Illusion Magic • Anti-Scrying Deception

False Vision

Divination and scrying imagery representing the False Vision spell

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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