2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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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.