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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.

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