Difference between revisions of "Avatar (spell)"

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[[File:Avatar (spell).jpg|right|490px|thumb|Unsatisfactory image being used as a placeholder.]]
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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 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.
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{{Spelltable
 
{{Spelltable
 
| name = Avatar
 
| name = Avatar
 
| range = self
 
| range = self
| duration = see below
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| 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)]]
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| 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.
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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.
  
Creates an alternative, incorporeal body of the cleric which can be projected anywhere upon the prime material, astral or outer planes. Where ever this may be, through the avatar the cleric will be able to comprehend his or her surroundings, or communicate with creatures at that place, though the cleric’s body and possessions will remain behind.
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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 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.
  
To anyone else, the cleric on sight will appear to be completely human. The avatar cannot become invisible, though it may hide behind objects to avoid being seen, and may pass through objects freely. Still, the avatar is without physical substance — physical or magical attacks against the avatar will have no effect. In turn, the cleric will be unable to cast spells or take physical action through the avatar.
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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 location. The caster can, of course, deliberately travel to a location just to be sure the avatar has been correctly located.
  
As an avatar, the cleric cannot hear or see through walls or other solid objects, any more than if the cleric were actually present at the location. Nor can the cleric fly, or perform any form of travel which the cleric could not perform. Magical spells which would affect the cleric cannot be cast upon the avatar.
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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.
  
There is no distance to which the avatar cannot be projected. The cleric must identify the name or condition of a place, or the name or condition of a creature to be found, but the cleric need not have ever seen or met the place or individual sought. Success will be unfailing, the cleric’s avatar appearing at a distance of the cleric’s choosing — thus, the cleric might specify, “One mile north of the largest pyramid in Egypt,” or “Five feet from the oldest man named Robert in England.” When not specified, the avatar will always appear to the north of the 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.
  
When in sight, the cleric may visually ascertain the desired location of the avatar and it will appear there — such as, on the top of a wall, or at the far end of a street, etc.
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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.
  
Those who have a percentage chance to detect invisibility have an equal chance of identifying an avatar from a real being. If done, a thin silvery thread will lead back to the cleric’s physical body. Those who have the power to follow this thread have the potential to find and kill the cleric wherever he or she may be. While participating as an avatar, the cleric does not have any comprehension of what may be going on wherever his or her body may be — so it will be up to others to protect the true body from harm.
 
  
The cleric must cease to be an avatar in order to communicate any knowledge to others who are located with the cleric’s true body.
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See [[Teleportation (spell)]]
  
The cleric may continue to exist as an avatar indefinitely; however, once the avatar’s location has been determined, the spell must be broken before the avatar can be sent anywhere else. Until then, the avatar can only travel as the cleric might without aid of a horse or cart — only the physical earth under the cleric’s feet will support the avatar.
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[[Category: Clerical Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: Reviewed]]
<br>
 

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)