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Automaton

Level Spell Area of Effect Duration Range Type


1) Animate I 1 Object 10 min/lvl 100'
2) Task I 1 Object 10 min/lvl 100'
3) Trigger I 1 Object 1 hr/lvl 100'
4) Control I 1 Object 10 min/lvl © 100'
5) Project Sense I 1 Object 10 min/lvl © 100'
6) Master I 1 Object 10 min/lvl 100'
7) Animate II 1 Object 10 min/lvl 100'
8) Task II 1 Object 10 min/lvl 100'
9) Trigger II 1 Object 1 day/lvl 100'
10) Control II 1 Object 10 min/lvl © 100'
11) Project Sense II 1 Object 10 min/lvl © 100'
12) Master II 1 Object 10 min/lvl 100'
13) Animate III 1 Object 10 min/lvl 100'
14) Task III 1 Object 10 min/lvl 100'
15) Trigger III 1 Object 1 month/lvl 100'
16) Control III 1 Object 10 min/lvl © 100'
17) Project Senses 1 Object 10 min/lvl © 100'
18) Master III 1 Object 10 min/lvl 100'
19) Animate IV 1 Object 10 min/lvl 100'
20) Tasks 1 Object/lvl 10 min/lvl 100'
25) Master IV 1 Object 10 min/lvl 100'
30) Mastery II 1 Object/lvl 10 min/lvl 100'
35) Animate V 1 Object 10 min/lvl 100'
40) Mastery III 1 Object/lvl 10 min/lvl 100'
50) True Master 1 Object/lvl 10 min/lvl 100'

1. Animate I - Spell will empower a TINY size figure (automaton, simacularum, construct, corpse).
The animated figure will remain motionless unless Controlled or Tasked or will move to avoid
danger to itself.
2. Task I - Caster can give one basic command to a automaton that will attempt to fulfill the objective
until the limit of it's animation.
3. Trigger I - Spell will delay a Task given to an automaton until a simple trigger is met: sound or
movement.
4. Control I - Caster can control a TINY size Automaton while concentrating.
5. Project Sense - Caster can choose either hearing or sight to see through a Controlled or Mastered
automaton.
6. Master I - As Control I, but Caster does not need to concentrate.
7. Animate II - As Animate I, but will empower up to a SMALL size figure.
8. Task II - As Task I, but Caster can give a command to 2 automatons.
9. Trigger II - As Trigger I, but a descriptive trigger can be issues: a certain sound, a certain size
creature, or type of movement and duration is 1 day/lvl.
10. Control II - Caster can control a SMALL size Automaton while concentrating.
11. Project Sense II - Caster canuse both hearing or sight to see and hear through a Controlled or
Mastered automaton.
12. Master II - As Master I, but Caster can master a SMALL size automaton.
13. Animate III - As Animate I, but will empower up to a MEDIUM size figure.
14. Task III - As Task I, but Caster can give tasks to 3 automatons.
15. Trigger III - As Trigger II, but duration is 1 month/lvl.
16. Control II - Caster can control a MEDIUM size Automaton while concentrating.
17. Project Sense II - Caster can see hear and talk through a Controlled or Mastered automaton.
18. Master III - As Master I, but Caster can master a MEDIUM size automaton.
19. Animate IV - As Animate I, but will empower up to a LARGE size figure.
20. Tasks - As Task I, but caster can give 1 Task/lvl and can be split beteen multiple Automatons or
multiple tasks to 1.
25. Master IV - As Master I, but Caster can master a LARGE size automaton.
30. Mastery II - As Master I, but Caster can master 1 automaton/lvl up to SMALL size.
35. Animate V - As Animate I, but will empower up to a HUGE size figure.
40. Mastery III - As Master I, but Caster can master 1 automaton/lvl up to MEDIUM size.
50. True Master - Caster can control 1 automaton/lvl of any size.

Notes:

1. Target must make a "Breakage" or "RR" roll to accept the animation spell.
2. Target can be any articulated figure or device: dead body, construct or vehicle.
3. Must be functional: moving parts have to be applicable. Loss of physical functionality will affect
automaton.
4. Use Construct and Animated Dead stats for automatons, but allow Spell Mastery for caster to
improve performance.
5. Constructs will special abilities (flight) must be physically, aerodynamically be able to fly.
Animation will only power its wings, not make then give lift magically.

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