2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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TABLE 7.12 MAJOR DEMONIC POWERS CONT.<br />
5: Crush, 6: Unbalancing))<br />
71-75 Extra Damage (all Entity’s melee<br />
attacks do 4x normal concussion<br />
hit damage)<br />
76-80 Major Daily Spell Power (one 11th-<br />
20th level spell usable once per<br />
day, roll d10 +10 for level)<br />
81-85 Major Daily Spell Power (one 11th-<br />
20th level spell usable twice per<br />
day, roll d10 +10 for level)<br />
86-90 Major Daily Spell Power (one<br />
1st-10th level spell usable three<br />
times per day, roll d10 for level)<br />
91-95 Constant Spell Power (one 1st to<br />
10th level spell usable either “At<br />
Will” or continuously (Constant))<br />
96-00 GM choice<br />
7.3.2 ELEMENTAL POWERS<br />
Elemental Powers are also classified by their potency<br />
into four degrees. In order of increasing strength, these<br />
are Elemental Minor Powers, Elemental Lesser Powers,<br />
Elemental Greater Powers, and Elemental Major Powers.<br />
When an Elemental is imbedded into a Golem or<br />
Construct, and a Manifest Element # spell is cast, one or<br />
more Elemental Powers will manifest. The number of<br />
powers depends on which Manifest Element spell is cast;<br />
the more powerful versions yield more powers. The<br />
degree of the manifested powers depends on which<br />
variety of Elemental was imbedded in the entity. Again,<br />
the greater Elementals have potentially greater<br />
capabilities.<br />
Unlike other forms of elemental crafting, the triggering<br />
of Elemental Powers neither corrupts nor poisons<br />
the entity. However as a consequence, the abilities available<br />
are more limited than Demonic Powers. Casters also<br />
have no control over the exact nature of a manifested<br />
power.<br />
To determine the nature of manifested Elemental<br />
Powers, roll d100 for each Power and consult the tables<br />
below. If the same result is generated twice, reroll until a<br />
different result is obtained or simply choose an alternative.<br />
In some cases, the result will vary according to the<br />
Element (Air, Earth, Fire, Ice, Light, or Water), so use the<br />
final table to identify Element-specific abilities. If a Spell<br />
Power is indicated (and Fire & Ice: The Elemental Companion<br />
is not available), then use the elementally appropriate<br />
Magician base list, otherwise roll on the Elemental<br />
Spell Table.<br />
TABLE 7.13 DEMONIC SPELL POWERS<br />
D100 Roll Demonic Spell List<br />
01-02 Curses<br />
03-04 Dark Channels<br />
05-06 Dark Lore<br />
07-08 Disease<br />
09-10 Necromancy<br />
11-13 Wounding<br />
14-15 Delving Ways<br />
16-17 Detecting Ways<br />
18-19 Essence Hand<br />
20-21 Essence’s Perceptions<br />
22-23 Lesser Illusions<br />
24-25 Dispelling Ways<br />
26-27 Invisible Ways<br />
28-29 Lofty Bridge<br />
30-31 Shield Mastery<br />
32-33 Spirit Mastery<br />
34-35 Earth Law<br />
36-37 Fire Law<br />
38-39 Ice Law<br />
40-41 Light Law<br />
42-43 Water Law<br />
44-45 Wind Law<br />
46-48 Flesh Destruction<br />
49-51 Fluid Destruction<br />
52-54 Gas Destruction<br />
55-57 Mind Destruction<br />
58-60 Solid Destruction<br />
61-63 Soul Destruction<br />
64-65 Dark Contacts<br />
66-67 Dark Summons<br />
68-70 Darkness<br />
71-72 Entity Summons<br />
73-75 Matter Disruption<br />
76-78 Physical Erosion<br />
79-81 Mind Death<br />
82-83 Mind Disease<br />
84-86 Mind Domination<br />
87-89 Mind Erosion<br />
90-92 Mind Illusions<br />
93-95 Mind Subversion<br />
96 Any Channeling Spell List (GM<br />
choice)<br />
97 Any Essence Spell List (GM choice)<br />
98 Any Mentalism Spell List (GM choice)<br />
99 Any Elementalism Spell List (GM<br />
choice)<br />
100 Any Arcane Spell List (GM choice)<br />
86 CONSTRUCT COMPANION