Awaken Animus, Object
Sorcerer/Wizard 6, Cleric/Oracle 6, Shaman/Witch 6
School: Necromancy
Level: Sorcerer/Wizard 6, Cleric/Oracle 6, Shaman/Witch 6
Casting
Casting Time: One Hour Component: V, S, M ( Precious metals and gemstones worth 15,000 GP)Effect
Range: Touch Duration: Permanent Saving Throw: None; Spell Resistance: NoDescription
Using raw magical power, an attempt is made to bring a normal, otherwise mundane object the gift of intelligent thought that may lie within. Unlike Bestow Animus, which calls upon more powerful magic to manipulate a sentient being to make it into an object, Awaken animus serves a similar, but fundamentally different, and altogether easier purpose of giving the mundane a voice of its own, and awakening an item so that it may speak and converse as freely as beings of sentience do through the application of magic to 'spark' an object into sentience. While it is designed to work on any object, the spell's chances of success increase greatly based upon the age, state of disrepair, and 'personality' the object has, where 'personality' is defined as how affectionate, caring, or otherwise sincere an object's owner has been in the care of it. When this spell is cast, it has a 10% base success rate on a normal, mundane, at least one year old object of no special value, worth, or make. Several factors affect the success of this spell for better or worse, as defined below. Similar options are not cumulative unless otherwise noted:Object is less than a year old: -10% Object has been mistreated, abused, or neglected: -25% Object has been broken more than 10 times in the past two years: -10% Object has been forged/reforged using pieces of multiple different objects(Eg. A sword being reforged using random scraps of metal from many sources): -10% Object has endured, survived, or been through highly traumatic or horrific events: -10% Object is at least one size category larger than medium: -10% for every category above medium (Cannot be reduced below 1% chance) [The Below three options are cumulative. a 1000 year old item has a +60% chance to become intelligent.] Object is more than 10 years old: +10% Object is more than 100 years old: +20% Object is more than 1000 years old: +30% Object has a name given to it by the original owner, he who has held it for longest, or he who has treated it best: +10% Object is made of a special material: +5% Object is magical in nature: +5% per enchantment modifier Object was made by a notable craftsman: +5% Object is masterwork: +5% Object has been with current owner(Or their family) and actively used for at least a year: +5% Object has been with current owner(Or their family) and actively used for at least five years: +10% Object has been with current owner(Or their family) and actively used for at least ten years: +15% Object has been with current owner(Or their family) and actively used for at least twenty years: +30% Object has been with current owner(Or their family) and actively used for more than fifty years: +50% Object has passed through the hands of several famous/powerful/otherwise notable people: +10% Object is the only one of its kind, or is sufficiently unique or notable in construction/makeup/enchantment/etc. : +5% Object is famous, infamous, or of high renown: +10% In addition, several factors will affect the strength, power, and EGO score of the created item:EGO
Object is more than 10 years old: +2 EGO, all ability scores begin at 14 Object is more than 100 years old: +4 EGO, all ability scores begin at 16 Object is more than 1000 years old: +6 EGO, all ability scores begin at 20 Object has a name given to it by the original owner, who has held it for longest, or who has treated it best: +1 EGO Object is made of a special material: +1 EGO Object has passed through the hands of several famous/powerful/otherwise notable people: +1 EGO Object is the only one of its kind, or is sufficiently unique or notable in construction/makeup/enchantment/etc. : +1 EGO Object is famous, infamous, or of high renown: +1 EGOAlignment
The object's alignment shall be within one step in either direction of the one who has had the most influence on it. In the event the object has had one incredibly influential owner one way or another, it may be their exact alignment. In the event the object has had several influential owners, it will possess an alignment in the middle of them(Eg Chaotic Good and Chaotic Evil becomes Chaotic Neutral, Lawful Good and Chaotic Evil becomes true neutral), or the alignments that have appeared the most.Goals
While the goals of the item may vary wildly, they will be heavily influenced by the owner who has the most influence on it, or has had the most influence in the past. (Eg. If an item has only ever seen one owner who has treated it well, it very well might have a goal to protect them and keep them healthy)Senses and Communication
All items made by this spell are born with Telepathy, Speech, and Senses 60ft.Ability Scores
Items made by this spell, have a 12, 11, and a 10, assigned randomly, to each of their ability scores , unless stated otherwise above.Powers and dedicated powers
Unless otherwise stated by the GM, roll a d100 on the Powers table and take the appropriate power. After totaling the total EGO score of the weapon, if the EGO would surpass or meet a score of 20, you may roll on the dedicated purpose table. If it does not exceed or meet a score of 20, it will lack a dedicated power, but will have a small chance to develop one if it ever exceeds twenty after creation, rolled behind the scenes by the GM.Total Ego and Value
Using the above guidelines, calculate the total value and ego of the object as normal. Unless otherwise stated by the GM, the custom goal for the weapon is worth 2 EGO.
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