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Awaken Object
Transmutation [See Text]
Level: Sor/Wiz 5
Components: V, S, M, XP
Casting Time: One day
Range: Touch
Target: One crafted, non-magical item
Duration: Permanent
Saving Throw: Will negates (see text)
Spell Resistance: No
You awaken to sentience the elusive soul of an inanimate object. To succeed, you must make a Will save (DC 10 + the HD the object will have once awakened).
The target of the spell becomes a construct, with statistics as an animated object; except that its Intelligence, Wisdom and Charisma are all 3d6. An awakened object can speak one plus its Intelligence bonus languages that you know.
The awakened object is friendly toward you. You have no special empathy or connection with an ooze you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
Awaken object has the alignment descriptors of the target's intended alignment. For example, if casted to awaken a statue to lawful good sentience, it has the [good, lawful] descriptors.
The maximum size of the target depends on your caster level: 9: Medium; 12: Large; 15: Huge; 18: Gargantuan; 21: Colossal
Material Component: A parchment with "Life, Thought, Awareness" written on Draconic and at least two other languages, that is burned on the target during the casting.
XP Cost: Depends by size: Tiny 50; Small 100; Medium 250; Large 500; Huge 1000; Gargantuan 2500 and Colossal 5000.
Awaken Ooze
Transmutation [Evil]
Level: Drd 5, Clr 6, Sor/Wiz 6
Components: V, S, XP
Casting Time: One day
Range: Touch
Target: Ooze touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken an ooze to humanlike sentience. To succeed, you must make a Will save (DC 10 + the target's HD).
The awakened ooze becomes an aberration (it lose the ooze trait of mindless) and is under your control. You have no special empathy or connection with an ooze you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened ooze gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.
An awakened ooze can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
Awaken Vermin
XP Cost: 250 XP.
Transmutation [Evil]
Level: Drd 5, Clr 6, Sor/Wiz 6
Components: V, S, XP
Casting Time: One day
Range: Touch
Target: Vermin touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken a vermin to humanlike sentience. To succeed, you must make a Will save (DC 10 + the target's HD).
The awakened vermin becomes a magical beast (it lose the vermin trait of mindless) and is under your control. You have no special empathy or connection with a vermin you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened vermin gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.
An awakened vermin can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
XP Cost: 500 XP.
Transmutation [See Text]
Level: Sor/Wiz 5
Components: V, S, M, XP
Casting Time: One day
Range: Touch
Target: One crafted, non-magical item
Duration: Permanent
Saving Throw: Will negates (see text)
Spell Resistance: No
You awaken to sentience the elusive soul of an inanimate object. To succeed, you must make a Will save (DC 10 + the HD the object will have once awakened).
The target of the spell becomes a construct, with statistics as an animated object; except that its Intelligence, Wisdom and Charisma are all 3d6. An awakened object can speak one plus its Intelligence bonus languages that you know.
The awakened object is friendly toward you. You have no special empathy or connection with an ooze you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
Awaken object has the alignment descriptors of the target's intended alignment. For example, if casted to awaken a statue to lawful good sentience, it has the [good, lawful] descriptors.
The maximum size of the target depends on your caster level: 9: Medium; 12: Large; 15: Huge; 18: Gargantuan; 21: Colossal
Material Component: A parchment with "Life, Thought, Awareness" written on Draconic and at least two other languages, that is burned on the target during the casting.
XP Cost: Depends by size: Tiny 50; Small 100; Medium 250; Large 500; Huge 1000; Gargantuan 2500 and Colossal 5000.
Awaken Ooze
Transmutation [Evil]
Level: Drd 5, Clr 6, Sor/Wiz 6
Components: V, S, XP
Casting Time: One day
Range: Touch
Target: Ooze touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken an ooze to humanlike sentience. To succeed, you must make a Will save (DC 10 + the target's HD).
The awakened ooze becomes an aberration (it lose the ooze trait of mindless) and is under your control. You have no special empathy or connection with an ooze you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened ooze gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.
An awakened ooze can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
Awaken Vermin
XP Cost: 250 XP.
Transmutation [Evil]
Level: Drd 5, Clr 6, Sor/Wiz 6
Components: V, S, XP
Casting Time: One day
Range: Touch
Target: Vermin touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken a vermin to humanlike sentience. To succeed, you must make a Will save (DC 10 + the target's HD).
The awakened vermin becomes a magical beast (it lose the vermin trait of mindless) and is under your control. You have no special empathy or connection with a vermin you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened vermin gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.
An awakened vermin can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
XP Cost: 500 XP.
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