Project Image creates an illusory copy of the caster which has the same spells and items from its parent at disposal.
Description[]
“ | When this spell is cast, an illusionary copy of the caster steps out of his body. This copy has the same Hit Points and can cast the same spells as the original caster; however, it may not make physical attacks. As long as the image is in existence, the original caster is rooted to the ground and only his projected image may move around; if the image is destroyed, the spell ends, and the original caster can move again. Also, if during this time the caster takes any damage, the image will disappear, and the caster can move around again. Otherwise, the image will remain for the duration of the spell, or until affected by a Dispel Magic or anything that reveals illusions, such as True Sight. | ” |
Gameplay[]
The caster applies this spell to self only.
When the casting is finished, a short "clone animation" (a rising disc portal) plays adjacent to the caster, and the projected image clone appears on the map a few feet distance from the caster.
At this time the caster is unable to act or move in any way - the caster's character can be examined, but nothing on the character record is selectable and can't be accessed, moved, or manipulated. This state of inactive immobility will remain until the project image clone's existence expires/is destroyed, or until the caster suffers some kind of damage. Any damage incurred by the caster destroys the clone immediately.
The clone has hit points and can be affected by status effects as normal. It can be hurt/killed, stunned, held, webbed, slowed etc. If the clone is killed, it disappears from the map, and the caster may now act again.
As the created clone is an illusory creature, it is subject to being removed by Dispel Magic effects or destroyed by certain upper echelon divination attacks, such as Oracle, True Sight, True Seeing, or a Thief's detect illusion skill. If the image is destroyed, the caster may act again.
Project Image clones do not count toward the 5 summoned creature limit per area map. Perhaps they should, but they currently don't. The number of Project images on a map is only restricted by the party's ability to cast the spell and how long they last.
What the project image clone can do[]
The projected image clone is nearly identical to the caster. It can and must be controlled by the caster in order to do anything. It won't act on its own and has no actual AI script or default intelligence.
The clone may move and cast any memorized spells the caster had at the time the clone was created - it cannot however engage in combat with melee or missile weaponry that it has - this includes a weapon created by spells such as Melf's Minute Meteors, or Phantom Blade. This restriction also applies to a clone that has cast Polymorph Self or Shapechange - the shapechanged form's physical weapon, claws/tentacles can't be used to attack.
The image may also open up the "Special Abilities" menu and activate any of those abilities.
The clone is created with all of the caster's worn equipment items, and those items function on the clone. For example, A Ring of Regeneration, Amulet of Power, or Boots of Elvenkind all provide their powers and ability modifiers to the clone.
The clone may use any items that are in the "Quick Items" slots at the time of its creation, such as scrolls, potions, wand or similar.
Similarly, items with use charges assigned to the image's equipped items, such as weapons, rings, helmet, etc. can be selected from the "Use Item" menu, as normal.
An image from a caster with thieving abilities is limited to only attempting to perform pickpocketing tasks - it can retain stolen items in its empty inventory slots (which will be dropped on the ground when the image is expired/destroyed); The image cannot set traps, and none will be found in the Special Abilities menu.
Project image clone restrictions[]
When the project image is created, any spells/effects active on the caster are not transferred to the clone - the clone is created without any active spell effects on it (whether positive or negative effects, such Haste, Blur, Potion of Fire Giant Strength or if the caster was suffering from poisoning or was slowed etc.
The image cannot engage another creature in dialogue or initiate a conversation - it also doesn't trigger dialogue from other creatures even if it is within the creature's dialogue activation range. The game's AI scripts don't recognize the image as a valid dialogue trigger.
The image cannot clear the fog of war and explore with its own sight radius, such as a familiar can or the Wizard Eye spell provides.
The clone isn't able to pick up loot (although the image's "Quick Loot" button will show the loot), interact with containers, pull levers, push buttons, open or close doors, or transition to other area maps - the image also is unable to receive items into its inventory from other party members, and nor can any of its equipment or items be moved/transferred/dropped.
The image cannot activate the "Find Traps/Detect Illusions" button, nor the "Stealth" button.
The caster's sequencers, spell trigger and contingency type buttons don't transfer to the image and thus aren't available to use. If the clone attempts to create its own sequencer for use, the game allows the spell to be selected and a short casting animation will play out, but the creation menu doesn't progress, and the creation process is finished/nothing was accomplished.
An image that casts/uses a scroll to attempt a Mislead, another Project Image, or a Simulacrum will begin the casting sequence, but the spell will fail and not achieve anything - the same applies if the image activates Vhailor's Helm; a clone cannot create another clone of itself.
An image from a Cleric / Mage or similar multiclass/ dual class that has the Turn Undead ability will have the ability button available on the clone's character record. The ability button can be selected to switch on the turn undead power - however, it doesn't actually radiate the effect and thus does nothing to affect undead creatures. It seems that the divine power granted by the deity to turn, destroy or control undead is not passed on to the image.
Notes - previous spell versions[]
This spell has had numerous revisions, tweaks and coding changes made to it, almost all from the Beamdog studio developers. There were issues with the original spell deemed necessary to correct. and they did correct a number of mechanics and imposed some needed restrictions. Even so, there are other changes that may be dealt with at a later date, or not. The spell as it is in the EE 2.6.6 update is the culmination of all the changes that are touched on shown below.
- In BG2 and BG2 EE, all 1st-generation clones and subsequent clones are allowed to use Project Image and/or Simulacrum spells to further clone themselves, provided that they have the spells (or scrolls) to do so. However, the rules of cloning are not well defined, and details vary with each patch/update. BG2 allows every clone to use cloning spells to make more clones.
- As of v2.3, BG2 EE does not allow a Project Image clone to further clone itself via the Project Image spell, whereas a Simulacrum clone is allowed to use either Project Image or Simulacrum or both spells to further clone itself (provided that it can cast the spells). As a result, no matter how many clones a high-level caster may have, only the 1st-generation Project Image clone is supposed to have a full copy of the caster's useable spells and may cast spells up to level 9/10 without using quick items.
- As of v2.3, BG2 EE does not allow 2nd- and later generation clones to have access to the inventory of 1st-generation clones. Those clones of clones are essentially created with no equipment. They are unable to use quick items, item charges or any special abilities other than class-specific innate ones such as Dragon Disciple's unique breath weapon.
- In BG2 and in early releases of BG2 EE, the 7 traps and 5 summons limits do not apply to the clones of PC or companion NPC. A player may use Project Image to summon any number of creatures until all summoning spells and usable summoning items have been consumed. This was widely considered as a long-standing bug in BG2 and the tactics relying on the bug are always considered as exploits. One infamous but popular exploit was to combine Project Image and Chain Contingency to have up to 4 Project Images cloned out of PC. Each of the 4 clones can independently cast spells and summon creatures including Planetars.
- Starting with v2.0, according to its official release notes, BG2 EE finally fixed the unlimited summoning bug, by making the Project Image spell "respect party summoning limits." However, what summoning limits must now be respected are unspecified in the release notes. As of v2.3, BG2 EE (probably erroneously) still allows a sorcerer to have up to 6 summons (1 Planetar + 5 regular summons), provided that the caster's clone summons a Planetar before the widely known 5 summons limit is reached.
- In BG2 EE v2.x, the Project Image /CC exploit (mentioned above) obviously ceases to work. However, as of v2.3, BG2 EE (probably erroneously) still allows PC to have up to 2 full clones of himself, both independently having access to spells up to L9/10. One way to have 2 such clones is to have a sorcerer PC cast Project Image to clone himself, have Imprisonment spell cast on the clone, then have the PC cast Project Image again to make a second clone, and use a Freedom spell to bring back the first clone. Now the sorcerer PC has 2 perfect clones of himself. Both are in full control of the player, and both are able to independently cast spells up to level 9/10.
- In BG2 as well as in BG2 EE (as of v2.3), a player party is always allowed to have multiple Project Image and/or Simulacrum clones at the same time. Clones are not summons. There seems to be no limit on the max number of clones that a player party may have.
- In BG2 and in BG2 EE up to at least v2.0, items acquired by a clone from casting a spell (such as Limited Wish) will drop if killed and can be picked up by PC.
Where to obtain its scroll[]
Baldur's Gate II: Shadows of Amn[]
- Can be found as a Random treasure
- Carlig in the Underdark
Baldur's Gate II: Throne of Bhaal[]
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition Player's Handbook has Project Image as a level 6 Wizard spell. It differs in several ways from the one implemented by the BG video game. For example, the image created is nonmaterial, and solid forces/attacks pass through it leaving the image untouched. The image must be within view of the wizard projecting it at all times, and if his sight is obstructed, the spell is broken. The Wizard is able to move, and to attack while projecting an image, but there are some limitations based on the what the image is being controlled to do. See the External links for further reading.
Gallery[]
Mod Content[]
- This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has changed this arcane spell, revising its effects and description. See below:
Project Image
Level: 7
School: Illusion
Range: Personal
Duration: 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
When this spell is cast, an illusory copy of the casting wizard appears to step out of his body while at the same time the mage is concealed with invisibility. The image can move around and has the same hit points and can cast the same spells as the wizard, but it cannot make any physical attacks. The caster must maintain concentration on the illusory clone for the duration of the spell and cannot perform any other action while controlling it. If the image is destroyed, then the spell ends, and the caster can move again. If during this time the caster takes any damage, the image will disappear, and the caster will be free to move around once more. Otherwise, the image will remain for the duration of the spell or until affected by a dispel magic or destroyed.
Installation of the Sword Coast Stratagems Mod makes changes to several spells, Including Project Image - but only if you are not playing with the Spell Revisions Mod. From the SCS Readme:
Prevent clones made by the Simulacrum and Project Image spells from using their magic items (BG2EE,BG2,BGT)
At present, clones can use magic items belonging to their creator - even one-shot items - which arguably isn't what the spell is intended to do. This component blocks use of useable items, by greying out the quick-item bar for clones. Magic weapons, armour, and protective devices still function normally.
Also, with Spell Revisions - Note: True Seeing does not dispel illusionary clones such as those conjured by project image or Simulacrum, but instead clearly highlights them, revealing them as deceptions.
External Links[]
- Project Image on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Project Image on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Advanced D&D 2nd Edition Wiki - Project Image (Wizard Spell)