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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

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