Difference between revisions of "Phantom Armour (spell)"

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[[File:Phantom Armour (spell).jpg|right|525px|thumb]]
 
[[File:Phantom Armour (spell).jpg|right|525px|thumb]]
'''Phantom armour''' conjures a suit of quasi-real [[Plate Mail Armour|plate mail armour]] that embraces a recipient, providing [[Armour Class|armour class]] (AC) 3.  To others, the armour is substantially invisible, though an initial flash occurs at the moment the [[Spellcasting|spell is discharged]] as evidence the dweomer has taken place.
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'''Phantom armour''' is a spell that materializes a semi-real suit of [[Plate Mail Armour|plate mail armour]] that envelops the chosen recipient, granting them an [[Armour Class|armour class]] (AC) of 3.  For onlookers, the armour appears predominantly invisible, save for an initial brief shimmer at the spell's [[Spellcasting|activation]], which gives evidence that the enchantment has been cast.
  
 
{{Spelltable
 
{{Spelltable
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| duration = 6 hours or until depleted
 
| duration = 6 hours or until depleted
 
| area of effect = 1 creature; see text
 
| area of effect = 1 creature; see text
| casting time = 1 round
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| casting time = 1 [[Combat Round|round]]
 
| save = none
 
| save = none
 
| level = [[Illusionist 1st Level Spells|illusionist (1st)]]
 
| level = [[Illusionist 1st Level Spells|illusionist (1st)]]
 
}}
 
}}
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__TOC__
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The spell bestows a +1 [[Saving Throws|saving throw]] for every three [[Experience Level|levels]] of the caster with regards to area-effect attacks, such as [[Breath Weapon|breath weapons]] and various forms of magic, including [[Fireball (spell)|fireballs]] and [[Meteor Swarm (spell)|meteor swarm]] — unless the form is [[Gas-based Attacks|gas-based]], in which case the armour gives no such benefit.
  
The magic may be cast overtop of whatever the recipient is wearing, including [[Armour List|armour]] that's already wornThe effective AC of the spell supercedes all other benefits, whether armour or dexterity, neither of which is taken into account when the phantom armour is in place.
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== Absorbing Damage ==
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The spell's chief benefit is that it intercepts [[Damage (hit points)|damage]] (h.p.) before it affects the wearerPhantom Armour absorbs damage up to a maximum of 4 [[Hit Points|hit points]], +1 per level of the caster.  For example, a 7th level caster's spell could absorb up to 11 damage.
  
[[Character Class|Character classes]] normally unable to wear armour may enjoy the benefits of phantom armour, as both movement and spellcasting are unaffectedPhantom armour has no "weight" and doesn't affect [[Encumbrance|encumbrance]].
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Once the armor has absorbed all the damage it can withstand, the enchantment dissipates, and any further damage is directed toward the wearerFor example, Maria is equipped with armour able to withstand 8 h.p.  When she's struck for 10 damage, the first 8 points are absorbed by the armour, causing it to vanish.  The remaining 2 points are then taken by Maria herself.
  
The armour '''grants a +1 [[Saving Throws|saving throw]]''' against area effect attacks, such as [[Fireball (spell)|fireball]] and [[Breath Weapon|breath weapons]], '''per 3 levels of the caster'''.
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== Recipient ==
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Any character class may enjoy the protective benefits of the spell, which has no adverse effects on their movement or spellcasting abilities.  Phantom armour possesses no measurable weight and doesn't contribute to [[Encumbrance|encumbrance]].
  
== Absorbing Damage ==
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The dweomer may be invoked atop whatever the recipient is wearing, even if they're already clad in armour.  The AC benefit supersedes all other protective benefits, whether from armour or [[Dexterity (ability stat)|dexterity]].  Even if the character's actual AC is better than the dweomer's, since attacks strike the dweomer first, before the character's person can be struck, only the phantom armour's AC appliesNote that it's possible, therefore, that an attack may hit the phantom armour, destroy it, and then do no damage to the recipient, if the latter's AC is sufficiently higher.
When the character is [[Attacking in Combat|hit]], [[Damage (hit points)|damage]] is accrued by the armour rather than befalling the wearerPhantom armour '''absorbs up to 4 [[Hit Points|hit points]] (h.p.) +1/[[Experience Level|level]]''' of the caster; thus, a 7th level caster could bestow phantom armour that absorbs 11 h.p.
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== Experience ==
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When a recipient wearing phantom armour is hit, each point of damage taken gives 10 [[Experience (X.P.)|experience]] to the recipient and an equal amount to the caster, just as if real damage were done.
  
Once the armour is struck for all the damage it can absorb, the dweomer is dispelled.  Additional damage is then taken by the wearer.
 
  
: '''For example''', Maria is wearing phantom armour that can withstand 8 h.p., when she's hit for 10 damage.  The first 8 are taken up by armour, which then evaporates.  The remaining two damage are suffered by Maria.
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See also,<br>
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[[Armour (spell)]]<br>
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[[Barkskin (spell)]]<br>
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[[Insect Plague (spell)]]
  
[[Category: Illusionary Spells]]
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[[Category: Illusionary Spells]][[Category: Reviewed]]

Latest revision as of 21:01, 29 October 2023

Phantom Armour (spell).jpg

Phantom armour is a spell that materializes a semi-real suit of plate mail armour that envelops the chosen recipient, granting them an armour class (AC) of 3. For onlookers, the armour appears predominantly invisible, save for an initial brief shimmer at the spell's activation, which gives evidence that the enchantment has been cast.

Phantom Armour
Range touch
Duration 6 hours or until depleted
Area of Effect 1 creature; see text
Casting Time 1 round
Saving Throw none
Level illusionist (1st)

The spell bestows a +1 saving throw for every three levels of the caster with regards to area-effect attacks, such as breath weapons and various forms of magic, including fireballs and meteor swarm — unless the form is gas-based, in which case the armour gives no such benefit.

Absorbing Damage

The spell's chief benefit is that it intercepts damage (h.p.) before it affects the wearer. Phantom Armour absorbs damage up to a maximum of 4 hit points, +1 per level of the caster. For example, a 7th level caster's spell could absorb up to 11 damage.

Once the armor has absorbed all the damage it can withstand, the enchantment dissipates, and any further damage is directed toward the wearer. For example, Maria is equipped with armour able to withstand 8 h.p. When she's struck for 10 damage, the first 8 points are absorbed by the armour, causing it to vanish. The remaining 2 points are then taken by Maria herself.

Recipient

Any character class may enjoy the protective benefits of the spell, which has no adverse effects on their movement or spellcasting abilities. Phantom armour possesses no measurable weight and doesn't contribute to encumbrance.

The dweomer may be invoked atop whatever the recipient is wearing, even if they're already clad in armour. The AC benefit supersedes all other protective benefits, whether from armour or dexterity. Even if the character's actual AC is better than the dweomer's, since attacks strike the dweomer first, before the character's person can be struck, only the phantom armour's AC applies. Note that it's possible, therefore, that an attack may hit the phantom armour, destroy it, and then do no damage to the recipient, if the latter's AC is sufficiently higher.

Experience

When a recipient wearing phantom armour is hit, each point of damage taken gives 10 experience to the recipient and an equal amount to the caster, just as if real damage were done.


See also,
Armour (spell)
Barkskin (spell)
Insect Plague (spell)