Elementalist Spell Specification

Class: Earth

7. Mud Golem / 8. Clay Golem / 9. Stone Golem

BTS: n/a

ULT: 200/ 225 / 250 hours

Materials: sufficient mud, clay or stone or  to make the Golem

Actions: describe shape of Golem with hands or sculpt it

Effect of Throw:

Mud Golem Clay Golem Stone Golem
19 to 28  Insanity 27 to 36  Insanity 36 to 45  Insanity
29 to 32 Caster is turned to Mud 37 to 40 Caster is turned to Clay 46 to 49 Caster is turned to Stone (of same kind as Materials)
33 to 37 No Effect 41 to 45 No Effect 50 to 54 No Effect
38 to 47 Golem created with GL (T-37) 46 to 55 Golem created with GL (T-45) 55 to 64 Golem created with GL (T-54)
³ 48 Golem created with GL ((T+7)/5) FRD ³ 56 Golem created with GL ((T-1)/5) FRD ³ 65 Golem created with GL ((T-10)/5) FRD

Duration: t Cds - t(t-1)/2

Range: d ft -d(d-1)/2

Size of Golem(s):    10 ħS    -S    (sufficient Materials must also be used to create a Golem of the required Size)

No. of Golems created:    N    -(10N)-10

Notes:

  1. Golems are mindless, soulless creatures made out of Earth and animated by the Magic of Earth Elementals.  They do not count as Monsters (or any other kind of Being) as they have no souls.  Nor do they count as being living or Undead, though they share some similarities with Skeletons and Zombies.  Rogue Earth Elementals are sometimes also described as "Golems", but an encounter with Them is often with a Golem They have created to fight for them by proxy.
  2. Golems may be created out of Stone, Clay or Mud, dependent on the Spell used.  The Materials used affect the ADS and DAM, as per the Specification below.
  3. The Golem(s) created will obey the commands of the Caster, as interpreted by the Earth Elemental.  Ideally, these should be given in Old Speech (for greater precision) but any language will do, and may be supplemented by gestures.  Thoughts will not suffice, as Earth Elementals do not read minds.
  4. The Specification for Golems is as follows:

Stone / Clay / Mud Golems

Golem Level ("GL"): as determined by Throw

Typical Number Encountered: as determined by Variable Parameter / number of Golem Spells Cast

Usual Alignment(s): the Golem will not Detect as Aligned, but the Spell Creating the Golem will have the Alignment of its Caster for Dispelling purposes

Description: like a man made of Stone / Clay / Mud (or as sculpted by Caster)

Habitat: anywhere they may be created

Language: none

Chars: n/a

Movement:

Rate Melee Travelling
Walk 3 ft/sec 2 mph
March 5 ft/sec 3 mph
Run 8 ft/sec 5 mph
Charge 12 ft/sec n/a

Fighter Abilities:

GL/3, FRU AMR    D = 25 + (5GL) %    RD = 5 + (5GL) %    5 + (5GL) HP

Attack Modes:

Fist @ A = 10ML %, DAM = d10 (Stone) / d8 (Clay) / d6 (Mud)

Weapon @ A = 8ML %, DAM = as per Weapon Type + ML

The Golem will need to be given or instructed to pick up and fight with the Weapon.  If the Golem is shaped with a weapon in its hand made out of the Materials, it will count as a Fist.

HitLoc Table: as for People (with Sz determined by Variable Parameter).  If Golem is sculpted with a differnet shape, use the nearest appropriate HitLoc Table (e.g. for the shape of a Monster - Gargoyles are a popular choice).

ADS:

Stone Golems:    H all over, where H is determined by hardness of Stone used as Materials, from 3 for limestone to 10 for granite (a good Earth Elementalist will know his rock)

Clay Golems:    1 all over

Mud Golems:    0 all over

Effects of Specific Damage:

Hit Loc Area %age HP Damage taken Effects
Head 40% Decapitated, no effect on Golem's ability to continue Fighting (or as otherwise instructed by Caster)
Arms (*2) 75% Severed, may no longer be used to Fight
Chest 160% Cut in two, pieces may still Fight so far as able
Abdomen 120% Cut in two, pieces may still Fight so far as able
Legs (*2) 75% Severed - with one Leg Severed Golem may still stand and Fight and may Hop at up to 1/3 normal Movement rates, with two Legs Severed Golem will fall over but may still Fight so far as able
All Areas 300% Once the Golem has suffered 300% Specific Damage to all areas or 100% General Damage (which counts *3 towards the 300% SPecific Damage target), the Golem Effect is terminated in respect of that Golem

Does not Bleed.

Thievish Abilities:

M on Th Activities: none

Defensive ThL = 2GL    (This reflects the fact that the Golem is controlled by the Elemental, so it is very difficult to take it by surprise, for example.)

Other Abilities / Powers / Notes:

  1. Fire, Lightning, Poison and Acid Resistant
  2. Cold Vulnerable
  3. Mud Golems will dissolve and quickly take 100% General Damage in water.