Umarth
2007-12-31, 09:07 AM
Here's a nice freaky spell for evil casters. Should be especially fun for a BBEG who has the Golem hiding a little ways off.
Living Blood
Sor/Wiz 9, Cleric 9, Druid 9
Necromancy [Evil]
Components: V, S, M
Casting Time: 1 round
Effect: Creates a golem out of your blood
Range: 100 feet (see text)
Duration: Until Dismissed or Golem is killed
Saving Throw: No
Spell Resistance: No
As you cast this spell your body suffers a thousand tiny cuts and your blood flows out forming a large golem made completely out of blood. You must sacrifice at least 60 hit points to power this spell. The Blood Golem has twice as many hit points as the caster sacrificed.
While the blood golem exisits the caster is immune to hit point damage, ability or level draining effects, and poisions of all types. In addition while the blood golem exists all spells the caster knows are considered two level higher to cast (though this doesn't increase the DC). Thus a second level spell requires a 4th level spell slot Any spells prepared in incorrect spell slots to low for the new level can not be cast.
The spell lasts until the Blood Golem is killed. While the spell is active the hit points sacrificed can not be recovered by any means.
If at any point the Blood Golem is more than 100 feet from the caster the magic animating it immediatly ends and it disentigrates into a large pool of blood.
Name: Blood Golem
Size/Type: Large
Hit Dice: 20d10 +30 (135 or Special)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class 32 (-1 size, +1 Dex, +14 Natural, +7)
Damage Reduction: +10/--
Base Attack/Grapple: +15/+30
Attack: Slam +26 melee (2d10+11)
Full Attack: 2 slams +26 melee (2d10+11)
Space/Reach: 10ft./10ft.
Special Attacks: Rampage
Special Qualities: Construct traits, damage reduction 10/--, Darkvision 60, Immunity to magic, low light vision, Blood Bond, Blood Form
Saves: Fort: +6, Ref: +7, Will +6
Abilities: Str: 32, Dex: 12, Con: -, Int: -, Wis: 11, Cha: 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: Special
Equipment: --
Special Abilities:
Rampage: Every 1d4 rounds a Blood Golem may attack everyone within reach as a full round attack. (Slam +26 melee 2d10+11)
Blood Bond: While the Blood Golem exists and is within 1 mile of its creator the creator takes no damage from physical or magical attacks.
Blood Form: A Blood Golem can be directed to become a pool of liquid blood. While in this form it heals at the same rate as the caster would normally with full bed rest. While in Blood Form the Blood Golem can be attacked normally. The Blood Golem takes 10 minutes to reform from the
Blood Form: Blood Bond: While the golem is within 100 feet of it's creator it's creator is immune to hit point damage, ability or level draining effects, and poisions of all types.
Immunity: The Golem is immune to all magic including magic cast by it's creator.
Living Blood
Sor/Wiz 9, Cleric 9, Druid 9
Necromancy [Evil]
Components: V, S, M
Casting Time: 1 round
Effect: Creates a golem out of your blood
Range: 100 feet (see text)
Duration: Until Dismissed or Golem is killed
Saving Throw: No
Spell Resistance: No
As you cast this spell your body suffers a thousand tiny cuts and your blood flows out forming a large golem made completely out of blood. You must sacrifice at least 60 hit points to power this spell. The Blood Golem has twice as many hit points as the caster sacrificed.
While the blood golem exisits the caster is immune to hit point damage, ability or level draining effects, and poisions of all types. In addition while the blood golem exists all spells the caster knows are considered two level higher to cast (though this doesn't increase the DC). Thus a second level spell requires a 4th level spell slot Any spells prepared in incorrect spell slots to low for the new level can not be cast.
The spell lasts until the Blood Golem is killed. While the spell is active the hit points sacrificed can not be recovered by any means.
If at any point the Blood Golem is more than 100 feet from the caster the magic animating it immediatly ends and it disentigrates into a large pool of blood.
Name: Blood Golem
Size/Type: Large
Hit Dice: 20d10 +30 (135 or Special)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class 32 (-1 size, +1 Dex, +14 Natural, +7)
Damage Reduction: +10/--
Base Attack/Grapple: +15/+30
Attack: Slam +26 melee (2d10+11)
Full Attack: 2 slams +26 melee (2d10+11)
Space/Reach: 10ft./10ft.
Special Attacks: Rampage
Special Qualities: Construct traits, damage reduction 10/--, Darkvision 60, Immunity to magic, low light vision, Blood Bond, Blood Form
Saves: Fort: +6, Ref: +7, Will +6
Abilities: Str: 32, Dex: 12, Con: -, Int: -, Wis: 11, Cha: 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: Special
Equipment: --
Special Abilities:
Rampage: Every 1d4 rounds a Blood Golem may attack everyone within reach as a full round attack. (Slam +26 melee 2d10+11)
Blood Bond: While the Blood Golem exists and is within 1 mile of its creator the creator takes no damage from physical or magical attacks.
Blood Form: A Blood Golem can be directed to become a pool of liquid blood. While in this form it heals at the same rate as the caster would normally with full bed rest. While in Blood Form the Blood Golem can be attacked normally. The Blood Golem takes 10 minutes to reform from the
Blood Form: Blood Bond: While the golem is within 100 feet of it's creator it's creator is immune to hit point damage, ability or level draining effects, and poisions of all types.
Immunity: The Golem is immune to all magic including magic cast by it's creator.