Illusion (Phantasm) • Legacy Satirical Witchcraft
False Success of the Fool

False Success of the Fool plants a disastrous certainty: the work is finished, though nothing has changed. An affected creature believes that its immediate task has succeeded. A guard abandons an unlatched gate; a courier walks away from an undelivered letter; a schemer celebrates a plan that still lies undone.
False Success of the Fool at a Glance
| 5.5e / 2024 | 4th-level Illusion; optional Bard/Wizard/Witch spell; 120 feet; Wisdom save; until dispelled or disproved |
|---|---|
| 5e / 2014 | 4th-level illusion; optional Bard/Wizard/Witch spell; 120 feet; Wisdom save; until dispelled or disproved |
| Pathfinder 1e | Optional Illusion (phantasm): Bard/Witch 4, Sorcerer/Wizard 5, Satire domain 5; Will negates; permanent until disproved |
| D&D 3.5e / Legacy d20 | Preserved third-party version: Bard 4, Witch 4, Sorcerer/Wizard 5, Satire 5; permanent until disproved; exact source verification pending |
| Core effect | One creature falsely believes its immediate unfinished task has already succeeded; reality does not change |
Rules status: all four panels have independent mechanics. Modern and Pathfinder versions are clearly marked optional conversions. The d20 legacy version retains the saved historical mechanics, subject to original-source and licensing verification. The Games Master chooses one ruleset before using this spell.
Spell Rules by Edition
False Success of the Fool — 5.5e / 2024
SpiralWorlds 2024 rules conversion — complete optional mechanics, not an official SRD 5.2.1 spell.
| Spell level | 4th-level Illusion (optional) |
|---|---|
| Casting Time | Action (Magic action) |
| Range | 120 feet |
| Components | V, S, M (a pinch of mind-altering herb or mushroom, not consumed) |
| Duration | Until dispelled, disproved, or the intended task is no longer relevant |
| Target | One creature you can see currently pursuing a definite task |
| Saving Throw | Wisdom negates; further disbelief checks as described |
| Spell Damage / Conditions | None; does not impose Charmed, Frightened or Incapacitated |
| Suggested Access | Bard and Wizard; optional Witch with GM approval |
Effect. One creature you can see that is actively attempting, preparing, demanding or intending a particular task must make a Wisdom saving throw. On a failure, it becomes utterly convinced that this specific task has been completed successfully. It acts upon that false assumption, but remains capable of making independent decisions about unrelated matters. The spell neither accomplishes the task nor creates objects, restores resources, compels other creatures or rewrites earlier events. It does not automatically impose the Charmed or Incapacitated condition.
Evidence and disbelief. The Games Master classifies what the target actually experiences using the table below. Only meaningful contradiction calls for a repeated Wisdom saving throw. On a successful save, the target identifies the implanted false belief as a magical deception, and the spell ends. If undeniable physical evidence makes the claimed success impossible, the spell ends automatically. Harm or danger that physically proves failure also ends it; unrelated damage does not by itself negate the illusion. The spell ends if dispelled, disproved, the supposed accomplishment is no longer relevant, or the actual task is completed.
Evidence and Disbelief — modern adaptation
| Scene supports success | No additional saving throw; the illusion remains plausible |
|---|---|
| Scene partly supports success, with ambiguous clues | Repeated Wisdom saving throw with Disadvantage |
| Scene clearly contradicts the claimed success | Normal repeated Wisdom saving throw; success ends the spell |
| Direct physical contradiction, or danger conclusively proving failure | The phantasm ends immediately; no roll |
Example. A courier claims to have delivered a letter. An approving nod needs no save; ambiguous doubts give a save with Disadvantage; a credible recipient insisting no letter arrived allows a normal save; holding the sealed letter that was supposedly delivered ends the false belief outright.
False Success of the Fool — 5e / 2014
SpiralWorlds 2014 rules conversion — complete optional mechanics, not a published 2014 core spell.
| Spell level | 4th-level Illusion (optional) |
|---|---|
| Casting Time | 1 action |
| Range | 120 feet |
| Components | V, S, M (a pinch of mind-altering herb or mushroom, not consumed) |
| Duration | Until dispelled, disproved, or the intended task is no longer relevant |
| Target | One creature you can see currently pursuing a definite task |
| Saving Throw | Wisdom negates; further disbelief checks as described |
| Spell Damage / Conditions | None; does not impose Charmed, Frightened or Incapacitated |
| Suggested Access | Bard and Wizard; optional Witch with GM approval |
Effect. One creature you can see that is actively attempting, preparing, demanding or intending a particular task must make a Wisdom saving throw. On a failure, it becomes utterly convinced that this specific task has been completed successfully. It acts upon that false assumption, but remains capable of making independent decisions about unrelated matters. The spell neither accomplishes the task nor creates objects, restores resources, compels other creatures or rewrites earlier events. It does not automatically impose the Charmed or Incapacitated condition.
Evidence and disbelief. The Games Master classifies what the target actually experiences using the table below. Only meaningful contradiction calls for a repeated Wisdom saving throw. On a successful save, the target identifies the implanted false belief as a magical deception, and the spell ends. If undeniable physical evidence makes the claimed success impossible, the spell ends automatically. Harm or danger that physically proves failure also ends it; unrelated damage does not by itself negate the illusion. The spell ends if dispelled, disproved, the supposed accomplishment is no longer relevant, or the actual task is completed.
Evidence and Disbelief — modern adaptation
| Scene supports success | No additional saving throw; the illusion remains plausible |
|---|---|
| Scene partly supports success, with ambiguous clues | Repeated Wisdom saving throw with Disadvantage |
| Scene clearly contradicts the claimed success | Normal repeated Wisdom saving throw; success ends the spell |
| Direct physical contradiction, or danger conclusively proving failure | The phantasm ends immediately; no roll |
Example. A courier claims to have delivered a letter. An approving nod needs no save; ambiguous doubts give a save with Disadvantage; a credible recipient insisting no letter arrived allows a normal save; holding the sealed letter that was supposedly delivered ends the false belief outright.
False Success of the Fool — Pathfinder 1e
SpiralWorlds Pathfinder 1e conversion — complete optional mechanics, not on the published core Witch list.
| School | Illusion (phantasm) [mind-affecting] |
|---|---|
| Level | Bard 4, Witch 4, Sorcerer/Wizard 5; Satire domain 5 (optional GM-approved spell) |
| Casting Time | 1 standard action |
| Range | Medium (100 feet + 10 feet/level) |
| Components | V, S, M (hallucinogenic mushroom or herb fragment) |
| Target | One living creature |
| Duration | Permanent, until dispelled, disproved or no longer relevant |
| Saving Throw | Will negates; see the evidence-based disbelief modifiers |
| Spell Resistance | Yes |
Effect. A living creature currently pursuing a specific task attempts a Will save; spell resistance applies. On failure it believes the task has already succeeded, though nothing external actually changes. This illusion does not control the target’s other decisions, complete work, affect bystanders, restore spent resources or make dangerous falsehoods physically true. Creatures immune to mind-affecting effects cannot be affected.
Disbelief. When the creature encounters meaningful evidence contradicting its belief, the GM adjudicates a further Will save using the modifier from the table. Successful disbelief reveals the magical deception and ends the spell; incontrovertible physical or dangerous contradiction ends the phantasm without a save. The spell may also be dispelled and expires once its false accomplishment ceases to be relevant.
Suggested Disbelief Modifiers — Pathfinder 1e conversion
| Almost perfectly corroborates the false success | No new Will save |
|---|---|
| Mostly appears to corroborate success | Repeated Will save at −10 |
| Partly corroborates, but contains significant doubts | Repeated Will save at −5 |
| Doubtful or visibly incomplete result | Repeated Will save at −2 |
| Plainly contradicts the claimed result | Repeated Will save at +0 |
| Direct physical proof or immediate danger making the falsehood untenable | Phantasm ends; no save |
Source distinction: this is a Pathfinder 1e adaptation of the previously developed d20 design, not an official Pathfinder spell. The duration and saving-throw framework follow the preserved legacy entry; no Pathfinder publisher is falsely credited with this spell.
False Success — D&D 3.5e / Legacy d20
Source status: the Satire-domain association is documented, but the exact original spell-entry attribution and full copyright-notice chain still need independent confirmation. The preserved mechanics below are not claimed to be an official 3.5e revision.
| School | Illusion (Phantasm) [Mind-Affecting] |
|---|---|
| Level | Bard 4, Witch 4, Sorcerer/Wizard 5, Satire 5 |
| Components | V, S, M |
| Casting Time | 1 standard action |
| Range | Medium (100 ft. + 10 ft./level) |
| Target | One living creature |
| Duration | Permanent until dispelled, disproved or no longer relevant |
| Saving Throw | Will negates; disbelief special |
| Spell Resistance | Yes |
On a failed save, the target becomes convinced that the task it was actively attempting, preparing, demanding or intending to complete at the moment of casting has already succeeded.
The spell does not alter reality. It does not create objects, restore resources, finish work, deal damage or compel other creatures to cooperate.
Reality can undermine the phantasm. If circumstances strongly support the false success, no new save is required. If the scene begins to contradict it, the target receives another Will save. Direct physical proof that the supposed success is impossible ends the effect.
Material component: a small piece of hallucinogenic mushroom, herb or similar mind-altering natural substance.
Suggested Legacy Disbelief Modifiers — optional GM guidance
| The scene almost perfectly confirms apparent success | No repeated Will save |
|---|---|
| The scene mostly appears to confirm success | Will save at −10 |
| The scene offers some supporting evidence with doubts | Will save at −5 |
| The result looks doubtful or incomplete | Will save at −2 |
| The evidence plainly contradicts the alleged success | Will save at +0 |
| Direct physical proof or immediate danger conclusively exposes failure | The phantasm ends; no save |
The modifier table is practical optional adjudication guidance from the previously developed page design. It is not claimed to be verbatim text from an independently verified 3.5e publication. The preserved spell level, school, range, saving throw, spell resistance, material component and basic effect above remain unchanged.
What Changed Between Editions?
- 5.5e / 2024: optional 4th-level Illusion, 120-foot range, Wisdom save, and a lasting but disprovable false certainty; disbelief uses no save for corroboration, Disadvantage for ambiguous clues, a normal save for contradiction, and immediate ending for absolute physical proof.
- 5e / 2014: separate playable optional conversion using 2014 wording and the same previously approved core deception and evidence rules; it is not an official named spell.
- Pathfinder 1e: optional phantasm with Will saves, spell resistance and permanent duration until disproved; suggested disbelief modifiers are −10, −5, −2 or +0 according to evidence strength.
- D&D 3.5e / Legacy d20: previously preserved rules have Bard 4, Witch 4, Sorcerer/Wizard 5 and Satire 5. Publication and complete licensing chain remain unverified; the panel does not pretend to be an official 3.5e source.
- All versions: only the target’s belief changes. None finishes a task, restores resources, grants rest, creates money or retroactively completes a spell.
Using False Success in Play
The best uses exploit an immediate intention: a guard believes a bribe has already been paid, a duellist believes an opponent has yielded, a messenger believes a letter was delivered, or a craftsperson believes a piece of work is finished.
The spell works best when the scene provides something plausible for the victim to misinterpret. If nothing supports the false result, disbelief should come quickly.
Related Magic
Compare Major Image, Phantasmal Killer, Deceptive Object and the wider Witch spell archive.
Worked Example: The Undelivered Message
A courier prepares to deliver a sealed dispatch. The target’s task is deliver this particular letter. The caster’s spell makes the courier believe that delivery is already complete; it neither transfers the letter nor gives the recipient false memories.
5.5e / 2024 and 5e / 2014 — optional conversions
An 8th-level Bard uses a 4th-level spell slot and targets the courier within 120 feet. The courier rolls a Wisdom save against the Bard’s spell save DC (for example, DC 15). On a failure, the courier acts as though the delivery has succeeded. The false belief lasts until dispelled, disproved or irrelevant; neither modern conversion requires Concentration.
A friendly witness congratulating the courier provides no new save. An ambiguous report that the letter may be missing allows a repeated Wisdom save with Disadvantage. The recipient credibly stating that no letter arrived allows a normal Wisdom save. Seeing the sealed letter still in the courier’s satchel with undeniable proof it never left the bag ends the illusion without a roll. These are the site’s adapted spell rules, not published 2014/2024 effects.
Pathfinder 1e — optional conversion
An 8th-level Witch has a Medium range of 180 feet (100 feet + 10 feet per caster level). The target receives a Will save and is subject to spell resistance. A failed save creates an enduring phantasm. The degree of evidence determines the new Will save: near-perfect support gives none; substantial apparent support gives −10; partial support −5; doubtful evidence −2; obvious contradiction +0. Conclusive physical evidence ends the spell automatically.
D&D 3.5e / Legacy d20 — preserved rules
Using the saved legacy mechanics, an 8th-level Witch also has 180-foot Medium range; the effect is permanent until dispelled, disproved or no longer relevant, with a Will save and spell resistance. Its printed-source attribution remains unconfirmed, so the optional detailed disbelief guidelines should not be mistaken for verified official text.
GM Rulings and Counterplay
Visible clue. The affected creature considers a specific task finished even as documents, objects or witnesses contradict it.
Detection and doubt. A successful repeated save in a conversion means the target recognises its certainty as magically implanted, not simply that it suddenly changes its mind. Apply that panel’s graded evidence rule before deciding whether a new save occurs.
Reality is unchanged. A task remains unfinished, a locked gate stays locked, a spell slot remains spent, no rest is granted, and money is not conjured. The illusion cannot conceal immediate, undeniable physical danger when that danger proves the supposed accomplishment false.
Duration and counters. In the modern optional conversions and the Pathfinder adaptation, the false belief can endure until dispelled, disproved or no longer relevant. D&D legacy retains its separately recorded duration. Appropriate dispelling effects or conclusive proof can end the spell according to the panel. The target’s unrelated actions remain its own.
Player-facing adjudication. Have the caster identify a single current task before requiring the initial save. Describe what the creature actually perceives so the evidence and disbelief decision is repeatable at the table.
Mythical Context
The Greeks personified deceit as Apate, whose cunning could cloud even divine judgement. Her counterpart Dolos represented trickery, while Aletheia stood for truth. A charm that replaces evidence with unearned certainty belongs naturally to this company of deceptive powers, though the myths do not describe the game’s Will save or permanent duration.
Historical Context
Hans Christian Andersen’s 1837 fairy tale The Emperor’s New Clothes turns false confidence into public humiliation: officials praise fabric that does not exist, and the ruler proceeds as if he is splendidly dressed. The story provides an especially apt literary analogue for False Success of the Fool. It is a historical work of fiction, not evidence of a real magical phantasm.
Rules Sources and Licensing
Legacy source and outstanding verification: Liber Mysterium: The Netbook of Witches and Warlocks (2003) includes False Success of the Fool on its Witch spell list; the Satire domain index places the same title among spells associated with Dominique Crouzet’s Celtic Druids and the Tuatha de Dannan material. The complete original spell-entry attribution and Section 15 copyright notices remain unverified. The D&D 3.5e / Legacy d20 tab therefore reproduces the mechanics previously present on this page, not a newly certified official 3.5e publication.
New optional conversions: the 2024, 2014 and Pathfinder 1e mechanics above are newly authored game adaptations, not rules text from an official spell called False Success of the Fool. Compare their terminology and general limitations with D&D SRD 5.2.1 and SRD 5.1 (CC BY 4.0), the official 2014 and 2024 Modify Memory spell, and Pathfinder Core Rulebook — Suggestion (OGL 1.0a mechanics). Neither Modify Memory nor Suggestion has been silently substituted for this spell.
Licence boundary: where third-party historical rules are concerned, a full OGL 1.0a Section 15 audit is still required before those mechanics can be certified for redistribution. The site’s newly authored optional conversions, images, examples and essays do not gain a third-party OGL designation merely by appearing here. The historical spell archive can be consulted via Liber Mysterium transcription.
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