Summon From the Mists; One
Form mystically created matter into a being to serve you
Conjuration [Creation]
Level:
Sor/Wiz 1Components: V, S, F
Casting time: One full round
Effect: One created mystical construct
Range: Close (25 ft. +5 ft./2 levels)
Duration: One round plus one round per level (D)
Saving throw: None
Spell Resistance: No
This short ritual coalesces temporary matter into a shape of your choosing that will serve at your mental command. The being forms anywhere within your sight and the spells range and may act immediately on your turn. You may direct it into combat or perform other tasks within its capacity. The conjured being acts as normal during its last round before reverting back to nothing at the end of its turn.
The caster has some personal leeway in what sort of being is produced by this spell. As stated under the correct entry for the spell level the caster may select a number of traits from the corresponding list. The caster may also select two traits of a lower class for one trait of a higher class.
Many magi enjoy pitting their constructs against those of others, and have also created foci that enhance their constructs further. This once serious piece of spellcraft is just as commonly employed as a means of amusement as it is for business.
Arcane Focus: A small bead of smoky quartz.
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1st-Level Small Construct |
2nd-Level Medium Construct |
3rd-Level Medium Construct |
|
|
Hit Dice: |
1d10+10 (15hp) |
2d10 +20(31 hp) |
3d10+20 (36 hp) |
|
Essence: |
N/A |
N/A |
N/A |
|
Initiative: |
+2 Dex |
+2 Dex |
+2 Dex |
|
Speed: |
30 ft. |
40 ft. |
40 ft. |
|
AC: |
18(+2 Dex, +5 natural, +1 size |
18 (+2 Dex, +6 natural) |
20 (+2 Dex, +8 natural) |
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Base Attack/Grapple: |
+2/-1 |
+3/+4 |
+4/+7 |
|
Attacks: |
Slam +3 melee (d4+3) |
Slam +4 melee (d6+4) |
Slam +7 melee (d6+7) |
|
Full Attack: |
Slam 1d4+3 |
Slam 1d6+4 |
Slam 1d6+7 |
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Face/Reach: |
5 ft. by 5 ft./5 ft. |
5 ft. by 5 ft./5 ft. |
5 ft. by 5 ft./5 ft. |
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Special Qualities: |
1 ability from menu A |
2 abilities from menu A |
3 abilities from menu A |
|
Saves: |
Fort+0, Ref +2, Will +0 |
Fort +0, Ref +2, Will +0 |
Fort +1, Ref +3, Will +1 |
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Abilities: |
Str 15, Dex 15, Con -, Int-, Wis 11, Cha 10 |
Str 17, Dex 15, Con -, Int -, Wis 11, Chr 10 |
Str 21, Dex 15, Con -, Int-, Wis 15, Cha 6 |
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Climate/Terrain: |
Any land and underground |
Any land and underground |
Any land and underground |
|
Organization: |
Solitary |
Solitary |
Solitary |
|
Challenge Rating: |
1/3 |
1 |
2 |
|
Treasure: |
None |
None |
None |
|
Alignment: |
Always neutral |
Always neutral |
Always neutral |
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Advancement: |
- |
- |
- |
Menu A
Armor
(Ex): +1 deflection bonus to AC.Celerity (Ex): The construct’s land speed is increased by 10.
Cleave (Ex): The construct gains the Cleave feat.
Fly (Ex): Construct has physical wings (6-foot wingspan). Speed 60 ft. (average).
Improved Bull Rush (Ex): The construct gains the Improved Bull Rush feat.
Mystic Resonance(Es): Construct will hum when within 10 feet of a functioning spell or enchantment.
Power Attack (Ex): The construct gains the Power Attack feat.
Resistance (Ex): Choose one of fire, cold, acid, electricity, or sonic resistance 5. The same resistance can be chosen multiple times and stacks: For example, picking fire resistance three times would give a total resistance of 15.
Shine (Ex): Construct glows with light equivalent to that of a torch.
Sprint (Ex): Once per hour, the construct can take a charge action to move 10 times normal speed.
Swim: Construct gains changes to its shape to improves its ability to swim. Speed 60 ft.
Take Note (Ex): Construct can convey a short verbal message given to it.
Trip (Ex): If the construct hits with a slam attack it can attempt to trip the opponent as a free action (see Chapter 8 of the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the construct.
Menu B
(You may replace any choice on this menu with two choices on Menu A.)
Additional attack: If the construct is Medium or smaller it gains two slam attacks instead of one when it makes a full attack. Its bonus damage on rolls for each attack is equal to its Strength modifier not its Strength modifier X 1.5
Brute (Ex): The construct gains a +4 bonus to its Strength score.
Buff (Ex): Construct gains 3d10 temporary hit points (multiple selections do not stack).
Charge (Ex): If the construct charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action. If it has the squeeze ability, it can also use this (see entry below).
Enchanted (Ex): The construct deals an additional d4 damage of an energy type of your choosing (fire, cold, acid, or electricity).
Fast Healing (Ex): The construct heals 2 hit points each round until destroyed.
Heavy Armour (Ex): +4 deflection bonus to AC.
Improved Buff (Ex): The construct gains an extra 15 hit points.
Improved Critical (Ex): The construct gains the Improved Critical feat.
Improved Damage Reduction (Ex): The construct gains a DR of 3/magic, if it does not have DR already.
Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. If it gets a hold, it can squeeze (must have the squeeze ability; see entry below).
Improved Swim: The construct gains a swim speed of 60 feet.
Pounce (Ex): If the construct charges a foe, it can make a full attack.
Smite (Su): Once per day the construct can make a normal attack to deal additional damage equal to its HD.
Squeeze (Ex): A construct that gets a hold can make a squeeze attack (+9 melee) to deal damage of 2d4 + Strength modifier. If it charges an opponent on the first round of combat, it can also squeeze (must also have the charge ability; see entry above).
Trample (Ex): As a standard action during its turn each round a Large or larger construct can literally run over an opponent at least one size smaller than itself. Moving over the target deals 1d8 + Str modifier. The target is entitled to a Reflex save DC 10 + 1/2 the construct's Hit Dice + Str Modifier to negate the damage, or it can choose to make an attack of opportunity at a -4 penalty.
Menu C
(You may replace any choice on this menu with two choices on Menu B.)
Blindsight (Ex): The construct has blindsight out to 60 feet.
Blink (Sp): The construct may employ the blink spell as if it were an 8th level caster once per day.
Concussion (Sp): Manifest concussion as a free action (once per round).
Constrict (Ex): The construct has the improved grab ability with its slam attack. In addition, on a successful grapple check the construct deals damage equal to its slam damage.
Extra Buff (Ex): Construct gains 30 hit points (multiple selections do not stack).
Extreme Damage Reduction (Ex): The construct gains a DR of 6.
Gore (Ex): construct has horns and gains one additional gore attack with an attack bonus equal to slam attack bonus +15, dealing 1d8 + Strength modifier.
Lightning Bolt (Sp): The construct can employ a lightning bolt as per the spell as if an 8th level caster once per day.
Natural Invisibility (Sp): The construct is constantly invisible, even while attacking. This ability is inherent and thus not subject to being dispelled.
Rend (Ex): The construct makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam, but does slashing damage instead of bludgeoning damage). A construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier.
Spring Attack (Ex): The construct gains the Spring Attack feat.
Stinking Cloud (Sp): The construct may employ the stinking cloud spell as if it were an 8th level caster once per day.
Whirlwind Attack (Ex): The construct gains the Whirlwind Attack feat.
See Invisibility (Su): Can see invisibility (as the power) at all times.
Superheavy Armour (Ex): +8 deflection bonus to AC.