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Flicker Level: 2nd Range: 60 yards Components: S, M Duration: Instantaneous Casting Time: 1 Area of Effect: Up to a 30 foot cube Saving Throw: Special Illusion/Phantasm When this spell is cast, the target creature or object undergoes a momentary flickering or blurring. This flickering is not automatically noticed by observers and all creatures viewing the target must make a saving throw versus spells. Those who make the save fail to notice the flicker and are unaffected by the spell. Those who fail, however, must immediately make an illusion disbelief roll with a -4 modifier. Those passing this second save will believe that the target is probably illusionary and will react accordingly. For example, those seeing a rolling boulder flicker might not dodge out of its way, suffering full damage, or may ignore the "illusory" thief circling them for a backstab. While the flicker itself lasts for but a moment, the belief that the target is an illusion will persist until it behaves in a way that is evidently non- illusory, such as supporting weight or causing damage. This instantly reveals the true nature of the target. The target of the flicker must be a creature or object which could be contained within a 30 foot cube. Thus a castle or a great wyrm dragon could not be flickered while a small tower or an ogre could be affected. Any one target, up to the area of effect restrictions, can be affected. The spell cannot be used to affect purely magical effects such as a wall of force or spells with instantaneous durations, such as a fireball. It does work on real objects or creatures summoned by magic, however. Individuals that know, or suspect, that an illusionist is present, or have recently encountered illusion magic, suffer a -2 penalty to their initial saving throw versus the flicker. The material component for this spell is a small lump of candle wax. |