Phantom Steed (spell)

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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. 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 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)

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.

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 as regards their appearance on the animal and their limitation. 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.

Travel

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.

 Creatures of 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).

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.