Awaken Construct
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
Available to
- Casting Time
- 24 hoursMost 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, S, M (herbs and oils worth 2,000 gp per HD of target), DFV (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.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.DF (Divine Focus): An item of spiritual significance — e.g. a holy symbol appropriate to your faith, or a druid's or ranger's sprig of holly.Full rule on Archives of Nethys ↗
- Range
- touchHow 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
- mindless construct touchedHow 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
- instantaneousHow 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
- noWhether 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 ↗
You amplify the animating force of a construct to more closely resemble a true soul, granting the construct humanlike sentience. To do so, you must succeed at a Spellcraft check (DC = 15 + the construct’s current Hit Dice). If the construct’s master (if any) is present, this is an opposed Spellcraft check. You have no special empathy or connection with a creature you awaken—it is a free-willed creature. Golems previously under another creature’s control, either as shield guardians or a golem crafter’s creations, break all connections with that creature.
Roll 3d6 to determine the Intelligence score of the awakened construct, and increase its Charisma score by 2d6. It gains feats and skill points according to its new Intelligence score, and the skill points are assigned appropriately for its function, as determined by the GM.
An awakened construct speaks one language that its creator spoke, plus one additional language that its creator knew per point of the construct’s Intelligence bonus (if any). Its alignment is determined by the GM, but is usually within one step of its creator’s alignment. This spell doesn’t function on a construct with an Intelligence score.
Roll 3d6 to determine the Intelligence score of the awakened construct, and increase its Charisma score by 2d6. It gains feats and skill points according to its new Intelligence score, and the skill points are assigned appropriately for its function, as determined by the GM.
An awakened construct speaks one language that its creator spoke, plus one additional language that its creator knew per point of the construct’s Intelligence bonus (if any). Its alignment is determined by the GM, but is usually within one step of its creator’s alignment. This spell doesn’t function on a construct with an Intelligence score.