For reasons unknown, in the magical mayhem of the Last War spell effect occasionally took on sentience and refused to dissipate. These living spells still haunt places blasted by magic, apparently subsisting on ambient magical energy. They seem to kill only for pleasure, not out of any need to feed.
A living spell appears similar to a normal spell effect, except that—even in the case of an instantaneous spell, such as fireball—the magical energy lingers, writhing and moving with definite purpose.
CREATING A LIVING SPELL
“Living spell” is an unusual template, in that it is applied to an arcane or divine spell effect (or in some cases, a group of spell effects) and not a creature. The characteristics of a living spell are determined by the nature of the spell(s), including the caster level of the spells. The template can be applied to any spell that creates an area or effect (not targeted spells), but not a spell whose effect is already a creature (such as a summon monster spell).
A living spell composed of more than one spell uses the caster level of its highest-level spell for all its spell effects.
Size and Type: A living spell’s size depends on its caster level: 1st–6th is Medium, 7th–12th is Large, 13th or higher is Huge. Its type is ooze.
Hit Dice: A living spell has Hit Dice equal to its caster level. Its Hit Dice are d10s.
Speed: A living spell’s speed depends on the spell’s range: A spell with a range of close has a speed of 20 feet, a spell with a range of medium has a speed of 40 feet, and a spell with a range of long has a speed of 60 feet. A spell with any other range has a speed of 20 feet. If two spells with different ranges combine to make a living spell, the living spell’s speed is base on the range of the slower of the two parent spells.
Armor Class: A living spell has a defl ection bonus to its AC equal to its spell level.
Attack: A living spell gains a slam attack it can use once per round. The slam attack deals damage based on the living spell’s size (see the table below), plus its Strength bonus × 1-1/2. A successful slam attack also affects the target as though it were within the spell effect or area (see Special Attacks, below).
|Living Spell Size||Slam Damage|
Special Attacks: A living spell has two special attacks.
Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area or effect of the spell itself. Saves apply as normal for the spell; the DC is 10 + spell level + Cha modifier.
Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + spell level + Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell’s turn, and are considered to be grappled.
Special Qualities: A living spell has ooze traits, damage reduction 10/magic, and spell resistance equal to 10 + its caster level.
Saves: A living spell has normal saves for a creature of the ooze type (no good saves). It gains a resistance bonus on all saves equal to the spell level of the highest-level spell upon which it is based.
Abilities: A living spell has Strength, Constitution, and Charisma scores equal to 10 + its spell level. Its Dexterity and Wisdom scores are 7 + its spell level. It is mindless, and has no Intelligence score.
Skills and Feats: Living spells, being mindless, have no skills or feats.
Environment: Any land. Living spells are found in the Mournlands and other areas blasted by magic.
Challenge Rating: A living spell’s Challenge Rating is equal to the spell level of the highest-level spell upon which it is based, plus one-half its caster level, rounded down (minimum CR 1). If the living spell is based on multiple spells, increase the CR by one-half the sum of the additional spell levels (minimum increase +1).
Alignment: Always neutral. If the original spell had an alignment, the living spell adds that alignment to its neutral alignment. For example, an evil spell would spawn a neutral evil living spell, a chaotic spell a chaotic neutral living spell, and so forth.
Level Adjustment: —