3rd-level transmutation (clockwork)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a clock key)

Duration: Concentration, up to 1 minute

You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell.

The targeted clockwork can’t cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. On a failed save, the clockwork moves at three times its normal speed in a random direction, and its turn ends—it can’t perform any other actions.

On a successful save, then until the end of its turn, the clockwork’s speed is doubled, and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled, and it needs to have its daily maintenance performed immediately if it relies on any of those things.

Section 15: Copyright Notice

Zobeck: Clockwork City © 2022 Open Design Llc; Author: Wolfgang Baur, Mike Franke, James J. Haeck, Ben Mcfarland, Richard Pett, Christina Stiles, Matthew Stinson.

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