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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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