Difference between revisions of "Shadow Monsters (spell)"
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− | Further, | + | 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. |
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+ | 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]]. | ||
== Advantages == | == Advantages == | ||
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− | [[Category: Illusionary Spells]] | + | [[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.