Illusion/Phantasm [phantasm]
Level Illusionist 2
Components V, S, M
Casting Time 2 segments
Range 60-ft. plus 10-ft. per caster level
Area of Effect 40-ft. by 40-ft. area plus a 10-ft. by 10-ft. area per caster level
Duration Concentration (C) plus 2 rounds
Save Wisdom Disbelief vs. Spell (save disbelieves)
The spell caster can create a visual illusion that adds creatures or objects within the area of effect. The illusion can include minor or indistinct sounds with no recognizable speech.
Upon completion of the casting, the caster must choose the phantasmal effect to be produced. Only one effect type can be produced per spell. e.g. The caster can produce a group of orcs, a pile of rubble, a locked door, cocked ballista, or a wall, but cannot produce a group of phantasmal orcs behind a phantasmal wall. The phantasm is bound by the area of effect.
Ongoing Effect. (declared) At the time the spell is cast, the caster must indicate the ongoing effect. This can be general, like "continues attacking in melee" or "the bridge continues to sway in the wind". If no declaration is made, the illusion becomes static in its last form once concentration ends. The caster can perform a simple activity (minor, 1 segment) to reset the declared illusory activity during any round while maintaining concentration.
Area of Effect. This is given as a flat area on the ground. The effect can extend upwards and downwards as desired by the caster. Thus, an illusory dragon can fly around in the area bound by the confines of the area of effect. Note that some creatures with poor maneuverability while flying may not be able to operate effectively based on the dimensions of the area (or will appear to operate strangely and/or unrealistically).
See MAGIC—Illusions.
Limitations
The spell creates a visual and indistinct sound components only. No smell, or thermal component exists.
Minor or indistinct sounds include footsteps, rustling, low growling type noises, grunts, squeaking, minor armor noise, minor combat noises (metal on metal), etc. No recognizable speech or loud noise such as roaring, major breath weapons, explosions, lightning cracking, etc.
The spell cannot alter the appearance of any real creature or the environment, including terrain features although features such as doors, walls, or plants may be added. Thus, a slippery steep slope cannot be made to appear rough and level, but an illusory walkway can be added. A goblin cannot be made to look like a human, but an illusory human can be added.
The caster must maintain the spell using continuous concentration (as per COMBAT, Action Types). This allows the spell caster to animate the illusion as desired (creatures walking, breathing, etc. or objects moving if interacted with). If concentration is broken, the spell runs for the allotted time indicated in the duration. The ongoing effect will be as declared or the image become static (frozen at the point concentration was lost). See Ongoing Effect, above.
For additional limitations, see MAGIC—Illusions.
Material Components. A bit of fleece. The component is consumed in the casting of the spell. Cost/Scarcity. Free/common.
Known Substitutions. None.