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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 />

109

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