Greenfield
Adventurer
The subject is the Phantom Steed spell, which I'll include below:
Looking at this, my group had some questions, mostly based on whether this is a real creature or simply a spell effect.
It has no CON score listed. Do we use Horse stats, except where listed?
The reason for that one is whether or not it can Run (quad move), and what its endurance is.
If it's merely a spell effect, or operates by the rules for other creatures with no CON score, it can quad move forever, when terrain and circumstance permits.
If it's a creature, do we follow the hint that it's "horse like", and give it the Horse's CON and other abilities? What about Saving throws? Does it have the Run feat, the way a Horse does? Does the rider need to make Ride checks to control it or make it advance in combat?
Advice and reasons would be nice, something definitive in the rules would be better.
Help?
SRD said:Phantom Steed
Conjuration (Creation)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.
Effect: One quasi-real, horselike creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.
The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet.
It can bear its rider’s weight plus up to 10 pounds per caster level.
These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed (average maneuverability).
Looking at this, my group had some questions, mostly based on whether this is a real creature or simply a spell effect.
It has no CON score listed. Do we use Horse stats, except where listed?
The reason for that one is whether or not it can Run (quad move), and what its endurance is.
If it's merely a spell effect, or operates by the rules for other creatures with no CON score, it can quad move forever, when terrain and circumstance permits.
If it's a creature, do we follow the hint that it's "horse like", and give it the Horse's CON and other abilities? What about Saving throws? Does it have the Run feat, the way a Horse does? Does the rider need to make Ride checks to control it or make it advance in combat?
Advice and reasons would be nice, something definitive in the rules would be better.
Help?