But all considered, this definitely can put a hurt on undead. You can also leave that lantern at home. But after reading it more closely, I realized that the sworn enemy feature only recharges once per day, at the next dawn. So the whole premise of the bow is kinda shot. You can only use its feature for one big fight per day. Just not as strong as if the the sworn enemy feature would recharge after you killed each creature.
The extra 2d6 is something though. It does grant fire resistance which is nice. Still not as good as other sword options though. You also save some money on torches. It can be fixed though. As long as you are a melee character and stay in the fray, this item may be usable. With all that being said, there are better weapon choices out there. Seems underwhelming. Javelin of Lightning — Great for all the strength-based characters who use javelins.
Giants tend to excel at those. Then this becomes amazing. And as a dagger it only deals 1d4 of damage. You can do better than that. Also, the poison utility can only be used once per day, making it worse. But it has a lot of critical flaws. Lastly, Thunderclap stuns every creature, even your allies. And although stunning is sweet, we can all agree that stunning your teammates is not sweet. Actually, almost every other magic item is better.
Instrument of the Bards Anstruth harp, Canaith mandolin, Cli lyre, Doss lute, Fochlucan bandore, Mac-Fuirmidh cittern, Ollamh harp — I usually hesitate to give items a gold rating, but all of these instruments earn it. Right off the bat you get fly, invisibility, levitate, and protection from good and evil. All of which are useful.
And to top it all off, the item imposes disadvantage on charmed saving throws. Start serenading your DMs to convince them to give you these items. Not bad, but it is a consumable like an Ioun Stone. The potentail to stack this with a Wand of the War Mage makes it a very appealing option. It is adamantine, which gets around non-magical resistance, and there are some spells in it too. With the right AC you could be almost unhittable.
Just be careful of domination effects, as you may end up breaking it and taking a few points of damage. It even lets you throw a bit of damage on top of each hit. Extra castings of fireball for free. It makes sense that it would be 15, but it does depend on your DM as it stands. Spell save aside, one minute of paralysis is very strong.
Sign me up.
You can even give you and your allies a boost to AC and saving throws once a day. Enchantments are almost useless against you now, except for multi target ones. Ten charges is a bit limiting though, and the value of the spells will go down as you level up, the exception being your ability to decimate large groups of kobolds. Crazy hermits pretty much need one.
Seems like a good choice. The bonus to avoid being grappled, restrained, or paralyzed is nice but it does cost a charge.
Do you just like rolling percentile dice? If not, you can just pass on this. It can be fun to intimidate people with, or have a mount on demand though. But as it stands, Wand of Winter is not awesome. It casts subpar spells: ray of frost, ice storm , and sleet storm. Honestly, you should be doing better things on your turn.
It does give detect magic to the masses, for the parties who refuse to have it prepared. It also does the same thing that as a perception check. The extra language and walking on lava are plus. Attunement holds this item back.
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Damage immunity is great, but it can only be used once a day, and it requires attunement. Same problems as above. All considered, its a trap. The resistance to typed damage is nice, but normally, by the time you start finding magic items, you want a better armor option than scale mail i. Unless of course you are a medium armor user then this is better. I suppose if you really must find that dragon, this item could be useful. Armor should be giving you more defense for an attunement slot though. Adamantine Armor — This armor is not awful.
And it does provide protection against critical hits. The forced movement negation is just gravy. Normally, chain shirt armor is just a stopover before breastplate. But this one is usable for any character even if they lack proficiency with medium armor. Also, most DMs will allow you to wear this in addition to your normal armor, since that seemed to be the precedent set by previous editions. Then again some may not. Ask your DM.
Sign me up sister. Spellguard Shield — Protection from those pesky mages is always nice, especially when even their attack rolls have disadvantage against you. If you are a bow archetype, you probably want these. Too bad they require attunement. You thought we forgot about you. These are for you. It requires attunement and it requires a bonus action to animate. The main reason characters might want it is if they need both hands free to cast spells or heavy-weapon fight. If you do happen to be one, this is an option. The downside is that it requires attunement and it only applies to ranged attacks.
Also, the strange defender-esque reaction is a little out of line, if you are staying in back, trying to AVOID getting shot. Sentinel Shield — Advantage on initiative and perception is great. If you want to be first and not surprised this is a no brainer. Cloak of Displacement — I like this! Enemies take disadvantage to attack you. And even if you are on the front lines, this is still pretty strong.
Invisibility: check. Advantage on attack rolls: check. Carte blanche to steal mercilessly: check. Just as good too. This is pretty great. Also, you can now start becoming the hero that the realms need. Always make Dex throws. Resist dominating Wis save effects. And free web spells are nice. But overall I think there are better things to do with attunement slots. Unfortunately it takes an action to hide, so it has limited usefulness in combat, unless you are a rogue with cunning action or something like that. Also, since it takes an action to put your hood up, you should simply keep your hood on all the time.
It looks more awesome anyway. Just make sure nobody you face can cast light or daylight. Cape of Mountebank — This is an awesome item. For an action, a free teleport once a day. It also lightly obscures wherever you are teleporting to. Everyone wants one. Also, depending on your DM you may be allowed to wear more than one cloak. No attunement. Helm of Teleportation — Tactical teleportation when you need it. You can also use it to teleport a troublesome item away.
For eldritch knights and arcane tricksters this becomes even better. Great for social interactions. Really depends on your campaign how broken it is. At lower levels its not so bad, But as you get more powerful , sell it. First, the helm has a pretty low spell save DC and it requires an action to those cast spells. Second, in order use suggestion, your enemy has to fail two spell saves instead of one.
Third, you gotta keep this helm attuned. Frankly, there are better head slot items out there. Just remember to take your glasses off before you get into a brawl. No real drawback, unless you already have a helm on, in which case you must take the time to doff the helmet. But if you are interested in non-attunement swimming items, you should be looking at the Cloak of the Manta Ray. Amulet of Health -This item is phenomenal!
Every character wants this. Constitution is such a vital stat. It will raise your max hit points and improve your con saving throws. If you get this item never take it off. Hopefully your DM will allow this to keep you off the radar. One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Password forgotten?
Click here. Pathfinder Blowout Sale. Rule System. Product Type. Non-Core Books. Fantasy Flight Games. Pay What You Want. Follow Your Favorites! Sign in to get custom notifications of new products! Fantasy Flight Games Legends and Lairs. Start Over. Advanced Search. Hottest Titles. Spells per Day: When a new unseen master level is gained, the character gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class.
If a character had more than one arcane spellcasting class before becoming an unseen master, he must decide to which class he adds the new level for purposes of determining spells per day. Unseen Mastery Ex : You have spent so much time invisible that you know how best to take advantage of it. Special Abilities: Beginning at 2nd level, an unseen master gains a special ability of his choice. He gains an additional special ability at 4th, 6th, 8th, and 10th level.
The unseen master may choose from among the following:. Extra Invisibility: You have gained a special mastery of the invisibility spell. You can cast the invisibility spell once per day as a standard action. You may take this ability multiple times, gaining an extra use of the ability each time. Greater Invisibility: You are immune to the standard methods of detecting invisible creatures. While invisible, you cannot be detected by the see invisible spell unless it is cast by a caster at least four levels higher than you.
Invisible Familiar: Your invisibility spells also protect your familiar from harm. All invisibility spells that affect you also affect your familiar, if it is touching you at the time of casting. Scentless: You are capable of slipping past guard dogs without disturbing them at all.source url
While invisible, you cannot be detected by smell. Silent: You have mastered the art of moving silently while invisible. Unseen Eye: You can attune yourself to other invisible creatures, allowing you to perceive them. While invisible, you can see invisible, as per the spell.
Illusionist or devoted illusionist only. Ability to cast 1st-level arcane spells. A familiar; the ability to cast any 3 shadow spells. Prerequisites Ability to cast 1st-level arcane spells, including at least one illusion spell. Ability to cast 1st-level arcane spells, including at least one illusion spell. New Feats The following section describes several new feats for use in any d20 System game. Several of the feats have prerequisites that are also listed as class abilities for certain classes, such as a familiar.
If a character has a class ability that mirrors a feat, that that will pass for the appropriate prerequisite. If the character somehow loses this ability, however, he will no longer have access to any feats that require it. Infuse Truth [Metamagic] You can cause your illusion spells to affect undead and other creatures normally immune to them. Prerequisites: You must have the ability to cast at least 1st-level arcane spells, including at least 1 illusion spell.
Benefit: A truth-infused spell loses its mind-affecting descriptor, assuming it has one. A truth-infused spell uses up a spell slot two levels higher than the spells actual level. Illusion Library [General] You have access to all spells from a certain discipline of illusion magic and can add them to your spellbook once youre high enough level.
Prerequisites: You must have the ability to cast at least 1st-level arcane spells. Benefit: When you select this feat, choose a discipline of illusion magic. You have access to all spells in that discipline that are equal to the highest level of arcane spells you can cast or lower. As you go up in level, you gain access to higher level spells in the discipline as soon as you are able to cast them.
Opposed Spell [General] You can cast a spell from a school of magic normally not available to you. Prerequisites: You must have a familiar and the ability to cast any three spells from the shadow discipline. Benefit: When you select this feat, choose an arcane spell in a school of magic that is banned to you. You may learn and prepare that spell normally. Special: You may take this feat multiple times, choosing a different arcane spell each time.
Shadow Familiar [General] Infuse Reality [Metamagic] You can add shadow energy to your illusion spells to make them partially real. Benefit: A reality-infused illusion is quasi-real, like the shadow evocation spell. Damaging spells still deal the portion of their damage that is real even if the spell is recognized as an illusion. Nondamaging effects have no effect when they are recognized as illusory.
Only illusion spells with no shadow descriptor may be infused. Your familiar has been infused with energy from the Plane of Shadow and can cast a spell from a school of magic normally not available to you. Benefit: Your familiar is capable of using shadow walk up to three times a day, as a sorcerer of your level. However, the familiar may not bring other creatures along when using this ability.
Visual Guide to Illusions The following section serves two purposes. First, it is a level-by-level listing of all the illusion spells in this book and the PHB PHB spells are listed in bold and are not reprinted in this book. This listing is sub-divided by discipline at each level, using the following abbreviations. Touch-affecting: This spell acts upon a creatures sense of touch. This aspect of the spell will not affect a creature with no sense of touch or one whose sense of touch has been deadened.
Thermal-affecting: This spell acts upon a creatures ability to sense heat and cold. This aspect of the spell will not affect a creature with no ability to sense heat and cold or one whose sense to do so has been deadened. Mind-affecting: This spell has the mind-affecting descriptor. This has no game effect in and of itself, but there are many creatures such as constructs that are immune to mind-affecting spells. Fear: This spell has the fear descriptor.
This has no game effect in and of itself, but there are many creatures such as undead that are immune to fear spells. Shadow Magic: This spell has the shadow descriptor, indicating that it is an illusion that is partially real. This has no game effect in and of itself, but there are some other effects that trigger off shadow spells. Secondly, this serves as a handy visual reference of which senses each spell can affect and which of several important descriptors apply to the spell. Each icon is explained in more detail below. Sight-affecting: This spell acts upon a creatures sense of sight.
This aspect of the spell will not affect a blinded creature or a creature with no sense of sight.
Hearing-affecting: This spell acts upon a creatures sense of hearing. This aspect of the spell will not affect a defeaned creature or a creature with no sense of hearing. Smell-affecting: This spell acts upon a creatures sense of smell. This aspect of the spell will not affect a creature with no sense of smell or one whose sense of smell has been deadened. Allows you to make Hide checks while observed. Decep Burst of Magic. Does nothing, but detects as a powerful spell being cast. Disg Face in the Crowd. Lets you blend into a crowd.
Fasc Dancing Lights. Figment torches or other lights. Invis Conceal. Mess Illusory Whisper. Whisper one word in targets ear. Shad Dim. Reduce a light sources area of illumination by 10 ft. Terr Crawling Skin. Target suffers a 2 morale penalty to save versus next fear effect. True Ghost Sound. Figment sounds. Throws voice for 1 min. Decep Magical Aura. Grants object false magic aura.
Undetectable Aura. Masks magic items aura. Disg Change Self. Changes your appearance. Fasc Color Spray. Knocks unconscious, blinds, or stuns 1d6 weak creatures. Invis Limited Invisibility. As invisibility, except that the effect ends if the target moves or is touched by another creature. Mess Obscured Script. Creates writing that is only visible under a certain type of light. Creates illusionary copy of nonmagical text. Shad Shadowskin. Terr Cloak of Fears. True Silent Image. Creates minor illusion of your design. Mirror Image. Decep Misdirection. Misleads divinations for one creature or object.
Makes item seem trapped. Disg False Appraisal. Makes target item appear more or less valuable. You lose all distinguishing features, appearing mundane and unremarkable. Fasc Hypnotic Pattern. Invis Invisibility. Subject is invisible for 10 min. Mess Magic Mouth. When triggered, creates an illusionary mouth that delivers a brief message.
Shad Shadow Claws. Casters touch acts like that of a shadow. Terr Awakened Fears. Target is attacked by his inner fears, suffers 3d6 points of damage and is shaken. True Continual Flame. Makes a permanent, heatless torch. Minor Image. As silent image, plus some sound. Decep False Thoughts. Creates false surface thoughts. Disg Disguise Trap. You make an existing trap more difficult to spot, making it look like the surrounding terrain. Fasc Lure.
Lures the target along a specific path. Unnatural Charm. Invis Invisibility Sphere. Makes everyone within 10 ft. Selective Invisibility. As invisibility, but you may choose to allow certain creatures to see you. Illusory Script. Only intended reader can decipher. Stolen Sight. You hear and see what target hears and sees. Deadly Darkness. Extinguishes lights and summons shadows to fight for the caster.
Phantasmal Swarm. Phantasmal insects envelop the target and drive him into a panicked state. Major Image. As silent image, plus sound, smell, and thermal effects. Decep Magical Deafness. Blocks all magical listening in an area. Disg Hallucinatory Terrain. Makes one type of terrain appear like another field into forest, etc.
Fasc Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away. Invis Improved Invisibility. As invisibility, but subject can attack and stay invisible. Area Invisibility. Mess Living Words. As write, but any person touching item is considered to have read the words. Shad Shadow Conjuration. Mimics conjuration below 4th level. Terr Madness.
Deals 1d3 points of temporary Wisdom damage and imparts a form of temporary insanity. Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 damage. True Illusory Wall. Wall, floor, or ceiling looks real, but anything can pass through. Avoid Greater Ventriloquism.
Target appears to speak words chosen by caster for 1 min. Decep False Vision. Fool scrying with a vision. Disg Seeming. Mirage Arcane. As hallucinatory terrain, plus structures. Fasc Obsession. Compels target to seek out an object. Torrent of Color. As color spray, but is more powerful and affects 2d6 creatures. Invis Improved Invisibility Sphere. As invisibility sphere, but the subject and those affected by the spell can attack and remain invisible.
Mess Dream. Sends message to anyone sleeping. Shad Greater Shadow Conjuration. Shadow Evocation. Mimics evocation less than 5th level. Terr Nightmare. Sends vision dealing 1d10 damage, fatigue. True Persistant Image.
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As major image, but no concentration required. Turns caster invisible and creates illusory double. Project Image. Illusory double can talk and cast spells. Decep Magical Blindness. Blocks all magical sight in an area. Disg Veil. Changes appearance of group of creatures. Fasc Somnolent Pattern. As hypnotic pattern, but targets are rendered unconscious. Invis Permanent Invisibility.
As invisibility, but duration is permanent. Mess Visitation. Sends an image of you to target, and an image of target appears to you. Shad Greater Shadow Evocation. As shadow evocation, but up to 5th level. Greater Madness. Phantasmal Hunter. Target is panicked and pursued by a phantasmal creature that feeds off his fear before killing him. Permanent Image. Includes sight, sound, and smell. Programmed Illusion. As major image, plus triggered by event. Creates partially real double of a creature. Decep False Lore. Fool legend lore and contact other plane.
Disg Impersonate. You assume the form of a touched creature, appearing in every way like it. Fasc The Deadly Mark. Target dies next time it sees a specific image. Invis Mass Invisibility. Mess Serial Dream. Target has the same dream every night until a condition is fulfilled. Shad Shadow Walk. Step into shadow to travel rapidly. Terr Night Horrors. As nightmare, but kills target or deals 2d8 points of damage and fatigue.
True Massive Image. As persistant image, but with a much larger area of effect. As mislead, but creates multiple illusory doubles of caster 2d6. Decep Screen. Illusion hides area from vision, scrying. Disg Mass Change. All things of a certain type within 1 mile appear as something else. Maelstrom of Color. As color spray, but is much more powerful and affects 3d6 creatures.
Invisible Dwelling. Makes a single building invisible to all but those you specify. Living Knowledge. You place ranks in an Int-based skill into an item. You become an incorporeal shadow. Creates illusion that the universe is ending and inflicts 1 point of temporary Wisdom damage and 2d4 points of damage each round. Independent Illusion. As programmed illusion, but it has an Intelligence score. As project image with unlimited range, but chance of duplicate appearing off target. Decep Decoy. Creates a doll that magically detects as you. Disg Perfect Impersonation.
As impersonate, but allows you to temporarily absorb the targets memories. Fasc Deadly Pattern. As rainbow pattern, except it traps its victims until they die. Invis Mass Improved Invisibility. As mass invisibility, but the subjects of the spell can attack and remain invisible. Mess Delayed Dream. As dream, but waits for trigger. Shad Alter Reality. Terr Weird. As phantasmal killer, but affects all within 30 ft. True Perfect Image. An programmed illusion, except extremely hard to disbelieve or dispel. Within this area, the DC to disbelieve all illusions is increased by 4 as everything takes on a slightly unreal appearance and the minute mistakes in an illusion are harder to identify.
See these spells for details on partial reality. This includes illusions already in existence when the spell is cast, and those cast within its confines. Phantasms within this area become fully visible to all. The difficulty to dispel any illusion within this region is based on your caster level if higher than the original casters level.
This region moves with you for the duration of the spell unless you move to a different plane of existence, in which case the spell ends. All living creatures within this spells area of effect believe that they are experiencing the final destruction of the universe. Those subject to the spell experience illusory images that bolster this belief, such as hails of fire and brimstone, the forming of vast fissures in the crust of the earth, the coming of deadly plagues, and perhaps even the appearance of any appropriate deities. Any creature subject to this spell must make a Will save each round.
If the creature fails, it suffers 2d4 points of damage and 1 point of temporary Wisdom damage. If the creature succeeds, it suffers half damage and does not suffer any Wisdom damage. If, during a single round, all creatures that are subject to the spell succeed at their saving throws, the spell ends immediately. Creatures that leave the spells area of effect are no longer subject to the spell. Material Component: A scrap of a page torn from a religious text. Thus, you could turn your camp invisible for the night or hide all contents of a room from sight.
Affected creatures or objects that leave the affected area become visible. Affected creatures who attack negate the invisibility, but only for themselves. This spell subjects the target to phantasmal images drawn from its latent or suppressed fears. The fears within the targets subconscious mind are transformed into terrifying and frightful images that its conscious mind can visualize. The target experiences a horde of phantasmal images swirling around its body, tearing and clawing at it. The target may make a Will save to disbelieve the phantasmal images, otherwise the target suffers 3d6 points of damage from the fear effect and is shaken.
A shaken creature suffers a 2 morale penalty to all attack rolls, weapon damage rolls, and saving throws. If the target of an awakened fears spell succeeds in disbelieving the images and is wearing a helm of telepathy, the phantasmal images can be turned upon the caster. The caster must then disbelieve the images or suffer 1d6 points of damage from the fear effect.
During this time, the items detect as magical. Beyond this, further scrutiny from magical spells will not provide specific details for these affected items. For example, a ring affected by a burst would appear to be a magical ring with charges, but identifying the exact purpose of that ring whether it is a ring of jumping or a ring of invisibility is not possible.
This burst takes the form of an offensive bolt or burst, similar to that of a lightning bolt or a fireball, even though the burst causes no actual damage. However, the burst can be detected at great range as a powerful spell by other wizards, sorcerers, and magic-sensitive creatures.
The burst itself appears as a faint bluish light, just visible to all creatures within 50 ft. In addition to this, all spellcasters and creatures with innate magical abilities within 1, ft. Also, a detect magic spell can detect the effects of a burst at double its normal maximum range. Should the burst strike another object,. The target is enshrouded with shifting, shadowy energies that make him appear more threatening and imposing to others. The object remains invisible until you use the item to activate a spell or other magical effect, to open a door, to strike an opponent, drop it, or in any way use it to affect the world around you.
This spell is most effective for sneaking items past guards or otherwise making you appear less prepared than you are. The item still creates a noticeable. Material Component: A drop of honey placed on the object being concealed. The targets body often responds with tightened skin, hairs on end, increased perspiration, and an accelerated pulse rate.
The subject suffers a 2 morale penalty to his next save versus a fear effect. The spell lasts for one minute per caster level or until the target encounters a fear effect that requires a save. Further, one shadow see MM per three caster levels are summoned to fight for the caster.
The shadows cannot leave the area of effect, and are dispelled at the end of the spell or if the darkness is canceled, such as by use of daylight in the affected area. Target: One living creature Duration: See text D Saving Throw: Will negates Spell Resistance: No By casting this spell, the illusionist shows an image of a specific objecteither real or illusoryto a specific target.
Should the target fail a Will save, he will instantly be killed the next time he sees that specific object or an image of the object. A successful Will save means that the target instead takes 4d6 points of damage when he next sees that specific object or an image of the object. This object, which is chosen by the caster, must be extremely specific, otherwise the spell will have no effect on its intended target. Showing the target an image of an ordinary crown, for example, would not kill the target if he happened to see any crown in a portrait, but if the target is shown an image of a kings royal crown, the target would die if he saw the kings crown or a portrait of the king wearing that same exact crown.
The spell lasts until the affected target sees the object or an image of the object, or until the caster touches the target and chooses to end the spell. Deadly pattern enthralls a maximum of 48 HD of creatures. Creatures failing to make a successful save against the deadly pattern are completely fascinated with the colorful display created by the pattern, and cannot take any actions while the pattern is in effect, not even to move or defend themselves.
Unlike the rainbow pattern spell, creatures attacked while under the influence of the deadly pattern are not freed from the spells effect. Only by being dragged out of the spells area of effect or by being blinded can an affected creature be freed from the spells effects. In addition to these spell effects, all enthralled creatures within the spells area of effect suffer 1d6 points of damage each round while under the deadly patterns influence.
Once an affected creature reaches 0 hp or less, that creature dies. This spell lasts until all creatures in its area of influence are dead or have fled the area. Verbal Component: Only required for bards, who must sing, play music, or speak a rhyme as part of the verbal component. Material Component: A pinch of phosphorus and a drop of snake venom. Focus: A prism, made from a diamond of at least gp in value. This spell allows the caster to create a magical doll that takes the place of the caster, should any sort of magical detection spells or devices be used to hunt down the caster.
The caster can no longer be detected by magical meansas far as all magic is concerned, the doll-like decoy is the caster. The doll can be any distance from the caster, even in other planes of existenceall magical detection or seeking spells will still always search for the decoy, and not the actual caster of the spell. Visual scrying spells and devices such as a crystal ball do not show the enchanted doll when attempting to find the casterinstead, they always show an image of the caster. In addition to this, magical weapons, enchantments, or creatures specifically designed to find and cause specific harm to the caster of the decoy spell cannot find or cause harm to the casterfor all practical purposes, the caster does not exist to these things.
They will, however, be able to locate and possibly destroy the decoy, as they all detect the doll to be the actual caster. The decoy has an effective AC of 10 and 8 hp. Should the decoy be destroyed by anyone besides the original caster, the negative feedback of magical energy automatically causes 2d6 points of damage to the caster. The decoy can be dispelled if the original caster physically touches the doll and mentally wills the spell to end, or if the caster physically destroys the doll himself.
This works as the dream spell, except that the message composer is not placed into a trance while composing the message. This typically takes 1 minute to compose the dream, and the composer controls all details of it when and where it seems to take place, what images of items or other people to appear, though none may speak except for the compos-.
The message will not be delivered until the first time the recipient sleeps after a trigger of your choosing has taken place recipients 18th birthday or the death of the composer, for example. This effect cannot be dispelled. Creatures who dont sleep or dream such as elves, but not half-elves are immune to this spell.
The range of this spell is unlimited, however the caster must have some clear idea of the location and layout of the area in which the shadow duplicate is to appear. Exactly where the shadow duplicate appears varies depending upon the casters familiarity with the area. If the result is On Target, the duplicate appears exactly where the caster intended. If the result is Off Target, the shadow duplicate appears a random distance away from the intended area in a random direction.
A result of Similar Area means that the duplicate appears in the closest visually or thematically similar location.
Related School of Illusion: A Compendium of Illusion Magic (Legends & Lairs, d20 System)
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