Difference between revisions of "Avatar (spell)"

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[[File:Avatar (spell).jpg|right|490px|thumb|Unsatisfactory image being used as a placeholder.]]
 
[[File:Avatar (spell).jpg|right|490px|thumb|Unsatisfactory image being used as a placeholder.]]
'''Avatar''' creates an alternative, incorporeal duplicate of the caster's body, that can be projected anywhere, upon any [[Plane of Existence|plane of existence]]. The avatar appears as a stand-in for the caster, appearing as the caster to other beings, enabling direct communication.  The caster is able to perceive what the avatar can see, hear, feel or smell, while being unable to interact physically with the visited environment; conversely, the caster cannot be attacked through the avatar.
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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 [[Plane of Existence|planes of existence]]. This spectral representation assumes the likeness of the caster and serves as their proxy, allowing direct communication with other entitiesWhile 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.
  
 
{{Spelltable
 
{{Spelltable
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| duration = see text
 
| duration = see text
 
| area of effect = self
 
| area of effect = self
| casting time = 3 rounds
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| casting time = 3 [[Combat Round|rounds]]
 
| save = none
 
| save = none
 
| level = [[Cleric 7th Level Spells|cleric (7th)]], [[Illusionist 5th to 7th Level Spells|illusionist (6th)]],<br>[[Mage 9th Level Spells|mage (9th)]]
 
| level = [[Cleric 7th Level Spells|cleric (7th)]], [[Illusionist 5th to 7th Level Spells|illusionist (6th)]],<br>[[Mage 9th Level Spells|mage (9th)]]
 
}}
 
}}
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__TOC__
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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 [[Food|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.
  
The avatar is fully visible once manifested — though it can move or conceal itself to avoid being seen. Because it has no substance, the avatar can pass through walls or conceal itself inside an object — with the understanding that doing this will completely cut off the caster's sensory contact; the caster cannot see or hear through solid objects, any more than if he or she were there personally.
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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.
  
The avatar will appear exactly as the caster appears; if the caster removes his or her cloak, the avatar will appear to do so as wellThe avatar's [[Movement (stride)|movement rate]] is that of the caster, exactly at the level of [[Encumbrance|encumbrance]] the caster possesses.  It cannot become invisible, or fly, or act in any way the caster cannotSpells cannot be cast through the avatar.
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== Placement ==
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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 experienceDirections 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.
  
While sensing the world as an avatar, the character will be insensate to the world surrounding his or her real personThis perspective can be maintained indefinitely, until the caster feels hungry, the need to sleep or a desire to return to his corporeal body.  While concentrating on the avatar, the caster's body will relax, resting prone or seated, waiting for the caster's consciousness to return.  To an outsider, the body will be alive; if jostled firmly, the caster will become aware of the need to return; but the caster must break the spell in order to return and learn what's happening.
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Devices or spells used for [[Clairvoyance (spell)|clairvoyance]], such as a [[Crystal Ball|crystal ball]], can be especially helpful in placing an avatar at a distant locationThe caster can, of course, deliberately travel to a location just to be sure the avatar has been correctly located.
  
Upon seeing an avatar, characters with [[Detect Hidden Creature (sage ability)|heightened senses]] have a 10% chance per level of identifying the illusion for what it is.
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== Actions ==
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The avatar's [[Movement (stride)|movement rate]] matches that of the caster, aligned precisely with the [[Experience Level|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.
  
== Location ==
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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.
There is no limitation on the avatar's distance from the caster; it can be cast to appear immediately adjacent to the caster or to any '''known''' place the caster's knowledge and experience can identify. [[Clairvoyance (spell)|Clairvoyance]], a [[Crystal Ball|crystal ball]], [[Gate (spell)|gate]], [[Plane Shift (spell)|plane shift]] or other like methods can be employed to help realize the avatar's arrival at another place.  Success is automatic.  The caster can make specific references to known places, though he or she may never have actually been there.  '''For example''', the caster could ask the avatar to be placed "One mile north of the largest pyramid in Egypt," or "Five feet from the oldest man named Robert in England."  Unless otherwise specified, the avatar will always appear to the north of a location named, and will not appear at all unless a distance from an object is named.
 
  
[[Category: Clerical Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]]
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== Detection ==
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For most persons, the avatar appears as the caster, and will be taken as such.  [[True Seeing (spell)|True seeing]] reveals the truth, but [[Penetrate Disguise (spell)|penetrate disguise]] is not a powerful enough spell to do so.  Characters that are able to [[Detect Hidden Creature (sage ability)|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.
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See [[Teleportation (spell)]]
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[[Category: Clerical Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 21:07, 29 October 2023

Unsatisfactory image being used as a placeholder.

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)