Anwir's Hall of Mirrors

Source: Elaris — Spells of Legend
You transform an area up to 30 feet in radius from a point you can see on the ground into an illusory hall of mirrors, distorting perception in the area. The reflections in the mirrors move even when the true creature is not, even attacking and casting spells. Attack rolls against creatures inside the area are made at disadvantage, unless the attacker has truesight. Whenever a creature moves inside the illusion, they must make an Intelligence saving throw, believing they are moving forward when they are actually standing still on a failure, wasting their movement.   As a bonus action on your turn, you may shatter one of the phantom mirrors, causing a loud, disorienting crash. Each creature in the hall of mirrors must make a Constitution saving throw, being deafened for 1 Minute on a failure. The targets may repeat the saving throw at the end of each of their turns, ending the effect on a success.   A creature dealt damage while in the hall of mirrors may make an Intelligence (Investigation) check against your Spell Save DC. On a success, the creature sees through the illusion and ignores the effects of the hall of mirrors.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Mind-Affecting
2nd Edition
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AoE
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3.5th Edition
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4th Edition

 
5th Edition
Level
Bard 3, Wizard 3
Casting Time
1 Action
Range
60 Feet
Components
V, S, M (A polished shard of glass and a silver coin)
Duration
Concentration; Up to 1 Minute

 
Pathfinder 2e
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