Phantom

Area 
Like Perfect Illusion, but a phantom can impede movement and inflict real damage. The first time any living creature physically contacts a phantom, roll a Quick Contest between the caster’s effective skill and the being’s IQ. If the caster loses, then the phantom is treated as a Perfect Illusion for all purposes with regards to that character. 
If the caster wins, the phantom has substance and may proceed to strike, grapple, shove, and so on as if it were real. A phantom may have any ST and DX up to the mage’s skill with the spell for the purposes of contests, damage inflicted, and so on. 
When the spell is first cast, the GM should note the margin of success. If a single attack on the phantom inflicts this amount (or more) of basic damage, the phantom is immediately dispelled. Any spells that work on illusions (Dispel Illusion, Control Illusion, Independence, etc.) work on phantoms.

Duration: 1 minute. 
Base cost: 5. Half that to maintain. For a base cost of 9, the phantom can have twice the normal ST (DX is unchanged). 
Prerequisites: Magery 2, Perfect Illusion, Hinder, and Apportation.

Item 
Staff, wand, or jewelry. Usable only by mages.  
Energy cost to create: 300; half cost for an item that will create a single, creator-determined phantom.