All Smith - 29/Oct/06


The god All Smith, also known as Made Smith, was raised to divine status as part of a third generation of adventurers, recruited for the God Wars, to fight against the Universe Eaters, who would destroy all worlds, everywhere. In consequence he is somewhat more martial than he might otherwise be.

The God called All Smith

Priests of All Smith

Troubleshooter Spells

Construct Domain

Repair Domain

Spells

Please note that while some of the spells given below duplicate those in the Construct or Utilergist Options, they do not require the use of either of these options.

GM Note: There are a number of references to psionics, psionic potential and psionicists in the following. If your campaign does not make use of psionics then these may be ignored. Or, if convenient, treated as spell-like magical mental abilities, such as a telepathic version of Tongues (rather like the Doppleganger ability), or something like intuition, or luck.

The God called All Smith

The primary aspect of All Smith is an artificer who works for others, who often bend and reshape him to their needs, while he makes the strangest of friends, cheerfully skirting the edge of disaster. He senses things, sees through mysteries and makes logical leaps that others just do not believe possible, though in other ways he just seems to be quite clever rather than any sort of genius. Often he is in the right place at the right time so as to be most helpful, but this in no way means that he will survive the situation uninjured.

All Smith finds valuable resources in things others consider junk, and bends myths and legends to his own purposes. Many consider him a weak and clumsy pawn, but he has strange strengths, and a great deal of flexibility.

Shapes that All Smith has used include a slime - a shape suitable to sit inside and control complex machines, a lame human smith, a brawny human warrior, a centaur warrior, and a kobold technician.

All Smith has a particular empathy for those who are constructs, particularly those who have little choice in their current situation. It is said that he was built, body, mind, and soul, for the purpose of being a guardian and an artificer, which might explain this. His philosophy is that it is almost guaranteed that things will go wrong, no matter the precautions taken, but that is no reason not to be cheerful and just get on with things.

While there are gods who are more skillful artificers than him, few match his flexibility, or willingness to look at problems from new angles. Various people have believed they have defeated or even destroyed him, but his friends and companions have pulled him through. Robot spiders seem to be important to his religion, for some reason. As do things constructed in general. As a god he seems to have a remarkable amount of strange pieces of equipment, many of which look as though they ought to be holy to some other god.

All Smith is an artificer mainly of the technical arts, and seems to have no real skill in magical enchantment, except holy magic that in many respects mimicks the technical. He is also skilled in the crafting of psionic devices, both those that more purely use psionic forces, and those technical, and his priests are expected to have at least some psionic potential. He is skilled with machinery and alchemy to do with machinery. He seems to have a considerable understanding of the possibilities of the magical and alchemical arts, though, and is quite willing to work together with others that make use of them.

There are no real references to All Smith, and the closest classical reference to him is tales of Wayland Smith, or other travelling lame smiths.

Domains of All Smith are Construct, Good, Repair and Trickery.

Priests of All Smith

Anyone who wishes to become a priest of All Smith must be, or be willing to become, some sort of artificer, and this must include working with metal. All priests of All Smith are also expected to have at least some psionic potential, as the powers of the mind are quite important to their god, and some of their priestly spells may rely on them having at least a minimal talent to build upon. All priests will be trained to be literate in their native language at no skill point cost.

All priests of All Smith are expected to be open-minded about the virtues of other religions, and they are expected to be able to work closely together with their priests. They are also not supposed to be racist, in the sense of disliking or hating people just because they happen to be of a particular race, or just not of the priest's race. Priests of All Smith are also not supposed to be prejudice against those dedicated to the use of magic, as is sometimes the case with those who make use of the technical arts. Dislike of necromancy and other evil destructive magics is not disallowed.

Priests are supposed to be Good, or at the very least not Evil, and they are generally Neutral, with some tendancy towards being Lawful. Chaotic priests are not permitted, and if a priest becomes such then they loose access to their priestly spells and cannot learn further technical arts, and will likely slowly loose the use of any arts they currently have that depend on ordered and logical thought.

All priests are expected to carry a pair of lenses in a frame that they can wear before their eyes; sometimes called 'glasses' or 'spectacles'. These quite possibly do not enhance their sight, and can be pushed up on the forehead. They may have access to priestly spells which can grant lenses with useful abilities, and it is less obvious that these are being used if the priest already has such about their person. These lenses may be considered the holy symbol, but a favoured tool is another possibility, as is a single large (convex) lens worn as a pendant.

Troubleshooter Spells

These are those only granted to the most flexibly-minded priests, and those who would come close to qualifying to become full-blown psionicists. They are a result of the gift of another, trickster, god to All Smith, and priests who use them need to understand that they are dangerous and unpredictable tools. The three spells are: Twist Spell (1st), Avoid Perversity (2nd), and Dispel Certainty (3rd). Note that these are related to but are not in fact domain spells, and normal spell slots must be used for them.

All Smith has been known to remove the title of 'Troubleshooter', and the ability to use these spells, from those who abuse them. In gaining use of these spells priests of All Smith loose all abilities with regard to the undead; these may return, after a while, if they cease to be troubleshooters.

1 Twist Spell. Makes a spell do something unpredicatably different.
2 Avoid Perversity. Find where things are likely to go wrong.
3 Dispel Certainty. Makes a situation less certain.

Construct Domain

Deities: All Smith, Vulcan/Hephaestus.
Granted Powers: Unseen Servant three/day. You are +1 caster level with construction magic.

Construct Domain Spells

1 Metal Servant. Creates a simple servant that obeys your commands.
2 Woldo. Creates a living servant that obeys your commands.
3 Fabricate, Lesser. Transforms 10 cu. ft. of raw materials into finished items.
4 Fabricate. Transforms 10 cu. ft./level of raw materials into finished items.
5 Fabricate, Greater. Transforms 100 cu. ft./level of raw materials into finished items.
6 Create Plans. Makes a construction plan.
7 Construction Gang. Helps a group work well together.
8 Construction Team. Helps a team work well together.
9 Divine Workshop. Gives you a perfect workshop.

Repair Domain

Deities: All Smith, Vulcan/Hephaestus.
Granted Powers: You may use three 'Repair, Light' spells per day. You cast repairing spells at +1 caster level.

1 Repair, Moderate. Repairs 2d8 +1/level damage (max +10).
2 Repair, Serious. Repairs 3d8 +1/level damage (max +15).
3 Disassemble, Lesser. Dismantles 10 cu. ft. of object.
4 Disassemble. Dismantles 10 cu. ft./level of object.
5 Disassemble, Greater. Dismantles 100 cu. ft./level of object.
6 Repair. Repairs all damage.
7 Self Repair. Object heals as a living creature.
8 Self Repair, Fast. Object heals at 5 damage/round.
9 Divine Craftsman. Are skilled at all crafts.

Spells

Avoid Perversity

Divination
Level: Troubleshoot 2
Components: V, S
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Gives the priest warning as to what may most effectively be done to avoid a situation going perversely wrong, in the sense of the maxim "Anything that can go wrong, will". They cannot be warned about parts of the situation that they know nothing about, and this does not give them any new skills, except by directing their attention to the parts of the situation most likely to make things go wrong. This spell needs to be used with care as there is a point beyond which attempts to avoid things going wrong just makes the situation more complex, and introduces new areas of risk.

Construction Gang

Transmutation
Level: Construct 7
Components: V, S
Casting Time: 1 turn
Range: Close (25 ft. + 5 ft./2 levels)
Target: One group of individuals
Duration: One work day
Saving Throw: Will negates
Spell Resistance: Yes

You briefly describe a (construction) task that you wish to have done, to a group of people of up to twice your level in number, weaving the words and gestures of the Construction Gang spell into the description. Those who do not save will work well together with the others, having a feeling of trust and camaraderie. This reduces the risk of injury due to accidents to a quarter, as the workers have an almost telepathic appreciation of what each other is doing, or is about to do, and help each other not make mistakes, even if very tired or near exhausted. The speed by which the less skilled members of the gang learn how to work well is quadrupled. A +2 circumstance bonus is gained to any skill rolls made to determine how good is the work that the gang does.

Note that while those in a gang typically become more loyal to each other, they are not any more loyal to you, and will not be any more willing to work for less pay. In fact, their trust for each other may encourage them to stand up to you, if they feel you are being unfair or unjust.

After you have cast Construction Gang for three work sessions, at least two hours each in length, within at least thirty six hours, those who wish to may work effectively together in a gang as well as if the gang has existed and worked together for several months, without your spell. This will typically reduce injury risk to a half, give a good degree of bonding and empathy within the gang, and double the speed of learning of the less skilled members. Few individuals are capable of being members of more than about three different gangs of this sort at a time. Those in such an effective gang will typically forgo their saving thows in an instinctive way when you cast further Construction Gang spells.

While this spell is mainly intended for construction, you can also use it for any task where a number work together, such as sailing a ship. While in theory it could be used in battle, where it would give things like +2 morale, most construction gods frown on this.

Construction Team

Transmutation
Level: Construct 8
Components: V, S
Casting Time: 1 turn
Range: Close (25 ft. + 5 ft./2 levels)
Target: One (potential) team of individuals
Duration: One work day
Saving Throw: Will negates
Spell Resistance: Yes

You briefly describe a (construction) task that you wish to have done, to a (potential) team of people of up to twice your level in number, weaving the words and gestures of the Construction Team spell into the description. A +2 circumstance bonus is gained to any skill rolls made to determine how good is the work that the team does.

Construction Team is as the Construction Gang spell, except that the people are transformed into a structured team, based on their skills. Between one quarter and one eighth become leaders, i.e. between one for every three workers, for the most complex, varied and intricate (construction) tasks, and one for every seven workers, for simpler and more straight-forward tasks. The remainder, those less skilled, become workers. If there are more than two leaders then instead of becoming a leader you may transform one of the people, generally the most skillful, into a supervisor, whoes job is then to lead the leaders. Alternatively you may choose to transform yourself into a supervisor, as long as you are more skillful than any of the other people at the required task. Not all the leaders need have the same number of workers reporting to them.

The difference between a gang and a team is that a team can tackle more complex tasks, in particular where several different pieces of work need to be done in parallel, and the results of these brought together to be worked on by another part of the team. A team can also respond to a change in circumstances in a more reasoned way than the instinctive response that a gang tends to have. Instructions flow from supervisor (if any), through leaders to the workers, and feedback on problems, and even suggestions for different ways of doing things, flow the other way. A team is a powerful and flexible way of doing tasks, even if the individuals tend to be more inflexible in their ways of thinking.

Effective teams, who will function without the spell, will tend to form on a longer term basis due to repeated use of Construction Team on the same individuals just as Construction Gang forms effective gangs. It is not possible to combine use of this spell with a Construction Gang spell.

Create Plans

Divination/Transmutation
Level: Construct 6
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One construction
Duration: Concentration (see text)
Saving Throw: None
Spell Resistance: No

You will understand and be able to create a detailed plan, on parchment or paper, of a studied construction, using symbology and methodology that is understood by you, without doing any harm to any magical working, bypassing all bar divine-quality detection or analysis blocks, and not triggering (by this spell) any but the most subtle traps.

Create Plans could be considered a highly specialised Commune spell that taps the god's knowledge of construction. Unless the GM disallow this then even artifacts, that could be created by those who are less than gods, will be fully analysed. GMs may say that certain major artifacts, in particular those that are living, or have their own minds, cannot be (safely) studied.

All secret or hidden doors, openings, traps, areas which are magical, the school and strength of the magic, the materials used, and anything else which is part of the construction will be known to you. Things which are in or on the construction, but are not part of it, you will not be able to analyse.

Any damage to the construction will be fully detailed, making this spell very useful in planning repairs. If the working makes use of methods (e.g. feats or craft skills) that are not understood by you then you will just be able to create a description of the method, without any technical terms being used.

If the working makes use of spells that are unknown to you, but that you are high enough level to cast, then the analysis would make it easier to research them, for example, the DM may rule that this reduces research time by up to 50%.

Very large constructions, such as immense buildings or an entire sewer system, must be at least walked around to be able to complete the plan, and the spell duration will be sufficient to do this, assuming you are not knocked unconscious or fall asleep. It is possible to go back later to where you previously stopped analysis, recast the spell, and continue working on the plan. If you are patient enough then the spell will direct you so that you do not miss anything in your analysis.

If areas of the construction are permanently sealed off then you will not detect or analyse these, but you will note if the material used to do the sealing is different from its surrounding material.

In theory this spell will not tell you anything that you couldn't find out with a careful and painstaking study of the construction using multiple lower-level spells (except for its ability to bypass analysis blocks).

Create Plans may also be used to make new plans of your own, and allows you freely copy parts of other existing plans, amend these, and add completely new parts. You draw on the wisdom of your god or Power to tell you if you have a good plan, in terms of whether there are any flaws in your new design (assume your skill at this is rank 15 or +5, whichever of these is better for you), but it doesn't tell you about parts of the design that you might have missed out.

For example, if you check your design for a building you will know if it can withstand minor earthquakes, or violent weather, but if you hadn't considered landslides, or stampedes, as a risk to your building, you will not be warned how well your building will stand up to these.

Sometimes an construction may have a great deal of (possibly hidden or secret) information associated with it, such as a book or a painting, far more than could reasonably go on even a detailed plan. In this case a nearly flawless gem worth at least 500 gp must be provided, in which the information is recorded, and using the plan and the gem even a complex book, maybe containing a complex set of illustrations, can be fabricated. Without the gem the book might look alright externally, but the pages will be blank. Such gems can be re-used, but this looses any information already in them. A gem worth 1250 gp would be able to hold the information from even an entire magician's library, but note that a magician's library does not typically count as a single construction, so you would need to re-cast the spell for each book, or set of books. Optionally the entire plan can be placed in the gem, so there is nothing actually on paper (etc.), but this will make studying it very difficult, without some way of reading the gem.

Focus: A measuring ruler, a magnifying lens, and enough paper or parchment for detailed plans, and/or a gem.

Disassemble

Transmutation
Level: Repair 4
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You convert a product into the material that it was made from; the reverse of a Fabricate spell. Creatures or magic items cannot be dismantled or transformed by the Disassemble spell. The quality of materials you obtain by this spell is commensurate with the quality of material the item was made of. If the item was made (significantly; say more than 10%) from a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.

Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.

For example, mortar, welds or glue are undone, holes made by nails etc. are repaired, paint, varnish or other finishes are removed, and converted back into their original forms (as is mortar and glue, etc.), and liquid (and components) are removed from sealed containers. Simple containers, labelled as required, are created for any materials, such as liquids, or even gases, that require them.

Optionally this process draws a detailed plan of the disassembly process. Using this plan, suitable raw materials (such as those just obtained) and a Fabricate spell, it is possible to exactly reassemble the item(s). A major advantage of disassembly is that almost any damage to the item will be clearly detailed on the plan, and minor repairs may be done (maybe needing an appropriate Craft check) during reassembly. Major repairs may need new materials adding.

Sometimes an item may have a great deal of (possibly hidden or secret) information associated with it, such as a book or a painting, far more than could reasonably go on even a detailed plan. In this case a nearly flawless gem worth at least 500 gp must be provided, in which the information is recorded, and using the plan and the gem even a complex book, maybe containing a complex set of illustrations, can be reassembled. Without the gem the book might look alright externally, but the pages will be blank. Such gems can be re-used, but this looses any information already in them. A gem worth 1250 gp would be able to hold the information from even an entire magician's library. Optionally the entire plan can be placed in the gem, so there is nothing actually on paper (etc.), but this will make studying it very difficult, without some way of reading the gem.

Assume that materials obtained by Disassemble are worth 90% of what the raw materials would be, but a skilled constructor (at least five ranks in a Craft) may be able to get more use out of them, maybe 95% value, or even 100% for a master (at least ten ranks in a Craft).

Reversing the Spelljamming rules for use of the Fabricate spell, each 27 cubic feet of capability is assumed to be able to disassemble a tenth of a hull point.

Material Component: An item or items which is to be rendered into the same amount as the raw materials as the item was originally created from. Optionally paper, parchment, or something else suitable, and ink or lead, to produce a plan, and/or maybe a gem.

Disassemble, Greater

Transmutation
Level: Repair 5
Target: Up to 100 cu. ft./level; see text

As a Disassemble spell, except affects up to 100 cubic feet (or 10 cubic feet, if mineral) per caster level of material. The material you produce is of higher quality than a Disassemble spell, in fact 100% of the original raw material value is gained.

If desired you can return raw materials to any previous state that they had, e.g. iron in an object can be converted back into ore, leather into fresh animal hide, wood back into trees. However, life is not restored to anything that was previously living, though if the disassembled item included living things, then these can be returned to their previous forms. For example, if fertilised hen's eggs transformed into living crystals were used as some strange sort of component then they can be restored to eggs.

Optionally this produces a plan, just as a Disassemble spell, but a Fabricate, Greater spell may be needed to exactly reassemble the item(s), if the amount of material is high enough.

Reversing the Spelljamming rules for use of the Fabricate spell, each 270 cubic feet of capability is assumed to be able to disassemble a hull point.

Material Component: An item or items which is to be rendered into the same amount as the raw materials as the item was originally created from. Optionally paper, parchment, or something else suitable, and ink or lead, to produce a plan, and/or maybe a gem.

Disassemble, Lesser

Transmutation
Level: Repair 3
Casting Time: 1 round
Target: Up to 10 cu. ft.; see text

As a Disassemble spell, except affects only up to 10 cubic feet (or 1 cubic foot, if mineral) of material. The material you produce is not as high quality as a Disassemble spell.

For example, dismantles a non-living construction into its minimum components, neatly sorting these by some criteria, such as type and/or size. Nails, screws and rivets are removed, and made ready for re-use, but the holes that accommodated them are not repaired. Joints made with mortar, welds or glue are not disassembled, and paint, varnish or other finishes are not removed. Liquid (or components) are not removed from sealed containers. Liquids are never spilled, and simple containers are formed for them (from nearby materials not part of the construction) if required. Components are not converted back into raw materials, like trees, or plants or minerals, but rather beams and planks, neatly spooled threads, or stone blocks, are left.

Assume that materials you obtain by Disassemble, Lesser are worth 50% of what the raw materials would be, due to holes and other damage, but a skilled constructor (at least five ranks in a Craft) may be able to get more use out of them, maybe 75% value, or even 90% for a master (at least ten ranks in a Craft); 10% value is always lost.

Optionally this produces a plan, just as a Disassemble spell, but only a Fabricate, Lesser spell is needed to exactly reassemble the item(s). However, you cannot store information, such as the contents of a book, in a gem.

Material Component: An item or items which is to be rendered into the same amount as the raw materials as the item was originally created from. Optionally paper, parchment, or something else suitable, and ink or lead, to produce a plan.

Dispel Certainty

Transmutation
Level: Troubleshoot 3
Components: V, S
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Removes the element of certainty from a situation, adding at least one 'wild card'. The idea of this spell is that it changes things so that 'certain doom', or 'certain success', no longer hold. The priest will not know exactly what has changed, but they will get some hint as to where to look to find out, such as a feeling of a direction, suddenly hearing or noticing a noise, a smell, a draft, noticing something about someone close-by that they had previously overlooked, etc. Use of this spell can be risking disaster, but combining it with Avoid Perversity can give the priest a chance of dealing with situations that no one else can see a way out of.

Divine Craftsman

Transmutation
Level: Repair 9
Components: V, S, DF
Casting Time: 1 turn
Range: Personal
Target: You
Duration: One task (one day)

You become one with your god on the level of craftsman skills. If you do not have a particular Craft skill you are treated as if skilled (5 ranks), if you do have a Craft skill then you are treated as if a master (10 ranks), if you have 10 or more ranks in a Craft skill then you are treated as if +5 ranks, up to a maximum of 28 ranks.

Your skill lasts while you complete one task, though if the task takes more than one day you must recast the spell once per day. Writing a book about a skill counts as a single task, very likely taking many days. Teaching a class, for no more than a couple of hours, counts as a single task.

Divine Workshop

Transmutation
Level: Construct 9
Components: V, S, F/XP
Casting Time: 1 turn (see text)
Range: Close (25 ft. + 5 ft./2 levels)
Target: A workshop
Duration: One work day (see text)
Saving Throw: None
Spell Resistance: No

You turn a work area, sufficiently large for twice your level in individuals to work together on a large and complex task, into a fully equipped workshop in which can be found any tool desired. The individuals within will be comfortable and will be protected from the elements as long as they are working, or taking reasonable work breaks (no longer than a hour for meals). If they do a full day's work then this protection will extend over night so that they can rest, and possibly work the next day, if you choose to re-cast the spell.

The workshop is lit or darkened by your will, in any part of it as you desire, there is heat or cold as you desire, clean water, good air, and ventilation for any smoke or fumes; even gravity if required. There can be basic eating, cleansing and sleeping facilities. Any damage done to the workshop you can very rapidly repair with a little use of tools and an act of your will. All work done is the workshop receives a +2 circumstance bonus.

Divine Workshop can also be used to create a permanent, personal, divine workshop, by means of a ritual casting every day, for as many days as your caster level, followed at the end by the expending of 50 XP per caster level (e.g. 900 if 18). If you go up a level then you must re-do the ritual (it only takes half your caster level in days) to be able to access your private workshop again, but you only expend the difference in XP needed to pay for your new level, typically 50.

If you have a personal workshop then you can choose whether casting a Divine Workshop spell transforms a work area or opens a doorway to your personal workshop, both for at most a day. This workshop is effectively a private demi-plane which is only accessable to those who you invite in while the doorway is open, or your god or Power (or their immediate agents) at any time. For non-divine beings all access to your workshop must be via the open doorway.

Part-completed work can be left in your workshop - any living or active thing of less than divine power left in there falls into a (potentially endless) sleep/stasis while the doorway is not open; you can will the doorway closed at any time while you are outside your workshop. If the work day finishes and you are still in your workshop then assuming you have taken the time to regain your spells you can recast the spell to stay there; otherwise you are firmly expelled from it as the doorway closes and disappears. You can only ever have one personal workshop; it is very, very, difficult to dispose of one once you have created it.

The personal workshop can contain any required material, no matter how rare, that you need for a construction task, but this material is not truly 'real' (unless something like Wishes are used) and things made from it may not be removed from the workshop, expect possibly by the direct will of your god or Power. If the correct materials are later brought into the workshop from the outside then you can choose on entry that they disappear and replace the unreal parts of the construction, and after all parts of it are real it may be freely moved out and in the workshop.

A Divine Workshop spell cannot give you access to your personal workshop while you are in the phlogiston.

Focus: A large enough area, which need not have any contents, to turn into your workshop; a focus is not required for access to a personal workshop, just enough space for there to be a doorway (opening away from you, if desired).

Fabricate

Transmutation
Level: Sor/Wiz 5, Construct 4
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the Fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.

You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.

Note that every 27 cubic feet can be used to repair one tenth of a Spelljamming hull point.

Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.

Note: This is the standard Fabricate spell from the SRD (with the SJ bit added), included here for reference.

Fabricate, Greater

Transmutation
Level: Construct 5
Target: Up to 100 cu. ft./level; see text

As a Fabricate spell, except affects up to 100 cubic feet (or 10 cubic feet, if mineral) per caster level of material. For example, assuming wood is about the same density as water, this means that a 10th level spellcaster could affect up to about twenty-eight and one-third tonnes of wood, or twenty-two and two-thirds tonnes of iron, as iron is much denser, or about eleven and one-third tonnes of granite, as granite is about half as dense as iron.

Casting requires 1 round per 100 cubic feet (or 10 cubic feet) of material to be affected by the spell.

Note that every 270 cubic feet can be used to repair one Spelljamming hull point.

Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.

Fabricate, Lesser

Transmutation
Level: Construct 3
Casting Time: 1 round
Target: Up to 10 cu. ft.; see text

As a Fabricate spell, except affects only up to 10 cubic feet (or 1 cubic foot, if mineral) of material.

Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.

Metal Servant

Conjuration (Creation)
Level: Construct 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One near-mindless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

A Metal Servant spell summons a very minor elemental construct (of combined Fire and Earth), similar to an Unseen Servant, which has 6 HP and is AC 16 (+1 size, +5 natural). It can be driven off by a Dispel Magic or by being destroyed (Damage Reduction 10/magic; reduced below one hit point). It cannot be attack trained, and has no particular skills (as an Unseen Servant). It needs to be given particular orders, and its senses are not very good, save with respect to metal. It is mute. Its speed is 20', and it has an effective Strength score of 5 (so it can lift 50 pounds or drag 250 pounds). Other stats are Dex 10, Wis 5, Cha 1, Fort +0, Ref +0, Will -3, Darkvision 60', and Low-light Vision; a Small construct.

Metal servants resemble an expressionless metal manikin 3'-4' tall, the precise details of their appearance being chosen by the summoner, and are willing to don clothes if these are provided. As a DM option these make a clicking sound when moving. A careful listener may well conclude that the servant operates by clockwork.

Repair

Transmutation
Level: Sor/Wiz 6, Repair 6
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

A repair spell which for objects and constructs corresponds to Heal for living things. Most of the healing effects only apply to constructs. It also 'cures' 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Note that each 10 hit points corresponds to one Spelljamming hull point.

Repair, Light

Transmutation
Level: Sor/Wiz 1, Repair
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You touch an object and it is altered, so that it is 'cured' 1d8 points of damage, plus an additional +1 point per divine caster level (up to +5).

Repair, Light will also restore any rust, scratches, scuffing, or other forms of damage to the surface finish. If your construct is of some unusual variety which bleeds, this spell will stop any further bleeding.

Note that each 10 hit points corresponds to one Spelljamming hull point.

There is not normally anything that this spell would do damage to, but an 'anti-object' (or 'anti-construct'), which is a chaotic distortion in the nature of the world might be such, and this could attempt a Will save to take half damage.

Repair, Moderate

Transmutation
Level: Clr 2, Sor/Wiz 2, Repair 1

As Repair, Light, except Repair, Moderate 'cures' 2d8 points of damage, plus an additional +1 point per divine caster level (up to +10).

Repair, Serious

Transmutation
Level: Sor/Wiz 3, Repair 2

As Repair, Light, except Repair, Serious 'cures' 3d8 points of damage, plus an additional +1 point per divine caster level (up to +15).

Self Repair

Transmutation
Level: Sor/Wiz 7, Repair 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: One day
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You touch an object or a construct and it heals as a living creature would from Natural Healing, i.e. one hit point per HD per day of rest. Rest for objects or constructs counts as only being used, or only working, 12 hours in any 24 hour day. Complete rest is not being used, or doing no work, which gives one and one half times HD in hit points.

This healing is from injuries sustained during that day. Healing from any injuries that it received while not under the influence of a Self Repair spell is at one tenth rate.

Spelljamming vessels are considered to have HD equal to double their hull points, and every hit point healed counts as a tenth of a hull point. Continuous sailing counts as them being continuously in use.

GMs may rule that repeated use of Self Repair on an object or a construct, typically on a strict daily basis for at least months, will slowly grant it a 'natural' healing ability. This will start at one hundreth normal rate, and will rise to at most one tenth normal rate (after tens of months), no matter how regular and frequent the use of Self Repair spells.

Self Repair, Fast

Transmutation
Level: Sor/Wiz 8, Repair 8
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: One day
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You touch an object or a construct and it heals at 5 hit points damage per round. In addition it also gains the Natural Healing ability conferred by a Self Repair spell, though this will likely only become relevant if the fast healing is in some way prevented.

Spelljamming vessels fast heal at one hull point per two rounds.

Repeated daily use of Self Repair, Fast for two months (8 weeks) will cause an object or construct to acquire a 'natural' healing ability at one hundreth normal rate, even if as many as 10% of the days are missed. This will rise to one tenth normal rate if Self Repair, Fast is cast daily for twenty-six months (104 weeks), again missing no more than 10% of the days.

Twist Spell

Transmutation
Level: Troubleshoot 1
Components: V, S
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Alters another spell or spell-like effect, typically a hostile one with other than instantaneous effect or that has not yet impacted, or non-hostile spells already in effect or cast the next round, so that the result is different in some way. With GM permission the effect of a magic-item, or a psychic power, or a spiritual power, or any non-natural effect, including alchemical potion effects and technology of other than a purely alchemical or mechanical nature, will be affected. The exact result is difficult to predict but it tends towards less-destructive effects, or 'leveling of the playing field' where one side is badly outmatched. The GM gets to decide the precise result, for example results that would otherwise be fatal just prove deeply embarrassing for someone. For example, the Magic Missiles that should kill someone just blows their clothes to bits, leaving them standing there just wearing boots, gloves and any head-wear; the sabotaged engine that should blow the ship to bits instead rips it through into another dimension, the poison potion that is killing someone is expelled from their body in explosive vomitting and diahorea. The principle is that the force of whatever is re-directed, or where a spell is reinforced, used optimally, in the direction of Good.

Unseen Servant

Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1, Construct
Components: V, S(, M)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

Material Component: A piece of string and a bit of wood. This is not required when used with the Construct Domain.

Note: This is the standard Unseen Servant spell from the SRD (with the Construct bits added), included here for reference.

Woldo

Conjuration (Creation)
Level: Construct 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One near-mindless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

A Woldo spell summons a rather strange very minor elemental creature (of a combination of all four classical elements), similar to an Unseen Servant, which has 9 HP, is AC 20 (+2 size, +3 Dex, +5 natural). It can be driven off by a Dispel Magic or by being being slain (Damage Reduction 10/magic; reduced below -10 hit points). It cannot be attack trained, and has no particular skills (as an Unseen Servant). It needs to be given particular orders, and its senses are not very good, save with respect to living things, and to a lesser extent once-living materials, like leather and wood. It is mute. Its speed is 30', levitate/fly at 20' (good maneuverability), and it has an effective Strength score of 8 (so it can lift 80 pounds or drag 400 pounds). Other stats are Dex 12, Con 10, Wis 8, Cha 1, Fort +1, Ref +1, Will -1, Immune to Mind-Influencing Effects, Darkvision 60', and Low-light Vision; a Tiny (living though mind-less) creature.

Woldos resemble a living humanoid head and two humanoid arms, none of which are connected to each other, which would fit a figure 5'-7' tall, but which has no neck, torso or legs, though the head and arms move as if part of a body, they have skin covering the surfaces which would be the connection to the body in a normal creature. When summoned the variety of humanoid, hair that appears on the head (or arms), and clothes or ornamentation that appears on arms or head may be chosen, for example sleeves, hat, rank insignia, earings, beard, spectacles, or cosmetics. Magic, such as Empathy, will indicate that this is a natural living creature, which breathes, eats and drinks, etc. (but does not visibly excrete), but no information can be gained about any of the non-existent body parts. A Change Self spell or similar illusion can make one of these look just like a normal humanoid; this is a special ability of Woldos, and may give up to +4 AC, from cover, due to attacks on body parts that aren't there. Seperating the arms from the head takes as much force as dismembering a normal creature, though there is nothing to stop you putting them in three boxes.

If by some means you get a Woldo into the phlogiston (you certainly can't conjure one there), it will not be happy, suffering from continuous indigestion and other physical afflictions, that results in -2 Fortitude saving throw, and -2 Dex armour class bonus. These problems will cease immendiately on leaving the Flow again.


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