Level
2nd
Casting Time
1 Action
Range/Area
5 ft.
Components
V, S
Duration
Concentration 1 Minute
School
Illusion
Attack/Save
None
Damage/Effect
Deception (...)

When you cast this spell, choose a mode, Protection or Wandering.

Protection:

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.

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 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. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

As a bonus action, the caster can swap to the wandering mode only if all three duplicates are still intact. 

Wandering:

One illusory duplicate of yourself appears in a space 5 feet from you. Until the spell ends, you may use a bonus action to have the duplicate move and act independently of you. It has a speed equal to your own. It is capable of making noise, talking, etc. It is not able to physically interact with the material world. Nor can it cast spells. When both your illusion is within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.

Your duplicate's AC equals 10 + your Dexterity modifier. If an attack hits the duplicate, the duplicate is destroyed. The duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when this duplicate is destroyed.

As a bonus action, the caster can swap to the protection mode only if the duplicate is within 5 feet of the caster.

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.

Spell Tags: Deception Warding

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Artificer (Legacy) - Armorer (Legacy)

whiteghost

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