I posted these spells a long time ago, but these are modified versions-in particular, I dropped the Create Phantasmal Warriors and Lancers spells to 4th and 6th levels.
Summon Phantasmal Warrior
Conjuration
Level: Sor/Wiz-2
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell conjures up a phantasmal warrior, a semi-solid humanoid entity of energy. The warrior appears where the character designates and acts immediately, on the character’s turn. The warrior automatically understands the speech of the caster no matter what language he or she speaks, and the caster can direct it to attack, not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.
Create Phantasmal Warriors
Conjuration
Level: Sor/Wiz-4
Effect: One summoned creature/3 levels
Duration: 1 round/level (see below)
As Summon Phantasmal Warrior, except that it creates one phantasmal warrior per three levels instead of a single one. The warriors must all appear within the spell's range, and they must all be within 25' of each other.
In addition, the caster can retain the warriors after the spell's duration has elapsed. When casting the spell, the caster decides whether or not to include the material component. If he or she does, then they have the option to retain the warriors indefinitely rather than allow them to vanish at the end of the spell's duration. The caster can have up to four times his or her caster level in HD in phantasmal creatures under his or her command. If he or she has reached this limit, he or she can still create more; however, these additional warriors vanish after the duration expires. Phantasms also apply to the HD limit on undead.
Material Component: 10 gp worth of powdered azurite per creature summoned. This material component only applies for indefinitely controlled warriors.
Create Phantasmal Lancers
Conjuration
Level: Sor/Wiz-6
Effect: One summoned creature/4 levels
As Create Phantasmal Warriors, except that it creates one phantasmal lancer per four levels instead of one phantasmal warrior per three levels. As with Create Phantasmal Warriors, lancers can be retained after the duration expires if they are under the HD limit.
Material Component: 40 gp worth of powdered azurite per creature summoned. This material component only applies for indefinitely controlled lancers.
Phantasmal Warrior:
Medium Construct (Phantasmal)
HD: 1d10 (5 hps)
Init: +1 (+1 Dex)
Speed: 30’
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 11
Attacks: Shortspear +1 melee 1d8+1
Face/Reach: 5’x5’/5'
SA: Phantasmal Weaponry
SQ: Construct traits, Phantasmal traits
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 13, Dex 13, Con –, Int –, Wis 10, Cha 10
Feats: None
C/T: Any land or water
Organization: Solitary, squad (1d10), or platoon (6d10)
CR: ½
Treasure: None
Alignment: Always True Neutral
Advancement: None
Phantasmal Lancer:
Large Construct (Phantasmal)
HD: 4d10 (22 hps)
Init: +1 (+1 Dex)
Speed: 60'
AC: 16 (+1 Dex, +6 natural, -1 Size), touch 10, flat-footed 15
Attacks: Lance +5 melee 1d8+3
Face/Reach: 5'x10'/10'
SA: Phantasmal Weaponry
SQ: Construct traits, Phantasmal traits
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 15, Dex 13, Con –, Int –, Wis 10, Cha 10
Feats: None
C/T: Any land or water
Organization: Solitary or squad (1d10)
CR: 3
Treasure: None
Alignment: Always True Neutral
Advancement: None
Phantasms are magical constructs created out of pure magical energy. In appearance, they are made out of translucent, pale-blue, glowing panes of energy; their forms involve no curves at all, only sharp angles and lines. They are often used as cannon fodder, bodyguards, or the like by mages.
Construct Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected.
Phantasmal Traits: Phantasmal creatures are slowed if they enter an anti-magic field; this effect lasts until they leave the field. Phantasms count as ongoing magical effects and can be dispelled with dispel magic and analogous spells; however, they receive a bonus equal to their HD to the DC to dispel them. As creatures made out of force energy, ethereal creatures do not suffer a miss chance against them. Phantasmal creatures are immune to acid and have resistance 10 to cold and fire. Phantasmal creatures glow with a radius equal to 5' per hit die. Phantasmal creatures appear to spells that detect magical energies such as detect magic as functioning Conjuration spells with caster level equal to that of the caster that summoned or created them.
Phantasmal Weaponry (Su): The weapons that phantasms wield are actually formed out of pure force energy; they count as force effects for the purpose of assigning damage. As such, phantasms can attack ethereal creatures as though they had ghost touch weapons and can damage creatures with damage reduction in the same way a magic missile spell can. Creatures that have resistance to force apply that resistance to attacks from phantasms; similarly, creatures that are immune to force effects are immune to phantasms' attacks. The weapons are created when the phantasm is, and are actually a literal part of it. As such, phantasms cannot be disarmed, nor can they throw their weapons. The weapon vanishes along with the phantasm when the phantasm dies or the effect creating it ends.
Phantasmal Warrior:
Phantasmal warriors resemble tall humanoids armed with a shortspear. They deal x3 damage on a critical hit, instead of x2.
Phantasmal Lancer:
Phantasmal lancers resemble humanoids armed with lances mounted on horses. In fact, the horses and their riders are actually a single entity; if someone were to examine the two, one would find there is no seam between them. As such, they cannot be dismounted or the like. Phantasmal lancers deal x3 damage on a critical hit, and x2 damage on a charge (x4 on a critical hit while charging).
And now the prestige class:
Tactical Phantasmist:
Tactical Phantasmists are wizards specializing in the use of phantasms, a class of magical construct created out of force energy.
Requirements:
Casting: Must be able to cast the Create Phantasmal Warriors spell.
Skills: Spellcraft 12 ranks.
Skills:
Class Skills: Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Spellcraft (Int).
Skill Ranks per Level: 2 + Intelligence modifier.
Class Abilities:
Level: BAB: Fort: Ref: Will: Casting: Special Abilities:
1st +0 +0 +0 +2 +1 level Enhanced Phantasms +1, Eschew Azurite
2nd +1 +0 +0 +3 +1 level Enhanced Programming, Mass Repair Light Damage 1/day
3rd +1 +1 +1 +3 +1 level Enhanced Phantasms +2, Long-Range Programming
4th +2 +1 +1 +4 +1 level Mass Repair Light Damage 2/day
5th +2 +1 +1 +4 +1 level Enhanced Phantasms +3, Energy Tap
Weapon and Armor Proficiency: Tactical Phantasmists gain no proficiencies in weapons or armor.
Spells per Day/Spells Known: When a new Tactical Phanasmist level is gained, the character gains new spells per day and spells known as if he or she had also gained a level in whatever arcane spellcasting class in which he could cast Create Phantasmal Warriors before he added the prestige class level. He or she does not gain any other benefit a character of that class would have gained, except for an increased caster level. If a character had more than one arcane spellcasting class in which he could cast Create Phantasmal Warriors before he became a Tactical Phanasmist, he or she must decide which class he adds each level of Tactical Phantasmist to for determining spells per day and spells known.
Enhanced Phantasms: At 1st level, the Tactical Phantasmist gains the ability to create stronger phantasms. Any phantasmal creatures summoned or created by the Tactical Phantasmist receive a +1 enhancement bonus to hit and receives +1 hit points per hit die. At 3rd level, this bonus increases to +2. At 5th level, this bonus increases to +3.
Eschew Azurite: At 1st level, Tactical Phantasmists no longer need to expend material components to cast Create Phantasmal Warriors or Create Phantasmal Lancers.
Enhanced Programming: At 2nd level, the Tactical Phantasmist's phantasms gain the ability to understand more complex commands. Phantasms controlled by the Tactical Phantasmist can remember and obey orders as though they had an Intelligence score of 8.
Mass Repair Light Damage (Sp): At 2nd level, Tactical Phantasmists gain the ability to use Mass Repair Light Damage 1/day as a wizard of their caster level. At 4th level, they may use this ability 2/day.
Long-Range Programming: At 3rd level, the Tactical Phantasmist gains the ability to issue instructions to any phantasm he controls at a distance. The Tactical Phantasmist can give orders to any phantasm he controls and is viewing through arcane eye, scrying, greater scrying, a crystal ball, or other divination spell or effect as though he were present with the phantasm.
Energy Tap (Sp): At 5th level, the Tactical Phantasmist gains the ability to tap the energy of a touchstone site to power your phantasms. You can control an additional number of hit dice of phantasms equal to the encounter level of the tapped touchstone site x2. Tapping the power of the site requires spending 10 minutes in meditation at the site, and the site must be retapped once every month or you lose this effect. You can tap only one site at a time; if you tap a second site while the first is active, you lose the first and gain the second. You cannot both tap a site for this effect and its touchstone effect at the same time.
What do you think? I am somewhat concerned about whether the Create Phantasmal Warriors and Lancers spells are at the right level. Also, if anyone has a better suggestion for how to rate the power of a touchstone site, I would love to hear it. EL should really not be being used as a guideline for the touchstone site's power, but I cannot think of anything else to substitute for it. Any suggestions?
Thanks.
Summon Phantasmal Warrior
Conjuration
Level: Sor/Wiz-2
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell conjures up a phantasmal warrior, a semi-solid humanoid entity of energy. The warrior appears where the character designates and acts immediately, on the character’s turn. The warrior automatically understands the speech of the caster no matter what language he or she speaks, and the caster can direct it to attack, not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.
Create Phantasmal Warriors
Conjuration
Level: Sor/Wiz-4
Effect: One summoned creature/3 levels
Duration: 1 round/level (see below)
As Summon Phantasmal Warrior, except that it creates one phantasmal warrior per three levels instead of a single one. The warriors must all appear within the spell's range, and they must all be within 25' of each other.
In addition, the caster can retain the warriors after the spell's duration has elapsed. When casting the spell, the caster decides whether or not to include the material component. If he or she does, then they have the option to retain the warriors indefinitely rather than allow them to vanish at the end of the spell's duration. The caster can have up to four times his or her caster level in HD in phantasmal creatures under his or her command. If he or she has reached this limit, he or she can still create more; however, these additional warriors vanish after the duration expires. Phantasms also apply to the HD limit on undead.
Material Component: 10 gp worth of powdered azurite per creature summoned. This material component only applies for indefinitely controlled warriors.
Create Phantasmal Lancers
Conjuration
Level: Sor/Wiz-6
Effect: One summoned creature/4 levels
As Create Phantasmal Warriors, except that it creates one phantasmal lancer per four levels instead of one phantasmal warrior per three levels. As with Create Phantasmal Warriors, lancers can be retained after the duration expires if they are under the HD limit.
Material Component: 40 gp worth of powdered azurite per creature summoned. This material component only applies for indefinitely controlled lancers.
Phantasmal Warrior:
Medium Construct (Phantasmal)
HD: 1d10 (5 hps)
Init: +1 (+1 Dex)
Speed: 30’
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 11
Attacks: Shortspear +1 melee 1d8+1
Face/Reach: 5’x5’/5'
SA: Phantasmal Weaponry
SQ: Construct traits, Phantasmal traits
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 13, Dex 13, Con –, Int –, Wis 10, Cha 10
Feats: None
C/T: Any land or water
Organization: Solitary, squad (1d10), or platoon (6d10)
CR: ½
Treasure: None
Alignment: Always True Neutral
Advancement: None
Phantasmal Lancer:
Large Construct (Phantasmal)
HD: 4d10 (22 hps)
Init: +1 (+1 Dex)
Speed: 60'
AC: 16 (+1 Dex, +6 natural, -1 Size), touch 10, flat-footed 15
Attacks: Lance +5 melee 1d8+3
Face/Reach: 5'x10'/10'
SA: Phantasmal Weaponry
SQ: Construct traits, Phantasmal traits
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 15, Dex 13, Con –, Int –, Wis 10, Cha 10
Feats: None
C/T: Any land or water
Organization: Solitary or squad (1d10)
CR: 3
Treasure: None
Alignment: Always True Neutral
Advancement: None
Phantasms are magical constructs created out of pure magical energy. In appearance, they are made out of translucent, pale-blue, glowing panes of energy; their forms involve no curves at all, only sharp angles and lines. They are often used as cannon fodder, bodyguards, or the like by mages.
Construct Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot heal itself but can be healed through repair. It cannot be raised or resurrected.
Phantasmal Traits: Phantasmal creatures are slowed if they enter an anti-magic field; this effect lasts until they leave the field. Phantasms count as ongoing magical effects and can be dispelled with dispel magic and analogous spells; however, they receive a bonus equal to their HD to the DC to dispel them. As creatures made out of force energy, ethereal creatures do not suffer a miss chance against them. Phantasmal creatures are immune to acid and have resistance 10 to cold and fire. Phantasmal creatures glow with a radius equal to 5' per hit die. Phantasmal creatures appear to spells that detect magical energies such as detect magic as functioning Conjuration spells with caster level equal to that of the caster that summoned or created them.
Phantasmal Weaponry (Su): The weapons that phantasms wield are actually formed out of pure force energy; they count as force effects for the purpose of assigning damage. As such, phantasms can attack ethereal creatures as though they had ghost touch weapons and can damage creatures with damage reduction in the same way a magic missile spell can. Creatures that have resistance to force apply that resistance to attacks from phantasms; similarly, creatures that are immune to force effects are immune to phantasms' attacks. The weapons are created when the phantasm is, and are actually a literal part of it. As such, phantasms cannot be disarmed, nor can they throw their weapons. The weapon vanishes along with the phantasm when the phantasm dies or the effect creating it ends.
Phantasmal Warrior:
Phantasmal warriors resemble tall humanoids armed with a shortspear. They deal x3 damage on a critical hit, instead of x2.
Phantasmal Lancer:
Phantasmal lancers resemble humanoids armed with lances mounted on horses. In fact, the horses and their riders are actually a single entity; if someone were to examine the two, one would find there is no seam between them. As such, they cannot be dismounted or the like. Phantasmal lancers deal x3 damage on a critical hit, and x2 damage on a charge (x4 on a critical hit while charging).
And now the prestige class:
Tactical Phantasmist:
Tactical Phantasmists are wizards specializing in the use of phantasms, a class of magical construct created out of force energy.
Requirements:
Casting: Must be able to cast the Create Phantasmal Warriors spell.
Skills: Spellcraft 12 ranks.
Skills:
Class Skills: Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Spellcraft (Int).
Skill Ranks per Level: 2 + Intelligence modifier.
Class Abilities:
Level: BAB: Fort: Ref: Will: Casting: Special Abilities:
1st +0 +0 +0 +2 +1 level Enhanced Phantasms +1, Eschew Azurite
2nd +1 +0 +0 +3 +1 level Enhanced Programming, Mass Repair Light Damage 1/day
3rd +1 +1 +1 +3 +1 level Enhanced Phantasms +2, Long-Range Programming
4th +2 +1 +1 +4 +1 level Mass Repair Light Damage 2/day
5th +2 +1 +1 +4 +1 level Enhanced Phantasms +3, Energy Tap
Weapon and Armor Proficiency: Tactical Phantasmists gain no proficiencies in weapons or armor.
Spells per Day/Spells Known: When a new Tactical Phanasmist level is gained, the character gains new spells per day and spells known as if he or she had also gained a level in whatever arcane spellcasting class in which he could cast Create Phantasmal Warriors before he added the prestige class level. He or she does not gain any other benefit a character of that class would have gained, except for an increased caster level. If a character had more than one arcane spellcasting class in which he could cast Create Phantasmal Warriors before he became a Tactical Phanasmist, he or she must decide which class he adds each level of Tactical Phantasmist to for determining spells per day and spells known.
Enhanced Phantasms: At 1st level, the Tactical Phantasmist gains the ability to create stronger phantasms. Any phantasmal creatures summoned or created by the Tactical Phantasmist receive a +1 enhancement bonus to hit and receives +1 hit points per hit die. At 3rd level, this bonus increases to +2. At 5th level, this bonus increases to +3.
Eschew Azurite: At 1st level, Tactical Phantasmists no longer need to expend material components to cast Create Phantasmal Warriors or Create Phantasmal Lancers.
Enhanced Programming: At 2nd level, the Tactical Phantasmist's phantasms gain the ability to understand more complex commands. Phantasms controlled by the Tactical Phantasmist can remember and obey orders as though they had an Intelligence score of 8.
Mass Repair Light Damage (Sp): At 2nd level, Tactical Phantasmists gain the ability to use Mass Repair Light Damage 1/day as a wizard of their caster level. At 4th level, they may use this ability 2/day.
Long-Range Programming: At 3rd level, the Tactical Phantasmist gains the ability to issue instructions to any phantasm he controls at a distance. The Tactical Phantasmist can give orders to any phantasm he controls and is viewing through arcane eye, scrying, greater scrying, a crystal ball, or other divination spell or effect as though he were present with the phantasm.
Energy Tap (Sp): At 5th level, the Tactical Phantasmist gains the ability to tap the energy of a touchstone site to power your phantasms. You can control an additional number of hit dice of phantasms equal to the encounter level of the tapped touchstone site x2. Tapping the power of the site requires spending 10 minutes in meditation at the site, and the site must be retapped once every month or you lose this effect. You can tap only one site at a time; if you tap a second site while the first is active, you lose the first and gain the second. You cannot both tap a site for this effect and its touchstone effect at the same time.
What do you think? I am somewhat concerned about whether the Create Phantasmal Warriors and Lancers spells are at the right level. Also, if anyone has a better suggestion for how to rate the power of a touchstone site, I would love to hear it. EL should really not be being used as a guideline for the touchstone site's power, but I cannot think of anything else to substitute for it. Any suggestions?
Thanks.
