Armored Phalanx
Sphere: Enchantment/Charm | |
Regency: 10 RP | Req'd Holding: 5 |
Gold: 12 GB | Character Level: 10 |
Duration: Permanent |
Designed to raise a unit of armored soldiers to do the mage's bidding. Each casting of this spell creates only one such unit (regardless of the caster's level). The mage must first purchace a complete set of Plate Armor and weapons appropriate to the unit to be created, for each "soldier" to be created; this accounts for most of the spell's cost.
At the time of the casting the caster, and one other individual per 6 levels of the caster chosen at the time of the spells casting develops a telepathic bond with the unit and is capable of issuing it orders. These "commanders" can never be changed, and telepathic orders may be given only so long as the commander and the unit remain on the same plane.
Casting this Realm Spell enchants the armor and weapons with a motive force and the
capacity to reason; each individual "soldier" is similar to a Helmed Horror
(Monsterous Compendium Annual, Vol. one). It is neither undead nor a summoned
creature. They appear to be warriors completely clad in plate mail.
Casting the spell at the above cost creates a unit with the following War Card statistics:
Armored Phalanx
Move: 2 | Melee: 5 |
Defence: 7 | Missile: 4 |
Morale: X O B | |
1 Hit: Melee 4, Missile 3 | |
2 Hits: Melee 2, Missile 2 | |
3 Hits: Melee 1, Missile 1 |
Special: Immune to mind-affecting and death-magic spells Including but not limited to the realm spells Defection and Subversion and the battlefield spell Charm Unit, poisons. Ignore all F and R results. They ignore defensive terrain bonuses when attacking Like Artillerists; mainly because, as automatons, they can cross under moats, for example, because they don't have to breath, and because, as Helmed Horrors, they can levitate and "fly" over walls and other defensive barriers.
Magic Missile (and Battle Spells based on it, I.E. Rain of Magic Missles) actually heal it by restoring its bonding energy. They can see invisible creatures and objects up to 120' awayand have infravision to the same range.
The unit created at this cost is armored in full plate. The helmet is large, covering the entire head, with visored eye slits. They are armed with long composite bows (or Heavy Crossbows depending upon the wishes of the caster) and two handed swords of excellent quailty. When slain each member of the unit quickly disipates/disintigrates, leaving behind the empty shell of their armor and equipment. In all other respects each individual member of this unit is identical to a Helmed Horror. They do not sleep, eat, speak, and cannot feel pain. They are ideal guardians, for their loyalty is total and devoid of ambition or emotion.
By Rhavas
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