Hypersmurf said:What sort of crazy spell is that!?
You fire a blast of magical force that strikes a target
unerringly, inflicting 1d4 points of damage per caster
level (maximum 10d4). Further, at the time of striking,
the bolt summons an outsider as if summon monster
I had been cast. The summoned creature can act
immediately upon appearing anywhere you desire
within 5 feet of the target, as described in summon
monster I. It remains for 1 round per caster level.
Hypersmurf said:What sort of crazy spell is that!?
Merlion said:Personaly I think the Magic Immunity of Golems is a bit over the top and a good bit unrealistic game world wise(tho thats purely IMO)
Merlion said:Its from the Book Of Eldritch Might. Neat concept if summoning monsters didnt stink so badly. Well I'm sorry it doesnt always stink the summoning spells can be good...some better options at low levels would just be nice...but thats a whole other story.
Murrdox said:I had a Golem who had a gem imbedded in his forehead. The Gem had a contingency spell and a teleport spell cast on it... basically that if the wearer takes too much damage, it teleports the Golem back to the wizard's tower.
My players argued that this doesn't work.
I seem to remember a magic item...a stone...that when you broke it, it teleported you to a predetermined location.
Murrdox said:I had a Golem who had a gem imbedded in his forehead. The Gem had a contingency spell and a teleport spell cast on it... basically that if the wearer takes too much damage, it teleports the Golem back to the wizard's tower.
My players argued that this doesn't work. I reasoned that the GEM is what is doing the teleporting, and is bringing the Golem with it like a character would bring equipment.