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Faerie Phantoms
(Illusion/Phantasm)
Level: 1
Range: 60 yds. + 10 yds./level
Duration: Special
Area of Effect: 1d6 phantoms per level
Components: V, S
Casting Time: 1 segment
Saving Throw: None
When a Faerie Phantoms spell is cast, the spell caster causes 1d6 illusionary
faeries to come into being. The phantasmal faeries will behave as normal
faeries and begin frolicking, dancing, fluttering and generally having a grand
ol' time with out any concentration by the caster.
If the caster concentrates, he can generally have the faeries react in a desired
way such as attacking a foe, walking with the caster, or putting on a play. The
faeries themselves do no damage. But their successful attacks can be sufficient
to disrupt the concentration of another spell caster. When a phantom faerie
is struck by a melee or missile attack, magical or otherwise, it disappears but
any other existing phantoms remain intact until struck. If the phantoms are
not dispelled or struck, they will last for one turn per level of the caster.
Errata: A maximum of 16 phantoms may be created at one time.
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