Spell: Phantom Crawler


Homebrew and House Rules


Phantom Crawler
School conjuration (creation); Level bard 3, sorcerer/wizard 3
You conjure a phantasmal lizardlike creature to serve as your mount.
This spell functions like phantom steed except that the powers the mount gains depending on caster level are as follows:
8th Level: The mount can ride over rocky, icy or steep (up to 45 degrees) terrain without difficulty or decrease in speed.
10th Level: The mount can use spider climb at will (as the spell, no action required to activate this ability).
The 12th and 14th level powers are the same as phantom steed.

I was inspired to create this when thinking about societies that lived in places where a water-walking horse would be impractical. Underground and mountains and stuff. As for the name, I'm not especially happy with it but I can't think of anything better right now.


General idea is nice but I would make it alterante conjuration for phantom steed instead of separate spell - anyone learning phantom steed could train to create your lizard-steed (and those from underground societies would learn your version as a base spell and normal one as optional upgrade).

Hmmm, phantom clinger... phantom siltherer... phantom climber... Nah, hard to name that thing.


I have a different idea....

Since Phantom Steed, summons a creature.

Summon Phantom steed, then cast Spider Climb on it.

........

This lets you do what you want..... without added even more spell effect to a 3rd level spell, that is overload with spell effects.


Oliver McShade wrote:

I have a different idea....

Since Phantom Steed, summons a creature.

Summon Phantom steed, then cast Spider Climb on it.

........

This lets you do what you want..... without added even more spell effect to a 3rd level spell, that is overload with spell effects.

That's missing the point.

If you read it, you'll notice it lacks the default abilities of phantom steed.


Also timing. Spider climb lasts for 10 minutes/level which is 1/6th of phantom steed.
And actual phantom steed already is "overloaded" with spell effects. Umbral Reaver just proposed to change one of them.


Oh well, if you do not want to beat them, join them

Underwater Steed
School: Conjuration (creation) Level: Bard 3, Sorcerer/wizard 3
Cast Time: 10 minutes
Components: V, S
Range: 0 ft.
Effect: One quasi-real Aquaticlike creature
Duration: 1 hour/level (D)
Saving Throw: none; Spell Resistance: no

You conjure a Large, Quasi-real, Aquatic like creature (the exact coloration can be customized as you wish). In can be ridden only by you or by the one person for whom you specifically created the mount. A Underwater steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial flippers 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 is AC 18 (-1size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hip points, the Underwater Steed disappears. A Underwater steed has a land speed of only 20 feet, which does not improve. A Underwater steed has a swim speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider's weight plus up to 10 pound per caster level.
The mount 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. It can even move over these grounds at its normal Swim Speed.
  • 10th level: The mount can grant its rider Water Breathing at will(as the spell, no action required to activate this ability), so long as the rider is touching the mount.
  • 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 back to the water for 1 round. ((Think of Dolphins or Whales jumping out of the water for a round))
  • 14th level: The mount can use Freedom of Movement at will (as the spell, no action required to activate this ability). This only applies to movement and preventing movement only for both rider and mount.


  • I'll admit, Phantom Crawler immediately made me think of some horribly disgusting little things moving towards me to do unspeakable things to me. But after reading the spell, I think it fits. It has the sort of effect you'd want in this game. It sounds cool in a way that people will stop and read it. And with so many spells around, that is a very good thing. I'm going to copy/paste this into homebrew spells folder.


    I know! Instead of changing its name to someting more fitting giant lizard, lets change its shape into spider-like. Then phantom crawler will be perfect ;)


    Drejk wrote:
    I know! Instead of changing its name to someting more fitting giant lizard, lets change its shape into spider-like. Then phantom crawler will be perfect ;)

    That fits the theme of it very well. :)

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