27.12.2014 Views

2 construct companion construct companion

2 construct companion construct companion

2 construct companion construct companion

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />

ability, skill, and spell list must be individually restored,<br />

but restorations are permanent. If weapon or combat<br />

skills are restored, the entity may choose to use these<br />

rather than the default OBs of the artificial body.<br />

Life Essence Vessels<br />

A Life Essence Vessel is a special container used by<br />

alchemists to store and transport life essences. It normally<br />

takes the form of a large transparent jar, urn or<br />

vase, with a top lid to seal its contents. When not storing<br />

a life essence, it contains only pure spring water. To store<br />

a life essence in the Vessel, the caster must cast Transfer<br />

Life Essence twice (first to weaken the bonds, then to<br />

move the life essence) on the target. A miniature image<br />

of the target will appear inside the Vessel if the spells are<br />

successful.<br />

A life essence may be trapped in a Vessel for ten<br />

minutes per level of the caster. After this period, it will<br />

dissipate normally. If the caster places a fragment of the<br />

original body (e.g. a lock of hair, nail clippings, some<br />

blood, a piece of flesh), then the duration is extended to<br />

one hour per level of the caster. The Preserve Life Essence<br />

spell can be used to increase this duration still further.<br />

If a Life Essence Vessel containing a trapped life essence<br />

is destroyed, the life essence dissipates at once.<br />

The minimum cost for a Life Essence Vessel is 20 gold<br />

pieces per level of being to be trapped within it, e.g. a Life<br />

Essence Vessel capable of storing a life essence from a<br />

5th-level creature costs at least 100 gold pieces. Alchemists<br />

may choose to spend more to fashion sturdier<br />

containers.<br />

Advantages and Disadvantages<br />

In terms of advantages, Life Empowerment<br />

provides the alchemist with the<br />

ability to use almost all living<br />

creatures to animate his entities.<br />

Any level of intelligence<br />

can be obtained,<br />

simply by acquiring<br />

the right creature.<br />

Moreover the<br />

natural abilities<br />

of the creature<br />

or being can be<br />

tapped, replacing<br />

the need to<br />

simulate such<br />

talents with<br />

spells and<br />

avoiding the<br />

resulting increase<br />

in <strong>construct</strong>ion<br />

level<br />

from imbedding<br />

magical<br />

powers. Further,<br />

the magician<br />

is not limited<br />

by his own<br />

82 CONSTRUCT COMPANION<br />

capabilities in terms of skills, spells, and so on which can<br />

be triggered (unlike the Sentience spell list).<br />

The drawbacks are that Life Empowerment does not, in<br />

itself, grant any control over animals, beasts or beings,<br />

either in their natural form or when imbedded. Alchemists<br />

must use other means to obtain their sources of life<br />

essences, and must rely on Glyphs of Control if they desire<br />

obedience from their empowered entities. The Sentience<br />

spell list cannot be used in conjunction with Life Empowerment<br />

– hence entities are limited in terms of intelligence<br />

and skills to the innate and restored capabilities of<br />

the life essence. Restoring all the abilities, skills, and so on<br />

of a life essence requires significant power expenditure<br />

and time. If the life essence is ever expelled from the<br />

entity, all the manifested abilities are forfeited.<br />

7.2.6 SPONTANEOUS<br />

EMPOWERMENT<br />

After creation, Golems and Constructs are empty<br />

vessels animated solely by the magical energies harnessed<br />

in their creation. They are magnets for every kind<br />

of disembodied intelligence in the vicinity, and sooner or<br />

later something will find the entity, enter its body, and<br />

control it.<br />

There are only two ways of forestalling unwanted<br />

possession. The first is to place a Glyph of Control on the<br />

entity – this will stop any attempts to enter the entity.<br />

(The caster of the Glyph can bypass this defense to imbed<br />

a spirit of his choice.) The second is to imbed a spirit<br />

(Demon, Elemental, Spirit or Life Essence) of one’s<br />

choosing first. Both Golems and Constructs can be animated<br />

by one and only one spirit at any given time, so<br />

preemptive imbedding prevents any interlopers<br />

taking up residence.<br />

The probability of a stray Spirit<br />

or Undead locating and possessing<br />

an uninhabited or<br />

unGlyphed entity is 1%<br />

per minute or 45% per<br />

hour. (GMs should<br />

roll either every<br />

minute or every<br />

hour at their discretion<br />

according<br />

to the current<br />

pace of their<br />

game.)<br />

Roll d100 and<br />

consult Tables<br />

7.6 and 7.7 to determine<br />

the type<br />

and level of a<br />

possessing spirit.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!