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Mithril Golems, Magic Immunity...
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<blockquote data-quote="frankthedm" data-source="post: 1591019" data-attributes="member: 1164"><p>I would say it stepsright through the force cage.</p><p></p><p>Reverse Gravity</p><p>Transmutation</p><p></p><p>Level: Drd 8, Sor/Wiz 7</p><p> </p><p>Components: V, S, M/DF</p><p> </p><p>Casting Time: 1 standard action</p><p> </p><p>Range: Medium (100 ft. + 10 ft./level)</p><p> </p><p>Area: Up to one 10-ft. cube per two levels (S)</p><p> </p><p>Duration: 1 round/level (D)</p><p> </p><p>Saving Throw: None; see text</p><p> </p><p>Spell Resistance: No</p><p> </p><p>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.</p><p></p><p>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.</p><p></p><p>Arcane Material Component: A lodestone and iron filings.</p><p></p><p>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.</p><p></p><p><a href="http://systemreferencedocuments.org/35/sovelior_sage/epicNonAbominations.html#golem" target="_blank">http://systemreferencedocuments.org/35/sovelior_sage/epicNonAbominations.html#golem</a></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1591019, member: 1164"] 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. [url]http://systemreferencedocuments.org/35/sovelior_sage/epicNonAbominations.html#golem[/url] [/QUOTE]
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