2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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1. Simulacrum Matrix: Caster may determine and mentally<br />
store the mystical matrix of the target as well as learning the<br />
target’s level, if the target fails to resist this spell. (The target<br />
will be aware that the caster has uses magic against him<br />
regardless of the RR outcome.) The caster must spend one<br />
minute in uninterrupted concentration after casting this<br />
spell to assimilate the information. Caster may only have as<br />
many matrices stored as his temporary Memory stat (not<br />
stat bonus). Matrices may be released at any time.<br />
2. Animal/Plant Matrix: Caster can shape a Simulacrum into<br />
an animal or a plant form whose matrix he has previously<br />
stored using Simulacrum Matrix or enchant a vat to grow<br />
Simulacra of the chosen matrix.<br />
3. Simulacrum III: Caster can create and animate a<br />
Simulacrum of up to 3rd level or enchant a vat to grow<br />
Simulacra of up to 3rd level.<br />
4. Analyze Simulacra: This spell analyzes one Simulacrum, giving<br />
the caster in-depth information on how it was made (which<br />
Simulacrum #, Matrix, and Warp Matrix # spells were used and<br />
any special components) and the nature of its abilities.<br />
5. Simulacrum V: As Simulacrum III, except the Simulacrum<br />
or vat can be up to 5th level.<br />
6. Warp Matrix I: Caster can make one Minor alteration to a<br />
Simulacrum’s matrix during its creation.<br />
7. Transfer Soul: The caster may transfer the soul of a willing<br />
target into a Simulacrum of equivalent level that was created<br />
using the target’s blood. Once in the Simulacrum, the<br />
target has access to all his skills, spells, and other abilities.<br />
The original body falls into a coma and will eventually die.<br />
8. Awaken Ability: This spell allows a natural ability (chosen by<br />
the caster at time of casting) possessed by the blood donor of<br />
the Simulacrum to manifest in the Simulacrum. Such abilities<br />
include senses, movement abilities, natural resistances, ranks<br />
in Power Point Development (limited to the lesser of the<br />
Simulacrum’s level or the donor’s number of ranks), Talents,<br />
etc. The spell allows the Simulacrum to use the ability.<br />
9. Heal Simulacrum I: Target Simulacrum is healed of 5d10<br />
concussion hits or up to 5 hits per round of bleeding damage or<br />
one damaged or severed muscle or tendon is healed. Recovery<br />
time for muscle or tendon damage is 1 day.<br />
10. Simulacrum X: As Simulacrum III, except the Simulacrum<br />
or vat can be up to 10th level.<br />
11. Sentient Matrix: As Animal/Plant Matrix, except the<br />
Simulacrum may be shaped into a sentient (normally humanoid)<br />
form or the vat is designed for similar forms.<br />
12. Awaken Skill: As Awaken Ability, except allows one single<br />
skill known by the blood donor (chosen by the caster at time<br />
of casting) to be manifested by the Simulacrum (with the<br />
lesser of ranks equal to the Simulacrum’s level or half the<br />
number of ranks possessed by the donor, rounding down).<br />
13. Warp Matrix II: As Warp Matrix I, except the caster may<br />
make one Lesser alteration.<br />
14. Heal Simulacrum II: Target Simulacrum is healed of any<br />
one broken (not shattered) bone or joint. Recovery time of<br />
1-10 days is required.<br />
15. Simulacrum XV: As Simulacrum III, except the<br />
Simulacrum or vat can be up to 15th level.<br />
16. Awaken Spell: As Awaken Skill, except allows one single<br />
spell list (or spell-like ability) known by the blood donor<br />
(chosen by the caster at time of casting) to be manifested by<br />
the Simulacrum. If this is a spell list, then the Simulacrum<br />
gains the lesser of ranks equal to the Simulacrum’s level or<br />
CONSTRUCT COMPANION<br />
10.1.6<br />
SIMULACRA<br />
Lvl Name Area of Effect Duration Range Type<br />
❑ 1 Simulacrum Matrix 1 target Varies 10' Fm<br />
❑ 2 Animal/Plant Matrix 1 entity or vat 24 hrs 10' F<br />
❑ 3 Simulacrum III 1 entity or vat 24 hrs 10' F<br />
❑ 4 Analyze Simulacra 1 simulacrum - 100' P<br />
❑ 5 Simulacrum V 1 entity or vat 24 hrs 10' F<br />
., ., ., ., .,<br />
❑ 6 Warp Matrix I 1 entity 24 hrs 10' F<br />
❑ 7 Transfer Soul 2 targets - Touch Fm<br />
❑ 8 Awaken Ability 1 simulacrum Permanent Touch Fm<br />
❑ 9 Heal Simulacrum I 1 simulacrum Permanent Touch U<br />
❑ 10 Simulacrum X 1 entity or vat 24 hrs 10' F<br />
., ., ., ., .,<br />
❑ 11 Sentient Matrix 1 entity or vat 24 hrs 10' F<br />
❑ 12 Awaken Skill 1 simulacrum Permanent Touch Fm<br />
❑ 13 Warp Matrix II 1 entity 24 hrs 10' F<br />
❑ 14 Heal Simulacrum II 1 simulacrum Permanent Touch U<br />
❑ 15 Simulacrum XV 1 entity or vat 24 hrs 10' F<br />
., ., ., ., .,<br />
❑ 16 Awaken Spell 1 simulacrum Permanent Touch Fm<br />
❑ 17 Beast Matrix 1 entity or vat 24 hrs 10' F<br />
❑ 18 Warp Matrix III 1 entity or vat 24 hrs 10' F<br />
❑ 19 Heal Simulacrum III 1 simulacrum Permanent Touch U<br />
❑ 20 Lord Simulacrum 1 entity or vat 24 hrs 10' F<br />
❑<br />
., ., ., ., .,<br />
25 Compel Simulacrum 1 simulacrum 10 min/lvl(C)100'/lvl Fm<br />
❑ 30 High Simulacrum 1 entity or vat 24 hrs 10' F<br />
❑ 50 Simulacrum True 1 entity or vat 24 hrs 10' F<br />
half the number of ranks possessed by the donor, rounding<br />
down).<br />
17. Beast Matrix: As Animal/Plant Matrix, except the Simulacrum<br />
may be shaped into a beast form (e.g. monster, unnatural creature,<br />
or sentient plant) or the vat is designed for one such form.<br />
18. Warp Matrix III: As Warp Matrix I, except the caster may make<br />
one Greater alteration.<br />
19. Heal Simulacrum III: Target Simulacrum is healed of any one<br />
shattered bone or joint or one damaged nerve or one damaged external<br />
or internal organ. In all cases, a recovery time of 1-10 days is required.<br />
20. Lord Simulacrum: As Simulacrum III, except the Simulacrum or<br />
vat can be up to 20th level.<br />
25. Compel Simulacrum: The caster may command a Simulacrum of any<br />
level, even if the caster is not its blood donor. The caster must concentrate<br />
for one round to give or cancel an order, but need not maintain<br />
concentration to ensure the order is undertaken. The simulacrum will<br />
continue to obey the order until it is accomplished or cancelled or the<br />
spell’s duration ends. If the Simulacrum moves beyond the spell’s range<br />
of the caster, the spell ends. If the Simulacrum receives orders from its<br />
creator / blood donor in the same round as it receives an order from the<br />
caster, the Entity may make a new RR. Success terminates this spell.<br />
30. High Simulacrum: As Simulacrum III, except the Simulacrum or<br />
vat can be up to 30th level.<br />
50. Simulacrum True: As Simulacrum III, except the Simulacrum or<br />
vat can be of any level.<br />
Special Notes<br />
1.Many of the spells on this spell list have a duration of 24 hrs – the<br />
creation process requires that these spells be cast once per day<br />
during creation and gives the caster the ability to enchant Simulacra<br />
or vats for a whole day. The Simulacrum’s animation is permanent<br />
once the creation process is complete.<br />
2.For more details on Simulacra and vat creation, please see Ch. 8.<br />
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