You cause a targeted piece of clockwork to speed up
past the point of control for the duration of the spell.
The targeted clockwork can’t cast spells with verbal
components or even communicate efectively (all its
uterances sound like grinding gears). At the start
of each of its turns, the target must make a Wisdom
saving throw. If the saving throw fails, the clockwork
moves at three times its normal speed in a random
direction and then its turn ends; it can’t perform any
other actions. If the saving throw succeeds, then until
the end of its turn, the clockwork’s speed is doubled
and it gains an additional action, which must be
Attack (one weapon attack only), Dash, Disengage,
Hide, or Use an Object. When the spell ends, the
clockwork takes 2d8 force damage. |