Difference between revisions of "Phantasmal Figure (spell)"
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See [[Phantasmal Guard (spell)]] | See [[Phantasmal Guard (spell)]] | ||
− | [[Category: Illusionary Spells]] | + | [[Category: Illusionary Spells]][[Category: Reviewed]] |
Latest revision as of 15:10, 7 March 2025
Phantasmal Figure is a spell that creates the illusion of a willing and able humanoid with desired weapons and armour, who appears to engage in combat like any other creature. The figure appears to emerge from some hidden location, even from behind the caster, and is presumed to be wholly and completely real.
Range | 30 ft. per level |
Duration | until killed or dispelled; see text |
Area of Effect | 1 figure |
Casting Time | 1 round |
Saving Throw | none |
Level | illusionist (1st) |
Contents
This figure is completely under the control of the illusionist — and while direction is necessary, concentration is not. Although the figure appears to attempt to strike or otherwise cause the enemy trouble, it has no ability to hit or cause damage. Enemies, however, must defend against it, as the figure hazards them and forces them to expend movement points just as any other combatant. During combat the figure grunts, shouts, insults or otherwise behaves as a real person — who is apparently, tremendously, unlucky in their ability to hit.
The features of the figure are unrecognisable; each figure seems unique, but without substance, so that the exact appearance of the face can't be recalled. An opponent meeting one a second time from the same caster might say, "Ah, you again!" if it wasn't defeated before, or "How are you back?" if the opponent remembers "obliterating" it.
The illusion cannot be dispelled through mundane means, but it is subject to magical detection and dispelling effects. Spells such as detect illusion or true seeing immediately reveal its nature, while a dispel magic effect causes it to vanish instantly. However, unless its true nature is uncovered, the phantasmal figure remains an invaluable tool for misdirection and tactical advantage.
Defenses
Possessing a 4 armour class, the figure can sustain half as many hit points as the caster before appearing to die — whereupon the figure disappears. The creature responsible for causing the final damage point is so shocked by this that they must make a save vs. magic or be stunned in surprise for 1 round.
Duration
If cast in the daytime, the figure remains in existence until the first sunset that occurs after it has been cast; if cast at night, the figure persists until the following sunrise. If the caster is able to recast the spell before it naturally expires, the figure is restored to full strength (but a second one may not be created).