Illusion/Phantasm [shadow]
Level Illusionist 3
Components V, S, M
Casting Time 3 segments
Range See description
Area of Effect One double
Duration 5 rounds per caster level
Save See description
This spell creates a double of the caster made of shadow-stuff.
When cast the caster's form blurs slightly as an exact double of the caster steps into an adjacent space.
The double is a limited simulacrum made of shadow magic.
The double can operate independently, based on the verbal commands of the caster.
The double appears to possess all of the gear that the caster possessed at the time of the casting.
The double has an AC 10 (no AD), has DR/+1, and 10 hit points plus 1 hit point per caster level.
Once the double reaches 0 or less hit points or the duration expires, the double vanishes.
The double can operate in one of two modes: A separate creature (shadow double) or a mirror image:
Mirror Image. The caster commands the double to operate as a mirror image, as per the spell. In this mode, the double remains in the same space as the caster and takes on the caster's armor class (as per the mirror image spell). However, if struck, the image has DR/+1 and hit points as described above and will not disappear until it runs out of hit points or the duration expires. Once commanded to operate as a mirror image, the double loses its ability to operate independently and must remain in this mode for the duration of the spell. Unlike the mirror image spell, area of effect spells can damage the double and the double can be targeted by spells that cause physical damage. If the double is targeted by an effect that is mental or non-damaging, the caster will be the target.
Mirror Image Limitations. The shadow double conflicts with the mirror image spell such that it can be avoided (rendering it ineffective while a mirror image spell is in operation on the caster).
Shadow Double. The double can operate as a separate creature. If the caster concentrates, the caster can see through the double's eyes and hear through the double's ears (during this time, the caster loses those senses). The caster cannot telepathically command the double, but the double acts as would the caster without any deep knowledge (the GM will help frame the parameters). Otherwise, the double can interact verbally with other creatures using the caster's Charisma and understands the same languages as the caster. The caster can give the double a set of instructions and the double can carry those out. If the caster has infravision (whether through magic or natural), the double will also have infravision. If the caster had a light source (a lantern hanging from their belt or was the target of a light spell), the double will also have the same light source (no other magical effects emanate from the double other than light in any case). If the caster can fly/swim (magically or otherwise), the double can also fly/swim. Otherwise, any effects on the caster will operate on the double as a visual effect only (no other effect than the appearance). At any time during the duration, the caster can command the double to transform into a mirror image (as per above). The double must move adjacent to the caster, and perform a major action to change modes.
Shadow Double Limitations. The double is only semi-real. Thus, the double cannot pick up objects, carry anything, or wear anything real. It can use focused force to interoperate with the environment as a complex activity. Thus, the double can open a non-stuck door, pull a lever, open a chest, push something across a table, pull a trigger, pull out a chair and sit, etc. Generally, it can produce some 20-lbs. of force in short bursts (over a full round; ie. not enough force to throw anything). The double cannot attack, although it can appear to, or even break another's concentration (even that of spell casting). While the double appears to have the same gear as the caster (even drawing a dagger or wand), it cannot set anything down (the item will disappear if disconnected from the double's form). If the caster is under the effect of a mirror image spell, these images do not appear around the double.
Saving Throw. Creatures that forcibly interact with the shadow double, searching it or attacking it, must make a Disbelief save to notice that the creature looks strange, fake (a missed save, means the double looks and feels real). The skin is strangely shiny and smooth, the gear is cheap and made from base material, the eyes are dull and glassy. While this does not change the properties of the double, those that save will know the double is a false representation of the caster and unliving (the uneducated will likely turn hostile having heard stories of dopplegangers and the like).
Range. The shadow double must remain on the same Plane as the caster. If either leaves the Plane where the spell was cast, the double dissapates immediately. This includes teleport effects used by the caster.
Material Components. A diamond. Cost/Scarcity. 100 g.p./Rare;
Known Additions/Substitutions. None.