This is the upgraded form of the phantasmal force spell.
Improved Phantasmal ForcesEdit
This variant was introduced in The Strategic Review, with the debut of the Illusionist class. Dragon Magazine #12 removed this spell from the Illusionist list.
- Spell Level 2
- Range 24"
As phantasmal forces, but the illusionist can move while employing the spell, and it lasts for up to 3 turns after the illusionist stops concentrating.
The improved version has the following details:
- Spell Level: 2 (illusionist-only)
- School: Illusion/Phantasm
- Components: Verbal, Somatic, Material (a bit of fleece)
- Casting Time: 2 Segments
- Range: 6" + 1"/level
- Area: 4 square inches + 1 square inch/level
The spell functions as phantasmal force, except that the caster can move up to half their speed and still maintain concentration. The spell also now includes some minor auditory component, but not intelligible speech or especially loud or soft noises. The caster can also "concentrate on the form of the spell" to have it persist for 2 rounds after the caster ceases concentration.
|Improved Phantasmal Force|
|Spell Level: 2||Rarity: Common|
|Components: V, S, M (a bit of fleece)|
|Range: 60 yds + 10 yds/lv||Casting Time: 2|
|Duration: Concentration||Saving Throw: None|
|Area: Up to 200 square feet + 50 square feet/level|
Creates a visual illusion of any object, creature, or force that the caster desires, as long as the illusion's area falls within the area of effect. Some small sounds are included in this spell, but this spell cannot create an illusion with intelligible speech. The illusion affects all creatures who believe in it, including causing them to take damage from illusory dangers (such as phantasmal missiles or falling into a phantasmal pit of spikes). The spell lasts until struck (unless the caster makes the illusion react appropriately), or until the caster's concentration is broken, such as by movement of greater than half speed, or taking damage. While the spell is ongoing, the caster can move it as long as it doesn't move from the range. Once the caster stops concentrating on the spell, it persists for 2 rounds.
Disbelief allows the creature to save vs. spell, with success seeing the illusion as such, and giving allies they warn +4 to their own saving throws. Creatures are immune to the illusion if they cannot see it, and undead are also immune.