Difference between revisions of "Phantasmal Guard (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 +
[[File:Phantasmal Guard (spell).jpg|right|525px|thumb]]
 +
'''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
 
| name = Phantasmal Guard
 
| name = Phantasmal Guard
 
| range = 10 ft.
 
| range = 10 ft.
| duration = 1 hour per 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 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)]]
 
}}
 
}}
 +
__TOC__
 +
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.
  
Creates the illusion of a willing and able humanoid with long sword, [[Studded Leather (armour)|studded leather armour]] and [[Shield (armour)|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 caster, 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.
+
== Combat ==
 
+
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.
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 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 depleted.  The 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.
  
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.
+
== 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 [[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.
  
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.
+
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.
  
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.
+
See [[Phantasmal Figure (spell)]]
  
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.
+
[[Category: Illusionary Spells]][[Category: Reviewed]]

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)