Delude (spell)

From The Authentic D&D Wiki
Revision as of 22:03, 20 June 2022 by Maxwell (talk | contribs) (Created page with "'''Delude''' fools enemies of the caster into believing that the caster is an ally—and that whatever actions the caster may take are, in fact, the acts of someone who is the...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Delude fools enemies of the caster into believing that the caster is an ally—and that whatever actions the caster may take are, in fact, the acts of someone who is the deluded creature’s friend. Creatures the illusionist attempts to delude in this manner are entitled to a saving throw, which negates the spell.

Range 150 ft.
Duration 5 rounds per level
Area of Effect up to 6 creatures
Casting Time 2 rounds
Saving Throw negates
Level illusionist (3rd)

The spell affects creatures only in their attitude towards the caster, changing nothing with regard to the caster’s associates. They will not attack they caster; they will be friendly and generous towards the caster; they will even defend the caster, if standing between the caster and their unaffected compatriots if the caster is threatened.

This will be true even if the caster attacks those normally friendly or allied with those creatures who are deluded. It is somehow assumed the illusionist has a purpose in doing so, and such activity will be overlooked.

However, a deluded creature will defend themselves against the illusionist’s attacks. Any such attack will immediately break the spell.

The illusion is strong enough that even if a deluded person casts a detect spell towards the caster, such as know intent, augury, detect malevolence and so on, answers from these spells will fit appropriately with the results of the delude spell—thus ‘proving’ the caster to be an ally.