Difference between revisions of "Phantom Steed (spell)"

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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 medium warhorse.
 
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 medium warhorse.
  
The steed can be killed if it suffers 15 points of damage; however, the phantasm has an immunity to normal weapons.  It can only be hit by either [[Silver to Hit|silver]] or [[Magic to Hit|magic weapons]].  
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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 to Hit|silver]] or [[Magic to Hit|magic weapons]].  
  
 
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.
 
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.

Revision as of 20:16, 27 September 2022

Phantasmal Steed (spell).jpg

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.

Phantasmal Steed
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 medium warhorse.

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.

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.

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 as regards their appearance on the animal and their limitation. 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.