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Realms of Chaos
2015-02-26, 09:44 PM
How many ways can a man do nothing?

As far as official and third-party support, Illusions are kind of in an awkward position.

As most players know, the schools of magic are far from equal. The schools of conjuration and transmutation, for example, each contain simply tremendous amounts of design space. When it comes to creating content, however, something odd happens. Apart from the two schools listed above, sourcebooks seem to have little trouble finding new mental trick to program with enchantment, new curses to place with necromancy, new things to learn with divination, new defenses to muster with abjuration, or even new ways to blow things up with evocation.

With illusion, however… people seem to regard illusion as a “solved” school of magic. Everyone knows what illusion is capable of and nobody really wants to touch any part of it. To most creators, illusion is:

40% (glamer and figment) are iconic buffs and player ingenuity
40% (phantasm and pattern) poor-man’s enchantment school
20% (shadow) I win with blatantly unbalanced spells

Given the choice between making spells that don’t actually do anything, stepping on the toes of another school of magic, or venturing into a subschool where anything of reasonable power is ignored… you might see why illusion is one of the less represented schools in sourcebooks.

After doing a large search for 3.5 and Pathfinder for Illusions and finding a surprisingly small selection, I was motivated to show that this underappreciated form of magic has more to offer than most authors seem ready to give it credit for. In this thread, you will find:

100 spells of the illusion subschool ranging from 1st-9th level
Battle-ready figments that aren’t named mirror image.
Glamers that actually help you without hiding or disguising you.
Patterns that actually do something other than act as cheap attacks and crowd control.
Shadow effects that offer tastes of other magic without giving entire schools of magic.
A number of low-key spells creates specifically to enrich a campaign world.
High-level illusions that cause huge (apparent) shifts to the environment.
A fair share of divine illusions, including a good number of druidic illusions.
Everything you’d ever need to make a futuristic dystopian magocracy.

How many ways can a man do nothing? I couldn’t tell you, but here are a hundred more.


Abridged Spell List By Level

1st-Level Illusions
Better Days to Come: Grant creatures inspirational dreams of a harmonious future.
Fabricate Fighter: Create illusory combatant to distract opponents and keep them off-balance.
Final Farewell: Call the spirit of a deceased creature into a shadowy form to say its final goodbyes.
Illusionist’s Accoutrement: Create a number of simple items out of shadowstuff.
Manifest Auras: Create illusory auras, even if they don’t belong to anything in particular.
Phantasmal Message: Quietly and quickly impart a message into the mind of a creature.
Phantom Forger: You gain a +10 bonus or higher on a linguistics check made to forge documents.
Proof of Essence: You gain an illusory identifier that observers can use to recognize you.
Rune of Entertainment: Magical rune creates mindless entertainment in the minds of creatures.
Scramblescript: Temporarily render all script in an area as completely illegible.
Troglodyte’s Stench: Take on the illusory stench of a troglodyte, sickening those nearby.

2nd-Level Illusions
Blind Spot: Create an area that other creatures overlook from a distance.
Divine Scrutiny/Panopticon’s Eye: Make creatures believe that they are always being observed.
Fabricate Corpse: You create one or more convincing corpses of shadowstuff.
False Wounds: You create a number of fake wounds on the form of a creature.
Gelatinous Flesh: Appear to take on the translucency of a gelatinous cube.
Illusory Guidance: Create an illusion to help properly demonstrate how a task is done.
Lights of Jubilation: Make celebratory display that inspires and intoxicates.
Red Light Haze: Pattern provides the ultimate in hedonic satisfaction, for better or worse.
Shadowvine: Produce a quasi-real plant that thrives in darkness and shadow.
Shield of Heartbreak: Creature sees only a loved one when it tries to attack you.
Unseen Listener: Invisible image records and replays audio information.


3rd-Level Illusions
Anonymous: Wrap creatures in an illusion that others are unable to accurately describe later.
Archon’s Presence: Gain the aura of menace that archons possess.
Charlatan’s Provenance: Roughly imitate a number of divine effects through shadow magic.
Emulate Power: Create false works of spellcraft with ease.
Fabricate Caster: Create an illusory spellcaster who can cast illusions.
Frostfell Fire: Create incredibly detailed illusion of fire that may even fool freezing creatures.
Glimmer of the Treasury: Make an object appear to be incredibly valuable to all creatures.
Heart’s Desire: You create a shadowy soulmate for a creature to help break its heart.
Mimic’s Impersonation: Disguise a creature as an inanimate object.
Warp Perceptions: Phantasms prevent other creatures from pointing out an illusion.
Zone of Serenity: Create a calming pattern that dissuades acts of violence.

4th-Level Illusions
Aura Masquerade: Disguise magical auras with a great degree of detail.
Dragon’s Mein: gain an intimidating voice, frightful presence and a blinding breath attack.
Bag of Shadows: Container opens into extra-dimensional pocket of shadow.
Field of Mirrors: Fill an area with myriad illusory copies of its inhabitants, giving many benefits.
Gentle Lullaby: Audio pattern exhausts creatures or puts them to sleep.
Glittering Lure: Pattern illuminates area and lures creatures through it.
Jailor’s Procession: Target perceives its chances of escape as being a lot lower.
Produce Proof: Produce illusory evidence in support of any claim that you make.
Programmed Ignorance: A single creature is rendered incapable of learning a named fact.
Sensory Records: Reproduce one hour of a creature’s visual and audio memory as an illusion.
Whispering Shade: You can speak with shadows in the area.

5th-Level Illusions
Bloodless Torment: Torture creatures for information with horrific phantasms.
Dark Harvest: Infuse the surrounding plant-life with shadowstuff, warping and enriching it.
Deft Double: Create a duplicate of yourself that overlaps with your form, granting several bonuses
Distorted Arcana: Caster’s spells are warped and hidden by magic.
Fabricate Brigade: Create a multitude of superior illusory combatants and spellcasters.
Guardian’s Veil: Long-lasting pattern scares away any who get too close.
Nymph’s Beauty: Take on a visage of pure beauty, possibly blinding or stunning nearby creatures.
Incongruous Façade: Disguise yourself as a creature with a completely different body type.
Pooling Penumbra: You can see into a nearby area and can enter it through shadowy conduits.
Puppeteer: An endless slew of phantasms guide a target’s actions as you choose.
Spatial Distortions: Dizzying distortion of space imposes numerous penalties in an area.

6th-Level Illusions
Actualize: Add a temporary level of reality of any simple illusion.
Big Top: Caster creates a circus tent filled with a number of magical effects.
Eerie Desolation: Area creates escalating sense of dread in trespassers.
False Futures: Creatures are assaulted by draining and painful visions of false futures.
False Prophet: You can imitate a number of powerful divine effects through trickery and illusion.
Qlippoth’s Loathing: Imitate the maddening form of a qlippoth.
Shadow World: Travel temporarily into a shadowy duplicate of the world.
Spymaster’s Eye: Make invisible illusory sensor that records and replaces visuals from the area.
Subliminal Reeducation: Countless fleeting phantasms change how a populace views reality.
Vision Quest: Out-of-body experience provides a creature deep and personal insights.
Zone of Conspiracy: Create an area where all perceptual information is tightly controlled.

7th-Level Illusions
Ephemeral Aurora: Create a heavenly aurora that inspires all who take time to look upon it.
Eternity’s Gate: Create facsimile of the afterlife to create fervor and resolve for the faithful.
Eventide Fortress: Create a large keep out of shadowstuff and augment it with arcane might.
Exploratory Probe: Create a shapeable mass of invisibility.
Fabricate Army: Create perfect illusory fighters and casters with an army of normal illusions.
Fictionalize: Transform a creature into a mere figment of its former self.
Revenant: If slain, you return as a phantasmal ghost that exists to kill your slayer.
Seasonal Warp: Control the apparent season in a large area, potentially permanently.
Umbral Crafter: You can quickly craft cheap, temporary, and temperamental magic items.
Vanity’s Curse: All creatures in a large area who see their reflection become fascinated for days.
Vivid Dream: Target believes that a dreamed event truly occurred.

8th-Level Illusions
Complacency Circle: Make all creatures within a contained area more content and pliable.
Clean Getaway: All traces of a specific action are temporarily hidden by magic.
Cruel Victory: Force a creature to surrender by crushing all of its dreams in a matter of moments.
Dark Menageries: Create a large quantity of permanent and quasi-real animals.
Emperor’s New Treasury: Create illusory wealth that the powerful have a harder time noticing
Immaterial Monument: Create a simply enormous figment.
Mask Shrine: Make a shrine or temple of one deity appear to be one of another.
Midnight Sun: Make creatures believe that they are seeing the sun in the sky.
Mindscape Labyrinth: Create an illusory maze that grants a number of benefits.
Sphere of the Broken Moon: Targets in area perceive distant illusions of unlimited size.
Ubiquitous Umbra: You are aware of a good many shadows and can travel through them.

9th-Level Illusions
Brilliant Façade: The ultimate form of illusory disguise.
Celestial Canvas: Create a masterful illusion across the sky, having a number of potential effects.
Dream-Crashing Discharge: Dispel illusions, making them explode into dangerous patterns.
Dreamweaver: You gain influence over the dreams of others in a tremendous area.
Fabricate Anima: Create a permanent illusory life-form.
Grand Puppeteer: Create and manage a large number of illusions over a short period.
Perfect Fetch: You create a temporary simulacrum of flesh that you can cast your spells through.
Perspective Shift: Transform illusions into other illusions.
Shadow Avatar: Channel the shadow of true divine power through your form.
Sovereign’s Presence: Make others believe that you are truly a deity.
Superior Shadow World: You can bring other creatures into your shadow world.
Utopia: Create a zone of phantasmal perfection that few can muster the will to leave.

Realms of Chaos
2015-02-26, 09:49 PM
Actualize-Emulate Power

Actualize
School: Illusion (Figment); Class: Sor/Wiz 6
Casting Time: 1 standard action
Components: S, V
range: Close (25 ft. + 5 ft./2 levels)
Target: One figment that allows a will save to disbelieve
Duration: 1 hour/level
Saving Throw: None; Spell Resistance: No

One figment effect is given a layer of reality, losing all properties of the spell that created it but gaining a physical presence for the duration of this spell. The illusion receiving an appropriate tactile component and exerts the proper amount of weight as well as gaining damage reduction, hardness, and/or natural armor as appropriate for the nature of the illusion. Furthermore, an actualized illusion allows for no saving throw to disbelieve. Even so, an actualized illusion is incapable of dealing damage. Magical, virulent, and/or alchemical properties of what the figment depict do not exist for the physical form.

If the illusion of a creature is created in this way, it loses all special attacks and special qualities of the base creature and possesses no mental ability scores (and thus possesses no ranks or feats) but otherwise possesses the stats of the creature. All actualized illusions are under the mental control of their casters and end when the duration of this effect ends, even if the spell would normally last longer.

The hit points of an actualized object or creature never exceed your level x 5. Its hardness never exceeds 20, its Damage Reduction never exceeds 20/-, and its natural armor never exceeds +20. If actualizing an image of an unreal creature, it is treated as an animated object of the appropriate size and with appropriate traits for its form except as treated above. Further, an unreal creature may be granted up to one alternate mode of speed appropriate to its form and with a rate equal to its base land speed (gaining average maneuverability if flying). Actualize counters and dispels Fictionalize.

Anonymity
School: Illusion (phantasm) [mind-affecting]; Class: Bard 2, Sor/Wiz 3
Casting Time: 1 standard action
Components: S, V
Range: Close
Targets: One willing creature + up to one willing creature/3 levels
Duration: 10 minutes/level
Saving Throw: None or Will negates; Spell Resistance: No

Through the use of this spell, you wrap a number of creatures in a supernatural veil of anonymity. Far from invisibility, creatures can easily see and respond to the actions of anonymous creatures unless they are attempting subterfuge through some other means.

Instead, this spell places an ever-shifting perception of the targets within the mind of observers while preventing them from immediately noticing anything wrong with their senses. Often, a creature only realizes what had occurred when prompted to recall that creature later, at which time they realize that they can’t describe the voice… or height… or even the race of the creature that they had talked to.

Most casual passersby gain no saving throw against this effect. Any creature who interacts with a target for more than one round, however, may make a Will save to see through this effect (seeing the targets as they truly are).

Archon’s Presence
School: Illusion (Glamer); Class: Cleric 3, Sor/Wiz 3
Casting Time: 1 standard action
Components: S, V, M (holy water)
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will disbelieves; Spell Resistance: Yes

You make subtle and supernatural alterations to your appearance, adding a righteous presence to your form. Divination effects that detect your alignment detect you as being Lawful Good (Will disbelieves).

More importantly, your presence causes your foes to second-guess their actions. Any foe that can see you must make a Will save or take a -2 penalty to attack rolls, saving throws, and skill checks until the spell ends or until it damages you.

Aura Masquerade
School: Illusion (Glamer); Class: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One magical aura or magical item/level
Duration: 24 hours/level (D)
Saving Throw: Will Disbelieves; see text; Spell Resistance: No

Through the use of this spell, you select one or more magical auras or magical items, none of which may possess a caster level higher than your own + 5. You replace each of these auras with a detailed new aura, changing not only what auras appear but what effects are detected through divinations. This effect fools Detect Magic, Arcane Sight, Greater Arcane Sight, and the Spellcraft skill.

For magical auras, this means that you can replace the actual spell being replaced with the aura of another spell with a spell level up to half of your caster level that you are familiar with. Creatures detecting this substitution may make a Will save to disbelieve this illusion, gaining a +4 bonus if the new spell wouldn’t make sense with the aura (such as a Haste spell affecting an area or Animate Objects affecting a normal dog).

For magical items, you may select a single magical item costing up to 1,000 gp/level that you are familiar with and any attempt to learn the effects of the original item instead reveal this new effect. Any creature discerning the new effect may make a Will save to disbelieve, gaining a +4 bonus if the new item wouldn’t be appropriate (such as a magical sword that is detected as being a Bag of Holding).

Bag of Shadows
School: Illusion (Shadow); Level: Sor/Wiz 4
Casting Time: 10 minutes
Components: V, S
Range: Touch
Target: Container Touched
Duration: 24 hours
Saving Throw: None; Spell Resistance: No
You provide a special link between a backpack, sack, chest, or other container and the plane of shadow, partially extending its interior onto the plane of shadow. This increases the holding capacity of the container by a number of cubic feet equal to your caster level. All objects stored within the container must still be capable of fitting through the entrance and this container functions much as a bag of holding. At the end of this spell’s duration, all excess material is instantly ejected as if the container had been turned inside out. This effect does not stack with itself.

Better Days to Come
School: Illusion (phantasm) [good, mind-affecting]; School: Paladin 1
Casting Time: 1 standard action
Components: S, V
Range: Medium (100 ft. + 10 ft/level)
Targets: Any number of sleeping creatures within range
Duration: See text
Saving Throw: Will negates (harmless); Spell Resistance: Yes

With the amount of horrors and uncertainties that a paladin braves through, there is always a need to remind their friends and the survivors of disaster that there are always better days to come. Each sleeping creature that fails its save experiences visions of a peaceful, harmonious future.

Evil creatures who fail their saves suffer from fitful sleep and gain no special benefits but suffer no particular penalties from these dreams. Non-evil creatures, meanwhile, heal naturally at twice the normal rate that evening. Good creatures are inspired to do their best and may additionally add a single +2 morale bonus to one attack roll or skill check they make in the pursuit of a good act within 6 hours of awaking. Lawful Good creatures gain the most from this enchantment, finding the motivation to continue onwards in spite of adversity and gaining a +2 morale bonus to the next three Constitution checks and/or Fortitude saves that they make within 12 hours of waking up.

Big Top
School: Illusion (Shadow); Class: Bard 6
Casting Time: 1 round
Components: S, V, F (a silk top hat worth 100 gp)
Range: 0 ft.
Area: 40-ft-radius tent
Duration: 1 round/level
Saving Throw: See Text; Spell Resistance: See Text

Reaching into the deepest reaches of the plane of shadow, this spell creates a warped caricature of a circus tent up to 40 feet in radius. If a smaller area is available, surrounding obstructions are recolored to blend with the tent as the tent otherwise sprouts up without difficulty.

The tent itself is made of insubstantial shadowstuff, making it impossible to damage but incredibly easy to walk through. The tent is filled with low, grating music and shadowy illumination, regardless of ambient light conditions or effects of the light or darkness descriptor of 5th level or lower.

Into the tent are summoned 1d4+1 quasi-real props, sideshow freaks, and/or performing animals, each of which is created or summoned as if through Shadow Conjuration. You make all choices for these shadow conjuration effects and any objects or creatures created or called in this way are incapable of leaving the tent, vanishing if somehow forced out.

Further, you may maintain a bardic music effect as a swift action while within the tent, simply incorporating it into the music of the tent. Each round that you continue bardic music in this way, however, takes an extra round of bardic music.

Finally, the morphic shadows within the tent bend distance in your favor, granting you and allies within the tent a +10 circumstance bonus on Acrobatics checks and a 20% miss chance against attacks of opportunity.

Blind Spot
School: Illusion (Phantasm) [Mind-affecting]; Class: Sor/Wiz 2
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-foot cube
Duration: 1 round/level
Saving Throw: Will negates; Spell Resistance: Yes

This spell creates a visual and mental blind spot for creatures in physical space. Creatures who possess a line of sight with the blind spot must make a Will save or lose the ability to detect the chosen area and actions occurring entirely within it with any of their senses. Even extraordinary senses and divination effects of affected creatures overlook the blind spot entirely, treating it as if it did not exist.

This ability is suppressed while a creature is within 30 feet of the area and a creature is freed from this effect if an aggressive action is taken against them from the blind spot. You may choose to exempt yourself and up to one additional creature within range/3 caster levels from this effect, letting you see the blind spot with ease.

Bloodless Torment
School: Illusion (phantasm) [mind-affecting]; Class: Sor/Wiz 5
Casting Time: 1 standard action
Components: S, V, M (a rusty blade)
Range: Close (25 ft. + 5 ft/2 levels)
Duration: 1 hour/level
Area: 10-ft. radius emanation
Saving Throw: Will disbelieves; Spell Resistance: Yes

As this spell is cast, a single question is asked. Any creature who remains in the area of this spell for at least one hour becomes prone to bouts of torturous hallucinations that attempt to draw the answer to that question out of the target. At the end of the first hour of continuous exposure, a creature falls helpless and insensate as they are drawn into a hallucination of torture custom-crafted for their psyche.

The torture can be anything from raw physical abuse that never kills them to psychological torture as they are assaulted by their deepest fears or are forced to watch their friends and loved be torn apart over and over. At the end of each hour, a creature must make a Will save to avoid shouting out the answer to the question this spell asks (or making up an answer if you don’t know the truth). If it succeeds, the target can remain quiet or spout forth misinformation.

The strength of the torment grows steadily more intense over time, finding and picking at every weakness discovered. Each time beyond the first that a save is made against this spell, the save DC increases by a stacking +1. If a creature succeeds on three consecutive saves, it can temporarily block out the hallucinations and awaken for 1d4 hours. Once a creature has failed a saving throw against this effect, however, it shouts out the same answer every hour without the benefit of further saving throws and starts taking 1 point of Wisdom damage per hour as its mind deteriorates.

The area this spell creates generates dread in all living creatures that can even awaken the sleeping, removing any chance of a creature accidentally remaining in the area for a full hour in most circumstances. Further, a creature can be saved from its insensate state by simply removing it from the area. This spell provides no means to keep creatures within the area, often forcing users to provide their own means. Unconscious creatures are immune to this ability.

Brilliant Façade
School: Illusion (Glamer); Class: Sor/Wiz 9
Casting Time: 1 standard action
Components: V, S, M (an emotionless ivory mask worth 1,000 gp)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature or one willing creature/level; see text
Duration: 10 minutes/level or Permanent; see text
Saving Throw: None or Will disbelieve (if interacted with); see text; Spell Resistance: No

This spell functions much as Incongruous illusion with a couple of exceptions. First, the spell included rudimentary audio, olfactory, and thermal components, increasing the bonus to disguise checks from +10 to +30. Further, this spell can be used to push the art of disguise to its ultimate heights in multiple different ways, though not all at once. When you cast this spell, you select one of the three following benefits:

Endless Facade: The spell perpetually renews itself upon the target, increasing the duration from 10 minutes/level to permanent.

Mass Masquerade: The spell spreads out among several targets, allowing you to affect up to 1 creature/level instead of just one willing creature.

Perfect Persona: The spell even generates tactile sensation, removing the ability of others to make a Will save against this spell after interacting with the target. Observers may still make Will saves when they witness the disguise being changed as described above, however.

Celestial Canvas
School: Illusion (Various); Class: Sor/Wiz 9
Casting Time: 10 minutes
Components: S, V, M (A sapphire worth 5,000 gp)
Range: 0 ft.
Area: 5 mile-radius emanation
Duration: 12 hours (D)
Saving Throw: Will disbelieves; Spell Resistance: See Text

After ages of working on larger and larger illusion, this spell represents the ultimate culmination of raw illusory magic, using tremendous portions of the very sky as the caster’s canvas. This spell can take a number of forms, depending on how the spell is created. Each time the spell is cast, select one of the following options for how the spell manifests. Whatever effect is chose, affected creatures observe the change appearing to stretch off into the horizon while those outside of the area can’t see the alteration.

Broken Cycles: You may choose to either invert the apparent normal cycle of day and night for the full duration of this spell or to freeze the sky in perpetual and unmoving night, day, or twilight. The color of the sky also changes to correspond with the appropriate time of day. Creatures who fail to disbelieve this effect are affected by illusory sunlight and illusory moonlight as if they were genuine for all purposes. While the type of light and apparent direction of light can be altered, the amount of light provided is only slightly altered. As a result, an illusory sun seems dimmer than normal (and is eclipsed while a new moon should appear in the air) while an illusory moon shines almost painfully bright. When used in this way, Celestial Canvas gains the glamer subschool and is not subject to spell resistance.

Ensoul the Sky: You weave the sky with subtle illusions that draw upon emotional expectations relating to the sky. If it is daytime, you may choose to either make the day seem oppressive and overlong (affected creatures are fatigued) or joyful and free (affected creatures gain a +2 morale bonus to their Strength and Dexterity scores). If it is nighttime, you may choose to make the night seem either isolating and terrifying (affected creatures are shaken) or secure and insulating (affected creatures are immune to fear effects). When cast in this way, Celestial Canvas ends early if the sun sets or rises. Further, this usage grants this spell the pattern subschool with the mind-affecting descriptor and is subject to spell resistance.

Illusory Weather: You can add (but not change or remove) inclement weather to the area. This weather is entirely illusory in nature, however, obscuring the senses of creatures as normal but having no effect on movement, ranged attacks, or exposed flames. As part of casting this spell, you may create an illusory cold snap that creates sensation of cold weather or severe cold weather unless it is already colder, dealing nonlethal damage as normal for such environments (this replaces any dangers from high temperatures in the area). When cast in this way, Celestial Canvas has the figment subschool and does not allow spell resistance.

Unfriendly Skies: You fill the sky with howling winds from the darklands of the shadow plane and angry birds with burning red eyes and wings of gossamer. Starting 100 feet above the ground, the area is filled with a constant windstorm moving in the direction of your choice (unless the wind is already higher in an area). Every minute that a creature remains in these winds, there is a 20% chance that they attract the ire of a group of birds. The birds function much as a bat swarm, save that they possess 50% as many hit points. A creature that succeeds on its Will save ignores this windstorm and only takes 50% as much damage from the swarm. Swarms created in this way ignore the wind created by this effect but are incapable of descending below 100 feet off of the ground. When used in this way, Celestial Canvas gains the shadow subschool and is subject to spell resistance.

Weave Constellations: Affected creatures who look at the night sky or who try to measure the movement of celestial spheres through other means such as orrery or astrolabe detects picks up constellations of your own design. As part of casting this spell, you may choose a single school of magic. If an affected creature is aware of your constellations and succeeds on a DC 15 Knowledge (arcana) check, it sees the spells corresponding to the chosen school of magic and gains a +1 morale bonus to concentration checks and caster level checks made when casting spells of that school. If they succeed on a DC 30 Knowledge (arcana) check, they gain a +1 morale bonus to their caster level when casting spells of the chosen school as well. When used in this way, Celestial Canvas gains the phantasm subschool and the mind-affecting descriptor and is subject to spell resistance.

Charlatan’s Provenance
School: Illusion (Shadow); Level: Bard 3, Sor/Wiz 3
Casting Time: 1 Standard action
Components: V, F (a holy or unholy symbol)
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None and see text; Spell Resistance: Yes
Through this versatile spell, you can channel matter from the plane of shadow to disguise yourself as a divine caster and imitate a small number of minor miracles. This spell requires no more than a couple of specialized pseudo-prayers and a divine symbol, allowing most casters to use it even while wearing armor. Each round that this spell continues, you may choose to use one of the following abilities as a standard action. A creature who succeeds on a saving throw against one effect this spell produces does not automatically succeed on their saving throw against all effects produced.

Shadowfare: You produce a meal of any simple fare (worth 10 gp or less) and a pint of water. This food and water is made of shadow matter and twice as much is required to properly satiate a creature, though a creature eating a meal believes that it is fully stated if it fails a Will save. Any food or water created in this way vanishes after 1 hour if not consumed.
False Healing: You may imitate any conjuration (healing) spell of 2nd level or less from the cleric spell list. If an imitated spell would heal hit points, it grants that many temporary hit points instead (the target only gains temporary hit points equal to what the spell would normally heal them, meaning that a fully healthy target won’t gain any benefit). These temporary hit points last for 10 minutes. Once you have used this ability, you must wait 1d4+1 rounds before using it again.
Divine Presence: Altering the senses of others to mimic the sensation of divine revelation or encroaching dread, you may imitate Bane, Bless, Command, Doom, or Sanctuary. The effect lasts for just 1 round if it would normally last longer and each use of this ability has a 20% chance of simply failing to function. This usage is treated as a mind-affecting ability and language-dependent ability when imitating spells with those descriptors.

Clean Getaway
School: Illusion (Glamer); Class: Bard 6, Sor/Wiz 8
Casting Time: 1 standard action
Components: S, V, M (a handful of daisies and rose petals)
Range: 0 ft.
Area: 1 mile-radius emanation
Duration: 1 hour/level
Saving Throw: Will disbelieves (if interacted with); Spell Resistance: No

This incredibly intricate spell allows the caster to select one course of action that they and up to one ally/4 caster levels have performed within the past 24 hours. All physical evidence in the area of that event taking place is either rendered invisible or is otherwise hidden under a veil of magic. Any creature hidden in this way resumes visibility if it takes an aggressive action or leaves the area.

Even eyewitness testimony is tampered with. Whether trying to communicate the event through writing, speech, or some other method, the glamer changes the apparent content of that message to something else (typically a polite but inane pleasantry).

This effect only includes visual and audio illusions and any creature interacting with a disguised or hidden object may make a Will save to break through the entirety of this effect. This effect does not prevent eyewitnesses from responding on their own (though it does hide evidence that they aren’t already familiar with) and does not disguise actions taken after this spell has been cast.

Complacency Circle
School: Illusion (Pattern) [Mind-affecting]; Class: Sor/Wiz 8
Casting Time: 10 minutes
Components: S, V
Range: See text
Area: See text
Duration: 24 hours/level
Saving Throw: Will partial; Spell Resistance: Yes

Casting this spell, you personally walk along a path and inscribe arcane sigils into the ground. You must personally touch each square to be included into the path while the spell is being cast. This spell has no effect if not used to create a full circle, square, or other closed shape. Each casting produces up to 10 feet of outline/caster level and multiple circles of contentment can be joined to contain a larger area. The area of this spell extends up to 500 feet into the air.

Within the closed area of one or more Circles of Contentment, a thin, multicolored haze fills that air. While this haze fails to properly obstruct vision, it selectively ruins the senses, memories, and will of the creatures within to keep them pliable and content. For every 24 hours that a creature spends within the area, they take a stacking -1 penalty to Will saves. This penalty lasts until a creature leaves the area.

Further, a creature in the area must make a Will save every 24 hour or have its attitudes towards all other creatures in the area moved one step towards indifferent as particularly strong memories (good and bad) are momentarily suppressed. This penalty lasts until a creature spends a full week outside of the area or is targeted by a Break Enchantment effect or more powerful magic.

Finally, creatures are more likely to overlook small details in their environment, especially when such observation would lead to anger or dissatisfaction. Creatures in the area take a -10 penalty to appraise checks and fail to recognize most superficial damage to objects around them (such as peeling paint, cracked walls, and minor potholes). Further, creatures take a -10 penalty to perception checks against creatures that they are unfriendly or hostile towards.

A Complacency Circle can be made permanent through permanency, requiring a caster level of 15 and 25,000 gp to make a single circle (or part of one if multiple castings make up the circle) permanent.

Cruel Victory
School: Illusion (phantasm) [mind-affecting]; Class: Sor/Wiz 8
Casting Time: 1 standard action
Components: S, V
Range: Medium (100 ft. + 10 ft./level)
Target: One creature with an Intelligence score of 3 or higher.
Duration: 1 round/level and 1 day/level
Saving Throw: None and Will partial; Spell Resistance: Yes

As this spell is cast, the target witnesses a phantasm of everything that they have worked for in their life falling apart before their eyes. Each round, the failures compound upon themselves to form a more cruel and complete image of defeat. Even a brilliant mastermind may witness its magical ritual fail on the first round, its guardians and co-conspirers betray it on the second round, its escape routes crumble away on the fourth, a divine sign of its deity’s disgust on the fourth, and so forth. While the perceptions of a creature are warped, however, the nature of the phantasms never renders creatures or objects invisible or magically silent and a target can generally navigate through the world with few difficulties.

These phantasms are perfectly woven into the insecurities and anxieties of the target, allowing no Will save but allowing for spell resistance to block them. A creature witnessing these images loses all morale bonuses and suffers from a cumulative -1 penalty to attack rolls, skill checks, and saving throws each round. Further, it must make a Will save each round to resist succumbing to the visions around it. Such a creature simply surrenders to you, performing no suicidal actions but otherwise capitulating to your will and witnessing the logical aftereffects of these phantasms for 1 day/level.

If a target moves out of range, it is instantly freed from this effect. If a creature succeeds on all of its saving throws, the phantasmal world built up around it instantly shatters to reveal the real world.

Dark Harvest
School: Illusion (Shadow); Level: Druid 5
Casting Time: 1 standard action
Components: V, S, M (a humanoid heart)
Range: 200 ft.
Area/Effect/Target: See Text
Duration: Instantaneous, and 1 round/level; see text
Saving Throw: See Text; Spell Resistance: See Text

Through this ancient spell, you cause the plane of shadow to bleed over, resulting in insidious fecundity that possesses a number of effects. First, all plants in the area are granted both benefits of a Plant Growth effect. Simultaneously, all unworked wood that isn’t part of a creature within range is instantly subjected to a Warp Wood effect (no save). This wood imposes a -5 penalty on craft checks made using it and on climb checks made against affected trees. Finally, most of the plants grow darker in coloration and most sinister in appearance.

Beyond the initial surge of growth, you are granted a certain degree of control over the morphic energies used while the spell first settles. For 1 round/level after first casting this spell, you may spend a standard action imitating an Entangle, Snare, or Wood Shape effect, so long as the entire area is within the altered area or the entire target was affected by the initial surge of magic. The overgrowth function of the Plant Growth effect increases the save DCs of these effects as normal.

Dark Menagerie
School: Illusion (Shadow); [/b]Level:[/b] Druid 8
Casting Time: 1 standard action
Components: S, V, M (A bloodstone worth 1,000 gp)
Range: Medium (100 ft. + 10 ft./level)
Area/Effect: 1-mile radius/A small ecosystem of quasi-real creatures.
Duration: 1d4 rounds, 1 round/level, 10 minutes/level, and permanent; see text.
Saving Throw: Will disbelieve (if interacted with); see text; Spell Resistance: Yes

You select one creature with the animal type that could be summoned through Summon Nature’s Ally I. You choose an additional such creature from each Summon Nature’s Ally II, Summon Nature’s Ally III, and Summon Nature’s Ally IV. 1d4+1 instances of each specimen appear anywhere within range that could support them, functioning as if Greater Shadow Conjuration had been used to summon them with the appropriate spells. Unlike the normal summoning spells, however, the creatures can travel as far as one mile from where they were first summoned and they last after the first 1 round/level has elapsed. After this period, the summoned animals become free-willed, though they won’t attack you or each other.

In addition to summoning these larger creatures, you summon a number of tiny or diminutive animals of your choice equal to twice your class level (maximum 40). These creatures may not possess the swarm subtype. Each one possesses 1 hit point and deals no damage to a creature that disbelieves it. You gain control over these smaller animals for 10 minutes/level. Like the larger animals, they can wander up to 1 mile from where they are first summoned. While you retain this control, you may choose to experience the worth through the senses of a single such animal as a standard action, leaving your own body insensate and helpless. This effect ends when you lose control of the animals or when you spend a standard action to return your senses to your body.

Finally, you manage to summon thousands of assorted fine animals and vermin. This influx of vermin creates the rough equivalent of two centipede swarms anywhere within range, each of which is only 60% real as if it had been summoned through Greater Shadow Conjuration. These swarms do not move, are not under your control, and quickly dispersing after 1d4 rounds if not slain earlier. Whether the swarm is slain or allowed to disperse, surviving vermin quickly spread out, covering the entire area of this spell after 10 minutes. After this period, the vermin grant you a limited degree of sensory information for 10 minutes/level, preventing you from ever being caught flat-footed while in the area unless you are rendered helpless.

Deft Double
School: Illusion (figment); Level: Sor/Wiz 5
Casting Time: 1 standard action
Components: S, V
Range: Personal
Target: You
Duration: 1 minute/level or until expended
Saving Throw: None; Spell Resistance: No

You create a semi-intelligent figment of yourself that shares your square and that acts as an extension of your will, helping your achieve your goals and protecting you from harm. The first time each round that you make an attack roll, Combat maneuver check, sleight of hand check, or a disguise check, you may roll 2d20 and take the higher result. The first time each round that you are attacked, the attacker rolls 2d20 and takes the lower result. Beyond these simple benefits, you can feint with the bluff skill as a swift action and any critical hit scored against you has a 50% chance of dealing normal damage. Finally, As an immediate action, you may expend the effects of this spell to negate a single attack roll made against you and move 5 feet in any direction, having left your illusion to take the hit.

Distorted Arcana
School: Illusion (Glamer); Class: Sor/Wiz 5
Casting Time: 1 standard action
Components: S, V
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None; Spell Resistance: No

This spell surrounds you and the spells you cast with a distorting veil of illusion allowing you to perform a number of interesting tricks. So long as this spell continues, all spellcraft checks made to identity spells as you cast them suffer from a -10 penalty. Further, whenever you cast a spell that has a visible effect, you may choose one of the following two options.

Distort Origin: You may select another square within the range of the spell. The spell effect appears to originate from that square. This effect is purely cosmetic, failing to catch targets by surprise or to extend the range of the spell or reach around cover or provided other such benefits. Spells with a range of touch or personal or that create areas that emanate from your square (such as burning hands) can’t be affected in this way.
Hide Spell: You may render the effects of a spell invisible. A hidden fireball fails to leave scorch marks on its victims or on the surrounding area, for example. A spell that creates, calls, or summons creatures cannot be affected in this way.

Divine Scrutiny/Panopticon’s Eye
School: Illusion (Pattern) [Law, Mind-affecting]: Class: Cleric 2, Sor/Wiz 2
Casting Time: 1 standard action
Components: S, V
Range: Touch
Effect: Inscribed Pattern
Duration: 2 hours/level
Saving Throw: Will partial; Spell Resistance: No

This spell allows you to inscribe a temporary symbol of observation (often a simple eye) onto any nonliving surface. Any creature that can see at least one of these marks believes itself to be under the direct observation of a lawful figure (whether from in the shadows or from far away) for as long as the symbol remains in sight. This paranoia distracts creatures from actual magical breaches of privacy, giving affected creatures a -2 penalty to saving throws against divination effects.

Further, any affected creature that knowingly performs an illegal action must make a Will save or be shaken for 1d4+1 rounds upon its completion. A DC 15 Sense Motive check can pick out this wave of fear even in a large crowd.

This spell can be made permanent through the Permanency spell, requiring a caster level of 9th or higher and materials worth 2,500 gp.

Dragon’s Mein:
School: Illusion (Glamer) [Fear, Mind-Affecting]; Class: Sor/Wiz 4
Casting Time: 1 standard action
Components: S, V
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None or Will Negates or Reflex partial (See Text); Spell Resistance: See text

With this spell, your form appears slightly larger and more muscular and possesses several draconic touches that add up to a threatening appearance. You gain a +10 enhancement bonus to intimidate checks and your voice can be heard clearly from up to 500 feet away when desired.

Further, you gain the frightful presence special ability. Whenever you attack or charge, witnesses with equal or fewer HD than your caster level within 60 feet must make a Will save. Targets who fail their save are frightened for 5d6 rounds if they possess 4 or fewer HD or are shaken for an equal duration if they possess more. Creatures who succeed on their save can’t be scared by this spell. Spell resistance applies against this effect.

Finally, you gain the ability to release a special “breath weapon”, transforming the air in a 30-foot cone emanating from you into a sparkling mass of blinding lights and distracting colors. Creatures in Range must make a Reflex save. Those that fail are blinded for 1d4+1 rounds while those that succeed are dazzled for an equal duration. After using this ability, the remaining duration of this ability is reduced by 10 minutes (ending if fewer than 10 minutes remain) and you must wait 1d4+1 rounds before you can use it again. Spell resistance applies against this effect.

Dream-Crashing Discharge
School: Illusion (Pattern) [Mind-Affecting]; Class: Sor/Wiz 9
Casting Time: 1 standard action
Components: S, V
Range: Long (400 ft. + 40 ft./level)
Area: 50-foot cube
Duration: Instantaneous
Saving Throw: None and Will Negates; Spell Resistance: Yes

This spell, the ultimate tool in fights between illusionists, ends and weaponizes active illusions within a large area. First, this spell allows you to make a dispel check against all ongoing effects of the figment, glamer, pattern, and/or shadow subschools within the area.

Each effect dispelled in this way is sundered into a horrific assault upon the senses, forcing creatures within 10 feet (possibly including previous targets of the spell) to make a Will save to avoid being blinded permanently and taking 1d6 points of Intelligence, Wisdom, and Charisma damage.

Any dispelled illusions that you have cast however, are fractured in a far more dangerous and deliberate manner, doubling the range at which targets are affected and subjecting those who fail their save to 10 points of nonlethal damage/spell level of the dispelled spell.

A single creature may be subjected to up to four crashing illusions simultaneously (suffering from subsequent ones even if blinded by the first), making separate Will saves against each and saving against your effects before other dispelled effects (with spells of higher spell levels being applied first).

Dreamweaver
School: Illusion (phantasm) [mind-affecting]; Class: Cleric 9, Druid 9, Sor/Wiz 9
Casting Time: 10 minutes
Components: S, V, F (hourglass filled with silver sand worth 5,000 gp)
Range: 10 miles
Targets: Any or all sleeping creatures.
Duration: See Text
Saving Throw: See Text; Spell Resistance: Yes

Through the use of this spell, you fall into a sleep-like trance. While in this state, you are constantly aware of the number of sleeping creatures with intelligence scores of 3 or higher within 10 miles, along with their creature type and alignment. If you personally know or would recognize any creature who you detect sleeping, you recognize that creature’s dreams. This effect does not reveal the particular direction or distance to specific dreamers, however.

Each round that you remain in this trance, you may reach out to a single individual who you can detect sleeping, infiltrating their dreams with your phantasms in one of the following ways. You may only infiltrate the dreams of a single creature once per night.

Dreamshaper: You reshape the dreams of any creature (even one you are otherwise unfamiliar with), affecting them as though with Dream or Nightmare, using this spell to determine the save DC if appropriate.

Fantasy Watcher: You observe the target’s dream to learn more about it. You learn the target’s age and occupation, its current overarching goal, and witness 1d4+1 short scenes from the previous day. A successful Will save negates this effect.

Mindscape Guardian: The dreams of a target are bolstered and protected from outside influence, granting the creature immunity against Dream and Nightmare effects and a +2 bonus to Will saves until it awakens. Further, it heals naturally at twice the normal rate that evening.

Reverie Stoker: You may immediately cast a single spell or spell-like ability you possess of the emotion descriptor that has a casting time of 1 standard action or less and a range other than personal on a sleeping creature that you detect. The spell effect remains dormant until the target next awakens, though saving throws and spell resistance (or similar defenses) are checked immediately.

Intruding this far into the dreamscapes of others has its costs, however. After casting this spell, you cannot regain spell slots or prepare spells until you have received at least sixteen hours of sleep or rest in place of the normal eight. This amount cannot be reduced through magical means.

Eerie Desolation
School: Illusion (Pattern) [Mind-affecting]; Class: Druid 7, Sor/Wiz 6
Casting Time: 10 minutes
Components: S, V, F (a carved totem worth 500 gp positioned within the area)
Range: Long (400 ft. + 40 ft./level)
Area: up to one 30-ft. cube/level (S)
Duration: Permanent
Saving Throw: Will negates or None; Spell Resistance: Yes

While most patterns create ostentatious displays, this spell acts on a far more subtle level. Eerie Desolation isn’t immediately visible, creating stimuli in precisely the right combination to counter stimuli in the immediate area. As a result, the pattern operates while creating an eerie emptiness in the area (colors look dull, sounds are less lively, and even lights seem dimmer).

Each creature within the area must make a Will save each minute to avoid becoming shaken for the remainder of their stay plus 1d4 hours. If a creature is already shaken, it must instead make a Will save to avoid increasing the penalties from being shaken by -2 (to a maximum of -10) as the sense of unease and subtle wrongness grows stronger. Creatures with 6 or fewer HD automatically fail on this save.

When you cast this spell, you and any number of allies may touch the totem used as the focus for this spell, gaining immunity to the effects of this spell. Once this spell has been cast, the totem is rendered incapable of granting additional creatures immunity but the spell immediately ends if the totem is removed from the affected area.

Emperor’s New Treasury
School: Illusion (Figment); Level: Sor/Wiz 8
Casting Time: 1 standard action
Components: S, V
Range: Long (400 ft. + 40 ft./level)
Effect: Illusory wealth and finery worth 10,000 gp/level
Duration: 1 day/level
Saving Throw: Will disbelieve (if interacted with, see text); Spell Resistance: No

This spell creates a vast amount of illusory wealth and finery, ranging from coins and gems to art items to exotic pets and servants and even lavish feasts. No single object created in this way may exceed large in size and all illusions incorporate visual, audio, thermal, tactile, and olfactory components. The summed market value of all illusions produced may not exceed 10,000 gp/level. This wealth responds appropriately to harm and other outside stimulus and can be moved by other creatures, appearing to make pockets and bags bulge and even producing the illusion of weight (though this weight never causes real encumbrance).

While creatures of lesser means have an easier time questioning the existence of this much sudden wealth, creatures accustomed with finery have a hard time arriving at the same conclusion unless they notice discrepancies of design, which they may have no reason to look for. Any creature with fewer than 6 HD is entitled to a Will save to disbelieve this illusion upon interacting with any of the wealth created in this way. Creatures with 2 or fewer HD gain a +10 bonus on this save. Anyone else interacting with this wealth is entitled to an Appraise check against the save DC of this spell, only making a Will save if this check is successful. A creature with at least 11 HD takes a -5 penalty to this skill check and a creature with at least 16 HD must appraise and disbelieve each small or larger object or creature separately (the first success additionally disbelieves all tiny or smaller sources of wealth like gems and coins).

Regardless of HD, any creature examining objects with divination effects that would discern their physical, metaphysical, or magical properties are automatically entitled to a Will save against this effect, receiving a false response if they should fail.

Emulate Power
School: Illusion (figment); Class: Sor/Wiz 3
Casting Time: 1 standard action
Components: S, V and see text
Range: Personal and See Text
Target/Effect/Area: See Text
Duration: 1 round/level
Saving Throw: Will Disbelieve; Spell Resistance: Yes

Through the use of this spell, you create the appearance of powerful magic. This spell creates a 10-foot radius emanation centered upon yourself that glows with overwhelming universal magic when examined by Detect Magic and similar effects. All creatures capable of casting spells or spell-like abilities within 1,000 feet of yourself is instinctively aware of this aura and may make a Will save to disbelieve its power.

Further, you grant yourself the ability to visually imitate certain spells. As a move action, you may imitate the visual process of casting any spell from the summoning subschool, the creation subschool, or the evocation school (even spells from other spell lists or of spell levels you don’t have access to). The spell creates visual, audio, thermal, olfactory, and tactile illusions corresponding to the indicated spell. Further, magical effects like arcane sight and spellcraft checks detect the false spell as being what it imitates and the ‘spell’ can be successfully counterspelled by the spell it imitates (though it cannot be used to counterspell any form of spell).

Despite looking realistic, however, the spells created in this way are incapable of causing any form of real harm or assistance to other creatures. Illusory objects can’t be used as tools, illusory creatures can’t attack, and illusory fires fail to burn. When this spell ends, any sensory effects created by this spell instantly end, even if the spell being imitated has a longer duration. Any creature that is targeted by a false spell, that interacts with the effects of a false spell, or that enters the area of a false spell may make a Will save to disbelieve this effect.

Realms of Chaos
2015-02-26, 09:51 PM
Ephemeral Aurora-Frostfell Fire

Ephemeral Aurora
School: Illusion (Pattern) [Mind-affecting]; Class: Druid 7
Casting Time: 1 standard action
Components: S, V, M (mineral prism worth 100 gp)
Range: See Text
Effect: Glimmering aurora or rainbow
Duration: 1d4+1 hours
Saving Throw:

Through the use of this spell, a gigantic weave of colors is created within the open sky above where this spell is cast. In daylight, this takes the form of a rainbow. At night, it takes the form of a beautiful aurora. Either way, the image is of normal size and distance from the ground and is visible from up to 5 miles away and any entity who spends at least 30 consecutive minutes looking up at the display while it persists is inspired for 12 hours.

Inspired creatures gain a +2 morale bonus to saving throws, a +5 morale bonus to craft and perform checks, and immunity against harmful effects of the emotion descriptor for 12 hours. If allied creatures within 30 feet of each other gain these benefits at once, these creatures gain a +5 morale bonus on Charisma-based skill checks against each other and can’t be made to harm each other through compulsion effects for 12 hours as the shared experience deepens their bonds.

Eternity’s Gate
School: Illusion (glamer); Class: Cleric 7
Casting Time: 1 hour
Component: S, V, DF
Range: Long (400 ft. + 40 ft./level)
Area: 20 ft. cube/level (S)
Duration: 1 hour/level
Saving Throw: None; Spell Resistance: No

This spell transforms the appearance of an area, embellishing it as a celestial or hellish representation of the afterlife provided by the caster’s deity. Whether this eternity is rewarding or bleak, staring upon your eternity fills you and others of your alignment with resolve to face the matters placed before you. The longer that a creature spends in prayer and meditation, the stronger their resolve grows.

Any creature of your alignment who prays within the affected area for at least 1 hour gains a +1 morale bonus to attack rolls and saving throws for as long as it remains within the area. Any creature who worships the same deity as you who prepares divine spells or who regains divine spell slots in the affected area gains an extra 1st level spell slot for 24 hours and gains a +1 morale bonus to its caster level for as long as it remains in the area.

A creature of your alignment who remains in the area for at least four hours in dedicated prayer gains immunity to harmful effects of the emotion descriptor for as long as it remains within the area. If that creature remains in prayer for at least eight hours, it gains the benefits of the diehard feat (even if it lacks normal prerequisites) and the morale bonus to saves increases to +4 against death effects for as long as it remains in the area.

Eventide Fortress:
School: Illusion (Shadow); Level: Sor/Wiz 7
Casting Time: 10 minutes
Components: V, S, M (a brick and a drop of ink)
Range: Long (400 ft. + 40 ft./level)
[b]Castle of shadowstuff, up to three 10-ft cubes/level (S)
Duration: 1 day/level (D)
Saving Throw: Will disbelieves (if interacted with); see text; Spell Resistance: Yes

Through this spell, you create a large keep out of raw matter from the plane of shadow. You can create any floor plan you desire to the limit of the spell’s effects and the castle is well-furnished with furniture of shadowstuff. Any of these furnishings removed from the fortress instantly dissipate. If you fail to enter the fortress within 10 minutes of creating it or you leave the fortress for any duration after entering it, the structure instantly dissipates.

Regardless of how you plan your castle, the walls may never exceed one food in thickness, and every 10-foot square of shadow matter (regardless of thickness) possesses 20 Hardness and hit points equal to twice your caster level. Any creature who takes an aggressive action towards the structure may make a Will save to disbelieve some of its structural integrity, entirely ignoring its hardness if successful.

Finally, you may incorporate any four of the following features into the design of any fortress designed:
The main doorway is visible and accessible only to you and to creatures you designate.
Up to four 5-foot cubes/caster level are perpetually held in shadowy illumination, ignoring natural lighting and magical effects of the light or darkness descriptor of 7th level or lower.
Up to four +2 Distance Seeking Ballistae are creature in the design of the fortress, each of which is created with 10 bolts. A creature attacked by this weapon may make a Will save to disbelieve it, taking only half damage.
All surfaces of the fortress gain fast healing 5, quickly healing even entirely destroyed segments.
The fortress contains enough food to feed a dozen creatures for 1 day/caster level or a larger or smaller group for a proportionately shorter or longer duration. This food can’t be removed from the castle.
The fortress is created with Masterwork Armor, Shields, and Weaponry with a summed value no higher than 500 gp/caster level. These items dissipate if taken more than a mile from the fortress and gain a +1 enhancement bonus while within 100 feet of the fortress.
The castle is created with a number of obedient shadowy servitors equal to your caster level, each of which acts as a Human Warrior 5 with no intelligence score. These servitors may travel no further than 1 mile from the fortress.
An outer wall is created around the fortress, one foot thick and reaching no further than 500 feet beyond the outer walls of the fortress.


Exploratory Probe
School: Illusion (Glamer); Class: Sor/Wiz 7
Casting Time: 1 round
Components: S, V, F (a pair of spectacles to be worn by the caster)
Range: 100 ft/level
Area: Line extending up to 100 ft./level
Duration: Concentration
Saving Throw: None; Spell Resistance: No

A favorite tool of adventurers, thieves, and spies, this spell creates a line with a diameter between 1 inch and 5 feet that extends outwards from the caster in the direction of its choice for up to 100 ft./level. While this line isn’t visible, all inanimate objects in the area become partially translucent, remaining just visible enough for their existence and location to be noted. Even substances that block many divination effects (like lead) can be turned translucent in this way.

Each round that you concentrate, you may direct this line in a different direction or adjust its width and length within the normal limitations of this spell. Generally speaking, using this spell to peer through barriers grants those on the other end of that barrier with an opportunity to see the caster.

Fabricate Anima
School: Illusion (Figment); Class: Sor/Wiz 9
Casting Time: 8 hours
Components: S, V, M (Ruby worth 5,000 gp)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One illusory life-form between small and large in size
Duration: Instantaneous
Saving Throw: None or Will partial; Spell Resistance: No

Through a complicated ritual, you perform the incredible feat of creating life from nothingness. The creature created is an illusion with an appearance of your own design whose size may not be smaller than small or larger than large. The new lifeform is treated as an aberration with a speed of 30 feet, all immunities of the construct type, and incorporeal traits.

The new creature shares your alignment and is created with knowledge of a single language you speak of your choice. While it has no strength score, one of its ability scores is 14, another is 12, and the other 3 are 10 (you determine how this is distributed). The illusion possesses no racial HD but comes into existence with a single level in Sorcerer, possessing the dreamspun bloodline. The anima can gain in strength and experience over time, just like a real creature.

Unlike most incorporeal creatures, an anima appears solid at first glance. The anima lacks nonmagical ways to physically act upon the world, however, and anyone interacting with the anima may make a Will save to uncover its incorporeal nature. While a newly created anima begins with an attitude of friendly towards its creator, it is a free-willed entity that can do as it pleases.

Fabricate Army
School: Illusion (Figment); Level: Sor/Wiz 7
Casting Time: 10 minutes
Components: S, V
Range: Long (400 ft. + 40 ft./level)
Effect: An army of illusions.
Duration: Concentration + 10 minutes/level
Saving Throw: Will disbelieve (if interacted with); Spell Resistance: No

This spell functions much as Fabricate Brigade, save that this spell creates up to an additional ten figments/caster level that resemble those created through Fabricate Fighter but that function much as simple major images. Further, all casters and fighters created through this spell benefit as if through a Mirror Image effect that lasts for the full duration of this spell or until expended. In addition to the long duration of this spell, all of the actual and fake combatants created through this effect can be controlled simultaneously and the real combatants gain additional benefits.

Augmented fighters can make a combination of two attacks and/or combat maneuver checks as a mere standard action and can make three as a full-round action or at the end of a charge. Augmented casters, meanwhile, can freely fly and pass through solid objects without ending their effects.

Fabricate Brigade
School: Illusion (figment); Level: Sor/Wiz 5
Casting Time: 1 round
Components: S, V
Range: Medium (100 ft. + 10 ft./level)
Effect: Multiple illusory spellcasters and warriors.
Duration: Concentration + 1 minute/level
Saving Throw: Will disbelieve (if interacted with); Spell Resistance: No

Through this spell, you can create a large number of illusory creatures to support you in combat. This spell grants you a single illusory fighter (as Fabricate Fighter)/2 caster levels you possess (maximum 20) and a single illusory caster (as Fabricate Caster)/4 caster levels you possess (maximum 5). In additional to lasting for a longer duration, you may control them all simultaneously and each of the illusions is more powerful than its basic form. If even one figment created by this spell is disbelieved by a creature, they all are

Augmented fighters shrug off harm, effectively gaining Damage Reduction 5/-. Further, they may make a total of two attack rolls and/or combat maneuver checks as a full-round action. Finally, they can be used to place unwary opponents entirely off-balance. Whenever the fighter succeeds on an attack roll by 5 points or more, the target is staggered and fatigued for 1 round. Whenever the fighter succeeds on a combat maneuver check by 5 points or more, they may knock their opponent prone, disarm them of a weapon, or shift their opponent 5 feet in any direction into unoccupied squares.

Augmented casters automatically succeed on concentration checks made to cast their spells defensively. Further, they gain a second 2nd level spell and a single 3rd level spell that they can cast once in addition to their normal complement of spells.

Fabricate Caster
School: Illusion (Figment); Level: Sor/Wiz 3
Casting Time: 1 round
Components: S, V
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One illusory spellcaster
Duration: Concentration + 1 round/level
Saving Throw: Will disbelieve (if interacted with); Spell Resistance: No

You create the image of a humanoid spellcaster wearing a robe and carrying arcane or divine paraphernalia. Immediately after your actions for a round, you may mentally direct the illusion to take a full round of actions. Regardless of its appearance, the image has a movement speed of 30 feet and a reach of 5 feet. While it isn’t real, the image is restricted by difficult terrain and can’t make movement that would require a DC 10 or higher skill check. If the image flies or passes through solid objects, however, the caster instantly vanishes and the spell ends.

The illusion possesses your saving throws, has a base attack bonus, caster level, and dodge bonus to AC each equal to half of your caster level, and has Strength and Dexterity scores each equal to your spellcasting ability score -4. The illusion is obviously immune to most effects that target creatures but if attacks or area effects deal it damage totaling at least your caster level, the illusion ‘perishes’ and the spell immediately ends.

When casting this spell, you may select up to three 1st level spells and one 2nd level spell of the illusion school from the sorcerer/wizard spell list. No spells selected may possess a focus, an expensive material components, or may have a casting time greater than 1 round. Once per round, the caster may attempt to cast one of the chosen spells, silent image, or ghost sound. This action provokes attacks of opportunities as normal, though the caster may attempt to cast defensively (using your concentration check modifier). The save DCs of spells created in this way equal the save DC of this spell.

While a fabricated caster remains, it may cast the chosen 2nd level spell once, each of the chosen 1st level spells twice, and silent image and ghost sound at will. The caster may concentrate on the spell effects that it creates. When the caster vanishes, all spell effects it has created instantly vanish with it. A fabricated caster can also attempt to counterspell a spell that it has access to (using your spellcraft bonus to do so).

Whenever a fabricated caster casts a spell, all creatures who observe the casting may make a Will save to disbelieve the caster. All creatures who have successfully disbelieved the caster automatically succeed on any saving throws against the effects that it creates. Beyond these general capabilities, the illusion is capable of using withdraw and total defense actions. The illusion can benefit from cover and concealment as normal but has no feats or skills of its own.

Fabricate Corpse
School: Illusion (Shadow); Level: Sor/Wiz 2
Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One corpse of shadowstuff.
Duration: 1 week/level
Saving Throw: None: Spell Resistance: No

This unique spell, a lesser form of the simulacrum spell, creates a lifeless corpse of shadowstuff. You can only make up to one medium corpse/level or a corresponding number of larger or smaller corpses (as animate objects). You may make corpses of any creature, even creating them in the forms of creatures that do not truly exist. If making a corpse that imitates a specific individual, you make a disguise check to determine the accuracy of the corpse’s details, gaining a +10 bonus if creating your own corpse. The corpse may not be used as sustenance, cannot be revived form the dead or reanimated as an undead creature, and cannot be harvested for items such as poison or material components.

Fabricate Fighter
School: Illusion (Figment); Level: Sor/Wiz 1
Casting Time: 1 round
Components: S, V
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One illusory combatant
Duration: Concentration + 1 round/level
Saving Throw: Will disbelieve (if interacted with); Spell Resistance: No

You create the image of a humanoid combatant with light armor and weaponry of your choice. Immediately after your actions for a round, you may mentally direct the illusion to take a full round of actions. Regardless of its appearance, the image has a movement speed of 30 feet and a reach of 5 feet. As it isn’t real, the image automatically succeeds on any skill checks made for the purpose of movement and ignores difficult terrain. If the image flies or passes through solid objects, however, the fighter instantly vanishes and the spell ends.

The illusion possesses your saving throws, has a Base Attack Bonus equal to your caster level, Strength and Dexterity scores equal to your spellcasting ability score, and gains a dodge bonus to its AC equal to your caster level. The illusion is obviously immune to most effects that target creatures but if attacks or area effects deal it damage totaling at least twice your caster level, the illusion ‘perishes’ and the spell immediately ends.

The illusion provides flanking against creatures who have not disbelieved it and can freely use the aid another action. As a standard action, it can either make a special melee attack roll or a special combat maneuver check. If making the former, the target is flat-footed for one round if the attack is successful. If making the latter, the target suffers a -4 penalty to its CMB for one round if the roll is successful. In either case, a successful roll allows a creature to make a saving throw to disbelieve this effect and creatures who have disbelieved the illusion suffer no penalty.

Beyond these general capabilities, the illusion is capable of charging, fighting defensively, of making an attack of opportunity each round, and of using withdraw and total defense actions. The illusion can benefit from cover, concealment, and flanking as normal but has no feats or skills of its own.

False Futures
School: Illusion (Phantasm) [Mind-Affecting]; Level: Sor/Wiz 6
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft/level)
Target: Up to one creature/3 levels
Duration: 1 round + 1 round/level
Saving Throw: Will negates; Spell Resistance: No

If the target fails on its will save, it is immediately assaulted by hundreds of potential futures, dazing it for 1 round. After this initial assault, however, the target continues suffering occasional bouts of apparent time that are in fact completely fabricated by his or her senses, an incredibly disorienting (and possibly painful) experience.

At the end of each round, if the target isn’t dazed, there is a 50% chance that the entire round was experienced entirely within the minds of any creatures affected by this spell. All damage dealt to the target in a false round is converted to nonlethal damage and all other consequences of that round (expended spell slots, movement, etc.) other than spells or spell slots that the target has expended are erased. Catching up with the state of the real world is a disorienting process, dazing the target for 1 round whenever a round is discovered to be false.

If multiple creatures affected by this spell are in close proximity (within 100 feet of each other), check once for a false future for all of those individuals as they experience shared visions of false futures.

False Prophet
School: Illusion (Shadow); Level: Bard 6, Sor/Wiz 6
Casting Time: 1 round
Components: V, F (golden holy or unholy symbol worth 100 gp)
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None; Spell Resistance: No

This spell functions very much as Charlatan’s Provenance, save that it grants an entirely different set of tricks. If you are affected by Charlatan’s Provenance as well, you may choose a single alignment and gain an aura of that alignment as if you were a cleric with a class level equal to your caster level. You may use any of the following abilities as a standard action:

Affliction Dormancy: The next adjacent creature who spends a standard action praying to you within the next round may subject itself to Delay Poison, Remove Curse, or Remove Disease. If Delay Poison is imitated, the duration is increased to 24 hours. If Remove Curse or Remove Disease are selected, a successful caster level check merely suppresses the disease or curse for 24 hours. Unlike the imitated spells, this effect allows neither saving throw nor spell resistance.
Divine Exhibition: You may imitate a more ostentatious display of divine favor through shadow magic, albeit in a limited and unreliable regard. You create a, Air Walk, Daylight, or Water Walk effect, save that the range is personal, that the duration is lowered to 1 round, and that this ability has a 20% chance of simply failing each time that it is used.
False Thaumaturgy: You can call forth a false outsider formed of shadowstuff, temporarily binding it to your command. You name a form of outsider with 6 HD or fewer and create an illusory double. The double acts much as a simulacrum effect, save that it lacks all spell-like abilities and that it lasts for 5 rounds or until it is dismissed as a standard action. You may only possess one summoned minion in this way at any given time.
Shadow Oracle: You hear shadowy echoes of distant futures and of the whispers that deities send to faithful servants. You may either learn a language of your choice for 1d4 rounds, take 20 on your next sense motive check made against a bluff check within the next round, or imitate an Augury effect with the odds of a meaningful answer being reduced by -10%.

False Wounds
School: Illusion (Glamer); Class: Sor/Wiz 2
Casting Time: 1 swift action
Components: None
Range: Touch
Target: Willing creature touched
Duration: Concentration + 1 round/level
Saving Throw: Will disbelieves (if interacted with); see text Spell Resistance: No

Through this spell, you grant yourself or a willing creature you touch the illusion of grave wounds or illness. These wounds produce appropriate visual, audible, olfactory, thermal, and even tactile components and respond appropriately to physical and magical stimuli (with broken legs snapping when pressed on or seeming to heal when treating with curative magic, for example). The spell even foils spells like Deathwatch and Status. Depending on how this spell is used, it grants a +10 bonus on bluff checks relating to its apparent injuries and on disguise checks made to appear dead or undead.

Any creature who touches the target or “severed pieces” of the target, who learns of the target’s well-being through magical means, who harms the target further, or who heals the target is entitled to a Will save to disbelieve this illusion. Anyone who witnesses the target undertaking actions that an injury would render impossible (such as performing one-handed push-ups with an arm that has been severed), automatically succeed on their saving throw. While a wide variety of afflictions and wounds can be imitated in this way, the target may never be made to look healthier than they actually are and further wounds that the target compounds illusory ones.

Fictionalize
School: Illusion (Figment); Class: Sor/Wiz 7
Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. + 5 ft/2 levels)
Target: One creature
Duration: Permanent (D)
Saving Throw: Will negates and Will disbelieves (if interacted with); Spell Resistance: No

You strike away all of the reality from a creature, transforming it into a Permanent Image of itself if it fails a Will save. You possess control over this new image and there are no outward signs that the target has been replaced, though creatures interacting with the newly fictionalized creature may make a Will save to disbelieve the illusion as normal. If this effect is dismissed or dispelled, the target returns to their physical form and is harmlessly shunted into the nearest open space capable of holding it. Fictionalize counters and dispels Actualize.

Field of Mirrors
School: Illusion (Figment); Level: Sor/Wiz 4
Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. + 5 ft./2 levels)
Area: 40 ft-radius spread
Duration: 1 round/level
Saving Throw: None; Spell Resistance: No

You create an area in which all creatures are mirrored endlessly mirrored, forcing creatures to force their way through a thick crowd of duplicates in order to wage combat. Within the area, all creatures are considered flanked and all squares are treated as difficult terrain.

Further, creatures in the area each benefit from the equivalent of a Mirror Image spell, granting each creature two mirror images that are restored at the start of each round. Finally, a creature within this area may use the stealth skill without cover or concealment, even while observed. This does not allow the creature to hide its general presence, however, as the creature is hiding amongst illusory copies of itself.

Final Farewell
School: Illusion (Shadow); Level: Cleric 1
Casting Time: 10 minutes
Components: S, V, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing soul
Duration: 1 hour (D)
Saving Throw: None; Spell Resistance: No

Through the use of this spell, you contact the soul of any deceased creature you can unambiguously indicate. If that creature’s soul is free, it gains a sense of your alignment and of the alignment of all creatures within 30 feet of yourself. If the soul is familiar with any creatures detected in this way (including yourself), it recognizes those individuals. If the soul is willing, it returns to the world of the living for one final farewell.

If willing, the soul returns in any unoccupied space within range capable of supporting it. While the soul retains its former personality, alignment, languages mental ability scores, feats, and social skills, it loses all class features and racial abilities and functions as a free-willed unseen servant (albeit one of the appropriate size) for most purposes. While it is capable of a large number of tasks from conversations to light walks to intimate gestures like hugs and kisses, the temporary body is incapable of taking any truly stressful action and can never deal damage.

In the final minute of this spell’s duration, the temporary form of the soul glows brighter and brighter until it vanishes in a shower of golden motes. Once a soul has accepted a casting of this spell, they may never again answer the call of this spell once more (even if brought back to life and slain again).

Frostfell Fire
School: Illusion (figment); Class: Druid 3
Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One illusory flame
Duration: 24 hours
Saving Throw: Will disbelieves; Spell Resistance: No

Incredibly specific but unspeakably detailed, this spell creates the illusion of a well-fed fire ranging between an average campfire and a bonfire 10 feet in diameter. While this flame can cause no harm, the illusion includes visual, audible, olfactory, and thermal illusions. Going even further, the illusion can alter the appearance, taste, and perceived temperature of objects placed above and within it, allowing logs to be added to the fire and for food to be “roasted” upon it. The spell even creates a limited degree of light, shedding proper illumination as a fire of the appropriate size. The warmth provided is an illusion, offering no aid against the cold but preventing others from realizing that the cold weather is harming them at all. For each hour that a creature spends within 30 feet of a Frostfell Fire, they may make a new Will save to disbelieve the fire.

Realms of Chaos
2015-02-26, 09:52 PM
Gelatinous Flesh-Qlippoth's Loathing

Gelatinous Flesh
School: Illusion (Glamer); Class: Druid 3, Sor/Wiz 2
Casting Time: 1 standard action
Components: S, V
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None; Spell Resistance: No

You make your body translucent like that of a gelatinous cube. For the duration of this effect, a DC 15 perception check is needed to see you. This DC increases by +1/4 caster levels (maximum DC 20).

Gentle Lullaby
School: Illusion (Pattern) [Mind-affecting]; Class: Bard 4, Sor/Wiz 4
Casting Time: 1 Standard action
Components: V
Range: Medium (100 ft. + 10 ft./level)
Area: 30-foot radius spread
Duration: Concentration + 5 rounds
Saving Throw: Will negates; Spell Resistance: Yes

This spell creates a rare audio pattern, affecting sightless creatures but ignoring deaf ones. The soothing melodies this spell creatures force creatures in the area with 6 HD or less to make a Will save or fall asleep for the duration of the spell. Creatures with more HD must make a Will save or become exhausted for as long as it remains in the area. Creatures dealt damage or who are violently disturbed (such as by shaking or slapping them) instantly awaken, though they will need another saving throw at the start of the next round if still within the area.

Glimmer of the Treasury
School: Illusion (Pattern) [Mind-affecting]; Class: Bard 2, Sor/Wiz 3
Casting Time: 1 standard action
Components: S, V, M (small lump of pyrite)
Range: Touch
Target: Object touched
Duration: 10 minutes/level
Saving Throw: Will negates; Spell Resistance: Yes

The object affected by this spell is wrapped in a golden glow of wealth, convincing those who see it and who fail their saving throw that the object is valuable. While value is subjective, each affected creature estimates the object to be as valuable as the most valuable object that the observer owns. If the object is already more valuable than any object an observer owns, that observer is unaffected. While this illusion creates the impression of value, it creates no compulsion to possess that item.

Glittering Lure
School: Illusion (Pattern) [Mind-affecting]; Class: Druid 4
Casting Time: 1 standard action
Components: S, V, M (a vial of brackish water)
Range: Long (400 ft. + 40 ft./level)
Area: 50 ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates[/b]; Spell Resistance: Yes

This spell creates an uncountable number of blinking motes of hypnotic light throughout an area, resembling the lights of fireflies. Unlike most illusions, this effect produces general light and any squares of nonmagical darkness in the area are increased to dim illumination. Further, creatures that see these lights must make a Will save or be fascinated.

Once per round, as a standard action, you may create a larger and brighter mote of light within the area that resembles a will-o’-wisp. While this mote produces no additional illumination, fascinated creatures who see this light must make an additional Will save or attempt to move towards it for 1 round. If the path between a creature and a mote is dangerous, it may attempt a third saving throw with a +4 bonus to negate this compulsion. Each will-o’-wisp lasts for but a round before vanishing.

Grand Puppeteer
School: Illusion (Figment); Class: Sor/Wiz 9
Casting Time: 1 swift action
Components: S, V
Range: Personal
Target: You
Duration: 1 round/5 levels
Saving Throw: None; Spell Resistance: No

With the help of this spell, you can weave fantastic illusions throughout the world, though these effects are sadly short-lived. For the duration of this spell, you may cast illusion spells of 7th level or less as a move action if their normal casting time is “1 round” or less or as a full-round action if they possess a longer casting time. Spells cast in this way, however, have their durations changed to “concentration” (unless their duration is otherwise “instantaneous”).

For the duration of this spell, you can attend to multiple illusions with the greatest of ease. In effect, you can concentrate on up to four separate spells of the illusion school as a swift action.

Guardian’s Veil
School: Illusion (Pattern) [Mind-affecting]; Class: Cleric 5, Sor/Wiz 5
[b]Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. + 5 ft/2 levels)
Effect: free-standing vertical veil of magic, up to 15 ft x 15 feet in dimensions
Duration: 10 minutes/level (D)
Saving Throw: Will Negates or Will Partial; Spell Resistance: Yes

This spell creates a veil of magic. The veil looks much like what would be created through most pattern effects, though the colors seem dulled and less overtly harmful than with similar effects. If a creature approaches too closely, however, millions of tiny nuances within the pattern open the mind to a world of cosmic dread. The veil obstructs sight but does nothing to block physical objects. Any creatures other than yourself that approach within 5 feet of the wall (from either side) must make a Will save or become frightened for 1 round.

The affected creature is rendered incapable of ending any voluntary movement past the veil, will never attempt to escape the veil by passing through it. If the creature is somehow prevented from fleeing, it must make a new Will save to avoid becoming frightened again at the start of the next round. For every failed saving throw a creature has made against this effect, it takes a stacking -1 penalty on future saves made to avoid the fear.

Finally, this pattern is unique in that it allows the caster to weave an additional spell effect into the pattern, creating one final line of defense. The caster may cast one of the following spells into the veil as though it were a solid object: alarm, explosive runes, fire trap, glyph of warding, greater glyph of warding, or any symbol spell. These spells do not trigger as normal but the next time that a creature successfully passes through the veil, it is subjected to the indicated effect (or the alarm is set off). Other creatures are never harmed in this way. Once the extra defense has been expended in this way, it cannot be replaced.

Heart’s Desire
School: Illusion (Shadow) [Evil]; Level: Bard 2, Sor/Wiz 3
Casting Time: 8 hours
Components: S, V, M (a heartwood carving worth 500 gp)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Quasi-real soulmate
Duration: 1 week
Saving Throw: None; Spell Resistance: No

You draw upon the hopes and desires of a medium or smaller creature you are familiar with that has an Intelligence score of 3 or higher, creating a magical soulmate of shadowstuff. This new creature possesses most of the statistics of a 1st level human commoner of the target’s preferred gender and with a charisma score of 20. The soulmate’s physical appearance, however, fits the desires of the individual perfectly (even looking like a miniature desire of a larger creature if the individual prizes such a creature). Most of this appearance is entirely cosmetic, however, as an “angel” created through this spell could neither fly nor cast spell-like abilities.

The soulmate possesses most common knowledge that an adult human would possess and shares the same alignment as the creature it is made for. The soulmate is automatically helpful towards the creature it was made for but otherwise shares most of the same attitudes as that creature, though it is one step closer to helpful towards you and your allies and differs enough for its personality to be its own. The soulmate, formed from the dreams and hopes of the individual it was made for, gains a +20 bonus on Charisma checks against that individual. So loyal is it, however, that it is immune to charm and compulsion effects. The soulmate speaks all languages that its partner can speak at the time of casting and can never gain experience or gain in levels.

Despite the above, however, this spell is used not for granting bliss but for taking it away. A soulmate only possesses a single hit point, perishes if reduced to 0 or fewer hit points, and lasts for only a single week. The soulmate is aware of both of these limitations and while it is inexorably drawn to seek out the one it was made for, its response to these harsh truths depends largely on the individual it was made for. For every day in which a soul-mate spent at least 8 hours with the creature it was made for, that creature suffers 1 point of Charisma damage when the duration ends or the soulmate is slain. If the target’s Charisma is reduced to 0, the victim dies of a broken heart.

Illusionist’s Accoutrements
School: Illusion (Shadow); Level: Sor/Wiz 1
Casting Time: 1 standard action
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: None; Spell Resistance: No

Through this spell, you can create a number of simple, temporary objects out of raw shadow matter. So long as this spell lasts, you may stand a standard action to create one of the following objects: Bedroll, Bell, Bottle, Candle, Cauldron, Cloak, Flint and Steel, Folding Chair, Harrow Deck, Hourglass (1 hour), Inkpen, Magnifying Glass, Mirror, Pole, Quarterstaff, Sack, Smoking Pipe, or Waterskin.

While all objects made are fully real and usable, they are obviously magical in appearance and vanish at the end of this spell’s duration. At any given time, you may only possess a number of objects created by this spell equal to 1 + 1/3 caster levels (Maximum 6). Creating a new object past this limit causes a previously crafted item of your choice to simply vanish.

Immaterial Monument
[b]School:[/b Illusion (Figment); Class: Sor/Wiz 8
Casting Time: 1 hour
Components: S, V
Range: 1 mile
Effect: One illusion occupying no more than a single one-mile cube
Duration: Permanent
Saving Throw: Will disbelieve (if interacted with); Spell Resistance: No

This effect functions much as permanent image, save that it can create monumental images to serve as landmarks, memorials, or deterrents for violence (among other possible uses). Whatever is created, the image must be of a single, continuous creature, object, or phenomenon.

Incongruous Facade
School: Illusion (Glamer); Class: Bard 4, Sor/Wiz 5
Casting Time: 1 standard action
Components: S, V
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: 10 minutes/level
Saving Throw: Will Disbelieves (if interacted with); Spell Resistance: No

This effect acts much as Disguise Self, save that it can be used to disguise yourself as any form of creature with a size between diminutive and gargantuan. You may even disguise yourself as a creature with a drastically divergent body type. You use the size category of your disguise to determine Intimidate and Stealth checks against creatures who have yet to disbelieve your illusion.

Whenever you perform an action not quite congruous with the illusion (such as lowering from two feet onto all four while already disguised as a quadruped), the action is either translated into an equivalent action for the new form or isn’t observed by onlookers if no such action exists. Likewise, you can freely perform actions that have no equivalent in your real form (such as extending limbs that you lack) through raw force of thought. Any condition or ability that would conceal or alter your appearance (such as injury or invisibility) does the same for your image.

Further, if your disguised form is at least two size categories larger or smaller than your real form, all of your physical attacks catch creatures who haven’t disbelieved you illusion flat-footed. Each such attack, however, entitles the target to a new Will save to disbelieve this effect.

Illusory Guidance
School: Illusion (figment); Class: Bard 2, Sor/Wiz 2
Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One demonstrative image
Duration: 1 round
Saving Throw: None; Spell Resistance: No

Through this spell, you create a vague humanoid-shaped image that is obviously illusory. As you direct, the image either unerringly succeeds on a non-verbal skill check that takes one round or less to complete or makes one successful attack against a creature of your choice that you can see (a melee attack if it is within range or a ranged attack if you cannot) before vanishing. Either way, the result has no lasting effects as the world is not adjusted in any real way and the target of attacks are not damaged or are otherwise inconvenienced by the attack.

What this spell does do, however, is provide instruction for allies who witness the illusion. Any allies who use the same skill or who make an attack roll against the same target within 1 round gain a +2 insight bonus to their roll. This bonus increases to +4 if your caster level is 9th or higher and to +6 if your caster level is 15th or higher.

Jailor’s Procession
School: Illusion (phantasm) [mind-affecting]; Class: Paladin 4, Ranger 4, Sor/Wiz 5
Casting Time: 1 standard action
Components: S, V, F (Masterwork Manacles placed upon the target)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level (D)
Saving Throw: Will disbelieves; Spell Resistance: Yes

The target’s perceptions are distorted to make escape from you look incredibly difficult… if not impossible. If the target fails its saving throw, it suffers from three simultaneous phantasms to help keep it in line. The target may make an additional save to disbelieve this effect if it frees itself from the manacles acting as a focus to this spell and is freed if it travels out of range.

Guards: In addition to any actual guards moving with you and the target, the mind of the target fabricates the presence of a dozen additional tougher guards who unfailingly occupy weak points in formations, cut off likely escape routes, and who take note of any unusual action from the target.

Blocked Paths: The target perceives every open doorway along its path as shut and locked, every scale-able wall as being slick with grease, and every small pothole on alternate routes and giant pits. The target perceives all escape routes as requiring a DC 20 skill check (of an appropriate variety) even if no check would be needed. If a check would normally be required, its apparent DC increases by +20.

Solitude: The target can neither see nor hear creatures that are friendly or helpful towards it, and all creatures other than you look one step closer to hostile towards it, though indirect signs of allies (such as symbols left on signs or guards being accosted by invisible foes) are still apparent.

Lights of Jubilation
School: Illusion (Pattern) [Mind-affecting]; Class: Bard 2
Casting Time: 1 standard action
Components: S, V
Range: 1,000 ft.
Effect: Magical Fireworks
Duration: 1d4 rounds and 10 minutes
Saving Throw: None; Spell Resistance: No

Through this spell, you can create lights, colors, smoke and even minor sounds for every manner of celebration from dancing candelabras to fireworks to parading ‘dragons’ of smoke and light. While the display lasts for only a few rounds, all who see it are heartened. As with other illusiosn, the liht produced by this spell is illusory and fails to provide illumination.

Those who witness the effects of this spell are dazzled for as long as it remains (no save) and gain a +1 morale bonus to ability checks, skill checks and will saves for 10 minutes afterwards, increasing to +2 for Charisma-based ability check and skill checks. Further, any creatures observing the display may volunteer to let the illusion work them towards intoxication them, treated as a full tankard of ale.

Manifest Auras
School: Illusion (Figment); Class: Bard 1, Sor/Wiz 1
Casting Time: 1 standard action
Components: S, V
Range: Medium (100 ft. + 10 ft/level)
Effect: Four magical auras
Duration: 10 minutes/level (D)
Saving Throw: None; Spell Resistance: No

Through this spell, you create up to four magical auras, each of which occupies a 5-foot square within range. Each aura created is capable of misleading a single spell of your choice from the list below. The four auras created need not be of the same variety and multiple auras may occupy the same square, giving additional or even contradictory information. You may spend a move action to move any number of auras you have created through this spell by up to 50 feet in any direction.


Deathwatch: you select a level of health and it is detected in the targeted square(s) even if there is no creature to see).
Detect Aberration: You select the species to be detected and their “condition”
Detect Animal or Plant: You select a type of animal or plant and their “condition”
Detect Chaos/Evil/Good/Law: You select the strength of the aura, up to strong.
Detect Magic: you select a school of magic and strength of aura, up to strong.
Detect Poison:: You select the variety of poison detected.
Detect Scrying: “scrying” is detected when the aura enters the spells area.
Detect Secret Doors: The horror can set a mechanism or trigger for the door if it wishes.
Detect Snares and Pits: You can either choose a type oand trigger for the hazard or leave such matters entirely “unknown”
Detect Thoughts:You dictate surface thoughts detected and the Intelligence score, up to a maximum score of 25.
Detect Undead: You dictate the strength of the aura, up to a maximum of strong.

Mask Shrine
School: Illusion (Glamer); Class: Cleric 8
Casting Time: 10 minutes
Components: V, S, M (Ruby Dust worth 1,000 gp, plus 1,000 gp per 60 ft cube)
Range: Medium (100 ft. + 10 ft./level)
Area: 60 ft. cube/level (S)
Duration: Permanent
Saving Throw: None or Will disbelieve; see text; Spell Resistance: No

Upon casting this spell, you may select a single deity or similar venerated entity. All pre-existing (un)holy symbols, religious texts, frocks, and other religious paraphernalia within the area when the spell is first cast appear to be replaced with those related to the named deity. If there are no equivalent tools in the new religion, it instead looks like a religious tool of similar size and shape. This illusion is purely visual and anyone interacting with the tools may make a Will save to disbelieve.

Secondly, any prayers or ceremonies within the area are warped to resemble the religious practices normal for the chosen deity unless the observer succeeds on a Will save to disbelieve. If observing these practices from within 5 feet, the spell lacks the space necessary to disguise true events and this element of the illusion is automatically disbelieved. This element of the illusion includes visual, audio, olfactory, and even thermal illusions.

Finally, outsiders with alignment subtypes that don’t match the deity’s alignment are rendered invisible (as Improved Invisibility) and shed no alignment aura while the alignment auras of other spells, creatures, and objects that do not match the deity’s alignment are shifted to do so (the strength and number of these auras are unchanged).

Any creatures who worships or serves the same deity or entity as yourself automatically see through all aspects of this illusion, though they can to identify what onlookers are seeing and hearing.

Midnight Sun
School: Illusion (Pattern) [Mind-affecting]; Class: Sor/Wiz 8
Casting Time: 1 standard action
Components: S, V, M (Ruby worth 1,000 gp)
Range: Sight
Area: 100-mile radius
Duration: 1 hour + 1 hour/4 levels
Saving Throw: None; Spell Resistance: No

While a far cry from a genuine sun, you create a tremendous pattern 10 miles above the ground that extends across the sky, visible within a 100-mile radius, that resembling the passage of a sun through the sky (concealing the presence of any moon, stars, or other sun in the sky). Anyone who perceives this sun sees the rest of the sky as the appropriate hue for the apparent time in the day.

As with normal patterns, this one triggers physiological and physiological shifts in observers. Unlike other patterns, however, these shifts are primarily helpful in nature. First, the target is rendered insensitive to the cold as its body is tricked into producing a surplus of body heat. Each affected creature gains cold resistance 10 and radiates heat equivalent to a small campfire with its body, though this heat is never enough to deal fire damage or ignite objects.

Secondly, the eyes of the target are stressed to accommodate the light that it believes itself to be receiving. The target remains oblivious to this strain but benefits from superior low-light vision and darkvision out to 10 feet (unless their darkvision already extends further) while in an area that any amount of normal daylight would be able to reach. Any reductions to line of sight compared with real daylight are perceived as thick fog or haze.

Finally, creature with light blindness or light sensitivity suffer as if in sunlight while in any space in the area where sunlight would normally reach. In such spaces, creatures with a special vulnerability to sunlight are shaken (ignoring any normal immunities to mind-affecting effects that undead creatures possess) but suffer no further penalties.

Unlike most pattern effects, creatures need not see the effect directly to be affected so long as they are in an area where sunlight could normally reach. Creatures incapable of seeing (such as those in total darkness) are affected if they can distinguish between light and darkness. You choose where the sun appears in the sky each time you cast this spell.

Mimic’s Impersonation
School: Illusion (Glamer); Class: Bard 3, Sor/Wiz 3
Casting Time: 1 round
Components: S, V, M (a lump of clay)
Range: Touch
Target: Willing creature touched.
Duration: Permanent until expended (D)
Saving Throw: Will Disbelieves (if interacted with); see text: Spell Resistance: No

Through this spell, you disguise the target as an inanimate object of its size category. This illusion includes vusual, audible, olfactory, and thermal elements. Any creature touching you is entitled to a Will save to disbelieve this illusion. The illusion instantly ends if the target changes size categories, if the target is targeted by any effect that affects objects but not creatures, or if the target takes an action (even a free action or entirely mental action).

Mindscape Labyrinth
School: Illusion (Figment); Class: Sor/Wiz 8
Casting Time: 1 round
Components: S, V
Range: 0 ft.
Area: 100 ft.-radius emanation.
Duration: 1 round/level
Saving Throw: None; Spell Resistance: None

Within the area of the spell, a number of barriers raise up to create a large labyrinth. You have no control over the shape of the labyrinth, though a path can be drawn to connect any two squares in the area without passing through a wall and the pathways are wide enough for the largest creature in the area to walk down them. You gain instinctive knowledge of the labyrinth’s current layout.

The walls may appear to be made of stone, topiary, hay bails, fire, or any other substance of your choice. Regardless of how they appear, the walls are made of simple illusions. Trying to pass through this illusion, however, distorts the wall as a creature passes through, provoking attacks of opportunity and rendering the trespasser blind for 1 round. A creature who flies finds that the walls in the area raise up with it up to 200 feet in height, giving away that creature’s location without letting it see more of the area. Finally, the labyrinth is shuffled around and remade whenever a creature within it utilizes an effect of the teleportation subschool. You may pass through walls, teleport, or fly without triggering these defenses, however.

Beyond these basic defenses, you create a number of illusory doubles up to your caster level, each of which may be made to imitate the appearance of a creature you can see within the spell’s area. These doubles function much as Major Images. The images walk at a rate of 60 feet per round through the labyrinth, taking a random path at each split in the road and doubling back at each dead end. Even though you don’t control their actions, however, you control how many doubles are formed, who they imitate, and where they are first positioned within the labyrinth.

Nymph’s Beauty
School: Illusion (Glamer); Class: Druid 4, Sor/Wiz 5
Casting Time: 1 standard action
Components: S, V
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None or Will Disbelieves or Fortitude negates; see text; Spell Resistance: Yes

You shroud yourself in the wondrous beauty of the fey, granting you a +6 enhancement bonus to your charisma score and a +2 circumstance bonus on all charisma-based skill checks. As even illusion-based magic cannot entirely imitate the beauty of a fey, your form is shrouded in thin mist that grants you a Deflection bonus to your AC equal to your Charisma modifier.

All creatures that approach within 30 feet must make a Will save to disbelieve the most harmful aspects of the terrible beauty you shroud yourself in. Humanoids that fail this save and who look directly at you must make a Fortitude save or be permanently blinded. Further, you gain a gaze attack that can only be employed upon creatures with 6 or fewer HD who fail this initial Will save, Stunning them for 1d4+1 rounds if they fail on a Fortitude save. You may suppress or reactivate the more harmful elements of this spell as a free action.

Perfect Fetch
School: Illusion (Shadow); Class: Sor/Wiz 9
Casting Time: 1 hour
Components: S, V, F (Mirror of polished jet worth 10,000 gp)
Range: 0 feet
Effect: Shadowy duplicate of self
Duration: Instantaneous and Concentration
Saving Throw: None; Spell Resistance: No

Through the power of shadow, you create a perfect copy of your own physical form, crafted of shadow woven into flesh and blood and missing no details. Physical and even Magical observation fails to discern the created form from a real body or to identify it as being an entity other than you. Nonmagical copies of your equipment are created with the fetch.

For most purposes, the fetch functions as a simulacrum of yourself, possessing half of your class levels or hit dice. This simulacrum possesses no spellcasting ability of its own, however, though it can cast any spells you know or have prepared of the illusion school (expending your spell slots and spells prepared) as if you were physically present in its location. The simulacrum is under your direct mental control at all times and you can sense the world from its position as if it were a Project Image effect.

Unfortunately, the fetch possesses no soul of its own and lacks even those most basic instincts needed to keep it alive. As such, the fetch only lives for as long as you concentrate on it, instantly perishing if you go for even one round without focusing on it. The fetch likewise perishes if it would die normally or if either it or you are subjected to teleportation or planar travel. Once a fetch has perished, it can no longer take actions, observe the world, or be controlled.

Perspective Shift
School: Illusion (Glamer); Class: Sor/Wiz 9
Casting Time: 1 standard action
Components: S, V, M (Warped ruby lens worth 500 gp)
Range: Long (400 ft. + 40 ft/level)
Target: One or more ongoing illusion spells you have cast.
Duration: 1 round/5 levels
Saving Throw: See Text; Spell Resistance: See Text

Casting this spell, you grant yourself the ability to “disguise” ongoing illusion spells as others, effectively transforming them into the new spells. Each round this spell continues, you may target a single ongoing illusion spell you have cast within range as a swift action. The spell that you transform it into must be at least two spell levels lower, must share at least one subschool with the previous spell, and must appear on the Sorcerer/Wizard spell list. Spells with foci, expensive material components, or a casting time greater than one standard action may not be chosen in this way.

Further, the new illusion faces a couple of limitations depending on the spell being replaced. If the replaced spell designated targets, all targets must be within range and the new spell must designate targets and new targets may not be selected by the effect until all targets of the old effect have already been selected. If the replaced spell affected an area, the new spell must select an area that must fall within the old area (if smaller or equally sized) or incorporate the old area (if larger). If the old illusion created an effect, the new illusion must create an effect that must appear within the same space (if smaller or equally sized) or that incorporates the same space (if larger).

Phantasmal Message
School: Illusion (Phantasm) [Mind-affecting]; Class: Sor/Wiz 1
Casting Time: 1 swift action
Components: S
Range: Long (400 ft. + 40 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None; Spell Resistance: Yes

Through the use of this spell, you send a message of up to 25 words to a single creature within range. This message appears as a visual or audio alteration of their existing surroundings, meaning that the message may appear in the middle of a text that they are reading, may form in the falling of leaves or rising of steam from a cup of tea, or may be heard in the whispering of bystanders or the howl of the wind. Either way, the target clearly observes the message so long as they can either see or hear. The message disappears as quickly as it appears. As this spell imparts the message into the mind of the target, you need not share a language with the individual in order for it to comprehend, though creatures of limited intelligence may have problems comprehending complex messages.

Phantom Forger
School: Illusion (Glamer); Class: Bard 1, Sor/Wiz 1
Casting Time: 1 standard action
Components: S, V
Range: Touch
Target: Written document
Duration: 1 hour/level (D)
Saving Throw: Will disbelieves (if interacted with); Spell Resistance: No

This spell allows you to reshape the apparent message written down on a scroll, sign, poster, page of text, or similar document (along with altering images or diagrams). In effect, it allows you to make a “forgery” out of the original document, gaining a +10 enhancement bonus to your Linguistics check. If your caster level is 5th or higher, this bonus increases to +20. If your caster level is 9th or higher, this bonus increases to +30. You are treated as trained for the purpose of this skill check. Anyone interacting with the document may make a Will save to disbelieve the false text, seeing what lies beneath.

Pooling Penumbra
School: Illusion (Shadow); Class: Bard 5, Druid 6, Sor/Wiz 5
Casting Time: 10 minutes
Components: S, V, M (exotic ink worth 1,000 gp)
Range: Long (400 ft. + 40 ft./level)
Effect: Gateway of Shadows
Duration: Concentration + 1 round/level
Saving Throw: None; Spell Resistance: No

Using this spell, the ink creates a pool of reflective darkness that connects with the plane of shadows. By using the distorted spaces of this shadowy realm, the pool reveals a visual image in its surface of a 30-foot cube of space anywhere within range (as if it were revealed from above). While you may select any space with which you are familiar, the view is never quite on target, shifted 1d10x5 feet away in a random direction.

The view is also incredibly hazy, imposing a -10 penalty to perception checks made against the revealed scene, granting all creatures in the area concealment against those looking through the pool, and treating those creatures as taking 10 on stealth checks at all times (unless already performing a more proficient job at sneaking). The gateway is invisible on the opposite side, though those in the revealed area detect that they are being watched if they benefit from Detect Scrying.

As a standard action, a creature adjacent to the pool can choose an apparently unoccupied square revealed in the pool and allow themselves to sink into the image. 1d10 rounds afterwards, that creature appears in the chosen location (or in the nearest unoccupied space). Effects that block teleportation and/or extradimensional travel also blocks this travel by shadow.

Produce Proof
School: Illusion (phantasm) [mind-affecting]; [b]Class:[b] Sor/Wiz 4
Casting Time: 1 swift action
Components: V
Range: 0 feet.
[b]Effect:[b] Phantasmal evidence
Duration: 1 minute/level (D)
Saving Throw: Will Disbelieves; Spell Resistance: No

Upon casting this spell, you magically produce a single object of up to medium size that, to a single creature of your choice within 10 feet, would prove beyond any doubt that a claim you make is true. This item is entirely phantasmal, created based on the beliefs and knowledge of the creature to be convinced and visible only to that creature. That creature may make a Will save to disbelieve the object. If the save fails, the phantasmal proof grants you a +20 circumstance bonus on bluff checks made to convince other of that one particular claim with that one particular creature.

As the object comes from that creature’s mind, it is able to handle and interact with the phantasmal object without allowing for additional Will saves. All other contents of an object apart from what acts as proof, such as the other deals marked in a bookie’s records, are filled in with unexciting but reasonable content that is quickly forgotten.

Further, the mind-warping powers of this spell prevents creatures who fail their saving throw from questioning where the proof was produced from, warps their perceptions so you appear to be handling the proof properly, and keeps them from pondering where it is stored when the duration ends or the spell is dismissed. Other discrepancies, however, such as the caster not being able to describe the object or allies reporting that nothing is there, provide an additional save with a +4 bonus.

Programmed Ignorance
School: Illusion (Phantasm) [Mind-affecting]; Class: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S, M (a blank sheet of parchment)
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Permanent (D)
Saving Throw: Will negates; Spell Resistance: Yes

When casting this spell, you select a single obscure fact (Knowledge DC 30 or higher) that you are aware of. If the target fails its will save, it is incapable of learning this piece of information through text, speech, visual cues like smoke signals or diagrams, or through divination effects.

There is a chance that the target already knows the information (it may make the appropriate knowledge check when first targeted). If this check fails, no future check can reveal this information (even after placing more ranks in the knowledge skill) and the senses of the target are warped to prevent it from learning the desired fact through any indirect means. Even if the target already knows the fact, the target perceives texts and experts as failing to confirm what he is aware of, though he may record his own knowledge or teach others normally. Depending on the fact being hidden, direct observation may still reveal the secret.

Proof of Essence
School: Illusion (Pattern) [Mind-affecting]; Level: Sor/Wiz 1
Casting Time: 1 standard action
Components: S, V, M (Silver ink worth 10 gp or platinum ink worth 100 gp)
Range: Tough
Target: Willing corporeal creature
Duration: Permanent
Saving Throw: None; Spell Resistance: No

You inscribe an arcane pattern onto the form of a creature, often onto a visible location such as the base of the neck or the back of a hand. Regardless of the mark’s physical appearance, anyone who catches even a glimpse of it gains a mental impression specific to the marked individual. While the impression tells an observer nothing about the marked individual, they will recognize marks on that individual with ease and have no difficulty telling it apart from marks placed on other individuals.

Magical transformation or disguise is sufficient to hide a proof of essence from view. Otherwise, any disguise check made while trying to conceal it takes a -5 penalty and any dispel check made against it likewise suffers a -5 penalty. When you cast this spell, you may utilize platinum ink in place of silver ink to attempt magical forgery, making a mark appropriate from another named individual and making a Linguistics check with a -5 penalty to determine the accuracy of the forgery.

No creature can have more than one Proof of Essence on its person at any time. Multiple castings of this spell on a single individual (such as if the first is dispelled) always create the same mark (unless making forgeries). Despite being a mind-affecting effect, any corporeal creature can bear a proof of essence. Creatures immune to mind-affecting effects, however, cannot properly discern or identify creatures by their marks as others can.

Puppeteer
School: Illusion (Phantasm) [Mind-affecting]: Level: Bard 5, Sor/Wiz 5
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour + 1d4 hours
Saving Throw: Will partial; Spell Resistance: Yes

This spell functions much as Suggestion, save that it operates through an endless series of minor phantasms nudging the target towards your desired action instead of direct mind control. This subtle spell activates one hour after it is cast. If the target fails on its save, the subtlety of the manipulation increases the amount of time it takes to perform the action to 1d4 hours, creating a phantasmal series of meetings and events from the target’s mind that are most likely to result in the desired effect. If an action can’t be completed in the space of one hour, this spell fails.

Even if the target succeeds on its saving throw, only some of the illusions are successfully disbelieved and those that remain may respond appropriately (such as an illusory guard reporting on the presence of a rogue illusionist). Such a creature has only a 50% chance of escaping from this effect. If it doesn’t, the target requires one additional hour to be lead to its desired action. Whether or not the target succeeds on its save, a creature who is lead to take the desired action thinks that it was their own idea.

So frequent and ubiquitous are these intrusive phantasms that an affected creature finds itself unable to take any other meaningful actions beyond light activity on its slow and meandering path to completing its mission. Crafting is interrupted, other missions are waylaid by convincing phantoms, and even sleep is disrupted by the false images.

Qlippoth’s Loathing
School: Illusion (Glamer) [Mind-Affecting]; Class: Sor/Wiz 6
Casting Time: 1 standard action
Components: S, V, M (Abyssal Ichor worth 25 gp)
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will Disbelieves and Negates; see text; Spell Resistance: Yes

This glamer transforms you into the most loathesome and disgusting form that magic can accomplish, incorporating every vile component found in the bodies of qlippoths to make an entirely unsettling appearance. The transformation includes a wide array of entirely illusory limbs and joints along with false vitals and supposedly exposed organs, making it difficult for others to know how you should be attacked. You gain a +10 circumstance bonus on Escape Artist checks made to escape from grapples and all critical hits have a 50% chance of dealing normal damage to you.

The true power of this disguise, however, rests in its ability to subject targets to the full array of horrors that the qlippoth race can hold. As a standard action, you may apparently unfold your form in a display of gore and unnatural physics, forcing all creatures within 30 feet who can see it to make a Will save. If the target succeeds, they disbelieve the display and all future displays from this spell. If they fail, they are nauseated for 1d4+1 rounds and must make a new Will save with a -2 penalty.

If this new Will save fails, the target takes 2 points of Charisma damage, is confused for 1d3 rounds, and must make a third save with a -5 penalty. If they succeed, they suffer no further effects and all future displays produced by this casting are automatically disbelieved.

If the third Will save is failed, the target takes 1d6 Wisdom damage, is stunned for 1d4 rounds, and must make one final Will save with a -10 penalty. If they succeed, they suffer no further effects and all future displays produced by this casting are automatically disbelieved.

If this final will save is failed, the target is paralyzed for 2d6 rounds, is permanently blinded, and suffers from a Feeblemind effect. If they succeed, they suffer no effects and all future displays produced by this casting are automatically disbelieved.

Realms of Chaos
2015-02-26, 09:54 PM
Red Light Haze-Zone of Serenity

Red Light Haze
School: Illusion (pattern); Class: Sor/Wiz 2
Casting Time: 1 minute
Components: S, V, M (specialized herbs worth 5 gp)
Range: Touch
Target: One willing creature
Duration: See Text
Saving Throw: None; Spell Resistance: Yes

Named both for the crimson haze that this spell creates and for the districts where it is cast, this spell is the ultimate tool of hedonic satisfaction. While far more harmful than helpful, it makes the target feel that their every base need has been filled to excess while pleasantly warping the consciousness of the target as though through alcohol or recreational psychotropic agents.

Immediately upon benefiting from this spell, a creature is fatigued (or exhausted if already fatigued) and takes a -2 penalty to Will saves and Charisma-based saves. On the plus side, however, the target gains 1d4+1 temporary hit points, gains a +4 bonus to Will saves against emotion effects, and satisfies the cravings of any additions the target may have for drugs worth up to 200 gp (though no other benefits or penalties associated with those drugs manifest).

After 12 hours, the above bonuses and penalties are replaced with a simple -2 penalty to attack rolls, saving throws, and skill checks that persist for one week or until the target next benefits from another casting of this spell.

Revenant
School: Illusion (phantasm) [mind-affecting]; Class: Sor/Wiz 7
Casting Time: 10 minutes
Components: S, V, F (a rope tied into a noose)
Range: Personal
Target: You
Duration: 24 hours and permanent
Saving Throw: Will negates; Spell Resistance: No

This spell readies you to take horrid revenge upon any individual that kills you. If you are killed through the direct actions of a living creature at any point within the next 24 hours, the only thing standing between it and your revenge is a single Will save.

If the target fails and is still alive after 24 hours, you reform as a phantasm in the location where you died. You are effectively returned as a ghost of yourself with four permanent negative levels (even if normally immune) that cannot be removed through any means. The revenant is hell-bent on destroying your attacker to the exclusion of all other goals. You possess all of the abilities you possessed in life and even possess perfect copies of the equipment you possessed. As a ghost, you may return from the dead to continue the hunt even if you are vanquished.

This revenant, however, only exists in the mind of your victim. The ghost cannot interact with any element of the world other than its killer and no other creatures can damage or even perceive the revenant. Even a true seeing effect only shows a faint aura where the revenant stands. A revenant cannot be dispelled through dispel magic, though a limited wish, wish, or miracle can end its bloodthirsty quest. Similarly, the destruction of the rope used as the focus for this spell ends this spell entirely. Finally, the spell ends once and for all if the killer dies or if you are returned to life (or are reanimated as an undead creature). A revenant can never cast this spell.

Rune of Entertainment
School: Illusion (phantasm) [mind-affecting]; Class: Bard 1, Sor/Wiz 1
Casting Time: 1 standard action
Components: S, V
Range: touch
Effect: Pleasantly distracting rune on touched surface
Duration: 1 hour/level
Will save: None; Spell Resistance: No

Placing a plain rune upon an object, anyone who sees it experiences an entertaining story or experience played directly into their mind. While the details are slightly customized for each individual to make the display more entertaining for them, any two creatures looking at runes of entertainment at the same time (even those cast by different individuals) will have experiences similar enough to be discussed in broad terms. Multiple runes of entertainment placed on adjacent squares of a continuous surface seem to meld together, enlarging the mental image to show greater detail in what is ‘seen’ or revealing more of the scene around it.

These runes are distracting by design and any creature that possesses a line of sight with at least one rune of entertainment within 30 feet suffers from a -2 penalty to perception checks and a -1 penalty to Intelligence-based skill checks and ability checks. A rune of entertainment can be made permanent through the Permanency spell, requiring a caster level of 9th and 2,500 gp in materials.

Scramblescript
School: Illusion (Pattern) [Mind-affecting]; Level: Sor/Wiz 1
Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. radius spread
Duration: 1 hour (D)
Saving Throw: None; Spell Resistance: No

You place a special pattern on all writing within the area of this spell when it is first cast, possessing no mind-altering powers but rendering the writing entirely illegible. Illegible books cannot be read, Illegible scrolls can’t be used, and illegible magical symbols and symbols like explosive runes cannot be triggered if they would normally be triggered by creatures reading them. Creatures immune to mind-affected effects may pierce through the pattern to read disguised text.

Seasonal Warp
School: Illusion (Glamer); Class: Druid 7
Casting Time: 10 minutes or 1 hour
Components: S, V, M (A seasonal feast worth 100 gp or 10,000 gp)
Range: 0 ft.
Area: 2-mile radius emanation.
Duration: 24 hours/level or Permanent
Saving Throw: None or Will Disbelieves (see text); Spell Resistance: No

By serving a large seasonal feast dedicated for the season you desire (typically weighing at least 50 pounds), you can create a massive illusion to cloak the area in a glamer corresponding to the desired season. Creatures with seasonal alterations aren’t disguised in this way but the temperature, plant life, and weather all appear to correspond with the new season.

Temperature: The temperature in the area appears to raise or lower to an average temperature for the affected area in the chosen season, though daily fluctuations are imitated perfectly. Unlike other illusions, disbelieving this spell doesn’t exclude an individual from the thermal component. Inanimate plants, however, ignore this change in temperature and can grow normally in the middle of “winter” or fall dormant in “spring”.

Weather: All seasonal weather phenomena that occur within the area are rendered impossible to directly perceive (failing to penalty perception checks) and don’t alter the temperature. All other effects of such weather, however, are still in full effect (allowing a functionally invisible hurricane to wreak havoc on a town, for example). A will save does not save against this effect, though inanimate plants are fully affected by all weather in the area.

Plants: All plant-life within the area appears to take on the appropriate colors and livelihood of the desired season. This effect includes not just visual components but audio and tactile components as well, allowing creatures to crunch across “fallen leaves” in “autumn”. A creature who interacts with these plants may make a Will save to disbelieve this effect and see the plants for how they are.

In most cases, this spell lasts for just a number of days. If you spend a full hour casting this spell and the seasonal feast is worth at least 10,000 gp, however, you may shroud the world in the season of your choice for an indefinite duration.

Sensory Records
School: Illusion (Figment); Level: Sor/Wiz 4
Casting Time: 10 minutes
Components: V, S
Range: Touch
Target: One creature or corpse
Duration: 1 hour (D)
Saving Throw: None or Will partial; Spell Resistance: No

This spell reverses the process by which sensory experience is encoded upon the brain, displaying a flat image that displays what a target witnessed for a one-hour period at any point within the next month. The caster selects what 1-hour period is selected. A living target may attempt a Will save to display the hour immediately before or after the desired period. If it succeeds, the change can only be noted if an observer can notice inconsistencies within the image (such as a glimpse of a timepiece).

The illusion includes visual and audio components, recovering the entirety of what the target experienced and not what they remember, even recovering records of memories that have been removed by magical means. As such, skill checks such as Perception or Appraise may glean information about the revealed scene that even the original wasn’t aware of.

Unfortunately, a corpse has not had the opportunity to properly encode its most recent memories and the final hour of its life is never accessible through this spell.

Shadow Avatar
School: Illusion (Shadow); Level: Sor/Wiz 9
Casting Time: 1 round
Components: V, F (A jeweled holy or unholy symbol worth 1,000 gp)
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates and none; Spell Resistance: No
This spell functions very much as Charlatan’s Provenance, though with a few exceptions. This spell produces a different series of tricks. If you possess an Active Charlatan’s Provenance or False Prophet spell, you gain a +20 bonus to Perform (oratory) checks. If you possess both, all water within 20 feet of you is temporarily converted into holy water or unholy water (your choice). The effects that you can create with this spell are as follows:

Divine Indulgence: Through this effect, you muddle about in divine matters, using shadow magic to reinstate severed divine connections. You may effectively imitate an Atonement effect, save that it never requires a quest from the target and returned spells and/or class features only remain for 1 week. Using this ability draws the ire of the gods and your soul is destroyed if you should die while any creature retains spells and/or class features regained in this way, preventing any means short of a Wish or Miracle from returning you to life.
Grant Half-Life: You may touch a single intact corpse that has died within the past 1 day/caster level, infusing it with enough shadowstuff to restart its life without stealing away its ability to grow. If that creature’s soul is willing, the creature raises up as a free-willed simulacrum of itself. This simulacrum retains the ability to grow and gain levels, however, and becomes fully real if it ever regains the full HD that it previously possessed. A slain simulacrum cannot be revived once more.
Mark of Shadow: You may make a touch attack against a creature, selecting a sort of undesirable behavior and placing a dark splotch on that creature if you succeed with your attack. 10 minutes later, the dark spot turns into a cursed mark that imitates a Mark of Justice effect, save that it lasts for no more than 1 month.
Spark of Divinity: You layer yourself with divine energy, granting yourself an unstable mockery of incredible defensive or offensive capabilities. Whenever you use this ability, roll 1d4. You are affected by a spell effect indicated by the result for a duration of 1d4+1 rounds: 1) Death Ward, 2) Divine Power, 3) Freedom of Movement, 4) Righteous Might. Whenever you use this ability, any pre-existing effect it has created ends immediately.

Shadow World
School: Illusion (Shadow); Class: Sor/Wiz 6
Casting Time: 1 standard action
Components: S, V
Range: Personal
Duration: 1 round/4 levels.
Saving Throw: None; Spell Resistance: No

Lingering at the border of the plane of shadow, you force your body into an extradimensional shadow dimension resembling your current surroundings. The shadow dimension appears darker and harsher with more gothic architecture, sharper angles, and towering heights. No creatures other than yourself can enter this shadow dimension and all objects of tiny size or smaller from the real world, while visible in the shadow dimension, are mere illusions (as silent image).

A shadow dimension is placed together for the convenience of the individual casting the spell, decreasing the DC of all skill checks made to navigate through the area by your caster level as chasms seem smaller, streams seem more tranquil, and even locks seem simpler. No actions you perform within the shadow dimension have any effects on the real world but when this effect ends, you harmlessly return to the nearest unoccupied square in the real world to whichever one corresponds to your location on the shadow world.

Shadowvine
School: Illusion (Shadow); Level: Druid 2
Casting Time: 1 standard action or 10 minutes
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One vine of shadowstuff
Duration: 1 round/level or Instantaneous; see text
Saving Throw: Will disbelieves or None; Spell Resistance: No

Through this spell, you create a special plant from matter on the plane of shadow, a spidery, black vine lined with small thorns that extends over a 10 foot square of surface. The plant is capable of emerging from any surface, transforming a horizontal area into difficult terrain or reducing the climb DC of a vertical surface by -5. If a creature passing along a surface with a shadowvine succeeds on a Will save, it is neither helped nor hindered by the presence of the vine.

In most cases, the vines simply last for 1 round/level before vanishing. If you spend a full 10 minutes casting this spell and the vines emerge from a surface normally capable of supporting plant life, however, the plant formed is completely normal in most regards and cannot be disbelieved with a Will save. This plant requires half as much water as other plants of its size and requires periods of darkness or shadow in the same way that most plants require sunlight. Every week, the vine produces a small handful of dull grey berries that possess a sweet and spicy taste and that collectively act as a full day of food for a single medium creature.

Shield of Heartbreak
School: Illusion (phantasm) [mind-affecting]; Class: Bard 2, Sor/Wiz 2
Casting Time: 1 immediate action
Components: None
Range: Personal
Target: One attacking creature
Duration: Instantaneous + 1 round/level
Saving Throw: Will negates: [/b]Spell Resistance:[/b] Yes

As an attack is made against you, this spell can superimpose an image of the attacker’s closest loved one (or of themselves if they have no loved ones) over your own appearance. Only the target can see this image and if they fail their initial Will save, the attack automatically misses.

For 1 round/level afterwards or until you next take an aggressive action against it, the image remains in a wakened state. The target loses its Dexterity bonus to its AC against your attacks and is shaken for 1 round whenever it takes an aggressive action against you (this effect doesn’t stack with itself).

Sovereign’s Presence
School: Illusion (Pattern) [Mind-Affecting]; Class: Sor/Wiz 9
Casting Time: 1 standard action
Components: S, V, DF/F (Extravagant clothing worth 10,000 gp)
Range: 100 ft.
Area: 100-ft emanation, centered on you
Duration: 1 hour/4 levels
Saving Throw: Will disbelieve and Will partial: Spell Resistance: Yes

You are surrounded in a nimbus of regal light and color, convincing those in the area who see you and fail their saving throw that you are a deity. An affected creature with HD up to your caster level + 10 sees attacking you as a futile effort, requiring an additional successful Will save whenever it wishes to take an aggressive action against you. This effect is not broken if you have taken offensive actions against that target, though such a creature gains a +5 bonus on its save.

In addition to this effect, you gain a +20 bonus on all diplomacy, bluff, and intimidate checks made against those who have failed their saving throws. Further, you may concentrate to produce a Good Hope or Crushing Despair effect for as long as you concentrate, doubling the bonuses and penalties to +4 and -4 and using this spell to determine the save DC and caster level of those effects. Finally, affected allies gain immunity to fear effects and the benefits of the diehard feat (even if they don’t meet the prerequisites).

Naturally, this spell doesn’t truly grant divine status. While creatures may choose to worship you while the spell lasts, you cannot grant spells or work miracles beyond your normal limitations.

Spatial Distortion:
School: Illusion (Pattern) [Mind-affecting]; Class: Sor/Wiz 5
Casting Time: 1 standard action
Components: S, V
Range: Medium (100 ft. + 10 ft/level)
Area: One 30-ft. cube + one 30-ft. cube/4 levels (S)
Duration: 1 minute/level (D)
Saving Throw: Will Partial; Spell Resistance: Partial (see text)

This unique pattern, instead of creating new visual stimuli, scrambles and warps incoming visual stimuli within an area. Ranged attacks made through or within the altered area automatically miss and all other attacks take a 50% miss chance. Further, all visual perception checks take a -10 penalty. These effects allow for no saving throw or spell resistance.

Creatures that find themselves within the area or who enter into it must make a Will save or find themselves especially confused. These creatures are treated as flanked and flat-footed and become sickened for 1 round whenever they move at least 10 feet through the area in a single round. Whenever an affected creature moves, it must make another Will save or move that distance (or as far as it is able) in a random direction. Whenever an affected creature attempts to target a creature or object with a spell or effect other than an attack, it must make a Will save to avoid accidentally targeting a random target (other than itself) within range.

Sphere of the Broken Moon
School: Illusion (Phantasm) [Mind-affecting]; Level: Druid 7, Sor/Wiz 8
Casting Time: 1 standard action
Components: V, S, M (a pinch of moon dust worth 50 gp)
Range: Medium (100 ft. + 10 ft/level)
Area: 60-ft. radius sphere
Duration: Concentration + 1 round/level
Saving Throw: Will disbelief (if interacted with); Spell Resistance: Yes

Through this spell, you can alter the perceptions of those within the area to perceive massive but distant illusions regarding the world around them. This acts in many ways as Mirage Arcana, save that it can affect a limitless area, that the affected area must remain at least one mile away from the sphere, and that the effect is only observable from the sphere (thus allowing you to change the apparent color of the sky, to make the moon appear as broken fragments in the sky, to place illusions of imposing mountains on the horizon, and so forth). All affected creatures see the same illusion. While a creature can conceivably gain a Will save to disbelieve this effect, they must somehow interact with the area altered with the illusion to do so.

Spymaster’s Eye
School: Illusion (figment); Class: Sor/Wiz 6
Effect: Invisible sensory recorder

This spell functions much as unseen listener, save that it includes visual and audio records of all that has occurred within the area. When displaying the images that the orb has recorded, they appear in three-dimensional space and are logically filled in (showing entire people even if someone is only seen in profile, for example) but detailed information that an eye can’t observe (such as the contents of a hidden scroll) aren’t recreated.

As a move action, you can force a spymaster’s eye that has finished recording to float 10 feet in any direction. The eye refuses to display what it has recorded unless there is sufficient open room around it to display the entirety of the scene.

Subliminal Reeducation
School: Illusion (phantasm) [mind-affecting]; Class: Bard 6, Sor/Wiz 6
Casting Time: See Text
Components: S, V, M (See text)
Range: 1 mile
Area: 1 mile-radius emanation
Duration: 1d4+1 months
Saving Throw: Will negates; Spell Resistance: Yes

Through this spell, you can carefully construct a campaign of subtle propaganda to be woven across a large areas, appearing in subtle and subliminal manners throughout the day. Phantasmal memories are reinforce with faint phantasmal allusions to events and facts that are included in (or are excluded from) everyday conversation, entertainment, and advertisement. When a creature continually sees these mentions of facts, hears an occasional catchy jingle playing from somewhere off in the distance, and even catches momentary flashes of false memories every time that it blinks… most creatures learn to accept the changes being made instead of questioning them.

A single casting of this spell can be used to create up to one course of reeducation/level, each of which can be categorized into one of three general forms of entertainment. Every week that a creature stays within the affected area, it must make a Will save to avoid submitting to the reeducation. This reeducation is instantaneous, though creatures may learn the truth or re-establish their original views and opinions over time.

Information Flow: A course of reeducation may make a certain true fact more or less available, giving a +10 bonus or -10 penalty on Diplomacy checks made to gather information about it and of Knowledge checks made to learn about it. Divination spells and similar effects can still access that information without penalty.

Change Attitudes: through rumors or subtle advertisement, you can increase the attitudes of creatures towards a creature, object, or concept by one step (maximum friendly) if they aren’t otherwise hostile or decrease their attitude (minimum unfriendly) if not otherwise helpful. This effect never stacks with itself.

Alter History: A course of reeducation may convince others to accept the addition of an additional historical event. The historical event may not have taken over one year and isn’t believed by creatures who lived in that time. Further, believing that an event occurred doesn’t mean that creatures will act on it (A creature won’t simply leave its house without a fight, for example, just because a creature believes that your family has rightfully owned their property for generations).

For each course of reeducation that this spell entails, its casting time requires one hour and 500 gp in golden dust. If a course of reeducation being introduced clashes with another that is already in place, the casters of the two effects make opposed caster level checks to see which effect takes precedence.

Superior Shadow World
School: Illusion (Shadow); Class: Sor/Wiz 9
Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/4 levels.
Targets: You and up to one creature/3 levels
Saving Throw: Will negates; Spell Resistance: Yes

This spell functions much as shadow world, save that you can force other creatures to join you within the temporary world you create. Enemies that you bring find the DC of skills checks increased instead of decreased. You are not entitled to a Will save or to spell resistance against this effect.

Troglodyte’s Stench
School: Illusion (Glamer); Class: Druid 1, Sor/Wiz 1
Casting Time: 1 standard action
Components: S, V
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: Will Disbelieves; Spell Resistance: Yes

Altering your own scent through magic, you create a horrid and offensive odor that forces all creatures within 30 feet to make a Will save or be sickened for one minute. Creatures that successfully save against this effect disbelieve the illusion suffering no further effects from this spell. Unlike a genuine troglodyte, this effect acts through raw olfaction instead of through chemical agents and protective measures against poison grants no reprieve or protection.

Ubiquitous Umbra
School: Illusion (Shadow); Class: Sor/Wiz 8
Casting Time: 10 minutes
Components: S, V, M (Ichor from outsiders from the plane of shadow, worth 2,500 gp)
Range: Personal and See Text
Target: You
Duration: 1 hour/level or until expended
Saving Throw: None; Spell Resistance: No

You connect yourself to countless conduits of shadow, granting you unparalleled access to and awareness of shadows in the world. You select a number of 10-foot cubes of space equal to your caster level, placing each cube in any location you have personally visited (even on other planes).

Within these cubes, you learn the contents of all squared filled with dim illumination or darkness as if there were sensors with blindsight and your perception skill modifier. Further, you may speak to any creature you can detect through this spell as a free action, creating a harsh whisper that the target can hear clearly but that bystanders require a DC 30 Perception check to detect.

As a full-round action, you may disrupt this network to force yourself through a single conduit, entering any square that you can detect through this spell. This transportation requires 1d10 rounds. If travelling across planes of existence, you further suffer 2d6 damage per round of travel as the plane of shadow is forced to bend beyond its normal pathways. If the desired square is occupied by the time you arrive, you are shunted into the nearest available square. Using this ability ends the spell.

Umbral Crafter
School: Illusion (Shadow); Class: Sor/Wiz 7
Casting Time: 1 standard action
Components: S, V, M (see text)
Range: Personal
Duration: 1 hour/level
Saving Throw: None; Spell Resistance: No

Upon casting this spell, you may select a single item creation feat that you meet all prerequisites for. You are treated as possessing that feat for the duration of this feat. Further, you may select up to five arcane spells of up to 5th level from the sorcerer spell list and can use each of those spells once without expending spell slots or prepared spells, but only for the purpose of crafting magical items. Finally, magical items you craft while under the effects of shadowcraft allow you to make a full day of progress each hour and possess a halved cost in materials (which serve as the material components for this spell).

All items crafted with any of these benefits, however, is partially enchanted with temperamental and transient shadow magic. Affected items that aren’t entirely finished by the end of this effect are destroyed and even those that are completed only last for 1d4 hours after the spell ends. Any attempt to activate any function of an affected object has a 50% chance of failure, expending actions and resources normally (such as consuming a potion).

Unseen Listener
School: Illusion (figment); Class: Sor/Wiz 2
Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible audio recorder
Duration: One hour + 12 hours
Saving Throw: None; Spell Resistance: No

This spell creates an invisible and intangible audio figment, an illusion that lacks content until it absorbs some from its environment. Appearing as a faint white orb to creatures that can see invisibility, this figment absorbs sound from around it for 1 hour after the spell is first cast, gaining a bonus to perception checks equal to your caster level + 5 (maximum +25).

After the hour has passed, you may command the orb to replay what it has recorded at any point within the next 12 hours as a standard action. This audio recording is played in real-time and can only be triggered while within 100 feet of the orb. The orb can only be played once before the spell ends and cannot be paused midway through its presentation. The orb cannot be moved by any means, though it can be dispelled as normal.

Utopia
School: Illusion (Phantasm) [Mind-affecting]; Level: Bard 6, Sor/Wiz 9
Casting Time: 10 minutes
Components: V, S, M (milk and honey)
Range: Long (400 ft. + 40 ft./level)
Area: One 10-foot cube/level
Duration: Permanent
Saving Throw: Will disbelieves; Spell Resistance: Yes

In the eyes of each creature other than the caster, the affected area looks like their personal definition of paradise. For most, the paradise is filled with phantasmal servants, sweetly perfumed air, rivers of wine, and halls filled with all manner of delicious food. A creature that can see the Utopia must make a Will save to disbelieve the utopia or be drawn to it, entering the area as quickly as it is safe to do so.

Once within a utopia, a creature gains a +6 morale bonus to skill checks and ability checks and gains immunity to emotion effects. While an affected creature can see others within the area, it remains dimly aware of them and even the most vengeful or selfish of creatures must make a new Will save to take any aggressive action. A creature within the utopia will not leave of their own volition and will attempt to re-enter if forcefully removed so long as the utopia remains in their line of sight.

The sustenance, service, and other amenities of a utopia are entirely fictitious and a creature allowed to lounge in a utopia will slowly die of starvation and thirst. Whenever an affected creature takes damage from any source (even starvation or thirst), it may make a new Will save to disbelieve this utopia.

Vanity’s Curse
School: Illusion (Pattern) [Mind-affecting]; Class: Sor/Wiz 7
Casting Time: 10 minutes
Components: S, V, M (broken mirror)
Range: 0 ft.
Area: One-mile radius emanation
Duration: 24 hours/level (D)
Saving Throw: Will negates; Spell Resistance: No

The effects of this massive pattern are easy to miss at a first glance, only appearing within reflections. The hypnotizing beauty seen within mirrors or any suitably reflective surface causes any creature who can see its reflection to make a Will save or be caught in place. This functions much as being fascinated. An affected creature remains caught in place even if they suffer nonlethal damage from thirst, hunger, or exhaustion, though suffering such damage allows an additional Will save to break free.

Vision Quest
School: Illusion (Pattern) [Mind-affecting]; Class: Druid 6
Casting Time: 10 minutes
Components: S, V, M (special herbs worth 500 gp)
Range: Close (25 ft. + 5 ft./2 levels
Area: One 10-foot cube
Duration: Instantaneous or 24 hours.
Saving Throw: None; Spell Resistance: Yes

While casting this spell, all willing creatures in the area are placed into an altered state of mind as they are engulfed in a cocoon of mystical lights and colors. Each such creature has its body rendered insensate and helpless during this time, experiencing a long journey within their mind that differs from individual to individual. By the end of this journey, each target reaches a level of self-discovery to provide one of the following benefits (each creature may make the selection separately):

Future: While this spell can’t predict the outcome of individual actions, this spell can generally predict how the target will be faring one year in the future. This can reveal that an individual’s lifestyle is self-destructive or healthy, whether their general career is likely to be lucrative, whether they will gather fame or drive away others, and so forth. The target is free to immediately change their own alignment to any other alignment of their choice and can often change this potential future.

Insights: The target’s unconscious mind recalls conversations, book passages, and other deep insights that it couldn’t consciously remember, searching for precisely the tool that the target requires in order to get a job done. The target either gains a +5 insight bonus on skill checks made with a skill of its choice or gains the benefits of a single feat of its choice if that feat has no prerequisites. Either way, the benefits only last for 24 hours and no creature can benefit from more than a single casting of Vision Quest at any given time.

Vivid Dream
School: Illusion (Phantasm) [mind-affecting]; Level: Sor/Wiz 7
Casting Time: See Text
Components: S,M (silvery sand worth 25 gp)
Range: Long (400 ft. + 40 ft./level)
Target: One sleeping creature
Duration: Permanent
Saving Throw: Will disbelieves; Spell Resistance: yes

Through this spell, you travel into the dream of a sleeping creature, carefully implanting an extremely detailed dream lasting up to 1 minute/caster level. If the target fails a Will save, they believe that the dream is a memory of a real occurrence within the past 24 hours, seamlessly fitting itself into the memories of the target. If the memories are inconsistent with the target or aren’t possible (such as if the dream places it in an entirely different country or if it has the target remembering that they enjoy the taste of poison), the target shrugs off the memory as a mere dream.

The casting time of this spell equals the length of the memory being placed into the target (minimum 1 minute). For every minute of memory being placed in beyond the first, the target gains a +1 bonus on its saving throw. Pre-existing memories may not be altered or removed in this way. Creatures who do not dream are immune to this ability. Whenever a creature is confronted with testimony or evidence of the truth regarding what really occurred, it may make a new saving throw to shake out the memories.

Warp Perception
School: Illusion (Phantasm) [Mind-Affecting]; Level: Sor/Wiz 3
Casting Time: 1 standard action
Components: None
Range: Close (25 ft. + 5 ft./2 levels)
Target: One glamer or figment effect
Duration: Permanent until triggered, then 1 round/level
Saving throw: Will negates; Spell Resistance: No

You alter a single ongoing illusion of the glamer or figment subschools, layering it with a phantasm that warps the other observations of a target. The next time that a creature fails on a will save to disbelieve the affected illusion, it must make an additional Will save against this spell to avoid having its mind artificially reinforce the ‘reality’ of the illusion.

An affected target perceives everyone and everything responding to the illusion as though it were real, simply not observing most evidence to the contrary. Other creatures who disbelieve the illusion cannot communicate this fact to the target and grant the normal +4 bonus. If a creature is somehow presented with absolute proof that an illusion isn’t real, the phantasm partially wipes away this certainty and the target doesn’t automatically disbelieve the illusion, though the target gains a +4 bonus on future Wills saves made to disbelieve the illusion. The target is still entitled to Will saves made to disbelieve the illusion when appropriate.

Whispering Shade
School: Illusion (Shadow); Class: Druid 4, Sor/Wiz 4
Casting Time: 1 standard action
Components: S, V
Range: Personal
Target: You
Duration: 5 minutes
Saving Throw: None; Spell Resistance: No

You can confer with shadows, treating them as Neutral entities with an Intelligence score of 10 and an indifferent attitude towards you. While they can be conversed with and even reasoned with freely, it is not under your control remembers nothing from before it was most recently concealed by bright light or total darkness (possibly allowing you to restart conversations with the aid of bright lights of obstructions if desired). While shadows are susceptible to skills like bluff and diplomacy, they may not be targeted by spells or effects and are immune to mind-affecting effects. This ability does not grant shadows the ability to communicate with each other or with other entities.

Zone of Conspiracy
School: Illusion (Glamer); Class: Bard 6, Sor/Wiz 6
Casting Time: 1 standard action
Components: S, V
Range: Close (25 ft. +5 ft./2 levels)
Area: 40 ft-radius spread.
Duration: 10 minutes/level
Saving Throw: Will Disbelieves; Spell Resistance:[/b[ Yes

A true work of masterful spellcraft, a zone of conspiracy creates an area that combines illusory blandness, invisibility and silence with pinpoint precision to allow for secretive meetings. From the outside, of the area, any creatures in the area who have filled their Will saves are entirely invisible, though they return to visibility 1d4 rounds after leaving the area or after taking an aggressive action.

An intelligent creature passing into the area may make a Will save to disbelieve this ability. Those who fail are shrouded in identical glamers of a faceless medium humanoid wearing a grey suit, visible to all creatures within the area. A creature who succeeds on their initial save may make new saves to disbelieve these disguises if they are interacted with.

Finally, any creature in the area who speaks or who produces other sound cannot be heard by creatures outside of the area, have their voices disguised in uniform monotones, and can exclude any number of other creatures who have failed their saving throw from hearing anything or everything they say as the bubble of silence subtly reshapes to fit that creature’s whims (the lips of the faceless disguise cannot be read through skill checks).

Your senses automatically pierce through all illusions that this spell creates but you continue to benefit as if you had failed your will save.

[b]Zone of Serenity
School: Illusion (Pattern) [Mind-affecting]; Class: Bard 3, Cleric 4
Casting Time: 1 standard action
Components: S, V
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius emanation, centered on a point in space.
Duration: 1 minute/level or until expended, then 1 round/level
Saving Throw: Will partial; Spell Resistance: Yes

Far from the violent and clashing displays that most patterns create, this spell generates a soothing visual display that lingers in the air as some heavenly aura. All creatures in the area gain immunity to effects of the emotion descriptor and creatures in the area must make a Will save in order to take any form of aggressive action.

If a creature in the area successfully performs an aggressive action, the pattern in the area quickly grows erratic and falls apart. Its previous effects continue for only 1 round/level after that point and creatures within the area gain a 20% miss chance against attacks during this time (this miss chance may apply against the aggressive action triggering this change, if appropriate).

Realms of Chaos
2015-02-26, 10:00 PM
With that, the project is officially done. I will admit, however, that I'm still getting used to producing for pathfinder and that there are more than a few spellcasters that I don't know quite yet. If anyone out there with a better sense for spell lists could help me see what (if anything) from the above would go well on the magus/inquisitor/summoner/witch/alchemist/antipaladin lists, I would be greatly appreciative.

Starsign
2015-02-26, 11:03 PM
Goodness this is a lot of spells! I love seeing you expand on these though Realms. :smallbiggrin:

I'm not exactly brilliant when it comes to spellcasting however, moreso Pathfinder-unique spellcasting classes. May I ask which category is supposed to represent broadly? I think I'm getting an idea based on the names and some of the spells, like Actualize-Emulate Power presumably represents making things real or replicating them, but Ephemeral Aurora-Frostfell Fire made me think of illusionary fire or elemental magic attacks or debuffs, which some spells on that list (Exploratory Probe and False Futures for example) aren't. So I was wondering if there might be a small description detailing what each category broadly represents. :smallsmile:

Realms of Chaos
2015-02-26, 11:16 PM
It's... uh... in alphabetical order, Starsign. Was too much to fit into one post. :smallredface:

Starsign
2015-02-26, 11:26 PM
It's... uh... in alphabetical order, Starsign. Was too much to fit into one post. :smallredface:

Oh, shoot. For some reason I had thought the spells were split into categories based on their effects, not alphabetically. Sorry.

But as for actual spells, I will need to take a look at the PF classes and see what might be best for spell lists. May try drawing comparisons with the spells that Sorcerers, Wizards, and Bards can learn from this list. :smallsmile: I'll see if any friends I know may be able to pitch in their thoughts as well.

EDIT: A thing I see about the PF-specific class spell lists is that they are generally really varied, similarly to the Sorcerer and Wizard spell lists. It's hard to decide what sort of theme, if any, a Witch or a Magus or a Summoner has when they've got spells like Wind Wall, Black Tentacles, and Caustic Blood. Though limiting spells to specific classes, such as "give anything that creates something to Summoner" or "give anything that assists melee to a Magus" might work, that might be simplifying things too much...

JoshuaZ
2015-03-01, 01:35 PM
A few quick issues:


You create an area in which all creatures are mirrored endlessly mirrored, forcing creatures to force

Redundant language is redundant.

In Glittering Lure there's a misplaced bold close after Will negates.

[quote] you may stand a standard action to create[/quote

"stand" should probably be "take">

The school line for Immaterial Monument needs to be fixed.

The level line for Dark Menagerie needs to be fixed.

Produce Proof has a formatting error.

You sometimes use Level: and sometimes use Class:

The spells themselves seem very flavorable and generally well done. I don't have much in the way of specific comments for them.

Starsign
2015-03-01, 10:56 PM
Realms I talked with a couple friends regarding Pathfinder and your Illusion spells. While they're currently too busy to take an in-depth look, they did gave a quick rundown on what the PF classes might get for spells based on a broad theme.

Magus would probably get ones associated with self-buffing or touch-based spells, focusing their skill in melee combat. Alchemists have spells that can seem or come off as alchemical in nature (Blind Spot and Distorted Arcana might work with a bit of refluffing). Summoners probably won't get much, unless it involves creating a being that might be an illusion. Witches would probably get things more focused around debuffing and debilitating. And since Inquisitors and Oracles run under divine magic, they'd probably get spells similar to the Cleric, Druid, and Paladin.

Though in spite of this, my friends have also said that if the spells are fun and work to the story or fluff well, then the player or character should be able to take them, so long as they have the spell slots for them of course :smalltongue:

I do want to try these spells myself at some point, so if I do I'll let you know how it goes :smallsmile: Hope this has helped a bit so far Realms.

Zireael
2015-03-03, 09:27 AM
I love those, saved them to my HDD :)

One nitpick: I'd make Final Farewell a necromancy spell. For illusions, I'd go with something like 'your loved one seemingly rises from the grave and yells at you!'