Apparent Master
EnchantmentEnchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence over a subject creature.
3.5 Material
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one construct; see textHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 hour/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will negatesIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
This charm makes a construct regard you as its master. The spell only affects mindless constructs that are attuned to the commands of a master, such as animated objects, golems, retrievers, and shield guardians. All constructs with Intelligence scores, even those that explicitly follow the commands of their creator, such as an homunculus, are unaffected. If the construct is currently being threatened or attacked by you or your allies it receives a +5 bonus on its saving throw.
The spell enables you to control the construct completely, with the sole exception that commands directly resulting in damage break the spell. Any act by you or your apparent allies that damages the construct also breaks the spell. You can communicate your commands in any spoken language. The construct reverts to obeying the last commands given by its true master when the spell’s duration expires.
If the construct’s true master attempts to command a construct affected by apparent master, you must win an opposed Charisma check for the construct to continue to follow your commands. Failing this check breaks the spell.
The spell enables you to control the construct completely, with the sole exception that commands directly resulting in damage break the spell. Any act by you or your apparent allies that damages the construct also breaks the spell. You can communicate your commands in any spoken language. The construct reverts to obeying the last commands given by its true master when the spell’s duration expires.
If the construct’s true master attempts to command a construct affected by apparent master, you must win an opposed Charisma check for the construct to continue to follow your commands. Failing this check breaks the spell.