Spells / Phantom Steed
Phantom Steed
conjuration (creation)
LevelArcanist 3, Bard 3, Bloodrager 3, Magus 3, Skald 3, Sorcerer 3, Summoner 2, Wizard 3Casting time10 minutesRange0 ft.Duration1 hour/level (D)Saving thrownoneComponentsV, S
Engine mechanics - what the game actually does
Terrain
creates matter/terrain features (engine obstacles)
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves 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 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a 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 pounds per caster level. These mounts 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. 10th Level : The mount can use water walk at will (as the spell, no action required to activate this ability). 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 to the ground. 14th Level : The mount can fly at its speed with a bonus on Fly skill checks equal to your cast...