Either as an action, or as a reaction to danger, you tap your staff on the ground and three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. At the start of your next turn, and each subsequent turn, each duplicate can move your speed so long as they remain within 500 feet of you.
While this spell is active, as long as at least one duplicate remains, as part of your bonus action each duplicate may make a single action as though you yourself did it. Use your attack, spell attack, or skill check to determine these outcomes. Any damage generated from duplicates is half illusory and only deals half damage.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have five or more duplicates you can automatically change the attacks target to a duplicate. With four duplicates you must roll a 3 or higher to change the attack's target to a duplicate. With three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier + your Intelligence modifier. If an attack hits a duplicate, there is a hot spray of blood and the duplicate seemingly falls as a corpse. A duplicate can only be destroyed by a second attack to the corpse that hits, otherwise it ignores all other damage and effects. The spell ends when all duplicates are destroyed.
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. If a caster possesses the class feature "Illusory Reality" the duplicates register as real creatures until they are fully destroyed and thus by-passes these restrictions. In addition, these "real duplicates" deal full damage during their actions.
You may cast this spell using higher level spell slots. When cast at higher levels the spell generates an additional duplicate for every 2 spell levels above 2nd, generating 4 as a 4th level spell, 5 as a 6th level spell, and 6 when cast as an 8th level spell.
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