2 construct companion construct companion
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2 construct companion construct companion
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1. Identify Automaton: Caster can determine whether a<br />
specific device, machine, or vehicle in the area of effect<br />
is actually an Automaton. Caster can concentrate on a<br />
different 10’R area each round.<br />
2. Enchant Device I: Allows the caster to create and imbue<br />
with magical energy a portable device whose mundane<br />
capabilities depend on muscle power, water or wind<br />
power, or clockwork. The result is a Device Automaton.<br />
3. Enchant Machine I: Allows the caster to create and<br />
imbue with magical energy a non-portable machine<br />
whose mundane capabilities depend on muscle power,<br />
water or wind power, or clockwork. The result is a<br />
Machine Automaton.<br />
4. Enchant Land Vehicle: Allows the caster to create and<br />
imbue with magical energy a vehicle designed for<br />
surface land travel. The result is a Vehicle Automaton.<br />
5. Analyze Automaton: This spell analyzes one Automaton,<br />
giving the caster in-depth information on its operation<br />
and <strong>construct</strong>ion. This translates into a +25 bonus to all<br />
maneuvers made by the caster to operate this Automaton<br />
or to design and build an identical Automaton. Anyone<br />
to whom he describes the analysis receives a +10 bonus.<br />
6. Empower Device I: Allows the caster to add a Lesser<br />
Empowerment to a Device Automaton.<br />
7. Empower Machine I: Allows the caster to add a Lesser<br />
Empowerment to a Machine Automaton.<br />
8. Enchant Aerial Vehicle: As Enchant Land Vehicle,<br />
except the vehicle must be designed to fly or glide in<br />
atmosphere.<br />
9. Empower Vehicle I: Allows the caster to add a Lesser<br />
Empowerment to a Vehicle Automaton.<br />
10. Repair Automaton I: The caster may restore 3d10<br />
concussion hits of damage to an Automaton or repair<br />
one malfunction or replace one damaged part. A malfunction<br />
repair or replacement takes 10 minutes to take<br />
effect. Replacing a part requires a spare component.<br />
11. Enchant Device II: As Enchant Device I, except the<br />
device may utilize steam power or electricity.<br />
12. Enchant Marine Vehicle: As Enchant Land Vehicle,<br />
except the vehicle must be designed to travel over<br />
water (but not underwater).<br />
13. Enchant Machine II: As Enchant Device I, except the<br />
machine may utilize steam power or electricity.<br />
14. Empower Device II: As Empower Device I, except the<br />
caster may add a Greater Empowerment.<br />
15. Empower Machine II: As Empower Machine I, except<br />
the caster may add a Greater Empowerment.<br />
16. Enchant Underwater Vehicle: As Enchant Land Vehicle,<br />
except the vehicle must be designed to travel over<br />
water and underwater.<br />
17. Empower Vehicle II: As Empower Vehicle I, except<br />
the caster may add a Greater Empowerment.<br />
18. Incorporate Magical Item: The caster may combine<br />
a standard magical item into any type of Automaton.<br />
19. Enhance Automaton: The caster may double the<br />
effects of all Empowerments on a specific Automaton<br />
for the duration of this spell. Once this spell ends, an<br />
immediate Malfunction check must be made at three<br />
times the design malfunction number.<br />
10.1.4<br />
CONSTRUCT MASTERY<br />
Lvl Name Area of Effect Duration Range Type<br />
❑ 1 Identify Automaton 10’R 1min/lvl(C) 100' P<br />
❑ 2 Enchant Device I 1 automaton 24 hrs 10' F<br />
❑ 3 Enchant Machine I 1 automaton 24 hrs 10' F<br />
❑ 4 Enchant Land Vehicle1 automaton 24 hrs 10' F<br />
❑ 5 Analyze Automaton 1 automaton 1 hour Self I<br />
., ., ., ., .,<br />
❑ 6 Empower Device I 1 automaton 24 hrs 10' F<br />
❑ 7 Empower Machine I 1 automaton 24 hrs 10' F<br />
❑ 8 Enchant Aerial Vehicle1 automaton 24 hrs 10' F<br />
❑ 9 Empower Vehicle I 1 automaton 24 hrs 10' F<br />
❑ 10 Repair Automaton I 1 automaton P 100' F<br />
., ., ., ., .,<br />
❑ 11 Enchant Device II 1 automaton 24 hrs 10' F<br />
❑ 12 Enchant Marine Vehicle1 automaton 24 hrs 10' F<br />
❑ 13 Enchant Machine II 1 automaton 24 hrs 10' F<br />
❑ 14 Empower Device II 1 automaton 24 hrs 10' F<br />
❑ 15 Empower Machine II 1 automaton 24 hrs 10' F<br />
., ., ., ., .,<br />
❑ 16 Enchant U/WVehicle 1 automaton 24 hrs 10' F<br />
❑ 17 Empower Vehicle II 1 automaton 24 hrs 10' F<br />
❑ 18 Inc. Magical Item 1 automaton + 1 item 24 hrs 10' F<br />
❑ 19 Enhance Automaton 1 automaton 1 hr/level 10' F<br />
❑ 20 Repair Automaton II 1 automaton P 100' F<br />
., ., ., ., .,<br />
❑ 25 Ench.Exotic Vehicle 1 automaton 24 hrs 10' F<br />
❑ 30 Empower Automaton1 automaton 24 hrs 10' F<br />
❑ 50 Automaton True 1 automaton 24 hrs 10' F<br />
20. Repair Automaton II: The caster may restore 7d10<br />
concussion hits of damage to an Automaton or repair all<br />
malfunctions or replace all damaged parts with spares. Any<br />
repairs or replacements take 10 minutes to take effect.<br />
25. Enchant Exotic Vehicle: As Enchant Land Vehicle,<br />
except the vehicle may be designed to travel in two or<br />
more of the following environments: land, sea (above<br />
or below water), air, or underground. At GM’s discretion,<br />
the vehicle may be able to travel in extra-planar or<br />
similarly unnatural environments.<br />
30. Empower Automaton: Allows the caster to add a<br />
True Empowerment to any type of Automaton.<br />
50. Automaton True: : Allows the caster to create and<br />
imbue with magical energy an Automaton (Device,<br />
Machine, or Vehicle), whose mundane capabilities<br />
depend on “advanced” (pseudo)scientific principles.<br />
Special Notes<br />
1.Many of the spells described here have a duration of “24<br />
hours”. For these spells, it is assumed that the caster<br />
must cast the spell once per day during the creation<br />
process (see also Spell Law, section 7.4.1) – the creations<br />
of these spell lists are permanent unless otherwise stated.<br />
2.For details on the definitions and basic capabilities of<br />
Device, Machine, and Vehicle Automata, as well as<br />
appropriate Empowerments, please see Chapter 5.<br />
CONSTRUCT COMPANION<br />
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