Roll 6d8 + (your spellcaster level + your spellcasting ability modifier + your proficiency bonus). The total is the number of hit points you can animate with this spell. Choose any number of appropriate nonliving objects you can touch, which become animated constructs, using the stat blocks of the flying sword or animated armour as described in the monster manual. The DM rolls the HP for each of these constructs in sequence, ending when the total pool of hit points of the animated objects surpasses the pool of hit points that you rolled. If there are not enough hit points left for the final construct, it remains inert. If there are not enough hit points to animate the first construct, it does animate successfully, but with its hit point maximum being the number you rolled.
You issue one command to the constructs when they are created. This command can be one of the following:
- Defend Area. The constructs will attack any creature that enters a given area up to 50ft on one side.
- Defend Object. The constructs will attack a creature that attempts to remove or alter a specific object, such as a chest, a book, or a switch.
- Defend Self. The constructs will only attack a creature that attempts to meddle with them.
The constructs obey this command for one month, at which time they loose their magic and become inert. Other than this command, the constructs do not recognize the caster in any way, and cannot be commanded to make exceptions for any creature, including the caster. If this spell is refreshed each month for a year, the enchantment becomes more permanent, and the constructs will last for 100 years.
Casting at higher levels. Add 1d8 to your initial hit point roll for each level above fourth. For example, if cast using an 6th-level spell slot, you would roll 8d8 + your bonuses as listed above.
* - (gold powder worth at least 150gp and a vial of blood from a humanoid creature, no more than a day old, both of which the spell consumes)
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