Silent Image (Spell)

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Level: Sorcerer/Wizard 1
School: Illusion
Subdomain: imagination 1


Casting Time: Standard Action
Components: V, S, F (A bit of fleece, woven into a fanciful shape, worth 1 gp.)


Range: Long (200 ft. + 20 ft./lvl)
Target or Area: One 10 foot cube (2x2 squares) per ten caster levels, minimum 1.
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


This spell creates the visual Illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. This may not be used to create images of terrain, such as a hill or wall or empty detailed room, nor can it be used to image massed piles of smaller objects. It can be used to create the image of a single monster, such as a single Orc or even a Bullette, if the caster is high enough level to create such a massive beast. It can be used to make an image of a table, or a chest, or even a window, but if used to image a window it cannot be seen through.
Nothing created by Silent Image can be used for cover or concealment of any sort. Interacting with Silent Image with any sense other than plain sight allows a saving throw as described above to notice the eerie silence of that raging Bullette, or the fact that the bonfire burning in the front hallway isn't hot.
Silent Image lays a charge on the caster while it is sustained, but that charge specifically overlaps (and stacks with) Ghost Sound (Spell). If a caster already carrying a charge from one of these spells casts the other, the two charges blend and merge, sharing the same charge.
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.