27.12.2014 Views

2 construct companion construct companion

2 construct companion construct companion

2 construct companion construct companion

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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!