Charnel House
IllusionIllusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. ( ShadowA shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.)
[ EvilSpells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor., ShadowShadow spells manipulate matter or energy from the Shadow Plane, or allow transport to or from that plane.]
Available to
- Casting Time
- 10 minutesMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (one Tiny or larger living creature)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Area
- 20-ft. cube (S)How the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 10 minutes/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will paritalIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
By sacrificing a living creature, you create the grisly illusion of viscera and gore splattered about the nearby area. When the casting time is complete, the walls drip with blood and the floor is slick with unidentifiable lumps of meat and other signs of a massacre. Anyone entering the area must attempt a Will save or be sickened for 1d6 rounds. This is a mind-affecting effect. If a creature succeeds at its save, it can see the semi-real nature of the illusion.
The room itself is covered in a layer of slippery, semi-real gore. Any creature attempting to walk within or through the area of gore can move at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round, and failure by 5 or more means it falls prone (see the Acrobatics skill for details). Creatures that don’t move on their turns don’t need to attempt this check and are not considered flat-footed. A creature that succeeded at its Will save gains a +5 bonus on the Acrobatics check.
The room itself is covered in a layer of slippery, semi-real gore. Any creature attempting to walk within or through the area of gore can move at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round, and failure by 5 or more means it falls prone (see the Acrobatics skill for details). Creatures that don’t move on their turns don’t need to attempt this check and are not considered flat-footed. A creature that succeeded at its Will save gains a +5 bonus on the Acrobatics check.