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BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />

9.0 BHBHBHBHBHBHH<br />

9.1 CREATION MAGIC,<br />

ARTIFICIAL ENTITIES, AND<br />

THE CAMPAIGN SETTING<br />

Campaigns<br />

9.1.1 WHICH TYPES OF CREATION<br />

MAGIC<br />

Construct Companion has presented six different categories<br />

of magical machines and artificial life. Including<br />

all six types in the same setting could potentially overwhelm<br />

it through sheer diversity in much the same way<br />

that having all the races from Creatures & Monsters<br />

appear in one small area will strain most players’ credibility<br />

(unless of course that locale is a key nexus of world<br />

or interplanar commerce). Too much of a good thing<br />

can be harmful, so moderation is the key. Choosing<br />

which to include is a key decision for the GM.<br />

For GMs running historical campaigns incorporating<br />

magical or legendary elements, the appropriate creation<br />

magics will be largely determined by the period (see<br />

Chapter 2).<br />

Automata will almost certainly be present, as every age<br />

has had its inventors. GMs should consider adjusting the<br />

Difficulty Levels for technology upwards for early historical<br />

periods (e.g. perhaps steam power should be<br />

Extremely Hard or even Sheer Folly) unless the intent is<br />

to create an alternate history with more advanced “magical”<br />

technology.<br />

In terms of artificial entities, Golems and Constructs<br />

are the obvious representatives. Strict interpretations of<br />

the various legends will impose constraints on the auxiliary<br />

spell lists allowed in the game. Spirit Empowerment<br />

and Demonic Empowerment are likely to be the only<br />

intelligence imbedding lists available. The GM may also<br />

have to codify the spirits and demons described in the<br />

era’s myths and possibly adjust the two Empowerment<br />

lists accordingly. Golem Magic and Construct Magic<br />

should not be generally available – instead acquiring<br />

such knowledge should require dedicated research, travel<br />

to consult with sages, and quests.<br />

For campaigns set in medieval and Renaissance times,<br />

the homunculi of alchemists such as Paracelsus may be<br />

represented by Simulacra. GMs may allow some of the<br />

“creation time” (as determined by the formulae in section<br />

8.2) to include maturation time outside the vat.<br />

Amalgams may first appear in games set in the Enlightenment<br />

era of the 18th century.<br />

Changelings are too fantastic for most historical campaigns.<br />

For GMs using published fantasy settings or novels as<br />

the basis for their worlds, determining which types are<br />

available requires a thorough search of the modules and<br />

source material. (See Section 2.5 for commentary on<br />

several classic fantasy novels.) ICE’s Shadow World setting<br />

contains recognizable Golems, Constructs, Amalgams<br />

(more familiarly known as Flesh Golems), and<br />

Simulacra (in the form of Shards, Viles, etc.). Many of the<br />

stranger species could be explained away as<br />

100 CONSTRUCT COMPANION<br />

descendants of Changelings created by the Lords of Essence,<br />

while Automata may have a role to play in Shadow<br />

World’s more technologically advanced societies.<br />

For GMs using settings of their own devising, anything<br />

is possible. None, some or all of the six categories<br />

may appear in the world and/or be available to PCs.<br />

Personal preference and the GM’s vision of the setting<br />

will guide the selection. The following guidelines may<br />

prove helpful.<br />

While there are six distinct entity categories, these can<br />

be grouped into three larger classes with similar creation<br />

processes: Automata; Golems and Constructs; Amalgams,<br />

Simulacra, and Changelings. Each of these<br />

“supercategories” is independent of the others and so<br />

may appear on its own in a world.<br />

Golems and Constructs are different routes to the<br />

same sort of artificial entity. The existence of Golems<br />

does not require or preclude the existence of Constructs<br />

and vice versa. GMs who only wish to have either Golems<br />

or Constructs need simply ban the spell list relating to the<br />

other variety. The Entity Control spell list of the Entity<br />

Hunter TP is designed to handle both types but has been<br />

written in an “entity-neutral” fashion, so may be used<br />

without alteration. GMs will also need to decide on<br />

which types of intelligence imbedding are available – if<br />

Demonic Empowerment and Elemental Empowerment<br />

lists are prohibited, then the Dark Creator and Elemental<br />

Creator TPs should be removed. The generic Creator<br />

and Religious Creator TPs do not have specific Empowerment<br />

lists “hard-wired” in, so should be always available.<br />

Amalgams, Simulacra, and Changelings may be used<br />

individually or in combination. The only difficulty with<br />

using only one or two of this supercategory is that the<br />

Abomination Lore spell list is not “entity-neutral”. GMs<br />

should either remove the list entirely (and the absence of<br />

a counterspell list makes the entity creators more powerful)<br />

or remove the unused spells from the list. In the<br />

second case, the GM may wish to consider shuffling the<br />

spells to fill gaps at key slot levels (5, 10, 15, 20, 25, 30, and<br />

50) and inserting intermediate spells to fill the new gaps.<br />

For example, in a Simulacrum-only world, the GM<br />

might introduce Command Simulacrum I, III, V, VII,<br />

XII, and High Simulacrum (30th-level) as well as longer<br />

ranged versions of Hold Simulacrum or Trace Abomination,<br />

while raising the levels of the existing Command<br />

Simulacrum spells.<br />

The GM may also wish to consider making creation<br />

magic racially or culturally-specific. This is an excellent<br />

way of both allowing a gradual introduction of the<br />

material into an existing world (e.g. PCs on an expedition<br />

to a distant land encounter distinctive magical<br />

traditions) and enhances the diversity of the world (e.g.<br />

Dwarves are the Construct masters, while Elves are the<br />

Simulacra adepts, say). No individual culture has a monopoly<br />

on all creation magic, so accidental game imbalances<br />

are prevented. And the GM can now play with all<br />

the “cool toys” in this book without worrying that the<br />

campaign world has been over-seasoned.

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