Illusion Spells in Pathfinder Wrath of the Righteous is one of the school classes of magical spells that are featured in the game. Illusion spells are those that deceive the senses or minds of others in order to manipulate what they see. Other school categories include Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells.
Spells come in two types: Arcane (cast by bards, sorcerers, and wizards) and Divine (cast by clerics, druids, and experienced paladins and rangers) Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation.
Illusion Spells
Level 3
Chameleon Stride, Greater
Illusion
Displacement
Illusion
Hallucinogenic Cloud
Illusion
Invisibility,Almost Greater
Illusion
Level 4
Greater Invisibility
Illusion
Phantasmal Killer
Illusion
Rainbow Pattern
Illusion
Shadow Conjuration
Illusion
Pathfinder All Illusion Spells
Quick Search of All Illusion Spells
Click each header to sort the table
Spells |
Description |
Level |
Blur |
The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance). | 2 |
Chameleon Stride |
You fade into the background, and while you are not truly invisible, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on Stealth checks and have concealment from creatures more than 5 feet away (attacks have a 20% miss chance). | 2 |
Chameleon Stride, Greater |
This spell functions as chameleon stride, except it confers its bonuses upon all allies within 10 feet of you at the time the spell is cast. If an affected creature moves more than 10 feet away from you, it loses the benefit of the spell. Creatures that move into the area after the spell is cast do not gain its benefit. | 3 |
Color Spray |
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them prone. Each creature within the cone is affected according to its HD. | 1 |
Displacement |
Grants total concealment (50% miss chance) | 3 |
Greater Invisibility |
This spell functions like Invisibility, except that it doesn't end if the subject attacks. | 4 |
Hallucinogenic Cloud |
Hallucinogenic Cloud creates a bank of fog like that created by fog cloud, except that the vapors are hallucinogenic. Creatures in the cloud become confused. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves (roll separately for each confused character)/ Any creature that succeeds on its save but remains in the cloud must continue to save each round. This is a mind-affecting effect. | 3 |
Invisibility |
Grants target total concealment and a +20 bonus to stealth checks. Ends when the target makes an attack. | 2 |
Invisibility, Mass |
As invisibility, but affects all in range. | 7 |
Invisibility,Almost Greater |
This spell functions like greater Invisibility, but... not so great. Instead of not ending after an offensive action, it ends with a chance equal to 5% plus 5% per attack you made during the invisibility. | 3 |
Mirror Image |
Create 1d4 +1 per 3 levels images (up to 8). Attack has a random chance to hit your or your images. An image is destroyed by hit, by near miss (when attack misses by 5 or less) or by a touch spell. Other spells affect you normally | 2 |
Phantasmal Killer |
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. | 4 |
Phantasmal Putrefaction |
You implant within the minds of your targets the illusion that their skin is rotting away, large rents are appearing all over their bodies, and their internal organs are spilling out into a putrid halfliquid mass at their feet. Those who fail to disbelieve phantasmal putrefaction immediately take 1d4 points of Wisdom damage. | 6 |
Phantasmal Web |
You implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve the phantasmal web are treated as if in a web spell, but must also make a Fortitude save at the beginning of each turn or become nauseated for that round by the phantasmal spiders. | 5 |
Rainbow Pattern |
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. | 4 |
Scintillating Pattern |
A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The spell affects each subject according to its HD. | 8 |
Shades |
This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers. | 9 |
Shadow Conjuration |
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. | 4 |
Shadow Conjuration, Greater |
This spell functions like shadow conjuration, except that it duplicates any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and non-damaging effects are 60% likely to work against nonbelievers. | 7 |
Shadow Evocation |
Mimics evocation spell below 5th level, but only 20% real. | 5 |
Shadow Evocation, Greater |
This spell functions like Shadow Evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage. | 8 |
Vanish |
The touched creature becomes invisible for a short time. If a check is required, an invisible creature has a +20 bonus on its Stealth checks. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe. Exactly who is a foe depends of the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. |
1 |
Weird |
This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. | 9 |
Hiii
1
+10
-1