The spell conjures a beast with 10 (+3 per rank) hit points. The creature is a physical entity which must be targeted at a particular victim. It will track them down and attack him until the victim is killed or the phantom is dispelled (with a successful counterspell) or killed with magic weapons. The phantom always hits first in a round for 2d6 damage (Protection does not reduce this). It need not roll to hit. The phantom is invisible to all but the victim. It cannot be targeted except by those who can see it (using Detect Invisibility, et. al.). It cannot be hit with ranged attacks.
The mage cannot target someone with this spell unless they have successfully used Telepathy (S2) on them within the last 30 days. Nor can it be targeted at someone protected by a Mind Cloak, a Circle of Protection versus Detection, a Greater Circle of Protection, or similar magic.
The creature has a Defense (DEF) of 30 (plus 1 per rank). See the table below to determine Protection (PROT). Note that Phantasms are immune to critical and grievous hits. All hits are treated as normal hits, regardless of roll.
Rank | PROT |
1-3 | 4 |
7-9 | 5 |
10-11 | 6 |
12-13 | 7 |
14-15 | 8 |
16-17 | 9 |
18-19 | 10 |
20-21 | 11 |
22 | 12 |
There can never be more than one Phantasm targeting a single victim. If the target is already fighting a Phantasm, and another one shows up, it will blend with the first one, healing it 2d4 points if it is injured. |