Blending
- School—
- Components—
- Range—
- Area—
- Casting time—
- Duration—
- Save—
castingTime=6 This spell confers abilities much like a robe of blending. It works only on creatures of man-size or smaller. It enables the creature to appear to be part of whatever background, scenery, or terrain it happens to be standing in. It may appear to be part of a rock wall, a plant, a piece of furniture, or even a creature of another sort such as an orc among a crowd of orcs-whatever is appropriate. The proper coloration, form, and even odor are produced by the spell, although blending will not change the creature to be more than twice its normal height or less than half. It does not provide language or sound-mimicking capabilities. An individual in a situation where several different forms might be appropriate must state which form is desired. The creature can change its appearance at will while the spell is in effect; each change requires half a round of concentration. All those acquainted with and friendly to the creature see it normally.
In most situations, the creature need not fear detection unless attacking or taking some other highly visible or inappropriate action. However, when within 30 feet of those of exceptional Intelligence or many Hit Dice, the latter have a chance to spot something unusual about the blended creature. The check is made initially and for each turn thereafter that the blended creature remains within 30 feet. This assumes that the nonblended creatures are reasonably alert or that the blended creature has done something slightly out of the ordinary.
A creature with exceptional Intelligence has a 1% chance per point of Intelligence to notice something unusual. A creature with 10 or more Hit Dice or levels has a 1% chance per Hit Die or level. The chances are cumulative: a 12th-level wizard with an 18 Intelligence has a 30% chance to notice something unusual.
The material component is a piece of dried chameleon skin.
Notes: Very rare. (Updated from Polyhedron Newszine.)