Hall of Mirrors
Illusion (Phantasm) [Mind-Affecting]
Level: Illusionist 3
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will disbelief, then reflex; see text
Spell Resistance: Yes
Spell Points: 5
“Say your prayers, mage!” were the barbarian’s last words before he charged off from the cliff.
The subject’s perception of its environment is distorted. Every time the subject moves (such as by taking a move action, charging, commanding a mount, or a 5’ step), there is a 50% chance of its movement going off as usual (roll randomly). The other 50% of the time, the subject moves in the exact opposite direction of what it intended.
In game terms, this means the spell’s subject must plot out every movement on a grid in advance, before rolling. If the movement goes wrong, instead move the subject one square south for every square it attempted to move north, one square east for every square it attempted to move west, and so on. If the subject is moving in three dimensions, move it one square down for every square it attempted to move up, and vice versa.
If this reversed movement would result in the subject moving into a square it can for some reason not move into using its current form of movement, its movement stops immediately in the square it occupied just before attempting the illegal move, and must make a reflex save or fall prone in that square.
This may cause attacks to be wasted (charge attacks are directed at empty air, which is normally impossible, and so on), but never causes the spell’s subject to attack a target it does not wish to attack.
The subject’s actions other than those related to movement are not affected. For example, even if the spell’s subject ends up in a place it did not intend to end up in after a move action, it might still use its standard action to attack a creature near its new (and unexpected) location, cast a spell, or perform a ranged attack.
The reversed movement provokes attacks of opportunity as normal.
Augment: For every 2 additional spell points you spend, this spell can affect an additional target within range. No two targets can be more than 30 ft. apart.