Difference between revisions of "Phantom Steed (spell)"

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(Created page with "'''Phantasmal Steed''' creates a quasi-real horse-like creature that can be ridden by the caster, or by the creature for whom the caster specifically creates the mount. The st...")
 
 
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'''Phantasmal Steed''' creates a quasi-real horse-like creature that can be ridden by the caster, or by the creature for whom the caster specifically creates the mount. The steed may be packed also, and overall will carry up to 200 lbs. per level of the caster, to a maximum of 1 ton.
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[[File:Phantasmal Steed (spell).jpg|right|560px|thumb]]
 
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'''Phantasmal Steed''' conjures a mystical, horse-like creature that will serve as a mount for the recipient of the spell's effect, designated by the caster prior to [[Spellcasting|discharging]] the spell. The steed has the strength and speed of a [[Warhorse|medium warhorse]].
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{{Spelltable
 
{{Spelltable
 
| name = Phantasmal Steed
 
| name = Phantasmal Steed
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| level = [[Illusionist 3rd Level Spells|illusionist (3rd)]]
 
| level = [[Illusionist 3rd Level Spells|illusionist (3rd)]]
 
}}
 
}}
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Phantom steeds make no sound when moving, being composed of semi-substantial smoke; their eerie appearance, as seen in the image, is evident only in the dark; during the day, the steed appears to be a perfectly ordinary, saddled horse.
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When the steed's appearance is evident, beginning at dusk until the sun visibly rises, creatures with a 4 [[Intelligence (ability stat)|intelligence]] or less won't approach within 40 feet of the phantasm, or 8 [[Combat Hex|combat hexes]].
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The steed can be killed if it suffers 15 points of [[Damage (hit points)|damage]]; however, the phantasm provides immunity to normal weapons.  It can only be [[Roll to Hit|hit]] by either [[Silver to Hit|silver]] or [[Magic to Hit|magic weapons]].
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== Riding ==
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As the phantasm is able to predict and compensate for the recipient, he or she receives the equivalent of [[Horse Handling I (sage ability)|horse handling I]] ability when mounted aboard the steed.  If the recipient already possesses this ability, the benefit of the steed grants the equivalent of [[Horse Handling II (sage ability)|horse handling II]].  These benefits allow the rider to fight from and direct the steed, regardless of the recipient's class or even their weight and height.
  
The steed has a movement rate of 12 hexes per round, and is able to turn up to 180 degree in a circle of 3 hexes (rider must be a fighter class or needs to make a [[Ability Checks|dexterity check]] to remain mounted). The speed cannot be increased, as the phantom speed cannot "run."
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The steed does jostle the rider somewhat when moving, so those wishing to cast from the back of the phantasm must bring it to a stop.
  
Fighters may fight from the steed, and so long as the steed does not move more than 2 hexes during a round where concentration is required, a caster may cast spells from it.
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When the caster reaches 8th level, the steed is granted the additional power of being able to cross spongy ground, mud or sinking sand as easily as if it was hard-packed earth.  At 10th level, the steed can be ridden over open water, so long as the [[Travel#Wind|wind force]] is no stronger than 3.  This force limit is increased by 1 per level of caster above 10th, so that at 19th level, the phantom steed can be ridden through a hurricane.
  
Phantom steeds make no sound, being composed of black, semi-substantial black smoke. Creatures of [[Intelligence (ability stat)|animal or semi-intelligence]] will not move within 20 feet of a phantom steed. The steed is able to suffer up to 15 hit points of damage, and cannot be struck by normal weapons (silver or magic weapons do normal damage).
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Contrary to previous versions of the spell, the phantom steed cannot be made to [[Flight|fly]].
  
The steed is able to move over firm ground up to 8th level, but if the caster is 8th level or better, a muddy bog or sinking sand may be moved over as easily. At 10th level, the steed will ride over water, and at 12th the steed is able to move over air for a maximum of 3 rounds; at 14th level, the steed may fly continuously.
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== Encumbrance ==
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The phantom steed is able to carry up to 100 lbs. per level of the caster, without any effect whatsoever upon the steed's ability to move or turn. This weight is placed into saddlebags on the horse's sides, which act as [[Bag of Holding|bags of holding]] with regard to their appearance on the animal and inherent limitations.  No object that is wider than 18 inches may be stuffed into the steed's saddlebags, as such objects cannot "fit" into the saddle bag's opening.
  
[[Category: Illusionary Spells]]
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[[Category: Illusionary Spells]][[Category: Don't Review until 2023]]

Latest revision as of 20:19, 27 September 2022

Phantasmal Steed (spell).jpg

Phantasmal Steed conjures a mystical, horse-like creature that will serve as a mount for the recipient of the spell's effect, designated by the caster prior to discharging the spell. The steed has the strength and speed of a medium warhorse.

Phantasmal Steed
Range touch
Duration 1 hour per level
Area of Effect 1 mount
Casting Time 2 rounds
Saving Throw none
Level illusionist (3rd)

Phantom steeds make no sound when moving, being composed of semi-substantial smoke; their eerie appearance, as seen in the image, is evident only in the dark; during the day, the steed appears to be a perfectly ordinary, saddled horse.

When the steed's appearance is evident, beginning at dusk until the sun visibly rises, creatures with a 4 intelligence or less won't approach within 40 feet of the phantasm, or 8 combat hexes.

The steed can be killed if it suffers 15 points of damage; however, the phantasm provides immunity to normal weapons. It can only be hit by either silver or magic weapons.

Riding

As the phantasm is able to predict and compensate for the recipient, he or she receives the equivalent of horse handling I ability when mounted aboard the steed. If the recipient already possesses this ability, the benefit of the steed grants the equivalent of horse handling II. These benefits allow the rider to fight from and direct the steed, regardless of the recipient's class or even their weight and height.

The steed does jostle the rider somewhat when moving, so those wishing to cast from the back of the phantasm must bring it to a stop.

When the caster reaches 8th level, the steed is granted the additional power of being able to cross spongy ground, mud or sinking sand as easily as if it was hard-packed earth. At 10th level, the steed can be ridden over open water, so long as the wind force is no stronger than 3. This force limit is increased by 1 per level of caster above 10th, so that at 19th level, the phantom steed can be ridden through a hurricane.

Contrary to previous versions of the spell, the phantom steed cannot be made to fly.

Encumbrance

The phantom steed is able to carry up to 100 lbs. per level of the caster, without any effect whatsoever upon the steed's ability to move or turn. This weight is placed into saddlebags on the horse's sides, which act as bags of holding with regard to their appearance on the animal and inherent limitations. No object that is wider than 18 inches may be stuffed into the steed's saddlebags, as such objects cannot "fit" into the saddle bag's opening.