Auronidus's Soldiers

Source: Elaris — Spells of Legend
"They do not fight for me—they fight as me."
— Auronidus, the Golden Son
5th Edition
You create a suit of animated armor that fights for you. Roll initiative for the armor, which has its own turns in combat. It obeys any verbal commands you issue to it (no action required). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.   If you use a chunk of metal worth at least the amount listed below, the spell consumes the material and gains a secondary effect dependent on the material used. You can only use a single material in this way, and you must cast this spell at a level equal to or higher than the minimum listed in the table below.
MaterialMinimum CostMinimum LevelEffect
Lead25 gp2ndThe armor cannot be detected by Divination spells.
Copper25 gp2ndThe armor has Advantage on Initiative checks.
Silver100 gp3rdThe armor's strikes count as Silvered..
Electrum200 gp4thThe armor hums with polarity. Whenever it hits a creature with its Slam, it deals an additional 1d4 Lightning damage..
Gold250 gp4thThe armor emanates a faint solar gleam. It sheds bright light in a 10-foot Radius and dim light for an additional 10 feet afterwards. It gains 5 Temporary Hit Points at the beginning of each of its turns.
Cold Iron250 gp4thIf a Fey creature hits the armor with an Unarmed Strike or Natural Weapon, that creature takes 1d6 Force damage.
Mercury250 gp5thThe armor ripples fluidly. Its Speed increases to 35 feet, and it can move through a space as narrow as 6 inches without squeezing. In addition, it gains Resistance to Acid damage..
Mithral500 gp5thThe armor is incredibly light and has advantage on Dexterity Saving Throws.
Adamantine750 gp6thThe armor is nearly indestructible. The armor is immune to all Critical Hits, even those from Adamantine weapons or creatures with the Enable Criticals feat. When reduced to 0 Hit Points, the armor explodes in metallic shards, and each creature within 10 feet of it must make a Dexterity Saving Throw against your Spell Save DC, taking 3d8 Piercing damage on a failure, or half as much on a success.
Platinum750 gp6thThe armor is incredibly pure and stable. The armor has Advantage on Saving Throws against spells, powers, and other Supernatural effects.
  At Higher Levels. When you cast this spell using a higher level spell slot, you create one additional suit of animate armor for every two slot levels above its base level.
 

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.

This is a stub

This article will be expanded upon in the future

This is a
Good Article
Spell Descriptors
Metal
2nd Edition
Level
ANSWER
School
ANSWER
Range
ANSWER
Save
ANSWER
Duration
ANSWER
Components
ANSWER
AoE
ANSWER
Casting Time
ANSWER

 
3.5th Edition
Level
ANSWER
Components
ANSWER
Casting Time
ANSWER
Range
ANSWER
Effect
ANSWER
Duration
ANSWER
Saving Throw
ANSWER
Spell Resistance
ANSWER

 
4th Edition

 
5th Edition
Level
Wizard 2
Casting Time
1 Action
Range
30 Feet
Components
V, S, M (A piece of metal from a suit of armor)
Duration
Concentration; Up to 1 Minute

 
Pathfinder 2e
Tags
ANSWER
Traditions
ANSWER
Cast
Range
ANSWER
Defense
ANSWER