Difference between revisions of "Phantasmal Guard (spell)"

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| range = 10 ft.
 
| range = 10 ft.
 
| duration = 1 hour per [[Experience Level|level]]
 
| duration = 1 hour per [[Experience Level|level]]
| area of effect = 1 guard; see below
+
| area of effect = 1 guard; see text
 
| casting time = 1 [[Combat Round|round]]
 
| casting time = 1 [[Combat Round|round]]
 
| save = none
 
| save = none

Revision as of 21:46, 21 June 2022

Phantasmal Guard (spell).jpg

Phantasmal guard creates the illusion of an able-bodied soldier ready to keep watch and control access to a place. The guard will appear with a helmet and visor, which will conceal any features; the sex of the guard will be uncertain. Along with the appearance of studded leather armour, shield and weapon, the guard will wear a jerkin and heraldic symbol of the caster's choosing, gauntlets and high hard boots. Other cosmetic details may be added by the caster, such as which weapon is being carried, without altering the spell.

Phantasmal Guard
Range 10 ft.
Duration 1 hour per level
Area of Effect 1 guard; see text
Casting Time 1 round
Saving Throw none
Level illusionist (2nd)

In combat, the guard will strike as a fighter of the same level of the illusionist, possessing half the caster's hit points. It has an armour class of 5. Upon a hit, the guard causes 1-8 damage +1. The guard cannot fire a missile weapon or gain the reach benefits of a polearm.

The illusion is immune to stun lock and immune to any form of magic that doesn't cause damage. When reduced to zero hit points, the guard will dissipate. When this occurs, the creature responsible for causing the final damage point must make a save vs. magic or be stunned in surprise for 1 round.

There are no limitations when and where the spell may be cast.

Duties

When activated, the phantasmal guard will remain in place, waiting and ready. It will deny passage through a space 3 combat hexes in diameter, or protect an area of that size. Any who attempt to enter into this space, or move through it, or attack a "friend" of the guard, will be attacked — though the guard will not move out of the designated area. When on guard, it will remain in the area's center.

The guard will give warning when an approacher comes within 5 ft. per level of the caster, demanding to know, "Who goes there?" The amount of illumination has no effect on this distance, or on the guard's ability to "see." Those whom the caster designates may pass freely when they give their names, while another, even though they might have the same name, will be denied. When the guard attacks an intruder, it will shout an alarm that can be heard for 60 ft.

The guard cannot be surprised or be approached without it's awareness.

Duration

The phantasmal guard will remain in existence until it is killed, it is dispelled by the caster, or the caster dies. If none of these take place, then the guard will remain ready for years, if need be. Since it is never relieved, and won't move while on guard, a long-time observer should guess something unnatural is involved. Otherwise, witnesses will presume the guard to be wholly and completely real, and potentially very dangerous.

If there is an existing guard, it must be dispelled before the spell can be cast elsewhere. The caster may do so from anywhere, and at anytime.