Golems are really cool creatures that, let’s face it, every mage wants to get their hands on. While grabbing an army of iron golem servants is certainly no problem for an NPC mage, however, if your PC wants only a single golem servant he has to wait until he has a ridiculous amount of treasure to spend on a servant that, by that time, is no longer as useful. The solution? Just like with everything else that is too expensive to own, you can rent instead! This week’s new spells offer a handful of ways to temporarily summon or control golems at a fraction of the cost. Enjoy.
FORGE FLESH GOLEM
School conjuration (summoning); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (human skin and hair and 2 pearls worth 105 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect one flesh golem
Duration concentration, up to 1 round/level, + 1d6 rounds
You summon into being a flesh golem, which serves you loyally so long as you continue to concentrate on it. While concentrating on the golem, you can directly control its actions (unless it goes berserk) so long as it remains within 60 feet. If the flesh golem moves beyond this distance, it may act as it pleases, though it attacks your enemies to the best of its ability. If you cease concentrating on the flesh golem, it immediately go berserk, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. 1d6 rounds after you cease concentrating on the spell, the flesh golem returns from whence it came.
ENSPIRIT CONSTRUCT
School transmutation; Level sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one inactive construct
Duration 1 round/level
Saving Throw Will negates, see text; Spell Resistance no
You imbue a construct with some of your own essence, empowering it and gaining some control over its actions. The target is allowed an initial Will save against the effect and may make a new Will saving throw at the end of each of its turns in order to end the effect. While under the spell’s influence, the target gains a +4 bonus to its Strength and Dexterity ability scores and acts as though under the effects of a haste spell. However, you suffer a -4 penalty to your Strength and Dexterity ability scores and act as though slowed so long as you maintain the effect. While under the spell’s effects, you may issue the construct orders as a standard action, which it follows to the best of its abilities; otherwise, it continues to act as it normally would. You may issue orders to the construct as a free action as part of casting this spell, allowing you to issue commands on the same round that the spell is cast.
FORGE IRON GOLEM
School conjuration (summoning); Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M (human skin and hair and 2 diamonds worth 800 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect one flesh golem
Duration concentration, up to 1 round/level, + 1d6 rounds
You summon into being an iron golem, which serves you loyally so long as you continue to concentrate on it. While concentrating on the golem, you can directly control its actions, so long as it remains within 60 feet. If the iron golem moves beyond this distance, it may act as it pleases, though it attacks your enemies to the best of its ability. If you cease concentrating on the iron golem, it immediately becomes hostile, attacking you and your allies to the best of its ability for 1d6 rounds, after which it returns from whence it came.
FORGE STONE GOLEM
School conjuration (summoning); Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (granite dust and 2 garnets worth 550 gp)
Range close (25 ft. + 5 ft./2 levels)
Effect one stone golem
Duration concentration, up to 1 round/level, + 1d6 rounds
You summon into being a stone golem, which serves you loyally so long as you continue to concentrate on it. While concentrating on the golem, you can directly control its actions, so long as it remains within 60 feet. If the stone golem moves beyond this distance, it may act as it pleases, though it attacks your enemies to the best of its ability. If you cease concentrating on the stone golem, it immediately goes into a berserk rage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. 1d6 rounds after you cease concentrating on the spell, the stone golem returns from whence it came.
REACTIVATION
School conjuration (healing); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (topaz dust worth 100 gp)
Range touch
Target inactive construct touched
Duration 1 min./level
Saving Throw Will partial, see text; Spell Resistance no
You imbue a construct with arcane energies, reanimating its fallen form. The target regains all of its hit points and becomes active again, obeying your spoken commands without question or hesitation for the spell’s duration, after which time it becomes free-willed and generally returns to following whatever commands it had before it became inert. Intelligent constructs may attempt a Will save in order to not fall under your control. They are reactivated regardless of whether they succeed on the saving throw or not.