficient volume to be heard clearly by all within a 300-foot-radius, regardless of other background noise. The target may still choose to whisper or speak at a normal volume. This spell can be used in conjunction with bardic music effects. Silence spells or effects can still affect the target.

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Campaign Design - Spells: Multi Image

Multi Image (found in Spells & Spellcraft)
Illusion (Figment)

Level: Bard 4, Sorcerer/Wizard 4, Trickery 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: Self
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments are under your control and disappear when struck.

Multi image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and are able to perform different functions. One may appear to drink a potion, while another appears to move into another room, while a third attempts to cast a spell, complete with aural effects. It is a move-equivalent action to direct the images each round. If the caster does not direct the images, they immediately stop what they are doing and mimic the caster. All images must remain within 10 feet of any other image or the caster at all times.

You can move into and through a multi image. When you and the multi image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other.

Enemies attempting to attack you or cast spells at you must select from among the available targets. If the enemy doesn't specify which image they are attacking (by choosing an image taking a particular action) roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).

While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

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Campaign Design - Spells: Reverse Field

Reverse Field (from Relics & Rituals: Excalibur)
Illusion

Level: Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One humanoid creature
Duration: 1 round + 1 round per 3 caster levels
Saving Throw: Will negates
Spell Resistance: Yes

This spell makes the target believe that directions are reversed in the immediate area for purposes of movement - he will go left when he should be going right, or ride south when he should ride north. On a jousting field, this can cause a knight to rise away from the lists or even to head the wrong way down the side of them. The target is not otherwise affected; if in melee, for instance, he does not swing to his right to hit a target standing to his left.

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Campaign Design - Spells: Minor Shadow Evocation

Minor Shadow Evocation (from Relics & Rituals)
Illusion (Shadow)

Level: Penumbral Lord 3, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: Varies (see text)
Spell Resistance: No (see text)

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 2nd level or lower. For a spell with more than one level, use the best one applicable to you.

Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (3rd) rather than the spell’s normal level.

Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.

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