Magic/Spells/Decoy

Keywords: Illusion; Light

Prerequisites: Fire(Essence) Affinity

Target: Self

Duration: Concentration or 1 minute per BCB (see description)

Range: Personal

Action: 4 AP

Saving Throw: None

Spell Resistance: No

Description: You create an illusionary copy of yourself which shares your space and mimics your movements for as long as you concentrate, or you may spend a spell point to allow it to continue without concentration for up to 1 minute per BCB. If you move, any copies you have move with you.

Attacks and spells requiring an attack roll targeting you have a chance to target the illusionary copy instead. The copy uses your touch AC, and is destroyed on a successful attack roll against it. At 6 BCB, and every 6 BCB thereafter, an additional copy is created; while concentrating to maintain this spell, you regain 1 copy at the start of your turn if you are below your maximum number of copies (1 + 1 per 6 BCB). Roll for each attack to determine whether the attack is targeting a copy (for example, a 1d4 with 3 copies present). The spell ends when no copies remain, even if you are concentrating to maintain it. Area spells and spells which do not require an attack roll are not affected by your copies, nor do they destroy them.

The attacker must be able to see the illusion to be fooled. If you are invisible or the attacker is blind, the attacker need not roll to determine if it is attacking the copy.

Copy Burst
Prerequisite: Decoy

Benefit: You may spend an additional spell point to fill your copies with volatile magic. When one of your copies is destroyed by a successful melee attack it bursts into a spray of searing motes which cover the attacker. Make a Physical(Agi) save attack, on a success the attacker takes 1 point of fire elemental damage per BCB.

Duplicity
Prerequisite: Decoy, Mislead

Benefit: Your illusionary copies can provide flanking as long as the flanked target is not aware of what space your real body occupies. A successful attack against the flanked target, or a successful attack by the flanked target against you, reveals your real body’s location. Directing another copy to move out of your space, or moving to share a space with a copy that had been separated from you (even briefly) can cause a target to lose track of your real body’s location.

Special: Your copies may always provide flanking against creatures of animal intelligence or below. Creatures with special sensory abilities (such as blindsense and tremorsense) are always aware of your real body’s location.

Legion
Prerequisite: Decoy

Benefit: You may spend an additional spell point to increase the starting and maximum number of illusionary copies you may have by by 1 + 1 per 10 BCB.

Mislead
Prerequisite: Decoy

Benefit: When you have at least 1 illusionary copy and move on your turn (including a 5-foot-step) you may direct the copy to move up to the maximum distance of that action using any movement mode you have available (land, swim, fly, etc.). The copy remains in its space until directed to move again and when not sharing a space with you it does not require attackers to roll to determine whether they target it.

Special: If you have more than 1 illusionary copy, you may split any remaining copies you have between yourself and the copy that was directed to move. Copies sharing a space with each other require attackers to roll to determine which copy is being targeted.