Difference between revisions of "Shadow Monsters (spell)"
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[[File:Shadow Monsters (spell).jpg|right|490px|thumb]] | [[File:Shadow Monsters (spell).jpg|right|490px|thumb]] | ||
− | '''Shadow Monsters''' allows the | + | '''Shadow Monsters''' is a spell that allows the caster to conjure a host of shadow-like entities capable of launching attacks but lacking in defensive capabilities. They're swift, non-corporeal and perfectly able to cross water and move vertically over any surface, including walls or ceilings. They can pass through walls and doors at the caster's discretion. |
{{Spelltable | {{Spelltable | ||
| name = Shadow Monsters | | name = Shadow Monsters | ||
− | | range = 10 ft. +5 ft. per level | + | | range = 10 ft. +5 ft. per [[Experience Level|level]] |
− | | duration = 1 round per level | + | | duration = 1 [[Combat Round|round]] per level |
| area of effect = 1 shadow monster per level | | area of effect = 1 shadow monster per level | ||
| casting time = 2 [[Combat Round|rounds]] | | casting time = 2 [[Combat Round|rounds]] | ||
Line 11: | Line 11: | ||
| level = [[Illusionist 4th Level Spells|illusionist (4th)]] | | level = [[Illusionist 4th Level Spells|illusionist (4th)]] | ||
}} | }} | ||
+ | __TOC__ | ||
+ | Further, these monsters lack any sort of consciousness, intelligence, or physicality — though they can be struck. They operate solely as extensions of the spellcaster's will. They're somewhat swift, moving at a speed of 8 hexes per round. | ||
− | + | Up to two of these creatures can coexist within the same [[Combat Hex|combat hex]], and as many as four of them may engage a single target simultaneously in a given round. They are constrained by the requirement to remain within the caster's [[Line-of-sight|line-of-sight]] when [[Attacking in Combat|attacking]] — though if separated, they'll wait in their own hexes without moving, exchanging blows with any creature that engages them in [[Melee|melee]]. | |
− | [[Category: Illusionary Spells]] | + | == Advantages == |
+ | Each shadow monsters has a [[THAC0]] equal to the spellcaster, with an additional +2 bonus [[Roll to Hit|to hit]]. When striking, they cause 2d4 damage. However, if struck with even 1 [[Hit Points|hit point]] of [[Damage (hit points)|damage]], they disappear at once. Even the damage done by a pummel is sufficient to extinguish their existence. | ||
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+ | [[Category: Illusionary Spells]][[Category: Reviewed]] |
Latest revision as of 01:37, 29 October 2023
Shadow Monsters is a spell that allows the caster to conjure a host of shadow-like entities capable of launching attacks but lacking in defensive capabilities. They're swift, non-corporeal and perfectly able to cross water and move vertically over any surface, including walls or ceilings. They can pass through walls and doors at the caster's discretion.
Range | 10 ft. +5 ft. per level |
Duration | 1 round per level |
Area of Effect | 1 shadow monster per level |
Casting Time | 2 rounds |
Saving Throw | none |
Level | illusionist (4th) |
Contents
Further, these monsters lack any sort of consciousness, intelligence, or physicality — though they can be struck. They operate solely as extensions of the spellcaster's will. They're somewhat swift, moving at a speed of 8 hexes per round.
Up to two of these creatures can coexist within the same combat hex, and as many as four of them may engage a single target simultaneously in a given round. They are constrained by the requirement to remain within the caster's line-of-sight when attacking — though if separated, they'll wait in their own hexes without moving, exchanging blows with any creature that engages them in melee.
Advantages
Each shadow monsters has a THAC0 equal to the spellcaster, with an additional +2 bonus to hit. When striking, they cause 2d4 damage. However, if struck with even 1 hit point of damage, they disappear at once. Even the damage done by a pummel is sufficient to extinguish their existence.