Auditory Concentrate Illusion Manipulate Olfactory Visual Source Player Core pg. 336Range 500 feet
Duration sustained
You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.
The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a
Deception or
Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.
In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the spell. It uses your spell attack modifier for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.
The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes 3d4 mental damage. The illusion's Strikes are
nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion.
Any creature that touches the image or uses the
Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it.
Heightened (+1) The damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan).
Concentrate Illusion Manipulate Visual Source Player Core pg. 337Range 500 feet;
Area 20-foot burst
Duration 10 minutes
You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.
Any creature that touches the image or uses the
Seek action to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the
auditory and
olfactory traits. The duration increases to 1 hour.
Heightened (5th) As the 2nd-rank version, but the duration is unlimited.
Auditory Concentrate Illusion Manipulate Olfactory Visual Source Player Core pg. 337Cast 10 minutes
Range 500 feet;
Area 30-foot burst
Duration 1 hour
You craft an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a
mirage spell.
When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion.
Any creature that touches any part of the image or uses the
Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.
Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.
Heightened (8th) As the 6th-rank version, and the duration is unlimited.
Uncommon Concentrate Illusion Manipulate Source Player Core pg. 344Cast 10 minutes
Range 500 feet;
Area 50-foot burst
Duration until your next daily preparations
You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.
Any creature that touches the illusion or uses the
Seek action to examine it can attempt to disbelieve your illusion.
Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).
Illusion Incapacitation Manipulate Subtle Visual Source Player Core pg. 366Range 120 feet;
Area 10-foot burst
Defense Will;
Duration sustained up to 1 minute
You create a pattern of lights that pulses with intensity. Creatures are
dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently
blinded by the pattern doesn't need to attempt new saving throws.
Success The creature is unaffected.
Failure The creature is blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute.
Critical Failure The creature is blinded for 1 minute.