Minor Image (Spell)
- Level: Sorcerer/Wizard 2
- School: Illusion (figment)
- Subdomain: imagination 2
- Casting Time: Standard Action
- Components: V, S, M (A bit of fleece, fancifully woven, worth 1 gp.)
- Range: Long (200 ft. + 20 ft./lvl)
- Target or Area: One ten foot cube (a 2x2 area) per five caster levels
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Will negates
Save DC: 10 + caster stat modifier + 1/2 caster level
- Spell Resistance: No
- This spell functions like Silent Image (Spell), except that Minor Image is larger, and includes appropriate sounds but not understandable speech. If a creature notices the lack of smell, touch, taste, or temperature, they are allowed a saving throw as above to negate all effects.
- Far more dangerously, the caster of Minor Image can construct it such that the magic used to weave its fabric can 'ground out' through anyone who interacts with it without realizing it is an illusion. The conditions for this grounding must be described in some detail, and when these conditions are met, then all creatures, friend or foe, who are within the area affected by the magic suffer (Circle 1 damage): 1d4 points of damage per character level (max 5d4 at character level 5) of fictive (energy, uncommon) as the magic inflicts Unreality upon them. Once discharged, the spell is dispelled.
- Conditions might be attempting to pick open an illusion of a chest, or attacking an illusory monster. A common 'trigger' is when anyone tries to use a non-covered sense, which means the creature who used the sense is safe (assuming a save is successful) and its companions get zapped. The GM adjudicates all uses of this spell, and should have an eye toward rewarding clever play while remaining fair. Recall that this spell cannot give cover or concealment, although it serves well as a trap or distraction.
- 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.