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Mirror Magic

February 2nd, 2015

Alex Riggs

Obscure Arcana Archive

There’s something magical about mirrors. They’ve captured our imaginations (as well as our likenesses) for thousands of years, and are a popular source of magic in fantasy settings. Today’s Obscure Arcana presents three mirror-themed spells for your perusal.

 

ALTER REFLECTION
School illusion (glamer); Level alchemist 1, antipaladin 1, bard 1, cleric/oracle 1, druid 2, inquisitor 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 2, sorcerer/wizard 1, spiritualist 1, witch 1
Casting Time 1 standard action
Components V, S, M (a pinch of metal polish)
Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 1 day/level (D)
Saving Throw Will negates and Will disbelief; see text; Spell Resistance yes; see text

You alter the target’s reflection, causing it to appear differently from his actual reflection. The details of the target’s reflection are entirely up to you, and can be anything from small, subtle changes, to looking like a completely different creature or object. You can even completely remove the target’s reflection, or give it a reflection if it does not currently have one (such as some vampires).

The target is entitled to a Will save and spell resistance to negate the effect. Any creature that studies the reflection is also entitled to a Will save to disbelieve it (but not spell resistance). Regardless of the reflection’s appearance, it does not act independently of the target (you cannot make it perform any particular action). At the GM’s discretion, this spell may cause certain spells, abilities, or magic items involving reflections to function differently: for example, if a creature’s reflection is removed, it cannot be viewed through a reflective surface to avoid its gaze attack.

 

MIRROR MESSAGE
School divination; Level bard 3, cleric 5, inquisitor 3, mesmerist 3, occultist 3, psychic 5, sorcerer/wizard 5, spiritualist 4, witch 5
Casting Time 1 standard action
Components V, S, F (a mirror of between six inches and six feet in diameter, worth at least 1,000 gp)
Range 1 mile/level
Effect two-way communication between mirrors
Duration 1 min./level (D)
Saving Throw none; see text; Spell Resistance no

You forge a mystic connection between the mirror used as the spell’s focus and another mirror within range. You can either attempt to target a specific mirror that is known to you, regardless of who is in front of it, or a specific person, regardless of what mirror she is near. If you target a mirror with no one in front of it, or the person in front of it is unwilling, the spell fails. If you target a person that is not in front of a mirror, or the person is unwilling, the spell fails.

If a connection is established, you and the target are able to see and hear each other, as though the two mirrors were simply windows, allowing you to see out through the other mirror, and the other person to see through your mirror. You cannot cast spells through the window. Once the spell is cast, the other person can leave the presence of the mirror without ending the spell. Either you or the person at the other mirror can end the effect at any time.

 

MIRROR SIGHT
School illusion (phantasm); Level bard 4, magus 5, mesmerist 4, occultist 4, psychic 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 min./level (D)
Saving Throw Will partial; see text; Spell Resistance yes

You invert the target’s sight, causing him to view the world as though it were inverted in a mirror, reversing his perception of directions. Each time the target moves, including a 5-foot step, he must succeed on a Will save or he moves in the opposite direction from what was intended. If there is no path allowing him to move in that direction, he moves as far as he is able, but comes to a halt after reaching any obstacles he cannot pass. Additionally, whenever the target makes an attack, he must succeed on a Will save or the attack targets the occupants of the square opposite the square containing the intended target (if the attack has reach, or is a ranged attack, it targets the square that is equally distant in the opposite direction).