Parliament of Selves (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 9
School: Illusion

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (One small mirror, broken, worth 1gp.)

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: Up to one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30), only affects allied creatures, all affected allies must be within 30 feet of each other
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

Description

Casting this spell causes your voice to echo and reverberate, as your words are doubled, then trebled, until your recitation is like a celestial chorus. Upon completion, choose allied creatures as detailed above within range. This spell creates an illusory double of each of them. This double obeys the will of each of your allies, and can perform two valuable functions.
The double may be commanded (as a swift action) to occupy the square of its creature, which makes it difficult for enemies to precisely locate and attack them, exactly as if each of them is under the effect of a Mirror Image (Sorcerer/Wizard Spell).
When Parliament of Selves is cast, 1 illusory image is created for each ally. If not otherwise commanded, the image remains in their space and moves with them, mimicking their movements, sounds, and actions exactly. Whenever they are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets their image instead. If any attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed and your ally is not harmed unless the attack has some area of effect component, which may affect them. Area spells affect creatures normally and do not destroy any of the figments. Spells and effects that do not require an attack roll (e.g. Magic Missile (Sorcerer/Wizard Spell)) affect your allies normally and do not destroy any of the figments. Spells that require a Touch Attack are harmlessly discharged if used to destroy a figment, unless they include some area of effect component, which may affect your allies.
An attacker must be able to see the figments to be fooled. If one of your allies are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply). The figments cannot be deliberately targeted, and thus cannot be harmed by effects such as the Cleave Combat Maneuver.
Unlike a Mirror Image, however, the figments can also be used to distract and bedevil an enemy. If any ally spends a swift action, they may send the figment to set up a flank with any one enemy creature. Whenever possible, the figment moves so that it may be the allied creature, and thus, it may provoke attacks of opportunity. If creatures make attacks of opportunity at figments, those attacks are wasted. Even worse, the ally may move out of their square after spending a swift action to command the figment to remain behind. In such a way, enemies can never know what square your allies are actually in, unless they make attacks of opportunity every time they move. Each figment may only grant the flanking bonus to its specific ally. Note that multiple figments can enter the same square, and the figments do not hinder movement for friend or foe in any way. While sent forth this way, the figments cannot be destroyed by attacks, although they can be Dispelled or Disjoined, and they do not function in an Antimagic Field.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30