Magic • Transmutation • Spell Reference

Animate Objects

Animate Objects Spell: The Treachery of Matter
Unattended objects spring to life at the caster’s command.

Chairs rise, chains crawl and statues step down from their plinths. Animate Objects turns unattended matter into temporary allies. Its object limit, creature statistics and control rules differ by edition.

Animate Objects at a Glance

5.5e / 2024 Level 5 — Bard, Sorcerer, Wizard
5e / 2014 Level 5 — Bard, Sorcerer, Wizard
Pathfinder 1e Level 6
D&D 3.5e Level 6
Browse Bard spells · Sorcerer and Wizard spells · Cleric spells

Spell Rules

Animate Objects — 5.5e (2024)

Edition source.

Spell Level 5 Transmutation (Bard, Sorcerer, Wizard)
Casting Time Action
Range 120 feet
Components V, S
Duration Concentration, up to 1 minute

Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three. Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours. Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.

Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.

Animated Object — 2024

Type: Huge or smaller Construct, unaligned. AC: 15. Speed: 30 feet. Hit Points: 10 (Medium or smaller), 20 (Large), 40 (Huge).

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 3 (−4) 3 (−4) 1 (−5)

Saving throw modifiers equal the ability modifiers above. Damage immunities: Poison, Psychic. Condition immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned. Senses: Blindsight 30 feet; Passive Perception 6. Languages: Understands the languages you know. CR: None (0 XP); Proficiency Bonus equals yours.

Slam. Melee attack using your spell attack modifier; reach 5 feet. On a hit, Force damage is 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).

These objects sprout legs. The 2014 flying-speed rule does not carry over into this stat block.

Animate Objects — 5e (2014)

Edition source.

Spell 5th-level transmutation
Casting Time 1 action
Range 120 feet
Components V, S
Duration Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics Size HP AC Attack Str Dex Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Animate Objects — Pathfinder 1e

Edition source.

School transmutation
Level bard 6, cleric 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one Small object per caster level; see text
Duration 1 round/level
Saving Throw none
Spell Resistance no

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

An animated object can be of any nonmagical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell.

This spell cannot affect objects carried or worn by a creature.

Animate objects can be made permanent with a permanency spell.

Animate Objects — D&D 3.5e

Edition source.

School Transmutation
Level Brd 6, Chaos 6, Clr 6
Components V, S
Casting Time 1 standard action
Range Medium (100 ft. + 10 ft./level)
Targets One Small object per caster level; see text
Duration 1 round/level
Saving Throw None
Spell Resistance No

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.

This spell cannot animate objects carried or worn by a creature.

Animate objects can be made permanent with a permanency spell.

What Changed Between Editions?

  • 2024: the object budget equals your spellcasting ability modifier; Medium or smaller costs 1, Large costs 2, Huge costs 3. Fixed objects are excluded. The objects use one stat block, act immediately after you, and deal Force damage. Higher slots increase Slam damage.
  • 2014: the budget begins at 10; Tiny or Small costs 1, Medium costs 2, Large costs 4, Huge costs 8. Size determines creature statistics. Legless objects can fly and hover. Higher slots increase the object budget.
  • PF1e and 3.5e: Bard and Cleric use a 6th-level spell lasting one round per caster level. Size consumes a caster-level object budget. Use each system’s Animated Object creature rules; retargeting takes a move action.

Using Animate Objects

Choose the objects before spending the action: worn and carried equipment is not eligible. In 2024, check that each object is also free of a fixed surface. A statue standing loose on a floor qualifies; a bolted gate does not.

Keep the caster protected. Concentration is the weak point in both fifth-edition versions. Another caster can provide control or protection while the objects attack; one caster cannot maintain this spell alongside another concentration spell.

The object’s shape does not automatically grant a restraining, suffocating or grappling attack. Use the chosen edition’s creature statistics and action rules. Unusual environmental interactions require the referee’s ruling.

Animate Objects in the World

A court magician can send loose chairs and bronze ornaments against intruders, while a shipboard caster can animate cargo hooks and spare timbers. Storehouses and armouries offer abundant targets, but equipment held by guards remains beyond the spell.

Permanent guardians belong to the older editions’ Permanency rules. The fifth-edition spell’s brief animation does not itself create an enduring servant.

Related Magic

Unseen Servant handles simple service; Mage Hand moves small objects; Dispel Magic can end the animating effect. Their targets and limits follow their own edition rules.

Historical and Mythic Context

Animate Objects draws on one of the oldest magical fears: the lifeless thing that should remain obedient suddenly moves with purpose. Tools, statues, weapons, doors, household goods, and sacred images all carry a strange tension. They are made by human hands, but they can outlast their makers, gather meaning, and seem almost ready to act when no one is watching.

Ancient stories often give agency to crafted things. The Greek myth of automata includes self-moving servants, divine machines, and guardian figures made by gods or master craftsmen. These are not modern robots in tone; they are wonders of craft, divine authority, and dangerous imitation of life.

The myth of Talos, the bronze guardian of Crete, is especially close to the spell’s deeper ancestry. A made thing moves, patrols, judges, and destroys. Its body is not born, but it acts with the terrifying certainty of a living sentinel.

Medieval and early modern magical traditions also feared objects that carried hidden force: cursed images, moving statues, haunted armour, self-ringing bells, hostile tools, and household things made uncanny by enchantment or spirit. In a campaign world where magic is real, Animate Objects gives that fear a practical combat form. The chair is not haunted. The sword is not possessed. The caster has simply told matter to obey.

The spell works best when it preserves that unease. It is not only a way to add more attacks to a battle. It is the moment when civilisation’s own objects—furniture, tools, chains, doors, weapons, ornaments, and treasures—stop serving their owners and begin serving the spell.

Rules Sources and Licensing

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