Skip to spell rules

Illusion spell guide

Illusory Script Spell

Illusory Script spell revealing hidden writing to an authorised reader
An authorised reader perceives the concealed message while another reader sees only the illusion.

Secret writing places truth and deception on the same page, allowing chosen readers to understand the intended message while every other reader confronts an illusion.

Not all magic hides knowledge by making it invisible. Illusory Script hides meaning in plain sight. A letter can pass openly through hostile hands, a ledger can conceal treason beneath harmless accounts, and a dangerous formula can remain readable to its keeper while appearing meaningless or misleading to everyone else.

Core Ruling

Illusory Script changes what a reader can understand; it does not protect the document itself. The writing surface can still be stolen, copied, damaged, burned, soaked, sealed inside a container or carried beyond the spell’s useful duration.

Use only the mechanics of the edition being played. The D&D 5.5e / 2024 spell has no Investigation check, saving throw, Spell Resistance or embedded Suggestion. Pathfinder 1e and D&D 3.5e retain the older mind-affecting phantasm and its short-lived Suggestion against unauthorised readers.

At a Glance

EditionQuick Rules
D&D 5.5e / 2024Level: 1st-level Illusion · Casting: 1 minute or Ritual · Duration: 10 days · Defence: No save or check · Bypass: Truesight · Dispelled: Both real and illusory writing disappear
5e / 2014Level: 1st-level Illusion · Casting: 1 minute or Ritual · Duration: 10 days · Defence: No save or check · Bypass: Truesight · Dispelled: Both real and illusory writing disappear
Pathfinder 1eLevel: 3rd-level Illusion · Casting: 1 minute per page · Duration: 1 day per level, dismissible · Defence: Will negates; Spell Resistance applies · Failure: Embedded Suggestion for 30 minutes · Reading: Chosen readers only
D&D 3.5eLevel: Bard 3, Sorcerer/Wizard 3 · Casting: At least 1 minute · Duration: 1 day per level, dismissible · Defence: Will negates; Spell Resistance applies · Failure: Embedded Suggestion for 30 minutes · Recognition: An illusionist recognises the spell

Mechanics by Edition

Choose the rules edition in play.

D&D 5.5e / 2024

Ritual option: Ritual casting takes 11 minutes without spending a spell slot, under the 2024 Ritual rules and any applicable class feature. No Concentration is needed after casting.

Level and School1st-level Illusion
ClassesBard, Warlock and Wizard
Casting Time1 minute or Ritual
RangeTouch
ComponentsS, M
Material ComponentInk worth 10 gp or more, consumed
Duration10 days
Save / AttackNone

Writing the Message

The caster writes on parchment, paper or another material suitable for writing and imbues that writing with an illusion for the duration.

Designated Readers

The caster and any creatures designated during the casting perceive normal writing in the caster’s hand. The writing conveys the meaning the caster intended when composing it.

Default Appearance to Other Readers

Every other creature sees writing that resembles an unknown or magical script and cannot understand it. The spell does not grant an ability check that exposes or deciphers the hidden message.

Alternative False Writing

Instead of unintelligible script, the illusion can alter the text’s apparent meaning, handwriting and language. The false language must be one the caster knows. This option can make a secret order appear to be a receipt, prayer, ordinary letter, legal notice or other chosen text.

Truesight

A creature with Truesight can read the hidden message. No separate Investigation check, saving throw or language spell is specified for this edition.

Dispelling the Spell

If the spell is successfully removed with Dispel Magic, both the original writing and the illusion disappear. Dispelling the effect does not restore an unprotected mundane version of the secret message.

Edition warning: Do not import the older spell’s Will save, Spell Resistance, illusionist recognition rule or thirty-minute Suggestion into the 2024 version.

Illusory Script — 5e / 2014

Ritual option: an applicable Ritual Casting feature permits an 11-minute casting without spending a spell slot. No Concentration is needed after casting.

Level1st-level Illusion (ritual)
ClassesBard, Warlock, Wizard
Casting Time1 minute
RangeTouch
ComponentsS, M
MaterialLead-based ink worth at least 10 gp, consumed
Duration10 days

Write on a suitable surface. You and the creatures chosen during casting see your intended message in your handwriting. Others see an unintelligible foreign or magical-looking script. Alternatively, show those readers a different message, handwriting and language; that language must be one you know.

Truesight allows a creature to read the concealed message. Dispelling removes both the original writing and its illusion. The spell supplies no saving throw, Investigation check or implanted Suggestion.

Pathfinder 1e

SchoolIllusion (Phantasm) [Mind-Affecting]
LevelArcanist 3, Bard 3, Mesmerist 3, Occultist 3, Psychic 3, Red Mantis Assassin 3, Skald 3, Sorcerer 3 and Wizard 3
Casting Time1 minute per page
RangeTouch
TargetOne touched object weighing no more than 10 pounds
ComponentsV, S, M
Duration1 day per level, dismissible
Saving Throw / SRWill negates; see effect / Yes
Material ComponentLead-based ink worth 50 gp

Authorised Reading

The caster writes instructions or other information and chooses the people who can read it. Those chosen during the casting perceive and understand the writing normally.

Unauthorised Reading

To everyone else, the script resembles foreign or magical writing and remains unintelligible. A creature that genuinely attempts to read it triggers the phantasmal defence and attempts a Will save.

Successful Save

A successful save lets the creature turn away with only mild disorientation. Success resists the implanted compulsion; it does not reveal the concealed message.

Failed Save

On a failed save, the reader is affected by a Suggestion chosen and embedded when Illusory Script was cast. That Suggestion lasts for no more than 30 minutes.

Appropriate examples include instructions to close the book, leave the archive, return the letter to its case or stop searching the room. Resolve the implanted command under Pathfinder’s normal rules for Suggestion, including its limits on obviously harmful instructions.

Reading Through the Illusion

The hidden message can be read through the stated combination of True Seeing with either Read Magic or Comprehend Languages. The translation spell alone does not expose the concealed text.

Dispelling the Spell

A successful Dispel Magic causes both the illusory script and the secret message to disappear.

Pathfinder distinction: Casting requires one minute for each page rather than the variable “one minute or longer” procedure used by D&D 3.5e.

D&D 3.5e

SchoolIllusion (Phantasm) [Mind-Affecting]
LevelBard 3, Sorcerer/Wizard 3
Casting Time1 minute or longer; see effect
RangeTouch
TargetOne touched object weighing no more than 10 pounds
ComponentsV, S, M
Duration1 day per level, dismissible
Saving Throw / SRWill negates; see effect / Yes
Material ComponentLead-based ink worth at least 50 gp

Casting and Message Length

The caster writes instructions or other information on a suitable writing material. Casting always takes at least one minute, but a longer message requires correspondingly more time to write.

Designated Readers

Only the people selected when the spell is cast can read the actual writing. Other creatures perceive a foreign or magical-looking script that they cannot understand.

Illusionist Recognition

An illusionist recognises the writing as Illusory Script. Recognition identifies the nature of the deception but does not automatically reveal the concealed message.

Unauthorised Reading

An unauthorised creature attempting to read the script makes a Will save. Success allows the creature to look away with mild disorientation, but the message remains unreadable.

Embedded Suggestion

On a failed save, the reader is affected by a Suggestion placed within the script during casting. The implanted Suggestion lasts for 30 minutes and remains subject to the normal limitations of that spell.

Divination and Dispelling

The concealed message can be read by combining True Seeing with either Read Magic or Comprehend Languages. A successful Dispel Magic removes the illusion and the secret message together.

Original rules basis: This edition preserves the D&D 3.5 System Reference Document version, including the illusionist recognition rule, variable writing time and thirty-minute Suggestion.

What Changed?

  • Both modern versions last 10 days and use Truesight as the stated way to read the hidden message.
  • 2014 consumes lead-based ink worth at least 10 gp; 2024 requires ink of that value without specifying lead.
  • The older editions are 3rd-level spells and can impose a thirty-minute Suggestion on an unauthorised reader.
  • PF1e casts in one minute per page; 3.5e takes at least one minute and longer for a longer message.

Interactions and Edge Cases

Detect Magic

Detect Magic can reveal that the document bears magic and may identify an illusion aura under the active edition’s procedures. It does not expose, translate or reproduce the hidden message.

Dispel Magic

Dispel Magic is a destructive countermeasure rather than a decoding tool. Every supported version states that successful dispelling removes the concealed message along with the illusion.

Truesight and True Seeing

In both 2024 and 2014, Truesight directly permits reading the hidden message. Pathfinder 1e and D&D 3.5e instead specify True Seeing combined with Read Magic or Comprehend Languages.

Comprehend Languages Alone

Translation does not automatically defeat the illusion. In the older editions the required combination is expressly stated. In 2024, the spell gives Truesight—not a translation spell—as its defined bypass.

Copying the Document

Practical GM ruling: the spell gives no copying or photography procedure. A copyist can normally reproduce only the marks they perceive, so an unauthorised copyist records the false or unintelligible presentation. A mundane copy does not automatically transfer the spell to a new surface.

Damaging the Writing

The spell provides no physical protection. Torn parchment, smeared ink, fire, water, acid, scraping or an appropriate erasure effect can destroy enough of the surface to make the document useless.

Changing the Readers

Readers are selected during casting. The spell provides no later procedure for adding, removing or replacing them. Changing the authorised group requires another casting.

Recognising an Illusion

The 2024 version supplies no Investigation check. D&D 3.5e specifically allows an illusionist to recognise the spell, while Pathfinder removes that sentence from its published version.

Best Uses

Secret Correspondence

Send orders, passwords, warnings, confessions or intelligence through couriers who need not know what they carry.

Diplomatic Deception

Allow authorised envoys to read the true terms of a treaty while hostile inspectors see harmless or deliberately misleading language.

Concealed Research

Protect maps, ritual instructions, names, formulae, genealogies, prophecies and notes that must remain available rather than physically hidden.

False Evidence

Present unauthorised readers with plausible but inaccurate accounts, orders or ownership records while preserving the intended message for chosen readers.

Counterintelligence

Use different protected documents to discover which courier, servant, official or faction is leaking information.

Protected Archives

Keep sensitive material in an ordinary shelf, chest or ledger where authorised scribes can use it without repeatedly decoding a mundane cipher.

Tactics and Security

Combine Magical and Mundane Protection

Illusory Script should supplement seals, locked cases, guarded archives, false covers, trusted couriers and mundane ciphers. The spell controls reading but does not stop theft or destruction.

Plan Around the Duration

The 2024 and 2014 versions last ten days, so a delayed voyage, siege, closed mountain pass or unreliable courier can cause the protection to expire before delivery. Pathfinder and D&D 3.5e durations depend on caster level, making the sender’s power central to the message’s reach.

Make the False Text Plausible

A forged surface message works best when it fits the document, handwriting, carrier and destination. A tax ledger should resemble accounting. A diplomatic packet should resemble routine correspondence. An implausible false text invites investigation even when the hidden message remains safe.

Avoid Making the Secret Irrecoverable

Because dispelling destroys the message, keep a secure copy or send the information by more than one route when failure would be catastrophic.

Use the Older Suggestion Carefully

In Pathfinder and D&D 3.5e, an implanted command should defend or redirect rather than become unrestricted domination. “Close the ledger and report to the archivist” is more appropriate than an impossible, self-destructive or open-ended command.

Guidance for the GM

  • Decide which edition is active before adjudication. The four edition panels distinguish their defences, components and counters.
  • Do not add an improvised Investigation check to the 2024 spell. The published effect gives no such procedure.
  • Describe what each observer perceives separately. Authorised and unauthorised readers can be looking at the same sheet while receiving completely different information.
  • Keep magical detection separate from decoding. Discovering an illusion aura is useful evidence, but it is not the concealed message.
  • Let physical evidence remain meaningful. Ink quality, seals, handwriting, damaged fibres, ownership and delivery routes can reveal that a document matters even when its true words remain concealed.
  • Remember the cost of dispelling. Destroying the message may protect a conspiracy, ruin an investigation or force the characters to find an authorised reader.
  • Use the spell to create decisions rather than dead ends. Players should be able to steal the document, follow its courier, identify readers, wait for the duration, use the specified divinations or risk destroying it with Dispel Magic.

Examples of Play

D&D 5.5e / 2024: The Divided Treaty

A wizard prepares a treaty for two designated diplomats. They see the true border concessions. The enemy’s clerk sees an alternative version containing harmless ceremonial promises. Detect Magic reveals illusion magic on the parchment, but no Investigation check uncovers the hidden terms. A court seer with Truesight can read them.

Pathfinder 1e: The Forbidden Ledger

An unauthorised investigator attempts to read a protected debt ledger. The script appears magical and meaningless. The investigator fails the Will save and becomes subject to the embedded instruction to close the ledger and return it to the locked cabinet. The command expires after thirty minutes even though the script remains protected.

D&D 3.5e: The Illusionist’s Warning

An illusionist recognises the writing as Illusory Script but cannot read the secret message. The party can search for a designated reader, obtain the stated divination combination or dispel the writing. Dispelling succeeds, but every line vanishes, leaving only blank parchment.

Spellcasting Culture and Worldbuilding

Courts and Diplomacy

Rulers who know this spell exists cannot accept every sealed document at face value. Important treaties may be copied before witnesses, examined for magic, read by several authorised officials and stored with records of who handled them.

Guilds and Merchant Houses

Merchant families use protected ledgers for prices, debts, routes and private agreements. Rival houses may care less about reading a stolen book immediately than discovering which accountants can read it.

Spies and Couriers

Illiterate or untrusted couriers become useful because they can carry a message without understanding it. Counterintelligence therefore shifts from interrogating the messenger to tracking the document, identifying designated readers and controlling delivery time.

Libraries and Magical Schools

Restricted works can remain in ordinary collections while revealing their contents only to masters, licensed scholars or selected apprentices. Such protection also creates evidence: a reader who understands the text may possess authority, stolen access or a connection the library did not know existed.

Law and Evidence

A document that presents different wording to different readers creates difficult questions of consent and proof. A signature may be genuine even when the signer saw false terms. Courts may require magical examination, independent copies and testimony from everyone authorised to perceive the original text.

Historical and Occult Development

Illusory Script combines several real traditions of protected writing: cipher, concealed communication, restricted literacy, specialised scribal knowledge and the belief that written signs can hold power beyond their ordinary meaning.

Codes, Ciphers and Secret Correspondence

Historical correspondents protected messages by replacing letters, names or words with symbols whose meaning depended on a shared key. The National Archives overview of codes and secret messages introduces the long use of encoded correspondence, while its surviving ciphers used by Mary, Queen of Scots show how private writing could become evidence in struggles over espionage, loyalty and treason.

A mundane cipher makes the message unreadable without the key. Illusory Script goes further by deciding what different readers perceive. It therefore resembles a supernatural combination of cipher and concealed communication rather than a direct version of any single historical technique.

Writing as Ritual Power

Ancient magical texts did more than record ritual instructions. Their written words, recitations and images could be treated as active parts of the rite. The Metropolitan Museum of Art’s Magical Stela with Horus the Child preserves multiple written spells associated with protection and healing, while its amuletic papyrus contains a protective text intended to remain physically close to its owner.

These objects do not function like the game spell, but they reflect a related premise: words can act as ritual objects, and access to their correct reading, pronunciation and use can matter as much as the physical ink.

Occult Alphabets and Initiated Reading

Magical and esoteric manuscripts often distinguish the initiated reader from the outsider through specialised terminology, unfamiliar characters, symbolic diagrams and deliberate obscurity. Illusory Script turns that social boundary into a literal magical effect. The initiate sees meaning; the outsider encounters concealment, confusion or a prepared deception.

Mythological Parallels

Thoth and Sacred Writing

Egyptian tradition closely associates Thoth with wisdom and writing. The Metropolitan Museum’s papyrus depicting Thoth in the solar boat places the writing god within a funerary spell tradition in which words guide, protect and transform the dead. The parallel lies in writing that carries power only when approached with the proper knowledge.

Odin and the Runes

Norse tradition presents runic knowledge as something obtained through ordeal rather than ordinary literacy. The University of Texas Linguistics Research Center’s discussion of runes and their mystical origins in the Hávamál explores the association between runes, divine knowledge and supernatural power.

The Chosen Reader

Myths repeatedly distinguish between seeing a sign and understanding it. Prophecies, divine names, runes and sacred texts may remain obscure until the correct person, moment or initiation reveals their significance. Illusory Script gives that recurring idea a precise game form: the same marks can be present before everyone while their real meaning belongs only to the chosen.

Words with More Than One Reality

The spell also resembles tales in which enchanted objects present different truths according to the observer’s worth, lineage, oath or supernatural sight. Its central mythic idea is therefore not invisibility but selective revelation: truth exists on the page, yet access to it is part of the magic.

Adventure Hooks

The Blank Confession

A magistrate dispels a suspected confession in public. Every word vanishes. The accused claims this proves the document was false, while the investigators know the disappearance may have destroyed the only genuine evidence.

The Unexpected Reader

A servant can read a royal letter that is meaningless to the king’s own ministers. The servant may have been secretly designated, mistaken for someone else or connected to the caster by a hidden relationship.

Ten Days to the Border

A 2024-edition message must cross a war zone before its ten-day duration ends. Flooded roads, enemy patrols and a missing bridge turn magical secrecy into a race against time.

The Honest Forgery

Every physical examination shows that a treaty is genuine. Two factions nevertheless insist that it contains different terms, and both are telling the truth about what they read.

The Reader Who Would Not Look

In an older-edition campaign, an archivist abruptly closes a ledger and leaves under the influence of its embedded Suggestion. Following the archivist may reveal who protected the book and what they feared would be discovered.

The Last Authorised Witness

The only person capable of reading a dead wizard’s protected testament is missing. Several heirs want the witness found; others want the document destroyed before its true wording can be heard.

Frequently Asked Questions

Can an Investigation check reveal the 2024 hidden message?

No. The D&D 5.5e / 2024 spell provides no Investigation check. Truesight is its stated method for reading the hidden message.

Does the 2024 version include the older Suggestion effect?

No. The Will save, Spell Resistance and thirty-minute Suggestion belong to Pathfinder 1e and D&D 3.5e.

Does Detect Magic reveal the real writing?

No. It can reveal that magic is present and may identify an illusion aura under the active edition, but it does not decode the protected message.

Does Comprehend Languages defeat Illusory Script?

Not by itself. In Pathfinder 1e and D&D 3.5e, Comprehend Languages must be combined with True Seeing. The 2024 spell instead identifies Truesight as its bypass.

What happens when the spell is dispelled?

The illusion and concealed writing both disappear. Dispel Magic destroys the protected message rather than revealing it.

Can someone copy or photograph the hidden message?

The spell gives no specific copying or photography rule. A practical GM ruling is that an observer records only the presentation they can perceive, and that the original spell does not automatically protect a new copy.

Can the caster add another authorised reader later?

No procedure permits this. The caster chooses the readers during casting and must cast the spell again to change them.

Does the spell prevent the letter from being destroyed?

No. It protects meaning, not parchment, ink or the object bearing the writing.

Can the 2024 false text use any language?

The alternative illusory language must be one the caster knows.

Is Illusory Script permanent?

No. Both 2024 and 2014 last ten days. Pathfinder 1e and D&D 3.5e last one day per caster level and are dismissible.

Sources and Licensing

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Download the System Reference Document 5.1.

D&D Beyond — Ritual casting (2024).

Back to Bard spells and class rules.

Open Game License v1.0a & Copyright Notices

The Pathfinder 1e and D&D 3.5e rules material on this page is derived from Open Game Content and is used under the Open Game License Version 1.0a. SpiralWorlds presentation, navigation, original commentary, setting material and CSS are not designated Open Game Content by this notice.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c)”Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e)”Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f)”Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License (g)”Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h)”You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE

    Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

    System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

    Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

    Illusory Script Spell. Copyright 2026, SpiralWorlds.

END OF LICENSE

Creative Commons Attribution 4.0 overview.

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top