Stycotl
2009-07-30, 12:25 AM
Master of Deception
You know how to create such fleeting and subtle illusions that your targets do not even have the chance to note the inconsistencies and ephemeralities that mark them as phantasm, and you cast it in such a way that it plays on the reflexes and instincts of a foe.
Prerequisites: Caster level 9, Bluff 3 ranks, Knowledge (arcana) 12 ranks, Spellcraft 12 ranks, Spell Focus: Illusions
Benefit: Any time you cast or use an illusory effect, your targets must first succeed at a Reflex save against the spell DC in order to even be capable of attempting a Will save. Targets receive a +5 bonus to the Reflex save, and if they fail, they take the full effect of the spell. If they succeed, they are allowed a Will save normally. These illusions are so potent that even creatures normally immune to illusions (through racial ability, class ability, spells, etc) are subject to them so long as they have at least a 3 Intelligence, though they gain a further +5 to all associated saving throws.
Special: Owing to the fact that this tactic exploits the reflexive nature of its targets, any illusory effect that requires or allows subsequent saving throws on subsequent rounds acts normally after the first round; thus, targets make only one Will save and normally immune creatures are again immune to the effects on round two and beyond.
You know how to create such fleeting and subtle illusions that your targets do not even have the chance to note the inconsistencies and ephemeralities that mark them as phantasm, and you cast it in such a way that it plays on the reflexes and instincts of a foe.
Prerequisites: Caster level 9, Bluff 3 ranks, Knowledge (arcana) 12 ranks, Spellcraft 12 ranks, Spell Focus: Illusions
Benefit: Any time you cast or use an illusory effect, your targets must first succeed at a Reflex save against the spell DC in order to even be capable of attempting a Will save. Targets receive a +5 bonus to the Reflex save, and if they fail, they take the full effect of the spell. If they succeed, they are allowed a Will save normally. These illusions are so potent that even creatures normally immune to illusions (through racial ability, class ability, spells, etc) are subject to them so long as they have at least a 3 Intelligence, though they gain a further +5 to all associated saving throws.
Special: Owing to the fact that this tactic exploits the reflexive nature of its targets, any illusory effect that requires or allows subsequent saving throws on subsequent rounds acts normally after the first round; thus, targets make only one Will save and normally immune creatures are again immune to the effects on round two and beyond.