Phantasmal Guard (spell)
Range | 10 ft. |
Duration | 1 hour per level |
Area of Effect | 1 guard; see below |
Casting Time | 1 round |
Saving Throw | none |
Level | illusionist (2nd) |
Creates the illusion of a willing and able humanoid with long sword, studded leather armor and shield, who will stand guard and react to any and all persons who approach the guard’s position. The guard’s perception will equal 5 feet per level of the illusionist, so that it will ignore all creatures that move outside that range. The guard will shout an alarm and even attack creatures inside its designated sphere of perception.
This means that the center of the guard’s perception is designated, then the guard will move anywhere within the area of it’s perception to take action, returning to the center again when no action is required.
Thus, the spell will ‘guard’ an area—stand watch, demand to know “who goes there!” or otherwise confront individuals who come near. The guard has effective ultravision, but cannot explain what it sees, thinks, believes or otherwise encounters—it can only act.
The guard will have knowledge as to which individuals it is meant to ‘give pass,’ or ignore. This knowledge does not prevent the guard from being fooled by a look-alike … but the guard will insist on seeing the face of any individual moving inside it’s jurisdiction.
It will attempt to engage in combat any other creature that passes near, whether friend or foe, if that creature has not been designated by the caster. Others will presume the phantasmal guard to be wholly and completely real. The figure will stop attacking if ordered verbally by the illusionist, who must be within vocal range to do so. Obviously, the illusionist can dispel the guard at will so long as it is in line of sight.
The guard will fight as a fighter of the same level of the illusionist, with half the illusionist’s hit points. When reduced to zero hit points, it will dissipate. Attackers must make save vs. magic upon this instance or be stunned in surprise for 1 round. The guard can be created in the midst of combat and it will attack all those not designated by the caster inside it’s usual perception.
The guard cannot be surprised, backstabbed or assassinated.
The features of the guard will be unrecognizable, even if guard after guard has been cast into existence—effectively, each one will seem unique but without substance.