Ghost Knight
- SchoolConjuration/Summoning, Illusion/Phantasm
- SphereSummoning
- ComponentsV, S, M
- Range30 yds.
- AreaSpecial
- Casting time7
- Duration2 rds./level
- SaveNone
This spell brings into being the silent, floating apparition of a fully armored human. The features of this knight are completely concealed by its closed helm. Its body armor is an ornate coat-of plates. A ghost knight can't speak or unleash magic, but it can move about and gesture as its caster wills it, and it can carry a single nonliving item (such as a sword, a scroll, a rope, or the like). The carried item can bear an enchantment and can be something harmful that can be dropped on foes from above or activated from afar by the caster or another being.
A ghost knight always walks about (at MV 12), but it can walk on empty air at any visible altitude or in the ground or in walls so that only a part of it appears above or outside the surface. A carried item can't pass into or through such things, and is left behind if the caster directs the knight to enter or pass through solid objects.
The caster must be able to see the ghost knight in order to direct it at least once during each round of its existence or it simply slops until visual contact is reacquired. A ghost knight has no corporeal existence. It carries things by means of magical force. It cannot snatch things, stop someone from taking what it is carrying, or be struck or harmed in any way. Contact with a dispel magic spell and certain magical barriers, instantly destroys a ghost knight, causing it to wink out.)
A ghost knight can launch apparent attacks (with illusory weapons). These cause a momentary chilling sensation in any living creatures struck by the knight – such attacks inflict no damage. The ghost knight can carry a real weapon just as it might any other object, but can wield it in battle only by dropping it from above (attempts to do this use the caster's THAC0 with a -3 penalty).
The priest casting this spell can elect to make more than one ghost knight appear. One for each level of the caster above 5th can be created, to a maximum of 20 knights. Each ghost knight can carry one item, and their movement can be coordinated: one knight can pass its item to another (who is empty-handed), and separate items can be held so as to work together (shields overlapping to form a wall, for example).
A ghost knight can counterfeit the gestures of spellcasting or aim a real magical item, but it cannot cast spells, pass on magical effects by its touch, or otherwise interact with unleashed magic.
The material component is a piece of metal armor of any size. This can be fragmentary, rusted, or damaged, but must have been worn into a battle in which at least one being died.
Notes: Granted by the god Kelemvor, Judge of the Damned, of the Forgotten Realms setting.
Sources: Priest's Spell Compendium