Mechanical Union

School clockwork (transmutation); Level sorcerer/wizard 5


Casting Time 1 round
Components V, S, M (a tiny hammer and adamantine spike worth 100 gp)


Range close (25 ft. + 5 ft./2 levels)
Target one construct
Duration 1 hr./level or concentration
Saving Throw Will negates; see text; Spell Resistance yes


You can control the actions of any construct by vocal or mental commands. Once you give a command, the construct attempts to carry out that command to the exclusion of all other activities.

Changing your instructions or giving a construct a new command is a move action. By concentrating fully on the spell as a standard action, you can receive full sensory input as interpreted by the construct. Intelligent constructs resist the mechanical control, and any construct forced to take actions against its nature receives a save with a +2 bonus.

Self-destructive orders are not carried out and immediately end the spell. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

Section 15: Copyright Notice

Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.

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