Project Image (Spell)
- Level: Sorcerer/Wizard 7
- School: Illusion
- Subdomain: deception 7
- Casting Time: Standard Action
- Components: V, S, M (A small, finely-carved replica of you, worth 1 gp.)
- Range: Medium (100 ft. + 10 ft./lvl)
- Target or Area: You
- 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 + spell level
- Spell Resistance: Yes
- You speak the delicate phrases of this spell in a soft voice, although the echoes fill the space around you as the magic works. You gather up huge amounts of Fictive energy from the world around you, and pack it into yourself, filling and flooding your physical body much the way water fills a jug. The fictive energy fills and molds to every fiber of your being, physical and mental, and at the culmination of the spell...you step away from the fictive energy, leaving it standing next to you.
- You have now created a quasi-real, illusory version of yourself. The Projected Image looks, sounds, and smells like you but is intangible. The Projected Image mimics your actions (including speech) unless you direct it to act differently (which is a move action for your physical body, and grants a move action to your duplicate body). It is common practice to have the duplicate walk away from you briskly as soon as it is created, to avoid ...questions.
- Far more potently, you can choose to close your eyes and 'cast forth' your presence and sensorium, so that you feel as though are inhabiting the duplicate. You see through its eyes and hear through its ears and speak words, cast spells, use non-physical Skills, or have conversations as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened. You can choose to use your actions (Standard, Move, or Swift) in either of the two locations, but you do not gain any actions from this spell. If you use your Move action to move the duplicate, you cannot move your physical body with a Move action until your next turn.
- If you desire, you can use your Standard or other actions to cast spells as if they originate from the square of the duplicate body. Any spell you cast whose range is touch or greater can originate from the Projected Image instead of from you. The Projected Image can't cast any spells on itself. The spells may affect other targets normally, despite originating from the Projected Image, as long as the targets believe the Image is real.
- Any spell you cast from the duplicate which affects a given target for the first time allows an extra saving throw, as defined above, to see if it fools the targets. If this save is made, they realize the duplicate is only an Image, and they are immune to all spell damage inflicted by the Image for the rest of the encounter. If they fail this (one-time only) save, they believe the Image is real and they are affected normally by spells cast by the duplicate for the rest of the encounter. Even incontrovertible proof that the Image is illusory does not stop them from believing the damage is real, although such proof will doubtless send them on a vigorous search for the mages real body...so be careful.
- Objects cannot be moved, manipulated, or accessed by the duplicate in any way, and it cannot pass through blocked squares, although difficult or impeded terrain is ignored. You must maintain line of effect to the Projected Image at all times. If your line of effect is obstructed, the spell ends. If you use Dimension Door (Spell), Teleport (Spell), Plane Shift (Spell), or a similar spell that breaks your line of effect, even momentarily, the spell ends.
- 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.