2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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8.1.5 MATERIALS, MONEY, AND<br />
TIME<br />
There are two material costs involved with making<br />
Amalgams: a process cost for special unguents,<br />
preservatives, and medical supplies, and a “parts” cost<br />
for the corpses.<br />
Process cost: Amalgam level squared in gold pieces.<br />
“Parts” cost: (Amalgam level squared) times a rarity<br />
multiplier.<br />
For common animals and humanoids, the rarity<br />
multiplier is 4.<br />
For rare or dangerous creatures, the rarity multiplier<br />
is 10.<br />
For very rare or dangerous creatures, the rarity<br />
multiplier is 30.<br />
Example: A Battle Boar is a 4th-level animal. Creating<br />
a Battle Boar Amalgam will cost 16gp for the process,<br />
and 160gp (16 times 10) for two battle boar corpses.<br />
In some circumstances, such as the Reanimator having<br />
free access to the local cemetery, the GM may waive the<br />
parts cost.<br />
Time to create: One day per level of the Amalgam.<br />
8.1.6 AMALGAMS AND HEALING<br />
A true Amalgam cannot be healed by normal healing<br />
magic. Instead an Amalgam heals (slowly) through its<br />
own magic regenerating injuries or by the application of<br />
Amalgam Healing spells from the Amalgam Law spell list.<br />
The latter cannot cure destroyed external or internal<br />
body parts – these must be replaced using Graft spells.<br />
Living Amalgams can have most of their injuries<br />
healed either by normal magic or by Amalgam Healing<br />
spells. Any wound to the graft can only be healed using<br />
Amalgam Healing. If the grafted part is totally destroyed,<br />
the individual is no longer a Living Amalgam.<br />
8.2 SIMULACRA<br />
Simulacra are artificial beings mixing inorganic and<br />
organic substances according to arcane formulae. They<br />
are grown in special enchanted creation vats or tanks,<br />
each unique to a particular Simulacrum type. Suspended<br />
in the pseudo-amniotic fluids of the creation vat, the<br />
potential Simulacrum is both nourished by and bonded<br />
to its master through the daily sacrifice of blood from the<br />
master. These infusions impart a measure of the blood<br />
donor’s own personality and prowess to the Simulacrum.<br />
The blood forms a permanent bond of loyalty and obedience<br />
between the Simulacrum and the donor. Using<br />
Awaken spells, the power of the blood can be tapped to<br />
manifest the talents, skills, and spells of the donor in the<br />
Simulacrum. (The donor does not lose those abilities;<br />
equally important, the Simulacrum can only manifest<br />
abilities possessed by the donor at the time of its creation.)<br />
8.2.1 OBTAINING MATRICES<br />
Underpinning all Simulacra design is the concept of<br />
the matrix. This is a mystical signature pattern, which is<br />
unique to each individual, and encodes its form and<br />
abilities. Adepts may use the Simulacrum Matrix spell to<br />
glean and mentally store these matrices. Obtaining matrices<br />
is perhaps the most dangerous part of Simulacra<br />
creation – as the caster must be within ten feet of the<br />
target, succeed at casting a mental attack spell, and then<br />
is unable to do anything but concentrate on assimilating<br />
the matrix for an entire minute. Unfortunately<br />
Simulacrum Matrix is not a “quiet” spell, so the target<br />
will be aware that something has been cast and may<br />
become hostile to the caster. Cautious mages will seek to<br />
have their victims restrained before attempting this procedure.<br />
Nevertheless the effectiveness of a Simulacra creator is<br />
defined by the diversity of his matrix repertoire, so wise<br />
mages will seek to extend this at every opportunity.<br />
8.2.2 BUILDING THE VAT<br />
The next step in creating a Simulacrum is to enchant<br />
a suitable creation “vat”. The nature of this vat depends<br />
on the adept’s magical tradition. Some favor huge glass<br />
sealed tanks, others prefer metal hemispherical vats,<br />
whilst still others <strong>construct</strong> shallow pits. Each vat is<br />
enchanted to support the creation of a particular<br />
Simulacrum matrix; a given vat can only grow Simulacra<br />
of that type.<br />
To enchant a vat, the magician must cast a Simulacrum<br />
# spell of equal or higher level than the intended<br />
Simulacrum’s level once per day for a number of weeks<br />
equal to the Simulacrum’s level. Additionally if the vat is<br />
to be used for the creation of Simulacra who match one<br />
of the alchemist’s stored matrices, then the appropriate<br />
Plant/Animal Matrix, Sentient Matrix, or Exotic Matrix<br />
spell must also be cast once per day for a number of weeks<br />
equal to the Simulacrum’s level.<br />
CONSTRUCT COMPANION<br />
93