Level
6th
Casting Time
8 Hours
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Creation

After spending the casting time tracing magical pathways within a number of precious gemstones and carving magical symbols on a living humanoid, you place or embed the gemstones in a Huge or smaller inanimate object that has the rough shape of a beast or humanoid you have seen. You then sacrifice the humanoid, trapping its soul and life energy within the inanimate object. The object then comes to life. If the object has them, it gains the ability to move its limbs, appendages, and so forth, and it gains senses similar to a human's. It may speak if physically capable, however it only knows the languages the humanoid knew in life. Your GM chooses statistics appropriate for the animated object, such as the statistics for the iron golem or the [monster]shield guardian[monster].

You have a telepathic link with the object as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the object while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the object completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

Additionally, as an action, you can share the object's senses until the start of your next turn, gaining the benefits of any Special Senses that the object has. During this time, you are deaf and blind with regard to your own Senses.

You can also use your action to take total and precise control of the object. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Whenever you are knocked unconscious, roll a d20. On a 1, the object goes berserk. The object also goes berserk if you are killed. On each of its turns while berserk, the object attacks the nearest creature it can see. If no creature is near enough to move to and attack, the object attacks itself. Once the object goes berserk, it continues to do so until it is destroyed. If you are within 60 feet of the berserk object and able, can try to reassert control over the object. The object must be visible to you, and you must take an action to make a DC 15 Charisma (Persuasion or Intimidation), or Intelligence (Arcana) check. If the check succeeds, the object ceases being berserk.

* - (a number of gemstones worth at least 2,000 gp and a living humanoid, both of which the spell consumes)

Spell Tags: Creation

Available For: Bard (Legacy) Druid (Legacy)

Keluri

Comments

Posts Quoted:
Reply
Clear All Quotes