Flicker
(Illusion/Phantasm)

Range:  60 yards + 10 yards per level
Components:  V, M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  One creature or object
Saving Throw:  Special

When this spell is cast, the target creature or object undergoes a momentary flickering or blurring. This flickering is not automatically noticed by observers and all creatures viewing the target must make a saving throw versus spell. Those who make the saving throw fail to notice the flicker and are unaffected by the spell. Those who fail, however, must immediately make an illusion disbelief roll with a +4 modifier.
Those passing this second saving throw think that the target is probably illusionary and will react accordingly. For example, those seeing a rolling boulder flicker might not move out of the way, suffering full damage, or may ignore the illusionary thief circling them for a backstab. While the flicker itself lasts for but a moment, the belief that the target is an illusion persists, until it behaves in a way that is evidentially non-illusory, such as supporting weight or causing damage. This instantly reveals the true nature of the target, but any damage done in this manner cannot be saved against.
The target of the flicker must be a creature or object which could fit in a 30-foot cube. Thus a castle or a great wyrm dragon could not be flickered while a small tower or an ogre could be affected. Any one target, up to the area of effect restrictions, including (but not limited to) bonfires, pits, monsters, and walls can be affected. The spell cannot be used to affect purely magical effects such as a wall of force or spells with an instantaneous duration, such as fireball. It does work on real objects or creatures summoned or created by magic, however.
Individuals that know or suspect that an illusionist is present, or have recently encountered illusion magic, suffer a -2 penalty to their initial saving throw versus the flicker. The material component for this spell is a small lump of candle wax.

