Phantom Steed
(Alteration/Phantasm)
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Effect: When this spell is CAST the illusionist creates a quasi-real, horse-like creature.
This creature can be ridden
only by the illusionist who created it, or by any person for whom the illusionist
creates such a mount specifically.
All phantom steeds
have black heads and bodies with gray manes and tails, and smoke-coloured,
insubstantial hooves which make no sound. <revise image>
Their eyes are milky-coloured.
They do not fight, but all
normal animals shun them, so only monstrous ones will attack. <wsg:
calming an excited animal>
If more than 12 points of
damage accrue to such a mount, the dweomer is dispelled and the phantom
steed disappears.
A phantom steed moves
at a max. rate of 4" per level of the spell caster.
It has what seems to be
a saddle and a bit & bridle,
but it can not carry saddlebags
and the like -- only its rider and what he or she carries.
These mounts gain certain
powers according to the level of the illusionist who created them:
8th level: Ability to pass over sandy, muddy, or even swampy ground without difficulty.
10th level: Ability to pass over water as it were firm, dry ground.
12th level:
Ability to travel in the air as if it were firm land instead,
so chasms
and the like can be crossed without benefit of a bridge.
Note,
however, that the mount can not casually take off and fly.
14th level: Ability to perform as if it were a pegasus.
MC: Not noted. <>
Q: The illusionist
spell phantom
steed is listed as having
a material
component, but the component
is
not identified in the spell
description.
What should it be?
A: The material component
for phantom
steed is a small silver
horseshoe.
(117.32)
UW: Such creatures summoned
underwater are
hippocampi with black forebodies
and silver-gray
scales. They do not gain
the special abilities in
traveling || flying, but
do gain the 4"/level movement
of the phantom steed.
Otherwise they are similar
to the steed summoned by
the spell.
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