Difference between revisions of "Phantom Steed (spell)"
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[[File:Phantasmal Steed (spell).jpg|right|560px|thumb]] | [[File:Phantasmal Steed (spell).jpg|right|560px|thumb]] | ||
− | '''Phantasmal Steed''' conjures a mystical, horse-like creature that will serve as a mount for the recipient of the spell's effect, designated by the caster prior to [[Spellcasting|discharging]] the spell. The steed has the strength and speed of a [[Warhorse|medium warhorse]]. | + | '''Phantasmal Steed''' conjures a mystical, horse-like creature that will serve as a mount for the recipient of the spell's effect, designated by the caster prior to [[Spellcasting|discharging]] the spell. The steed has the strength and speed of a [[Warhorse|medium warhorse]]. |
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{{Spelltable | {{Spelltable | ||
| name = Phantasmal Steed | | name = Phantasmal Steed | ||
Line 11: | Line 11: | ||
| level = [[Illusionist 3rd Level Spells|illusionist (3rd)]] | | level = [[Illusionist 3rd Level Spells|illusionist (3rd)]] | ||
}} | }} | ||
+ | Phantom steeds make no sound when moving, being composed of semi-substantial smoke; their eerie appearance, as seen in the image, is evident only in the dark; during the day, the steed appears to be a perfectly ordinary, saddled horse. | ||
− | + | When the steed's appearance is evident, beginning at dusk until the sun visibly rises, creatures with a 4 [[Intelligence (ability stat)|intelligence]] or less won't approach within 40 feet of the phantasm, or 8 [[Combat Hex|combat hexes]]. | |
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+ | The steed can be killed if it suffers 15 points of [[Damage (hit points)|damage]]; however, the phantasm provides immunity to normal weapons. It can only be [[Roll to Hit|hit]] by either [[Silver to Hit|silver]] or [[Magic to Hit|magic weapons]]. | ||
+ | == Riding == | ||
+ | As the phantasm is able to predict and compensate for the recipient, he or she receives the equivalent of [[Horse Handling I (sage ability)|horse handling I]] ability when mounted aboard the steed. If the recipient already possesses this ability, the benefit of the steed grants the equivalent of [[Horse Handling II (sage ability)|horse handling II]]. These benefits allow the rider to fight from and direct the steed, regardless of the recipient's class or even their weight and height. | ||
+ | The steed does jostle the rider somewhat when moving, so those wishing to cast from the back of the phantasm must bring it to a stop. | ||
− | + | When the caster reaches 8th level, the steed is granted the additional power of being able to cross spongy ground, mud or sinking sand as easily as if it was hard-packed earth. At 10th level, the steed can be ridden over open water, so long as the [[Travel#Wind|wind force]] is no stronger than 3. This force limit is increased by 1 per level of caster above 10th, so that at 19th level, the phantom steed can be ridden through a hurricane. | |
− | + | Contrary to previous versions of the spell, the phantom steed cannot be made to [[Flight|fly]]. | |
− | The steed is able to | + | == Encumbrance == |
+ | The phantom steed is able to carry up to 100 lbs. per level of the caster, without any effect whatsoever upon the steed's ability to move or turn. This weight is placed into saddlebags on the horse's sides, which act as [[Bag of Holding|bags of holding]] with regard to their appearance on the animal and inherent limitations. No object that is wider than 18 inches may be stuffed into the steed's saddlebags, as such objects cannot "fit" into the saddle bag's opening. | ||
− | [[Category: Illusionary Spells]] | + | [[Category: Illusionary Spells]][[Category: Don't Review until 2023]] |
Latest revision as of 20:19, 27 September 2022
Phantasmal Steed conjures a mystical, horse-like creature that will serve as a mount for the recipient of the spell's effect, designated by the caster prior to discharging the spell. The steed has the strength and speed of a medium warhorse.
Contents
Range | touch |
Duration | 1 hour per level |
Area of Effect | 1 mount |
Casting Time | 2 rounds |
Saving Throw | none |
Level | illusionist (3rd) |
Phantom steeds make no sound when moving, being composed of semi-substantial smoke; their eerie appearance, as seen in the image, is evident only in the dark; during the day, the steed appears to be a perfectly ordinary, saddled horse.
When the steed's appearance is evident, beginning at dusk until the sun visibly rises, creatures with a 4 intelligence or less won't approach within 40 feet of the phantasm, or 8 combat hexes.
The steed can be killed if it suffers 15 points of damage; however, the phantasm provides immunity to normal weapons. It can only be hit by either silver or magic weapons.
Riding
As the phantasm is able to predict and compensate for the recipient, he or she receives the equivalent of horse handling I ability when mounted aboard the steed. If the recipient already possesses this ability, the benefit of the steed grants the equivalent of horse handling II. These benefits allow the rider to fight from and direct the steed, regardless of the recipient's class or even their weight and height.
The steed does jostle the rider somewhat when moving, so those wishing to cast from the back of the phantasm must bring it to a stop.
When the caster reaches 8th level, the steed is granted the additional power of being able to cross spongy ground, mud or sinking sand as easily as if it was hard-packed earth. At 10th level, the steed can be ridden over open water, so long as the wind force is no stronger than 3. This force limit is increased by 1 per level of caster above 10th, so that at 19th level, the phantom steed can be ridden through a hurricane.
Contrary to previous versions of the spell, the phantom steed cannot be made to fly.
Encumbrance
The phantom steed is able to carry up to 100 lbs. per level of the caster, without any effect whatsoever upon the steed's ability to move or turn. This weight is placed into saddlebags on the horse's sides, which act as bags of holding with regard to their appearance on the animal and inherent limitations. No object that is wider than 18 inches may be stuffed into the steed's saddlebags, as such objects cannot "fit" into the saddle bag's opening.