
Phoebus Alexandros |

... a 1 round/level reverse Mirror Image spell?
For clarity:
"This spell creates a number of illusory doubles of you that initially appear within your square. These doubles make it difficult for enemies to precisely locate and attack you.
When this spell is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images can share a square with one another or you, act on the same initiative as you, take a 5-foot step each round, but otherwise mimic your movements, sounds, and actions exactly.
Each image threatens all squares adjacent to it for the purposes of determining flanking, but can’t actually make attacks. While one or more figments share your square, whenever you are attacked or are the target of a spell that requires an attack roll there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is you or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.
An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply)."
Basically, Mirror Image plus a flanking bonus for the caster. Thoughts?

Phoebus Alexandros |

That's more or less where I'm at as well.
I figure it's not on the same level as, say, Pernicious Pranksters, but it's always good to get fresh eyes and perspectives.

TxSam88 |

so the images can take 5' steps to eventually get into flanking position? giving both the caster and his allies flanking bonus?
If an image has moved away from the caster does it still provide the mirror image protection? (I think your wording seems to imply it doesn't)
So are the images that have moved away considered one of the ones that go away, or only the images still in your square?
for example, let's say you create 7 image, you keep 3 with you and 4 move away. If someone attacks you, but not a lone image, is the chance of hitting you 1 in 4, or 1 in 8?
if they attack a lone image, is it just gone? or do you check to see if it might hit you, etc.
considering how powerful flanking can be, I'd make this a 4th level spell, but I believe it needs some clarification.

Pizza Lord |
I would rate this at 4th-level definitely, probably at 5th-level going on the base description you give without some clarifications.
Most of this is subjective, obviously, and in different games or with different players it will be more or less effective depending on GM permissiveness. I have to view it as being used most effectively as written.
It emulates mirror image, which is 2nd-level. Now we see if it's worse, the same, better, or way better. Then compare it to other spells of the same level and if it would be in the top three choice for a magus (which is who you're making it for). Normally we'd look at its use for all, but we don't need to here except for academic and commentary purposes.
Let me try and parse out what this spell can do.
Compared to mirror image:
When this spell is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created.
• You get the same number of images. A higher spell level will mean more initial images, obviously, since caster will be higher level before they can access the spell. Normally a magus gets mirror image when they can cast 2nd-level spells at 4th level (+1 image). If this is a 3rd-level, they will be 7th (+2). If it's 4th, they will get +3 images minimum as soon as they can cast the spell. Basically this just lets us assume they will always get between 4 and 8 images in most cases.
– Equal, despite a higher minimum floor for created images.• The images do not follow you, and only move five feet, so to benefit (from their miss chance), the caster must remain in a small area, at least for a round or two.
– Slightly worse than MI when mobility is needed.
• The images can move independently of caster. This isn't detailed, but presumably they aren't acting on their own (ie. GM controlled or randomly moving), but probably at the caster's control, which means they can be strategically moved (like a summon you can communicate with), at no action cost or apparent restriction (like even having to talk) by the wording.
– Better
• They threaten every square around them, but only for flanking purposes
– Better.
• They can flank with ally, not just the caster. Basically this is like giving the party melee's a +2 to attack, and access to sneak attack or other flanking-reliant triggers.
• Way better then MI.
These images can share a square with one another or you,
• By this reading, any number of images can share a space, as can the caster. As illusions, they can't stop a creature from passing through them presumably, but this also reads that a creature can't stop in their space. So you could block off spaces (and normally they'd still be flanked for sharing a space even if they could).
This means you could screen three images ahead of you, and even an opponent that knew they were harmless, would have to step in, possibly provoking an (flanking) AoO from your allies. Then be forced back, since they can't share the space, thus freeing you (or allied casters) from worrying about being in their threatened range for casting or anything else.
– Way better. (Obviously you can remove this restriction and not force enemies to move away if they end in an image's space, but even allowing them to share it, the flanking rules would typically still apply to them for sharing the space.)
• This spell stacks with itself, unlike mirror image. With mirror image, you can roll lower than the images you have, or at least have to wait until some are destroyed, otherwise you don't get more, they overlap (unless your GM rules otherwise). With this spell, you could cast it. Next turn, say you have 5 images (which is likely), you 5-foot step them forward in a cone between you and enemies (or around you with more), and can even double some up or keep one in your space for miss chance. Swift action spell recall and cast it again for 5 or more images. You don't have to move the image, you can now have 16 and just stay in their space.
– Way better. (Obviously you can add a restriction, but that doesn't exist in the wording currently).
• You can very easily tactically control the battlefield. While this is only equal to mirror image on the first round (when all the images are in your square), after that, you can spread them out as your wish, a space or two apart, and again on the next round, exponentially increasing the threatened range of flanking coverage. The only thing that suffers would be the miss chance for less images in the caster's square, but that's all under their own control, since they determine the image's location and their own with their own movement. That's added onto the fact that other creatures (besides the caster) can't share their space.
• They look exactly like the caster. And these copies can't be disbelieved or seen through (visual only, so closing eyes helps, but that's typically a 50% miss chance, which is just as bad). That means that there's always a chance a creature loses track of where the caster is (not likely, but possible if a new enemy shows up or one closed their eyes briefly). So even if they know an image is harmless, if they try and pass through a space with the caster, they provoke (probably with flanking).
– Better.
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For me, the tactical advantage after two rounds makes this very potent. Round 1, cast spell and have mirror image benefits. Round 2, spread images around you (or forward, since most enemies aren't going to be all around you), doubling them up or keeping one or two in your space (or moving to a space with more images) to increase flanking potential. Optionally spell recall and cast it again (depending on situation or number of foes). Round 3, space them out even more.
Plus, unlike with mirror image, which still indicates the caster's location, If there's 5 images and the magus, they all technically look the same, so you still have to pick the right one (at least with MI you have a chance to hit the caster). (Obviously, you could add wording that makes 'freestanding' images obviously hazy to prevent this, only making it mirror-like when the caster in is in the same square).
Add to the fact that the only way to clear freestanding images is with an attack—you can't disbelieve them or clear them with AoE or magic missiles. They stay there until you dedicate an attack to clear them and their threatened coverage for flanking, which is at least 5 dedicated attacks and that's major control.
Obviously, you need allies to flank to get full benefits (other than yourself and the defenses they give), but we have to rate this as being used in optimal circumstances, with a party that probably has at least two other members that use melee or flanking. So this is pretty potent.
I would say this would be a top (magus) pick for 4th-level, and maybe even amongst 5th-level, based on the number of touch spells which are usually the top first choice for a magus of the same ranking, but I would likely rate it at 4th for initial testing and see how it works.
TL/DR
I would rate this as a 4th-level (magus) spell initially (and have to playtest it and see it in action in combat scenarios for a typical party composition). I would rate this on the level of a spiritual ally in power and use. It doesn't do damage, but the amount of images that the caster can 'step' into for defense or miss chance, and the threatened area coverage they provide for flanking easily mitigates this with even a small party of melee (which the magus is), before even accounting for sneak attack damage.
Others can disagree, of course. Or you can adjust and address concerns that the current wording would have in some games depending on how they're read. Naturally, in your own game you can just have it work however you want and intend, but here we have to rate it based on if it was a released product available to all.

Phoebus Alexandros |

so the images can take 5' steps to eventually get into flanking position? giving both the caster and his allies flanking bonus?
The intent was to give the caster flanking bonus, not his allies. This needs to be clarified. Thank you!
If an image has moved away from the caster does it still provide the mirror image protection? (I think your wording seems to imply it doesn't)
Not as such, though I imagine it could be argued that the creature being targeted by the caster has to decide which is the actual caster.
So are the images that have moved away considered one of the ones that go away, or only the images still in your square?
for example, let's say you create 7 image, you keep 3 with you and 4 move away. If someone attacks you, but not a lone image, is the chance of hitting you 1 in 4, or 1 in 8?
I envisioned it being a 1 in 4 chance, but for the sake of argument let's flip this around and assume the images all somehow make it in different squares and the intent is 1 in 8. Does that make it more powerful than a 4th level spell?
And because, on second thought, an adjacent enemy with 2+ attacks might just destroy all the images if they each take a 5-foot step in squares he threatens, how much more powerful would this spell become if its range went from Personal to Close in terms of where the caster can position his images?
if they attack a lone image, is it just gone? or do you check to see if it might hit you, etc.
If they attack a lone image, it is gone (assuming they hit the standard AC for a figment (10 + size modifier).

Phoebus Alexandros |

Busy Work:
For me, the tactical advantage after two rounds makes this very potent. Round 1, cast spell and have mirror image benefits. Round 2, spread images around you (or forward, since most enemies aren't going to be all around you), doubling them up or keeping one or two in your space (or moving to a space with more images) to increase flanking potential. Optionally spell recall and cast it again (depending on situation or number of foes). Round 3, space them out even more.
Plus, unlike with mirror image, which still indicates the caster's location, If there's 5 images and the magus, they all technically look the same, so you still have to pick the right one (at least with MI you have a chance to hit the caster).
...
Add to the fact that the only way to clear freestanding images is with an attack—you can't disbelieve them or clear them with AoE or magic missiles. They stay there until you dedicate an attack to clear them and their threatened coverage for flanking, which is at least 5 dedicated attacks and that's major control.
Yes, this cuts to the heart of the matter. I hadn't (foolishly, I'll concede) considered the impact Spell Recall could have on this (in large part because I'm currently playing an Eldritch Scion), and the impact multiple castings could have (especially at higher level) is substantial.
Obviously, you need allies to flank to get full benefits (other than yourself and the defenses they give), but we have to rate this as being used in optimal circumstances, with a party that probably has at least two other members that use melee or flanking. So this is pretty potent.
As I offered to Sam, above, I don't envision actual allies benefitting from this spell. Thematically, I envisioned the images created all facing the magus's current target.
I genuinely appreciate the feedback you've both given me!

TxSam88 |

TxSam88 wrote:so the images can take 5' steps to eventually get into flanking position? giving both the caster and his allies flanking bonus?The intent was to give the caster flanking bonus, not his allies. This needs to be clarified. Thank you!
here's the Crux of the issue - if the images threaten, then they threaten - this can give anyone they are partnered with a flanking bonus. I know you can have the spell say that only the caster can gain the flanking bonus, but it won't make any sense game wise. i know.... "but it's magic"
So aside from the double casting and having a butt load of copies of the caster running around, he can also provide flanking for every member of the party, which is normally just a +2, not too bad. But, if any of them are Inquisitors, then suddenly some are getting +4. I can't think of very many spells that give the whole party +2 to hit, much less +4.
all in all, it's a neat concept, just needs to refinement and it needs to fit the game logic. I still place it at a 4th level spell.

Azothath |
General Advice {Paizo website went down right after posting}
maintaining flanking is a limiter for several builds that rely on precision damage and takes PC coordination & cooperation. People resort to using animal companions and familiars or even Leadership feat.
My point is that this is tricky and to constrain the effect it should be limited to the target. Otherwise it's like a sharable teamwork feat for a spell, and Paragon Surge is 4th level for Clerics. Then add in one of the strongest defense spells with a greater than blindness miss chance...
Some people would close their eyes and use Blind Fighting/Echo Location to get around the spell & miss chance.spell for comparison Horrific Doubles:I4

Phoebus Alexandros |

I'm guessing my reply got dumped when the fora went down. Sorry about that!
here's the Crux of the issue - if the images threaten, then they threaten - this can give anyone they are partnered with a flanking bonus. I know you can have the spell say that only the caster can gain the flanking bonus, but it won't make any sense game wise. i know.... "but it's magic"
I think that's what our internal discussions will hinge on: whether or not it's appropriate to hand-wave that/explain it thematically (e.g., all images face the caster's current target and ignore all other creatures, ergo allies don't benefit).
...
Some people would close their eyes and use Blind Fighting/Echo Location to get around the spell & miss chance.
Or the enemy spellcaster may just cast Dispel Magic. I take your point.