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<blockquote data-quote="Micco" data-source="post: 2701292" data-attributes="member: 14806"><p>Any thoughts on the spell below? Intent is to create a distracting 'fake' invisible caster to give the caster time to escape or get off a 2 round spell. Basically like the <a href="http://www.d20srd.org/srd/spells/mislead.htm)" target="_blank">Mislead</a> core rules spell. I've included the potential effects available if the caster is an Illusion Specialist. I am struggling with the area effect and spacial distortion parts of this. How do I make the caster seem to run away and keep the illusion up when the enemies pursue the illusion as they'll quickly leave the AoE? Mislead allows the illusion to move outside of the original range, but EoM rules require either a greater range or the Illusion Space...but do on the people in the target area continue to see the illusion?</p><p></p><p><span style="color: DeepSkyBlue"></span></p><p><span style="color: DeepSkyBlue"><strong>Slip Away</strong></span></p><p><span style="color: DeepSkyBlue">Illusion Shadow 3/Space 3/Gen 1</span></p><p><span style="color: DeepSkyBlue"><strong>Total MP:</strong> 7</span></p><p><span style="color: DeepSkyBlue"><strong>Range:</strong> 10' (10,000' apparent with Space distortion)</span></p><p><span style="color: DeepSkyBlue"><strong>Duration:</strong> One minute</span></p><p><span style="color: DeepSkyBlue"></span></p><p><span style="color: DeepSkyBlue">This working causes the caster to suddenly disappear and creates a <u>very</u> faint illusory distortion of the caster in the same exact spot that moves away to any spot within 10,000 feet. </span></p><p><span style="color: DeepSkyBlue"></span></p><p><span style="color: DeepSkyBlue">If the caster is an Illusion Specialist, the spell gains standard effects for all known Illusion spell lists to make the 'fake' invisible caster appear more real and make it more difficult to notice the real invisible caster. If the appropriate spell list is known, the real caster will be covered with standard illusions for smell (Acid), tactile (Metal), sound (Void), aura (Death). The fake invisible caster will have standard illusions to add very subtle visual (light), smell (Ice), sound (Sound), tactile (Crystal), and appropriate reactions (Life), ability to move objects- e.g. "accidently" kick small pebbles, etc (Nature), damage with attacks at 40%(Force).</span></p><p><span style="color: DeepSkyBlue"></span></p><p><span style="color: DeepSkyBlue">To observers, the caster will appear to go invisible. Observers will then notice very subtle clues that the caster is running to the new location (or away). Meanwhile, the real caster can be preparing a spell in relative safety....or escaping in a different direction. Although only the visual and spatial elements created by this illusion are complex, their sheer overwhelming power is enough to keep most from seeing through the illusion. <em>Costs: 3 MP complex visual illusion, 3 MP complex spacial illusion, 1 MP area, several Free standard illusion elements (per caster)</em></span></p><p></p><p>This is really intended to get the caster out of trouble when in near combat with someone. So will the creatures effected realize that the illusionary caster is not real when they leave the area of effect? Could they be made to believe that they just lost track of the invisible creature, or will they automatically know that it was an illusion? What if the sticky dicerning enhancement is applied..will that change how they see the fleeing illusion?</p><p></p><p>Sorry for all the questions, but illusions are tricky and I'm trying to make sure I get a good balance with core rules illusion spells. Minor Image is a good second level spell that gives a 400' range to the image, regardless of whether the targets go chasing after it or not. Do I need to spend 40 MP to get the same effect!?!</p></blockquote><p></p>
[QUOTE="Micco, post: 2701292, member: 14806"] Any thoughts on the spell below? Intent is to create a distracting 'fake' invisible caster to give the caster time to escape or get off a 2 round spell. Basically like the [url=http://www.d20srd.org/srd/spells/mislead.htm)]Mislead[/url] core rules spell. I've included the potential effects available if the caster is an Illusion Specialist. I am struggling with the area effect and spacial distortion parts of this. How do I make the caster seem to run away and keep the illusion up when the enemies pursue the illusion as they'll quickly leave the AoE? Mislead allows the illusion to move outside of the original range, but EoM rules require either a greater range or the Illusion Space...but do on the people in the target area continue to see the illusion? [COLOR=DeepSkyBlue] [B]Slip Away[/B] Illusion Shadow 3/Space 3/Gen 1 [B]Total MP:[/B] 7 [B]Range:[/B] 10' (10,000' apparent with Space distortion) [B]Duration:[/B] One minute This working causes the caster to suddenly disappear and creates a [U]very[/U] faint illusory distortion of the caster in the same exact spot that moves away to any spot within 10,000 feet. If the caster is an Illusion Specialist, the spell gains standard effects for all known Illusion spell lists to make the 'fake' invisible caster appear more real and make it more difficult to notice the real invisible caster. If the appropriate spell list is known, the real caster will be covered with standard illusions for smell (Acid), tactile (Metal), sound (Void), aura (Death). The fake invisible caster will have standard illusions to add very subtle visual (light), smell (Ice), sound (Sound), tactile (Crystal), and appropriate reactions (Life), ability to move objects- e.g. "accidently" kick small pebbles, etc (Nature), damage with attacks at 40%(Force). To observers, the caster will appear to go invisible. Observers will then notice very subtle clues that the caster is running to the new location (or away). Meanwhile, the real caster can be preparing a spell in relative safety....or escaping in a different direction. Although only the visual and spatial elements created by this illusion are complex, their sheer overwhelming power is enough to keep most from seeing through the illusion. [I]Costs: 3 MP complex visual illusion, 3 MP complex spacial illusion, 1 MP area, several Free standard illusion elements (per caster)[/I][/COLOR] This is really intended to get the caster out of trouble when in near combat with someone. So will the creatures effected realize that the illusionary caster is not real when they leave the area of effect? Could they be made to believe that they just lost track of the invisible creature, or will they automatically know that it was an illusion? What if the sticky dicerning enhancement is applied..will that change how they see the fleeing illusion? Sorry for all the questions, but illusions are tricky and I'm trying to make sure I get a good balance with core rules illusion spells. Minor Image is a good second level spell that gives a 400' range to the image, regardless of whether the targets go chasing after it or not. Do I need to spend 40 MP to get the same effect!?! [/QUOTE]
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