Auronidus's Adamant Pacification
"Even steel remembers its maker. I am that memory."5th Edition
You radiate a pulse of golden sigils that override the animating energy of all Constructs in range. Each such creature must succeed on a Wisdom saving throw or be Charmed by you for the duration, even if the Construct is normally immune to the Charmed condition. If it has been ordered to directly attack you, or if it is intelligent and you or creatures that are friendly to you are fighting it, it has Advantage on the saving throw. While normally immune to most magic, Adamantine, Brass, Bronze, Iron, Ironwyrm, Mithral, and Shadesteel Golems can be affected by this spell.
While the creature is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends you to the best of its ability, even at the cost of itself. While Charmed, the Constructs see you as their creator and prime directive to defend.
You can use your action to take total and precise control of one of the targets. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time one of the targets takes damage, it makes a new Wisdom saving throw against the spell. If the target is an intelligent construct and the saving throw succeeds, the spell ends. If the target is a mindless construct and the saving throw succeeds, it goes berserk, treating every creature as an enemy for 1 minute or until destroyed. On each of its turns while berserk, the construct attacks the nearest creature it can see. If no creature is near enough to move to and attack, the construct attacks an object, with preference for an object smaller than itself.
If you maintain Concentration for the full duration, one Non-Golem Construct of your choice Charmed by this spell remains permanently under your control as outlined above. Whenever such a creature starts its turn more than 1 mile away from you, it may make a new Wisdom saving throw, breaking free of your control on a success.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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2nd Edition
School
Enchantment
Level
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Range
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Save
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Duration
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Components
V, S, M (A heart-shaped nugget of pure Adamantine engraved with the symbols of animation for an Automaton, worth at least 2,500 gp, which is consumed by the spell, and the dust of a broken automaton's core worth at least 2,500 gp)
AoE
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Casting Time
5th Edition
School
Enchantment
Level
Wizard 8
Casting Time
1 Action
Range
Self (60-foot-radius Sphere)
Components
V, S, M (A heart-shaped nugget of pure Adamantine engraved with the symbols of animation for an Automaton, worth at least 2,500 gp, which is consumed by the spell, and the dust of a broken automaton's core worth at least 2,500 gp)
Duration
Concentration; Up to 10 Minutes
Pathfinder 2e
School
Enchantment
Tags
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Traditions
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Cast
Range
Self (60-foot-radius Sphere)
Defense
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