Avatar (spell)

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Avatar is a spell that manifests a ethereal replica of the caster's form, which can be projected to any location, even across different planes of existence. This spectral representation assumes the likeness of the caster and serves as their proxy, allowing direct communication with other entities. While the caster gains the ability to perceive the avatar's senses — sight, sound, touch and olfactory — he or she is incapable of physical interaction with the avatar's surroundings. Conversely, the caster enjoys immunity from harm.

Avatar
Range self
Duration see text
Area of Effect self
Casting Time 3 rounds
Saving Throw none
Level cleric (7th), illusionist (6th),
mage (9th)

Once brought into existence, the avatar is entirely visible, but it retains the ability to relocate or hide itself to avoid detection if necessary. When perceiving the world through the avatar, the caster becomes entirely unaware of their actual physical surroundings. This perspective can be sustained indefinitely, unless the caster experiences hunger, fatigue or a desire to return to their physical body. While the caster maintains their focus on the avatar, their physical body enters a state of relaxation, either lying prone or sitting, patiently awaiting the caster's return of consciousness.

To an external observer, the caster's body appears alive, and if it is jostled firmly, the caster becomes aware of the need to return. However, to rejoin their corporeal form and discover what's happening, the caster must dispel the avatar and the spell.

Placement

The avatar's location is not bound by any limitations in relation to the caster; it can be conjured to manifest immediately beside the caster or at any known place within the scope of the caster's knowledge and experience. Directions can be given for places the caster doesn't know, such as "One mile north of the largest pyramid in Egypt" or "Five feet from the oldest man named Robert in England." By default, the avatar manifests upon the safest ground, wherever the destination named.

Devices or spells used for clairvoyance, such as a crystal ball, can be especially helpful in placing an avatar at a distant location. The caster can, of course, deliberately travel to a location just to be sure the avatar has been correctly located.

Actions

The avatar's movement rate matches that of the caster, aligned precisely with the level. The avatar is incapable of becoming invisible, flying or engaging in any actions beyond the caster's capabilities. Additionally, spells cannot be cast through the avatar.

Due to its lack of substance, the avatar possesses the ability to pass through walls or hide within objects. However, doing so completely severs the caster's sensory connection. While the avatar is within such barriers, the caster is blind and unable to perceive anything, expect perhaps sound, depending on the space to which it's been removed.

Detection

For most persons, the avatar appears as the caster, and will be taken as such. True seeing reveals the truth, but penetrate disguise is not a powerful enough spell to do so. Characters that are able to detect hidden creatures should be directed to roll a percentile die based on their knowledge points, without being told why unless the roll is successful.


See Teleportation (spell)