Valcon's Spectral Army
(Illusion/Phantasm)

Range:  200 yards
Components:  V, S, M
Duration:  Special
Casting Time:  2 turns
Area of Effect:  Special
Saving Throw:  None

Using this spell, the wizard may create an army of semi-real humanoids; any type of humanoid may be chosen, but all soldiers must be of the same type. Because the army is somewhat real, they may not be disbelieved. The army is made up of one or more "units", each of which is comprised of 10 infantry soldiers. The wizard may create a number of units according to the following table:

	Level	Number of Units
	14-15	2
	16-17	3
	18-19	4
	20+	5

The army may appear anywhere within spell range as desired by the wizard. The army must not stray too far from the wizard; they may move up to a distance of 20 yards per level of the wizard. This spell will last until the wizard wishes it to end, or until all units of the army are destroyed; however, a single wizard may not have more than two of these spells in effect at any one time; any additional castings of the spell will fizzle and be wasted.
Each unit always moves and attacks as a single entity; it will never split up, or act independently, as each unit is a single component of the illusion. The unit will have an Armour Class equal to 22 minus the wizard's level, and hit points equal to 2 times the wizard's level (i.e. a 16th-level wizard may create 3 units, each having an Armour Class of 6 and 32 HP). All hits on the unit count against the unit's hit point total; an individual soldier may not be destroyed, even if all hits are on a single target. Once the unit's hit point total is exceeded, all 10 soldiers in that unit are destroyed. Besides melee attacks, the army may be dispelled, although only one unit may be dispelled per dispel attempt.
Each unit will be equipped with armour appropriate to their Armour Class, and will be armed according to what material components are used; the wizard may provide one or more weapons for every unit he creates; the units will then be armed with the corresponding weapon(s). Any number of weapons may be given to a single unit, and each unit may be equipped differently from the rest; the only stipulation is that the wizard must have the appropriate number of the desired weapons available when the spell is cast (in the case of missile weapons, the missiles themselves need not be used as a component; the missile weapon suffices in this case). Continuing the example of the 16th-level wizard, the wizard may elect to equip all 3 units with longswords only (at the cost of 3 longswords as a material component) or may wish to diversify by equipping one with long bows and short swords, one with spears, and the third with halberds; (at the cost of 1 each of a long bow, short sword, spear, and halberd as a material component).
Since a unit always acts as a group, it may only make one or two attacks per round, unless equipped with a weapon that normally allows multiple attacks (i.e. a unit of long bow archers would receive 2 or 4 attacks per round). If the unit makes only one melee attack in a round, it will inflict 1d8 points of damage if successful; if two melee attacks are made, each will inflict 1d4 points of damage if a hit is scored; the amount of damage does not depend on the type of weapon used - all cause the same amount of damage.
Missile attacks cause 1d4 points of damage if the minimum number of attacks are made, or 1d2 points of damage if the maximum number of attacks are conducted (i.e. a unit using long bows would do 1d4 points of damage per hit if two attacks are made, or 1d2 points of damage per hit if making 4 attacks).
Hurled weapons are not allowed by this spell. Under no circumstances may these illusionary armies use any special attack or defense forms normally employed by their race (i.e. an illusionary army of trolls will not regenerate lost hit points). Strength, Dexterity, and similar bonuses also do not apply.
In addition to the weapons required for material components, the wizard must also have a suit of armour (and a shield, if desired) that comprise the appropriate Armour Class for the units. One suit (and shield, if used) is sufficient for all units created by this spell. All material components are consumed when the spell ends.

