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Curative Construct

School transmutation (construct); Level machinesmith 2, sorcerer/wizard 3, cleric [kaga] 2


Casting Time 1 standard action
Components V, S, M (a tiny humanoid construct)


Range Medium (100 ft. + 10 ft./level)
Effect 1 animated construct
Duration 1 minute/level (D) or until discharged
Saving Throw none; Spell Resistance no


Note on the Construct subschool: This subschool is usually associated with conjuration or transmutation spells. Construct spells either create or animate mechanical objects to produce a specific effect as determined by the spell. All mechanical objects produced by construct spells can be attacked and destroyed like normal objects. Unless otherwise noted, constructs created by these spells are Tiny, have AC and CMD equal to 12 + the spell’s level, and use the spellcaster’s saving throws. These constructs have hit points equal to the caster level of the spell + 5 and hardness equal to the spell’s level. When all constructs produced by the spell are destroyed, the spell is considered dispelled.

This spell animates a tiny construct that provides emergency medical assistance. Upon casting, the spellcaster must choose one of the three benefits listed below. Switching to another benefit after casting requires a move action. Once cast, the construct skitters towards the target at a speed of 30 feet and, once it enters its target’s space, provides one of the three following benefits:

First, it can grant a +2 circumstance bonus to saving throws versus poison and disease while adjacent to the target or inside its space.

Second, it can staunch bleeding and stabilize a dying target. On the caster’s turn, the construct automatically ends any bleeding effects on the target or, if it is dying, stabilizes it.

Last, as part of casting this spell, the caster can give the construct a potion or infused extract. The construct carries the potion or infused extract with it for its duration. As a free action, the target can retrieve the bottle held by the construct, but must use a standard action to drink or apply the contents. Others cannot remove the bottle from the construct without first destroying it. If the construct is destroyed or its duration expires before the bottle is retrieved, the bottle it carries has a 50% chance of being destroyed.

If the target moves, on the caster’s turn the construct does its best to follow the target but cannot threaten, fly, or swim. If the construct moves out of the spell’s range or cannot reach its target, it returns to the caster until the caster designates another target as a move action.

Section 15: Copyright Notice

NeoExodus Chronicles: Weapons of Machinesmith Destruction Copyright 2014, Louis Porter Jr. Design, Inc.