Thread: Animate Spell
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Old 01-16-2022, 08:57 PM   #6
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: Animate Spell

This is my version (written, but not yet playtested)...

IQ 15 - ANIMATE OBJECT (T)

This spell will imbue inanimate objects with mobility and a semblance of life. Each such animated object can be controlled as a summoned being, used to distract, attack or interact with whomever or whatever you designate. Unlike those creations, however, the wizard has no magical perception thru the enchanted object but neither can they be usurped by any 'control' spell (although they are vulnerable to REMOVE THROWN SPELL). In fact, animated objects can exhibit an unusual amount of autonomy, behaving similarly to a trained and loyal animal. They continue to act even after the wizard is rendered unconscious.
You may animate one small object (¼-hex or less) for 4 ST. A medium-sized object (up to ½-hex) counts as two small or smaller objects and costs 8 ST, a large object (up to 1-hex) is 16 ST, and a huge object (up to 3-hex) will cost 32 ST. Regardless of size the object attacks w/ a DX equal to the wizard’s own attribute minus 2 and has an MA of 8. On a successful hit, the object will deal the equivalent of 'club' damage based on the ST used to cast the spell (i.e. a medium object does the same damage as a ST 8 fighter). They can be destroyed using the sundering rules (q.v.).

Note: The spell cannot animate objects carried or worn by someone, but can otherwise give life to any object made of non-magical materials.

Cost: Variable
Duration: 1 minute, renewable
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Last edited by TippetsTX; 01-17-2022 at 01:51 PM. Reason: Objects do club damage, not unarmed.
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