Subject: MYSTARA-L Digest - 15 Feb 2003 to 16 Feb 2003 (#2003-48) From: Automatic digest processor Date: 17/02/2003, 19:00 To: Recipients of MYSTARA-L digests Reply-to: Mystara RPG Discussion There are 2 messages totalling 284 lines in this issue. Topics of the day: 1. Constructs 2. Ylaruam and Mages ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.dnd.starflung.com/ To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Sun, 16 Feb 2003 17:18:07 +0100 From: DM Subject: Re: Constructs At   Wed, 12 Feb 2003 10:17:02 +0200, <Ville.V.Lahde@UTA.FI> asked:

Has anybody made any revised guidelines for creating constructs? The Rules
Cyclopedia states that a mage must be of level 18 or above to make any
kind of a construct. That is a bit farfetched, considering that there are
tons of official modules, where lower-level fiends arm themselves with
gargoyles, living statues and such smaller constructs (even though
gargoyles are technically "greater constructs").

Yes, you bet! :)

In the Tome of Mystaran Magic (still available only in Italian) there's a whole section on enchanting every kind of magical items, from common objects to buildings, constructs and intelligent items.

I'll try to summarize the Construct part here, translating from Italian for you ;)

Elements Needed
        
The so called constructs (golems, gargoyles, living statues, etc.) are extremely rare magic items very difficult to create. First of all, only a spellcaster of 18th level and with Intelligence 16+ can try to build one, using  Create magical monsters (8th level Wizard spell) for lesser constructs, and Create Any Monster (9th level Wizard spell) for the greater contructs, or using a Wish in case they don't have such spells (this is also the case of divine spellcasters).
With Create Magical Monsters the spellcaster can build only constructs having a total of HDs equal to half his character level, while using Create Any Monster allows him to craft constructs with HDs up to his own level.
The spellcaster also needs the special materials to perform the enchantment, and these can be more or less common to find, depending on the magic level of the whole campaign and the DM's will. In an average fantasy world, the time needed should be 1 week + 1 day per creature's HD. In any case, the time needed to find these rare components shouldn't be considered when calculating the total enchantment time (it's something more it takes to prepare the enchantment).

Time and Money

        The total cost of the construct is calculated differently from the normal rules for enchanting magic items. In fact, it depends on the spell used to power it and on the number of common or special powers that have been associated with it (see below).

Total Cost of Lesser Constructs:
(2.000 =D7 HD) + (1.000 =D7 # common powers) + (5.000 =D7 # special powers)

Total Cost of Greater Constructs:
(4.000 =D7 HD) + (1.000 =D7 # common powers) + (5.000 =D7 # special powers)

        Time needed to enchant a construct is 1 week + 1 day per 1000 gp of construct's value.

Chances of Success

Chances of success depend on the spellcaster's experience and on the construct's power, and must be calculated using this formula:

(Int+Lvl) =D72  (HD + # common powers + # special powers) =3D % success

        If the spellcaster fails, the object will be a simple worthless one (unless precious stones or ores have been used to craft it, in which case it's still a valuable piece of jewelry or statuary) without magical powers, and cannot be tampered with anymore.

Experience Gained

        The spellcaster gains XP only if his attempt is successful. In general, he gains an amount of XP equal to the cost of the construct, but only the first time he creates such kind of construct. Every other time he does, he only gains 1/10 of its real value, since it's not a new and enriching experience for him anymore.

Constructs' Powers

        Each construct basic stats are the following:
AC: 7
THAC0: based on its HD
Saves: as Fighter of Half level (based on its HD)
Morale: 12 (retreats only if ordered by its master)
Speed: 60 (30)
# Att.: 1
Dmg: 1d8

        If the enchanter wants to improve the construct's stats he must empower his with special or common powers, chosing from a broad range of effects (see table below). The construct's Intelligence is very low (4 points) but he can understand perfectly the orders given by its master (unless they're too complex) and always obeys him, following his orders to the letter.
        The spellcaster who creates it is the only person who can command the construct, unless the spellcaster orders the construct to take commands from another person: in that case, the constructs will obey only the new master's orders from now on.
        Constructs are magicall animated and controlled beings which cannot reproduce nor heal naturally. When they are hurt or damaged, they can recover lost HPs only through magical means (a magical process where the spellcaster uses special materials to repair the construct, spending 10 gp per each HP, recovered at the rate of 1 per hour), or using a special regenerative power (if it's been imbued with it at its creation).
        Given its peculiar nature, each construct is automatically immune to: poisons and gases of each kind (normal or magical), mind affecting spells, paralysis, critical hits, bleeding, aging, death spells or spells that affect the soul (which they lack), and it doesn't even need to breathe.
Based on its rough power, each construct can be imbued with a certain number of common and special powers. Lesser Constructs they can have up to 6 common powers and 2 special powers. Greater Constructs can have up to 15 common powers and 1 special power every 2 HD they possess. Obviously, the more powers each construct get the more costly it becomes to create, making it more difficult to successfully enchant.
The following table lists all the common and special powers available to constructs. The powers marked with an asterisk are cumulative, meaning that they can be chosen multiple times to improve them. Where this is not clearly specified, each power can be chosen only once.

Common Powers
Danger sense (cannot be surprised)
Extra attack (+1 attack)
Flying 150 (50) using wings (20' wingspan)
Improved AC* (-1 point)
Improved damage* (higher die type, up to d12)
Improved Saves (as Fighter of same level as HD)
Improved Speed* (+30')
Immunity to normal projectiles
Limited vocabulary (can speak and knows 100 words)
Magnetism (attracts ferrous items, Strength check to free them)
Swimming 150 (50)
Weapons mastery (can use any melee weapon)

Special Powers
Boiling blood (each time it's damaged, hot blood pour out of the wound causing 2d6 hp - Save vs Ray for no damage)
Death Breath (Save or Death, once per turn)
Enhanced damage* (+1 die of damage, max 6 dices of same type)
Enhanced vision (sees in the dark and invisible things, permanent power)
Immunity to normal weapons
Immunity to magical weapons* (+1 each time, max immune to +3 weapons)=20 [Note 1]
Immunity to one type of element* (fire, cold or lightning)
Immunity to one spell level* (max 5 spell levels, starting from 1st through 5th, choosing whether divine or arcane spells are affected)
Multiple attacks* (max 4 attacks per round) [Note 2]
Paralyzation Breath (Save or paralyzed for 1d3 turns)
Ray of fire (extra attack causes 2d6 hp)
Rejuvenation (automatically heals 1 Hp/hour)

[Note 1] This special power can be bestowed after bestowing first to the construct the special power Immunity to normal weapons.
[Note 2] This special power can be bestowed only after bestowing first to the construct the common power called Extra attack.

PS: A special mention goes to undead beholder and nightshades. According to the common lore, these frightful beings are undead constructs built by demons and immortal fiends for obscure goals, and are therefore out of the mortal spellcasters' grasp.

Example: Zelda (27th Wizard with Intelligence of 18 pts) decides to create a Lesser Construct, an 12 HDs iron golem with 6 common powers and 2 special powers. Zelda wants a ward golem to protect her from every possible assault to her life and capable of following her everywhere, so she chooses the following common powers to be attributed to the golem:
Immunity to normal projectiles
Improved Saves (as Fighter of same level as HD)
Danger sense (cannot be surprised)
Extra attack (+1 attack)
Flying 150 (50) using wings (20' wingspan)
Improved AC* (-1 point)

The special powers she chooses for her golem are:
Boiling blood (each time it's damaged, hot blood pour out of the wound causing 2d6 hp - Save vs Ray for no damage)
Enhanced vision (sees in the dark and invisible things, permanent power)

Zelda's golem's stats will be then:
HD: 12
AC: 6
# Att: 2 fists
Dmg: 1d8/1d8
Saves: F12
Speed: 60(30), Flying 150(50)
ML: 12
Special Defenses: Boiling blood, Enhanced vision, Danger sense, Immunity to poisons, gases, aging, paralysis, critical hits, bleeding, death and mind affecting spells.

Zelda must pay the following to enchant the golem:
(2.000 =D7 12) + (1.000 =D7 6) + (5.000 =D7 2) =3D 24.000 + 6.000 + 10.000 = =3D 40.000 gp
Her chances of success are as follows:
(27+18) =D7 2  (12+6+2) =3D 90  20 =3D 70%.

If she manages to create the golem she will get 40.000 XP as well, while if she fails she'll simply have a threatening iron statue to display in her garden.


When Magic Fails
        
        When constructs are hit by a spell that dispels magic or get into an anti-magic field, since they are beings created and animated through magic they react to these situations differently, based on their nature.

Dispel magic
Dispel magic cast successfully on lesser constructs (the caster must overcome the chances of failure based on the construct's creator's level) simply renders them powerless and freezes them for one round, after which they resume what they were doing normally.
Dispel magic cast succesfully on greater constructs simply nullify their special powers for 1 round (but they can still act and use their common powers).

Anti-magic
An anti-magic ray or field has the same effects on both lesser and greater constructs, making them powerless as long as the construct stays within the anti-magic field.
Creatures protected by anti-magic shell cannot be touched directly by a construct, as well as creatures protected by protection from evil spell.


OK, that's it folks!
I hope I answered to your questions ;)

DM
Senior Editor of the Mystaran Almanac
Lt. Cmdr. of U.S.S. Unicorn

"You don't stop playing because you grow old:
you grow old because you stop playing!"

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------------------------------ Date: Sun, 16 Feb 2003 14:43:14 +0100 From: Giampaolo Agosta Subject: Re: Ylaruam and Mages Felix Holtschoppen wrote: > I was just reading the Ylaruam Gazetteer and the description of Ylaruam in > the RC again and stumbled over the contradiction that the RC states that > Magic-Users are forbidden in Ylaruam and hunted down when found out. The Gaz > on the other hand has the Ylari respect Mages and even a School of Magic in > the capital. > The RC oversimplifies the matter. Ylari do hate Glantrians in general, and especially the ruling class--which is composed by mages. As for other mages, they have no problems with them, but since in the Emirates mages are required to register with the Ministry of Magic and to wear special clothes in order to identify themselves, it is possible that wizards from other, less lawful, nations might get caught as offenders for not identifying themselves as magic users. This, together with the actual persecution of Glantrian mages, would help spread the misconception that Ylari hate wizards. G.P. ------------------------------ End of MYSTARA-L Digest - 15 Feb 2003 to 16 Feb 2003 (#2003-48) ***************************************************************