Construction Spells and Constructions - ROM, 31/Jul/06


There are quite a few things referred to as 'construction gods'. These include gods whose main aspect is as a smith, engineer, alchemist, enchanter, inventor, experimenter, innovator or creator, or just a creator of all things. Creator gods who just brought the universe into existence and haven't done much construction work on things since the beginning are not normally considered to be 'construction gods'. Nor is, a DM might rule, a smith god who is just interested in building standard things.

Exactly how the god is worshipped might also vary and this might even vary between different sects of one religion. For example, one order of priests might emphasis glorying the construction work of the god, maybe in the form of an artifact or relic, another learning and using the arts that the god used in the holy scriptures, and a third that any act of construction is an act of worship to the god. The second and third of these examples are what these spells are intended for.

There are many things that could be considered as 'construction'. Most often considered are magical items created by enchantment, but that does not tend to be the sort of things that the spells listed here are for. Priests who are that sort of constructor may well be Enchanters (or even Spell Smiths) as well, and even if not will certainly go in for non-specialist enchantment once they reach Name level (9th, High Priest).

Nor are these spells concerned with potions or other alchemical work. Some priests of construction gods are also Alchemists (this requires a Neutral alignment), while a few receive the abilities of an alchemist of lower level (usually four levels less), from 9th level cleric onwards as divine gifts.

Technological devices might also be considered, but these spells do not concern these. Priests might also be Technologists as long as they are not Chaotic, or at least be Technicians. Even if not then their faith might allow them to function as technologists of -2 levels once they reach 9th (usually at the cost of not having any abilities to do with the undead). There is a holy artifact, the Book of Mechanisms, which will allow any priest of a technological god who is at least 3rd level to function as a technologist of -2 levels.

Other forms of constructed things include psionic, illusionary, or other-planar workings (like djinn creation). There may well be other possibilities such as things based on the four alchemical elements or mixtures of them (living things are assumed to be mixtures of all four elements). This ignores things powered by bound other-planar entities, such as imps and demons, which most priests will be wise enough to avoid.

What these spells do is: give information on things which have been constructed, allow a certain variety of repairs, and do mundane construction very quickly. They may even do some transmutation which can be very useful to obtain the right materials for construction work. The results are non-magical and are not subject to Dispel Magic or Dispel Evil/Good.

In addition these spells allow non-mundane construction the exact nature of which varies by religion. This produces non-living, semi-living and fully living constructs, which may or may not count as enchanted creatures. In this way it allows far quicker, though not necessarily cheaper, ritual creation of things which otherwise resemble the products of magical enchantment, alchemy, or technology, etc.

These constructs have the disadvantage of being more vulnerable to Dispel Magic than permanent magic items. Even those that appear to be entirely technological can be dispelled. However, constructs that are alive cannot be dispelled.

If a construct is elemental (or otherwise other-planar) then it will be subject to dismissal by an appropriate Dispel Evil/Good, and constructs which count as enchanted creatures are affected by Protection From Evil, etc.

However, the longer a construct has been in existence on the Prime Material plane, and in particular if it is regularly used for its intended purpose, then the more permanent it gets and the less important any other-planar origin becomes. Dispels would probably not work on one which was several hundred years old.

Spells and Construction Types

Given below are some spells that might be used for priests of construction gods. While these spells could be used 'as is', in particular by a DM in a hurry (for example if they want spells for an NPC priest who is not likely to be very significant in their campaign), it is preferable that they be customised to fit the particular aspects of the god. In particular, the precise details of what the Detect Construction and Identify Construction spells will reveal should be specified.

Many different types of construction are described below. The DM should select an appropriate subset of these for each religion, and assign these to the non-mundane uses of Fabricate, Greater Fabricate, and True Fabricate. For example, some religions might only be able to use Fabricate to Conjure Workshop, while another can do both this and Mechano Frame, and a third is not allowed to conjure workshops at all.

Some constructions are, or have parts which might be thought to be, independent beings. Three examples of these are given, in the form of Unseen Servant, Metal Servant and Woldo. Each religion will have its preferred variety of these beings, some religions will have several, and some religions may make a point of each being unique.

Spell Table

     1st
Detect Construction
Mending
Unseen Servant

     2nd
Identify Construction
Metal Servant
Repair

     3rd
Fabricate
Major Repair
Minor Enhancement
Woldo

     4th
Disassembly
Enhancement
Greater Fabricate

     5th
Basic Education
Greater Disassembly
Major Enhancement
True Fabricate

     6th
Create Plans
Education
True Disassembly

     7th
Advanced Education


Explanation of Spells

1st Level

Detect Construction: can tell that something is a 'made thing' (by other than the will of a god). This would, for example, detect a secret door in an otherwise natural rock wall, but would not be able to tell a secret door from a constructed wall. It will also detect synthetic gemstones, or other materials, made by any means, if compared to natural ones. Things pretending to be a different type of construction are also detected. For example a stone golem in the form of a stone pillar would be detected, as it is magical construction disguised as mundane stonework. Alchemical manikins, or technological androids (or demi material or non material computers (NMC)), that have advanced at least two level in their highest/most expensive class are not detected, but simulacra are, as are robots, puppets, fetches and golems. Note that this spell, in itself, does not give the capability to detect NMCs, etc. This spell must be customised for each religion, since it is always more effective with respect to the deity's major aspect(s). For example, a priest of a god of weapon construction will always recognise a weapon with this spell, even if its usage as a weapon is extremely indirect or subtle. This is otherwise as a Detect Evil spell.
Level: 1st.

Mending: as the 1st level magic-user spell. Alternatively it can instead repair a piece of cloth/garment of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 square inches/level, or any combination thereof. It can repair multiple holes in the same garment; as long as there is 50%+ other materials not having greater hardness than cloth can be repaired. In neither case is any material component required. If this is used to repair non-living things which have hit points then this is as effective as a Cure Light Wounds, and if the object has spacial tonnage then it takes two spell castings to repair one hull point, or one point of structural damage. Note that this is a permanent alteration, which does not leave any magic behind to dispel. Duration: permanent.
Level: 1st.

Unseen Servant: as the 1st level magic-user spell. This is considered a very minor creature of elemental Air, and to have the equivalent of 3 STR. No material component is required.
Level: 1st.

2nd Level

Identify Construction: can tell that something is a construction, as Detect Construction, but also provides some more information about it. The main thing that can be told is the general style of construction, whether it is a: mundane crafting, enchanted (and whether by cleric, or magic-user), alchemical, technological, psionic, illusionary, or other-planar working (like djinn creation). If it is a mixture, then it can be told roughly what the proportions are of each. Note that some sorts of construction can give misleading results, e.g. a Fabricate spell which does not leave any magic afterwards will seem a mundane crafting, as will unpowered technological devices, which do not include any unusual materials, and are theoretically within the crafting abilities of a non-tech trained master craftsman, such as Clocks and Dart Guns. In general, living or animate constructions, which this detects, can have their construction style easily identified. Careful examination, taking at least a turn, will tell which sort of school of magic is enchanted, or which god's priestly enchantment, if the working is particular to that school or religion, or will give a vague alchemical association, or give some idea roughly what sort of technological device it is, or give the general psionic category, or give some idea of the purpose behind the illusion. It can be told if the working is significantly damaged, or broken, but not to what extent. Unlike an Identify spell, no ritual purification of the thing is required, and it need not be handled, though to do the careful examination it will be necessary to get within 5', and for large objects, move around within 5' to study them from all accessible sides (if this takes a long time, then the spell duration will be extended, just for this one purpose). Use of this spell does not interfere with any subsequent use of an Identify spell to gain more information. Having used this spell typically gives +10% to a subsequent use of the appropriate Identify ability, as is gained by various classes (e.g. Identify Enchantment for Spell Smiths, Understand Machine for Technologists), or +15% for careful examination. This spell may need to be customised to suit a particular god, so as to make clear what further information is gained about the things detected which are related to the god's main aspect, for example for a death god it might be detected that something was a bane weapon, but not the details of what it kills. This is otherwise as a Detect Evil spell.
Level: 2nd.

Metal Servant: summons a very minor elemental (of combined Fire and Earth), similar to an Unseen Servant, which has 6 HP, 2HD, is AC 4, and a limited degree of intelligence. It can be driven off by a Dispel Magic or by being slain (magic to hit). It cannot be attack trained, and has no particular skills. It needs to be given particular orders, and its senses are not very good, save with respect to metal. It is mute. It can move at up to 9", and can carry up to 50lb, and is considered to have the equivalent of 5 STR. It resembles an expressionless metal manikin 3'-4' tall, and is willing to don clothes if these are provided. As a DM option these make a clicking sound when moving. A careful listener may well conclude that the servant operates by clockwork. Duration: 1 day.
Level: 2nd.

Repair: an improved version of Mending which will repair larger breaks in objects. As long as the object is not broken into more than five pieces (fine parts totalling less than 1% of the object's mass can be ignored for this purpose), any object that can be lifted can be repaired. Alternatively it can repair a piece of wood/wooden structure of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 square inches/level, or any combination thereof. It can repair multiple holes in the same structure; as long as there is 50%+ other materials not having greater hardness than wood can be repaired. In neither case is any material component required. If this is used to repair non-living things which have hit points then this is as effective as a Cure Serious Wounds, and if the object has spacial tonnage then it repairs one hull point, or one point of structural damage. Duration: permanent.
Level: 2nd.

3rd Level

Fabricate: converts raw materials into a desired product, which is basically made of the same material. Thus, a wooden bridge can be fabricated from a clump of trees, a rope from a patch of hemp, clothes from flax or wool, and so forth. Magical or living things (or technological devices with a Device Level) cannot be created or altered by a Fabricate spell, i.e. the most advanced creature that can be killed by this is a plant, and not intelligent ones of those. Unenchanted mithral or adamantite can be worked. The quality of items made by means of the spell matches the quality of material used as the basis for the new fabrication (e.g. living trees are converted into a bridge, so you now have a bridge made of green wood, which is not seasoned, etc.). The finished product is not magical or enchanted, and the only magic that might still be there is a fading residue of the Fabricate spell; dispel has no effect. If it is desired to convert a product into another product, it must first be broken down into raw materials, such as lengths of wood, loose thread, stone blocks, metal parts, etc., which this spell will not do for you; a Disassembly spell could be used. If mineral material is worked with then the area (volume) of effect is reduced by a factor of eight (i.e. all dimensions are halved); note that iron and all other metals count as 'mineral'. DMs may treat this as a factor of ten, if this is more convenient to them. Articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, etc.) cannot be fabricated effectively unless the priest actually has skill in the craft considered; generally at least one slot in an appropriate NWP. Casting requires 1 full round per cubic yard (or eighth of a cubic yard) of material to be affected. Given the appropriate materials this spell can also be used for any required repairs; if repairing something with a spacial tonnage the Spelljamming rules say that each cubic yard that can be worked with repairs a tenth of a hull point. A cubic yard of material which has a specific gravity (SG) of 1, such as water or most wood, may be assumed to weigh 0.75 tonnes; stone may be assumed to be SG 4, iron SG 8; an eighth of a cubic yard of iron would be 0.75 tonnes. This spell must be customised to specify what sorts of non-mundane constructions, such as a (tool) kit, or a limited range of installations, typically at least a shrine, are made possible by the god. The day-long rituals to make these are costly, unlike mundane fabrication which is free if you have the materials. Cost: mundane- free, ritual- varies. Area of Effect: 1 cubic yard per level of caster; minerals an eighth. Range: 1/2" per level. Duration: permanent; temporary (e.g. non-mundane kit/shrine)- level in hours (one day if 9th+ level).
Level: 3rd.

Major Repair: a greatly improved version of Mending which will repair larger breaks in objects. As long as no more than 10% of the original material of the object is missing then any object can be repaired, but note the limit, below, on how many hull points or structural points are repaired. Alternatively it can repair a piece of metal of up to one inch thickness per level of caster, or a metal structure with a maximum dimension of 2' per level of caster, of which half or over remains. It will repair holes of up to 6 square inches/level, or wear of up to 12 square inches/level, or any combination thereof. It can repair multiple holes in the same structure; as long as there is 50%+ other materials not having greater hardness than metal can be repaired. In neither case is any material component required. If this is used to repair non-living things which have hit points then this is as effective as a Cure Critical Wounds, and if the object has spacial tonnage then it repairs two hull points, or two points of structural damage. Duration: permanent.
Level: 3rd.

Minor Enhancement: allows enhancing of a construct, via a day-long ritual, and costing 1000gp, for each enhancement. If the construct is a temporary one then the enhancement may be added just by casting this spell, one spell per enhancement. Enhancement improves the 'body', or in a few cases grants powers to the mind, but it does not provide skill or training. Below are detailed the various forms of Minor Enhancement for the various forms of construct. DMs are at liberty to add new forms of enhancement, but it is quite possible that some things are just not possible, even using Major Enhancement. It might, however, be possible to add the ability by 'bolting-on' a magic-item or a tech device, made in the conventional way. Conferring an enhancement requires the priest to have it themselves, to have a source to study and copy it from, or to have conferred it precisely at least three times previously and thus be thoroughly familiar with it. Not all gods permit all combinations of constructs and enhancement; the DM's decision is final. Note that these are permanent alterations to the nature of the construct, leaving no magical residue, and cannot be separately dispelled. Also note that any non-temporary construct creation, in particular those with intellects above the standard (none, INT 1, or INT 3), will need to justified to the High Priest, and the High Priest may need to justify it to the god. DMs should warn players if they feel that their characters are pushing the limits for construct creation, as far as the DM's campaign or the character's religion is concerned, and that if they continue then the consequences could well be unfortunate. See Minor Enhancement (Frame), see Minor Enhancement (Encumbrance), see Minor Enhancement (Installation), and see Minor Enhancement (Vehicle). Cost: free; ritual- 1000gp/enhancement. Duration: permanent; temporary- duration of construct. Non-reversible.
Level: 3rd.

Minor Enhancement (Encumbrance): lists the enhancements that suit an Encumbrance, which is a semi-portable construct that may or may not count as living. These are those that suit an Installation, though Encumbrances do not tend to have any parts that might be thought to be independent beings, and they are too small to have anything which could be considered a 'core part'.
Level: -.

Minor Enhancement (Frame): lists the enhancements that suit a Frame, which is a mobile, roughly human-sized, construct that at least counts as semi-living. Three of the following can be chosen: can speak; one physical stat improves from from 11 to 15; intellect improves from lizard to dog (INT 2-4); a new sense is acquired at a basic level (about as good as a human sense of smell), or a basic level sense is improved to a standard one (about as good as human eyesight, or the scent tracking ability of a hunting animal but not as good as a bloodhound, or adds infravision, or ultravision (both range 6"), or farsight, to human eyesight); toughness improves to perfect health (for living Frames); regenerate at one hit point per ten minutes and may go indefinitely negative hit points (killed like an ogre magi; for living Frames); a new related environment is acquired (water breathing for air breathers, or visa versa), size improves to ogre (gives ogre strength and CON 15) or reduces to halfling (gives +3 AC against ogre or larger opponents and DEX 15); or roll 4D6 four times and assign to the stats DEX, CON, WIS and CHAR, as a starting character (minimum value 8, maximum value 17) - having an enhanced stat from elsewhere will over-ride any roll, even a better one; or run at 6", or levitate/fly or control buoyancy/swim at 3". New senses need not be natural ones, but can be anything the DM allows, so a basic sense might be: life sense, ESP, sense active psionic power use (all 3" range). Not all enhancements may make sense for all constructs, for example toughness implies the construct must be living, and size implies the unenhanced construct is mobile and human-sized.
Level: -.

Minor Enhancement (Installation): lists the enhancements that suit an Installation, which is a large, effectively immobile without an immense vehicle, construct that may or may not count as living. Some installations have parts which may be thought to be independent beings but are in fact part of the installation, and in this case these parts may be suitable for some enhancements which do not effect the whole installation. Where this is the case then an enhancement like speech applies to all these parts, the whole installation (such as a public address system), and an optional core part; if an installation does not have a core part then it is assumed to not have any particularly vulnerable part and be 'distributed', like a spirit of place. For example, all the Metal Servants could speak, general announcements could be made, and a private conversation could be had by speaking directly to the core of an Installation. Certain enhancements apply to all who are within the Installation, such as the environment one. The following can be chosen in addition to the 'Frame' ones: intellect improves from not having one to lizard (INT 1); 25% larger inside volume than outside; or roll 4D6 two times and assign to the stats WIS and CHAR, as a starting character (minimum value 8, maximum value 17; for Installations originally unintelligent and without any parts that might be thought to be independent beings).
Level: -.

Minor Enhancement (Vehicle): lists the enhancements that suit a Vehicle, which is some form of transport, a mobile construct, that may or may not count as living. These are those that suit a mobile Installation or a giant Frame, though Vehicles are only likely to have 'beasts' which provide the motive force that might be thought to be independent beings, and most are too small to have anything which could be considered a 'core part'.
Level: -.

Woldo: summons a very minor elemental (of a combination of all four elements), similar to an Unseen Servant, which has 9 HP, 3HD, is AC 0, and a limited degree of intelligence. It can be driven off by a Dispel Magic or by being slain (magic to hit). It cannot be attack trained, and has no particular skills. It needs to be given particular orders, and its senses are not very good, save with respect to living things, and to a lesser extent once-living materials, like leather and wood. It is mute. It can move at up to 12", levitate/fly at 3", and can carry up to 75lb, and is considered to have the equivalent of 8 STR. It resembles a living humanoid head and two humanoid arms, none of which are connected to each other, which would fit a figure 5'-7' tall, but which has no neck, torso or legs, though the head and arms move as if part of a body, they have skin covering the surfaces which would be the connection to the body in a normal creature. When summoned the variety of humanoid, hair that appears on the head (or arms), and clothes or ornamentation that appears on arms or head may be chosen, for example sleeves, hat, rank insignia, earings, beard, spectacles, or cosmetics. Magic, such as Empathy, will indicate that this is a natural living creature, which breathes, eats and drinks, etc. (but does not visibly excrete), but no information can be gained about any of the non-existent body parts. A Change Self spell or similar illusion can make one of these look just like a normal humanoid. Seperating the arms from the head takes as much force as dismembering a normal creature, though there is nothing to stop you putting them in three boxes. Duration: 1 day.
Level: 3rd.

4th Level

Disassembly: is a reverse of Fabricate, in that it dismantles a non-living construction into its minimum components, neatly sorting these by some criteria, such as type and/or size. Nails, screws and rivets are removed, and made ready for re-use, but the holes that accommodated them are not repaired. Joints made with mortar, welds or glue are not disassembled, and paint, varnish or other finishes are not removed. Liquid (or components) are not removed from sealed containers. Liquids are never spilled, and simple containers are formed for them (from nearby materials not part of the construction) if required. Components are not converted back into raw materials, like trees, or plants or minerals, but rather beams and planks, neatly spooled threads, or stone blocks, are left. If this process is done slowly enough then it is possible to draw a detailed plan of the disassembly process. Assume that materials obtained by Disassembly are worth 50% of what the raw materials would be, due to holes and other damage, but a skilled constructor may be able to get more use out of them, maybe 75% value, or even 90% for a master; 10% value is always lost. Reversing the Spelljamming rules for use of the Fabricate spell each cubic yard of capability is assumed to be able to disassemble a tenth of a hull point. Casting requires 1 full round per cubic yard (or eighth of a cubic yard) of material to be affected. This spell must be customised to specify what sorts of non-mundane disassembly, such as disassembly of the non-mundane products of a Fabricate spell, are made possible by the god. Area of Effect: 1 cubic yard per level of caster; minerals an eighth. Range: 1/2" per level. Duration: permanent.
Level: 4th.

Enhancement: is an improved version of Minor Enhancement, which allows enhancing of a construct, via a two-day-long ritual, and costing 2000gp, for each enhancement. If the construct is a temporary one then the enhancement may be added just by casting this spell, one spell per enhancement. Enhancement can be used to do things Minor Enhancement can, i.e. it can be downgraded, though the cost is the same; doing this is often considered a design failure. Below are detailed the various forms of Enhancement for the various forms of construct. Conferring an enhancement requires the priest to have it themselves, to have a source to study and copy it from, or to have conferred it precisely at least three times previously and thus be thoroughly familiar with it. Note that these are permanent alterations to the nature of the construct, leaving no magical residue, and cannot be separately dispelled. See Enhancement (Frame), see Enhancement (Encumbrance), see Enhancement (Installation), and see Enhancement (Vehicle). Cost: free; ritual- 2000gp/enhancement. Duration: permanent; temporary- duration of construct. Non-reversible.
Level: 4th.

Enhancement (Encumbrance): lists the enhancements that suit an Encumbrance, which is a semi-portable construct that may or may not count as living. See Minor Enhancement (Encumbrance).
Level: -.

Enhancement (Frame): lists the enhancements that suit a Frame, which is a mobile, roughly human-sized, construct that at least counts as semi-living. Three of the following can be chosen: can speak with 'doppleganger' translation capability; one physical stat improves from 15 to 18 or ogre strength increases to hill giant strength; intellect improves either from dog to ape (INT 6-7), or from dog to man (INT 8-11); a standard level sense is improved to a superior one (about as good as elven or hawk eyesight, or the scent tracking ability of a bloodhound); toughness improves to 'rugged' (for living Frames); regenerate at one hit point per round and may go indefinitely negative hit points (killed like an ogre magi; for living Frames); a new unrelated environment is acquired (vacuum survival for breathers, or no need to eat or drink (or excrete), or no need to and are immune to sleep, or do not age or catch diseases), size improves to frost giant (gives frost giant strength and CON 18) or reduces to sprite (gives +6 AC to larger than human opponents and DEX 18); or run at 15", or fly at 12", or swim at 12". Senses need not be natural ones, but can be anything the DM allows, so a standard sense might be: life sense, ESP, sense active psionic power use (all 6" range). Not all enhancements may make sense for all constructs, for example toughness implies the construct must be living, and size implies the unenhanced construct is mobile and human-sized.
Level: -.

Enhancement (Installation): lists the enhancements that suit an Installation, which is a large, effectively immobile without an immense vehicle, construct that may or may not count as living. See Minor Enhancement (Installation). The following can be chosen in addition to the 'Frame' enhancements: ten times larger inside volume than outside.
Level: -.

Enhancement (Vehicle): lists the enhancements that suit a Vehicle, which is some form of transport, a mobile construct, that may or may not count as living. See Minor Enhancement (Vehicle).
Level: -.

Greater Fabricate: is a Fabricate which can work with larger quantities of materials, or much cruder materials. Eight times the quantity can be used (double in each one of the three dimensions; DMs may choose to use 10x for simplicity), or instead any roughly equivalent material used. For example, any plant material can be used to make things containing high-quality, well-seasoned, wood, or paper, any animal material can be used to make things like high-quality leather, horn, or shell, any mineral material can be used to make things of stone (bar those which are semi-precious), and any fibrous material can be used to make high-quality cloth. Unenchanted magical materials of almost any variety may be worked, but non-magical cannot be turned into magical material or visa versa. Other things which preserve roughly the same amount of the alchemical elements of Earth, Water, Air and Fire, and do not make the material far more valuable, may be possible. For example, any metal can be used to make any other (not much more valuable) metal, water plus any plant material can be made into (non-vintage) wine. Note that it is quite possible to use this spell repeatedly, for example, eight times to obtain materials, then (Greater) Disassembly to turn these into raw materials, then one use of Greater Fabricate to fabricate the larger quantity, for something that cannot be made piece-meal. Note this can also make a Memory Matrix Crystal, in an hour-long ritual, costing 1250gp (lesser write-once media, with a fifth capacity, may possible at lower costs). This spell must be customised to specify what sorts of non-mundane constructions, such as frames and installations, are made possible by the god. The two-day-long rituals to make these are costly, unlike mundane fabrication which is free if you have the materials. Cost: mundane- free, ritual- varies. Area of Effect: 1 cubic yard per level of caster, or 8cy/level (10cy/level if DM prefers); minerals an eighth. Range: 1/2" per level. Duration: permanent; temporary (e.g. non-mundane frame/installation)- level in hours (one day if 9th+ level).
Level: 4th.

5th Level

Basic Education: allows educating the mind of a construct, via a day-long ritual, and costing 1000gp, in a single course of education. If the construct is a temporary one then the course may be added just by casting this spell, one spell per course. The effect of education depends on the intellect of the construct, the simpler this is the more likely that any use will be purely rote, with minimal flexibility and creativity. Where education confers a class, then it is likely that experience can only be gained if the construct has at least the intellect of a dog. One of the following is gained from a course: become a fighter of level equal to half HD with two weapon proficiencies and a NP penalty of -2 (this counts as a character class); use of a single extra language including full literacy; use of a single skill (equivalent to a one or two slot NWP with a roll of 14, unless a stat+2 gives a better roll), e.g. actor, acrobat, cook, guard, healer, musician, tracker (no -6 for not being a Ranger) - none of these is a character class; psionic potential; magical potential; perfect memory. DMs may add more, but these should not be as good as having a character class, even at 1st level. Conferring a course of education requires the priest to have it themselves, to have a source to study and copy it from, or to have conferred it precisely at least three times previously and thus be thoroughly familiar with it. Not all courses may make sense for all constructs, for example combat implies the construct has a generally humanoid form, and language use implies the construct has senses that can hear speech, or at least see written language. Not all gods permit all combinations of constructs and courses; the DM's decision is final. Note that these are permanent alterations to the nature of the construct, leaving no magical residue, and cannot be separately dispelled. Cost: free; ritual- 1000gp/course. Duration: permanent; temporary- duration of construct. Non-reversible.
Level: 5th.

Greater Disassembly: is a Disassembly spell where mortar, welds or glue are undone, holes made by nails etc. are repaired, paint, varnish or other finishes are removed, and converted back into their original forms (as is mortar and glue, etc.), and liquid (and components) are removed from sealed containers. Alternatively, as Greater Fabricate compared with Fabricate, a larger object can be affected. Simple containers, labelled as required, are created for any materials, such as liquids, or even gases, that require them. Nothing is lost, not even information, and a detailed plan is produced of the disassembly process. If needed a Memory Matrix Crystal is created, at a cost of 1250gp, which can also contain the plan if desired, and the priest can choose to abort the disassembly if they are not ready for this (i.e. can't provide the 1250gp). Using the plan and a Fabricate spell it will be possible to exactly reverse a Greater Disassembly spell and produce the original construct, as long as only mundane construction is required. If some of the materials have been repaired then it is possible the re-assembled construct will be better than the original. Changing the plan comes under the heading of experimentation. Assume that materials obtained by Greater Disassembly are worth 90% of what the raw materials would be, but a skilled constructor may be able to get more use out of them, maybe 95% value, or even 100% for a master. This spell must be customised to specify what sorts of non-mundane disassembly, such as disassembly of the non-mundane products of a Greater Fabricate spell, are made possible by the god. Area of Effect: 1 cubic yard per level of caster, or 8cy/level (10cy/level if DM prefers); minerals an eighth. Range: 1/2" per level. Duration: permanent.
Level: 5th.

Major Enhancement: is an improved version of Minor Enhancement, which allows enhancing of a construct, via a three-day-long ritual, and costing 3000gp, for each enhancement. If the construct is a temporary one then the enhancement may be added just by casting this spell, one spell per enhancement. Major Enhancement can be used to do things Minor Enhancement or Enhancement can, i.e. it can be downgraded, though the cost is the same; doing this is often considered a design failure. Below are detailed the various forms of Major Enhancement for the various forms of construct. Conferring an enhancement requires the priest to have it themselves, to have a source to study and copy it from, or to have conferred it precisely at least three times previously and thus be thoroughly familiar with it. Note that these are permanent alterations to the nature of the construct, leaving no magical residue, and cannot be separately dispelled. See Major Enhancement (Frame), see Major Enhancement (Encumbrance), see Major Enhancement (Installation), and see Major Enhancement (Vehicle). Cost: free; ritual- 3000gp/enhancement. Duration: permanent; temporary- duration of construct. Non-reversible.
Level: 5th.

Major Enhancement (Frame): lists the enhancements that suit a Frame, which is a mobile, roughly human-sized, construct that at least counts as semi-living. Three of the following can be chosen: all doppleganger capabilities; one physical stat improves from 18 to 19 or hill giant strength improves to stone giant strength; intellect improves either from ape to man (INT 8-11), or from man to genius (INT 18); a non-existent sense is improved to a standard one, or a basic level sense is improved to a superior one; toughness improves to 'immortal' (for living Frames); regenerate at one hit point per round and may go indefinitely negative hit points (killed like a troll; for living Frames); all environment survival is acquired (adaptation; this doesn't include not ageing or provide disease immunity); size improves to cloud giant (gives cloud giant strength and CON 19) or reduces to midge (gives +9 AC to larger than halfling opponents and DEX 19); or run or fly or swim at 18". Senses need not be natural ones, but can be anything the DM allows, so a superior sense might be: life sense, ESP, sense active psionic power use (all 12" range). Not all enhancements may make sense for all constructs, for example toughness implies the construct must be living, and size implies the unenhanced construct is mobile and human-sized.
Level: -.

Major Enhancement (Encumbrance): lists the enhancements that suit an Encumbrance, which is a semi-portable construct that may or may not count as living. See Minor Enhancement (Encumbrance).
Level: -.

Major Enhancement (Installation): lists the enhancements that suit an Installation, which is a large, effectively immobile without an immense vehicle, construct that may or may not count as living. See Minor Enhancement (Installation). The following can be chosen in addition to the 'Frame' enhancements: one hundred times larger inside volume than outside. DMs may allow Major Enhancement to be performed as a 6th level spell (four-day-long ritual costing 4000gp) which gives one thousand times larger inside volume than outside, and as a 7th level spell (five-day-long ritual costing 5000gp) which gives an indefinitely larger inside volume than the outside.
Level: -.

Major Enhancement (Vehicle): lists the enhancements that suit a Vehicle, which is some form of transport, a mobile construct, that may or may not count as living. See Minor Enhancement (Vehicle).
Level: -.

True Fabricate: is a Fabricate which can work with much larger quantities of materials, or larger quantities of crude materials, or in fact any materials. Sixty-four times the quantity can be used (quadruple in each one of the three dimensions; DMs may choose to use 100x for simplicity), or instead eight times (DM choice 10x) the quality of any roughly equivalent material (as Greater Fabricate), or instead any material may used. A cubic yard of air for example would yield roughly two pounds of material, a cubic yard of water about three quarters of a tonne, and a cubic yard of rock about three tonnes. Unenchanted magical materials of any variety may be worked, but non-magical cannot be turned into magical material or visa versa. Any material can be used as raw material for fabrication as long as this does not make the material far more valuable. However, a series of spells could be used to slowly step up the value of materials, such as iron to copper, copper to silver, silver to gold, gold to gems, and finally gems to jewels, as long as a Greater Disassembly is used between each step. Having access to 5th level spells thus means that wealth is no longer a problem for priests, as long as they take a little care to ensure they do not destroy the economic value of materials; having Forgery skill might help. This spell must be customised to specify what sorts of non-mundane constructions, such as vehicles and greater installations, are made possible by the god. The three-day-long rituals to make these are costly, unlike mundane fabrication which is free if you have the materials. Cost: mundane- free, ritual- varies. Area of Effect: 1 cubic yard per level of caster, or 8cy/level (10cy/level if DM prefers), or 64cy/level (100cy/level if DM prefers); minerals an eighth. Range: 1/2" per level. Duration: permanent; temporary (e.g. non-mundane frame/installation/vehicle)- one day.
Level: 5th.

6th Level

Create Plans: creates a detailed plan for a studied construction, using symbology and methodology that is understood by the caster, without doing any harm to the working, bypassing all bar divine-quality detection or analysis blocks, and not triggering any but the most subtle traps. This could be considered a highly specialised Commune spell that taps the god's knowledge of construction. Unless the DM disallow this then even artifacts that could be created by those who are less than gods will be fully analysed. Any damage to the construction will be fully detailed. If the working makes use of methods that are not understood by the caster then there will just be a description of the method, without any technical terms being used. Assume that if the caster would be capable of constructing the working at up to three levels higher than their current level then the plan will be complete and exact. Given the right materials, which are detailed by the plan, and the methods given by the plan, then it will be possible for someone who is high enough level otherwise to create the construction to follow the plan and do so. This does not 'use up' the plan, and the information in the plan can be freely copied, and made use of for research purposes. The plan will not be a 'spell book', and spells may not be cast from it, but there is enough information in it to greatly assist in the research of any currently unknown spells, for example reducing research time by 50%. The plan will be created using mundane materials, and so that it is a high-quality, but still mundane, object (the only exception is if the methodology requires some parts of the plan to be magical). If an empty Memory Matrix Crystal is provided then the plan can be placed in there, as can all information stored in the construct, such as memories. If one of the methods used in the construction is technological then the caster can choose that the plan takes the form of a technological recording of some sort, on a write-once media that they provide, or is even fed to a high capacity communications link. If the working uses elements from a mixture of methods, such as combining alchemy and magical enchantment, and these are all understood by the caster, then the plans will include a description of the alchemical part in alchemical symbology, the magical part in magical symbology, and each description will include full details of how the interface to the other part(s) work, and a non-technical description of the other part(s). It may be injurious to the sanity of some varieties of constructor if plans which use a mixture of methods are studied. Sometimes just if they do not understand one of the methods, but in cases of where they cannot safely think about more than one construction method at once, even if they are trained in all the methods. Casting time: one turn. Duration: permanent.
Level: 6th.

Education: is an improved version of Basic Education, which allows educating the mind of a construct, via a two-day-long ritual, and costing 2000gp, in a single course of education. If the construct is a temporary one then the course may be added just by casting this spell, one spell per course. One of the following is gained from a course: become a fighter of level HD; become a magic-user or psionicist of level equal to half HD; become a thief, merchant, healer, or technician of level HD; mind lock. Cleric is not possible, though a construct with magical potential might learn to become one, nor are those who are principally constructors, such as alchemist, technologist or enchanter (spell smith). Conferring a course of education requires the priest to have it themselves, to have a source to study and copy it from, or to have conferred it precisely at least three times previously and thus be thoroughly familiar with it. Note that these are permanent alterations to the nature of the construct, leaving no magical residue, and cannot be separately dispelled. Cost: free; ritual- 2000gp/course. Duration: permanent; temporary- duration of construct. Non-reversible.
Level: 6th.

True Disassembly: is a Disassembly spell which is the counterpart of True Fabricate, where the raw materials are returned to their exact previous state (100% value is gained). If desired raw materials may be returned to any previous state that they had, e.g. iron in an object can be converted back into ore, leather into fresh animal hide, wood back into trees. However, life is not restored to anything that was previously living, though if the object included living things, then these can be returned to their previous forms. For example, if fertilised hen's eggs transformed into living crystals were used as a component then they can be restored to eggs. As with Great Disassembly a plan is created (see Create Plans), which details how the raw materials were turned into the product (including how any raw materials restored to their previous state were made, if this is done), and there is an exact recording made of any information stored in the disassembled object. If needed a Memory Matrix Crystal is created, at a cost of 1250gp, which can also contain the plan if desired, and the priest can choose to abort the disassembly if they are not ready for this (i.e. can't provide the 1250gp). Alternatively, as True Fabricate compared with Fabricate, a larger object can be affected. This spell must be customised to specify what sorts of non-mundane disassembly, such as disassembly of the non-mundane products of a True Fabricate spell, are made possible by the god. Area of Effect: 1 cubic yard per level of caster, or 8cy/level (10cy/level if DM prefers), or 64cy/level (100cy/level if DM prefers); minerals an eighth. Range: 1/2" per level. Duration: permanent.
Level: 6th.

7th Level

Advanced Education: is an improved version of Basic Education, which allows educating the mind of a construct, via a three-day-long ritual, and costing 3000gp, in a single course of education. If the construct is a temporary one then the course may be added just by casting this spell, one spell per course. One of the following is gained from a course: become a fighter of level HD+4; become a magic-user or psionicist of level HD; become a thief, merchant, healer, or technician of level HD+4; become a bard of level HD; become a copy of someone's mind (and all classes, bar cleric) maximum level (in any of the classes) the priest's - also copies CHAR, INT and WIS must be at least equal; mind split. Cleric and constructors is still not possible. Conferring a course of education requires the priest to have it themselves, to have a source to study and copy it from, or to have conferred it precisely at least three times previously and thus be thoroughly familiar with it. Note that these are permanent alterations to the nature of the construct, leaving no magical residue, and cannot be separately dispelled. Cost: free; ritual- 3000gp/course. Duration: permanent; temporary- duration of construct. Non-reversible.
Level: 7th.

Enhancement, Education and Memory Matrix Crystals

Some enhancements or courses of education need more detail, which is given here. Enhancement is particularly effective at providing a very tough body. Memory Matrix Crystals are also described below.

Perfect Health: is a bodily toughness enhancement which gives immunity to all natural disease or physical failings (+2 saves V unnatural forms), even motion sickness, and gives +50% on the normal life-span for the comparable creature. Healing will be at five times normal rate and almost any infirmity will eventually heal (regenerate). Only those with specialist abilities, such as those with the Enhancement spell, manikin-constructing alchemists and healers with something akin to the Empathy special, can determine that this is not a natural being, and if the construct has progressed two Levels in its highest/most expensive character class, even this becomes very difficult.

Rugged: is a bodily toughness enhancement which gives Perfect Health. Also gained is the ability to gain nourishment from just about anything that some creature could treat as food, including poisons (effective immunity from any kind of ingested poison, 'metabolism of a rock crusher', and in addition the DM may rule immunity, or at least protection, from certain other poisons). Removes the need to breathe so take no effect from dusts and gasses that need to be inhaled (including subtle things, like perfumes), no effect from vacuum, and can not drown (but must be a minimum skin AC7). Gives no need for sleep unless has been under a great deal of stress (effective immunity to all forms of forced sleep, whether magical or otherwise, including Power Words). Gives a resistance to actually dying, which does not occur until below hit points negative (or -20, or 2xCON negative whichever best), less than absolutely fatal wounds will stop bleeding after a few rounds (if bleeding rules are in force), but still become unconscious at the same point, and injuries like head or heart removal will still kill almost instantly. Even normally fatal diseases and deadly poisons (also see above) will not quite kill, and DMs may rule other effects. Are very tough, in some ways like a lesser form of Immortal. May drop into a unageing trance-like state (similar to Feign Death) when desired, for as long as desired, and also gain the ability to die at will, resisting all attempts to force return to life bar Wishes. The DM may rule that things which would kill almost anyone else, such as severed limbs or large holes in the torso, will not quite kill, but a directed effort to execute, such as removing the head or heart, will work.

Immortal: is a bodily toughness enhancement which gives Rugged (a minimum skin AC7 is still needed). Prevents starvation or thirst actually killing, though will become very weak. Do not age, and are not affected by almost any form of ageing or withering magic. Are also not affected by natural or magical diseases. Life energy level drain will not kill (and convert to undead), as cannot be reduced below zero level, when will not have any character class abilities, and class-based hit points will be completely replaced by base (body) hit points. Immortals are very resistant to dying, even successful death magic just throws them into a death-like trance, of duration determined by the DM (Raise Dead might help revival), Disintegrate throws them in such a trance onto another plane, often the Ethereal; divine quality fire magic, divine quality death magic, and major efforts of reversed construction should (eventually) be successful. Immortals can make themselves invisible to Life Sense and Empathy at will, due to their life force being protected and to some extent hidden.

Perfect Memory: is mental education that ensures will always perfectly remember and recall. Greatly assists learning, reducing time down to a fifth given at least the intellect of a dog, otherwise is only useful to repeat remembered information. Languages (spoken and literacy) may be learned without using a NWP, but still take time; the 'doppleganger' translation capability will help. DMs may allow other free (lore) NWP, such as history and knowledge of an area, a culture, or even an individual. In some cases a DM may rule that having a Perfect Memory makes it difficult to get over certain trauma, such as having been tortured, or other traumatic events or injuries, even having been totally humiliated, as they cannot be forgotten; desensitisation may still be possible.

Mind Lock: is mental education that ensures are immune to mental psi attack, Sleep, Charms, Holds, Control, ESP, Confusion, Fear, etc. Mind is completely isolated and protected, almost impossible to break into. If is broken into, then die and memory is permanently destroyed. If have Rugged (or Immortal) then may use willed death, and choose to permanently destroy memory in the process. Could be possessed, but not if the possession depends on any sort of mental contact, and in any case the possessor cannot access the mind or memories. This is a classic (with Perfect Memory and doppleganger capabilities) for the 'Imperial Messenger'. DMs may rule that this prevents becoming most magic-using or clerical classes with powers that reach beyond touch, as these require a mind not sealed within itself. Imperial messengers are rarely given more than the intellect of a dog, and often a lizard, to prevent them getting 'creative' with the messages they are carrying.

Mind Split: is mental education that breaks a mind into two parts, the second concealed behind the first. The first, the front mind, is a 'slave' mind and in all ways detects as a normal mind, and by default is identical to the true mind (though secrets can be deliberately removed at will), and is the one effected by all mental effects such as ESP, Sleep, Charm, Confusion etc. The second is the true mind and is as concealed (properly directed deep mental probing might give hints) and protected as effectively as if Mind Lock'd, while directing the other, which may be given selective control of the body. Given a considerable act of imagination, plenty of source material, and plenty of time (generally months) a complete front mind can be created from 'whole cloth'; at least a human intellect will be required. Certain spells or tech devices may allow a complete front mind to be 'loaded', and Perfect Memory could be used to record this, without using any NWP. If several front minds are memorised, using a NWP for each (unless have Perfect Memory), then may freely switch between them. Note that having multiple front minds does not give any extra character classes or levels; these have to be faked using the true mind and skill, say the Acting NWP.

Memory Matrix Crystal: is a human-fist-sized crystal weighing 2.5lbs which can be transmuted and shaped from most varieties of crystal, even common salt, using a Greater Fabricate spell, in an hour-long ritual, costing 1250gp. Certain spells are capable of storing massive amounts of information in one of these, such as the entire memories and personality of a construct, produced by (generally Greater or True) Disassembly of that construct, or Create Plans. These spells may produce a crystal as a side-effect, without the hour-long ritual, but still costing 1250gp. Repeated use of Create Plans, say once per month, on the same crystal, would allow an up-to-date copy of a construct's memory to be kept (the first Create Plans spell also stores details of their body). There is room for a single personality in one crystal, but if only plans are stored there is room for at least tens (assume twenty-five for the sake of argument), or hundreds of small plans. These crystals are write-once, and once information is stored in them it cannot be altered or erased, short of destroying the crystal. However, a Create Plans spell (and likely lesser special purpose spells) could be used to selectively copy information from one crystal into another, empty, already existing one. Crystals are not enchanted objects, so are not subject to dispel, and the information is stored in them holographically; damaging the crystal blurs but does not erase. The information in the crystal can be 'read' in a number of ways, including: ESP; Read Magic and touching head to crystal; Identify Construction and touching head to crystal; and using the tech device Crystal Reader, via some sort of display system, like a Mind Interface. The tech equivalent is a Permanent Macro Crystal or a Personality Crystal. Making sense of memories stored in a crystal can be a long and difficult task, and searching for a particular memory may take days, or sometimes even weeks, of work. It has been known for people to get lost in the memories in a crystal; supervision is recommended. Dwarven Memory Stones and Elven Memory Trees use a similar sort of storage, though the precise details of how these are used differs. Occasionally empty crystals may be found for sale for between 3500gp and 4000gp; assume 3750gp is a 'standard' price.

Constructions

These are classified as Frames, Installations, Vehicles, Encumbrances, and Fuel. Workshop creation is a separate category, though you could argue for workshops to be considered to be installations.

Workshops
Conjure Kit
Conjure Workshop

Frame
Mechano Frame
Bio Frame

Fetch Frame
Puppet Frame
Elemental Frame

Necro Frames

Installations
Shrine
Temple

Orchestra
Pipe Organ
Death Trap

Kitchen
Household
Garden

Hospital
Life Tank
Necro Tank

Vehicle
Bio Vehicle
Mechano Vehicle

Encumbrance

Cooking Pot
Surgeons Kit
Head Tank

Fuel
Charger
Converter

Micro Core Furnace
Core Furnace
Greater Core Furnace

Fuel Oil
Fuel Essence
Fuel Cores

Conjure Fuel Core

Workshops: are critical to almost all priests of construction gods. If they don't have a workshop and are forced to use an improvised workshop, such as a set of tools intended for something else (e.g. a kitchen for alchemy), or even worse just a toolkit and say a campfire, then this greatly interferes with their ability to construct and may prevent them doing it at all, though even then repair work is often still possible. So as to have a workshop many priests of construction gods can use Conjure Workshop, the exact details of which vary depending on the god. It would be possible to have a god who insists that only mundane tools and unenchanted workshops are used for any construction work, but these are likely to be uncommon. The relationship between workshops, shrines and temples may vary. For some gods the only workshops that can be conjured are those in blessed and sacred temples, for others workshops may be conjured anywhere and automatically become sacred shrines, for still others the fact that the workshop was created by a priest can be hidden, and for some of the most dedicated gods any place of work automatically counts as sacred to them and what is conjured are just the necessary extra tools - they are 'found' when needed.

Mundane Workshops: are those which are not enchanted and where typically a Fabricate spell has nothing to do with creating them. One of these is set-up by taking the standard (3+1D5) weeks, and paying the standard cost of at least 500gp per level of 'working' to be done there. Some (rare) construction gods may permit some sort of Fabricate spell to be used to speed up mundane workshop set-up, for example taking days rather than weeks; these are typically those who concentrate on magic and enchantment. The standard cost of 500gp per level is for a specialist workshop, typically not suitable for the full range of workings that a priest is capable of. Some examples are: one which can only be used for repair (or recharging) but not construction, or an alchemical workshop only suitable for one of healing, manikin creation, or poison brewing. A 1000gp per level set-up cost gives one suitable for either alchemical or technological workings, 2000gp for any enchantment work (all of conventional, necromantic or illusionary). For other varieties of workshop, such as psionic or summoning, 1000gp per level is recommended. Hybrid workshops suitable for multiple varieties of working are possible by taking the highest cost and add half the others. For example, a cost of 2500gp per level gives one suitable for both enchantment and alchemical work, and 3000gp per level would be suitable for all workings. If a higher level of working is desired to be done in a workshop then one week of work doing upgrading and the difference in cost is required. This improvement need not only be done in one level steps, but a more than three level increase at once will need very carefully thinking out, due to the massive re-organisation. The exact nature of the workshop depends on the workings to be done in it, alchemical ones will typically have lots of glassware for example. But they will all be suitable places for working for extended periods, provide protection from the dangerous parts of the work to be done in them, and will typically have lighting, heating and cooling, and hot and cold water. Workshops tend to be good at keeping the weather out as well. Many also have reference works, and develop extensive sets of (often encoded) notebooks. Some have basic eating facilities and a bed.

Mundane Kit: is a portable sets of tools, equipment and basic materials that many adventuring constructors are assumed to start with, and is sometimes referred to as a 'toolkit' or 'field kit'. Some (rare) construction gods may permit some sort of Fabricate spell to be used to speed up mundane kit assembly, for example taking hours rather than days; these are typically those who concentrate on magic and enchantment. Mundane alchemical (field) kits cost 100gp (technological and enchantment ones 200gp), may be assembled in a week given access to a workshop, and require the skills of even just a starting constructor. They vary in weight up to 50gp/5lb; anything larger is considered to be a portable workshop. A kit does not include its own source of heat or light, and consists of items protected for transport, and stable materials which are sufficient for at least ten uses of the kit. Consumed materials may be assumed to cost no more than 50gp to replace, though DMs are encouraged to ignore this detail for reasonably wealthy adventurers. The Identify skill of most constructors does not require a kit, but without a kit any Craft skill they have will be hampered, and they may be incapable without at least crude, improvised, tools. DMs who want even more detail may allow more specialised kits, in particular if they allow more specialised workshops. For details see the Alchemist and Technologist classes.

Conjure Kit: is something that may be possible for some priests of construction gods by using some sort of Fabricate spell. This ability is particularly useful if have no tools. In the simplest case the spell is cast and whatever raw materials are around, air if there is nothing else, gets turned into an enchanted kit. This enchantment will last for one hour per level of caster, one day if 9th+ level, and will disappear back to the materials that it came from at the end of that time. Some gods require more symbolism with at least crudely carved, chipped, or lashed-together tools being required to conjure a kit. More commonly an hour-long ritual is used, and the full standard cost of assembling a kit paid, preferably in the form of the materials needed to make it, though some gods may permit just enough money or other valuable goods to be used, causing a real enchanted kit to be created. The main problem with a conjured enchanted kit is that while not about a priest's person it is subject to Dispel Magic (and maybe Dispel Evil/Good of an opposed religion), though typically it counts as if 1.5 times level, e.g. a 6th level priest's kit would count as 9th for the purpose of Dispel Magic. See Conjure Real Workshop for rules on making a kit more real.

Conjure Workshop: is something that may be possible for some priests of construction gods by using some sort of Fabricate spell. The exact details of what raw materials are required vary from god to god, and whether the workshop needs material adding, like fuel, or requires a strong wind or a fast-flowing river, to supply power, also depends on the god. The quality of the workshop conjured is sufficient for the highest level working that the caster would be capable of if they were three levels higher (this allows for 'Pushes'). In the simplest case the spell is cast and whatever raw materials are around, air if there is nothing else, get turned into an enchanted workshop. This enchantment will last for one hour per level of caster, one day if 9th+ level, and will disappear back to the materials that it came from at the end of that time, leaving behind whatever has been (or is in the process of being) constructed. If the caster is less than 9th level and they use a second spell to conjure the workshop after at least four hours work there, but before the first spell expires, then the total duration will be one day. More commonly a ritual is used which has a duration based on the Fabricate spell used, and the full standard cost of establishing a workshop is paid, preferably in the form of the materials needed to set it up 'by hand', though some gods may permit just enough money or other valuable goods to be used, causing a real workshop to be created. The main problem with a conjured enchanted workshop is that while the priest is not in it is subject to Dispel Magic (and maybe Dispel Evil/Good of an opposed religion), though typically it counts as if 1.5 times level, e.g. a 10th level priest's workshop would count as 15th for the purpose of Dispel Magic. Workshops in shrines or temples are typically even more difficult to dispel, by whatever rules the DM uses for this (e.g. dispeller counts as if -3 levels). Dispel will result in a workshop becoming valueless junk, though for some gods a dispelled workshop might retain some material value (typically 50%, and rarely more than 90%). A Mundane Workshop, built 'by hand', has the advantage of producing one which is not subject to dispel. See Conjure Real Workshop for rules on making a workshop more real. One other problem with conjured workshops is that they don't have the personal library that a priest has typically built-up, or their personal notebooks, though they may be assumed to have a complete set of standard reference works. For some gods the conjured workshop might be the one belonging to the priest and might include all their library and notes, but for this to happen a design for the priest's workshop would be required, for example in a Memory Matrix Crystal produced by a Create Plans spell. Alternatively this might be a Greater Workshop and require a better Fabricate spell than a standard Workshop. Depending on the god the workshop may count as a sacred place and tools of the workshop may count as blessed (this does not give them any basic magical combat or skill bonuses).

Conjure Real Workshop: is use of Conjure Workshop to produce a workshop which is more-or-less real, effectively a permanent enchantment. If the caster is 9th+ level and casts the spell every day for two weeks, at least as early in the day as the first spell was cast, but pays no set-up cost, and then works at least eight hours a day in the workshop, then it will become semi-real, though invisible and intangible to all but those attuned to construction. Anyone casting Conjure Workshop there will count as if they are three levels higher, for that purpose. If an effectively 9th+ level caster casts the spell every day for 26 weeks, and then works at least eight hours a day in the workshop, then it will become real and permanent, without any further need to do the spell. Alternatively, if the full workshop set-up cost is paid, and the spell is just cast by an effectively 9th+ level caster, and then the spell is cast every day for two weeks, then a real workshop is created. Miss one day and the workshop becomes valueless junk. By whatever way a workshop is made real there is a serious concern abut the effects of Dispel Magic and Dispel Evil/Good. However, a continuously used workshop becomes more real over time, and 26 weeks (about seven years for the 'cheap' version) increases the functional level for Dispel Magic from x1.5 to x2, and about seven years (eighty-five years for the 'cheap' version) makes it immune to dispel (or at least as much as a permanent enchantments is). DMs may allow apprentices to count as keeping a workshop in continuous use, as long as they are doing real, rather than make-work. Holy days when no one is allowed to work may present real problems, though as long as eight hours work is done within the twenty-four, this will be sufficient.

Upgrading Workshops: becomes relevant where the DM gives an Identify skill and a Craft skill modifier for making use of a well-known workshop. The base bonuses are typically +5% Identify and +15% Craft (the alchemy rules are different). Not knowing the workshop can give minuses, and should give at least -5% on the bonuses; getting to know one takes between hours and days, and doing some significant work there, like construction or non-trivial repairs, helps. If the DM allows these then an Improved Workshop which make a well-known workshop a further +5% on both rolls, and a Superior Workshop which gives a further +5% to both, are possible. Improved workshops are double cost, and +2 minimum priest level is required. Superior workshops are ten times cost, and +4 level. For simplicity either the whole workshop is improved or superior, or none of it is; partial upgrading for just specialist work is not possible. Only some gods allow improved or superior workshops, and only some gods allow these to be anything other than mundane.

Portable Workshops: are sometimes referred to as 'folding' and are those intended to be moved around reasonably easily. They are double cost. Mundane varieties fold up, or out, in at least a turn, and provide considerable protection for easily breakable equipment, like glassware. Conjured varieties are permitted by some gods and consist of materials that are suitable to pack into a (large) wagon (or something like a Bad of Holding), and the spell turns the materials into a workshop. The conjured workshop may be dismissed at will, causing the materials to reappear, possibly putting them back into the bag or on to wagon for the more magical gods, meaning they likely need to be dismantled and put away for the less magical, like some smith gods. For some construction gods a Dispel Magic, or an appropriate Dispel Evil/Good, is the equivalent of dismissing the workshop (this might well be the case for some smith gods), for others 10% of the workshop value is destroyed (likely for the more magical gods).

Workshop Shelter: is where it is possible for some priests of construction gods to use Conjure Workshop to create an emergency shelter. This is a good idea as a workshop has lighting, heating and cooling, and hot and cold water (and maybe even air and gravity), etc. (but generally no food, sleeping facilities, or much privacy). But to do so they, and anyone else taking shelter there, must do meaningful construction work, or assist in such, for the full spell duration, or eight hours if the caster is 9th+ level (or a second spell is used), after which they can rest for the remainder of the day.

Frame: is something that may be possible for some priests of construction gods by using some sort of Fabricate spell in a ritual, duration based on the Fabricate spell used. It may possible to make non-ritual use of this (if the DM permits) to produce temporary Frames, see Installation for guidelines. The basic frame will be average in all ways, is assumed to be a roughly man-sized mobile entity (about 75 to 330lbs weight), has the senses of a human or a selected animal, and will have an intelligence roughly equivalent to a medium-sized lizard (INT 1). They will be mute. This intelligence can be given the capability to recognise a single individual as the one to accept instructions from (in a few control phrases), but only by the standard senses of the Frame. More DMs wanting more detail they can understand a single language (frequently Common) in which they are literate. They have a base 4 HD (minimum 5 HP per HD), and where stats are relevant to them, they count as being eleven. Note that this applies to the various varieties of Servant even if the standard spell version of these has different from 4 HD and 11 STR. A superior Fabricate spell may be capable of making Greater Frames which have a base 8 HD (minimum 5 HP per HD) and +1 CON, but are otherwise as Frames. Movement rate will vary between 3" and 12", based on the exact shape; generally the more human or like a fast animal the shape is the faster it is. Precise details of the appearance are up to the Frame creator, and they may or may not be humanoid or like a standard animal. If a beauty or comliness stat is used then may be whatever is desired, but generally it will be in the range 4 to 17, and often in the range 8 to 13 (i.e. not incredibly ugly or beautiful). See Frame Cost. Frames have something of life about them and are not subject to Dispel Magic, though they may count as 'enchanted creatures' (which makes them subject to some Protection From Evil spells, and Dispel Evil/Good if they count as summoned, for example due to being elemental). Some sample Frames are given below.

Frame Cost: is 10,000gp for raw materials if the materials are simply purchased from an appropriate source. Even if a lot of favours are used to obtain them, or a lot of extra time is taken, then there will be a cost of at least 2500gp. For example, a ritually prepared Transmutive Fluid, costing 4000gp and taking four weeks to make, and a special (re-usable) Growth Bath, worth 1000gp, in a (re-usable) workshop, capable of at least 4th level workings, 4000gp, might allow a Bio Frame to be made in one day of ritual alchemical work from just about any raw meat. Greater Frames are double cost.

Mundane Frame: is unenchanted, unintelligent and inanimate, with no construction cost, but can be useful to act as something like a decoy. This could be an empty apparently mechanical creature, something like a dressmaker's dummy or a scarecrow, or even something (dead) made of animal meat, which might be thought to be someone's corpse. Having the skill to make an animate Frame of the same nature allows very convincing Mundane Frames.

Mechano Frame: is a Frame which is an apparently mechanical creature which uses some sort of fuel to operate, such as oil, wood or coal (or a Fuel Core, in which case doesn't need air to burn the fuel); might need water if was, for example, steam-powered. Has the advantage of not being subject to a number of things biological creatures are, such as poison, or subdual damage (they don't feel pain, they just sense damage to them), or the Caused Wounds of most varieties of priest; they need to be repaired rather than healing naturally. They have a base AC 4 and DR (Damage Reduction) 1. Mechano Frames may be easily modified to add things like higher brains: dog-level, or even ape/human equivalent; or a wide range of devices, as long as these are not too hungry for power (like most powered weapons). Some Enhancement and Education may suit them. Technological Robots fall under this (including those with living, Pattern Synthesiser, brains). Hybrid Frame (which if possible typically needs a better Fabricate spell) freely mixes mechanical and living parts. This would be needed for a cyborg Frame, i.e. a mechanical Frame which was suitable to have a living head attached to it, or a living brain inserted into it. A Hybrid Frame might be a mechanical Frame made from animated once-living flesh, initially reanimated by electricity, the fuel of which is food, and which does not heal (or age), instead needing to be repaired; a Flesh Golem might be one of these. Mechano and Hybrid Frames count as 'enchanted creatures'.

Bio Frame: is a Frame which is a living creature which needs food, water, air, and rest, and heals as such. These have a base up to AC 7 which does not feel noticeably non-human to the touch. Bio Frames are suitable for almost all Enhancement and Education. Alchemical Manikins and Technological Androids fall under this. There are quite a few varieties of Bio Frame, and a better Fabricate spell may allow even more; see Hybrid Frame in Mechano Frame. These do not count as 'enchanted creatures'.

Passive Bio Frame: is a Bio Frame which is suitable for attaching a severed head (or even inserting the brain) of an existing creature. Before a head is added these frames are not capable of individual thought or action and typically must be fed artificially in some way. Some other process is needed to actually attach a head, or insert a brain, such as a surgical spell or a surgical skill with a roll of at least 14.

Dopple Bio Frame: is a Bio Frame which is a perfect physical duplicate of a roughly man-sized creature. In no way do these automatically gain the intelligence, skills, or any of the abilities of the creature duplicated, though these could be added on.

Fetch Frame: is a Frame which is a Living Fetch, with a Heart Jewel, and is a working of illusion. These are generally suitable to hang things like illusions, or glamours, on. They count as 'enchanted creatures'.

Puppet Frame: is a Frame which is a Living Puppet including an intelligent enchantment, which controls it, and is a working of illusion. These are useful to act as things like guardians, and can really confuse people who search them for the machinery that makes them work. They count as 'enchanted creatures'.

Elemental Frame: is a Frame which is a (lesser) elemental being, typically one of the four alchemical elements, or a mixed element. Unseen Servants, Metal Servants, and Woldos are simple varieties of these; Simulacra arguably a more complex form. Clay, Stone, and Iron Golems, and most other forms of golem with an arguably elemental nature, fall under this. These are suitable to hang a wide range of enchantments on. They count as 'enchanted creatures'.

Necro Frames: will not in general be made, as most priests of construction gods do not tend to involve themselves with the undead, as they are considered creatures of decay and destruction. However it is just possible that a priest might want to build Techno Skeletons or Techno Zombies, with all sorts of interesting metal add-ons and powered weapons, or even a Techno Liche. Non-corporeal undead will not be made. They count as 'enchanted creatures'.

Installations: are something that may be possible for some priests of construction gods by using some sort of Fabricate spell and a ritual, duration based on the Fabricate spell used. It may possible to make non-ritual use of this to produce temporary installations which last a number of hours equal to level (one day if 9th+). These are large enchanted objects which are effectively immobile without an immense vehicle. They will not be suitable for 'factory' mass production of any goods as they will not do repetitive tasks, like milling or weaving, as most gods claim these lack creativity (and they are reluctant to start an industrial revolution). See Installation Cost. A superior Fabricate spell may be capable of making Greater Installations. Many Installations have some element of self-repair, in particular to replace parts of them that are taken away. Installations are considered to have structural points like a building (usually in the range 4 to 20), rather than HD and hit points, and if they require this then they may be considered to be at least 8 HD with at least AC 4 and with at least DR (Damage Reduction) 2. They may be considered to 'heal' one structural point per ten days, as long as they are not more than 50% damaged (DMs might permit a slower rate even then, like three per year). Installations which act with some sort of skill may be considered to have the intellect of a dog (INT 3; WIS 11, CHAR 11) and where forced to make a roll they have a skill roll of 14. Installations which are not destroyed can be 'healed' using the appropriate materials and a Fabricate spell no more than one step below the one required to create them. They may or may not be subject to being dispelled; temporary installations always are, though at x1.5 level. See Conjure Real Workshop for making (temporary) installations more real. Some sample Installations are given below.

Installation Cost: is 5000gp for raw materials if the materials are simply purchased from an appropriate source. Even if a lot of favours are used to obtain them, or a lot of extra time is taken, there will be a cost of at least 1250gp. For example, a beautifully made miniature pipe-organ, fully working and complete in every detail, is obtained, for at least 2500gp, and a lot of wood and metal junk, equal to the proportions of materials required, so a full-sized pipe-organ can be made, with a one day ritual. Things like expensive plans can count towards the value of the materials. In the example given, the model would be used up, but the plans would be re-usable. Greater Installations are double cost.

Mundane Installations: are unenchanted and have no construction cost except to ensure that the raw materials are available. They could be something like a (false) temple, a fortification, or just a house. They will not have any animated parts, or animated traps, or any intelligence, though things like secret doors, and places ready to fit traps, are quite possible. Most gods do not permit sacred places like shrines and temples to be near-instantly constructed by purely mundane means. However, a shrine might be ritually constructed and sanctified in 1D3 weeks, by an at least 6th level priest, at the standard installation cost of 1250-5000gp. A temple in 3+1D3 weeks, by an at least 9th level priest (a High Priest), at a cost of 3000gp+ (based on workshop set-up cost for at least 3rd level workings). Fabricate spells might be allowed to be used during the standard mundane construction time, to reduce the amount of manual labour required. If there has been some sort of miracle, that causes at least a dozen people to now firmly believe in the god, a 3rd level priest is sufficient for a shrine, and a 6th level for a temple. Some gods do not have formal shrines - a workshop is their shrine. Shrines and temples which are mundane installations are not subject to Dispel Magic. Note that the time, and maybe the cost, for shrine and temple construction by priests of other than construction gods is likely to be far greater.

Shrine: is an Installation which is a constructed holy place. Strictly a shrine is holy or sacred place, which contains a relic or some sort of holy image, or is holy due to something which happened at that place, often somewhere connected with pilgrimage, but it is also taken here to mean a lesser temple. While semi-portable shrines are possible, for example used in religious processions, or even personal shrines in people's homes, the main sense here is of something which is a fixed installation. Shrines typically provide minimal protection from the weather, but here are considered to include lesser temples suitable for up to about a dozen worshippers. One reason to create a shrine rather than a temple is that they can be raised on a temporary basis, in particular if the materials that they are made of are intended for this, then reduced back to just the materials again, by mundane means. If the priest casts a Disassembly spell as a counter to an attempt to dispel a portable shrine, it is just dismantled, with no material value being lost. Note that while a shrine, like a temple, counts as a holy place, in does not need to have a workshop at it's core, though for some gods all of their workshops count as shrines. Exactly what the materials needed to set up a shrine are varies from god to god. Dispelling a shrine will be difficult, as the dispel must be targeted on the most holy part of the shrine, and the shrine counts as if at least x1.5 level for the purpose of Dispel Magic, see Conjure Real Workshop to make it more resistant, and the shrine is a holy place, which typically makes the caster's dispel less effective. Someone using an appropriate Dispel Evil/Good must touch the most holy part of the shrine to dispel it. Even if the shrine enchantment is dispelled then any relic at its core is unlikely to be, and for some gods not even 10% of the material value of the shrine will be lost.

Temple: is an Installation which is a constructed greater holy place. In general only ritual creation of an installation is possible for temples; for temporary temples create a shrine. Temples are basically completely without any form of intelligence (or perception), though this might be added. A temple can include things like mechanical secret doors, alarms, traps (which are less than an intricate death trap), personnel or goods lifts, controlled lighting, heating and cooling, forced ventilation, running hot and cold water and sanitation, simple food storage and preparation facilities, and all the necessities for temple life. This will include at least one workshop, which is the heart, and contains the altar, as these are temples of construction gods. There will be custom details to suit the particular religion. Fine metal sheeting, or mesh, hidden within the walls, to block magical skrying and detection, is common in temples. Unlike standard Installations the cost of a Temple is at least the cost of a workshop capable of 3rd level workings, and higher costs will mean a better core workshop, up to the highest level spell the priest can cast; 5th level is common. Dispelling a temple typically depends on getting to the core workshop and destroying or dispelling this.

Orchestra: is an Installation which is a complete functional orchestra, including stage or orchestra pit, apparently made up from some sort of construct, e.g. Invisible Servants. Each has their own instrument which they play expertly and can read music for. This orchestra can play recorded music directed by one of something like: a perforated metal or paper roll, a metal or wax cylinder, or a music crystal; or will respond to the directions of a (living) conductor. It can also record the music which it is directed to play using one of the recording methods, so that it can play it later. Attempts to remove musicians and their instruments from the orchestra will result in them breaking-down within days, after which they crumble to dust then nothingness. A new musician, with instrument, will appear to replace them in the orchestra, the day after they are removed. Over time the orchestra can be instructed to change it's composition, slowly adding or removing varieties of instrument. This counts as a semi-living 'enchanted creature' and is not subject to Dispel Magic. If the orchestra is destroyed all that will be left is valueless junk.

Pipe Organ: is an Installation which is a complete functional immense pipe-organ. While it is generally expected that priests who build these will be those who play them priests can include an automatic player, such as is used by Orchestra, and they can even add a construct who appears to be the organist (the organist is not part of the Installation). If there is an automatic player then it will also have a recording capability. This counts as a semi-living 'enchanted creature' and is not subject to Dispel Magic. If the pipe-organ is destroyed all that will be left is valueless junk.

Death Trap: is an Installation which is an intricate death trap, something popular in some temples. There are many forms of death trap but they typically involve a slow, and (apparently) unavoidable death, for example by immense swinging blades, slow drowning, crushing, deadly animals, etc. Frequently means are used to interfere with the direct use of magic to escape death, particularly if an individual is known to have used this method before. Some priests deliberately design death traps with a difficult to locate means of escape, so they can test people. Or, at least that is what they claim, when people escape them... Death Traps are in theory subject to Dispel Magic but count as x2 level, except for a normally very well hidden weak-spot which only counts as x1.5 level for the purpose of dispel. Most death traps are single-use but typically 75% of their cost can be re-cycled in a new death trap, unless they are completely destroyed, and a master constructor may manage 90%; 10% of the cost is always lost.

Kitchen: is an Installation which is a complete gourmet kitchen with construct (e.g. Invisible Servant) assistant cooks and chefs. Each of these is a skilled and expert cook capable of working from cook books, even though they are not capable of consuming food or drink themselves. This kitchen can do a wide range of work on its own given appropriate raw materials with just basic instructions as to the food which is required, but will work best if commanded by a (living) master chef. All the more obvious forms of food poisoning will be avoided, but ingested poison which is carefully concealed in raw food may escape the attention of the cooks. The kitchen has a very wide range of cooking tools, including facilities which can safely store fresh food indefinitely. In fact if even the most uncommon cooking tool is searched for then it will be found! Cooking tools and even cooks taken from the kitchen will break within days, after which they crumble to dust then nothingness. Replacement tools and cooks will be found in the kitchen the day after they are removed. This counts as a semi-living 'enchanted creature' and is not subject to Dispel Magic. If the kitchen is destroyed all that will be left is valueless junk.

Household: is an Installation which is a complete household with construct (e.g. Invisible Servant) staff. Each of these staff is skilled in their job, whether as cook, maid, seamstress, butler, or even handyman, gardener, groom or coachman. The household is suitable for up to ten people to live in indefinitely, fifteen at a pinch, but the quality of the service is not above high average - the cooking for example is certainly not gourmet. Household supplies such as food must be provided, and provision made for the removal of waste. If desired any of the staff may appear in uniform, in particular the butler and serving maids, though the bodies of the servants within them will not change (e.g. will remain invisible). They will be mute. Household items and even servants removed from the household will break within days, after which they crumble to dust then nothingness. Replacement items and servants will be available in the household the day after they are removed. The household itself is in some respects a living and intelligent being, responsive to the needs of those who live within it. An inn or hotel would be a variety of Household. A Greater Household, which could be a palace or mansion, is possible by using a better Fabricate spell, or even several, and each (ritual) spell casting makes suitable indefinite living quarters for one hundred people, one hundred and fifty people at a pinch. This counts as a semi-living 'enchanted creature' and is not subject to Dispel Magic. If the household is destroyed all that will be left is valueless junk.

Garden: is an Installation which is a garden in which some variety of plants are growing. The garden is fertile, disease-free, well-drained where this is desired, and as sheltered from the elements as desired. Air, water and light must be provided to it. No pests or animals will enter unless invited, and no plants will grow in the garden except those desired. The garden is not suitable to keep animals, even caged rabbits. There is a skilled construct gardener, e.g. an Invisible Servant. Typical types of garden are for herbs, or vegetables, or fruit, and have the full range of each which is available all year round. If a garden is a mix of types then only some of each will be available, e.g. a mixed herb and vegetable garden might just have the full range of herbs used for cooking, and all the common vegetables. The garden cannot contain any plants that the creator of the garden did not know of, though these might be transplanted in later, up to 10% of the garden. The size of the garden may be up to one suitable to feed ten people, fifteen at a pinch, though obviously it will not provide any meat. Purely medicinal herb gardens tend to be smaller and are sufficient to treat ten long-term patients, fifteen at a pinch. A herb garden could be split between food and medicinal use. If live plants (even seeds) are taken from the garden in an attempt to grow them elsewhere then they will die within days, after which they crumble to dust then nothingness. This also applies to the gardener. Replacement plants and gardener will be found in the garden the day after they are removed. There might be spells which allow viable copies to be made of plants and seeds in the garden, and these copies will grow as normal plants. The garden itself is in some respects a living and intelligent being, responsive to the needs of those who it serves. A Greater Garden is possible by using a better Fabricate spell and may feed one hundred people, one hundred and fifty people at a pinch. Note that part of a Garden is the soil and the roots and seeds in it and that while this is not destroyed a Garden can re-grow. Gardens count as semi-living 'enchanted creatures' and are not subject to Dispel Magic. If the garden is destroyed all that will be left is dead plants, which may not be propagated.

Hospital: is an Installation which is a complete hospital with construct (e.g. Invisible Servant) staff. Each of these staff is skilled in their job, whether as nurse, cleaner, porter, or even handyman. The hospital will include an out-patients area, consulting and examination rooms with basic measuring equipment, treatment rooms with basic medical equipment, private rooms, beds, exercise facilities, etc., and is suitable for up to ten long-stay patients, fifteen in an emergency, and one hundred out-patients (three hundred in an emergency) per day. Hospital supplies, such as medicine and food, must be provided, and provision made for the removal of waste. While this hospital can provide a wide range of basic treatment on its own (all the patients count as being treated then cared for by someone skilled in healing and herbalism) it works best if there is at least a skilled healer added, preferably with one being 'on call' at all times. In emergencies the DM may require the staff to make skill rolls (skill 14). If desired any of the staff may appear in uniform, in particular the nurses, though the bodies of the staff within them will not change (e.g. will remain invisible). They will be mute. Hospital items and even staff which are removed from the hospital will break within days, after which they crumble to dust then nothingness. Replacement items and staff will be available in the hospital the day after they are removed. The hospital itself is in some respects a living and intelligent being, responsive to the needs of those who it cares for. A Greater Hospital is possible by using a better Fabricate spell, and may care for one hundred people, one hundred and fifty people at a pinch, and proportionally more out-patients. This counts as a semi-living 'enchanted creature' and is not subject to Dispel Magic. If the hospital is destroyed all that will be left is valueless junk.

Life Tank: is an Installation which is a large, salty-liquid filled, tank. This will preserve life in a body (up to about 8' tall and 330lbs) indefinitely, no matter the injury, and even if dead for up to ten minutes, even if large portions of the brain, or even the entire head, is missing. The tank prevents further progress of disease or poison, and even stops ageing. If desired natural healing (and regeneration) can be prevented from taking place (for example to prevent problems with scar tissue). If placed in a tank after ten minutes, but still within an hour after death, then there will be nerve damage, and almost certainly brain damage, resulting in memory (experience) loss, and possibly personality change. Undead who are not totally non-corporeal can be placed in the tank. Those who are dead and wish to stay so will have their spirit-less and mind-less body preserved. Those in a tank will be unconscious, but can be revived for short periods, typically no more than ten minutes per day, during which they will be helpless and will feel at most faint pain from their injuries. If they are undead they will feel disgust at their surroundings. Communicating with those in a tank will need something extra, like ESP, or a Mind Interface device, as their lungs will be full of saline liquid, though they can clearly hear the speech of those outside the tank. A Trancer device would allow the mind in the body to be as active as desired, but while active any healing would be slowed to a thirteenth speed. Healing (but not injuring) spells may be cast on those in a tank, for example Cure but not Cause Wounds. It is typically not possible to carry out surgery on those in a tank. Reusing tanks is not a problem as an empty tank will automatically clean itself, taking one minute. Multiple smaller tanks may instead be made which can only preserve portions of bodies, for example ten small tanks each suitable to preserve a single head could be made. Once a Life Tank installation exists then it is possible to add further tanks to it at half cost, and an installation may be up to the equivalent of three full-sized tanks. There is nothing to stop multiple Life Tank installations from being placed side-by-side. Even if there is no air around the tank, and it is not supplied with water or nutrients, it will preserve in an unconscious state indefinitely. A Greater Life Tank may be made by using a better Fabricate spell and this can hold far larger bodies (for example, about 60' tall and 75tns), and for the purpose of making multiple smaller tanks is considered to have a hundred times the capacity. Multiple bodies can only safely be held together in the same tank if they are biologically identical, or some sort of spell could be used on the tank on a daily basis to suppress any immune problems (done on a standard Life Tank you could get about one-and-a-half tonnes of bodies in one). This counts as a semi-living 'enchanted creature' and is not subject to Dispel Magic. If this is destroyed all that is left is valueless junk.

Necro Tank: is an Installation which is a large, unpleasant-liquid filled, tank. Bodies and undead placed in this will not further decay (or heal or regenerate), and living creatures will not either heal or the effects of disease or poison on them get any worse; this even prevents ageing. Wounds or injuries will not heal naturally, and injuring (but no healing) spells may be cast on those in the tank, for example Cause but not Cure Wounds. Undead may be permitted to heal or regenerate, if desired. Those in a tank will be unconscious, but can be revived for short periods, typically no more than ten minutes per day, during which they will feel at most faint pain from their injuries, though they will feel disgust at where they are, unless they are undead. In other respects this is as a Life Tank, for example Greater Necro Tank. A tank is ideal for the purpose of assembling undead, from a variety of parts, including non-living ones, like technological devices. This counts as a semi-living 'enchanted creature' and is not subject to Dispel Magic. If this is destroyed all that is left is valueless junk.

Vehicle: is something that may be possible for some priests of construction gods by using some sort of (superior) Fabricate spell and a ritual, duration based on the Fabricate spell used. This is some form of transport the nature of which can vary, depending on what it is supposed to look like. Typically they can move on reasonably level ground, fly, or travel on water. More exceptional ones may be capable of climbing, tunnelling, or travelling underwater. Really exceptional vehicles can travel in space, or to other planes. Truly strange vehicles are capable of changing their shape. Vehicles may or may not be subject to being dispelled, which depends on whether they are more like Frames or Installations, and they may count as 'enchanted creatures'. Greater Vehicles may be possible by using an even more superior Fabricate spell and these have far more cargo capacity, typically 100x.

Vehicle Cost: is 10,000gp for raw materials if the materials are simply purchased from an appropriate source. Even if a lot of favours are used to obtain them or a lot of extra time is taken there will be a cost of at least 2500gp. Things like expensive plans can count towards the value of the materials. Greater Vehicles are double cost.

Mundane Vehicle: is an unenchanted vehicle which has no construction cost, except to ensure the raw materials are available. A ground vehicle is something which is up to a very large wagon and harness (non-choking) with a has maximum cargo of 6tns (needs land beasts with a total carrying capacity of a third of the cargo). A water vehicle is something which is up to the size of a small merchant ship (e.g. a Cog), possibly pulled by a giant water beast, and with a maximum cargo of 200 deadweight tonnes. Note that a cargo ship ton is a volume measure of 100 cubic feet. There are no mundane air vehicles though a carriage carried by some sort of air beast or beasts would be possible, likely with very little cargo, say half a tonne.

Bio Vehicle: is a Vehicle which is a living creature and is typically a quadruped. These will have an intelligence roughly equivalent to a medium-sized lizard (INT 1). They will be mute. This intelligence can be given the capability to recognise a single individual as the one to accept instructions from (in a few control phrases), but only by the standard senses of the creature, typically sight hearing or smell. They will be skilled in acting as a mount and/or a load beast. If only load beasts are required then either two can be produced which are a matched pair, or a single one which is roughly equivalent to an elephant. They have a base 4 HD (minimum 5 HP per HD; elephant 8 HD), and where stats are relevant to them, they count as being eleven, bar the constitution which counts as 15, and the strength which counts as 18 (elephant 19 or Hill Giant strength). They are considered to have a carrying capacity while still moving at full speed of 250lb (elephant 500lb), double that and they move at a third speed. Movement rate will vary between 9" and 18", based on the exact shape; if this is an air or water movement rate, there may be a also a slower ground movement rate, typically between 3" and 6". These are fully living and do not count as 'enchanted creatures'.

Mechano Vehicle: is a Vehicle which is an apparently mechanical construct and is similar to a larger Mechano Frame. They have a base 8 HD (minimum 5 HP per HD), AC 2 and DR (Damage Reduction) 2. In the simplest case this is a very large wagon harnessed to two immense horses, move 12", which more than a casual inspection will reveal to be made of metal, and with a maximum cargo 6tns. These will need to be fuelled. A ship, as the Mundane Vehicle one, but with a giant (metal) water beast which can pull it at move 5 (emergency is still 5), but which can submerge to be hidden (sea-worthiness 90%+). Again, the beast will need to be fuelled. An air vehicle which is carried by a (metal) air beast, move 18", and with a maximum cargo 2tns, is possible. If the air vehicle fully encloses and protects those carried, the maximum cargo is half a tonne. Vehicles which resemble dragons, immense fish, or unknown fantastic monsters, are other possibilities. These count as 'enchanted creatures'.

Storage Capsule: is a highly variant Vehicle and counts as a semi-living enchanted construct, with an enhancement to make it the stored size, and a second enhancement to make the inside as large as the unstored size. There are two standard classes of these: Mechano Storage Capsule which stores a single construct chosen and available during construction, which the Storage Capsule then effectively becomes a part of (these are midge sized, and are named after their contents); and Bio Storage Capsule which stores a single captured enchanted creature allowing it to be released and stored at will (these are sprite sized, and are often called 'Catch Capsules'). Things stored can be released or stored at will. Different styles of capsules may be controlled in different ways, and will likely look different, e.g. nut or seed case shaped, ball-shaped, a small mirror, a gaming piece resembling a stylised construct or creature. Storage Capsules will have a base 8 HD (minimum 5 HP per HD), CON 12, AC 2 (+6 AC for sprite size, +9 AC for midge size), DR 2, no Move (you carry it), and do not use fuel - as they are carried they can be assumed to not be normally damaged. If damaged they do not heal or self-repair; typically specialised healing spells which work on constructs will be used. It should be noted that not all constructor gods allow the making of these, and DMs are at liberty to ban either or both varieties of capsule from their campaign, if they don't consider them suitable.

Mechano Storage Capsule: is the type of Storage Capsule which stores a single fixed construct. The capsule requires Major Enhancement for its 'midge size', and Minor, standard or Major Enhancement for the 'larger inside volume', depending on the size of the construct stored. Nothing which is living will be carried into storage when the capsule's construct is put away again (for example if it is in storage space within it). In some respects the contents of capsules does not physically exist, and time does not really pass, so things do not decay or corrode, though if appropriate power cells will recharge. Typically release involves some sort of gesture involving the capsule (storage manipulating a marking on the released construct), followed by quickly throwing or placing it far enough away that the released construct wont squash you (or picking up the capsule). For example, a capsule which would store a (not actually living) vehicle not much larger than man-sized (up to 330lbs weight) would require 'midge size' for the capsule, and '25% larger inside volume' for the stored construct. The enhancement '100x larger inside volume' would be used instead for a small house or a workshop, with a low roof and maybe 50 square yards area (e.g. a dome-shaped house about 13' radius).

Bio Storage Capsule: is the type of Storage Capsule which stores a single enchanted creature; also called 'Catch Capsules'. The capsule requires Enhancement for its 'sprite size', and Minor, standard or Major Enhancement for the 'larger inside volume', depending on the maximum size of creature that can be captured then stored. Beings which are not enchanted creatures (e.g. humans and many other things) cannot be stored, and DMs may say that even enchanted creatures must be subdued or unconscious. DMs may also rule that any creature capable of human speech may not be stored (which may mitigate claims that storage is slavery). Allowing a capsule to be re-used for a different creature requires the current one to be freed or be dead - creatures in capsules are effectively unconscious (bar some strange mental powers), but any wounds or other injuries that they had when stored will heal in a day or so. In some respects the contents of capsules does not physically exist, and time does not really pass, so creatures do not age. Typically release involves a command phase, which distinguishes by means of the stored creature if someone has several capsules, and the creature appears to 'leap' out of the capsule (storage for previously captured creatures just involves gesturing with the capsule). For example, a Catch Capsule which would store a creature not much larger than man-sized (up to 330lbs weight) would require 'sprite size' for the capsule, and '25% larger inside volume' for the stored creature. Larger creatures could only be stored in 'bigger' Catch Capsules, with either 10x or 100x the volume; they might be colour-coded with the basic one being red, 10x being green, and 100x being gold.

Encumbrance: is something that may be possible for some priests of construction gods by using some sort of (superior) Fabricate spell and a ritual, duration based on the Fabricate spell used. It may possible to make non-ritual use of this to produce a temporary encumbrance which lasts a number of hours equal to level (for 9th+ level (a High Priest) one day). This is some form of semi-portable enchanted object typically like a slightly more mobile Installation. Encumbrances are large, bulky, things and a human-sized individual would typically need both arms to carry one, or one might occupy most of a (large) backpack. They tend to be awkward rather than very heavy. See Encumbrance Cost. There are no Greater Encumberances - use an Installation instead. Many Encumbrances have some minor element of self-repair (1HP per 10 days) which will slowly restore them if they are not completely destroyed, thought the DM may rule that they still look battered and hard-used if they were more than slightly damaged. Where this is needed assume that they are 5HD (with 25HP) and AC4 with DR1, and cease working properly at zero hit points, going to their hit points negative before being destroyed. Encumbrances which act with some sort of skill may be considered as Installations to have the intellect of a dog (INT 3; WIS 11) and where forced to make a roll they have a skill roll of 14. They may or may not be subject to Dispel Magic (for example if they count as semi-living they are not); temporary encumbrances always are, though at x1.5 level. See Conjure Real Workshop for making (temporary) encumbrances more real. Some sample Encumbrances are given below.

Encumbrance Cost: is 10,000gp for raw materials if the materials are simply purchased from an appropriate source. Even if a lot of favours are used to obtain them or a lot of extra time is taken there will be a cost of at least 2500gp. Things like expensive plans can count towards the value of the materials. There are no Greater Encumberances.

Mundane Encumbrance: is unenchanted and non-functional, and has no construction cost, but can be useful to act as something like a decoy. Having the skill to make an functional Encumbrance of the same nature allows very convincing Mundane Encumbrances.

Cooking Pot: is a Kitchen (see Installations) which will do requested cooking on its contents by doing all the things that a normal kitchen could do, including skinning, boning, cleaning (the skin, bones or other waste appears neatly beside the pot), chopping, blending, heating and cooling. However this is not done any quicker than a skilled cook could do. The quality of the cooking is above average if a Cooking Pot is requested to cook by someone who is unskilled, but a master chef can command it to cook gourmet food. Only one set of food can be worked on at a time, so if you want a three-course meal you may have to wait for it to finish cooking the next course. Cooked food can be apportioned between dishes placed next to the pot. Among other things a Cooking Pot can preserve fresh food placed in it, indefinitely (but it cannot do this while cooking), and it can clean dishes and utensils. This counts as a semi-living 'enchanted creature' which slowly self-repairs and is not subject to Dispel Magic. If this is destroyed all that is left is valueless junk.

Surgeons Kit: unfolds into a large tray from which any tool desired by a surgeon can be taken. All the tools will be perfectly clean, gleaming-ly new, and as sharp as desired. Bandages and other disposables, such as sheets, thread and swabs, will be cleaned or neatly disposed of if placed in the kit for a minute. Waste blood and flesh will be neatly and cleanly disposed of. A Surgeons Kit has nothing to do with any drugs or medicines, though it could clean the outside of any containers that they come in. Tools taken away from it will break within days, after which they crumble to dust then nothingness. Tools used for non-medical purposes will also break, etc. (torture counts as non-medical). Replacement tools will be found in the kit the day after they are removed. Commanding this kit requires at least a vague idea of what surgery is about. This counts as a semi-living 'enchanted creature' which slowly self-repairs and is not subject to Dispel Magic. If this is destroyed all that is left is valueless junk.

Head Tank: is a Life Tank (see Installations) which is just suitable to take a single head from a body up to about 8' tall and 330lbs, or other body parts totalling no more than 175lbs. It might be just possible to get all of a small person into a Head Tank, but they would have to be dismembered and packed in really tight. As with a Life Tank multiple body parts can only safely be held together in the same tank if they are biologically identical, or some sort of spell could be used on the tank on a daily basis to suppress any immune problems. This counts as a semi-living 'enchanted creature' which slowly self-repairs and is not subject to Dispel Magic. If this is destroyed all that is left is valueless junk.

Fuel: is a detail that DMs may choose to do without, or at least use in a very simplified way. All of the constructs that are active but not living, organic, creatures quite reasonably make use of fuel (otherwise called 'food'). However, keeping track of how much fuel is needed, how much remains, and where the possible sources are, can be very tedious and complex, and DMs are recommended not to go into too much detail. In fact, constructs can be assumed to be notionally fuelled, in all circumstances where fuel is not critically short, which is when keeping track of fuel may actually add something to the game. Saying that constructs have Fuel Cores can be one way of not needing to worry much about fuel, which may suit both players and DM.

Fuel Use: is done by a 'furnace' which is a standard part of all fuel-using constructions, and a construction's furnace may be assumed to be capable of using all the different varieties of fuel, including one variety of Fuel Core. On occasion a free-standing furnace may be considered desirable, in particular by the more technological priests, with tech devices to power. These are considered to be semi-living enchanted objects, and generate technological power as their equivalent tech devices. The standard ones are Charger, Converter, and the three varieties of Core Furnace. It is recommended that DMs think very carefully before allowing any other 3rd-5th level Power Supply devices to be added to this list.

Charger: is made in a day-long ritual using Fabricate at a cost of 1500gp, and weighs 100gp excluding fuel. A Charger 'burns' mundane fuel, Fuel Oil or Fuel Essence, as if it were a Charger II, and may be considered to include a dispenser to allow use of inactivated fuel. It has a typical price of 4500gp.

Converter: is made in a day-long ritual using Fabricate at a cost of 1500gp, and weighs 100gp excluding fuel. A Converer 'burns' only Fuel Oil or Fuel Essence, as if it were a Converter II, and may be considered to include a dispenser to allow use of inactivated fuel. It has a typical price of 4500gp.

Micro Core Furnace: is made in a day-long ritual using Fabricate at a cost of 4500gp, and weighs 100gp including fuel. This can be assumed to be able to 'burn' a Fusion Core or Crystal, or one variety of Fuel Core or Crystal (i.e. four different sorts of fuel), as if it were a Micro Pile. Fuel being gold coated presents no problem. The cost may be greatly reduced, to 2000gp, by providing 10gpwt of mithral. It has a typical price of 11,500gp.

Core Furnace: is made in a two-day-long ritual using Greater Fabricate at a cost of 27,500gp, and weighs 1000gp including fuel; 'burning' fuel as a Fusion Lamp. The cost may be greatly reduced, to 2500gp, by providing 100gpwt of mithral. It has a typical price of 52,000gp.

Greater Core Furnace: is made in a three-day-long ritual using True Fabricate at a cost of 253,000gp, and weighs 10,000gp including fuel; as a Fusion Generator. The cost may be greatly reduced, to 3000gp, by providing 1000gpwt of mithral. It has a typical price of 295,000gp.

Mundane Fuel: is typically oil, wood or coal, and needs air to be of use to a construct, i.e. so it can 'burn'. While a construct can get by on this sort of fuel, in particular if they are only doing light work, it is rather like expecting grass to effectively feed a heavily-used mount or pack animal; oats or other high energy is likely to be needed.

Fuel Oil: is the term used to refer to a special variety of oil, made from a wide range of common oil in a day-long ritual using Greater Fabricate and costing 250gp. Ten flasks each containing oil weighing 5gp are made by one ritual. The technological equivalent of this is Energy Fluid, and this may also be made as a 1st level Alchemical potion; note there is a special inactivated version which only 'burns' when required. This is not subject to Dispel as it is not really magical. A flask has a typical price of 50gp, though on occasion they can be bought for 3gp each if a large quantity (typically at least a hundred) is required; large quantities of the inactivated version cost 9gp each.

Fuel Essence: is the term used to refer to a a special highly refined variety of oil, made from a wide range of common oil in a two-day-long ritual using True Fabricate and costing 500gp. Ten flasks each containing oil weighing 0.5gp are made by one ritual. The technological equivalent of this is Energy Essence, and this may also be made as a 2nd level Alchemical potion; note there is a special inactivated version which only 'burns' when required. This is not subject to Dispel as it is not really magical. A flask has a typical price of 100gp, though on occasion they can be bought for 30gp each if a large quantity (typically at least a hundred) is required; large quantities of the inactivated version cost 36gp each.

Fuel Cores: is a term used to refer to a number of similar sources of energy which can be used instead of mundane fuels, like oil, wood or coal, in enchanted constructs which need fuel. They have the advantage of not needing air to 'burn'. These have many names, including: Sun Heart, Star Heart, Dark Heart, Demon Heart, Earth Heart, Fire Heart, Ice Heart, Fusion Core. They are made by ritual means from an elemental source of energy. The DM might suggest that the elemental source is most easily matched to the main purpose of the construct. They vary but are usually about two inches in radius, smooth and vaguely spherical, and it can be assumed that unless otherwise noted that they are matt black. Fuel Cores have a complex internal structure which is only visible to magically sensitive creatures. The consequences of staring into one varies by type, but acting as an aid to concentration, or causing a deep trance, a state of suspended animation, or visions of wonder, are some of the effects. Soul trapping is a rumoured occasional effect. These effects only apply if the Core is less than 90% used up and to prevent these risks a very fine coat of gold is often applied as the final stage of making them. There is a more concentrated crystallised version, a Fuel Crystal (which are usually named by replacing 'Heart' with 'Crystal', or Fusion Crystal), which it might be possible for some to make by using a superior Fabricate ritual. These have a more powerful effect and last three times as long. If they cannot be made by Fabricate-based ritual then it is possible that Fuel Crystals could be made by conventional means, e.g. enchantment. It can be assumed that fuel-using enchanted constructs have a suitable means of extracting energy from a Core or Crystal, but this will only work for one variety of Core, though it is possible that someone skilful enough could adjust this. Note that Cores and Crystals of the same variety are assumed to be interchangeable.

Fuel Lifespan: is indefinite for Cores and is a 'human lifespan' for many uses, and three times that for Crystals. If DMs want the extra detail then they can give limited lifespans, saying that how long they last depends on activity. Continuous flat-out use would probably mean only ten years, standard use twenty-five years, and light use fifty years; very occasional use longer. Crystals last three times as long. A quest for a replacement Core for a failing holy artifact could be a useful campaign plot hook.

Fuel Core Properties: in addition to the effects of magically sensitive creatures staring into them, which DMs get to detail, DMs may give different types different properties. For example, Fusion Cores and Fusion Crystals are useless except in the first extractor that draws energy from them, i.e. once used they are useless to anyone except in that extractor (the 'stomach' of a particular construct). Sun Heart might be capable of glowing on command like a torch, similarly Dark Heart might be able to cast a shadow, including to infravision, Earth Heart might emit an effect which grants infravision, Fire Heart give warmth like a small fire; none of these drain them. A more dangerous property applies to all Cores and Crystals, and is probably one reason they are referred to as 'Demon Heart'. Occasionally uncoated versions of these are used as prisons, as an (unused) Core or Crystal can be used as the prison gem for a Trap The Soul spell without needing any further enchantment. But this corrupts, and if the 'unused' Core is used in a construct then the spirit in the gem can slowly gain control of the construct, pushing the spirit of the construct (if it has one) into the Core. Carrying a corrupt Core around and trying to gain benefits by staring into it might risk possession as well.

Mundane Fuel Core: can be made by technological means by using a Heavy Water Extracter. This and using similar devices, or some form of highly advanced transmutation, either technological, magical or alchemical, is the only known source of mundane Fuel Cores.

Conjure Fuel Core: is something that may be possible for some priests of construction gods by using some sort of (sophisticated) Fabricate spell. An elemental source such as: a powerful flow of water, a glacier, a volcano, a mine deep in the earth, a cloud-less desert (or you could simply use a bound, conjured, at least 16HD elemental) is needed. Also a workshop capable of at least fourth level workings and a week of ritual, costing 10,000gp. For an extra 500gp a gold coating may be applied, which prevents the risk of being entranced, or whatever, by the Core. If this is not the most powerful variety of Fabricate spell that a priest can use then a more powerful one might be used to conjure a Fuel Crystal. This would require a plus one level workshop and a four week ritual, costing 40,000gp; plus 500gp if the gold coating is desired. Technologists sometimes sell Fusion Cores for a price of 15,000gp and Fusion Crystals for 60,000gp. Conjured Cores or Crystals are not subject to Dispel Magic or Dispel Evil/Good as there is just too much power locked up in them, and if anything are more resistant to dispel than even permanent magic-items.

Example Constructions

Tara the Shrine Servant is based on a Greater Bio Frame and the full possible set of nine enhancements: three minor, three standard, and three major. She commonly resembles a plain-looking human woman, but her true form is an incredibly beautiful woman the size of a ogre. She is as strong as a stone giant, has all the abilities of a doppleganger (including its skin AC 5), regenerates as an ogre magi, and can fly at 18".

Greater Frame:
8HD: 64 HP (bonus for CON 16 already added)
STR 11, INT 1, WIS 11, CON 11+1, DEX 11, CHAR 11
mute
AC 7

minor:
size to ogre (ogre STR, CON 15+1)
intellect from lizard to dog (INT 4)
roll DEX, WIS, CHAR on 4D6: 12, 13, 17

standard:
ogre STR to hill giant STR
intellect from dog to man (INT 11)
regenerates as an Ogre Magi

major:
hill giant STR to stone giant STR
all the abilities of a Doppleganger (including speech)
Fly at 18"

Note that she has no skills (other than Common and literacy), though she can fight as a 8HD monster with the natural weapons that being a doppleganger gives her. Giving her training as a warrior and as an actor would be a good idea. It may be assumed that she has a very strong loyalty to the religion, and likely her immediate supervisor. Note that her physical stat of CON being +1 is a special benefit conferred by her religion.

Invisible Air Chariot is based on a Vehicle and counts as a semi-living enchanted construct forged from invisible 'metallic' air, with a full set of six enhancements: three minor and three standard. This can fly at 18", which is taken to be about 45mph air move, but it can get to any known location on an Earth-sized planet in a bit more than an hour, by flying straight up out of the atmosphere, flying sub-orbital to over its destination, then flying straight down again. In a Spelljamming setting it may be assumed to be capable of Overdrive movement and of entering the phlogiston. It may also be assumed to be capable of moving slowly on both the ground and underwater, say at 3". It is large enough to carry within it two (cramped) human-sized passengers with some luggage, and passengers plus luggage may not exceed half a tonne. Unladen the vehicle is light enough that a strong man can drag it around, and someone with the strength of an ogre can carry it, though with difficulty due to its size. In non-air environments it refreshes the air breathed by the passengers, indefinitely, but on longer than a few hours of flight thought needs to be given to food, water, and sanitation. Something like a Fuel Core would probably be the sensible fuel for this as it goes places there is no air. This vehicle is invisible, including to normal invisibility detection, and hides its contents unless the pilot wishes to be seen - the vehicle itself cannot be made visible as the materials that it is made of are naturally invisible. True Sight and the senses of most gods can see the vehicle as a hazy outline and can clearly see the pilot, any passengers, and any cargo.

Vehicle:
8HD (minimum 40 HP)
0.5tn carried
AC2, DR2
no intelligence, no senses

minor:
intellect from none to lizard (INT 1; WIS 11)
new sense of poor eyesight
regenerate at one hit point per ten minutes

standard:
basic sense of poor eyesight is improved to human eyesight
standard sense of human eyesight is improved to hawk eyesight
provides and renews air for passengers

Note that this has no real combat capability. The natural invisibility this has makes it very unlikely that most priests are capable of it, bar those of Hephaestus. The chariot has a basic intelligence and is semi-living, which is about the minimum for any construct approved of by Hephaestus. Its intelligence and eyesight is probably good enough that it can fly itself in a limited way without the pilot's attention, an 'auto-pilot'. The pilot most sensibly has a NWP in operating it and if flying any distance it would be wise to have maps and be skilled in navigation. It may be assumed to be loyal to the religion, and possibly to a specific pilot - note that sight is the only sense that it has, though it can be assumed to be able to 'feel' use of its controls.

Cottage Hospital: is based on a number of Installations and one Frame, some of which have enhancements and/or education, and resembles two large buildings with two attached gardens. The buildings are a Hospital for healing and a Household for convalescence, and the gardens are a medicinal herb Garden and a combined vegetable and fruit Garden. The Frame is a Mechano Frame of a minute portly insect-winged man made of metal with gems for eyes, but capable of human expression - he is the supervising physician. The staff in the Hospital are Woldos and the Installation is enhanced with speech to allow the staff to talk to patients. The physical stat STR is increased to 15 so as to allow all the Woldo staff to do the heavy lifting required in a hospital. The Mechano Frame physician is enhanced with speech, human intellect and Empathy, and educated as a healer, so that he can talk to patients and act as a 4th level Healer (he will get better with experience).

minor:
Installation speech
Frame speech
Frame intellect from lizard to dog (INT 4)
Frame new sense Empathy 3" range

standard:
Frame intellect from dog to human (INT 11)
Frame size of a sprite (+6 AC, DEX 18)

education:
Frame healer of level HD (4HD=4th)

major:
Frame intellect from human to genius (INT 18; WIS 11)
Frame fly at 18"

Even though the physician should have WIS 12 to be a Healer the fact that he has INT 18 and DEX 18 (only INT 12 and DEX 12 are required) will make up for his WIS 11. He is dedicated to healing and the hospital, though if the hospital looks very likely to be destroyed he will go elsewhere, after doing his best to save any patients. For a bit more colour the nursing and household staff might wear individual name badges on hats (they are all actually part of their installation). The Hospital and Household will have clean (possibly heated) water on tap, and if the DM wants to go into that detail will need fuel. Not including a Kitchen is intentional - gourmet food might persuade people to never go home! What the installations need, apart from patients, is sunlight for the Gardens, a good source of water, and some means to dispose of sewage. A healing priest, preferably at least 6th level, would be best to supervise the Cottage Hospital and many hospitals would have an attached Shrine.

Capsule Donkey: is a Mechano Frame in the shape of a donkey. This has a base 4 HD (minimum 5 HP per HD), STR 11, INT 1, WIS 11, CON n/a, DEX 11, CHAR 11, AC 4, DR 1, Move 12".

minor:
Frame STR from 11 to 15
Frame intellect from lizard to dog (INT 3)

The increased STR gives the donkey the carrying capacity of a light horse. The donkey is then encapsulated. The Mechano Storage Capsule will have a base 8 HD (minimum 5 HP per HD), CON 12, AC 2, DR 2, no Move (you carry it), and does not use fuel.

minor:
Capsule is 25% larger inside volume than man-sized

major:
Capsule external size is decreased to midge (+9 AC)

The midge-sized capsule is a small cylinder less than an inch long with a stiff plunger on the top. When the plunger is pushed down, for example by gripping the capsule in one hand and pressing down with the thumb, and the capsule is cast to the ground, the donkey appears replacing the capsule. When a hidden, armoured, panel is opened in the donkey's neck, and the button within pressed, the donkey disappears and the capsule reappears. The donkey obeys whoever summoned it, though it can be directed by reins. It will need fuel (assuming the DM is concerned with this). If it is damaged then it must be repaired rather than healing naturally, though the healing spells of some construction gods will be effective.

Denni

Construction         Spell
Conjure Workshop     Fabricate
Mundane Workshops    Greater Fabricate

Conjure Kit          Fabricate
Mundane Kit          Greater Fabricate

Upgrading Workshops  N/A
Portable Workshops   Fabricate
Workshop Shelter     Fabricate

Frame                Greater Fabricate
Mechano Frame        Greater Fabricate
Bio Frame            N/A

Fetch Frame          N/A
Puppet Frame         N/A
Elemental Frame      Greater Fabricate

Necro Frames         N/A

Installations        Fabricate
Shrine               Fabricate
Temple               Greater Fabricate

Kitchen              Greater Fabricate
Household            Greater Fabricate
Garden               Greater Fabricate

Hospital             Greater Fabricate
Life Tank            True Fabricate
Necro Tank           N/A

Vehicle              N/A
Encumbrance          Greater Fabricate

Cooking Pot          True Fabricate
Surgeons Kit         Greater Fabricate
Head Tank            True Fabricate

Fuel Core            Greater Fabricate
Fuel Crystal         True Fabricate

Construction Commentaries

Denni has no objection to constructions of her priests getting dispelled, but believes while it may be very funny, no one should get hurt, due to structural failures for example, and none of the value of the material should be lost.

Workshops: being rapidly produced is quite important for Denni, a travelling god who expects most of her priests to travel as well. Denni does not consider workshops themselves to be sacred, though she expects there to be a good workshop near any shrine to her, and any temple to include at least one good workshop. Conjured workshops are considered appropriate for travelling priests, mundane ones for those of fixed location.

Mundane Workshops: are set up in the standard time of (3+1D5) weeks, though the exact variety can vary. Denni's workshops tend to be either for smithing, jewelry and enchantment, costing 2000gp per level of working, or for smithing, jewelry and technology, costing 1000gp per level of working. In both cases a certain amount of alchemy, in particular that to do with metallurgy and healing, can also be done in these workshops. She is quite happy for combined workshops, costing 3000gp per level of working, to be set-up, which can be used by priest-enchanters or priest-technologists as required, and to do any variety of alchemy. Denni has no objection to the transmutation capabilities of Greater Fabricate and True Fabricate being used to produce materials to set-up workshops if they are difficult to obtain locally, though this does not speed things up.

Conjure Workshop: is possible on either a temporary or a ritual basis, though the later tends to be less common, as it would be very expensive for travelling priests to keep conjuring workshops wherever they go. While in theory a priest could make use of the fact that dispelling a ritually conjured workshop does not loose the value of any of the materials used to make it, so these materials could be used elsewhere, this is not done, unless it could be made part of of a particularly funny joke. If a priest of Denni dispels the ritually conjured workshop of some other constructor, then this dispel ensures that no value of materials is lost, even if dispelling a workshop of that constructor would normally incur (possibly total) loss - again this is rarely used except for good jokes. There are stories that priests of Denni on occasion conjure a workshop on top of a mundane workshop, using the mundane workshop as the value of the materials used for the ritual, and so the two are identical - a dispel has no apparent effect at all, except in terms of detecting magic.

Conjure Kit: is possible on either a temporary or a ritual basis, though the later tends to be less common, as Denni either wants her priests to produce kits when needed, or to carry a mundane one. Quietly dispelling the conjured kits of other constructors, while ensuring no value of materials is lost (even if this would normally be the case), is an occasional joke of priests of Denni.

Mundane Kit: can be assembled in the standard time of one week, in a workshop, at a cost of 200gp for a priest-enchanter, or 200gp for a priest-technologist, or 300gp for a kit good for either of them (or an alchemist). As with workshops, Denni has no objection to the transmutation capabilities of Greater Fabricate and True Fabricate being used to produce materials to assemble a kit if they are difficult to obtain locally, though this does not speed things up.

Upgrading Workshops: does not tend to apply, as ritual rather than temporary conjuring is required, which is not commonly done by priests of Denni. All upgraded workshops will be purely mundane, unless there is some highly unusual circumstance.

Portable Workshops: are quite possible, using Fabricate to instantly 'unfold' the workshop, and Disassembly to instantly fold it up. Between these times it counts as non-magical. However, few priests of Denni will do this, as even a small folding workshop is not typically something you can carry around on your own back.

Workshop Shelter: is allowed to priests of Denni, as Denni finds the idea quite funny. She in particular likes the idea of non-constructors having to work for their shelter.

Frame: is in general only used by priests of Denni for Mechano Frame. This tends to be enchanted constructs which resemble birds, small animals, or even insects, often with jewels for eyes, though Denni finds it quite amusing for her priest-technologists to make robots in very similar form. Hospital beds which change shape to fit the needs of a patient, and continually monitor their health, alerting staff to problems, is another application. As is the odd construct gardener. Another variety is the semi-living platemail armour, which will do its best to preserve its occupant, if they cease to be able to look after themselves. Elemental Frame is very rarely used, and usually only in the capacity of Earth to assist mining, or Fire to assist the control of forges.

Installations: is the main variety of construction that priests of Denni are interested in, even though they themselves tend to be travellers. These are set-up to benefit a community, or allow them to worship Denni. Temporary shrines tend to be the main things conjured, and for permanent use mundane construction is preferred for shrines and temples - in all cases the structure does not depend on enchantment to hold it up. If a temple is conjured then this will only be while parallel work is done to ritually construct and sanctify. Priests of Denni are quite happy to use the various Fabricate spells as substitute labour if there is insufficient manual labour available locally, in particular for a large temple.

Kitchen: the servants are Woldos.

Household: the servants are Woldos.

Garden: the gardener is a Woldo.

Hospital: the staff are Woldos, and typically Minor Enhancement has been done on the installation so that they are not mute, or even Enhancement to give them the doppleganger translation capability.

Life Tank: is a capability very carefully hidden away by priests of Denni - they may even try to let it be thought that it is not a product of their religion. This has to do with an ancient agreement between Denni and her brother, that she still holds to, though many would think the reason for it is long gone.

Vehicle: is not considered appropriate for priests of Denni, as they are either travellers using their own feet, or live in a fixed location. Some priests have tried to ignore this, and make vehicles intended for the transport of those needing healing, but these tend to break-down at the most inconvenient times.

Encumbrance: are if anything the speciality of priests of Denni. In particular they use temporary as opposed to ritually conjured versions of these. Some priests do have a single encumbrance, which they have become particularly fond of, and which may originally have been temporary, but they found kept getting used. Head Tank is something as subject to denial as Life Tank.

Fuel Core: in the form of Sun Heart, Fire Heart, and Fusion Core tend to be the varieties used by priests of Denni, though they could adapt their constructions to use any variety, as they consider this to fall under their god's aspect of jewelry. This is the reason that they are capable of the crystal varieties, unlike many priests of other construction gods.

Hephaestus

Construction         Spell
Conjure Workshop     Fabricate
Mundane Workshops    N/A

Conjure Kit          Fabricate
Mundane Kit          N/A

Upgrading Workshops  N/A
Portable Workshops   N/A
Workshop Shelter     N/A

Frame                Greater Fabricate
Mechano Frame        Greater Fabricate
Bio Frame            N/A

Fetch Frame          N/A
Puppet Frame         N/A
Elemental Frame      Greater Fabricate

Necro Frames         N/A

Installations        Greater Fabricate
Shrine               N/A
Temple               N/A

Orchestra            Greater Fabricate
Pipe Organ           Greater Fabricate
Death Trap           Greater Fabricate

Kitchen              N/A
Household            Greater Fabricate
Greater Household    True Fabricate

Garden               N/A
Hospital             N/A
Life/Necro Tank      N/A

Vehicle              Greater Fabricate
Bio Vehicle          N/A
Mechano Vehicle      Greater Fabricate

Greater Vehicle      True Fabricate

Encumbrance          N/A

Fuel Core            True Fabricate

Construction Commentaries

Hephaestus is not in favour of his priests constructing anything that is subject to being dispelled, in particular where that will cause a structural failure. This is most critical for Installations which cannot be considered to be at least semi-living. He will usually tolerate dispelled features ceasing to work, but even if dispelled they will still look the same, except to magic detection. Where something is dispellable then this will generally mean a dispel causes it to loose at most 10% of the value of the materials used to make it.

Workshops: can only be set-up by hand; Fabricate spells are of no use in this. One of these is set-up by taking the standard (3+1D5) weeks, and paying the standard cost of 2000gp per level of working to be done there. If there is no other source for the materials then the transmutation capabilities of the higher Fabricate spells might be used, but this will not make set-up any quicker. In exceptional cases temporary workshops can be used, see Conjure Workshop. In almost all cases Upgrading Workshops and Portable Workshops will be done without any Fabricate spells. Workshop Shelter is not really appropriate, though there is nothing to stop people resting in mundane workshops.

Conjure Workshop: is only possible on a temporary basis by using a Fabricate spell, at no cost, and is not possible using a ritual. Ritual creation of enchanted, and hence dispellable, value-loosing, workshops is not allowed. In general this is only done when there is a desperate need for a temporary workshop. Priests of Hephaestus really don't like doing this, but if there is crafting work that must be done... One possibility might be to spend some of the enchanting time piece-meal converting the temporary workshop into a permanent one. This is possible if the priest has at least two Fabricate spells per day, so that they are able to keep the temporary workshop going continuously, or one if are at least 9th level, and a continuous spare enchantment slot equal to the maximum level of the working to be done in the workshop. For example, a 10th level priest is permanently enchanting a sword to +3, in a temporary workshop. This requires a 3rd level Fabricate spell to maintain the workshop, and a 4th level spell slot to manually set-up the workshop, as a 2nd level Enchant +1 spell, followed by a 3rd level Enchant +2 spell, followed by a 4th level Enchant +3 spell is enchanted into the sword. Setting up the workshop will cost 8000gp, and will take at most 8 weeks, which can be done in parallel with the 36 weeks to enchant the sword (which costs 18,000gp). This means that there is no delay for workshop set-up before starting enchanting the sword.

Conjure Kit: is possible by using a Fabricate spell, for 200gp in a one hour ritual, and could be considered as being a concession to the priests. As while they might really prefer to use their own hand-assembled tools, they need a way to quickly obtain tools, even if these are enchanted and are therefore subject to dispel, in an emergency. Temporary ones, even given their short duration, might be preferable. See Conjure Workshop, as using the process described there it might be possible to use temporary enchanted tools, while piece-meal turning them into hand-assembled tools. This could be done in a Workshop given a continuous spare 1st level enchantment slot, at a cost of 200gp, in a week.

Mundane Kit: is only assembled by hand; Fabricate spells are of no use in this. One of these is assembled in a week given access to a workshop, and costs 200gp.

Frame: is in general only used by priests of Hephaestus for Mechano Frame, which is in many respect a specialisation for them. Constructs which resemble natural creatures, such as dogs, birds, bulls, or even intelligent and skilful humans, are all things Hephaestus is known to have made. He also made a number of animate objects, such as tables which would usefully position themselves, and follow their owners if required. The only other variety of Frame possibly usable is Elemental Frame, for example fire elementals might operate furnaces, from the inside... Greater Frame might be used for particularly large creatures, such as might be inspired by the bronze giant Talos.

Installations: are commonly made by priests of Hephaestus, bar those which are places of worship, like Shrine and Temple, and those to do with living or undead creatures, like Life Tank, or Necro Tank. Some installations may be quite unusual, as Hephaestus is known to have constructed an underground house, for example. While they are likely not too enthusiastic about Death Trap, they can build them, and will do so for a sufficiently good reason. Greater Household is a Greater Installation, and is sometimes referred to as a 'Palace'. Note that buildings reputed to Hephaestus had allegedly unbreakable locks, and things like automatic doors, automatic lighting control, metal birds that sing and fly around, perfumed water sprays and artificial mist systems, and air and water pumps for ventilation and hot and cold running water. While the holy part of a shrine or temple will not be enchanted, and must be assembled 'by hand', many of the fitments could be. This means that Dispel Magic will have no effect on the holy parts of a shrine or temple to Hephaestus.

Vehicle: is something quite commonly made by priests of Hephaestus, in the form of Mechano Vehicles. This is reasonable as the god is known to have made things like the flying gold bed of Helios the sun god, which carries him while he sleeps during the night to where he needs to be in the morning, the winged helmet and sandals of Hermes, and it is very likely he could have built chariots drawn by flying dragons, like Medea's, though his dragons would be metal. Metal wings that will strap on a man, and enable him to fly, will be quite possible, as would a metal tail to place over the legs, allowing swimming through the water like a dolphin. Greater Vehicles could be very useful, for certain purposes.

Fuel Core: is something quite commonly made by priests of Hephaestus, in the form of Earth Heart, forged in deep mines or using a earth elemental, or Fire Heart, forged in volcanos or using a fire elemental, both using a True Fabricate spell. The constructs of Hephaestus do not tend to use mundane Fuels Cores. Occasionally, Fuel Crystals in the form of Earth Crystals and Fire Crystals are found, and are claimed to be holy artifacts, as the skill of the god is needed to make these.

Mota

Construction         Spell

Construction Commentaries

:

Tegus

Construction         Spell
Conjure Workshop     Greater Fabricate
Mundane Workshops    N/A

Conjure Kit          Fabricate
Mundane Kit          N/A

Upgrading Workshops  N/A
Portable Workshops   N/A
Workshop Shelter     N/A

Frame                Greater Fabricate
Hybrid Frame         True Fabricate

Installation         Greater Fabricate
Shrine               Fabricate
Temple               Greater Fabricate

Orchestra            Greater Fabricate
Pipe Organ           Greater Fabricate
Death Trap           Greater Fabricate

Kitchen              Greater Fabricate
Household            Greater Fabricate
Greater Household    True Fabricate

Garden               N/A
Hospital             Greater Fabricate
Life Tank            Greater Fabricate

Greater Life Tank    True Fabricate
Necro Tank           Greater Fabricate
Greater Necro Tank   N/A

Vehicle              True Fabricate
Bio Vehicle          True Fabricate
Mechano Vehicle      True Fabricate

Greater Vehicle      N/A

Encumbrance          True Fabricate
Head Tank            True Fabricate

Fuel Core            True Fabricate

Construction Commentaries

Conjure Workshop: creates a temple-workshop by using Greater Fabricate. Unlike some other religions a workshop dedicated to Tegus may only be a very general purpose one, usable for alchemy, enchantment, technology, or combinations of any of these, not a more specialist workshop. Note that these are also fully equipped for surgery. These workshops cost a base 3000gp per level of working possible in them. The only exception is a specialist poison-brewing workshop, used with the poison NWP, which costs a base 500gp per level of poison working possible in it. Destroyed or dispelled temple-workshops just leave valueless junk behind. The priest gets to choose initially between the workshop counting as a sacred place, it being a sacred place but this is concealed, and it not being a sacred place - the god is quite happy with all of these. They also get to choose initially whether the tools count as blessed. The Create Real Workshop process is not something normally done by priests of Tegus, as they are not dedicated to their workshops in quite the same way priests of most other construction gods are.

Mundane Workshops: can only be set-up by hand; Fabricate spells are of no use in this.

Conjure Kit: creates a toolkit by using a Fabricate spell. Unlike some other religions a kit dedicated to Tegus may only be a very general-purpose one, usable for alchemy, enchantment, technology, or combinations of any of these, not a more restricted kit. These cost 300gp, are only made from the correct valuable materials which would be used to assemble a kit by hand, and weigh up to 100gp/10lb. Dispelled kits just leave valueless junk behind. The priest gets to choose initially between the kit counting as sacred, it being sacred but this is concealed, and it not being sacred - the god is quite happy with all of these. They also get to choose initially whether the tools count as blessed.

Mundane Kit: is only assembled by hand; Fabricate spells are of no use in this.

Upgrading Workshops: to improved or superior is possible, but only 'by hand'; Fabricate spells are of no use in this. Note that even if a workshop is upgraded, this does not make it any less vulnerable to being dispelled. If priests want improved or superior workshops, they typically make them Mundane Workshops.

Portable Workshops: are not permitted, as they don't really fit the god's style, though a workshop in a dimensional pocket, or a Cache, would be. In theory a mundane portable workshop could be used, but it would be unlikely to have the full facilities of a temple-workshop.

Workshop Shelter: is not permitted, as it doesn't really fit the god's style.

Installations: will not do mass production, or milling or weaving, as Tegus considers these too 'plebeian'.

Mundane Installations: will almost all have at least one, very well hidden, mundane escape route.

Shrine: does not generally have a self-destruct mechanism. Dispel destroys 10% of the material value of the shrine. If a shrine is designed to be portable, and it is not set up, dispel will have no effect. Destruction of a shrine typically just leaves the mundane structures behind, undamaged.

Temple: includes at least one really well-hidden escape route. There may optionally be a powerful self-destruct mechanism, with a delay timer, which can reduce the temple and all its contents (but not generally its surroundings) to something like a pool of slime, a cloud of vapour, or valueless rubble; typically this can only be activated by an at least 6th level priest of Tegus (priests, preferably High Priests, of other gods of construction might attempt this). The core temple-workshop is likely hidden and protected by things like shifting walls, or even entire shifting rooms. Minimum temple cost is 6000gp; i.e. a core temple-workshop capable of 2nd level workings (rather than the 3rd level of a standard Temple). If the temple is dispelled, by dispelling or destroying the core temple-workshop, this typically activates the self-destruction of the temple (even if it doesn't have a self-destruct mechanism), leaving just valueless material behind.

Orchestra: the musicians are Metal Servants.

Pipe Organ: is an instrument of which priests of Tegus are particularly fond, as it was played by their god at various dramatic points, in his revenges on those who had wronged him, as detailed in the holy books of Tegus. If there is a construct organist, it will generally be a Wax Servant (see Tegus spell list). Priests who have access to technological devices may choose to defend the organist, or even the whole organ, by adding some sort of force field, which the organ can be assumed to supply the power for.

Death Trap: is a variety of Installation particularly important to priests of Tegus, as they believe for any revenge to work properly, it must be done in a ritual and mythic manner. They sometimes claim that death traps which were escaped from, were deliberately designed with a difficult to locate means of escape, to experiment on people.

Kitchen: the cooks are Metal Servants.

Household: will have at least one really well-hidden escape route, quite likely from the master bedroom, study, or library. The servants are Invisible Servants. In a Greater Household, the servants could be defined to be Metal Servants, or Wax Servants (see Tegus spell list).

Life Tank: may only have healing spells cast on those in it, for example Cure Affliction. A Cure Affliction spell could also be used to suppress immune problems from multiple bodies in the same tank.

Necro Tank: will will not, in general, be made, as priests of Tegus do not tend to involve themselves with the undead. Only injuring spells may be cast on those in the tank, for example reversed Cure Affliction. The only exception is the various Transfer spells, which can work either way on those in the tank, i.e. to transfer injuries to them, or to transfer their injuries to the priest. They do not make Greater Necro Tanks.

Greater Vehicle: is not possible for priests of Tegus, as it would require a superior Fabricate spell to True Fabricate.

Fuel Core: will on occasion be made by priests of Tegus, in the form of Star Heart, made at the dark of the moon under a cloudless sky (or in space), or Dark Heart, made in the lightless depths of the earth (and without using any light), using a True Fabricate spell. The constructs of Tegus will happily use mundane Fuel Cores, and priests on occasion experiment with the use of any variety, and even try and invent more. If they can obtain Star Crystal, or Dark Crystal, priests will happily use them, but they do not claim them to be divine artifacts.

Trurl

Construction         Spell

Construction Commentaries

:


(c) Rory O. McLean, 1980 - August 2006
    Permission granted to use for non-profit making purposes