Creates 2d6 copies of caster withing a 60ft radius. The copies are indistinguishable from the caster apart from weapons and attacks pass right through them. They are controlled by the caster mentally (via free action) and can do 3 things, imitate the caster, distract enemies, or scatter.
Imitate caster- copies imitate the movements & speech pattern of caster. If casting the copies will not imitate spell effects (I.e. if casting fireball, only caster uses fireball, the copies just mimic motions)
Distract- Copies can be ordered to attempt to distract enemies. The copies can imitate combat but any weapons they have don't deal damage.
Scatter- Copies run away in different directions chosen by the caster. The copies can move at the casters speed and will actively avoid combat.
Each double can be discovered with a successful perception check against the Caster's spell DC. Each double gets a Perception check to be discovered when interacting with anything but each other.
A few things: a) I suggest modifying some of the text to make it closer to current 5e lingo (for example, there is no "free action" in 5e. Some spells specify "no action required". Mirror Image calls images "duplicates" rather than "doubles".
b) I would adjust the duration to 1 minute (again, to imitate current 5e durations);
c) this spell seems part Mirror Image (2nd level) and part Invoke Duplicity (2nd level Trickery domain feature). In some ways, it is more useful than both of these spells. For balance purposes, I would suggest either increasing spell level to 3rd level, adding Concentration to the duration, or have images disappear when interacting with them.
d) Not sure what this means: " Each double gets a Perception check to be discovered when interacting with anything but each other." This should be clarified.
I like the flavor of this spell, but it needs some work imo.
I agree that this spell has potential, but I would add 2 additional things to consider:
1.) Having your spellcaster micromanage up to 12 copies of their person on their turn can slow down combat considerably as other players around the table have to sit and watch one player make up to 13 separate character decisions (including their own). For a second level spell consider lowering the dice to 2d4 or a lower fixed number.
2.) I believe the "scatter" option for the duplicates is straight forward enough, but you may want to clarify what "imitate caster" and "distract" are accomplishing mechanically. For example, with "distract", adding that it gives a creature disadvantage on their Intelligence (Investigation) check to see which individual is the real spellcaster, or something to that effect.
Again, I agree the flavor is great, but just needs work.
This is my private re-working of this spell.
You create up to 6 duplicates of yourself (your choice) that appear in random unoccupied spaces within range as determined by the DM. The duplicates are indistinguishable from you. Physical interaction with a duplicate-- including any attack-- reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the duplicate, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. A creature with keen smell makes this check with advantage because the illusion has no odor. If a creature discerns the illusory duplicate for what it is, the illusion becomes faint to the creature.
You command the duplicates mentally (no action required). Each duplicate can do three things: imitate, distract, or scatter. Once given an instruction, the duplicate will continue to obey it until given a new one.
Imitate. The duplicate mimic your actions and speech. A duplicate cannot imitate spell or other magical effects (i.e. if you cast fireball, the duplicate only mimics the motions).
Distract. The duplicate attempt to distract enemies. It can imitate combat but any weapons they have don't deal damage. The DM has latitude in adjudicating the effects of a duplicate's distraction attempts. For example, a duplicate could grant an ally advantage on its attack roll by visually distracting an enemy, or confuse onlookers by moving around you so enemies are no longer sure which one is the "real" you.
Scatter. The duplicates run away in different directions chosen by the caster and attempt to hide, if possible. In combat, treat "running away" as moving twice your speed. The scattering duplicates actively avoid combat. Make an Intelligence (Stealth) check for any hiding duplicate. A hiding duplicate can be discovered with a successful Wisdom (Perception) check-- or a creature's passive Perception-- following normal hiding rules.
You can use your action to dismiss any or all illusory duplicates.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
https://ddb.ac/campaigns/join/4944661247575049
I like the spell overall, and some very interesting scenarios could come of this. However, I think the formatting of the description and the general wording should be revised and cleaned up. Other than that, I think that the number of copies should be a static number and not a roll. Having to deal with over 6 - 8 copies would get tedious real fast.
Hesitant upvote.
its grate