06-01-2009, 02:50 PM | #21 |
Banned
Join Date: Apr 2008
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Re: Phantom abilities
I presume it can open doors at least. But why do you bring up Apportation?
{Edit: Ah, I see, because it's in the prerequisites. I'm not sure that's determinitive, in that there are probably (IDHMBWM) other spells in which it is clear that the pre-req ability is not included or engaged in the higher-order spell's function. Anyway, if a Phantom can open a door, then it can pick up a knife. If it can pick up a knife, it can drop it from a height onto someone. Whether they can see the Phantom or not or believe in it or not, presumably the knife will hurt them if it hits them.} Last edited by Figleaf23; 06-01-2009 at 02:56 PM. |
06-01-2009, 05:55 PM | #22 | |
Join Date: Aug 2004
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Re: Phantom abilities
Quote:
(Side benefit. Use the Phantom duration here, which beats that of Telecast.) But as it stands now, Phantoms should be illusions with the ability to affect the real world via physical methods.
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06-01-2009, 05:59 PM | #23 |
Join Date: Dec 2007
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Re: Phantom abilities
Since the spell says it can hinder movement, but not cause it, I conclude it can't. It would be awkward if it could, since that would mean that it could pick up rocks and throw them, and it would be impossible to counter-attack because it wouldn't be solid to the counter attack.
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06-01-2009, 09:24 PM | #24 |
Join Date: May 2005
Location: Lynn, MA
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Re: Phantom abilities
I agree that spell like effects created by a phantom should be otherwise available as prerequisites to this spell. It kind of makes it "Magic Gumbo"... You know fire magic? it can breathe fire... You know icy weapon? then your phantom knight can have one... Just charge the fatigue cost of the other spell(s) as well when you're creating your phantom, or alternatively, when it attacks and the spell effect needs to be triggered.
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06-02-2009, 08:46 AM | #25 | |
Banned
Join Date: Apr 2008
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Re: Phantom abilities
Quote:
Your comment adds further confusion -- how can it hinder movement without being able to do other physical effects? |
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06-02-2009, 08:52 AM | #26 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Phantom abilities
Quote:
If the later then perhaps the IQ/effectivness roll should be triggered by a statment more like...'The first time any living being with an IQ greater than 5 observes the phantom physically act roll a quick contest between that beings IQ and the casters skill. If the caster wins, treat as...' That way the 'moment of truth' occurs the first time someone could notice a discrepancy, either in what the phantom affects, or in the way it is affected by it's surroundings. if that interaction is a physical touch there may be a bouns in order to discern the truth of the illusion, if at a distance, range/vision penalties may be appropriate.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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06-02-2009, 09:38 AM | #28 |
Join Date: Dec 2007
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Re: Phantom abilities
It's...magic. <dramatic gesture> Specifically, it can only hinder the movement of (or damage) a creature it beat in an IQ contest after they come into contact. Until then it can't inflict damage or be damaged. Shoot arrows at it as it approaches (or as it fights someone else) and they'll pass right through because it will be a Perfect Illusion to someone who hasn't touched it. They call it a "Phantom" because that's what it is. What kind of phantom could be take down by a thrown rock? Did you notice that Phantom actually costs more than Create Warrior?
Last edited by David Johnston2; 06-02-2009 at 09:44 AM. |
06-02-2009, 09:54 AM | #29 |
Banned
Join Date: Apr 2008
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Re: Phantom abilities
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06-02-2009, 10:12 AM | #30 |
Join Date: Dec 2007
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Re: Phantom abilities
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Tags |
illusion, magic, phantom |
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