# Proxy

### by Rob McDonald () on 5/10/96

## From the Spellbook of Grymryck the Outsider

### Human, Necromancer (Philosopher), 17th level

Level
  3
School
  Necromancy, Evocation
Sphere
Range
  0
VSM
  V, S
Dur
  Special
CT
  1
AE
  Special
ST
  None

### Spell description

The PROXY spell is always cast in conjunction with any spell that requires or can use the caster's continued concentration to achieve or maintain an effect, such as PHANTASMAL FORCE or similar Illusionist magic. The mage first casts PROXY, then follows with the spell he wishes to maintain - if the casting of this second spell is not begun in the round following the PROXY or is interrupted, the PROXY spell ends.
The PROXY spell removes from the caster a minute amount of his life force, which he can then leave to maintain concentration on the follow-up spell while he performs other tasks or leaves the area. This "spirit" is not detectable except by those magicks that detect life, or those like TRUE SEEING - these will reveal a small, faintly-glowing sphere of several inches in diameter, hovering where the caster's head would have been when he cast the spell. Once cast the PROXY is immovable.
The PROXY may only maintain the other chosen spell as it was - it has no independent thought or awareness of any kind, nor can it be further commanded by the caster. Thus if the PROXY were cast to maintain a PHANTASMAL FORCE of a wall of fire, the PROXY can maintain its current "flickering flame," but could not change its color, position, apparent intensity, etc.
While the PROXY is in effect the mage can cast no other spells - the PROXY ends immediately if the wizard begins to cast again. In all other ways the mage is free to act as he wishes. Range from the PROXY is not a factor, though the caster must remain on the same plane. The mage does not receive receive sensory input from the PROXY, nor is there a telepathic or empathic bond, though the caster will know if the PROXY is dispelled prematurely (see below.) The wizard may end his PROXY with a thought.
Because the PROXY has no physical form, it is invulnerable to physical attack. Area-of-effect spells that deal more damage than the caster has levels may disrupt the PROXY if it fails a saving throw (as the caster) - in this case, the caster must save vs, spell or receive 2d4 damage, and in any case he will be stunned for 2d4 rounds, and unable to cast spells for 1d6 turns. DISPEL MAGIC and similar forces have their usual effects, and do not endanger the caster of the PROXY. The PROXY is not ethereal, thus ethereal forces do not harm it. The PROXY is, however, subject to those forces that affect the spirit, such as MAGIC JAR; if the PROXY is the subject of such an attack, it receives a saving throw vs. spell with a +4 bonus, success indicating the PROXY is ended (and the wizard may be damaged as previously described), and failure indicating the mage is fully subject to the hostile spell. Unless disrupted in some fashion, the PROXY lasts until the caster wills otherwise.