spell Phantasmal Decoy


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(Spell Compendium, p. 155)

posted on D&Dtools

Illusion (Phantasm)

Ranger 3,
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates, and Will disbelief (if interacted with)

Reaching into your foe’s
mind, you weave an illusion of his most hated foe.

You create a phantasmal
image of the subject’s most hated enemy by sifting through the subconscious
mind of the subject. Only you and the spell’s subject can see the phantasmal
creature, and the phantasm seems blurry and indistinct to you. If the target
fails its Will saving throw, you designate a space that the phantasm appears
to occupy. The subject must attack the phantasm, or move to be adjacent to it.
A creature that attacks the phantasm is allowed an additional saving throw to
disbelieve the illusion. If moving up to the phantasm would cause the subject
to cross dangerous terrain (such as a pool of lava), it does not move to be
adjacent to the phantasm. It merely moves as close as it can and takes no further
actions unless the phantasm moves to a space it can reach.

As a move action, you can
move a phantasmal decoy up to 60 feet in any direction. Because it’s not real,
a phantasmal decoy isn’t affected by terrain that slows movement (although you
can slow its progress voluntarily if you like to help maintain the facade of

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