2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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range of existence would actually be detrimental. Consequently<br />
there are no spells on the Elemental Empowerment<br />
spell list dealing with these creatures.<br />
2.Also according to Creatures & Monsters, Weak and<br />
Strong Elementals have “NO” (“animal instincts”) IQ.<br />
If imbedded into a Construct or Golem, the creation<br />
magic of the entity itself increases their IQ to Low (3-<br />
12, roll D10+2). Elemental Guardians have Above<br />
Average intelligence (50-77, roll 3D10 + 47). Elemental<br />
Savants have Exceptional IQ (100-102, roll D3 +<br />
99).<br />
3.In terms of pure level, Strong Elementals are normally<br />
level 20, whereas Elemental Guardians are only level<br />
15. Yet, it is harder to summon the latter using Elemental<br />
Empowerment. The rationale is simple – Guardians<br />
with their higher intelligence are much more useful to<br />
golem and <strong>construct</strong> creators than the stupider, if<br />
more physically potent, Strong Elementals.<br />
Using Elemental Empowerment with Fire &<br />
Ice: The Elemental Companion<br />
If the GM does use Fire & Ice: The Elemental Companion,<br />
then the spells on the Elemental Empowerment spell<br />
list have different effects to take into account the elemental<br />
metaphysics explored in that work and the changes<br />
made to existing Elementals as well as the new beings<br />
introduced.<br />
1.Most importantly, Elementals conjured by this list<br />
onto this plane are summoned rather than gated to the<br />
material plane. This means that there is no risk of<br />
elemental corruption as the being’s true body remains<br />
on the elemental plane.<br />
2.The Elemental Powers activated by the Manifest Element<br />
spells represent the supernatural abilities of the<br />
imbedded Elementals given limited potency on this<br />
plane. The advantage is that this control prevents the<br />
entity’s body suffering elemental corruption; the disadvantage<br />
is that the powers are randomly activated<br />
rather than deliberately chosen by the caster or the<br />
Elemental because much of the spell’s potency is used<br />
to prevent elemental contamination.<br />
3.The Elementals as described in Fire & Ice have a greater<br />
variety of IQ levels, giving the creator increased freedom<br />
of choice and reducing the need to utilize the Sentience<br />
spell list. The mapping of Elementals to mental prowess<br />
(Memory and Reasoning stats) is as follows.<br />
Minor Elementals (Servants): Very Low (1-5, roll D10<br />
and divide by two).<br />
Lesser Elementals (Weak Elementals): Low (3-12, roll<br />
D10 +2).<br />
Elemental Giants: Little (7-25, roll 2D10 +5).<br />
Elemental Guardians: Above Average (50-77, roll 3D10<br />
+ 47).<br />
Greater Elementals (Strong Elementals): Inferior (13-<br />
40, roll 3D10+10).<br />
Superior Elementals: Mediocre (23-50, roll 3D10+20).<br />
High Elementals: Average (35-65, roll 3D10, if 15 or less<br />
subtract from 50, if 16 or more, add to 35).<br />
Elemental Savants: Exceptional (100-102, roll D3 + 99).<br />
CONSTRUCT COMPANION<br />
4.There are more elemental beings and creatures in Fire &<br />
Ice than possessors of this list may summon and imbed.<br />
This is deliberate – this is a spell list designed to procure<br />
suitable elemental spirits to inhabit artificial entities, not<br />
to ally the caster with the full diversity of the elemental<br />
hosts.<br />
5.The alert will notice that Elemental Guardians require<br />
stronger summoning, controlling, imbedding, and banishing<br />
than Elemental Giants or Greater Elementals.<br />
This is due again to their higher IQ rating compared to<br />
equivalent or even slightly more powerful entities in<br />
terms of strict level.<br />
In a setting where Elemental magic is practiced, GMs<br />
may wish to consider the interplay between Elementalist<br />
and non-Elementalist practitioners. True Elementalists<br />
may be jealous, even violently hostile, to this knowledge<br />
being available to mere Magicians and other Essence spell<br />
users, let alone those of other realms of power. They may<br />
seek to reserve these arcana for the sole use of their own<br />
adherents.<br />
7.2.4 DEMONIC EMPOWERMENT<br />
Perhaps the most potent and dangerous of all guiding<br />
spirits for artificial entities are Demons. Casters, who are<br />
brave or foolhardy enough to seek such power, will require<br />
access to the Demonic Empowerment spell list, which has<br />
spells dealing with the summoning, banishment, control,<br />
and imbedding of Demons from Types I through to VI.<br />
Demonic Empowerment can be used to summon and<br />
imbed Demons of the Pale, certain Demons of the Void<br />
(specifically the Elf-Demons, the Man-Demons, the Noble<br />
Gogonaur, and the Raukamar), and Demons from the<br />
other demonic planes, as detailed in Creatures & Monsters.<br />
Demons from Beyond the Pale are too powerful to be<br />
summoned, let alone imbedded by this spell list, as are the<br />
Moloch Demons of Might (Type VI+ Demon) and the<br />
Demon Lords, Maleskari, Sith, and Yrrigav. The Agothu<br />
and Agothu Servants are not Typed – their natures are so<br />
alien and contradictory that no mortal sorcerer has yet<br />
found the means of summoning even the least of them into<br />
the world.<br />
Other extra-planar entities exist, notably Champions,<br />
Djinn, and Chaos Demons. However, none of them are<br />
appropriate targets for imbedding via Demonic Empowerment,<br />
and the Summon Demon spells on this list will not<br />
call any of them to this plane.<br />
Champions are too dedicated to the service of their deity<br />
to be persuaded to undergo potentially indefinite imbedding,<br />
and no true follower of a “good” or “lawfully” aligned<br />
deity would dream of forcing a Champion against its will.<br />
(Anyone who isn’t a true follower and somehow manages to<br />
summon a Champion is likely to find himself or herself on<br />
the receiving end of divine justice from the Champion …)<br />
Djinn (also known as Genii) are Nature or Household<br />
Spirits, who are already trapped in objects or locations in<br />
this world. While it is conceivable that a freed Djinn could<br />
be imprisoned by chance (or just possibly imbedding) in<br />
an artificial entity, it would be released from this focus as<br />
soon as it completed its quest. For lesser Djinn, even<br />
following one order from the entity’s master could be<br />
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