False Identity

Bane's picture
False Identity Enchantment
Level: Lies 9
Components: V, S, DF
Time: 1 full round
Target: Creature Touched
Range: Touch
Effect:
Duration: Permanent
Save: Will Negates
Spell Resistance: Yes

By casting this spell you make a creature believe the ultimate lie: that it is not who it thought to be but an entirely different person. When casting this spell you bring a mental image of what you would like the target to be. You must designate the target's new alignment, general purpose and standing towards you. The spell fills out any other details and logical errors.

If you wish the subject to believe that it is something alien to its former self, for example to convince a Balor that he is a paladin, the subject gains a +4 bonus on its will save. The subject believes that it has suffered a memory loss and is now back to its true self.

Once enchanted, the subject is allowed to continue its life freely as a new person. The new personality may change from the original designation depending on the circumstances he encounters. Once a year the subject recieves another will save to negate the spell, with a +1 to the difficulty for every five years he lives his false life.

Protection from evil and similar spells do not negate a false life, but an atonement, a greater dispel, Mordenkainen's disjunction, wish or miracle will end the spell.

Bane's picture
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Namer
Joined: 2005-02-02
False Identity

Did a Google search and yes in Tome&Blood(3e) there was a horrible broken spell called False Life.
However, I created this spell pre-Tome&Blood so they stole the name from me Sticking out tongue
Well, with all that d20 open content out there I can'y be sure everything i have made from 1999 hasn't deen released somewhat from one company or another.
Anyway, to your question, remove curse or break enchantment don't break it

Nemui's picture
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factotums
Joined: 2004-08-30
False Identity

'Bane' wrote:
Did a Google search and yes in Tome&Blood(3e) there was a horrible broken spell called False Life.

Actually, it's a core spell now Smiling

False Life: Necromancy; Level: Sor/Wiz 2; Components: V, S, M; Casting Time: 1 standard action; Range: Personal; Target: You; Duration: 1 hour/level or until discharged; see text

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.

Doesn't sound broken to me.

Bane's picture
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Namer
Joined: 2005-02-02
False Identity

Have.... to find..... $$$.... to..... buy..... the...... 3.5...... bookss.........
aarrrrrrrghhhhhhhhh
Clould a moderator rename it to False ID(and don't forget the Lies domain too)?

Clueless's picture
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Webmonkey
Joined: 2008-06-30
False Identity

Fixed.

Nemui's picture
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factotums
Joined: 2004-08-30
False Identity

There's already a spell called false life, low-level necromancy IIRC.

Does remove curse or break enchantment end the effect?

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