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The young priestess Irena was too naive for her own good. In an effort to understand the creature's torment, she attempted to look into it's mind. 'Twas then, I beleive, that she began to lose her own. Of course, when the object of her pity used it's hideous claws to pluck out her lover's heart, her miserable fate was sealed.

- Fragment of a diary

Golems & Magic

The magical abilities of golems are as diverse as the creatures themselves. Further, there is much variation in the effect that magic has upon them - so much so that I hesitate to put forth my observations on the subject, lest my words be taken as fact. Thus, the information in this section should be viewed as educated assumptions, studied estimation, and cautious advice.

Magical Powers

While some golems have innate abilities that mimic certain spells (see Chapter Three), I have never heard of a golem that could actually cast a spell of any kind. What an unspeakable horror such a creature would be! Fortunately, the Created seem physically and mentally incapable of the complex manipulation of magical energies performed by wizards and priests. True, golems can be extremely cunning in their thinking. Nevertheless, their brains lack the necessary flexibility, if you will, as well as the high levels of reasoning required to properly channel mystical forces.

Some sages have presented a second theory to account for this lack of spellcasting ability. This theory holds that the same energies which imbue life and superhuman strength in the golem's body actually "overcharge" the delicate parts of the brain and body which allow a mage to channel and weave magic.

Regardless of which theory (if either) is valid - or if, as I believe, some combination of the two is the cause - I feel it is safe to state that golems do not cast spells. However, as I have noted, a number of golems do exhibit certain limited spell-like powers, such as the ability to slow their opponents or cause paralyzing fear. Normally a golem will only have one or at most two of such abilities, if indeed it has any at all. Still, a pessimistic attitude is probably best when considering the various abilities of such diverse creatures.

On that note, I shall turn the tables on the golem, and discuss the possible effects that spells cast by would-be golem hunters may have upon it. Be certain that any spellcasters of your acquaintance are aware of this information, for it may prove vital in keeping you and your companions alive. Thanks for much of this material are due to several mages and priests - brave folk who generously shared their expertise in hope of aiding others embroiled in the war against evil.


Whatever their construction, golems are immune to spells affecting the mind (charm, sleep, hold, etc.). They are also immune to spells affecting the respiratory system and other life functions that are alien to golems. Exceptions are noted in appropriate monstrous manual entries. Remember that all members of the Created gain a +4 saving throw bonus against any spell causing physical damage.

Spell Effects

Due to the impenetrable nature of their minds and bodies, golems are immune to many spells. In particular, they resist all efforts to bend their will; they cannot be charmed or lulled to sleep. As they do not need to breathe, they cannot be harmed by magic affecting the respiratory system. And since they do not age, they are immune to most life-altering spells, including those which ordinarily cause disease. Finally, they sustain far less damage in combat than we mortals do, and are completely immune to cold-based and electrical spell attacks.

Nonetheless, magic is one of the foremost weapons in the golem hunter's arsenal. Certain familiar spells have particularly devastating results when used against the Created.

In the following section, I shall discuss selected spells that function in perhaps unexpected ways (or not at all) when applied to the Created.

Wizard Spells

It seems that "heavy duty" spells, especially flame-based castings, offer the most certain means of damaging the Created. However, spells should always be selected with care; the best magical arsenal includes a broad range of physically damaging effects.

The reasons for the caution above by now may seem obvious, but I would rather repeat myself than gloss over important information too readily. All golems are different. Although the details I shall impart here are given in good faith, dear reader, and seem to be generally true, this by no means indicates that the golem you face will not have capabilities, defenses, and even vulnerabilities different from those 1 explicate herein. Simply put, when faced with a specific threat, generalities do not make the strongest of shields.

Illusion/Phantasm: Magic spells relying directly on tricking the mind normally do not work on the Created. So spells such as hypnotic pattern, spook, and the like are utterly worthless against these foes. However, illusions that affect an area and are not cast directly upon the mind of the golem (phantasmal force or phantasmal killer, for example) do fool the Created.

Another exception to this rule seems to be spells causing invisibility. Although it is not exactly clear why such magic spells are effective against the Created when other illusions are not, I theorize that these spells in some way physically act upon the subject turned invisible, not the mind of the viewer. Or it may be - as the great mage Hermaine Gingold suggests - that the invisibility spell acts as a filter, physically enveloping the invisible subject and directing the viewer's attention around and away from it. Whatever the truth, golems cannot see invisible opponents any better than we do ourselves - which is to say, not at all.

Charm Spells: As with the illusion spells above, charm spells such as sleep, hold monster, charm monster, and the like rely on affecting the mind of the subject, and thus are useless against the golem. The minds of the Created seem impervious to all forms of mental manipulation.

Animate Dead: This spell does not affect the Created.

Contagion: Golems are not subject to disease of any kind; hence, this spell has no effect.

Detect Magic: Given their extraordinary powers, golems are often described as magical. However, the Created do not appear to be magical creations in the sense that enchanted weapons, caryatid columns, or such are magical. The nature of such items and "created" creatures is readily monitored when a wizard uses a detect magic spell. Most golems are not detectable by such a spell. I have only heard of one or two cases in which a golem was successfully spotted in this manner, and even then I am unsure as to whether the "golems" in these instances were true members of the Created. In any event, the wise hunter will not count on such devices to ferret out his quarry.


Unlike ordinary golems created by mages and priests through the use of spells and manuals, the golems born of obsession are not detectable by the detect magic spell.

Dispel Magic: Although this spell works admirably with some few golems, in general it has no effect. The only golems who are "stunned" by this spelt are the relatively stupid automatons created by mages and priests. However, such creatures are not the proper subject of this work.

ESP: This spell does not seem to work on golems. Additionally, I have seen mages faint with horror when making the attempt to contact such an alien and evil mind as that of the Created.


A wizard who attempts to use ESP on a golem must immediately make a horror check due to the incomprehensibly evil and frightening thought patterns. In any case, the caster will never receive useful information from the contact.

Irritation: This spell has no effect on golems.

Move Earth: If my research is reliable, this spell harms most clay golems. Other golems are unaffected.


Move earth inflicts 4dl0 points of damage upon a clay golem. A successful saving throw halves damage.

Polymorph Other: To my knowledge, no wizard has ever successfully used this spell against a member of the Created. Even flesh golems are immune; it appears they lack the necessary qualities of the normal, living beings who are susceptible.

Protection from Evil: This spell does seem to offer some protection against the Created. However, as they are not summoned creatures, it does not keep them at bay.


When attacking, a character who enjoys such magical protection from evil, golems suffer a -2 attack roll penalty. Further, the protected character receives a +2 to all saving throws against the golem's attacks. However, once the character attacks the golem, the protection is lost.

Protection from Evil, 10-Foot Radius: This spell functions under the same restrictions as its counterpart (see above).

Reincarnation: Unfortunately, the spirit within the golem is too twisted and warped, or perhaps simply too trapped, to be removed from the golem body by this spell's force.

Stinking Cloud: This spell does not affect the Created.

Stone to Flesh: This spell can turn a stone golem into a flesh golem. The spell's reverse can transform a flesh golem into one of stone.


A stone golem is allowed a saving throw against the stone to flesh spell and its reverse. Failure indicates that goiem has been transformed.

Trap the Soul: This spell does not seem to work against the Created. Either the golem simply does not have a soul to trap, or the soul is too strongly attached to its golem body to be removed by this spell.

Priest Spells

As I have mentioned in previous works, I have at times desired to become a priest. It seems that in the latter years of my life, this calling has grown stronger. Unfortunately, I don't believe I'll ever be able to answer it, for it seems my duties lie in other areas.

The information below relates to a narrower spectrum of spells, but I believe it to be of even more value than the details regarding wizard spells. I also feel more assured that this information can be relied upon due to the outstanding integrity, dedication, and faith of the good friends and colleagues who compiled it. Without folks such as these, and without their examples of exquisite faith and service, I might not have been able to carry on my life's work over all these many years. All those who battle the golem owe them a debt of gratitude.

Animate Rock: This spell can have an interesting and useful effect against stone golems. It seems to cause a tremendous struggle for control between the golem and the priest. Although none of the priests I have talked to has ever seen a priest actually gain control of the golem, they claim the struggle causes the golem to attack less efficiently for the duration of the spell.


If a stone golem fails its saving throw against animate rock, the casting priest gains partial control of the golem's body. When this occurs, the stone golem suffers a -4 penalty on all actions, including attacks, for the duration of the spell. The priest must maintain concentration on the spell, taking no other actions; else all spell effects are lost.

Earthquake: When a stone golem is at hand, this spell is extremely useful. Apparently, this magic makes such a creature shake so violently it causes damage to its form.


When targeted against a stone golem, the earthquake spell causes 5dl2 points of damage. A successful saving throw cuts the damage in half.

Poison: This spell does not affect the Created.

Raise Dead: No golem - flesh or otherwise - is affected by this spell. In the case of the flesh golem, I would hazard to guess at two reasons for this utter failure. First, many bodies are used in the creation. Secondly, flesh golems are not truly dead (nor are they truly alive).

Regeneration: Against a flesh golem, this magic is extremely effective. The spell destabilizes the physical integrity of such a creature, eventually causing its death. However, there are two difficulties with the use of this spell. First, although the flesh golem is technically dead, it can still be reanimated at any time. This is rather inconsequential when compared to the second difficulty: the slowness of the spell effect, it takes several minutes for the regeneration spell to truly harm the golem. However, as soon as the spell is cast, it seems to cause the already vicious creature to exhibit a truly maniacal burst of violence which lasts as long as the spell's harmful effects.

One final note: If the priest who cast the regeneration spell is killed before the golem dies, the spell appears to cause no more harm to the creature. Further, the creature will begin repairing itself at once.


When regeneration is cast on a flesh golem, the spell causes no damage for 5 rounds. For each round thereafter, the creature loses 5 hit points. The golem becomes violent and combative for 3d4 rounds after this spell is cast- standing in battle even if it has fewer than 0 hit points. During this period, it receives a +2 bonus to all attack rolls.

When the golem at last collapses, it can only be revived through use of its hyper-regeneration ability (if available) or through a reanimating jolt of energy. If the priest who cast the regeneration spell is killed before the golem "dies," the spell ceases to have an effect on the golem.


Resurrection: Like raise dead, this spell has no effect on the Created.

Rock to Mud: This spell can be effective against stone golems, turning pieces of the creatures to mud. The reverse, mud to rock, affects clay golems in a similar manner.


Rock to mud causes 3d10 points of damage to stone golems. The reverse does the same amount of damage to clay golems.

Trip: Although this spell is considered an enchantment or charm, it is useful against golems, as it affects the object being used instead of the golem itself.

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