Mirror Realm (3.5e Spell)
| |||||||||
| |||||||||
Rate this article Discuss this article |
Illusion (Pattern, Shadow) | |
Level: | Sorcerer/Wizard 10 |
---|---|
Components: | V, S |
Casting time: | 1 full round action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | Caster and up to one additional creature per level |
Duration: | Instantaneous |
Saving Throw: | Reflex; see text |
Spell Resistance: | Yes |
With a quick gesture and incantation the area around the caster suddenly refracts like cracked mirrors. Those within the area are in another dimension.
The caster may select one creature per level to accompany them to the mirror realm from the Material plane, no saving throw is permitted but it is subject to Spell Resistance.
The mirror realm operates as a pocket demiplane coterminous with the material plane which can be exited via teleportation magic of 5th level or higher, however, the casting of teleportation magic within the mirror realm requires at least 1 full round due to disorientation from finding one's bearings relative to the Material plane.
The mirror realm appears as a mirrored image of the material plane, but absent any other creatures or objects. The scenery is actually a textured pattern made to resemble the mirrored image of the material plane's terrain and structures. As the texture is a shadow pattern, it is not actually made of the materials they represent. Treat it as textured walls of force.
This textured terrain can be manipulated as a swift action by whomever is in control of this pocket demiplane. Control may be used to alter the orientation of terrain relative to gravity (Reflex save to readjust and find new footing, otherwise fall in the new direction of down), or to reshape the terrain to either cause all enemies to make a Reflex save or treat whatever surface they move over as difficult terrain, or to make a Reflex save or be entangled by the terrain. An already entangled enemy will become pinned instead on a failed save.
The caster by default is in control of the mirror realm but control may be contested in an opposed caster level check (1d20+caster level+casting attribute modifier). To contest the control of a mirror realm a creature must use a standard action to take over. The controller may oppose this as a free action. The original caster has a +4 bonus on checks to maintain or re-assert control over the mirror realm.
The controller of the mirror realm may exit at any time as a full round action, bringing with them up to 1 creature per caster level, and the controller is uninhibited by any alterations of terrain.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
Article Balance | Very High + |
Author | ErikOfWiki + |
Component | V + and S + |
Identifier | 3.5e Spell + |
Level | Sorcerer/Wizard 10 + |
Range | Close + |
Rating | Undiscussed + |
School | Illusion + |
Subschool | Pattern + and Shadow + |
Summary | You can't affect the real world in here. Who's laughing now? + |
Title | Mirror Realm + |