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sn#417345 filedate 1979-02-14 generic text, type C, neo UTF8
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C00002 00002 Name: FREDDY Owner: Doug Lenat Experience: 310,000
C00007 00003 Name:ABEL Owner: Doug Lenat Experience: 245,000
C00013 00004 CHARACTER TYPE -- ROBOT -- subtype of Fighter
C00023 00005 SPELLS -- Level 1
C00047 ENDMK
Cā;
Name: FREDDY Owner: Doug Lenat Experience: 310,000
Class: ROBOT Level: 11 Alignment: Neu Race: Robot
Strength Intelligence Wisdom Constitution Dexterity Charisma
17 11 9 18 10 11
Hits (+4): 102
Damage:
Gold banked: 158,170 Gold carried: 300; 10,000 in jewels
Doors: 1-3 Bars/gates: 13%
Current adjusted weight: 700 Extra weight: +3600
Armor class: -2 (2 robot in Plate; 2 +2 armor; 2 +2 shield)
Arm attack bonus: +11 (+1 Str, +8 for Fighter 11; +2 Sword)
Arm damage bonus: +3 (+1 Str, +2 Sword)
Missle attack bonus: +8 (+8 for Fighter 11)
Ability to speak with metal at will (veracity/felicity unaffected)
Armor class -1 when throwing spells in meelee
Ability to climb and descend stairs and ropes
90% ignored by noncorporeal undead; if attacked, get -2 on robot's attack
Arm holds 50 darts, fires 11/round, takes 2rounds to reload.
If hit by fire, tank has 9% chanc of exploding (2d4 for each oil, unconsc 1d12 t)
Cast healing spell 1r after death, 50% chance of healing/regen scroll 1r.
Saving throws: Poison 6 Wands 7 Stone 7 Dragon 7 Spells 10
Magic items, weapons, & armor:
+2 Plate armor (2 digested)
+2 shield (2 digested)
+2/+2 swords (2 digested) Detect magic, Speak
Rings with continual darkness and continual light compartments
One hour of help from Superhero w/ +3 sword,shield,armor (from DECK)
Scrolls
Know direction, Double-up, Charm metal, Major flaiming arm,
Explode, Stealth, Sphere of invulnerability, Mechanical wish
Fatal Spark no saving throw, Stealth, Major Repair, Regenerate
Pseudomagic Items:
14 darts with Continual Light/Darkness & Magic Mouths on them:
Orcas call, Singing, Counting, Screams, Laughs, Footsteps, Breathing
Magic Mouths on all magic possessions, which cry out at theiving attempt
Magic Mouths on back of body, sacks which warn of rear attack
Parchment and pellets with pseudospells on them: Wish, Explode
Equipment: [weight: 3800]
Carried (slung): 1 50' ropes 2 skins (water/wine)
Bandeleros of: 9 Holy Water 300 darts 15 Oil
Quiver containing: 13 Oil flasks 3 Torches 1 Tinderbox/flint
Worn around neck: 1 Silver Cross 1 Anti-garrot metal band under collar
On belt: 12 scrolls 1 silver mirror 24 darts
In backpack: 1 tool kit 9 holy water 10 spare oil 60 darts
In left arm: 50 darts Quiver of 50 darts over left shoulder
Spells taken in:
1st (1): Double-up
2nd (1): Flaming arm
3rd (2): Serious shock, Foam spray, Foam spray
4th (3): Major shock, Repair, Repair
5th (3): Improved vision, Major repair, Elec. shield
6th (1): Mechanical Wish
Proficiency Weapons: 2 3 4 5 6 7 8 9 10 man >man spc spd rate
----------- ------- -- -- -- -- -- -- -- -- -- --- ---- --- --- ----
Arm (+2/+2) 8 6 4 3 2 1 0 -2 -4 1d8+3 1d12+3 0 1 3/2
Darts (from arm) 14 12 10 8 6 4 2 2 0 1d3+1 1d2+1 1.5/3/4.5 11
Name:ABEL Owner: Doug Lenat Experience: 245,000
Class: MONK Level: 8 Alignment: L.G. Race: Human
Strength Intelligence Wisdom Constitution Dexterity Charisma
17 11 18.82 13 17 9
Hits: 26
Damage:
Gold banked: 41,712 Gold carried: 300; 10,000 in jewels
Doors: 1-3
Current adjusted weight: 700 Extra weight: +500
Armor class: -1 (AC 4 for Monk 8, +3 DEX mod; cloak of prot. +2)
Fist attack bonus: +5 (+1 Str, +4 for Monk 8)
Sword attack bonus: +7 (+1 Str, +4 for Monk 8; +2 for sword)
Sword damage bonus: +7 (+1 Str, +2 Sword, +4 Monk 8)
Missle attack bonus: +8 (+4 for Monk 8; +2 Dex; +1 Bow; +1 arrows)
78% ESP resistant
Able to speak with animals at will
Not subject to disease, haste, or slow; nor suggestion, hypnosis.
Feign death 16 turns at a time
Heal 1d6+2 points of damage on himself
Able to speak with plants at will (as Druid)
Able to dodge nonmagical missles on saving throw of Stone (10)
No damage at all if any saving throw is made
Half damage even if missed
Surprised only 1/5 of time (plus extra +2 on initiative due to DEX mod)
Can safely fall 30' if within 4' of a wall
Abilities as a thief of equal level:
Open locks: 67%
Find/remove traps: 55%
Move silenetly: 67%
Hide in shadows: 54%
Hear noise: 25%
Climb walls: 96%
Move 220'/turn
Attacks/meelee 2
Open hand damage 3-18
Can stun 1d6 rounds (or kill), if attack is 5 higher than "to-hit"
Percentage chance of killing: enemy AC+1 (old rules: 25%)
Saving throws: Poison 10 Wands 11 Stone 10 Dragon 13 Spells 11
Magic items, weapons, & armor:
+2 Cloak of protection
Umberhulk gem (1 umberhulk appears, serves 1 day)
+2/+2 sword See invisible
Rings with continual darkness and continual light compartments
+1/+1 Long bow, set of 12 +1 arrows (2 destroyed)
One hour of help from Superhero w/ +3 sword,shield,armor (from DECK)
Boots of silence
2 cure light wounds potions
1 oil of slipperyness
1 potion of Giant Strength
Pseudomagic Items:
14 arrows with Continual Light/Darkness & Magic Mouths on them:
Orcas call, Singing, Counting, Screams, Laughs, Footsteps, Breathing
Magic Mouths on all magic possessions, which cry out at theiving attempt
Magic Mouths on back of body, sacks which warn of rear attack
Parchment and pellets with pseudospells on them: Wish, Quivering palm
Equipment: [weight: 600]
Carried (slung): 1 50' ropes 2 skins (water/wine)
Bandeleros of: 9 Holy Water herbs 1 silver mirror
Quiver containing: 10 +1 arrows 3 Torches 1 Tinderbox/flint
Worn around neck: 1 Silver Cross Quiver of 12 silver arrows
In backpack: 1 tool kit 9 holy water 3 daggars
Proficiency Weapons: 2 3 4 5 6 7 8 9 10 man >man spc spd rate
----------- ------- -- -- -- -- -- -- -- -- -- --- ---- --- --- ----
Open hand (+1/+1 Str) 19 16 14 10 8 7 4 5 0 3d6+1 3d6+1 0 1 2
to stun: 24 21 19 15 13 12 9 10 5
to kill: (%) 3 4 5 6 7 8 9 10 11
Long sword (+2/+2) 12 10 8 7 6 5 4 2 0 1d8+7 1d12+7 3 5 2
Long Bow (+1;+1 arr) 10 8 7 5 3 1 0 -1 -2 1d6+1 1d6+1 7/14/21 2
CHARACTER TYPE -- ROBOT -- subtype of Fighter
Race: Mechanical
Alignment: Neutral
Requisites: Constitution > 16; Strength > 16
Hits: 1-10 * level (3/level after level 12)
Description: Lumbering tin men
LEVEL POINTS Spells 1 2 3 4 5 6 Move Damage Water Cold/Heat
1 0 1 0 0 0 0 0 20 1d3 3d4 100%
2 2000 3 0 0 0 0 0 40 1d4 3d4 90%
3 4000 4 1 0 0 0 0 60 1d5 2d4 80%
4 8000 4 2 0 0 0 0 70 1d6 2d4 70%
5 16000 3 3 1 0 0 0 80 1d7 2d4 60%
6 32000 3 4 2 0 0 0 90 1d8 1d6 50%
7 64000 2 4 3 1 0 0 100 1d9 1d6 45%
8 100000 2 3 4 2 0 0 110 1d10 1d4 40%
9 160000 2 2 4 2 1 0 120 1d10 1d3 35%
10 250000 1 2 3 3 2 0 120 1d10 1d2 30%
11 310000 1 1 2 3 3 1 121 1d10 1 25%
12 400000 1 1 1 4 4 2 122 1d10 0 24%
13 500000 1 1 1 4 4 3 123 1d10 0 23%
14 650000 0 1 1 3 4 4 124 1d10 0 22%
15 810000 0 0 1 2 4 5 125 1d10 0 21%
16 1000000 0 0 0 1 4 6 126 1d10 0 20%
17 1200000 0 0 0 1 4 7 127 1d10 0 19%
18 1400000 0 0 0 0 5 8 128 1d10 0 18%
>18 200000each gain one level 6 spell, move 1 faster, take 1% less temp. damage
Robots are antithetical to Druids, and often go out of their way to
destroy trees. They get along well with dwarves and half-orcs, passably
with most other humanoids, and poorly with elves. Their worst enemies by
far are Rust Monsters, and ANY robot encountering one must save versus
fear (spells) or flee in terror. Robots are not flesh and blood
creatures, and therefore do not emit the typical life-energy aura about
them; therefore, noncorporeal undead (such as wraiths) will never drain
levels from them, and will very rarely attack them (90% resistant).
Robots, for their part, do not believe in noncorporeal undead, cannot
usually see them, and will not blow upon them unless directly attacked by
one (in any case the robot's attack will be at -2 anyway). While robots
are extremely slow and awkward initially, at high levels they are
formidable opponents.
As robots progress, they become more and more sophisticated, and they
gradually lose their kinship toward raw metal, which accounts for the
curvilinear allotment of spells.
"Damage" refers to hitting with the robot's right arm, which attacks as a
short sword. Ingesting two magic swords in succession will permanently
give that arm the minimum of their plusses, the union of their abilities,
attacks as long swords, and the robot is subject to the max of their
intell/ego's. Ingesting two magic shields (or armor) gives the robot the
min of their plusses, and the union of any special powers they had.
"Water" refers to the damage a flask or skin of water can do to a robot.
A drizzle is 1 flask/turn, a heavy rain is 1 flask/round, immersion is 10
flasks/round.
"Heat/Cold" refers to the percentage of damage the robot will take from
heat and cold based attacks, including magical fire and dragon's breath.
This does not include electrical attacks, which are always full damage.
Robots save at +2 against all heat and cold based attacks.
At level 2 robots can descend stairs, and ascend them at level 3. Ropes
can be climbed down at level 4, and up at level 5. Robots weigh
2000+(500-2000), they are roughly 5' tall, 18" diam. From N' distant,
they have a N/10 % chance of being mistaken for humanoid. At level 10,
robots gain the ability to Speak with Metal at will.
Robots are treated as fighters with respect to most magic, armor, combat
tables, etc., except that they have NO proficiency weapons. Thus they
could wield a magic flail, but at the appropriate proficiency minuses.
Robots cannot use bows, but they can shoot darts (from their left arm) at
[level]/round; level and dex bonuses apply. The arm only holds 50 darts;
it takes the robot 2 rounds to reload. Robots of level 3 or higher can
cast spells simultaneously with neelee combat, but they will lose one
armor class when doing so.
Robots can carry an extra 1500 + 100/level in weight, due to their tough
construction (compared to living creatures). Their armor class is base 9,
not 10, but they cannot carry shields (though they can eat them!). Thus a
robot in plate would be armor class 2.
Robots require oil to run: 10 flasks/day (their "tank" can hold up to 100
flasks' worth, and they can of course carry additional oil). If they are
hit by fire, the oil in their tank has a 20-level% chance of exploding
(2d4 damage from each flask, unconscious for 1d12 turns, but heat damage
percentage reduction applies to this damage as well).
If killed by rust, the robot can be resurrected merely by a good scrubbing
(costing 1000gp and occupying 1 week of time). This has a 50% chance of
reducing his CONST by 1. If killed by other damage, the robot can be
repaired if he makes his RESURRECTION roll, at a cost of 1000gp x level,
and his CONST will definitely decrease by 1. The time required will be
level x 1d4 game days for these repairs. For 1 round after death, robots
can throw healing (repair, regeneration) spells, and have a 50% chance of
being able to read a similar spell scroll they may have. They cannot move
or communicate during this round, even if they choose not to heal
themselves.
SPELLS -- Level 1
SPEAK WITH METAL: One solid metal item (e.g., a key, but not a lock)
within 30' of the robot. 2 rounds. Veracity and felicty not
affected in any way. No saving throw.
LIGHT SHOCK: Identical to clerical Cause Minor Wounds spell, except the
damage is caused by electrical energy. The "touch" may be made
by either party, and can be through one or even two metallic weapons.
Thus if the attacker uses a sword and hits, a touch has been made.
RESIST WATER: For the next 2d4 rounds, all water damage is halved.
DEACTIVATE SENSE: Any one ability of the robot (sight, hearing,
smell, emotion, taste, respiration, feeling, locomotion) can be suspended
for 2 rounds/level + 1d6 rounds. Any one other sense is then
appropriately enhanced for that time. This is useful when, e.g.,
approaching Harpies or Medusae, or when listening at a door.
PROTECTION FROM METAL: One solid metal item within 40' of the robot can
be affected; that item will then only inflict half damage upon
the robot, and any saving throws will be at +2. Duration 1 turn.
There is no saving throw, although magic can negate this spell of course.
INGEST METAL: Metallic armor, weapons, shields, mechanisms, etc. can be
swallowed. As discussed above, some magical properties may be
acquired by the robot. Any damage done internally is doubled.
Items can be excreted any time within 1 day, but magic items
whose properties have been absorbed will no longer be magical.
PERSONAL SILENCE: For 5 + 1d10 rounds, the robot will be no noisier
than an elf or hobbit in leather armor.
KNOW DIRECTION: Using internal gyros, the robot can tell direction
to within 2d20 degrees. This is N/S/E/W, not up/down.
KNOW DEPTH: Using a diferent set of gyros, the robot can estimate
depth underground or altitude to within 1d20%.
DOUBLE-UP: For the next 6 rounds, the robot can perform two functions
each round (two blows, one spell and one spray of darts, etc.)
DETECT METAL & KIND: 100' radius, 10rounds (500', 10turns outdoors)
SPELLS -- Level 2
COMMAND METAL: One solid metal object can be commanded for 2 rounds;
the command must be a two-word imperative sentence ("attack Bilbo").
Range 60', no saving throw unless magical or wielded by a character
of level 8 (or intelligence 16) or more.
TRUTHSPEAK METAL: One solid metal object will answer 3 yes/no queries
honestly, to the best of its knowledge and experience. The
intelligence of the object is not relevant. No saving throw.
Range is 10'.
SPEAK WITH DEVICE: Like 1st level Speak with metal, but non-solid objects
can be affected (locks, traps, mechanisms).
HEAT METAL: Same as 2nd level Druid spell
SHOCK: Same as 3rd level Cleric spell Cause Serious Wounds, but electrical.
SPARK: Same as 1st level Minor Shock, but can be thrown as a bolt 15' long.
REPEL WATER: Impervious to water for 3 rounds, then quarter-damage for 10.
EXTINGUISH FLAME: Jet of CO2 spurts forth up to 15'. It can extinguish
1+1d4 flasks of oil's fire. Cannot be used offensively.
FLAMING ARM: Right arm flames; this may do additinal damage to opponents
if struck (if susceptible to flaming oil). 1d4 rounds.
DETECT TRAPS: same as 2nd level Clerical spell Find Traps.
MINOR REPAIR: Robot can heal 1d6 damage to itself. Cast in: 2 rounds.
FEIGN DEATH: This is the same as the Clerical spell (qv).
SPELLS -- Level 3
SERIOUS SPARK: 2d8 damage, 25' range, no saving throw.
SERIOUS SHOCK: 3d8 damage, creature touched, no saving throw.
FOAM SPRAY: Jet of CO2 20' long, cone-shaped, can be used defensively
(putout 5 flasks of oil worth of fire) or offensively, either
to blind 1d8 rounds, or stun 1d4-1 rounds (saving throws for these
attacks) or to make the ground slippery (50% chance of slipping
over an area up to 20'x20' immediately in front of the robot) 1d8 rounds.
TELESCOPE: Robot can see 60'/level underground, 400'/level
in full daylight (assuming no obstruction, fog, etc.). This
lasts 1 round/level, and cannot be prematurely terminated
by the robot. He is effectively blind (cannot see nearby
objects) during this spell.
TRUTHSPEAK DEVICE: Any mechanical contrivance can be compelled to answer
four YES/NO questions truthfully (to the best of its experience).
CHARM METAL: Any one solid metal object can be charmed for 2d12 rounds.
If it is wielded or on someone's person, he gets a saving throw.
Objects can be commanded to function, to fly, to freeze, etc.
PROTECTION FROM ELECTRICITY: For 2xLevel turns, robot saves at +3 against
electrical attacks (e.g., lightening), and suffers only half normal
damage in any case.
INVULNERABILITY FROM WATER: For 2xLevel turns, robot cannot be harmed by
water, and for the next 2xLevel turns, he suffers only half damage.
This spell requires 3 full rounds to cast.
DETECT MAGIC METAL OBJECTS: This is like the MU spell Detect
Magic, but it functions only for items with at least 50% metal
content. The robot will have a 5% chance of picking up a
property or plus of an object, and a 20% chance of detecting
that a curse exists on a cursed object. This lasts 1 round per
level of caster, and the robot can turn 60 degrees per round.
The sensing occurs in a 60 degree wedge extending 20'/level
of the robot, even through stone and metal (five times that
range outdoors).
LOCATE METAL OBJECT: Functions like locate object spell of MU or Cleric,
but range is very great (1000' underground, 10 miles outdoors)
and object class very limited (solid metal object only).
SPELLS -- Level 4
MAJOR SHOCK: 5d8 damage by touch. No saving throw permitted.
MAJOR SPARK: 4d8 damage in a bolt up to 35' long. Saving throw
allowed; if made, take 2/3 damage.
REPAIR: Robot can repair damage to itself, from whatever source.
He gains 1d6 hit points in 1st round, another 1d6 11th round,
etc., for a total of up to [level/2] such 1d6 repairs. If level/2
is odd, the final repair is 1d3.
MICROSCOPE: Similar to telescope, this allows the robot to
view any small adjacent object at 100x magnification per level,
for 1/2 rounds/level, during which time the robot is blind.
MAJOR FLAMING ARM: Right arm flames equivalent to two flasks of oil,
doing that amount of additional damage to opponent (if hit).
Duration [level+1] rounds.
PROTECTION FROM METAL 10' RADIUS: As first level spell, but duration
is doubled, and all members of the Robot's party within 10'
are each protected against one metal object (may be the same
one or a different one, at their choice).
IDENTIFY METAL: This works much like the MU spell Identify,
but there are no time limitations on when it may be thrown,
the base chance is 1.5 times what the same level MU's would be,
and the robot need merely touch the object to be identified.
The object must be at least 50% metal.
TRIANGULATE: The robot uses precise parallax measurements
to compute the distance to a particular object. He adds in
compensation for wind, gravity irregularities, etc., and is then
capable of unerringly hitting that target in subsequent rounds
of missle fire, up to and including the first round in which
that object or the robot moves. This takes 1 round to cast,
and the type of missle weapon must be announced in advance.
If the object moves during the round in which the spell is being
cast, there is a 75% chance of it failing (i.e., normal hit
probabilities next round).
ROBOT SUMMONING I: 1-4 robots appear, of levels 1-[level/2], after
a delay of 1d4 rounds, and remain and fight for 3d4 rounds.
FEIGN LIFE: The robot appears to have life energy. A wraith, e.g.,
might then waste time attacking the robot; a physician would
report the robot to really be a disguised humanoid; etc. The
robot has a 50% + 5%/level chance of passing for humanoid by
sight (not life-energy examination) if he wishes.
Duration is 2xLevel turns.
TONGUES: Allows the robot to understand and speak any language
of any creature (including monsters) within 40' for 1 round/level.
SPELLS -- Level 5
CRITICAL SHOCK: 7d8 damage by touch. No saving throw.
CRITICAL SPARK: 7d8 damage up to 60', saving throw (1/2 damage).
MAJOR SPARK NO SAVING THROW: 6d8 damage up to 35', no saving throw
allowed, but the robot suffers 1d8 damage as well.
ELECTRICAL SHIELD: Same as Mage's Fire Shield spell, but the energy
is electrical not chemical, and a humming noise can be heard.
PROTECTION FROM ENERGY: Protects against lightening, walls of force,
Bigby's various Hands, telekinesis, reverse gravity, etc.
Duration 1 round/level.
IGNORE WATER: Water damage is negated for 1 game day, and any
existing water damage is halved (if robot is still functioning).
BUILD HENCHMAN I: The robot is able to construct a small robot
to serve him, a kind of mechanical henchman. It will be
of level [caster/4] (.5 rounded down), and will serve him faithfully.
Each robot can have but one henchman at a time. This costs
1000 gold per level of the spell caster, and requires one game
day per level of the spell caster.
ORIENTATION: Robot will know with certainty what direction he is
facing, how much up/down tilt he has, what his depth and
altitude are, and (within 20% accuracy) where "on the map"
he is located.
BLUEPRINT: This is analogous to the Mage's Clone spell (qv). The
robot leaves a blueprint of himself behind.
EXPLODE: This is a suicidal move which is almost guaranteed to take
somebody along with the robot! He intentionally overloads
his circuits, heats up, and finally explodes. There is
2 rounds of preparation, 6 rounds heating, and 1 round of
explosion. Any creature within 10 feet of the robot takes
five times the robot's normal hitpoint total (not his current total),
and this decreases linearly, so, e.g, anyone 50' away would
take the robot's hitpoint total exactly; anyone 200' away would
take a quarter as much damage, etc. Saving throws are permitted,
but only for those more than 40' distant, and even then they
will take half damage. If the robot is attacked successfully
anytime during the course of this particular spell, it will
fail to go off. The exploded robot will never be reparable, but
he will long be remembered for this one.
RESIST MAGIC: No 1st-4th level Magical or Clerical spells have any effect.
Duration 3rounds/level.
ROBOT SUMMONING II: 1-4 robots appear, after 1-2 round delay,
ranging in levels from 2 to [level of caster]-3, and remain and
fight for 3d4+1 rounds.
BUILD HENCHMAN II: The robot is able to construct a small robot
to serve him, a kind of mechanical henchman. It will be
of level [caster/2] (rounded up), and will serve him faithfully.
Each robot can have but one henchman at a time. This costs
3000 gold per level of the spell caster, and requires one game
week per level of the spell caster.
STEALTH: The robot is able to make himself invisible and move silently
for 1 round/level. Even magic-resistant creatures must make
their magic resistance rolls twice to notice the robot.
~
IMPROVED VISION: For 2 rounds/level, the robot can see
invisible, use telescopic vision, microscopic vision, see creatures
on the ethereal plane (out of phase) and astral plane, as well
as normal vision (robot chooses each round).
MAJOR REPAIR: Robot can repair damage to itself, from whatever source.
He gains 2d4 hit points each round, for [level-1] rounds (unless disturbed).
SPELLS -- Level 6
FATAL SHOCK: 10d8 damage by touch, no saving throw.
FATAL SPARK: 10d8 damage, up to 100' distant, saving throw permitted.
(in which case half damage applies). Stuns robot for 1 round.
FATAL SPARK NO SAVING THROW: 9d8 damage, up to 120',
no saving throw allowed, but robot also takes 2d8 damage.
Robot will be stunned for 1d4 rounds after this.
REGRESS: Robot can cast any 2 lower level spells he chooses,
even 1st level, either simultaneously or separated in time
by at most 1 round/level. Duration, range, etc. are unaffected.
This prevents him from casting another 6th level spell for 5
turns, and 5th level spell for 1 turn.
WRITE: Robot can prepare scrolls of spells he knows. Cost of
materials is 2000 gold x level of spell x level of spell. Time
required is level x (level+3) game weeks of fulltime effort.
Thus a fifth level scroll would cost 50,000 gold and take
40 game weeks to prepare.
QUAD-UP: The robot can do 4 things simultaneously (4 attacks. or
1 attack 2 spells and 1 dart spray, etc.) for 1 round/level.
READ MAGIC: This enables robots to read MU scrolls and other
magical runes and symbols.
ROBOT SUMMONING III: 1-6 robots appear, after 1 round delay,
ranging in levels from [level of caster / 2] to [level of caster]-1,
and remain and fight for 3d4+2 rounds.
SPHERE of INVULNERABILITY: No missles, clerical, nor magical spells
can pass in or out of this transparent sphere, of radius up to
10' about the robot (his choice of radius) for 3 rounds/level.
Casting time is 2 rounds. Opponents swinging metal weapons
inside, or thrusting any body part inside, will suffer
1d6 damage per level of the robot for each round they act thusly.
(Saving throw applies; half damage). The robot needn't concentrate
on this once thrown.
MECHANICAL WISH: Similar to the MU's Limited Wish spell, this should
focus on some metallic or mechanical theme for best effect.
One Mechanical Wish spell could, e.g., request that all robots
in the party be healed completely. The robot has a 10%
chance of dropping one level (modified by up to 5% depending
how greedy/reasonable the wish was). At referee's discretion, 3
mechanical wish spells thrown at once (in tandem) are roughly
equal in power to one full Wish (MU spell); if thrown by the
same robot, he has a 60% chance of dropping one full level.
X-RAY VISION: Robot has (50+ 2xLevel)% chance of seeing
through a normal door (up to 3' thick stone, 5' wood), for
4 rounds. Even if he fails, he will sense a vague presence
if one exists immediately opposite the other side of the door.
This can be combined with Improve Vision (qv) for a quite
effective long-range X-ray scan.~
REGENERATE: This repairs 1 hit point of damage per TURN while the robot is
alive, and 1 hit point per ROUND after the robot dies, and lasts
until the robot is at full strength, no matter
how long that takes. If the robot dies, this is capable of
regenerating him (eventually!), perhaps even several times.
The duration is 1 turn/level, plus more time if the robot is
damaged at the end of that period.