Minor Image (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 2
School: Illusion (figment)
Subdomain: imagination 2

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, M (A bit of fleece, fancifully woven, worth 1 gp.)

Effect

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

Description

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): 1d6 points of damage per character level (max 4d6 at character level 4) 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.



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