Difference between revisions of "Animate Object (spell)"

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[[File:Animate Object (spell).jpg|right|525px|thumb]]
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'''Animate object''' is a spell that imbues inanimate objects with life, granting them mobility and a limited independence of action. Objects affected may be composed of any material — wood, metal, stone, fabric, leather, [[Ceramic (material)|ceramic]], glass and so on — so long as their form remains substantially intact. These will act in accordance with the caster’s will, attacking, defending, obstructing or otherwise serving as directed.
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{{Spelltable
 
{{Spelltable
 
| name = Animate Object
 
| name = Animate Object
 
| range = 30 ft.
 
| range = 30 ft.
| duration = 2 rounds per level
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| duration = 2 [[Combat Round|rounds]] per [[Experience Level|level]]
 
| area of effect = 1 cubic foot per level
 
| area of effect = 1 cubic foot per level
 
| casting time = 2 rounds
 
| casting time = 2 rounds
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| level = [[Cleric 6th Level Spells|cleric (6th)]]
 
| level = [[Cleric 6th Level Spells|cleric (6th)]]
 
}}
 
}}
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Once animated, the object becomes supple and responsive, unconstrained by its former rigidity; a wooden pole may bend into an arc, a chaise may gather itself and shift position, while other items may contort or adjust themselves as needed to fulfill their purpose.
  
Imbues inanimate objects with life, providing them with mobility and a certain amount of free will. Objects transformed may be of any material—wood, metal, stone, fabric, leather, ceramic, glass, etc.
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The speed of an animated object depends upon both its weight and its means of movement. A large wooden table, though heavy, may move briskly upon its legs (5 hexes/round), while a rug must drag or slither (2 hexes/round). A stone pedestal can only rock forward (1 hex/round), whereas a carved stone statue may manage 2 or 3 hexes depending upon the articulation of its limbs. Wooden statuary is more agile (4–5 hexes), and lighter furnishings such as stools may reach speeds of 6 hexes.
 
 
Such objects will obey the wishes of the caster, attacking, defending, impeding or otherwise serving as need be. The objects will become highly flexible with life, so that a wooden pole, for instance, would be able to bend into a half circle, or a chaise would be able to haunch itself up like a cat.
 
  
The speed and movement of the object will be dependent upon its means of propulsion and weight. A large wooden table would be rather heavy, but its legs would give it speed (5 hexes/round). A rug could only slither along, but it would be light (2 hexes/round). A large stone pedestal would rock forward at 1 hex/round, a stone statue would manage 2 or 3 hexes, depending upon the freedom of its carved legs. A wooden statue would move at 4 or 5 hexes. A light stool made of ivory or wood could move as fast as 6 hexes.
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== Direction ==
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Once animated, objects act together under the general will of the caster and cannot be separated to perform independent tasks, nor can they interpret complex or conditional instructions. They may accompany the caster, position themselves to obstruct movement or prevent escape, attack an enemy or be directed break other objects or each other when destruction is intended. Objects may be compelled to enter flame, but once ignited they cease all purposeful action and do nothing beyond burning.
  
The damage done would depend upon its weight and its instrumentality. An object that could attack only by running into creatures would do 1d4 if small; 1d6 if it were 50 lbs., a d8 at 100 lbs., a d10 at 200 lbs. and a d12 at 400 lbs. Any wooden or leather object which could swing some part of itself , like a hat rack or an armchair (which could flex its back) would cause the above but with a d4 in addition. A stone or metal object, such as a statue with a sword, would double the above damage. Glass or pottery objects could destroy themselves in attacking, causing triple the damage but only one time.
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== Combat Value ==
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[[Damage (hit points)|Damage]] caused by an animated object is determined by its mass and the manner in which it can strike. Objects that can only collide inflict 1d4 [[Hit Points|hit points]] if small, 1d6 at 50 lbs., 1d8 at 100 lbs., 1d10 at 200 lbs. and 1d12 at 400 lbs. Wooden or leather objects capable of swinging or flexing some part of themselves, such as a hat rack or chair back, add an additional 1d4 to this damage. Stone or metal objects, particularly those with rigid striking surfaces or integral features such as blades, inflict double the listed damage. Fragile objects of glass or pottery may shatter in a single attack, dealing triple damage but destroying themselves in the process.
  
Something like a rug or a tapestry has a chance of smothering opponents; in such cases, normal and small-sized opponents must make a saving throw or take half their maximum hit points in damage. It would thus take three rounds of successful smothering to kill a given creature. Large sized opponents cannot be so smothered.
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Flexible objects such as rugs or tapestries may attempt to smother opponents. Normal and small-sized creatures must make a saving throw or suffer damage equal to half their maximum hit points; three successive rounds of such smothering will kill the victim. Large creatures are not subject to this effect.
  
The spell will allow collections of logically combined objects — such as a [[Armour List|suit of armour]], where the parts are not precisely fixed together, to act as a single unit; it could not swing a weapon, but could swing its arms or kick with its greaves. Otherwise, only 1 object may be animated by the spell.
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An animated object can sustain damage equal to 1d8 per [[Experience Level|level]] of the caster, modified by the cleric’s [[Constitution (ability stat)|constitution]] bonus. Thus, while smaller objects may be difficult to strike, larger and heavier objects may endure substantial punishment before being destroyed.
  
Conversely, objects which are attached to things—like a door—would be unable to break free, but could resist opening, swing at will or bend itself to some degree in attacking others.
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== Further Considerations ==
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The spell may animate a collection of logically connected parts as a single unit, such as a [[Armour List|suit of armour]], even where those parts are not fixed together; such an assembly may strike with its limbs but cannot wield separate weapons. Otherwise, only a single object may be animated.
  
Objects such as swords, poles, lanterns and so on that are animated will not ‘float’ in the air as though wielded by a hand, but will be able to stand on one end and curl outwards to attack.
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Objects that are fixed in place, such as doors, cannot free themselves, but may resist opening, swing unexpectedly or warp slightly to hinder or attack those nearby. Items such as swords, poles or lanterns do not levitate as though grasped, but instead balance, pivot or brace themselves in order to move and strike.
  
The total damage which any created object (regardless of its size) can sustain is 1d8 per level of the caster, with the advantage of the cleric’s constitution bonus. In effect, if the cleric chose to animate a small stool, it would be quick and hard to hit, while a massive bureau would take many physical hits before being destroyed.
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[[Category: Clerical Magic]][[Category: Reviewed]]
[[Category:Placeholder]]
 

Latest revision as of 00:41, 14 April 2026

Animate Object (spell).jpg

Animate object is a spell that imbues inanimate objects with life, granting them mobility and a limited independence of action. Objects affected may be composed of any material — wood, metal, stone, fabric, leather, ceramic, glass and so on — so long as their form remains substantially intact. These will act in accordance with the caster’s will, attacking, defending, obstructing or otherwise serving as directed.

Animate Object
Range 30 ft.
Duration 2 rounds per level
Area of Effect 1 cubic foot per level
Casting Time 2 rounds
Saving Throw none
Level cleric (6th)

Once animated, the object becomes supple and responsive, unconstrained by its former rigidity; a wooden pole may bend into an arc, a chaise may gather itself and shift position, while other items may contort or adjust themselves as needed to fulfill their purpose.

The speed of an animated object depends upon both its weight and its means of movement. A large wooden table, though heavy, may move briskly upon its legs (5 hexes/round), while a rug must drag or slither (2 hexes/round). A stone pedestal can only rock forward (1 hex/round), whereas a carved stone statue may manage 2 or 3 hexes depending upon the articulation of its limbs. Wooden statuary is more agile (4–5 hexes), and lighter furnishings such as stools may reach speeds of 6 hexes.

Direction

Once animated, objects act together under the general will of the caster and cannot be separated to perform independent tasks, nor can they interpret complex or conditional instructions. They may accompany the caster, position themselves to obstruct movement or prevent escape, attack an enemy or be directed break other objects or each other when destruction is intended. Objects may be compelled to enter flame, but once ignited they cease all purposeful action and do nothing beyond burning.

Combat Value

Damage caused by an animated object is determined by its mass and the manner in which it can strike. Objects that can only collide inflict 1d4 hit points if small, 1d6 at 50 lbs., 1d8 at 100 lbs., 1d10 at 200 lbs. and 1d12 at 400 lbs. Wooden or leather objects capable of swinging or flexing some part of themselves, such as a hat rack or chair back, add an additional 1d4 to this damage. Stone or metal objects, particularly those with rigid striking surfaces or integral features such as blades, inflict double the listed damage. Fragile objects of glass or pottery may shatter in a single attack, dealing triple damage but destroying themselves in the process.

Flexible objects such as rugs or tapestries may attempt to smother opponents. Normal and small-sized creatures must make a saving throw or suffer damage equal to half their maximum hit points; three successive rounds of such smothering will kill the victim. Large creatures are not subject to this effect.

An animated object can sustain damage equal to 1d8 per level of the caster, modified by the cleric’s constitution bonus. Thus, while smaller objects may be difficult to strike, larger and heavier objects may endure substantial punishment before being destroyed.

Further Considerations

The spell may animate a collection of logically connected parts as a single unit, such as a suit of armour, even where those parts are not fixed together; such an assembly may strike with its limbs but cannot wield separate weapons. Otherwise, only a single object may be animated.

Objects that are fixed in place, such as doors, cannot free themselves, but may resist opening, swing unexpectedly or warp slightly to hinder or attack those nearby. Items such as swords, poles or lanterns do not levitate as though grasped, but instead balance, pivot or brace themselves in order to move and strike.