Spells of Automaktion Spell in Zennith | World Anvil
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Spells of Automaktion

Automaktion has a variety of spells, and more and more continue to be made/discovered by practioneers. Many of the spells that are seen most often have something to do in relation to the creation and support of automatons. Here is a list that has been compiled of the most well known and used spells by those masters and leaning of Automaktion.

 

1st Level

 

Charged Bolt

Casting Time: 1Action

Range/Area: 60ft

Components: S

Duration: Instantaneous

School: Automaktion

Attack/Save: Ranged

Damage/Effect: Lightning

Description: Lightning springs forward towards a target. Make a ranged attack roll and on a hit you deal 1d8 lightning damage to the target. Additionally you become charged with electricity. The next time you deal lightning damage to a target, within 1 minute, you deal an extra 1d6 lightning damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you deal an additional 1d8 lightning and your charged damage increases by 1d6.

 

Deterioration Ray

Casting Time: 1 Action

Range/Area: 120ft

Components: S,M (A small piece of rusty copper)

Duration: Concentration, up to 1 minute

School: Automaktion

Attack/Save: CON Save

Damage/Effect: Necrotic/Debuff

Description: A ray of necrotic energy strikes your target and surrounds them in an aura of deterioration. The target must make a CON save against your spell save DC or take 1d6 Necrotic damage. This damage continues to happen for as long as the target fails to save against it. The damage is applied at the beginning of the target's turn and they can save against it at the end of each of their turns.

At Higher Levels: When you use a spell slot of 2nd level or higher you deal an additional 1d6 per turn to the target for as long as they under the effect of the spell.

 

Minor Repair

Casting Time: 1 Action

Range/Area: 60ft

Components: S,M (tool you are proficient with)

Duration: Instantaneous

School: Automaktion

Attack/Save: None

Damage/Effect: Healing

Description: An aura of magical healing comes out from you towards your automatons. You target one automaton within range. The spell can only affect construct type creatures and has no effect on other creatures. The target regains 1d8 hit points up to their max.

At Higher Levels: For each spell slot above 2nd used the target heals an addition 1d8.

 

Link Extension

Casting Time: 1 Action

Range/Area: Self

Components: V,S,M (a bit of rope tied into several knots)

Duration: Concentration, up to 10 minutes

School: Automaktion

Attack/Save: None

Damage/Effect: Buff

Description: You bolster yourself with the magic of Automaktion. A thin circlet of magic appears around your head. For the duration of the spell you add 4 more points to your pool of Automaton points.

At Higher Levels: When you cast this spell using a spell slot of 2nd or higher you gain an additional 4 points per spell slot above 1st.

 

Forge Minor Automaton

Casting Time: 1 Hour

Range/Area: 20ft

Components: V,S,M (A piece of refined metal worth at least 50gp which is consume in the process)

Duration: Indefinite

School: Automaktion

Attack/Save: None

Damage/Effect: Creation

Description: Through time at the forge and infusing magic you are able to take pieces of metal and create a minor automaton. For this creation you can choose one option from the list of minor automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat, in order to command it, you must allocate your Automaton Points to include it.

 

Create Minor Artifice

Casting Time: 1 Hour

Range/Area: Self

Components: M (Gems and metal worth at least 100gp which are consumed by the spell)

Duration: Indefinite*

School: Automaktion

Attack/Save: None

Damage/Effect: Creation

Description: Through your skill with magic and artifice you create a artifice object from the list of minor options. This object persists with you until you make more than your max number of objects. Then you have to pick one of your objects that will cease to exist and turn into slag.

Artifice Object Limits by Level: Levels 1-5: 2 objects, Levels 6-10: 3 objects, Levels 11-15: 4 objects, Levels 16-20: 5 objects

 

2nd Level

 

Forge's Flame

Casting Time: 1 Action

Range/Area: 15ft cone

Components: V,S

Duration: Instantaneous

School: Automaktion

Attack/Save: DEX Save

Damage/Effect: Fire

Description: You unless a cone of flame from your tools. The fire is that off the hot forges in which you form your automatons. In a 15ft cone adjacent to yourself all those inside must succeed on a DEX saving throw or take 3d10 Fire Damage, or half as much on a successful save.

At Higher Levels: For each spell slot above 2nd used add an additional 1d8 of damage.

 

Lighting Repulse

Casting Time: 1 Reaction

Range/Area: 5ft from self

Components: V,S

Duration: Instantaneous

School: Autmaktion

Attack/Save: DEX Save

Damage/Effect: Lightning, push

Description: You channel all your energy into one large destructive lightning burst upon taking damage. After you take damage every creature in 5ft of you must succeed on a DEX save or take 2d12 lightning damage and be pushed 10ft directly away from you. On a successful save target takes half damage and is not pushed.

At Higher Levels: For each spell slot 2nd and above an additional 1d12 lightning damage is done.

 

Bolster the Metal

Casting Time: 1 Action

Range/Area: 60ft

Components: V,S,M (a handful of nuts and bolts)

Duration: Concentration, up to 1 minute

School: Automaktion

Attack/Save: None

Damage/Effect: Buff

Description: You bring your Automaktion magic to bear and give some aid to your automatons. Up to three automatons in range each gain a bonus to AC up to your spellcasting modifier. This spell only effects creatures with the construct creature type.

At Higher Levels: For each spell slot of 2nd and above you use you can target an additional target in range.

 

Enhanced Forge

Casting Time: 10 Minutes

Range/Area: Touch

Components: V,S,M (Silver and Gold worth at least 300gp)

Duration: 10 Hours

School: Automaktion

Attack/Save: None

Damage/Effect: Buff

Description: You use your connection with Automaktion and enchance a forge with that magic. Anyone using that forge while under this effect can increase one ability stat of any automaton they create by 2.

 

3rd Level

 

Thunder Mines

Casting Time: 1 Action

Range/Area: 30ft

Components: V,S

Duration: Instantaneous

School: Automaktion

Attack/Save: Ranged

Damage/Effect: Thunder

Description: You pick three targets within range and cause thunder to explode all around them. Make a ranged attack against them dealing 6d6 thunder damage on a hit. Also on a hit the target must make a CON save or be deafened until the end of your next turn.

At Higher Levels: For every spell slot above 3rd that is used deal an addtional 1d6 thunder damage.

 

Mend the Machines

Casting Time: 1 Action

Range/Area: 60ft

Components: S,M (coal worth 200gp which is consumed)

Duration: Instantaneous

School: Automaktion

Attack/Save: None

Damage/Effect: Healing

Description: You unleash an aura of repairing magic that surrounds you and brings your automatons back. Up to three automatons that are friendly to you within range each regain 2d8 hit points. This spell has no effect on a target that is not a construct creature type.

At Higher Levels: For each spell above 3rd that you cast this spell you heal your automatons an additional 1d8 hit points and can target an additional automaton

 

Forge Automaton

Casting Time: 10 Hours

Range/Area: 20ft

Components: S,M (A piece of refined metal worth at least 500gp that is consumed in process)

Duration: Indefinite

School: Automaktion

Attack/Save: None

Damage/Effect: Creation

Description: Through time at the forge and infusing magic you are able to take pieces of metal and create an automaton. For this creation you can choose one option from the list of base automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat, in order to command it, you must allocate your Automaton Points to include this one.

 

Create Artifice Device

Casting Time: 10 minutes

Range/Area: Self

Components: S,M (Gems and metal worth at least 200gp which is consumed by spell)

Duration: Indefinite*

School: Automaktion

Attack/Save: None

Damage/Effect: Creation

Description: Through your skill with magic and artifice you create a artifice object from the list of base options. This object persists with you until you make more than your max number of objects. Then you have to pick one of your objects that will cease to exist and turn into slag.

Artifice Object Limits by Level: Levels 1-5: 2 objects, Levels 6-10: 3 objects, Levels 11-15: 4 objects, Levels 16-20: 5 objects

 

4th Level

 

Emergency Repair

Casting Time: 1 Action

Range/Area: 30ft

Components: S,M (refined silver worth at least 250gp which is consumed in the spell)

Duration: Instantaneous

School: Automaktion

Attack/Save: None

Damage/Effect: Healing

Description: You focus and channel your energy to give one of your automatons a massive healing buff to keep them in the fight. A single automaton in range regains 6d6 hit points. This spell has no effect on a non-construct creature.

At Higher Levels: For each spell slot of 5th or above used for this spell heal an additional 1d6 hit points.

 

Seeing Double

Casting Time: 1 Action

Range/Area: 60ft

Components: S,M (Piece of an automaton that is consume in spell)

Duration: Concentration, up to 1 hour

School: Automaktion

Attack/Save: None

Damage/Effect: Buff

Description: Taking the magic from the piece of another automaton you are able to create a dublicate of one you currently have in your service. This new starts off as if brand new. You may begin to control it right away as long as you have enough Automaton Points available. Otherwise it simply stays there and takes the dodge action.

 

Liquid Shield

Casting Time: 1 Reaction

Range/Area: Self

Components: S

Duration: Instantaneous

School: Automaktion

Attack/Save: None

Damage/Effect:Buff

Description: You fling up your hand a bit of liquid automaton metal forms into a shield that protects you from harm. You gain +5 to AC until the start of your next turn.

 

5th Level

 

Forge Illuminate You

Casting Time: 1 Action

Range/Area: 60ft/30ft sphere

Components: V,S,M (Forging Hammer which is consumed by spell)

Duration: Instantaneous

School: Automaktion

Attack/Save: WIS Save

Damage/Effect: Radiant

Description: You hurl your inspired hammer towards a point within range and radiant energy explodes damaging all those inside the sphere. Any creature within the 30ft sphere must make a WIS save or take 6d8 Radiant damage, or half as much on a successful save. Additionally if the target fails their saving throw they are stunned until the end of their next turn.

At Higher Levels: For each spell slot of 6th level or higher used you deal an additional 1d8 radiant damage.

 

Forge Advanced Automaton

Casting Time: 10 Hours

Range/Area: 20ft

Components: V,S,M (A piece of refined metal worth at least 5000gp that is consumed in process)

Duration: Indefinite

School: Automaktion

Attack/Save: None

Damage/Effect: Creation

Description: Through time at the forge and infusing magic you are able to take pieces of metal and create an automaton. For this creation you can choose one option from the list of advanced automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat, in order to command it, you must allocate your Automaton Points to include this one.

 

Expand the Mind

Casting Time: 1 Action

Range/Area: Self

Components: V,S,M (several pieces of metal welded together)

Duration: Concentration, up to 10 minutes

School: Automaktion

Attack/Save: None

Damage/Effect: Buff

Description: You bolster yourself with the magic of Automaktion. A circlet of magic appears around your head and has several points that shoot upward and downward to form a green mask and circlet of magic. For the duration of the spell any automaton you control only counts as half the number of points for determining your battle control.

 

6th Level

 

Create Advanced Artifice Device

Casting Time: 10 minutes

Range/Area: Self

Components: V,S,M (Gems and metal worth at least 200gp which is consumed by spell)

Duration: Indefinite*

School: Automaktion

Attack/Save: None

Damage/Effect: Creation

Description: Through your skill with magic and artifice you create an artifice object from the list of advanced options. This object persists with you until you make more than your max number of objects. Then you have to pick one of your objects that will cease to exist and turn into slag.

Artifice Object Limits by Level: Levels 1-5: 2 objects, Levels 6-10: 3 objects, Levels 11-15: 4 objects, Levels 16-20: 5 objects

 

Repair the Masses

Range/Area: Self/40ft sphere

Components: S,M (silver and gold worth at least 2000gp which is consumed)

Duration: Instantaneous

School: Automaktion

Attack/Save: None

Damage/Effect: Healing

Description: You bring your full healing magic to bear and release it out from around you. Up to three automatons in range are healed 10d6 hit points. This has no effect on any creature that is not a construct.

At Higher Levels: For each spell slot of 7th or higher used heal 2d6 more hit points and can heal an additional target.

 

Down a New Path

Range/Area: Self/60ft sphere

Components: V,S,M (A diamond worth at least 1000gp which is consumed in the spell)

Duration: Concentration, Up to 10 minutes

School: Automaktion

Attack/Save: None

Damage/Effect: Buff

Description: On the fly you are able to change and adapt your automatons to suit the needs of the moment. You can choose one of the following effects below and apply it to all your friendly automatons within the affected area.

Change Damage: You can change the type of damage your automatons currently do to one from this list: Lightning, fire, radiant, thunder, necrotic, or force.

Increase Damage: Each automaton within range that is affected gains an additional die of damage when they hit of their current type as they are able to hit harder and quicker.

Harden Up: Each automaton within range gains a +3 bonus to their AC while this spell is active as they gain more armor.

Lightning Fast: Each automaton within range of the spell gains 15ft to their speed while the spell is active, able to move faster and react quicker.

 

Snuffing out the Flame

Range/Area: 30ft/10ft radius and 40ft high cylinder

Components: S,M (Refined obsidian worth at least 500gp)

Duration: Concentration, Up to 10 minutes

School: Automaktion

Attack/Save: CON Save

Damage/Effect: Damage, Necrotic

Description: Sometimes it is time to put out the forge and move on. You conjure of this magic and create a large cylinder of necrotic energy that you move around the battlefield to snuff out your opponents. You choose a spot within range and create a 10ft radius 40ft tall cylinder that persists until the spell ends. As a bonus action you may move the cylinder up to 30ft on your turn. Anything that starts its turn within the area must make a CON save. On a failure the target takes 10d4 necrotic damage and is blinded. On a successful the target takes only half damage and is not blinded. A creature may save against the blind condition at the end of each of it's turns.

At Higher Levels: For each spell slot of 7th or higher used the cylinder deals 2d4 more necrotic damage.

 

7th Level

 

Forge Elite Automaton

Casting Time: 10 Hours

Range/Area: 20ft

Components: V,S,M (A piece of refined metal worth at least 10,000gp that is consumed in process)

Duration: Indefinite

School: Automaktion

Attack/Save: None

Damage/Effect: Creation

Description: Through time at the forge and infusing magic you are able to take pieces of metal and create an automaton. For this creation you can choose one option from the list of elite automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat in order to command it you must allocate your Automaton Points to include this one.

 

Crown of the Forge

Casting Time: 1 Action

Range/Area: Self

Components: S,M (A piece of refined platinum that is worth at least 1000gp)

Duration: Concentration, up to 10 minutes

School: Automaktion

Attack/Save: None

Damage/Effect: Buff

Description: A crown of green magic and metal circles your head showing you to be a master of forge and Automaktion. While the crown rests on your head you have 8 increased Automaton Points, deal 2d8 Fire damage to anyone who hits you with a melee attack, your controlled automatons have resistance to non-magical damage, and gain a flying speed of 60ft.

 

8th Level

 

Reforging Protocols

Casting Time: 1 Action

Range/Area: Self, 30ft sphere

Components: V,S,M (Piece of defeated automaton)

Duration: Concentration, up to 1 minute

School: Automaktion

Attack/Save: None

Damage/Effect: Buff

Description: You infuse your automatons with dark green magic, taking on the reanimation of the undead and putting it into your creations. Whenever an automaton is reduced to 0 hit points within range of you roll a die and call even or odds. If you call it correctly the automaton continues with 1 hp. This effect continues until you fail to call a roll successfully or the spell ends.

 

Automaton Commander

Casting Time: 1 Action

Range/Area: 30ft/60ft sphere

Components: S,M (Award or medal that is worth at least 2000gp)

Duration: Concentration, up to 10 minutes

School: Automaktion

Attack/Save: None

Damage/Effect: Buff

Description: You are filled with the authority of your massive amount of experience commanding your automatons in battle. When you cast this up to three automatons within the sphere gain the following benefits:

  • A bonus of 4 to their AC
  • A bonus of 1d6 to their attacks of the same damage type.
  • Gain 10 temporary hit points

At Higher Levels: If you spend a 9th level spell slot casting this spell you can target 3 additional automatons within range of the sphere.

 

9th Level

 

Forge Massive Automaton

Castings Time: 10 Hours

Range/Area: 20ft

Components: V,S,M (A piece of refined metal worth at least 100,000gp that is consumed in process)

Duration: Indefinite

School: Automaktion

Attack/Save: None

Damage/Effect: Creation

Description: Through time at the forge and infusing magic you are able to take pieces of metal and create an automaton. For this creation you can choose one option from the list of massive automatons. It is considered a friendly to you and your allies. Outside of combat it will follow your orders. Within combat in order to command it you must allocate your Automaton Points to include this one.

 

Unleash the Forge

Casting Time: 1 Action

Range/Area: Self/120ft sphere

Components: V,S,M (Gems of various colors worth at least 10,000gp which are consumed in the process) Duration: Concentration, up to 1 minute School: Automaktion Attack/Save: Ranged attack Damage/Effect: Damage Description: You unleash the power of the forge upon all those around you. You can pick up to 5 targets and make ranged attacks against each of them. If you hit you deal 1d12 Fire, 1d12 Lightning, 1d12 Radiant, 1d12 Necrotic, 1d12 Thunder, and 1d12 Force damage to each target.

Manifestation

Most spells in Automaktion will have a green tint to their casting. Anything from casting a damaging spell at an opponent to the magic that surrounds and inscribes on your automatons has the green tint behind it. And some people when around such casting will also swear there is a specific scent as well. They describe it as the aroma of the mechanical factories working in Ryma. Everything about the magic of Automaktion is about technology and how they interconnect, even in it's manifestation.

Source

With Automaktion being relatively new to the world of Zennith it's source is only theory at this point. Some within the school of magic believe it comes from the innovation of the area it is cast. This is what many within Zhen Gho will cite as to why it is strong there then the other continents. Also they use this to justify why Zhen Gho discovered Automaktion first above all others.

There is a small sect of believers within Zhen Gho that believe it comes from Quan He, Enlightened Scholar being the god of innovation and improvement. They say that anything that brings enlightenment and advance to the world has to be from him and would then expand his power to be throughout the world of Zennith. This group has less of a following in Zhen Gho and nearly none all other places.

There is a very small faction, more cult like than anything else, that subscribe to the belief that this power is that of a demon lord. They have no name for him but simply say this is his doing. He is granting this magic as an ends to his means. They believe he gains power whenever Automaktion is cast and when enough power has been transferred he will rise from Hell and wreck havoc upon Zhen Gho. Coincidentally this are the same group that opposes any sort of technological advance in recent years in Zhen Gho.

Discovery

Automaktion was originally discovered in Zhen Gho by Neonoth Machinebringer Driller. He was a Goliath that was banished from his tribe for using this magic which they thought was dishonorable. The main reason for this was because he would create this automatons that would fight and they said he should fight for himself. His response was always the same, "Look at those poor fools who fought for themselves." He left his tribe and traveled Zhen Gho studying all sorts of magic to get the answers and reasons for his connection to Automaktion. Upon finding that this was a new magic he named it and began to educate other casters in its casting. With Ryma's help he was able to start Driller Academy of Artifice for those who wished to learn this art.

Related School
Automaktion
Related Element
lightning, fire, radiant, force, thunder

1st Level Spells

by MidJourney
Casting a Charged bolt during combat
by MidJourney
The possible end effect of a Deterioration Ray
by MidJourney
Minor repair at work to keep an automaton going in the fight
by MidJourney
Link Extension active on a Dwarf artificer
by MidJourney
A Half-Orc starting the forging process of an automaton
by MidJourney
Gnome beginging to create a minor artifice device

2nd Level Spells

by MidJourney
Forge's Flame being prepared to be unleashed upon his foes
by MidJourney
Reacting with a cassting of Lightning Repulse
by MidJourney
Bolstering a wolf-like automaton mid battle
by MidJourney
An enhanced Forge awaits use by the next artificer

3rd Level Spells

by MidJourney
Tiefling Wizard preparing to cast Thunder mines
by MidJourney
Artificer givine some much needed aid to his automatons in battle
by MidJourney
Casting forge automaton to build a more powerful and bigger automaton
by MidJourney
A halfling Automaktion caster creating a base artifice device

4thLevel

by MidJourney
Wizard sending out some aid to her largest and most powerful automaton
by MidJourney
Aarakocra Wizard bringing another automaton into the battle in hopes to turn the tides
by MidJourney
A Minotaur Sorcere casting liquid shield to block an incoming spell attack

5th Level

by MidJourney
An Elf preparing a hammer for Forge Illuminate You
by MidJourney
Bringing forth an advanced automaton
by MidJourney
An Automaktion caster ready to control her Automatons


Cover image: by MidJourney

Comments

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Dec 17, 2023 12:20

Love the detail! Feels like a proper Homebrew set of spells for DnD.

Dec 17, 2023 16:07 by Brian

Thanks so much!

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