Project Sensory Effects
(Illusion)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  3
Area of Effect:  20 yards
Saving Throw:  Negates

With this spell, the wizard projects certain sensory effects onto another target, making it appear that the target is actually the person casting the spell (sensory effects of spellcasting are discussed in the Dragon Kings source book, pages 46-52). The wizard must first cast project sensory effects normally (note: this spell does not project its own effects when cast, only the effects of subsequent spells, including subsequent project sensory effects spells). Then, for the duration of this spell, the sensory effects of every spell that he casts have a chance of being projected onto a randomly determined target within the area of effect.
Each time the wizard casts a spell while project sensory effects is in effect, simply count all possible targets within 20 yards of the caster (do not count the caster - do count the caster's companions and any other humanoid within the area of effect) and roll the closest die to determine which one is the target. For example, if there are seven possible targets, roll 1d8, rerolling any rolls resulting in eight. The target is allowed a saving throw versus spell, including the -1 penalty when this spell is cast by an illusionist. If he fails, he appears to be the source of the sensory effects that normally emanate from the caster. If he succeeds, the sensory effects appear to originate from the caster, as normal. A wild mage has a 50% chance of selecting the target, as long as the target is within the area of effect; if the roll is above 50%, determine the target randomly.
The spell affects visual, aural, olfactory, taste, and tactile effects; "additional" effects are included at the DM's discretion, but grand effects are never affected. The somatic concealment proficiency has no effect on whether or not a target is perceived as the source of any projected effects; however, the sensory alteration proficiency can be used to increase or decrease the intensity of the sensory effects regardless of the perceived source of the effects (see the Dragon Kings source book, page 48). The material component is a pinch of silt, collected during a silt storm.

