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Character Classes Golem Master

Golem Master Ability Requirements: Dexterity 16+, Intelligence 11+, Wisdom 11+ Prime Requisite(s): Dexterity, Intelligence Hit Dice Type: d4 Allowed Races: Human, Half-Elf, Darkman, Dwarf Allowed Alignments: Any Build Point Bonus: 6 BP Spell Jacking? No

The Golem Master is a magic-using specialist class that has dedicated their lives to the pursuit of giving life to inanimate objects and corpses. They are magic-users and dress appropriately, although many forget their appearance and wear mismatched socks and stained smocks. Golem Masters are extremely intense individuals and dislike any interruptions to their work. Only 1 in 100 magic-users has the talent to become a Golem Master. Typically, these individuals become obsessed with the creation of artificial life. The ultimate goal of most Golem Masters is to find the secret or essence of life itself. Sometimes known as mad geniuses, Golem Masters are almost always wellfunded or independently wealthy. Golem Masters will occasionally create customized golems for a patron, but they charge triple the construction costs. Most Golem Masters employ at least a dozen hirelings to run their households, guard their labs and help with the construction of golems (typically masters and experts in certain skills, such as clay sculpting, stonemasonry, and metalworking when the Golem Master himself lacks such skills.) Golem Masters prefer hunchbacked assistants due to their dedication to the hard work of running a laboratory. Golem Masters dislike Necromancers, as they see them as cheats. Golem Masters have access to all the magic-user spells available to transmuters (i.e. they do NOT have access to the schools of Abjuration and Necromancy) and typically cast their spells exactly like their magic-using cousins (using the standard magic-user spell progression table in the Players Handbook). However, because of their unique approach to golem creation, Golem Masters have access to an array of spells available ONLY to the Golem Master. These spells are collectively known as the Golem Class spells, listed below. Some of these spells allow a Golem Master to create any type of golem without the requirement of certain spells to complete them. Golem Masters still pay the cost, time, and materials required to create such golems. The golem spell is usually cast on the final day of construction. Golem Masters can construct any type of golem in half the normal time, provided the Golem Master is high enough level to build the golem. Golem Master can construct the basics of a golem at their normal construction time in order to save them until they are able to cast the proper spell to animate it. Additionally, their expertise allows them to naturally calm golems that are berserk by putting them into a non-hostile state (saving throw vs. spell for the golem) and once per round they can attempt to stop a golem under the control of others (current controller must save vs. magic to maintain). Attacking a stopped or non-hostile golem will cancel the previous affects and prevent the Golem Master from trying again for ten rounds on that golem. However, they cannot command golems ordered by their creators, unless given permission or if they helped in the construction of that golem. Golem Master creations never go berserk in the presence of their master and they never disobey him. Over time, Golem Masters tend to focus on one type of golem and become very good at such creations. At anytime he is able to normally make a particular golem, a Golem Master may decide to specialize in that one type of golem. This specialization is a one time deal, meaning they cannot specialize a second time. In order to specialize, a Golem Master must spend one month, plus the three times the normal construction time of the golem they chose, of uninterrupted research for eight hours a day. What they are allowed to do during this time is as if they were researching a spell. In addition to the time required, the Golem Master must pay three times to normal cost of their specialized golem. If the specific golem has a varied cost, it is the max amount possible. This cost represents materials needed for the Golem Master to experiment with different ways to build their golem. As with the costs, the Golem Master needs a lab and books relating to his golem. If a Golem Master has a specific Tome of Golem Making for his golem specialization that he did not create, he may cut all costs and time in half. There are not other ways to reduce time and cost, even if the Golem Master has made this type of golem hundreds of times over. The benefits of specializing in a golem are the following adjustments to it: +1 movement rate, -1 armor class bonus, attack as one hit dice higher, +10% to hit points (rounded up) or +5 hit points (whichever is higher), +1 damage per damage die, +1d4 intelligence (if it has a score of 1 or higher), and one extra ability (if it has such, like a Puppet Golem). When creating a specialized golem, the Golem Master must spend the normal amount of time, instead of half, to create it due to the amount of detail and craftsmanship required. Golem Masters tend to charge up to three times the normal cost of these golems to potential buyers, who are usually eager for such these fine crafted guardians. The Golem Master is still able to create the standard version of his specialized golem, though it causes them heartbreak to not use their skills to the fullest. Golem Masters spend much of their time learning about golems. When encountering a golem the Golem Master has not created or does not have intimate knowledge of, a GM may allow an intelligence check (with whatever modifiers the GM feels are appropriate) to determine if the Golem Master can determine one of its abilities, immunities, or weaknesses. The Golem Master must spend a round observing it for each insight. He may gain a bonus to the roll when observing it in combat. The Golem Master can also use this ability to determine if something is a golem or not just by looking at it. This ability is great for determining if that statue is really a statue or a stone golem waiting for you to get close. The Golem Master must be within at least sixty feet with good lighting to use this ability. Many Golem Master are known to invest in Eyes of the Eagle or keep a healthy diet of eating their carrots to maintain their keen eyesight. At 12th level, Golem Masters can create Tomes of Golem Making and they can use such books without destroying them. At 14th level, Golem Masters produce an aura that makes all golems within 15 feet unable to attack them. Though loath to do it, very rarely will a Golem Master attempt to become a lich so that he can continue his study into creation. This requires him to have another assist him in the creation of the potion to become a lich. This marks one of the few times a Golem Master may use a necromancy item. Alternatively, the Golem Master may transfer his soul into a golem temporarily or permanently, via certain Golem Class spells.

Other Specialist Benefits The Golem Master gains on additional spell to memorize per spell-level, however, this additional spell must be taken from the Golem Class of spells. Golem Masters gain a +1 to saves against spells of alteration or golem variety because of their enhanced understanding of such magics. Targets of an alteration or Golem Class spell cast by a Golem Master receive a -1 to their saving throws. When researching new Golem Class spells, the Golem Master gains a +15% bonus. The Golem Master can scribe scrolls and create potions of the alteration or golem variety at 6th level.

Other Specialist Disadvantages The Golem Master may not research new spells outside of the field of alteration or golems. The Golem Master may not create magic items outside of the alteration or golem variety. The Golem Master receives a -15% penalty to learn or research spells outside of the field of alteration. The Golem Master must memorize at least one Golem Class spell per level or he loses one spell per spell level as well as the bonus spell for that level. The Golem Master, as a specialist in alteration magic, may not even learn spells of the schools of magic in opposition of Alteration: Abjuration and Necromancy. Only exception to this rule are spells that involve golems in any way. The Golem Master cannot use magic items that duplicate the effects of the opposition schools of Abjuration and Necromancy. The only exclusion are items that relate to golems in any way.

Starting Spells and Spell Acquisition At first level, the Golem Master starts with five spells in his spell book, just like the generalist magic-user. Unlike the generalist, however, the Golem Masters spells do not come from the general starting spells list. The Golem Master receives Read Magic, Write, two Golem Class spells as well as one randomly determined spell from the first level Alteration spell list. When the Golem Master advances in level, his new spell comes first from the Golem Class spell list, at the highest spell level he can cast. Golem Class spells marked as rare (certain types of golems) can not be learned when leveling and must either be researched from scratch or gain from study of that specific golems Tome of Golem Making (which halves time and cost of research), or by studying a live golem or the remains of a golem. Of course, any golem spell may be research as per normal research rules. If he already knows all the spells on this list, his new spell comes from the Alteration spell list, also at the highest level he can cast. If he also knows all the Alteration spells, the new spell must come from another eligible school (i.e. not Abjuration or Necromancy) at the highest spell level he can cast. The Golem Master must roll to learn the new spell if it is not a Golem class spell or an Alteration spell. If he fails to learn the spell, he does not receive a spell for reaching this level. There may be additional Golem Class spells for golems not listed in the Hacklopedias. The casting statistics will be similar to traditional golems, and the level of the spell is equal to the minimum character level needed to make such a golem (even if it is created by a non-magic user class, such as a cleric). TABLE: GOLEM MASTER EXPERIENCE LEVELS Experience Experience Accumulated Points Level Hit Dice (d4) 0 - 3,000 1 20+1d4* 3,001 - 6,000 2 2 6,001 - 12,000 3 3 12,001 - 24,000 4 4 24,001 - 48,000 5 5 48,001 - 90,000 6 6 90,001 - 130,000 7 7 130,001 - 175,000 8 8 175,001 - 275,000 9 9 275,001 - 400,000 10 10 400,001 - 800,000 11 11** 800,001 - 1,300,000 12 11+1 1,300,001 - 1,600,000 13 11+2 1,600,001 - 1,900,000 14 11+3 1,900,001 - 2,300,000 15 11+4 2,300,001 - 2,700,000 16 11+5 2,700,001 - 3,100,000 17 11+6 3,100,001 - 3,500,000 18 11+7 3,500,001 - 3,900,000 19 11+8 3,900,001 - 4,200,000 20*** 11+9

Level Title Golem Conceptionist Golem Designer Golem Formatter Golem Constructionist Golem Manufacturer Golem Re-Designer Golem Animator Golem Edificer Golem Fabricator Golem Creator Golem Master Golem Master Golem Master Golem Master Re-Animator Mage Re-Animator Mage Creation Master Arch Creation Master Arch Creation Master Arch Creation Master

* At first level Golem Master receive 20 points + 1d4. This twenty point kicker is received at first level only. ** Golem Master gain 1 hp per level after the 11th. *** 300,000 experience points per level for each additional level beyond the 20th.

First-Level Golem Class Spells


Blind Golem (Alteration) Range: 60 yards Components: V, S Duration: 1 rd./level Casting Time: 1 segment Area of Effect: One Golem Saving Throw: Neg. This spell temporarily blinds a golem, making it unable to see normally. This blinding reduces its attack rolls and saving throws by 4 and worsening its Armor Class by 4. A popular get away spell for the failed calming of a berserk golem. Detect Golem (Divination) Range: Touch Components: V, S Duration: 1 rd./level Casting Time: 3 segment Area of Effect: 60 radius Saving Throw: None This spell allows the caster to know if a golem is within the radius of his spell. The spell does not determine exactly where the golem is; only that one is nearby. It also does not tell the caster how many are nearby. The caster does have a 5% chance per level of determining the power of the golem or golems as a group in the spell radius. A single iron golem would register as extremely powerful, as would a ten or more puppet golems in the radius, or two to three flesh golems. Golem Sanctuary (Abjuration) Range: Touch Components: V, S, M Duration: 2 rds. + 1 rd./level Casting Time: 4 segment Area of Effect: 1 creature Saving Throw: None When cast, any golem attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the golem can attack normally and is unaffected by that casting of the spell. If the saving throw failed, the golem loses track of and totally ignores the warded creature for the duration of the spell. Those golems not attempting to attack the subject remained unaffected. Note that this spell does no prevent the operation of area attacks (Fireball, Ice Storm, etc.) While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. The component of this spell is a small silver mirror. Temporary Golem Pal (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: 24 hours Casting Time: 1 turn Area of Effect: One tiny sized doll Saving Throw: None This spell turns a regular plush doll into a temporary animated golem. The doll must of tiny size (2 or less) and filled with some type of stuffing wrapped in a cloth or leather-like material to hold in the stuffing. The doll has five hit points, AC of 8 due to its small size, a 4 movement, an Intelligence of 5, and a Strength of 1. The creature has no attacks (though for purposes of pushing objects and such, it is considered a half hit dice creature) and are usually used as scouts and to watch the caster while he sleeps and can understand most orders quite easily. It is immune to most magics but is easily destroyed by any type of fire magic and any type of weapons. At the end of the spell duration, the doll falls to the ground and becomes a normal doll once more. The same doll can be used over and over and easily repair from any cuts and slashes by sewing it (though fire destroys them for good). Oddly these dolls tend to develop personalities, even though they cannot speak. Every time this spell is cast on the same doll; it retains whatever personality it developed from previous castings and may even get smarter at the GM discretion (though never higher than 10). This has caused many eccentric or lonely Golem Masters to enchant them with the ability to talk (via Magic Mouth spell cast right after this one) and going so far to cast Permanency to have them

around all the time or make them their familiars. Rumor has it that these permanent Golem Pals leave for a hidden island of other misfit golems when their master dies, in search of companionship or another Golem Master to adopt them. The doll is the material component (this isnt destroyed at the end of the spell) along with a drop of water that is dripped onto the head of the doll at the end of the casting. Speak with Golem (Alteration, Enchantment/Charm) Range: 0 Components: V, S Duration: 2 rds./level Casting Time: 5 segments Area of Effect: 1 golem within 30 ft. Saving Throw: None This spell empowers the golem maser to comprehend and communicate with any golem that is not mindless. The golem master is able to ask questions of and receive answers from the golem, although friendliness and cooperation are by no means assured. Furthermore, terseness and evasiveness are likely, especially in more intelligent golems. (the more stupid ones will instead make inane comments). If the golem is friendly, it may do some favor or service for the golem master that does not interfere with its prime orders (as determined by the GM). This spell is often used by golem masters to communicate with golems that do not speak the golem masters language, ones that require special spells to communicate with them (such as Zoolems) or to speak with their golem pals.

Second-Level Golem Class Spells


Befriend Golem (Enchantment/Charm) Range: 60 feet Components: V, S, M Duration: 2 rds./lvl Casting Time: 2 segments Area of Effect: One Golem Saving Throw: Neg. When cast on a golem, the golem believes the caster to be an exemption to its orders (if exemptions exist) and an ally of its creator. The golem will not take any hostile action against the caster. The golem receives a saving throw to negate this spell. If the caster takes any hostile actions, is doing something contrary to the golems orders (such as being ordered that no one but the master may enter this room), or the master enters the room tells the golem to kill the caster, the golem will attack. Greater Temporary Golem Pal (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: 24 hours Casting Time: 1 turn Area of Effect: One tiny sized doll Saving Throw: None This spell is exactly like the 1st level spell Temporary Golem Pal except it may be cast on wooden dolls and plush dolls up to small size. If the doll is of small size, it has a movement of 6, 10 hit points, and a Strength of 3. It is the same in all other regards to statistics, even if the doll is of tiny size and made of wood. It is possible for a wood doll to have hands and carry objects. Invisibility to Golems (Illusion/Phantasm) Range: Touch Components: V, S Duration: 1 rd./lvl Casting Time: 3 segment Area of Effect: One person Saving Throw: None Casting this spell will make the touched creature to become totally invisible to golems. All golems cannot see the person, though he is still visible to non-golems. Attack a golem will end the spell and make the attacker visible to golems once more. This spell does not make the caster silent and intelligent golems may be able to determine where invisible person is and attack them at the normal -4 to hit invisible creatures.

Minor Disrupt Golem (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 1 segment Area of Effect: One Golem Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. A wave of energy flows from the casters hands and flows into the golem. This energy strikes one golem. The wave of energy looks kind of like heat waves encompassing the golem, causing 1d4+1 points of damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems).

Third-Level Golem Class Spells


Create Puppet Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Puppet Golem Saving Throw: None With this spell, the caster can finish the final process of making a Puppet Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Charm Golem (Enchantment/Charm) Range: 120 yards Components: V, S Duration: 1 turn/level Casting Time: 3 segment Area of Effect: One Golem Saving Throw: Negates This spell affects any single golem it is cast on. The golem receives a saving throw vs. spell to avoid the effect. If the golem receives damage from the casters group in the same round the Charm is cast, an additional bonus of +1 per hit point of damager received is added to the golems saving throw. If the spell recipient fails its saving throw, it regards the caster as a trusted friend and ally to be heeded and protected. If the caster harms, or attempts to harm, the charmed golem by some overt action, or if a Dispel Magic spell is successfully cast upon the charmed golem, the Charm spell is broken. If two or more charm effects simultaneously affect a creature or the master of the golem is present, the result is decided by the Gm. This could range from one effect being clearly dominant, to the golem being torn by conflicting desires, to a new saving throw that could negate both spells and cause the golem to ignore its creator. This spell automatically works against berserk golems, is permanent, and the golem treats the caster as his new master. If the previous master is present during the casting of this spell, the golem receives a saving throw vs. spell. If the golem fails, it is now under permanent control of the caster. Disrupt Golem (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 3 segment Area of Effect: One Golem Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. A wave of energy flows from the casters hands and flows into the golem. This energy strikes one golem. The wave of energy looks

kind of like heat waves encompassing the golem, causes 1d6+1 damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems). Improved Invisibility to Golems (Illusion) Range: Touch Components: V, S Duration: 2 rds./lvl Casting Time: 3 segment Area of Effect: One person Saving Throw: None This spell is exactly like the 2nd level version except the caster can attack and remain invisible. Golems may try to attack back, but at a -4 to hit the attacker. Lesser Golem Mending (Alteration) Range: Touch Components: V, S Duration: Permanent Casting Time: 5 segments Area of Effect: One Golem touched Saving Throw: None When casting this spell and laying his hand upon a golem, the golem master causes the golem to repair of one point of damage per level of the caster. This healing only works on golems and can restore burnt golem pals. The caster is immune to any attacks/special abilities caused by touching the target golem when casting this spell. Temporary Golem (Alteration) Range: 10 yards Components: V, S, M Duration: 2 rnds./lvl Casting Time: 1 round Area of Effect: Parts in a 10 radius Saving Throw: None When this spell is cast, a hastily strewn together golem is constructed and animated for 2 rounds per level of the caster. It as an AC of 10 minus 1 per two levels of caster, Hit Dice equal to the caster, hit points equal to caster, two attacks per round for 1d6 points of damage each. At the end of the duration, the golem disintegrates and can never be animated again. The golem is generally similar to a flesh golem (though none of the special abilities/immunities) and the parts must have been ready ahead of time, though the spell holds the creature together. The material components are enough body parts to form the golem and enough stitching to put it together. Despite the parts used, the golem statistics do not change from above.

Fourth-Level Golem Class Spells


Create Tin Soldier Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Tin Golem Saving Throw: None With this spell, the caster can finish the final process of making a Tin Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master.

Create Zoolem I (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Tin Golem Saving Throw: None With this spell, the caster can finish the final process of making a Zoolem of either Hawk/Eagle or Dawg/Money/etc type. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Major Disrupt Golem (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 3 segment Area of Effect: One Golem Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. A wave of energy flows from the casters hands and flows into the golem. This energy strikes one golem. The wave of energy looks kind of like heat waves encompassing the golem, causing 1d8+1 points of damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems). Golem Mending (Alteration) Range: Touch Components: V, S Duration: Permanent Casting Time: 5 segments Area of Effect: One Golem touched Saving Throw: None When casting this spell and laying his hand upon a golem, the golem master causes the golem to repair of two point of damage per level of the caster. This healing only works on golems. The caster is immune to any attacks/special abilities caused by touching the target golem when casting this spell.

Fifth-Level Golem Class Spells


Create Blood Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Blood Golem (usually in buckets) Saving Throw: None With this spell, the caster can finish the final process of making a Blood Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master.

Create Straw Scarecrow Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Straw Golem Saving Throw: None With this spell, the caster can finish the final process of making a Straw Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Create Skull Necrophiduius Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Skull Golem Saving Throw: None With this spell, the caster can finish the final process of making a Skull Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Create Guardian Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Guardian Golem Saving Throw: None With this spell, the caster can finish the final process of making a Guardian Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Create Zoolem II (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Tin Golem Saving Throw: None With this spell, the caster can finish the final process of making a Zoolem of Lion/Tiger type. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Greater Golem Mending (Alteration) Range: Touch Components: V, S Duration: Permanent Casting Time: 5 segments Area of Effect: One Golem touched Saving Throw: None When casting this spell and laying his hand upon a golem, the golem master causes the golem to repair of three point of damage per level of the caster. This healing only works on golems. The caster is immune to any attacks/special abilities caused by touching the target golem when casting this spell.

Minor Disruptive Blast (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 3 segment Area of Effect: 30 radius Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. An explosion of energy of energy flows from the casters hands to a location of his choice. This energy strikes all golems in the energy effect. The explosion of energy looks kind of like heat waves encompassing the targets, causing 1d4+1 points of damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems).

Sixth-Level Golem Class Spells


Create Muck Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Muck Golem Saving Throw: None With this spell, the caster can finish the final process of making a Muck Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Diseased Muck Golems can also be created with this spell but it also requires either a Cause Disease spell cast on the golem or they can be filled with diseased blood or the remains of a diseased victim. Create Zoolem III (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Tin Golem Saving Throw: None With this spell, the caster can finish the final process of making a Zoolem of Horse/Deer type. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Disruptive Blast (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 5 segment Area of Effect: 30 radius Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. An explosion of energy of energy flows from the casters hands to a location of his choice. This energy strikes all golems in the energy effect. The explosion of energy looks kind of like heat waves encompassing the targets, causing 1d6+1 points of damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10%

the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems). Possess Golem (Enchantment/Phantasm) Range: 10 feet per level Components: V, S, M Duration: 2 rnds./level Casting Time: 5 segment Area of Effect: One Golem Saving Throw: Neg. This spell allows a Golem Master to transfer himself temporarily into a golem. Golems the master controls do no receive saving throw. The golem no controlled by the caster receives a saving throw. If failed, the casters soul resides in the golem. The caster can control the golem as if it were his own body, though he may not cast any spells while inside. His living body goes into a deep sleep and falls to the ground. The caster retains his mental abilities and is still subject to mind affecting magics. Other than death, the only way to expel a possessed golem is to cast a successful dispel magic on the golem. If the golem is slain while the Golem Masters soul is in the golem, it returns immediately to his body and he is stunned for one round from the shock of the experience. If the casters original body is slain, he remains in the golem permanently until slain (dispel magic will no longer expel them from the golem). Unfortunately he can never cast spells while in the golem body except spells that would normally harm the type of golem, unlike the ninth level spell Become Golem that allows spell use. The only way to restore him to his original body is by destroying the golem he possesses (i.e. killing him) and casting a raise dead or similar spell. Those casters who bodies are lost or destroyed, they usually have to seek out those willing to transfer their souls into another sort of body via special magics or live out their lives as a golem.

Seventh-Level Golem Class Spells


Create Flesh Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Flesh Golem Saving Throw: None With this spell, the caster can finish the final process of making a Flesh Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Create Gristle Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Gristle Golem Saving Throw: None With this spell, the caster can finish the final process of making a Gristle Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master.

Golem Shapechanger (Alteration) Range: 0 Components: V, S, M Duration: 1 turn/level Casting Time: 9 segments Area of Effect: The caster Saving Throw: None With this spell, a Golem Master is able to assume the form of any type of golem. The caster becomes the golem he wishes, and has all of its abilities save those dependent upon Intelligence, innate magical abilities, and magic resistance, for the mind of he creature is that of the spellcaster. He does gain all the immunities and abilities of the golem that do not require intelligence, such as an iron golems poison breath or a clay golems ability to haste. The caster can change into whatever type of golem any time during the duration of the spell. The golem has whatever hit points the Golem Master had at the time of the shape change. Each alteration in form requires only a second, and no system shock is incurred. A golem master adopting a golem form also adopts its vulnerabilities. Unlike similar spells, a Golem Master who is killed in another form does not revert to his original shape, which may disallow certain types of revivification. The material component is a circlet made of from the remains of a golem, which shatters at the end of the spells duration. In the meantime, the circlet is left in the wake of the Golem Shapechanger, and premature shattering ends the spell immediately. Major Disruptive Blast (Invocation/Evocation) Range: 10 feet per level Components: V, S, M Duration: Instantaneous Casting Time: 7 segment Area of Effect: 30 radius Saving Throw: 1/2 This spell disrupts the magic of any type of golem, literally pulling its magic apart at its seams. An explosion of energy of energy flows from the casters hands to a location of his choice. This energy strikes all golems in the energy effect. The explosion of energy looks kind of like heat waves encompassing the targets, causing 1d8+1 points of damage for every two levels of the caster. This attack ignores any type of normal golem resistance to magic. Golems disrupted (i.e. killed) by this type of spell, remain completely intact. A golem master could reanimate it under its control at only 10% the cost (for basic material to inscribe new runes, polish it, or just plain touch up work) and at only 10% the time (minimum one day). Reanimated golems are no longer of the control of their original creator. The material component for this spell is a one inch piece of material that is in common with the golem (such as blood for Blood Golems or a piece of iron for Iron Golems).

Eighth-Level Golem Class Spells


Control Golem (Enchantment/Charm) Range: 120 yards Components: V, S Duration: Permanent Casting Time: 9 segment Area of Effect: One Golem Saving Throw: Special This spell allows a Golem Master to permanently take control of another golem that is not his own. The golem treats the Golem Master as its creator and master and receives no saving throw if unintelligent and is a type of golem the Golem Master could create normally. Intelligent golems receive a saving throw vs. spell at a -4 penalty and certain special, non-standard golems, also receive a saving throw with no modifier or bonus (GM choice). Should the owner be present, the golem receives a saving throw vs. spell with a -2 penalty in addition to any other modifier. If the golem fails, it is now under permanent control of the caster.

Create Clay Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Clay Golem Saving Throw: None With this spell, the caster can finish the final process of making a Clay Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master. Create Stone Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Stone Golem Saving Throw: None With this spell, the caster can finish the final process of making a Stone Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master.

Ninth-Level Golem Class Spells


Become Golem (Alteration, Necromancy) Range: 60 feet Components: V, S, M Duration: Permanent Casting Time: 1 round Area of Effect: One Golem Saving Throw: Special A golem master can permanently transfer his soul into a golem. After the process is complete, their living body slowly dies of thirst and hunger. The golem body now becomes the permanent home for the caster. In essence, this is the Golem Master version of lichdom. The caster is now a golem in all respects, except they keep their mental attributes and is unaffected by mind affecting magic unless they allow it. The Golem Master also retains his spell casting, though the physical structure of the golem may restrict it. Popular types of golems are usually flesh, clay or stone, as they still have usable fingers not attached to a weapon or made into a solid fist. This spell has also been known to be used to transfer the casters soul from one golem to another. The old golem body becomes limp and unanimated once the transfer is complete. If the golem is under someone elses control, the golem may receive saving throw. If successful, the Golem Master must make a successful system shock or die. The caster may try again the next round. Golem Masters are rumored to have designed this spell with a short casting time to ensure they cheat death with their golems nearby. It is also possible to transfer oneself into a doll or normal puppet if no golem exists nearby. This is rare and such Golem Masters usually attempt to find a real golem to transfer into immediately. There is a rumored case of an evil Golem Master transferring himself into such a doll while wounded and escaping the local city guard. Most figure this is just a story to scare children, with it being embellished so much that this murdering Golem Master developed spells to swap him into someone elses body, marrying another doll and even having a child. Create Iron Golem (Alteration, Enchantment/Charm) Range: Touch Components: V, S, M Duration: Permanent Casting Time: 1 turn Area of Effect: One Iron Golem Saving Throw: None With this spell, the caster can finish the final process of making an Iron Golem. This spell replaces the normal spell requirements of making the golem. The golem must be in a completed state, i.e. the proper time and money was spent to create it. The spell is cast on the last day of creation and is the last step. Once this spell is complete, the golem function per the normal rules for a completed golem with the spell caster or another designated as its master.

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