Difference between revisions of "Avatar (spell)"

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| casting time = 3 rounds
 
| casting time = 3 rounds
 
| save = none
 
| save = none
| level = [[Cleric 7th Level Spells|cleric (7th)]]
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| level = [[Cleric 7th Level Spells|cleric (7th)]][[Illusionist 6th Level Spells|illusionist (6th)]][[Mage 9th Level Spells|mage (9th)]]
 
}}
 
}}
  
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The avatar is fully visible once manifested — though it can move or conceal itself to avoid being seen.  Because it has no substance, the avatar can pass through walls or conceal itself inside an object — with the understanding that doing this will completely cut off the caster's sensory contact; the caster cannot see or hear through solid objects, any more than if he or she were there personally.
  
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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The avatar will appear exactly as the caster appears; if the caster removes his or her cloak, the avatar will appear to do so as well. The avatar's [[Movement (stride)|movement rate]] is that of the caster, exactly at the level of [[Encumbrance|encumbrance]] the caster possesses.  It cannot become invisible, or fly, or act in any way the caster cannot. Spells cannot be cast through the avatar.
  
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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While sensing the world as an avatar, the character will be insensate to the world surrounding his or her real person.  This perspective can be maintained indefinitely, until the caster feels hungry, the need to sleep or a desire to return to his corporeal body. While concentrating on the avatar, the caster's body will relax, resting prone or seated, waiting for the caster's consciousness to return. To an outsider, the body will be alive; if jostled firmly, the caster will become aware of the need to return; but the caster must break the spell in order to return and learn what's happening.
  
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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Upon seeing an avatar, characters with [[Detect Hidden Creature (sage ability)|heightened senses]] have a 10% chance per level of identifying the illusion for what it is.
  
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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== Location ==
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There is no limitation on the avatar's distance from the caster; it can be cast to appear immediately adjacent to the caster or to any '''known''' place the caster's knowledge and experience can identify.  [[Clairvoyance (spell)|Clairvoyance]], a [[Crystal Ball|crystal ball]], [[Gate (spell)|gate]], [[Plane Shift (spell)|plane shift]] or other like methods can be employed to help realize the avatar's arrival at another place.  Success is automatic.  The caster can make specific references to known places, though he or she may never have actually been there.  '''For example''', the caster could ask the avatar to be placed "One mile north of the largest pyramid in Egypt," or "Five feet from the oldest man named Robert in England."  Unless otherwise specified, the avatar will always appear to the north of a location named, and will not appear at all unless a distance from an object is named.
  
Characters with [[Detect Hidden Creature (sage ability)|heightened senses]] have a 10% chance per level 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.
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[[Category: Clerical Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: Don't Review until 2022]]
 
 
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.
 
 
 
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 (domestic)|horse]] or [[Cart|cart]] — only the physical earth under the cleric’s feet will support the avatar.
 
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[[Category: Lacks Image]]
 

Revision as of 17:19, 18 October 2021

Unsatisfactory image being used as a placeholder.

Avatar creates an alternative, incorporeal duplicate of the caster's body, that can be projected anywhere, upon any plane of existence. The avatar appears as a stand-in for the caster, appearing as the caster to other beings, enabling direct communication. The caster is able to perceive what the avatar can see, hear, feel or smell, while being unable to interact physically with the visited environment; conversely, the caster cannot be attacked through the avatar.

Avatar
Range self
Duration see below
Area of Effect self
Casting Time 3 rounds
Saving Throw none
Level cleric (7th)illusionist (6th)mage (9th)

The avatar is fully visible once manifested — though it can move or conceal itself to avoid being seen. Because it has no substance, the avatar can pass through walls or conceal itself inside an object — with the understanding that doing this will completely cut off the caster's sensory contact; the caster cannot see or hear through solid objects, any more than if he or she were there personally.

The avatar will appear exactly as the caster appears; if the caster removes his or her cloak, the avatar will appear to do so as well. The avatar's movement rate is that of the caster, exactly at the level of encumbrance the caster possesses. It cannot become invisible, or fly, or act in any way the caster cannot. Spells cannot be cast through the avatar.

While sensing the world as an avatar, the character will be insensate to the world surrounding his or her real person. This perspective can be maintained indefinitely, until the caster feels hungry, the need to sleep or a desire to return to his corporeal body. While concentrating on the avatar, the caster's body will relax, resting prone or seated, waiting for the caster's consciousness to return. To an outsider, the body will be alive; if jostled firmly, the caster will become aware of the need to return; but the caster must break the spell in order to return and learn what's happening.

Upon seeing an avatar, characters with heightened senses have a 10% chance per level of identifying the illusion for what it is.

Location

There is no limitation on the avatar's distance from the caster; it can be cast to appear immediately adjacent to the caster or to any known place the caster's knowledge and experience can identify. Clairvoyance, a crystal ball, gate, plane shift or other like methods can be employed to help realize the avatar's arrival at another place. Success is automatic. The caster can make specific references to known places, though he or she may never have actually been there. For example, the caster could ask the avatar to be placed "One mile north of the largest pyramid in Egypt," or "Five feet from the oldest man named Robert in England." Unless otherwise specified, the avatar will always appear to the north of a location named, and will not appear at all unless a distance from an object is named.