ericgrau
2009-11-18, 01:54 PM
Greater Prestidigitation
Universal
Level: Brd 3, Sor/Wiz 4
Components: V, S, F
Range: Close
Target or Effect: See text (effect)
Duration: 24 hours
Saving Throw: See text
Spell Resistance: No or Yes (effect)
This spell lets you control or create a variety of objects and effects to suit your purposes.
Each round while this spell is in effect, as a standard action, you may direct any inanimate, unattended, non-magical Medium or smaller object to do your bidding. Items so affected gain a fly speed of 10' (perfect manuevaribility). They may move twice in a round but not Run or Charge. Hammers may be made to hammer, brooms may be made to sweep, etc. The items may perform any basic task, but not one requiring a high degree of craftmanship. Even pockets of air or water may be controlled to create breezes (e.g., to propel a boat) or dust devils, small waves or slow moving whirlpools. Redirecting an item to a new task or multiple items to the same new task is a move action, but otherwise items continue on the last assigned task without a need for intervention nor do they need to stay within range. The objects become automotons and cannot remember anything other than what they are currently working on. Gloves, gauntlets and the like are not capable of manipulation.
Up to your caster level in objects may be active at any one time. You may dismiss objects as a standard action to make room for new ones. Objects may also animate and dismiss other objects (if the limit still allows), such as a hammer animating a nail. Multiple similar grouped objects fulfilling only one task together, such as a bag of marbles or pile of coins but not a batallion of hammers, count as one object. These objects move and act as one unit, like a swarm. Destroying or dispelling an affected item causes it to cease functioning and unlike dismissed items it may not be replaced.
The objects have an effective strength of 10, dexterity of 10, an AC of 10 plus the object's size modifer and a Base Attack Bonus of +0, making them mediocre combatants. Additionally, non-weapons have a -4 penalty to hit, except for special attacks related to the item's typical uses. Any skill check provoked by the items, such as balancing on marbles, has a DC of 10. Items act as last directed, and cannot think or decide on their own.
The caster, as a standard action, may also create soft, flexible Tiny or smaller objects to be animated: Realistic pigeons, hand towels, bags, etc. The physical statistics for such items are the same as their mundane counterparts. Otherwise they are mindless automotons. They may not be used as spell components. An object so created disappears at the end of the spell or when the object is dismissed.
Finally the caster, as a standard action, may create small local effects, such as a flash of light, a banging noise, a spark of electricity, minor levitation, a splash of water, etc. Any cantrip that creates an effect may be imitated, except the save DC uses the DC of this spell (that of a 3rd or 4th level spell). Other cantrips may not be imitated. Any effect of similar power may also be created. Continuous effects count towards the object limit until they expire or are dismissed.
Focus: The objects targeted.
Universal
Level: Brd 3, Sor/Wiz 4
Components: V, S, F
Range: Close
Target or Effect: See text (effect)
Duration: 24 hours
Saving Throw: See text
Spell Resistance: No or Yes (effect)
This spell lets you control or create a variety of objects and effects to suit your purposes.
Each round while this spell is in effect, as a standard action, you may direct any inanimate, unattended, non-magical Medium or smaller object to do your bidding. Items so affected gain a fly speed of 10' (perfect manuevaribility). They may move twice in a round but not Run or Charge. Hammers may be made to hammer, brooms may be made to sweep, etc. The items may perform any basic task, but not one requiring a high degree of craftmanship. Even pockets of air or water may be controlled to create breezes (e.g., to propel a boat) or dust devils, small waves or slow moving whirlpools. Redirecting an item to a new task or multiple items to the same new task is a move action, but otherwise items continue on the last assigned task without a need for intervention nor do they need to stay within range. The objects become automotons and cannot remember anything other than what they are currently working on. Gloves, gauntlets and the like are not capable of manipulation.
Up to your caster level in objects may be active at any one time. You may dismiss objects as a standard action to make room for new ones. Objects may also animate and dismiss other objects (if the limit still allows), such as a hammer animating a nail. Multiple similar grouped objects fulfilling only one task together, such as a bag of marbles or pile of coins but not a batallion of hammers, count as one object. These objects move and act as one unit, like a swarm. Destroying or dispelling an affected item causes it to cease functioning and unlike dismissed items it may not be replaced.
The objects have an effective strength of 10, dexterity of 10, an AC of 10 plus the object's size modifer and a Base Attack Bonus of +0, making them mediocre combatants. Additionally, non-weapons have a -4 penalty to hit, except for special attacks related to the item's typical uses. Any skill check provoked by the items, such as balancing on marbles, has a DC of 10. Items act as last directed, and cannot think or decide on their own.
The caster, as a standard action, may also create soft, flexible Tiny or smaller objects to be animated: Realistic pigeons, hand towels, bags, etc. The physical statistics for such items are the same as their mundane counterparts. Otherwise they are mindless automotons. They may not be used as spell components. An object so created disappears at the end of the spell or when the object is dismissed.
Finally the caster, as a standard action, may create small local effects, such as a flash of light, a banging noise, a spark of electricity, minor levitation, a splash of water, etc. Any cantrip that creates an effect may be imitated, except the save DC uses the DC of this spell (that of a 3rd or 4th level spell). Other cantrips may not be imitated. Any effect of similar power may also be created. Continuous effects count towards the object limit until they expire or are dismissed.
Focus: The objects targeted.