Level: Druid 6,
Components: V, S,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 10 min./level (D)
Saving Throw: Will negates
You create ever-shifting
phantasmal terrain and landmarks that confuse the subject when it tries to move.
The very ground seems to
shift and twist beneath the subject’s feet, and the landscape seems to move
of its own accord. The subject finds it nearly impossible to walk in a straight
Each round the subject of a phantasmal disorientation wants to move, he must
attempt a DC 20 Survival check to discern the true landmarks from the phantasmal
If he succeeds, he moves normally.
If he fails, he instead
moves in a direction 90 degrees to either side (equal chance of going left or
Because of the phantasmal
disorientation, the subject doesn’t realize he’s headed in the wrong direction
until he meaningfully interacts with his environment (by making an attack or
manipulating an object such as a door, for example) or the round ends. If the
subject discovers he’s moved in the wrong direction before the round is over,
he can make a new Survival check to try to move in the right direction, but
he won’t know whether the second check failed until he interacts with the environment
again or the round ends.
A phantasmal disorientation
spell affects only movement. Creatures subject to it can still fight, cast spells,
and otherwise act normally.
of Mankind is owned and created by Mark John Goodwin
on this page is Open Game Content, and is licensed for public use under the
terms of the Open Game License v1.0a.
System and the d20 System logo are trademarks of Wizards of
the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.