2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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Note: Table 7.2 is merely a set of suggestions for defining<br />
Spirit intelligence by type and level. GMs who wish to<br />
accentuate the uniqueness of Spirits may assign Memory<br />
and Reasoning stats by unmodified d100 rolls.<br />
Imbedded Spirits accumulate taint levels simply by<br />
their prolonged presence on the physical plane in a material<br />
body. For all Spirits, excluding Standard Spirits and<br />
Angry Spirits, the acquisition of more than twice the<br />
Spirit’s level in taint levels will transform that Spirit into<br />
an Angry Spirit, i.e. a fifth-level Rational Spirit can have<br />
ten taint levels, if it gains an eleventh taint level, it becomes<br />
an Angry Spirit. A Standard Spirit can only have its own<br />
level in taint level without transforming into an Entity<br />
Spirit, i.e. a fourth-level Standard Spirit that gains five<br />
taint levels will become a fourth-level Entity Spirit. It<br />
retains the five taint levels, making it that much closer to<br />
a further transformation into an Angry Spirit.<br />
The process for determining whether an imbedded<br />
Spirit acquires a taint level is as follows:<br />
The Spirit must make a Resistance Roll versus its own<br />
level, with the roll modified by –10 for every level of<br />
taint already incurred.<br />
If an attempt is made to remove the taint, using Purify<br />
Taint say, the process is as follows:<br />
The Spirit must make a Resistance Roll, with a +5<br />
modifier to the roll for each level of taint already acquired.<br />
This Resistance Roll is required, even from willing Spirits,<br />
and the Spirit does not have the normal –50 modifier for<br />
being a willing target.<br />
If all the taint is removed from an Angry Spirit, it will<br />
return to its original form. An Entity Spirit that has<br />
become an Angry Spirit and is then purified will remain an<br />
Entity Spirit. Likewise a purified Entity Spirit will not<br />
return to being a Standard Spirit.<br />
The circumstances that trigger a taint check are listed<br />
below.<br />
Once per week that a willing Spirit is imbedded in a<br />
Golem or Construct.<br />
Once per day that an unwilling Spirit is imbedded in a<br />
Golem or Construct.<br />
Immediately after the Spirit is commanded to act in a<br />
way counter to its nature (e.g. a Rural Spirit ordered to<br />
destroy a natural feature).<br />
Immediately the Spirit completes an order that is counter<br />
to its nature.<br />
Immediately the entity’s master breaks the bargain<br />
made with an erstwhile willing imbedded Spirit.<br />
Entity creators of the Channeling realm of power favor<br />
Spirit Empowerment.<br />
7.2.3 ELEMENTAL EMPOWERMENT<br />
Many creators employ elemental beings as the guiding<br />
spirits for Golems and Constructs. This method requires<br />
access to the Elemental Empowerment spell list, which<br />
gives the caster the ability to summon, control, imbed and<br />
banish elemental beings of various types.<br />
This method has a number of advantages. Most<br />
Elementals are easy to manipulate (compared to<br />
Demons) – the spells summon the chosen type of being<br />
(and nothing else!) and there are banishing and control<br />
spells capable of handling any threat less severe than an<br />
76 CONSTRUCT COMPANION<br />
Elemental Savant. Elementals, particularly the more intelligent<br />
types, can be persuaded to undergo imbedding.<br />
Moreover the intrinsic magical potentials of imbedded<br />
Elementals can be triggered to imbue entities with random<br />
magical abilities using the Manifest Element spells (see<br />
section 7.3 for more details.) Elementals summoned using<br />
this list may also be used for other purposes than entity<br />
creation.<br />
There are drawbacks, however.<br />
The lesser Elementals have only “instinctive” or low<br />
intelligence and limited knowledge of the material plane –<br />
thus it will be necessary to enhance them with Sentience<br />
spells. (Even Elemental Guardians and Savants may benefit<br />
from imbedded skills.)<br />
Compulsion, whether by Compel spells or via Glyphs of<br />
Control, is normally necessary to keep the stupider<br />
Elementals obedient. If such spells fail, such Elementals will<br />
seek their freedom, resorting quickly to violence if they are<br />
not released from the imbedding spell. Destruction of the<br />
Construct or Golem body in an orgy of mayhem will free<br />
the Elemental, which may either choose to depart for its<br />
native plane or attack its foes in its natural form. Elemental<br />
Guardians and Savants may similarly become aggressive<br />
towards creators and their allies, if they feel that bargains<br />
have been broken.<br />
It might seem implausible at first that an Elemental<br />
would consent to imbedding within a Golem or Construct.<br />
For Elementals of all power levels, imbedding provides an<br />
opportunity to experience the material plane for an extended<br />
period. Entity forms with their concentrations of<br />
pure matter and undoubted physical strengths appeal as<br />
fitting forms to inhabit – earth-based elementals find Stone<br />
and Metal Golems particularly attractive, for instance. (Conversely<br />
fire-based elementals will not willingly be imbedded<br />
into Water Golems, while air-based elementals will balk at<br />
landbound <strong>construct</strong>s.) Elemental Guardians and Savants<br />
will appreciate any existing magical abilities offered by the<br />
body, but are most likely to be swayed by promises of<br />
improvements to their own capabilities through Sentience<br />
spells. Casters who are willing to promise to release the<br />
Elemental after a set period are more likely to receive a<br />
favorable response from the being.<br />
Persuading any Elemental to voluntarily undergo imbedding<br />
requires a successful Diplomacy maneuver (with<br />
Difficulty Level of at least Very Hard). GMs should feel free<br />
to increase this Difficulty Level if the caster is not offering<br />
the Elemental much in return.<br />
Elemental Empowerment is most popular among Essence-based<br />
creators.<br />
Using Elemental Empowerment without Fire<br />
& Ice: The Elemental Companion<br />
If the GM does not have access to, or does not use, Fire &<br />
Ice: The Elemental Companion, then the following points<br />
should be noted.<br />
1.According to Creatures & Monsters, Elemental Servants<br />
are “extensions of their maker/summoner’s (master’s)<br />
mind, and they follow him wherever he goes (range of 5'<br />
per level of the master)”. As such, they are not autonomous<br />
beings – imbedding such mindless things in an<br />
entity would serve no useful purpose, while their limited