Ah. Technomagical, mysticpunk, world background. Escoflone rocks, as does this background.
Each golem should have a "key", an item that activates and deactivates the golem (a safety device). Each adventure would follow this pattern, finding the key... following it to the golem (homing spell)... subduing the golem, inserting key... all the while dealing with the subplots heaped upon the players by the other players and GM. (A variation would be find a golem being a problem, fight it in an attempt to stop it, search for the key, retreive it, subdue golem, then insert key).
If they Key gives you control over the golem (instead of it following its own needs/ demands/ dementia), then local bad guys are either using the golem or searching for the key as well.
Or maybe the Golems have mystic powercells. You have to subdue the golem and remove its powercell (or make a spectacular aimed attack and break it).
This is more of a world setting, campaign description rather than a single plot. You could not just drop this into a world, you would have to backweave the golem war, the ramifications of the golem war, and so on. Go to Comment
This needs to be expanded on and birthed into a new era. This is such a good idea it needs to be finished. This single, albeit large, paragraph does not due this submission justice... someone please finish this... or make it a group effort. Go to Comment
For one thing theres some grammar problems. And I know I haven't been here long, but shouldnt this be in the lifeforms section? Still, its a good idea and I like it, but it needs to be expanded Go to Comment
It is powerful, but super fragile. I can see most of the magic going towards keeping it safe. It is good that such power is so fragile, makes it fun to figure out how to keep from breaking it yourself, or during battle. Good in battle, but don't trip when climbing that steep embankment during travel. Go to Comment
I don't think it breaks game balance. I think it would be a fun toy, then break it.
Just needs some more fine tuning with limits.
Like mentioned, in use it destroys ALL defensive magic around it including magical rings etc.
Make all the magic attacks require a touch, and while touching they have to role a save that they don't drop or smash the orb with their simple motion in battle.
It limits the caster to magic he can cast with one hand.
--I still like the idea a lot. Characters will LOVE it, but once they have it, there should be serious limitations to make it useful but hard to use effectively. It is a good problem to try and solve and fun to discuss. Go to Comment
While I find the idea interesting, and agree with Strolen that the fragility of it is a wonderful counterbalance, the idea of literally limitless energy worries me a bit. I know mages who could just wrap the thing in layers of energy shields that would keep it from ever noticing even a dragon stepping on it... Go to Comment