Difference between revisions of "Phantasmal Guard (spell)"
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+ | [[File:Phantasmal Guard (spell).jpg|right|525px|thumb]] | ||
+ | '''Phantasmal guard''' conjures the illusion of a vigilant and physically capable sentry, dedicated to overseeing and regulating access to a designated area. The guard assumes an appearance featuring a helmet with a visor that conceals any distinguishing features, rendering the guard's gender ambiguous. In addition to being adorned in a simulated set of [[Studded Leather (armour)|studded leather armor]], equipped with a [[Shield (armour)|shield]] and a [[Weapons List|weapon]], the illusion also includes a jerkin and a heraldic emblem selected by the caster. Completing the illusion, the guard is depicted wearing [[Gauntlets|gauntlets]] and high, sturdy boots. | ||
+ | |||
{{Spelltable | {{Spelltable | ||
| 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 | + | | area of effect = 1 guard; see text |
− | | 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)]] | ||
}} | }} | ||
+ | __TOC__ | ||
+ | The caster retains the flexibility to incorporate other aesthetic elements into the illusion, such as specifying the type of weapon being used, while maintaining the integrity of the spell. There are no limitations when and where the spell may be cast. | ||
− | + | == Combat == | |
− | + | The phantasmal guard will engage as if it were a [[Fighter (class)|fighter]] of equivalent level to that of the caster, possessing half of the caster's total [[Hit Points|hit points]]. It has an [[Armour Class|armour class]] of 5. When successfully landing a strike, the guard inflicts 1-8 [[Damage (hit points)|damage]], +1 bonus point. The guard can't employ missile weapons, or take advantage of the reach typically associated with [[Polearm (weapon)|polearm]]-type weapons. | |
− | |||
− | + | The illusion is immune to [[Stun Lock|stun lock]] and any form of magic that fails to deliver hit points of damage. The guard vanishes when its hit points are depleted. The creature delivering the final point of damage, if having an intelligence above zero, must make a [[Saving Throws|saving throw against magic]]; failure results in the creature being stunned in surprise for a duration of 1 round. | |
− | + | == Other Duties == | |
+ | Upon activation, the phantasmal guard assumes a stationary position, remaining vigilant and prepared. It effectively blocks access to a space measuring 5 combat [[Combat Hex|hexes]] in diameter, safeguarding this area against anyone attempting to enter or move past the guard. If the caster is within this area, the guard strives to protect the caster above all else — yet once the spell is cast, and the area designated, the guard is trapped in this area until dispelled. | ||
− | It will | + | It need not rest and will remain perpetually [[On Guard (sage ability)|on guard]] once the spell is cast. It cannot be [[Surprise (combat)|surprised]]. The amount of illumination is irrelevant, as the guard can see perfectly well upon it's ground. When unknown persons approach within 15 feet of its ground, the guard issues a warning, demanding to know, "Who goes there?" Individuals designated by the caster can freely pass by providing their names, while others, even if they share the same name, will be denied access. If the guard is provoked to attack an intruder, it raises an alarm that can be heard within a range of 120 ft. |
− | |||
− | |||
− | + | See [[Phantasmal Figure (spell)]] | |
− | + | [[Category: Illusionary Spells]][[Category: Reviewed]] |
Latest revision as of 19:44, 10 October 2023
Phantasmal guard conjures the illusion of a vigilant and physically capable sentry, dedicated to overseeing and regulating access to a designated area. The guard assumes an appearance featuring a helmet with a visor that conceals any distinguishing features, rendering the guard's gender ambiguous. In addition to being adorned in a simulated set of studded leather armor, equipped with a shield and a weapon, the illusion also includes a jerkin and a heraldic emblem selected by the caster. Completing the illusion, the guard is depicted wearing gauntlets and high, sturdy boots.
Range | 10 ft. |
Duration | 1 hour per level |
Area of Effect | 1 guard; see text |
Casting Time | 1 round |
Saving Throw | none |
Level | illusionist (2nd) |
Contents
The caster retains the flexibility to incorporate other aesthetic elements into the illusion, such as specifying the type of weapon being used, while maintaining the integrity of the spell. There are no limitations when and where the spell may be cast.
Combat
The phantasmal guard will engage as if it were a fighter of equivalent level to that of the caster, possessing half of the caster's total hit points. It has an armour class of 5. When successfully landing a strike, the guard inflicts 1-8 damage, +1 bonus point. The guard can't employ missile weapons, or take advantage of the reach typically associated with polearm-type weapons.
The illusion is immune to stun lock and any form of magic that fails to deliver hit points of damage. The guard vanishes when its hit points are depleted. The creature delivering the final point of damage, if having an intelligence above zero, must make a saving throw against magic; failure results in the creature being stunned in surprise for a duration of 1 round.
Other Duties
Upon activation, the phantasmal guard assumes a stationary position, remaining vigilant and prepared. It effectively blocks access to a space measuring 5 combat hexes in diameter, safeguarding this area against anyone attempting to enter or move past the guard. If the caster is within this area, the guard strives to protect the caster above all else — yet once the spell is cast, and the area designated, the guard is trapped in this area until dispelled.
It need not rest and will remain perpetually on guard once the spell is cast. It cannot be surprised. The amount of illumination is irrelevant, as the guard can see perfectly well upon it's ground. When unknown persons approach within 15 feet of its ground, the guard issues a warning, demanding to know, "Who goes there?" Individuals designated by the caster can freely pass by providing their names, while others, even if they share the same name, will be denied access. If the guard is provoked to attack an intruder, it raises an alarm that can be heard within a range of 120 ft.