This guide is a way for an alchemist character to set up a cauldron that converts wands to intelligent creatures. This is a process any character can follow, without necessarily being high-level or investing in skill points. The actual mixing and loading of materials can optionally be left to a character's trustworthy servant.
This document describes the cauldron setup and mixing process, and then also the critters that come out of it.
If the wing is much "stronger" than the net, the creature will be rebellious and fickle. If the net is much stronger than the wing, the creature will be possessive and obsessive.
Furthermore, a ladle, oar, tongs, and so forth may be necessary for manipulating the slurry.
Hotter-burning fuels may be necessary for an even mixture. A hot-burning fuel will increase the critter's fire-influence.
The following list is a lil sample of fuels and their burning temperatures (don't really take my word for it).
Fires around 2500F could melt an iron pot.
An external flame is not always necessary. Some ingredients will create heat on their own through chemical reactions. Furthermore, a "cold fusion" could make a critter who is more icy or fungal.
Slurry has an "intensity of presence" for every dosha, and is basically measured as separate elemental slurries by weight.
The number of pounds of like-elemental slurry to increase the resulting creature's element-ranks follows the experience point table (first 5 levels printed here for convenience).
Pounds of elemental slurry already in the pot may accumulate for the next elemental rank.
Total elemental rank | Pounds of like element in cauldron |
1 | 400 |
2 | 1200 |
3 | 2200 |
4 | 3400 |
5 | 4850 |
After arguing with the GM, an alchemist's player determines that 400 pounds of ash-filled water has presences of smoke (2/8), water (2/8), sulfur (2/8), and weaker bits of mud (1/8) and void (1/8). Thus it is a mixture composed of five slurries in these amounts:
smoke | 100lbs |
water | 100lbs |
sulfur | 100lbs |
mud | 50lbs |
void | 50lbs |
After adding 3 more buckets of ash-filled water to the cauldron, the 1600-lb mixed slurry has a composition like this:
smoke | 400lbs |
water | 400lbs |
sulfur | 400lbs |
mud | 200lbs |
void | 200lbs |
The GM may rule that some materials "punch above their weight", for instance a 100lb hunk of permanently-frozen ice may count as 10000lbs of ice-element.
Furthermore, a character may be able to use the astrology skill to skew the critter's dosha to a certain element, by waiting a few weeks before setting off the ol' wand.
One way to add elemental ranks without very high weights is to add destroyed magic items or potions. Each destroyed-magic-item or draught of potion may add one or more elemental ranks on its own. Potions add one to the resulting creature's fire-influence; destroyed magic items add 3d6.
Besides the difficulty in getting potions and destroying magic items, there are a few additional snags to adding these special materials.
1. The cauldron must reach tungsten-melting temperature. This may melt the pot. The shit of a magical beast, such as a sphinx or demogorgon, should raise a flame to these temperatures.
2. The addition of special items will alert and irritate one or more monsters, who may be nearby or may be up to an 8-day hike away. The strength of the encounter is derived from the treasure table the magic ingredient came from. For instance, tossing in a potion of buoyancy from the level 4 special-items table will summon a level 4 hostile encounter. The monster group will march toward the site of the cauldron to destroy it. According to the Hacklopedia 2, a level four encounter would be something like three crawling claws or a werewolf. The GMG also has details for level-balanced encounters.
A flame over 2000*F will impart one "Fuel" rank to the critter, regardless of slurry.
Every thousand degrees F will add 1 to the critter's fire-influence.
Besides being a "law"/"chaos" skew, the presence of a particular wing or net may effectively multiply the weight of cauldron contents. For instance, the wing of a penguin or a walrus's flipper may multiply the effective weight of water & ice by 1d8p, for purposes of critter synthesis.
A magic wing, like an entire gruffon wing, or an ensorcelled hang-glider, may multiply the presence of magic items chucked in the cauldron, making one potion count as four or more.
The GM may rule that a super-robust net decreases fire-influence by 1 or more. A strong net could also increase the critter's grasp-rank.
The coffin, being iron or wood, could influence 'botanical', 'fungal', 'ice', 'mud', or 'earth' ranks, depending on whether the coffin has been used. If the catalytic coffin had been buried with someone quite violent, it could impart fire-influence. Other burial vessels, like a stone sarcophagus, could have differing final effects on the critter.
Using an entire tomb or labyrinth as the "coffin", or saying, "the entire world is a coffin", is a bit of a stretch.
Besides the effects mentioned at the beginning, there's also these:
Remaining Wand Charges | Speech | Grasp | Size | Mobility | Fire-nature |
0-19 | -d20 | -1 | -1 | +0 | +1 |
20-30 | -d10 | +0 | +0 | +0 | +0 |
30-57 | +d10p | +0 | +1 | +0 | +0 |
58-81 | +d100 | +1 | +1 | +1 | +0 |
81-91 | +2d6p | +2 | +0 | +2 | +1 |
92+ | +3d6p | +3 | -1 | +3 | +2 |
The wand's effect, or type, will have some influence on the produced critter. It could add a free rank in multiple appropriate elements and impart other factors. A wand's inner magics may grant knowledge to the critter made from it.
The critter's fundamental elements have an influence on its personality. Each rank in an element also dictates rolls on six petals of the critter's combat rose.
Dosha-name | Probable-Personality | Attack | Defense | DR | Natural-Weapon-Rank | Reach | ToP |
Sun | Diligent and solicitous. | +d10p | +0 | +0 | +0 | +1 | +1 |
Stars | Caustic; meddling or at least nosy. Secretive. | +1 | +d4p | +1 | +1 | +0 | +0 |
Moon | Reserved and manipulative. | +0 | +d4p | +d4p | +0 | +0 | -1 |
Fire | Ambitious and prone to overcommitting. | +2d6p | -d4 | +0 | +1 | +1 | -1 |
Smoke | Blusterous, reckless, and obvious. | +2d6p | -d4p | +1 | +1 | +1 | -1 |
Ember | Outgoing and flippant. | +d6 | +1 | +0 | +0 | +1 | -1 |
Water | Patient. Gets overinvolved. Changes things out of boredom. | +1 | +0 | +d4 | +1 | +0 | +0 |
Ice | Confident and poised; miserly and humorless. | +d6p | +0 | +1 | +1 | +0 | +0 |
Wind | Flighty, alert, ever-ready. Loves to motivate or at least agitate others. | +d4 | +d4 | +0 | +0 | +1 | -1 |
Botanical | Laid-back. Does not mince words. Has a long and detailed memory. | +0 | +0 | +1 | +1 | +0 | +d4p |
Fungal | Curious about a broad range of interests. Noncommittal and a great liar. | +1 | +0 | +1 | +0 | +d4 | +d4 |
Sulfurus | Fastidious and overscrupulous. | +2d4p | -d4 | +0 | +0 | +d4 | -1 |
Fuel | Earnest and generous. Pedantic. | +d4p | -d4 | +0 | +1 | +1 | +0 |
Iron | Very determined. Never gives up. Sore loser. | +d6 | -d4 | +2 | +2 | +0 | +1 |
Gold | Pliant and garrulous. A pygmalion and a pollyanna. | +1 | +0 | +0 | +0 | +1 | +1 |
Mud | Ponderous, sluggish, stout and staunch | +0 | +0 | +2 | +1 | +0 | +1 |
Rock | Hard-hearted and clamoring. Ornery and difficult to persuade. | +0 | -d4p | +d6p | +1 | +0 | +0 |
Gem | Sober, pensive, and slow to forgive. | +d6p | -d4p | +0 | +0 | +1 | -1 |
Earth | Shady, shifty, and scheming. Antagonistic. | +d6p | -d4 | +0 | +0 | +0 | +1 |
Void | All elements in equal harmony, or, an excess of nothingness. | +0 | +0 | +0 | +0 | +1 | +1 |
Additional element-rank influences | ||||||||
Dosha Name | Fire-influence | Size | Speech | Grasp | Mobility | HP | Legs Roll | Xtras |
Sun | +1 | +d2-1 | +d10p | +1 | +1 | +12 | +d20 | None |
Stars | +1 | +d2-1 | +0 | +0 | +1 | +12 | +d12 | Roll once (per lifetime) |
Moon | +0 | +d2-1 | +d10p | +1 | +1 | +8 | -d20 | Roll once (per lifetime) |
Fire | +2 | +0 | +0 | -1 | +1 | -4 | -d20 | None |
Smoke | +1 | +d2-1 | +d12 | +0 | +1 | +0 | +0 | None |
Ember | +1 | +0 | +d6p | +0 | +0 | -2 | -d10 | None |
Water | -1 | +0 | +d8p | +1 | -1 | +4 | +d6p | None |
Ice | -1 | +0 | -d8p | +1 | -1 | +0 | -d20 | None |
Wind | +0 | +0 | +d20p | -1 | +1 | +0 | +d4p | None |
Botanical | +0 | +0 | +d20p | +0 | -1 | +10 | -d20 | None |
Fungal | +0 | +d2-1 | +d10p | +0 | -1 | +10 | -d20 | None |
Sulfurus | +1 | +0 | +0 | +0 | +0 | +0 | +0 | None |
Fuel | +1 | +0 | +d6 | +0 | +0 | -6 | +0 | None |
Iron | +0 | +0 | -d8p | +1 | -1 | +12 | -d20 | None |
Gold | +0 | +0 | +d20p | +0 | +0 | +4 | +0 | None |
Mud | -1 | +0 | +d10 | +1 | -1 | +4 | -d20 | None |
Rock | +0 | +0 | +0 | +0 | -1 | +7 | -d20 | None |
Gem | +1 | -1 | +d10p | -1 | -1 | -4 | -d20 | Roll once (per lifetime) |
Earth | +0 | +d2-1 | +d6p | +1 | -1 | +9 | -d20 | None |
Void | -1 | -1 | -d10p | +0 | +0 | +0 | +0 | None |
If the creature's DR is over 4, it has a "carapace". If the DR is over 12, it's made of "subtle matter" like a ghost.
Fire is a completely special phenomenon whose workings and powers are a mystery. Fire is more than an alchemical element and its presence has to do with particle movement and the life of the universe. A creature with strong fire influence will tend to draw the ire of the ambitous, and will always be sorta eating itself alive. A fire-influenced creature will try to destroy traditions and scheme for power even in its sleep. Extremely fire-influenced creatures are physically frail and quite mean-spirited.
High fire-influence makes a creature have less legs, less capability of speech, and be less healthy. It does impart spellcaster ability, as long as the creature has the verbal aptitude. Most creatures cast bookless and don't have the arcane trascription talent. Possessing the arcane lore skill is also unusual.
A critter recieves the casting ability of a wizard, equal to its fire-influence rank. The specific spells are rolled randomly from the spell lists, one spell per level.
Fire-influence rank | Effect on critter (cumulative) |
1 | Attack -d4 |
2 | Speech -d20 |
3 | Leg-rank -d20 |
4 | -1 DR (minimum zero) |
5 | -1 grasp rank |
6 | Defense -d4 |
7 | -1 natural-weapon-damage rank |
8 | +1 body-composition rank |
9 | +1 mobility-rank |
10 | Natural fire beam weapon every 60s. +d6p (ignores DR) |
(repeat as necessary) |
Rank | Rough Size | HP | Physical Dmg Addend |
1 | Chihuahua | +5 | -4 |
2 | Rottweiler | +10 | -3 |
3 | Man | +15 | -2 |
4 | Horse | +25 | +2 |
5 | Hut | +35 | +5 |
6 | House | +50 | +10 |
7 | Hill | +200 | +20 |
8 | Mountain | +2000 | +38 |
01-49 | Can only grunt. |
50-74 | Can communicate concrete concepts in one language. |
75-89 | Can communicate abstract or complex concepts. |
90-98 | Can speak multiple languages. |
99 | Can additionally transceive radio waves. |
00 | Can communicate telepathically. |
0 | Has no special joints for holding things; may still have prehensile limbs. |
1 | Has claws that fold in one direction, sometimes suitable for brachiation. |
2 | Has opposable thumbs. |
3 | Has manipulation digits with pliant and locking tendons. |
4 | Has fine manipulators with manifold vacuum-like surface tension. |
The critter gets the HP from its size category, plus a number of hit dice (d8's) equal to its total element ranks.
1 | Floral |
2 | Slimy |
3 | Smooth-skinned |
4 | Furred |
5 | Scaled |
6 | Liquid Metal |
≤ 10 | Slug- or serpent-like body |
11 | Four tentacles |
12 | Eight tentacles |
13-14 | Quadruped |
15-16 | Biped |
17 | Six-legged |
18 | Eight-legged |
19 | Fourteen-legged |
≥ 20 | 1d30p-legged |
Other things should be a factor in the attitude and composition of the cauldron critter. Most of them aren't really predictable.