redking
2023-06-27, 02:16 PM
I am surprised there is so little love for these guys. Here is the spell, edited with the relevant information from phantom guardians for clarity.
Shadow Guardians
(Races of Destiny, p. 168)
School: Illusion (Shadow)
Level: Sorcerer 5, Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadowy semi-real figure/level
Duration: 1 hour/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates semi-real constructs resembling Small or Medium figures of a chosen humanoid race. Each shadow guardian is a partial embodiment of the illusion, giving it a modicum of physical substance. These figures can be dressed in any attire chosen by the caster during the casting of the spell.
The caster can provide each shadow guardian with brief orders during the spell's casting, such as "walk back and forth along that wall," "stand by this gate," or "attack anyone approaching within 30 feet". The orders can differ for each figure, but they cannot be modified after the spell is cast. Simple triggers that incite the shadow guardians to attack can also be set by the caster, such as "attack anyone not wearing these colors".
Shadow guardians have no special visual acuity— invisibility, disguises, and other forms of obfuscation can easily fool them. They deal standard damage. Against a creature that recognizes a shadow guardian as an illusion, it deals only 50% normal damage.
Shadow Guardian Stats:
Medium construct; HD 4d8; hp 18; Init +1; Spd 30 ft.; AC 17, touch 17, flat-footed 15; Base Atk +2; Grp +4; Atk +4 melee (1d8+2, weapon); AL N; SV Fort +2, Ref +4, Will +4; Str 14, Dex 14, Con —, Int —, Wis 14, Cha 1.
Unlike the figures created by the Phantom Guardians spell, Shadow Guardians are semi-real and can inflict damage, making them a more potent deterrent to would-be intruders.
Material Component: A piece of charcoal.
The constructs aren't super powerful, but at 1 shadowy construct per level, a 20th level spellcaster is creating 20 of these guys for 20 hours. You can saturate the battlefield field with them. They can be used as the first wave attackers for a doomed initial assault on castle walls.
What am I missing? Is there any way to make this spell more powerful?
Shadow Guardians
(Races of Destiny, p. 168)
School: Illusion (Shadow)
Level: Sorcerer 5, Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadowy semi-real figure/level
Duration: 1 hour/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates semi-real constructs resembling Small or Medium figures of a chosen humanoid race. Each shadow guardian is a partial embodiment of the illusion, giving it a modicum of physical substance. These figures can be dressed in any attire chosen by the caster during the casting of the spell.
The caster can provide each shadow guardian with brief orders during the spell's casting, such as "walk back and forth along that wall," "stand by this gate," or "attack anyone approaching within 30 feet". The orders can differ for each figure, but they cannot be modified after the spell is cast. Simple triggers that incite the shadow guardians to attack can also be set by the caster, such as "attack anyone not wearing these colors".
Shadow guardians have no special visual acuity— invisibility, disguises, and other forms of obfuscation can easily fool them. They deal standard damage. Against a creature that recognizes a shadow guardian as an illusion, it deals only 50% normal damage.
Shadow Guardian Stats:
Medium construct; HD 4d8; hp 18; Init +1; Spd 30 ft.; AC 17, touch 17, flat-footed 15; Base Atk +2; Grp +4; Atk +4 melee (1d8+2, weapon); AL N; SV Fort +2, Ref +4, Will +4; Str 14, Dex 14, Con —, Int —, Wis 14, Cha 1.
Unlike the figures created by the Phantom Guardians spell, Shadow Guardians are semi-real and can inflict damage, making them a more potent deterrent to would-be intruders.
Material Component: A piece of charcoal.
The constructs aren't super powerful, but at 1 shadowy construct per level, a 20th level spellcaster is creating 20 of these guys for 20 hours. You can saturate the battlefield field with them. They can be used as the first wave attackers for a doomed initial assault on castle walls.
What am I missing? Is there any way to make this spell more powerful?