Description: The sorcerer first draws a pentagram in animal blood. Second, he sculpts a Golem (humanoid shape) from clay. Third, he places two onyx gems, valued at no less than 1000 credits each, for eyes. Forth, he places a heart, molded out of iron, into the clay body. Lastly, the mage recites the ritual ceremony. At the end of the ritual, the Golem will increase in size and transform into the chosen type and the sorcerer places a single drop of his blood on the behemoth's forehead to bring it to life. The process drains the mage of six S.D.C. points that must be regained through natural means.
All Golems are mystical creatures born of magic and almost indestructible. Since they are not of flesh and blood, psionic and magic attacks designed for human physiology and mind control do not affect them. That means Charms, Sleeps, Fear, Bio-Manipulation, Illusions, Paralysis, etc, have no effect. Since the construct was never alive, Turn Dead is useless, as is Banishment, Negation, and Remove Curse.
Physical attacks and energy magic can hurt a Golem, but do half damage. In many respects, a Golem is like a mummy, only bigger and tougher. The golem has no free will and will blindly obey any orders that it is given. This leads the Golem to follow the commands of the caster literally and with little interpretation. The Golem will not attack the caster unless directly commanded to, nor will it hurt the caster indirectly, such as causing the floor to collapse under the feet of the caster, unless directly commanded. Golems can be given very detailed instructions and they will be carried out flawlessly, it will not forget instructions or misinterpret them, unless they are vague, in which case the Golem will follow the instructions as literally as possible. It has no emotions, no fears, and is like a robot waiting for a direction. Golems will obey only the person who created it. When the creator dies, the Golem will follow his last command until it is destroyed. There are several different types of Golems, each with its own special abilities, but all are identical in behavior.
All golems share several other natural abilities. All golems have nightvision 200' (61 m), are immune to horror and awe factor, toxins, poisons, drugs, diseases, phobias, fear magic, illusions, and psionics that affect a target's mind. A Golem does not need to eat, drink, sleep, or breathe, so it is unaffected by gases and smoke, except when it impairs the creature's vision. Golems magically understand all languages, and have the following skills (skill percentage in parentheses): Math: Basic (80%), Land Navigation (60%), Track Humanoids (30%), and Climb (40% / 35%).
All golems can be enhanced from their basic stats, described below. Any such enhancement costs an extra spell casting when creating the golem, but there is no limit to the number of enhancements that can be added to a golem. Unfortunately, no enhancements can be added to an already created golem.
Although made from clay like all of the Golems, after the ritual has ended, the clay will magically transform into blood. The Blood Golem is composed entirely from fresh blood, held together by magic. Stronger and faster than the Flesh Golem, the Blood Golem is avoided by most spell casters, especially those of a good alignment. The only important exception to this are necromancers, who can gain access to creating a Blood Golem at an earlier spell level then normal wizards.
The clay golem is not as powerful as the stone golem, so by the time a Wizard is powerful enough to use this ritual, they tend to bypass the Clay Golem in order to use the more powerful and more useful Clay Golem. Although not as strong or as tough as the Stone Golem, the Clay Golem still maintains a good balance and is worth its lower cost.
Although made from clay like all of the Golems, after the ritual has ended, the clay will magically transform into dead and rotting flesh. The Flesh Golem appears to be similar to a Frankenstein monster with pieces of its body sewn together. While it is the weakest of the Golems, it is still a formidable adversary. Due to its nature, and its smell, most spell casters avoid creating Flesh Golems, but it is a favorite among Necromancers.
The Iron Golem is the most powerful of the normal constructs. It has the strongest armor and the highest strength, but it also slow and heavy. The iron golem is made entirely of iron and it can be shaped to include weapons, such as axes or swords instead of normal arms, the resulting damage is determined by the type of weapon.
A Sand Golem is composed of animated dirt and sand. Due to its nature, the Sand Golem has unique abilities that allow it to change its shape and travel around obstacle and through tiny passages. These golems are favored by sorcerers that create complex defense systems that take advantage of the golem's ability to change its shape.
The stone golem is the standard golem that most sorcerers create. It has a good balance of strength and endurance. Its immunity to small amounts of damage gives it a large advantage in combat, especially against opponents with only small weapons.