Illusion Magic • Anti-Scrying Deception
False Vision

False Vision feeds a fabricated scene to creatures using scrying or similar divination magic to observe the warded area. The spell is part of older d20 and Pathfinder rules rather than the fifth-edition SRD.
False Vision at a Glance
| 5.5e / 2024 | No spell by this name in SRD 5.2.1 |
|---|---|
| 5e / 2014 | No core spell by this name |
| Pathfinder 1e | Bard 5, Sorcerer/Wizard 5, Witch 5 |
| D&D 3.5e | Bard 5, Sorcerer/Wizard 5, Trickery 5 |
Spell Rules by Edition
5.5e / 2024
Status: no False Vision spell in SRD 5.2.1. Use the edition’s current anti-divination or illusion options.
5e / 2014
Status: no core spell by this name.
Pathfinder 1e
| School | Illusion (glamer) |
|---|---|
| Level | Bard 5, Sorcerer/Wizard 5, Witch 5 |
| Components | V, S, M |
| Casting Time | 1 standard action |
| Range | Touch |
| Area | 40-foot-radius emanation |
| Duration | 1 hour/level (D) |
| Saving Throw | None |
| Spell Resistance | No |
Divination (scrying) effects used to view anything within the area receive a false image chosen when the spell is cast. The caster can concentrate to change the image while the spell lasts.
Material component: powdered jade worth 250 gp.
D&D 3.5e
The 3.5e spell uses the same core structure: a 40-foot-radius emanation, 1 hour/level duration, no save and no spell resistance. Scrying divinations receive a false scene equivalent to a Major Image.
What Changed?
The spell survives in Pathfinder 1e but not as a named fifth-edition spell. Keep the anti-scrying illusion mechanics edition-pure.
Using False Vision in Play
False Vision is most useful when the caster anticipates surveillance. A believable false scene is often stronger than an obviously empty or impossible one.
Rules Sources and Licensing
Pathfinder and D&D 3.5e rules are presented separately. Fifth-edition panels are status guidance only.
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