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 | + | | 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 | + | | casting time = 1 [[Combat Round|round]] |
| save = none | | save = none | ||
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]] | | level = [[Illusionist 2nd Level Spells|illusionist (2nd)]] | ||
}} | }} | ||
− | + | 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. | |
− | + | 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 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 | + | 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. | |
− | The guard will | + | == 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. | |
− | + | [[Category: Illusionary Spells]][[Category: Don't Review until 2022]] |
Revision as of 23:33, 2 October 2021
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.
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.