Libram of Constructs (Magic Book)

The Libram of Constructs is a magical work giving full instructions for the manufacture of a range of golemlike constructs. The book radiates an evil aura, but may be used by any alignment except good. A wizard of the 12th level or higher may manufacture any of the puppets detailed below (except the ventriloquist puppet, which requires a 14th-level wizard to create). The manufacture of any such puppet requires a minimum of six weeks' magical research and construction, using materials and spells as the DM rules appropriate (see the following for an example). However, without a limited wish spell, there is a 1% chance per day the wizard is not able to control the puppet, which then attacks everything in sight. Without a permanency spell, there is a 1% chance per day that the puppet simply falls apart and is useless. Only an evil wizard has control over his creations using this book; all others who build constructs with the book are immediately attacked by their creations, which gain a +4 to attack against good-aligned wizards.
Only an evil wizard of the 18th level or higher can use the libram to build the single greater construct detailed in the work: a black golem. This entails three months' research and enchantments, and requires a perfectly crafted iron figure topped with the skull of a lich. Enchant an item, wish, and permanency spells are required for the manufacture of the golem. Special powers are instilled by the use of further spells. Gate and permanency spells are combined to create the open channel to the Negative Material Plane that gives the construct its ability to drain energy (one level) by touch. Two gems of seeing are fitted into its eye sockets, giving the golem the ability to see hidden, invisible, out of phase, astral, and ethereal objects and creatures. A protection from normal missiles spell and a limited wish are employed to give the creature immunity to all nonmagical weapons. Use of both versions of the fire shield spell gives the creature resistance to both fire and cold attacks. Finally, a combination of darkness 15' radius, phantasmal force, and slow spells give the golem its terrifying appearance, shrouded in a dark, shadowy penumbra in which wraiths and spectres appear to flit about (it is possible to see the golem, but indistinctly).
Any creature approaching within 15 feet of the golem must save vs. spell or be slowed for 22 rounds. Attacks against it are made at -2 to attack in addition to other penalties. Armed with a huge two-handed sword that does fearful damage in addition to the energy drain, the black golem is a powerful guard for any evil wizard's lair. While it is technically unintelligent, the black golem can follow quite complex instructions from its creator, making it a dreadful nemesis if so commanded.
It is whispered that a wizard of 21st level or above with a minimum Intelligence score of 19 can use the Libram of Constructs to create a still more powerful form of the black golem, a semisentient construct that can create juju zombies and other undead, commanding them in the service of the wizard who created it. This nightmarish creation can charm person by gaze and has other powers that hardly bear contemplation.
The DM should detail or modify the powers of this item as appropriate to his campaign. Use of this item by PCs is not recommended as it may damage campaign balance. If this item is allowed to reach Baator, it will then reappear in the hands of the most powerful lawful-evil wizard in the campaign world, as a reward for his services to his alignment.
Black golem: AC -1; MV 9; HD 12; #AT 1; Dmg 2-20; SA energy drain, slowing; SD magical weapons attack, saves at +2 against fire- and cold-based attacks (taking half or no damage), detects hidden/invisible/out-of-phase objects and creatures, immune to mind-influencing spells, -2 to be hit; AL NE.
Conjurer Puppet: AC 5; MV 9; HD 7+7; #AT 1; Dmg 2d6 (electrical wand) and special; SA hats or wand; SD immune to mind-affecting spells, electrical attacks, poisons, paralysis, and gas attacks, surprised one on 1 in 12; AL N. The conjurer puppet can throw one hat per round, with a maximum range of 30 feet, to a maximum of six hats per day. If a hat lands on a victim's head, -2 THAC0 penalty, roll 1d4 for the effect. The effect lasts for 1d4+1 rounds, with the hat disappearing after the effect, or after it is removed.
Roll	Effect
1 	Victim is blinded.
2 	Victim stares off in mute stupefaction.
3 	Victim collapses in helpless laughter.
4 	Victim attacks nearest companion.
Stun Puppet: AC 2; MV 9; HD 6+6; #AT 1; Dmg 1d10+1/ld10+1; SA stunning; SD immune to mind-affecting spells, electrical attacks, poisons, paralysis, and gas attacks; AL N. Blows from the puppet that hit on a natural 19 or 20 stun the victim (-4 THAC0 penalty, -2 damage, +4 AC penalty, movement rate halved, and inability to cast spells) for 1d6+1 rounds.
Ventriloquist Puppet: AC 3; MV 15; HD 5+5; #AT 2; Dmg 1d6/1d6 (fists); SA +1 on initiative rolls, spell use, drumming; SD spell use, immune to mind-affecting spells, electrical attacks, poisons, paralysis, and gas attacks, saves as 16th-level wizard; MR 15%; AL LE. The puppet can cast ventriloquism six times per day and the following spells once per day each: command, hypnotism, improved invisibility, and suggestion. It is armed with two rods of wood and metal that it can use to beat out a tattoo on any solid surface. After three rounds of listening to the drumming, victims must save vs. spell or be confused as per the 4th-level wizard spell for the duration of the drumming and for 1d4+1 rounds after that. The puppet can engage in melee and cast spells all in the same round, but while drumming, it cannot undertake any other action.
Category:Magic Items
Category:Magic Books
Category:Encyclopedia Magica