Today’s article focuses on spells relating to objects, and shows that there’s more than one way to make an item a little bit more magical.
AWAKEN OBJECT
School transmutation; Level bard 6, cleric 6, occultist 6, psychic 6, sorcerer/wizard 8, witch 6
Casting Time 24 hours
Components V, S, M (special oils and incense worth 2,000 gp), DF
Range touch
Target object touched
Duration permanent
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
You imbue an object with sentience and animation, granting it a limited form of life. To succeed, you must make a Spellcraft check (DC 20 + twice the number of Hit Dice the object will have once awakened). The awakened object has statistics for an animated object of its size (you should work with the GM to determine what abilities the object’s construction points are used to purchase, based on the type of object that it is), except that instead of the usual Intelligence, Wisdom, and Charisma scores for an animated object, roll 3d6 for each of its Intelligence, Wisdom, and Charisma scores, and those become its permanent scores for those abilities.
The awakened object can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). At the GM’s discretion, the object may be able to speak languages that you do not know, instead, based on its background (for example, if it was crafted by dragons and bears draconic writing, it might be able to speak Draconic as one of its languages, even if you are unable to do so).
Objects awakened by this spell are generally friendly towards you, but have no special empathy or connection with you, and must be convinced to undertake tasks on your behalf. Ultimately, they are their own individuals, and pursue their own goals and aims.
If this spell is dispelled, the object immediately returns to a normal object of its kind. Casting this spell on the same object again after this occurs has a 25% chance of restoring its previous personality and intelligence (including its Intelligence, Wisdom, and Charisma scores, and any languages it knew). In such a case, the awakened object recalls everything that occurred while it was previously affected by this spell, and has no recollection of anything that occurred while it was not awakened; for the object, it is as though no time has passed since the effect was dispelled. The other 75% of the time, a new personality is created, which has no memories of anything before being awakened. A wish or miracle spell cast in conjunction with awaken object can increase the chance of restoring a previous personality to 100%.
HOLD FAST
School transmutation; Level cleric 5, druid 5, occultist 5, psychic 5, shaman 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one Huge or smaller object
Duration 1 hour/level (D)
Saving Throw Will negates (object); Spell Resistance yes (object)
You cause the target object to be stuck firmly in place, as though it were an immovable rod that had been activated. The object can support the same amount of weight (8,000 lbs.) regardless of its size or what it is made of. This spell does not increase the object’s hardness or hit points, so if the object is used as a barrier, creatures can simply destroy it. If the object is destroyed, the spell’s effect ends immediately.
OWNER ATTUNEMENT
School transmutation; Level antipaladin 2, bard 2, cleric 2, inquisitor 2, magus 2, medium 2, occultist 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2, witch 2
Casting Time 1 minute
Components V, S, M (a drop of blood from each creature the item is to be attuned to)
Range touch
Target magic item touched
Duration 1 day/level (D)
Saving Throw Will negates (object); Spell Resistance yes (object)
You mystically attune the target to one or more specific creatures, which are designated as its owners. When you cast the spell, you can select up to one creature per three caster levels to become attuned to the item (you must provide a drop of blood from each such creature). For the spell’s duration, the magic item will function only for the creatures it is attuned to, and in the hands of anyone else, it functions only as a mundane item of the same kind (although its magic aura remains unaltered, and its properties can still be identified).
If this spell is cast on an item that is already attuned to one or more creatures with this spell, the caster must succeed on a caster level check (DC 15 + your caster level), or the second instance automatically fails. If the caster succeeds, all previous instances of this spell end immediately, and the item becomes attuned to
the new owner or owners selected for the most recent instance.
OWNER ATTUNEMENT, GREATER
School transmutation; Level bard 4, cleric 4, inquisitor 4, magus 4, medium 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner 4, witch 4
Casting Time 1 minute
Components V, S, M (a drop of blood from each creature the item is to be attuned to, powdered sapphires worth 200 gp)
Range touch
Target object touched
Duration 1 day/level (D)
Saving Throw Will negates (object); Spell Resistance yes (object)
This functions as owner attunement, except that it can be applied to mundane objects as well, preventing them from functioning for anyone but the creatures to which they are attuned. Doors, cabinets, and even books refuse to open. Tea kettles are unable to pour their contents. Buckets develop mysterious leaks that seem to come from nowhere. Armor cannot be donned properly, and even weapons always find a way to miss their mark.
Greater owner attunement can be made permanent with a permanency spell cast by a caster of at least 11th level. Doing so costs an additional 5,000 gp.