Fantastic Machine(Forgotten Realms Campaign Setting)
Level: Gnome 6, Initiate of Gond (Feat) 6, Craft (FRCS) 6,
Components: V, S, DF,
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: A 10-ft. machine
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Fantastic machine creates an illusory, many-armed, noisy mechanical construct of impressively massive appearance.
You can command the machine to perform any simple, physical task that you can describe in 25 words or less.
You can order the machine to perform the same task over and over, but you can't change the task.
You must specify the task when you cast the spell.
The machine always acts on your turn in the initiative order.
(It can act during the turn you cast the spell).
The machine functions as a Large (tall) animated object (see the Monster Manual).
It trundles over the ground at a speed of 40 feet.
It can swim or fly at a speed of 10 feet (clumsy maneuverability).
It has 22 hit points, an Armor Class of 14 (-1 size, +5 natural), and a hardness of 10.
Its saving throw modifiers are Fortitude +1, Reflex +1, Will -4.
A light load for the machine is up to 230 pounds, a heavy load is 231-460 pounds, and a heavy load is 461-700 pounds.
The machine can fly or swim only when lightly loaded.
The machine can lift a weight of up to 1,400 pounds to a height of 15 feet.
It can push or drag 3,500 pounds.
It can excavate 7,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 3 rounds).
It can excavate sand or loose soil at twice that rate.
The machine has an attack bonus of +5 and can make one slam attack each round that deals 1d8+4 points of damage.
It deals triple slam damage (3d8+12) against stone or metal.
The machine can hurl Small rocks (if any are at hand) with an attack bonus of +3.
Its range increment is 150 feet, and it can throw a rock up to 10 range increments.
A thrown rock deals 2d6+4 points of damage.