Difference between revisions of "Phantasmal Guard (spell)"

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[[File:Phantasmal Guard (spell).jpg|right|525px|thumb]]
 
[[File:Phantasmal Guard (spell).jpg|right|525px|thumb]]
'''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)|studded leather armour]], [[Shield (armour)|shield]] and [[Weapons List|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.
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'''Phantasmal guard''' conjures the illusion of a vigilant and physically capable sentry, dedicated to overseeing and regulating access to a designated area. The guard assumes an appearance featuring a helmet with a visor that conceals any distinguishing features, rendering the guard's gender ambiguous. In addition to being adorned in a simulated set of [[Studded Leather (armour)|studded leather armor]], equipped with a [[Shield (armour)|shield]] and a [[Weapons List|weapon]], the illusion also includes a jerkin and a heraldic emblem selected by the caster. Completing the illusion, the guard is depicted wearing [[Gauntlets|gauntlets]] and high, sturdy boots.
  
 
{{Spelltable
 
{{Spelltable
Line 6: Line 6:
 
| 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
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| area of effect = 1 guard; see text
 
| casting time = 1 [[Combat Round|round]]
 
| casting time = 1 [[Combat Round|round]]
 
| save = none
 
| save = none
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
| level = [[Illusionist 2nd Level Spells|illusionist (2nd)]]
 
}}
 
}}
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__TOC__
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The caster retains the flexibility to incorporate other aesthetic elements into the illusion, such as specifying the type of weapon being used, while maintaining the integrity of the spell.  There are no limitations when and where the spell may be cast.
  
In combat, the guard will strike as a [[Fighter (class)|fighter]] of the same level of the illusionist, possessing half the caster's [[Hit Points|hit points]].  It has an [[Armour Class|armour class]] of 5.  Upon [[Roll to Hit|a hit]], the guard causes 1-8 [[Damage (hit points)|damage]] +1.  The guard cannot fire a [[Missile Weapons|missile weapon]] or gain the reach benefits of a [[Polearm (weapon)|polearm]].
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== Combat ==
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The phantasmal guard will engage as if it were a [[Fighter (class)|fighter]] of equivalent level to that of the caster, possessing half of the caster's total [[Hit Points|hit points]].  It has an [[Armour Class|armour class]] of 5.  When successfully landing a strike, the guard inflicts 1-8 [[Damage (hit points)|damage]], +1 bonus point.  The guard can't employ missile weapons, or take advantage of the reach typically associated with [[Polearm (weapon)|polearm]]-type weapons.
  
The illusion is immune to [[Stun Lock|stun lock]] and immune to any form of magic that doesn't cause damage.  When reduced to zero hit points, the guard will dissipateWhen 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.
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The illusion is immune to [[Stun Lock|stun lock]] and any form of magic that fails to deliver hit points of damage.  The guard vanishes when its hit points are depletedThe creature delivering the final point of damage, if having an intelligence above zero, must make a [[Saving Throws|saving throw against magic]]; failure results in the creature being stunned in surprise for a duration of 1 round.
  
There are no limitations when and where the spell may be cast.
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== Other Duties ==
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Upon activation, the phantasmal guard assumes a stationary position, remaining vigilant and prepared. It effectively blocks access to a space measuring 5 combat [[Combat Hex|hexes]] in diameter, safeguarding this area against anyone attempting to enter or move past the guard.  If the caster is within this area, the guard strives to protect the caster above all else — yet once the spell is cast, and the area designated, the guard is trapped in this area until dispelled.
  
== Duties ==
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It need not rest and will remain perpetually [[On Guard (sage ability)|on guard]] once the spell is cast.  It cannot be [[Surprise (combat)|surprised]].  The amount of illumination is irrelevant, as the guard can see perfectly well upon it's ground.  When unknown persons approach within 15 feet of its ground, the guard issues a warning, demanding to know, "Who goes there?" Individuals designated by the caster can freely pass by providing their names, while others, even if they share the same name, will be denied access. If the guard is provoked to attack an intruder, it raises an alarm that can be heard within a range of 120 ft.
When activated, the phantasmal guard will remain in place, waiting and ready.  It will deny passage through a space 3 [[Combat Hex|combat hexes]] in diameter, or protect an area of that sizeAny 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.
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See [[Phantasmal Figure (spell)]]
  
== Duration ==
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[[Category: Illusionary Spells]][[Category: Reviewed]]
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.
 
 
 
[[Category: Illusionary Spells]][[Category: Don't Review until 2022]]
 

Latest revision as of 19:44, 10 October 2023

Phantasmal Guard (spell).jpg

Phantasmal guard conjures the illusion of a vigilant and physically capable sentry, dedicated to overseeing and regulating access to a designated area. The guard assumes an appearance featuring a helmet with a visor that conceals any distinguishing features, rendering the guard's gender ambiguous. In addition to being adorned in a simulated set of studded leather armor, equipped with a shield and a weapon, the illusion also includes a jerkin and a heraldic emblem selected by the caster. Completing the illusion, the guard is depicted wearing gauntlets and high, sturdy boots.

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)

The caster retains the flexibility to incorporate other aesthetic elements into the illusion, such as specifying the type of weapon being used, while maintaining the integrity of the spell. There are no limitations when and where the spell may be cast.

Combat

The phantasmal guard will engage as if it were a fighter of equivalent level to that of the caster, possessing half of the caster's total hit points. It has an armour class of 5. When successfully landing a strike, the guard inflicts 1-8 damage, +1 bonus point. The guard can't employ missile weapons, or take advantage of the reach typically associated with polearm-type weapons.

The illusion is immune to stun lock and any form of magic that fails to deliver hit points of damage. The guard vanishes when its hit points are depleted. The creature delivering the final point of damage, if having an intelligence above zero, must make a saving throw against magic; failure results in the creature being stunned in surprise for a duration of 1 round.

Other Duties

Upon activation, the phantasmal guard assumes a stationary position, remaining vigilant and prepared. It effectively blocks access to a space measuring 5 combat hexes in diameter, safeguarding this area against anyone attempting to enter or move past the guard. If the caster is within this area, the guard strives to protect the caster above all else — yet once the spell is cast, and the area designated, the guard is trapped in this area until dispelled.

It need not rest and will remain perpetually on guard once the spell is cast. It cannot be surprised. The amount of illumination is irrelevant, as the guard can see perfectly well upon it's ground. When unknown persons approach within 15 feet of its ground, the guard issues a warning, demanding to know, "Who goes there?" Individuals designated by the caster can freely pass by providing their names, while others, even if they share the same name, will be denied access. If the guard is provoked to attack an intruder, it raises an alarm that can be heard within a range of 120 ft.


See Phantasmal Figure (spell)