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Fantastic Machine

Level 6 priest spell · Alteration, Illusion/Phantasm, Invocation/Evocation

Sphere
Creation
Range
10 yards/level
Components
V, S
Casting time
6
Duration
1 turn
Area of effect
Special
Saving throw
Special

This spell creates an illusory, many-armed, noisy mechanical construct of impressively massive appearance that floats about as the caster wills at MV Fl 4 (C) and attempts one of the following tasks, as determined by the caster: It pushes, pulls, lifts, digs, throws, or thrashes and flails with a tool or weapon.

A fantastic machine has no tangible existence and can attempt only a single task, fading away when the spell expires even if the task is unfinished (in other words, a partially lifted item would be dropped). Despite the illusory nature of the bulky construct, the magic applies very real force to its surroundings. It has made Gondar priests—who preserve the spell as one of their most holy secrets, rarely writing down all of its symbols in one place or tome—most respected in some circles.

The material components of a fantastic machine are a drop of water, a fragment of adamantite or adamant (the ore adamantite is derived from), a cog or toothed wheel fashioned of any metal, and a strand of spiderweb.

Notes: Granted by the god Gond, Lord of All Smiths, of the Forgotten Realms setting.

Sources

This spell on the AD&D 2nd Edition Wiki