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Pathfinder

Compendium

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Mislead

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You become invisible (as greater invisibility, a glamer—see below), and at the same time, an illusory double of you (as major image, a figment—see below) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.


Greater invisibility: The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silencedand certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving.


Major image: This spell creates the visual illusion of an object, creature, or force, as visualized by you. Sound, smell, and thermal illusions are included in the spell effect. You can move the image within the limits of the size of the effect.

The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Attributes

Casting Time
1 standard action
Components
S
Duration
1 round/level (D) and concentration + 3 rounds; see text
Level
Bard 5, Sorcerer/wizard 6
Range
Close (25 ft. + 5 ft./2 levels)
Saving Throw
None or Will disbelief (if interacted with); see text
School
Illusion (figment, glamer)
Spell Resistance
No
Target
You/one illusory double
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