Mirage

Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.

Arcane 5 Type: illusion

Range: special Duration: perpetual

This spell makes a structure or terrain feature appear as another structure or feature (e.g. a tower into a hill, a swamp into a lake, a grove of trees into a stand of minarets, etc.) Mirage requires a full turn to cast, during which time the caster must be in or on the structure or terrain feature to be affected. The structure or feature to be affected must fit within a 480’ diameter sphere. (Multiple castings of mirage can be used to cover larger structures or features.) Once the spell is cast, the affected structure or terrain looks, sounds, smells, and feels exactly like its illusionary form. The mirage is perpetual, lasting until dispelled or until the caster dies or decides to stop sustaining it. Because of its huge area of effect and long duration, mirage is frequently used by spellcasters to conceal their sanctums and by elf-lords to hide their fastnesses.

A creature who encounters a mirage and has reason to be suspicious about its reality can make a Spells saving throw to disbelieve it at the start of its initiative. If the save succeeds, the creature confirms the mirage is an illusion and can see, hear, smell, touch, and feel anything it is concealing. If the save fails, the creature continues to believe it is real. The creature cannot attempt to disbelieve the mirage again until it has further evidence of its illusory nature (e.g. a friend tells him “it’s an illusion,” he sees elves walking into hills and vanishing, etc.)