Spells of Automaktion
Automaktion has a variety of spells, and more and more continue to be made/discovered by practioneers. Many of the spells that are seen most often have something to do in relation to the creation and support of automatons. Here is a list that has been compiled of the most well known and used spells by those masters and leaning of Automaktion.
1st Level
Charged Bolt
Casting Time: 1Action
Range/Area: 60ft
Components: S
Duration: Instantaneous
School: Automaktion
Attack/Save: Ranged
Damage/Effect: Lightning
Description: Lightning springs forward towards a target. Make a ranged attack roll and on a hit you deal 1d8 lightning damage to the target. Additionally you become charged with electricity. The next time you deal lightning damage to a target, within 1 minute, you deal an extra 1d6 lightning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you deal an additional 1d8 lightning and your charged damage increases by 1d6.
Deterioration Ray
Casting Time: 1 Action
Range/Area: 120ft
Components: S,M (A small piece of rusty copper)
Duration: Concentration, up to 1 minute
School: Automaktion
Attack/Save: CON Save
Damage/Effect: Necrotic/Debuff
Description: A ray of necrotic energy strikes your target and surrounds them in an aura of deterioration. The target must make a CON save against your spell save DC or take 1d6 Necrotic damage. This damage continues to happen for as long as the target fails to save against it. The damage is applied at the beginning of the target's turn and they can save against it at the end of each of their turns.
At Higher Levels: When you use a spell slot of 2nd level or higher you deal an additional 1d6 per turn to the target for as long as they under the effect of the spell.
Minor Repair
Casting Time: 1 Action
Range/Area: 60ft
Components: S,M (tool you are proficient with)
Duration: Instantaneous
School: Automaktion
Attack/Save: None
Damage/Effect: Healing
Description: An aura of magical healing comes out from you towards your automatons. You target one automaton within range. The spell can only affect construct type creatures and has no effect on other creatures. The target regains 1d8 hit points up to their max.
At Higher Levels: For each spell slot above 2nd used the target heals an addition 1d8.
Link Extension
Casting Time: 1 Action
Range/Area: Self
Components: V,S,M (a bit of rope tied into several knots)
Duration: Concentration, up to 10 minutes
School: Automaktion
Attack/Save: None
Damage/Effect: Buff
Description: You bolster yourself with the magic of Automaktion. A thin circlet of magic appears around your head. For the duration of the spell you add 4 more points to your pool of Automaton points.
At Higher Levels: When you cast this spell using a spell slot of 2nd or higher you gain an additional 4 points per spell slot above 1st.
Forge Minor Automaton
Casting Time: 1 Hour
Range/Area: 20ft
Components: V,S,M (A piece of refined metal worth at least 50gp which is consume in the process)
Duration: Indefinite
School: Automaktion
Attack/Save: None
Damage/Effect: Creation
Description: Through time at the forge and infusing magic you are able to take pieces of metal and create a minor automaton. For this creation you can choose one option from the list of minor automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat, in order to command it, you must allocate your Automaton Points to include it.
Create Minor Artifice
Casting Time: 1 Hour
Range/Area: Self
Components: M (Gems and metal worth at least 100gp which are consumed by the spell)
Duration: Indefinite*
School: Automaktion
Attack/Save: None
Damage/Effect: Creation
Description: Through your skill with magic and artifice you create a artifice object from the list of minor options. This object persists with you until you make more than your max number of objects. Then you have to pick one of your objects that will cease to exist and turn into slag.
Artifice Object Limits by Level: Levels 1-5: 2 objects, Levels 6-10: 3 objects, Levels 11-15: 4 objects, Levels 16-20: 5 objects
2nd Level
Forge's Flame
Casting Time: 1 Action
Range/Area: 15ft cone
Components: V,S
Duration: Instantaneous
School: Automaktion
Attack/Save: DEX Save
Damage/Effect: Fire
Description: You unless a cone of flame from your tools. The fire is that off the hot forges in which you form your automatons. In a 15ft cone adjacent to yourself all those inside must succeed on a DEX saving throw or take 3d10 Fire Damage, or half as much on a successful save.
At Higher Levels: For each spell slot above 2nd used add an additional 1d8 of damage.
Lighting Repulse
Casting Time: 1 Reaction
Range/Area: 5ft from self
Components: V,S
Duration: Instantaneous
School: Autmaktion
Attack/Save: DEX Save
Damage/Effect: Lightning, push
Description: You channel all your energy into one large destructive lightning burst upon taking damage. After you take damage every creature in 5ft of you must succeed on a DEX save or take 2d12 lightning damage and be pushed 10ft directly away from you. On a successful save target takes half damage and is not pushed.
At Higher Levels: For each spell slot 2nd and above an additional 1d12 lightning damage is done.
Bolster the Metal
Casting Time: 1 Action
Range/Area: 60ft
Components: V,S,M (a handful of nuts and bolts)
Duration: Concentration, up to 1 minute
School: Automaktion
Attack/Save: None
Damage/Effect: Buff
Description: You bring your Automaktion magic to bear and give some aid to your automatons. Up to three automatons in range each gain a bonus to AC up to your spellcasting modifier. This spell only effects creatures with the construct creature type.
At Higher Levels: For each spell slot of 2nd and above you use you can target an additional target in range.
Enhanced Forge
Casting Time: 10 Minutes
Range/Area: Touch
Components: V,S,M (Silver and Gold worth at least 300gp)
Duration: 10 Hours
School: Automaktion
Attack/Save: None
Damage/Effect: Buff
Description: You use your connection with Automaktion and enchance a forge with that magic. Anyone using that forge while under this effect can increase one ability stat of any automaton they create by 2.
3rd Level
Thunder Mines
Casting Time: 1 Action
Range/Area: 30ft
Components: V,S
Duration: Instantaneous
School: Automaktion
Attack/Save: Ranged
Damage/Effect: Thunder
Description: You pick three targets within range and cause thunder to explode all around them. Make a ranged attack against them dealing 6d6 thunder damage on a hit. Also on a hit the target must make a CON save or be deafened until the end of your next turn.
At Higher Levels: For every spell slot above 3rd that is used deal an addtional 1d6 thunder damage.
Mend the Machines
Casting Time: 1 Action
Range/Area: 60ft
Components: S,M (coal worth 200gp which is consumed)
Duration: Instantaneous
School: Automaktion
Attack/Save: None
Damage/Effect: Healing
Description: You unleash an aura of repairing magic that surrounds you and brings your automatons back. Up to three automatons that are friendly to you within range each regain 2d8 hit points. This spell has no effect on a target that is not a construct creature type.
At Higher Levels: For each spell above 3rd that you cast this spell you heal your automatons an additional 1d8 hit points and can target an additional automaton
Forge Automaton
Casting Time: 10 Hours
Range/Area: 20ft
Components: S,M (A piece of refined metal worth at least 500gp that is consumed in process)
Duration: Indefinite
School: Automaktion
Attack/Save: None
Damage/Effect: Creation
Description: Through time at the forge and infusing magic you are able to take pieces of metal and create an automaton. For this creation you can choose one option from the list of base automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat, in order to command it, you must allocate your Automaton Points to include this one.
Create Artifice Device
Casting Time: 10 minutes
Range/Area: Self
Components: S,M (Gems and metal worth at least 200gp which is consumed by spell)
Duration: Indefinite*
School: Automaktion
Attack/Save: None
Damage/Effect: Creation
Description: Through your skill with magic and artifice you create a artifice object from the list of base options. This object persists with you until you make more than your max number of objects. Then you have to pick one of your objects that will cease to exist and turn into slag.
Artifice Object Limits by Level: Levels 1-5: 2 objects, Levels 6-10: 3 objects, Levels 11-15: 4 objects, Levels 16-20: 5 objects
4th Level
Emergency Repair
Casting Time: 1 Action
Range/Area: 30ft
Components: S,M (refined silver worth at least 250gp which is consumed in the spell)
Duration: Instantaneous
School: Automaktion
Attack/Save: None
Damage/Effect: Healing
Description: You focus and channel your energy to give one of your automatons a massive healing buff to keep them in the fight. A single automaton in range regains 6d6 hit points. This spell has no effect on a non-construct creature.
At Higher Levels: For each spell slot of 5th or above used for this spell heal an additional 1d6 hit points.
Seeing Double
Casting Time: 1 Action
Range/Area: 60ft
Components: S,M (Piece of an automaton that is consume in spell)
Duration: Concentration, up to 1 hour
School: Automaktion
Attack/Save: None
Damage/Effect: Buff
Description: Taking the magic from the piece of another automaton you are able to create a dublicate of one you currently have in your service. This new starts off as if brand new. You may begin to control it right away as long as you have enough Automaton Points available. Otherwise it simply stays there and takes the dodge action.
Liquid Shield
Casting Time: 1 Reaction
Range/Area: Self
Components: S
Duration: Instantaneous
School: Automaktion
Attack/Save: None
Damage/Effect:Buff
Description: You fling up your hand a bit of liquid automaton metal forms into a shield that protects you from harm. You gain +5 to AC until the start of your next turn.
5th Level
Forge Illuminate You
Casting Time: 1 Action
Range/Area: 60ft/30ft sphere
Components: V,S,M (Forging Hammer which is consumed by spell)
Duration: Instantaneous
School: Automaktion
Attack/Save: WIS Save
Damage/Effect: Radiant
Description: You hurl your inspired hammer towards a point within range and radiant energy explodes damaging all those inside the sphere. Any creature within the 30ft sphere must make a WIS save or take 6d8 Radiant damage, or half as much on a successful save. Additionally if the target fails their saving throw they are stunned until the end of their next turn.
At Higher Levels: For each spell slot of 6th level or higher used you deal an additional 1d8 radiant damage.
Forge Advanced Automaton
Casting Time: 10 Hours
Range/Area: 20ft
Components: V,S,M (A piece of refined metal worth at least 5000gp that is consumed in process)
Duration: Indefinite
School: Automaktion
Attack/Save: None
Damage/Effect: Creation
Description: Through time at the forge and infusing magic you are able to take pieces of metal and create an automaton. For this creation you can choose one option from the list of advanced automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat, in order to command it, you must allocate your Automaton Points to include this one.
Expand the Mind
Casting Time: 1 Action
Range/Area: Self
Components: V,S,M (several pieces of metal welded together)
Duration: Concentration, up to 10 minutes
School: Automaktion
Attack/Save: None
Damage/Effect: Buff
Description: You bolster yourself with the magic of Automaktion. A circlet of magic appears around your head and has several points that shoot upward and downward to form a green mask and circlet of magic. For the duration of the spell any automaton you control only counts as half the number of points for determining your battle control.
6th Level
Create Advanced Artifice Device
Casting Time: 10 minutes
Range/Area: Self
Components: V,S,M (Gems and metal worth at least 200gp which is consumed by spell)
Duration: Indefinite*
School: Automaktion
Attack/Save: None
Damage/Effect: Creation
Description: Through your skill with magic and artifice you create an artifice object from the list of advanced options. This object persists with you until you make more than your max number of objects. Then you have to pick one of your objects that will cease to exist and turn into slag.
Artifice Object Limits by Level: Levels 1-5: 2 objects, Levels 6-10: 3 objects, Levels 11-15: 4 objects, Levels 16-20: 5 objects
Repair the Masses
Range/Area: Self/40ft sphere
Components: S,M (silver and gold worth at least 2000gp which is consumed)
Duration: Instantaneous
School: Automaktion
Attack/Save: None
Damage/Effect: Healing
Description: You bring your full healing magic to bear and release it out from around you. Up to three automatons in range are healed 10d6 hit points. This has no effect on any creature that is not a construct.
At Higher Levels: For each spell slot of 7th or higher used heal 2d6 more hit points and can heal an additional target.
Down a New Path
Range/Area: Self/60ft sphere
Components: V,S,M (A diamond worth at least 1000gp which is consumed in the spell)
Duration: Concentration, Up to 10 minutes
School: Automaktion
Attack/Save: None
Damage/Effect: Buff
Description: On the fly you are able to change and adapt your automatons to suit the needs of the moment. You can choose one of the following effects below and apply it to all your friendly automatons within the affected area.
Change Damage: You can change the type of damage your automatons currently do to one from this list: Lightning, fire, radiant, thunder, necrotic, or force.
Increase Damage: Each automaton within range that is affected gains an additional die of damage when they hit of their current type as they are able to hit harder and quicker.
Harden Up: Each automaton within range gains a +3 bonus to their AC while this spell is active as they gain more armor.
Lightning Fast: Each automaton within range of the spell gains 15ft to their speed while the spell is active, able to move faster and react quicker.
Snuffing out the Flame
Range/Area: 30ft/10ft radius and 40ft high cylinder
Components: S,M (Refined obsidian worth at least 500gp)
Duration: Concentration, Up to 10 minutes
School: Automaktion
Attack/Save: CON Save
Damage/Effect: Damage, Necrotic
Description: Sometimes it is time to put out the forge and move on. You conjure of this magic and create a large cylinder of necrotic energy that you move around the battlefield to snuff out your opponents. You choose a spot within range and create a 10ft radius 40ft tall cylinder that persists until the spell ends. As a bonus action you may move the cylinder up to 30ft on your turn. Anything that starts its turn within the area must make a CON save. On a failure the target takes 10d4 necrotic damage and is blinded. On a successful the target takes only half damage and is not blinded. A creature may save against the blind condition at the end of each of it's turns.
At Higher Levels: For each spell slot of 7th or higher used the cylinder deals 2d4 more necrotic damage.
7th Level
Forge Elite Automaton
Casting Time: 10 Hours
Range/Area: 20ft
Components: V,S,M (A piece of refined metal worth at least 10,000gp that is consumed in process)
Duration: Indefinite
School: Automaktion
Attack/Save: None
Damage/Effect: Creation
Description: Through time at the forge and infusing magic you are able to take pieces of metal and create an automaton. For this creation you can choose one option from the list of elite automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat in order to command it you must allocate your Automaton Points to include this one.
Crown of the Forge
Casting Time: 1 Action
Range/Area: Self
Components: S,M (A piece of refined platinum that is worth at least 1000gp)
Duration: Concentration, up to 10 minutes
School: Automaktion
Attack/Save: None
Damage/Effect: Buff
Description: A crown of green magic and metal circles your head showing you to be a master of forge and Automaktion. While the crown rests on your head you have 8 increased Automaton Points, deal 2d8 Fire damage to anyone who hits you with a melee attack, your controlled automatons have resistance to non-magical damage, and gain a flying speed of 60ft.
8th Level
Reforging Protocols
Casting Time: 1 Action
Range/Area: Self, 30ft sphere
Components: V,S,M (Piece of defeated automaton)
Duration: Concentration, up to 1 minute
School: Automaktion
Attack/Save: None
Damage/Effect: Buff
Description: You infuse your automatons with dark green magic, taking on the reanimation of the undead and putting it into your creations. Whenever an automaton is reduced to 0 hit points within range of you roll a die and call even or odds. If you call it correctly the automaton continues with 1 hp. This effect continues until you fail to call a roll successfully or the spell ends.
Automaton Commander
Casting Time: 1 Action
Range/Area: 30ft/60ft sphere
Components: S,M (Award or medal that is worth at least 2000gp)
Duration: Concentration, up to 10 minutes
School: Automaktion
Attack/Save: None
Damage/Effect: Buff
Description: You are filled with the authority of your massive amount of experience commanding your automatons in battle. When you cast this up to three automatons within the sphere gain the following benefits:
- A bonus of 4 to their AC
- A bonus of 1d6 to their attacks of the same damage type.
- Gain 10 temporary hit points
At Higher Levels: If you spend a 9th level spell slot casting this spell you can target 3 additional automatons within range of the sphere.
9th Level
Forge Massive Automaton
Castings Time: 10 Hours
Range/Area: 20ft
Components: V,S,M (A piece of refined metal worth at least 100,000gp that is consumed in process)
Duration: Indefinite
School: Automaktion
Attack/Save: None
Damage/Effect: Creation
Description: Through time at the forge and infusing magic you are able to take pieces of metal and create an automaton. For this creation you can choose one option from the list of massive automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat in order to command it you must allocate your Automaton Points to include this one.
Unleash the Forge
Casting Time: 1 Action
Range/Area: Self/120ft sphere
Components: V,S,M (Gems of various colors worth at least 10,000gp which are consumed in the process) Duration: Concentration, up to 1 minute School: Automaktion Attack/Save: Ranged attack Damage/Effect: Damage Description: You unleash the power of the forge upon all those around you. You can pick up to 5 targets and make ranged attacks against each of them. If you hit you deal 1d12 Fire, 1d12 Lightning, 1d12 Radiant, 1d12 Necrotic, 1d12 Thunder, and 1d12 Force damage to each target.Manifestation
Source
With Automaktion being relatively new to the world of Zennith it's source is only theory at this point. Some within the school of magic believe it comes from the innovation of the area it is cast. This is what many within Zhen Gho will cite as to why it is strong there then the other continents. Also they use this to justify why Zhen Gho discovered Automaktion first above all others.
There is a small sect of believers within Zhen Gho that believe it comes from Quan He, Enlightened Scholar being the god of innovation and improvement. They say that anything that brings enlightenment and advance to the world has to be from him and would then expand his power to be throughout the world of Zennith. This group has less of a following in Zhen Gho and nearly none all other places.
There is a very small faction, more cult like than anything else, that subscribe to the belief that this power is that of a demon lord. They have no name for him but simply say this is his doing. He is granting this magic as an ends to his means. They believe he gains power whenever Automaktion is cast and when enough power has been transferred he will rise from Hell and wreck havoc upon Zhen Gho. Coincidentally this are the same group that opposes any sort of technological advance in recent years in Zhen Gho.
Discovery
Automaktion was originally discovered in Zhen Gho by Neonoth Machinebringer Driller. He was a Goliath that was banished from his tribe for using this magic which they thought was dishonorable. The main reason for this was because he would create this automatons that would fight and they said he should fight for himself. His response was always the same, "Look at those poor fools who fought for themselves." He left his tribe and traveled Zhen Gho studying all sorts of magic to get the answers and reasons for his connection to Automaktion. Upon finding that this was a new magic he named it and began to educate other casters in its casting. With Ryma's help he was able to start Driller Academy of Artifice for those who wished to learn this art.
Love the detail! Feels like a proper Homebrew set of spells for DnD.
Thanks so much!