Project Image (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 7
School: Illusion
Subdomain: deception 7

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, M (A small, finely-carved replica of you, worth 1 gp.)

Effect

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

Description

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.



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