Difference between revisions of "Phantasmal Guard (spell)"

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| name = Phantasmal Guard
 
| name = Phantasmal Guard
 
| range = 10 ft.
 
| range = 10 ft.
| duration = 1 hour per level
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| duration = 1 hour per [[Experience Level|level]]
 
| area of effect = 1 guard; see below
 
| area of effect = 1 guard; see below
| casting time = 1 round
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| casting time = 1 [[Combat Round|round]]
 
| save = none
 
| save = none
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
}}
 
}}
  
Creates the illusion of a willing and able humanoid with long sword, [[Studded Leather (armour)|studded leather armour]] and [[Shield (armour)|shield]], who will stand guard and react to any and all persons who approach the guard’s position. The guard’s perception will equal 5 feet per level of the caster, so that it will ignore all creatures that move outside that range. The guard will shout an alarm and even attack creatures inside its designated sphere of perception.
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In combat, the guard will strike as a [[Fighter (class)|fighter]] of the same level of the illusionist, possessing half the caster's [[Hit Points|hit points]].  It has an [[Armour Class|armour class]] of 5.  Upon [[Roll to Hit|a hit]], the guard causes 1-8 [[Damage (hit points)|damage]] +1.  It's immune to [[Stun Lock|stun lock]] and immune to any form of magic that doesn't cause damage. When reduced to zero hit points, the guard will dissipate.  When this occurs, the creature responsible for causing the final damage point must make a save vs. magic or be stunned in surprise for 1 round.
  
This means that the center of the guard’s perception is designated, then the guard will move anywhere within the area of it’s perception to take action, returning to the center again when no action is required.
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There are no limitations when and where the spell may be cast.
  
Thus, the spell will ‘guard’ an area—stand watch, demand to know “who goes there!” or otherwise confront individuals who come near. The guard has effective [[Ultravision (spell)|ultravision]], but cannot explain what it sees, thinks, believes or otherwise encounters—it can only act.
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== Duties ==
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When activated, the phantasmal guard will remain in place, waiting and ready. It will deny passage through a space 3 [[Combat hex|combat hexes]] in diameter, or protect an area of that size.  Any who attempt to enter into this space, or move through it, or attack a "friend" of the guard, will be attacked — though the guard will not move out of the designated area.  When on guard, it will remain in the area's center.
  
The guard will have knowledge as to which individuals it is meant to ‘give pass,’ or ignore. This knowledge does not prevent the guard from being fooled by a look-alike … but the guard will insist on seeing the face of any individual moving inside it’s jurisdiction.
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The guard will give warning when an approacher comes within 5 ft. per level of the caster, demanding to know, "Who goes there?"  The amount of illumination has no effect on this distance, or on the guard's ability to "see."  Those whom the caster designates may pass freely when they give their names, while another, even though they might have the same name, will be denied. When the guard attacks an intruder, it will shout an alarm that can be heard for 60 ft.
  
It will attempt to engage in combat any other creature that passes near, whether friend or foe, if that creature has not been designated by the caster. Others will presume the phantasmal guard to be wholly and completely real. The figure will stop attacking if ordered verbally by the illusionist, who must be within vocal range to do so. Obviously, the illusionist can dispel the guard at will so long as it is in line of sight.
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The guard cannot be surprised or be approached without it's awareness.
  
The guard will fight as a fighter of the same level of the illusionist, with half the illusionist’s hit points. When reduced to zero hit points, it will dissipate. Attackers must make save vs. magic upon this instance or be stunned in surprise for 1 round.
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== Duration ==
The guard can be created in the midst of combat and it will attack all those not designated by the caster inside it’s usual perception.
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The phantasmal guard will remain in existence until it is killed, it is dispelled by the caster, or the caster dies. If none of these take place, then the guard will remain ready for years, if need be. Since it is never relieved, and won't move while on guard, a long-time observer should guess something unnatural is involved. Otherwise, witnesses will presume the guard to be wholly and completely real, and potentially very dangerous.
  
The guard cannot be surprised, backstabbed or assassinated.
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If there is an existing guard, it must be dispelled before the spell can be cast elsewhere.  The caster may do so from anywhere, and at anytime.
  
The features of the guard will be unrecognizable, even if guard after guard has been cast into existence—effectively, each one will seem unique but without substance.
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[[Category: Illusionary Spells]][[Category: Don't Review until 2022]]

Revision as of 23:33, 2 October 2021

Phantasmal Guard (spell).jpg

Phantasmal guard creates the illusion of an able-bodied soldier ready to keep watch and control access to a place. The guard will appear with a helmet and visor, which will conceal any features; the sex of the guard will be uncertain. Along with the appearance of studded leather armour and shield, the guard will wear a jerkin and heraldic symbol of the caster's choosing, gauntlets and high hard boots.

Phantasmal Guard
Range 10 ft.
Duration 1 hour per level
Area of Effect 1 guard; see below
Casting Time 1 round
Saving Throw none
Level illusionist (2nd)

In combat, the guard will strike as a fighter of the same level of the illusionist, possessing half the caster's hit points. It has an armour class of 5. Upon a hit, the guard causes 1-8 damage +1. It's immune to stun lock and immune to any form of magic that doesn't cause damage. When reduced to zero hit points, the guard will dissipate. When this occurs, the creature responsible for causing the final damage point must make a save vs. magic or be stunned in surprise for 1 round.

There are no limitations when and where the spell may be cast.

Duties

When activated, the phantasmal guard will remain in place, waiting and ready. It will deny passage through a space 3 combat hexes in diameter, or protect an area of that size. Any who attempt to enter into this space, or move through it, or attack a "friend" of the guard, will be attacked — though the guard will not move out of the designated area. When on guard, it will remain in the area's center.

The guard will give warning when an approacher comes within 5 ft. per level of the caster, demanding to know, "Who goes there?" The amount of illumination has no effect on this distance, or on the guard's ability to "see." Those whom the caster designates may pass freely when they give their names, while another, even though they might have the same name, will be denied. When the guard attacks an intruder, it will shout an alarm that can be heard for 60 ft.

The guard cannot be surprised or be approached without it's awareness.

Duration

The phantasmal guard will remain in existence until it is killed, it is dispelled by the caster, or the caster dies. If none of these take place, then the guard will remain ready for years, if need be. Since it is never relieved, and won't move while on guard, a long-time observer should guess something unnatural is involved. Otherwise, witnesses will presume the guard to be wholly and completely real, and potentially very dangerous.

If there is an existing guard, it must be dispelled before the spell can be cast elsewhere. The caster may do so from anywhere, and at anytime.