2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />
(This is one step higher than suggested in School of<br />
Hard Knocks: The Skills Companion - sculptors have<br />
to perform their artistry piecemeal.)<br />
Failures in the Sculpting maneuver will produce an<br />
ugly or grotesque Construct.<br />
With the parts made and sculpted, the remaining<br />
purely mundane task is to fit the pieces together. This<br />
process is akin to completing a three-dimensional<br />
jigsaw, and requires a successful Very Hard<br />
Mechanition maneuver. A Spectacular or Absolute<br />
Failure will add 10% extra cost (representing damage<br />
to parts by incorrect placement) and 10% extra time to<br />
the project. A Failure will add one day to the creation<br />
time.<br />
The mage can have the mundane aspects of <strong>construct</strong>ion,<br />
e.g. the Metal Crafting, the Sculpting, and<br />
the Mechanition, undertaken by expert craftsmen.<br />
However these professionals will have to be available<br />
and working on the project throughout the creation<br />
process.<br />
In terms of spells, the creator must cast the appropriate<br />
Construct N spell for an entity of the desired level<br />
each day. If the Construct is to have any mechanical<br />
abilities, the Enhance Construct spell must also be cast<br />
each day. If the entity is to receive any magical abilities,<br />
the creator must cast the spell to be imbedded, the<br />
appropriate Imbed N spell, and one of the Charged<br />
Power, Daily Power N, or Constant Power N spells each<br />
day. A spell failure does not ruin the entire process,<br />
unless the caster is incapable of recasting the miscast<br />
spell that day.<br />
And once the final spell has been cast, the magic will<br />
animate the finished Construct with a spark of life and<br />
a purpose – to serve its creator obediently.<br />
6.10<br />
MAGICAL<br />
ENHANCEMENTS<br />
The Construct Magic and Golem Magic spell lists<br />
enable creators to imbue both types of entities with<br />
spell-like abilities. The process is broadly similar to<br />
that for imbedding spells into other sorts of magic<br />
items.<br />
1.The appropriate Imbed # spell must be cast into the<br />
entity once a day. (A third-level spell will require an<br />
Imbed III spell.)<br />
2.The spell to be imbedded must itself be cast into the<br />
entity once a day. (This spell may be cast by the<br />
creator, an item, or another spell user - see also the<br />
Research spell below.)<br />
3.If the ability is to use charges, then one of Minor<br />
Charged Power, Lesser Charged Power, Greater<br />
Charged Power, or Major Charged Power must be<br />
cast into the entity once each day.<br />
64 CONSTRUCT COMPANION<br />
4.If the ability is to be a “Daily” ability, then the<br />
appropriate Daily Power # spell must be cast into the<br />
entity once a day. (To have a third-level spell usable<br />
by the entity once per day will require a Daily Power<br />
III spell.)<br />
5.If the ability is to be continuously operational (constant)<br />
or once every round (“at will”), then the<br />
appropriate Constant Power # spell must be cast into<br />
the entity once a day. (To have a third-level spell<br />
effect the entity on a constant basis will require a<br />
Constant Power III spell.)<br />
A Charged Power ability uses up one charge for each<br />
use of the ability. The Minor Charged Power, Lesser<br />
Charged Power, Greater Charged Power, and Major<br />
Charged Power spells will imbue an entity with 20, 50,<br />
100 and 200 charges respectively. An entity can be<br />
“recharged” by casting the appropriate Charged Power<br />
spell once a day for a number of weeks equal to the level<br />
of the spell ability. Thus to replace 50 charges of a<br />
fourth-level spell would require a caster to cast Lesser<br />
Charged Power once a day for four weeks.<br />
A Daily Power ability allows the entity to cast the<br />
imbedded spell a certain number of times per day. The<br />
number of times per day depends on the level of the<br />
imbedded spell and the # of the Daily Power # spell<br />
used. A Daily Power III spell could be used to imbed a<br />
1 st -level spell usable three times per day by the entity,<br />
or a 2 nd -level or a 3 rd -level spell usable once per day by<br />
the entity.<br />
A Constant Power ability can be used in one of two<br />
ways. The first is genuinely constant, where the entity<br />
has the continuous and permanent benefit of the<br />
ability. Suitable spells which can be made constant<br />
include Detect spells, Resist spells, Invisibility,<br />
Nightvision, etc. Spells which cannot be made “constant”<br />
include elemental attack spells, base attack spells,<br />
etc., which is where the second means of using Constant<br />
Power imbedding comes in. A Constant Power<br />
ability can be designated as being “at will”, allowing the<br />
entity to use the ability up to once every round. This<br />
variant is suitable for providing golems and <strong>construct</strong>s<br />
with frequent elemental attack capabilities and so on.<br />
In standard item creation, there is only a single<br />
Constant spell, which in conjunction with a sufficiently<br />
high-powered Imbed spell can render any appropriate<br />
spell effect constant. Conversely for entity creation,<br />
there is a series of Constant Power # spells with the #<br />
limiting the maximum spell which can be rendered<br />
“constant” or “at will”. The net effect is that entities can<br />
receive low-level constant abilities by low to medium<br />
powered casters. This is deliberate and necessary to<br />
simulate the magical abilities of existing beast golems<br />
and <strong>construct</strong>s without requiring the existence of many<br />
very high-level casters to create the world’s supply of<br />
interesting artificial entities. However, GMs concerned<br />
about play-balance issues should remember that these<br />
constant and at-will abilities are not being imbedded in<br />
inanimate items automatically accessible to the caster,<br />
but in autonomous artificial creatures who may or may<br />
not be obedient to their creators.