2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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4.1<br />
TYPES OF CREATORS AND<br />
CREATION MAGIC<br />
Treasure Companion defines four categories of fantasy<br />
alchemy, namely Greater Alchemy, Experimental<br />
Alchemy, Royal Alchemy, and Guild Alchemy, and explores<br />
how GMs should use one or more in their settings.<br />
This volume adds Religious Alchemy to the set of options.<br />
Greater Alchemy is that employed by the gods and<br />
supernatural entities as well as lore known to mortal<br />
mages in previous ages, but no longer available in the<br />
current time of the campaign. In a world where only<br />
Greater Alchemy exists, there will be no spell users<br />
capable of creating any of the entities in this volume.<br />
Constructs and Golems will be unique wonders,<br />
perhaps encountered as eternal guardians of the ruined<br />
structures of the Ancients, while Automata are all that<br />
remain of forgotten civilizations. Amalgams,<br />
Simulacra, and Changelings may be completely<br />
unknown or be the shock troops of some evil demigod<br />
imprisoned in the mortal plane.<br />
Experimental Alchemy involves perilous studies undertaken<br />
by mortal mages who seek to control and<br />
understand the world around them. It is a worldview,<br />
which insists that knowledge is power and nothing must<br />
be allowed to prevent progress towards ever-greater<br />
knowledge. Experimental Creators make all varieties of<br />
artificial entities and machines to prove they can. When<br />
the experiment is complete, the creation is likely to be<br />
discarded as its creator’s attention focuses on the next<br />
problem. Experimental Creators court disaster every<br />
time they fashion entities, which they can barely (if at all)<br />
control. Their relentless scholarly pursuits lead them to<br />
flout local customs and taboos, requiring them to work<br />
in secrecy and isolation.<br />
Royal Alchemy is that practiced by mages in the<br />
employ of noble (or at least) wealthy patrons. Royal<br />
Creators will be employed to supply their overlords with<br />
machines and obedient entities for specific purposes. As<br />
the safety of their employers and families is paramount,<br />
Royal Creators are among the most conservative practitioners<br />
preferring ease of control to additional power –<br />
their creations will be unswervingly obedient. As Golems<br />
and Constructs can be directed to obey others with the<br />
same loyalty as they demonstrate to their creators (see<br />
chapters 6 and 7), these will be the standard artificial<br />
entities fashioned by Royal Creators. Automata, particularly<br />
weapons and vehicles, are likely to be in high<br />
demand by patrons.<br />
The Creators<br />
Guild Alchemy describes the association of likeminded<br />
wizards into economic organizations, who have<br />
a monopoly on the creation and sale of magic items in a<br />
particular area. Guild-based Creators may manufacture<br />
Automata on contract for the local government or private<br />
individuals. Constructs and Golems may be fashioned<br />
and sold as elite bodyguards and servitors to<br />
merchant princes. Magic involving Amalgams and<br />
Changelings may be banned in some guilds as too offensive<br />
to local sensibilities, while Simulacra may be reserved<br />
to defend the Guild headquarters from external<br />
attack.<br />
Religious Alchemy is the creation of magical items for<br />
spiritual purposes by alchemists with a true belief in a<br />
deity or other higher power. Religious Alchemists may<br />
be chief priests of urban communities, respected tribal<br />
shamans, cloistered or itinerant monastic orders, devout<br />
hermits, or crazed cultists practicing black magic and<br />
demon worship. For Religious Creators, the act of creation<br />
may be for the greater glory of the deity, a step<br />
towards spiritual enlightenment, a necessary defense for<br />
the community, or a means to fulfill the tenets of their<br />
faith. When an artificial entity has fulfilled its task,<br />
Religious Creators are the most likely to release bound<br />
spirits (see Chapter 7) and destroy the entity’s body.<br />
They are the least likely to sell entities, and will rarely be<br />
involved with fashioning Automata or Amalgams.<br />
4.2<br />
AVAILABILITY OF<br />
CREATION MAGIC<br />
Determining which flavor of creation magic is present<br />
in a campaign is only part of the GM’s task. The GM must<br />
also decide which types of artificial life may be fashioned<br />
(see section 9.1.1), and which spell users (PCs and NPCs<br />
alike) are capable of creating these entities. The latter<br />
decision depends on how difficult and/or how rare the<br />
GM desires creation magic to be. Three suggested levels<br />
of rarity (and how to implement them) are presented.<br />
4.2.1 RESTRICTED<br />
(ALCHEMISTS ONLY)<br />
This is the most restrictive option. Creation magic is<br />
only available to the three Alchemist professions (Channeling<br />
Alchemist, Essence Alchemist, and Mentalism<br />
Alchemist) introduced in Treasure Companion. The<br />
spell lists for creating entities then become additional<br />
base lists to add to their pool of spell lists. Members of the<br />
Alchemist professions may choose one or more entity<br />
creation spell lists rather than standard item creation<br />
16 CONSTRUCT COMPANION