Mithril Golems, Magic Immunity...

DeathOfRats

First Post
Hi all,

Seems that a game I am playing in on rpol is bogged down by a dispute over what spells might affect a mithril golem (ELH). As players, we have thrown a forcecage around one and cast reverse gravity upon another three. We await the DM's decision as to what actually happens.

As it's Magic Immunity is worded differently to the standard golem Spell Immunity it is causing a lot of confusion. Can anyone help?


Magic Immunity (Ex): A mithril golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds while a haste spell restores 1d6 points of damage per caster level (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect.
 

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DeathOfRats said:
Hi all,

Seems that a game I am playing in on rpol is bogged down by a dispute over what spells might affect a mithril golem (ELH). As players, we have thrown a forcecage around one and cast reverse gravity upon another three. We await the DM's decision as to what actually happens.

As it's Magic Immunity is worded differently to the standard golem Spell Immunity it is causing a lot of confusion. Can anyone help?

I'm afraid I don't see where the confusion is. It has the same magic immunity as other golems, except that it's slowed by Slow spells and healed by Haste spells.
 

I would say it stepsright through the force cage.

Reverse Gravity
Transmutation

Level: Drd 8, Sor/Wiz 7

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Area: Up to one 10-ft. cube per two levels (S)

Duration: 1 round/level (D)

Saving Throw: None; see text

Spell Resistance: No

This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

Arcane Material Component: A lodestone and iron filings.

the rev grav spell seems to adjust natural law so i am inclined to say golems go up if they fail thieir reflex saves. if they make it, they most likly have a hand or two jamed into the ground. Then they could leap from the zone on thier turns. If the players ever whined to keep common sence from being used in game however then the magic doesn't do dink to them.

http://systemreferencedocuments.org/35/sovelior_sage/epicNonAbominations.html#golem
 
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UltimaGabe said:
I'm afraid I don't see where the confusion is. It has the same magic immunity as other golems, except that it's slowed by Slow spells and healed by Haste spells.

Immunity to Magic (Ex): A flesh/stone/iron/ clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
 

Ah. I'd be inclined to chalk it up to simply being a lazy re-print of the previous Magic Immunities, where the person just got careless when re-writing it. It would be far too powerful if a spellcaster couldn't affect it whatsoever.
 
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UltimaGabe said:
Ah. I'd be inclined to chalk it up to simply being a lazy re-print of the previous Magic Immunities, where the person just got careless when re-writing it. It would be far too powerful if a spellcaster couldn't affect it whatsoever.

thats why its epic
 

I treat golem spell immunity to be spell resistance infinity. This agrees with the listing above for immunity to magic, so I guess it isn't a house rule. My "assumption" that I use in-game is that spells that don't have spell resistance are not attacking with magical energy, but rather with some form of "physical" energy that is manifest through magic. For instance, a fireball that has spell resistance summons elemental fire from an arcane source. A fireball-type spell that gave no spell resistance would be a spell that conjurs natural flame using magic, and since natural flame is the same in this case as one magnificently giant torch, it is normal fire damage.
 

frankthedm said:
thats why its epic

No.

Any spell not subject to spell resistance is going to effect the golem normally. Epic or not.
A construct is already a big problem for a rogue, but the rogue can still hurt it. A fighter, barbarian, ranger, or paladin can still harm it, but no crits.
The "supernatural effects" would also make it immune to enhanced weapons, flaming or other special weapon abilities, or anything else. Epic or not . . .


No.
 

Falconnan said:
No.

Any spell not subject to spell resistance is going to effect the golem normally. Epic or not.
A construct is already a big problem for a rogue, but the rogue can still hurt it. A fighter, barbarian, ranger, or paladin can still harm it, but no crits.
The "supernatural effects" would also make it immune to enhanced weapons, flaming or other special weapon abilities, or anything else. Epic or not . . .


No.

Sorry, that is exactly what it does. :) Time for the PCs to stop using thier magic crutch.
 

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