Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
Playing the Game
Talking the Talk
(3.X D&D/d20) Recruiting: The First (Now OOC)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arkhandus" data-source="post: 4970174" data-attributes="member: 13966"><p>Constructs are usually HIGHLY magical. <a href="http://www.d20srd.org/srd/monsters/golem.htm" target="_blank">Golems</a> are so extremely magical that most other magic can't even work on them. Otherwise, Fireballs could still melt golems of any sort the same as anything else, and Disintegrate spells could obliterate them the same as anything else.</p><p></p><p>Although iron golems and a few others are given a partially-mechanical look in 3.X books, they're still extremely magical and powered by magic. And golems are all animated by bound Earth elementals, or Water elementals in the case of Nimblewrights but they're in Monster Manual II, not the SRD. Magic is usually described as a requirement in their creation, through rituals and transmutations of material. And constructs typically require some high-level arcane and divine spells to create, like Animate Objects, Limited Wish, Resurrection, Antimagic Field, etc. Even <a href="http://www.d20srd.org/srd/monsters/shieldGuardian.htm" target="_blank">Shield Guardians</a> can't be created without at least 15 levels of wizard or 16 levels of sorcerer as well as 3 levels of cleric, just to meet the spell prerequisites, in addition to the three item prerequisites (Craft Wondrous Item and Craft Magic Arms & Armor are prerequisites for Craft Construct).</p><p></p><p>Homonculi are made through ritual and an infusion of the caster's blood and such, though they can be made by mid-level arcane casters with the right feats and spells. Animated Objects are, of course, simply made through the Animate Objects spell (which is divine) and maybe an arcane Permanency or maybe a Miracle emulating Permanency. Those are the only core Constructs besides that one demonic spider construct called a Retriever I think.</p><p></p><p>Automatons from MM2 are mechanical aside from their Shadow-magic quasi-intelligence, so they're at least close enough to something an artificer might be able to create, but have no construction details in the book so I have no idea how they're supposed to be made in the first place. Clockwork horrors are magically-powered, have magical abilities, and are self-replicating destructive machines coordinated by a more powerful clockwork horror (as described in Dragon Magazine). Boguns are basically nature-spirit animated piles of druid stuff, bronze serpents are animated in a ritual by a 16th-level arcane caster requiring some high-level spells, dread guards are animated suits of armor with similar creation prerequisites to bronze serpents despite being much weaker and simpler, juggernaughts have magical abilities and require high-level magic to create, rogue eidolons are magical tools of Tharizdun's cult, and runic guardians are highly magical but similar to shield guardians in function.</p><p></p><p>So most constructs are too magical for a mere dabbler in magic to create and animate them. Only automatons are close enough to pure mechanical form, yet have no creation methods listed for some reason. Eberron's Artificer class has no real allusions to being an actual, technological artificer, and has access to only rudimentary mechanical skills (Open Lock and Disable Device IIRC), while focusing entirely on magical artifice and magic item crafting. The Gnome Artificer prestige class from Magic of Faerun only dabbles in magic at upper levels (using Shadow magic to make some partly-magical partly-technological devices work), and that's what I based this Artificer class on. Gnome Artificers are technological geniuses.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4970174, member: 13966"] Constructs are usually HIGHLY magical. [URL="http://www.d20srd.org/srd/monsters/golem.htm"]Golems[/URL] are so extremely magical that most other magic can't even work on them. Otherwise, Fireballs could still melt golems of any sort the same as anything else, and Disintegrate spells could obliterate them the same as anything else. Although iron golems and a few others are given a partially-mechanical look in 3.X books, they're still extremely magical and powered by magic. And golems are all animated by bound Earth elementals, or Water elementals in the case of Nimblewrights but they're in Monster Manual II, not the SRD. Magic is usually described as a requirement in their creation, through rituals and transmutations of material. And constructs typically require some high-level arcane and divine spells to create, like Animate Objects, Limited Wish, Resurrection, Antimagic Field, etc. Even [URL="http://www.d20srd.org/srd/monsters/shieldGuardian.htm"]Shield Guardians[/URL] can't be created without at least 15 levels of wizard or 16 levels of sorcerer as well as 3 levels of cleric, just to meet the spell prerequisites, in addition to the three item prerequisites (Craft Wondrous Item and Craft Magic Arms & Armor are prerequisites for Craft Construct). Homonculi are made through ritual and an infusion of the caster's blood and such, though they can be made by mid-level arcane casters with the right feats and spells. Animated Objects are, of course, simply made through the Animate Objects spell (which is divine) and maybe an arcane Permanency or maybe a Miracle emulating Permanency. Those are the only core Constructs besides that one demonic spider construct called a Retriever I think. Automatons from MM2 are mechanical aside from their Shadow-magic quasi-intelligence, so they're at least close enough to something an artificer might be able to create, but have no construction details in the book so I have no idea how they're supposed to be made in the first place. Clockwork horrors are magically-powered, have magical abilities, and are self-replicating destructive machines coordinated by a more powerful clockwork horror (as described in Dragon Magazine). Boguns are basically nature-spirit animated piles of druid stuff, bronze serpents are animated in a ritual by a 16th-level arcane caster requiring some high-level spells, dread guards are animated suits of armor with similar creation prerequisites to bronze serpents despite being much weaker and simpler, juggernaughts have magical abilities and require high-level magic to create, rogue eidolons are magical tools of Tharizdun's cult, and runic guardians are highly magical but similar to shield guardians in function. So most constructs are too magical for a mere dabbler in magic to create and animate them. Only automatons are close enough to pure mechanical form, yet have no creation methods listed for some reason. Eberron's Artificer class has no real allusions to being an actual, technological artificer, and has access to only rudimentary mechanical skills (Open Lock and Disable Device IIRC), while focusing entirely on magical artifice and magic item crafting. The Gnome Artificer prestige class from Magic of Faerun only dabbles in magic at upper levels (using Shadow magic to make some partly-magical partly-technological devices work), and that's what I based this Artificer class on. Gnome Artificers are technological geniuses. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
(3.X D&D/d20) Recruiting: The First (Now OOC)
Top