- Level: Sorcerer/Wizard 3
- School: Illusion
- Subdomain: protean 3
- Casting Time: Immediate Action
- Components: V, M (A small loop of leather with runes etched into it, worth 1 gp.)
- Range: Touch
- Target or Area: one target creature, creature touched.
- Duration: Until the end of the current encounter (only castable during combat)
- Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- Upon casting this spell, until the duration expires, if the subject displaces at least 30 feet from their starting point each round, they benefit from a 50% miss chance as if they had total concealment. This miss chance lasts until the end of the subject's next turn, unless they displace at least 30 feet again. Unlike actual total concealment, Displacement does not prevent enemies from targeting the creature normally. True Seeing (Spell) reveals its true location and negates the miss chance. See Invisibility (Spell) does not counteract the Displacement effect.
- The subject must end in a space at least 30 feet from the space it began its turn to enjoy the full benefit of this spell. If the subject is able to move at least 15 feet away from its starting space, they instead gain a 20% miss chance, as though they had partial concealment, until the end of their next turn (until they are able to displace again).
- If the subject's movement doubles back on itself, or otherwise ends in a space less than 30 feet away from their starting point at the start of their turn (or 15 feet for the lesser effect), the spell does not provide its benefit to the subject that round, though the duration of the spell continues to count down. If the subject is able to move an adequate amount in future rounds, within the remaining duration of the spell, they gain the miss chance as described until the end of their next turn.
- Opponents that do not rely on sight-based senses ignore the spell's effect.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.