A
/ \ _ Play Now Nemesis on
| | | | _______ _ _ _______ _______ _ _______
| |\ | | | ____| | \ / | | ____| / ____| | | / ____|
/-------/-------------------------------------------------------------------,
O= Home <=XX| About News Pics Adventurers Wizards Download Connect >
\-------\-------------------------------------------------------------------'
| | \ | | |____ | | | | | |____ ___ \ \ | | ___ \ \
| | \_| |_______| |_| |_| |_______| |_______/ |_| |_______/
\ /
V
Documentation Area
Document Path: /doc/monsters/phantom
Name:
Phantom (Magical Creature)
Stats:
No. Appearing : 1
Climate/Terrain: Any/Land
Frequency : Very rare
Organization : Solitary
Activity Cycle : Any
Diet : Nil
Description:
Phantoms are images left behind by particularly strong death traumas.
A phantom is like a three-dimensional movie image filmed at the time of
death, in place where it died.
The standard phantom may appear as almost anything. If often appears as
the character who experienced the trauma - a transparent image re-en-
acting the death scene. Alternatively, it could represent whatever was
foremost in the victim's mind at the time of death; an attacker, or
some goal left unachieved. Phantoms are experienced in faded colours,
by all senses.
Combat:
It is difficult to fight phantoms, since they are merely images and
have no power to directly cause harm. They cannot themselves be harmed.
Swinging weapons or casting spells into the area of the image does not
interfere with the projection, and they cannot be reasoned with. A
phantom is not intelligent and does not exist for any real reason;
tracking down its killer or completing its quest will not get rid of a
phantom.
Phantoms are often mistaken for ghosts, haunts, or groaning spirits,
but they can not be turned as undead. Only a priest spell remove curse,
cast at 12th level, can dispel a phantom.
Although a phantom cannot directly do any actual harm, it is the very
essence of magic and calls up a superstitous awe in anyone who sees
one. The enchantment is such that the phantom affects both the mind and
the sense of the observer. Creatures without minds (such as undead) are
immune to the effects of phantoms, as are those rare beings who are
somehow unable to experience them (since the phantom is present to all
senses, blindness is not normally protecting against one).
Habitat/Society:
Of course, a phantom may provide characters with important information,
either forewarning careful characters of an upcoming danger, or finding
a lost and treasured object.
There is a slight chance that a character's death may engender a phan-
tom. This chance should be minuscle to nonexistent for 0-level or very
low level character, or for those who were expecting to die - those dy-
ing of natural causes or in war. However, characters of 4th level or
above, dying suddenly or by surprise might have a 1-2% chance of beco-
ming phantoms. If those characters were on an important mission or
quest, this chance mught rise to 5-6 percont. The percentage chance for
generating a phantom should never be higher than the level of the cha-
racter at the time of death. (Characters killed by energy-draining un-
dead rarely produce phantoms). A character who is murdered and gene-
rates a phantom may also return as a revenant.
There are nonstandard types of phantoms that affect only one of the
senses. often these are purely visual images, but they can also mani-
fest themselves as sounds (explosions, moaning, or quiet whispering) or
smells. A gloomy whispering of danger might produce despair effects. A
foul stench might induce the retching effects of a ghast.
Of greater concern, however, is that there are some phantoms that are
actually evil. These phantoms can seriously misinform or endanger any
character it meets. They can be detected with a detect evil spell; dis-
pel evil can neutralize the phantom for a number of turns equal to the
caster's level.
This page was generated in LPC
Imprint / Impressum