Blue Mountain
Animate Object
Realm:Creation, Summoning
Name:Animate Object
Spell Level:6
Rarity:Common
Range:30 yards
Duration:1 round/rank
Area of Effect:1 cu.ft./rank
Components:V,S
Casting Time:9
Saving Throw:None
This powerful spell enables the priest casting it to imbue inanimate objects with mobility and a semblance of life. The animated object, or objects, then attacks whomever or whatever the priest first designates. The animated object can be of any non-magical material whatsoever-wood, metal, stone, fabric, leather, ceramic, glass, etc. Attempting to animate an object in someone's possession grants that person a magic save to prevent the spell's effect. The speed of movement of the object depends on its means of propulsion and its weight. A large wooden table would be rather heavy, but its legs would give it speed. A rug could only slither along. A jar would roll. Thus a large stone pedestal would rock forward at 10 feet per round, a stone statue would move at 40 feet per round, a wooden statue 80 feet per round, an ivory stool of light weight would move at 120 feet per round. Slithering movement is about 10 feet to 20 feet per round; rolling is 30 feet to 60 feet per round. The damage caused by the attack of an animated object depends on its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike for 1d2 points of damage or possibly obstruct and trip, as do light, supple objects. Hard, medium-weight objects can crush or strike for 2d6 points of damage, while larger and heavier objects may inflict 3d6, 4d6, or even 5d6 points of damage.

The frequency of attack of animated objects depends on their method of locomotion, appendages, and method of attack. This varies from as seldom as once every five melee rounds to as frequently as once per round. The PROT of the object animated is basically a function of material and movement ability. Damage depends on the type of weapon. Heavy smashing and crushing weapons are useful against wood, stone, and metal objects. Your GM will determine all of these factors, as well as how much damage the animated object can sustain before being destroyed. The priest can animate one cubic foot of material per rank. Thus, a rank 14 priest could animate one or more objects whose solid volume did not exceed 14 cubic feet-a large statue, two rugs, three chairs, or a dozen average crocks.

Use the following for animated objects that have some means of movement and attack:

StatBase ValueNotes
LevelCast Rank
Initiative1d10
Strike Chance50 + (Level x 5)
# of Attacks34 at Cast Rank 16+
Damage2d8+2GM may alter depending on available weapons
PROT8GM may alter depending on composition of object
LOW0GM may alter depending on composition of object
DR0GM may alter depending on composition of object
DEF30 + (Level x 3)
ROFNAAttackers gain no multiple attacker bonus
HP40 + (Level x 5)
TMR50GM may alter depending on object
Saves
--Magic40 + (Level x 2)
--MentalImmune to mental effects
--Normal40 + (Level x 2)Immune to poison, paralyzation and many others
--Luck40 + (Level x 2)