Illusion • Invisible Caster • False Double

Mislead

Illusion magic representing Mislead's false double and hidden caster

One figure leaves by the front door while the real spellcaster departs unseen. Mislead combines invisibility and an illusory double; its rules vary sharply between fifth edition and legacy d20.

Mislead at a Glance

5.5e / 2024Illusion 5; Bard, Warlock, Wizard; concentration up to 1 hour
5e / 2014Illusion 5; Bard, Wizard; concentration up to 1 hour
Pathfinder 1eBard 5, Sorcerer/Wizard 6; Trickery domain 6
D&D 3.5eBard 5, Sorcerer/Wizard 6; Luck 6 and Trickery 6
Witch archivePreserved as a 6th-level legacy Witch spell, not a default modern Witch grant

Spell Rules by Edition

Mislead — 5.5e / 2024

Level5th-level Illusion
ClassesBard, Warlock, Wizard
Casting TimeAction
RangeSelf
ComponentsS
DurationConcentration, up to 1 hour
SaveNone

You gain the Invisible condition while an intangible, invulnerable double appears where you stand. You may use a Magic action to move it up to twice your Speed and have it gesture, speak and behave as you direct. You can see and hear through its senses. Your invisibility ends after you make an attack roll, deal damage or cast a spell; the duplicate can remain while concentration lasts.

Mislead — 5e / 2014

Level5th-level Illusion
ClassesBard, Wizard
Casting Time1 action
RangeSelf
ComponentsS
DurationConcentration, up to 1 hour
SaveNone

You become invisible while a double appears. You can use your action to move it up to twice your speed and direct its speech and gestures. You can perceive through it and switch senses as a bonus action; while using the duplicate’s senses you are blinded and deafened in relation to your actual surroundings. Your invisibility ends if you attack or cast a spell.

Mislead — Pathfinder 1e

SchoolIllusion (Figment, Glamer)
LevelBard 5, Sorcerer/Wizard 6; Trickery 6 domain
ComponentsS
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
Target / EffectYou / one illusory double
DurationInvisibility 1 round/level (D); double concentration + 3 rounds
Saving ThrowNone or Will disbelief (if interacted with)
Spell ResistanceNo

The caster gains Greater Invisibility while a Major Image-like double appears. The double moves at your speed, can speak and gesture, and requires concentration starting on the next round. After concentration stops it continues its current activity for three rounds. Invisibility lasts its own 1-round-per-level duration. See the source spell for the full legacy interaction rules.

Mislead — D&D 3.5e

SchoolIllusion (Figment, Glamer)
LevelBard 5, Sorcerer/Wizard 6, Luck 6, Trickery 6
ComponentsS
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
Target / EffectYou / one illusory double
Duration1 round/level (D), and concentration + 3 rounds for duplicate
Saving ThrowNone or Will disbelief (if interacted with)
Spell ResistanceNo

The real caster gains Greater Invisibility while an illusory double can move, gesture and pretend to cast magic but cannot attack or cast. A double created directly over the caster disguises the moment of separation. It persists for concentration plus three rounds; invisibility has its separate 1-round-per-level duration. The original full 3.5e rule text, XP-free spell statistics and references remain preserved below.

What Changed?

Modern Mislead uses concentration for the effect, with edition-specific control actions and ending conditions. Pathfinder and D&D 3.5e have separate invisibility and figment durations. Fifth edition’s Invisible condition must not be replaced with legacy Greater Invisibility rules.

Using Mislead in Play

A false messenger can draw pursuit away from a real escape route; a duplicate can negotiate while a hidden caster listens. The double cannot manipulate objects or actually cast spells. The caster’s own perception and the difficulty of maintaining the deception are essential GM rulings.

Counterspell may stop casting, Dispel Magic may end the ongoing effect, and physical interaction or appropriate vision magic can expose the double. A creature discerning the double does not automatically locate the real caster.

Related Magic

Greater Invisibility · Major Image · Project Image · True Seeing

Rules Sources and Licensing

2024 SRD 5.2.1, CC BY 4.0. 2014 SRD 5.1. Pathfinder 1e Core Rulebook and 3.5e SRD, OGL v1.0a. The original site’s legacy d20 source text and illustrated example are retained below.

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Original D&D 3.5e Spell Text and Illustration

Pforphoto Stairwell Stairs Hallway  - Tama66 / Pixabay, Mislead
Tama66 / Pixabay

You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears.

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Illusion (Figment, Glamer)

Level Bard 5, Luck 6, Sorcerer/Wizard 6, Trickery 6
Components S
Casting Time 1 standard action
Range Close (25 ft. + 5 ft./2 levels)
Target/Effect You/one illusory double
Duration 1 round/level (D) and Concentration + 3 rounds; see text
Saving Throw: None or Will disbelief (if interacted with); see text
Spell Resistance: No

You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires Concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease Concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of Concentration.

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