Entry: Awakened Spell [Archive] - Wizards Community

Post/Author/DateTimePost
Gralphid Blackstripe

09-01-03, 12:27 PM
Awakened spells
When magic goes wrong, and a spell-caster looses control of their spell, strange disastrous things can happen. But in the Ever-changing Chaos of Limbo, where even randomness has no set pattern, loosing control of magic can result in the spell itself becoming a sentient, living creature. This is particularly common with area spells, as they are trying being affected by limbo in many places.

Awakened spell, 0th level
Medium Aberration (special)
Hit Dice: 1d8 (4 HP)
Initiative: +4
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium)
Armor Class: 13 (+3 deflection), touch 13, flat-footed 13
Base Attack/Grapple: +0/+0
Attack: Slam +0 melee (1d6), or spell +0 melee touch (damage special)
Full Attack: Slam +0 melee (1d6), or spell +0 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability
Saves: fort: +0, Ref: +0, Will +3
Abilities: Str: 10, Dex: 10, Con: 11, Int: 10, Wis: 11, Cha: 16
Skills: Spellcraft: +4, Knowledge (arcana): +4
Feats: Improved initiative
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: ½
Alignment: often neutral
Advancement: –
Level Adjustment: –

Awakened spell, 1st level
Medium Aberration (special)
Hit Dice: 2d8 +2 (10 HP)
Initiative: +4
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium
Armor Class: 13 (+3 deflection), touch: 13, Flat-footed: 13
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d6), or spell +1 melee touch (damage special)
Full Attack: Slam +1 melee (1d6), or spell +1 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability
Saves: Fort: +0, Ref: +0, Will +3
Abilities: str: 11, Dex: 11, Con: 12, int: 11, Wis: 10, Cha: 17
Skills: Spellcraft: +5, Knowledge (arcana): +5
Feats: Improved initiative
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: 2
Alignment: often neutral
Advancement: –
Level Adjustment: –

Animated Spell, 2nd level
Medium Aberration (special)
Hit Dice: 4d8 +4 (20 HP)
Initiative: +5
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium
Armor Class: 15 (+1 dex, +4 deflection), touch: 15, Flat-footed: 14
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (1d6+1), or spell +5 melee touch (damage special)
Full Attack: Slam +4 melee (1d6+1), or spell +5 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability
Saves: Fort: +2, Ref: +2, Will +3
Abilities: str: 12, Dex: 12, Con: 13, int: 11, Wis: 10, Cha: 19
Skills: Spellcraft: +7, Knowledge (arcana): +7
Feats: Weapon focus (spell-attack), Improved initiative
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: 4
Alignment: often neutral
Advancement: –
Level Adjustment: –

Animated spell, 3rd level
Medium Aberration (special)
Hit Dice: 6d8 +12 (36 HP)
Initiative: +5
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium
Armor Class: 16 (+1 dex. +5 deflection), touch: 16, Flat-footed: 15
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d6+1), or spell +6 melee touch (damage special)
Full Attack: two Slams +5 melee (1d6+1), or spell +6 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability
Saves: Fort: +3, Ref: +3, Will +5
Abilities: str: 13, Dex: 13, Con: 14, int: 11, Wis: 10, Cha: 21
Skills: Spellcraft: +11, Knowledge (arcana): +11
Feats: Weapon focus (spell-attack), improved initiative, magical aptitude
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: 6
Alignment: often neutral
Advancement: –
Level Adjustment: –

Animated spell, 4th level
Medium Aberration (special)
Hit Dice: 8d8 +16 (48 HP)
Initiative: +6
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium
Armor Class: 18 (+2 dex. +6 deflection), touch: 18, Flat-footed: 16
Base Attack/Grapple: +6/+8
Attack: Slam +8 melee (1d6+2), or spell +9 melee touch (damage special)
Full Attack: two Slams +8 melee (1d6+2), or spell +9 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability, Overpower resistance
Saves: Fort: +4, Ref: +4, Will +6
Abilities: str: 14, Dex: 14, Con: 15, int: 11, Wis: 10, Cha: 23
Skills: Spellcraft: +13, Knowledge (arcana): +13
Feats: Weapon focus (spell-attack), improved initiative, Magical Aptitude
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: 8
Alignment: often neutral
Advancement: –
Level Adjustment: –

Animated spell, 5th level
Medium Aberration (special)
Hit Dice: 10d8 +30 (70 HP)
Initiative: +6
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium
Armor Class: 19 (+2 dex. +7 deflection), touch: 19, Flat-footed: 17
Base Attack/Grapple: +7/+9
Attack: Slam +10 melee (1d6+2), or spell +10 melee touch (damage special)
Full Attack: two Slams +10 melee (1d6+2), or spell +10 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability, Overpower resistance
Saves: Fort: +6, Ref: +5, Will +7
Abilities: str: 15, Dex: 15, Con: 16, int: 11, Wis: 10, Cha: 25
Skills: Spellcraft: +15, Knowledge (arcana): +15
Feats: Weapon focus (spell-attack), improved initiative, Magical Aptitude, Weapon focus (Slam)
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: 10
Alignment: often neutral
Advancement: –
Level Adjustment: –

Animated spell, 6th level
Medium Aberration (special)
Hit Dice: 12d8 +36 (84 HP)
Initiative: +7
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium
Armor Class: 21 (+3 dex. +8 deflection), touch: 21, Flat-footed: 18
Base Attack/Grapple: +9/+12
Attack: Slam +13 melee (2d6+3), or spell +13 melee touch (damage special)
Full Attack: two Slams +13 melee (2d6+3), or spell +13 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability, Overpower resistance
Saves: Fort: +7, Ref: +7, Will +8
Abilities: str: 16, Dex: 16, Con: 17, int: 11, Wis: 10, Cha: 27
Skills: Spellcraft: +17, Knowledge (arcana): +20
Feats: Weapon focus (spell-attack), improved initiative, Magical Aptitude, Weapon focus (Slam), Skill focus (knowledge (arcana)
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: 12
Alignment: often neutral
Advancement: –
Level Adjustment: –

Animated spell, 7th level
Medium Aberration (special)
Hit Dice: 14d8 +56 (112 HP)
Initiative: +7
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium
Armor Class: 22 (+3 dex. +9 deflection), touch: 22, Flat-footed: 19
Base Attack/Grapple: +10/+13
Attack: Slam +14 melee (2d6+3), or spell +14 melee touch (damage special)
Full Attack: two Slams +14 melee (2d6+3), or spell +14 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability, Overpower resistance
Saves: Fort: +8, Ref: +7, Will +9
Abilities: str: 17, Dex: 17, Con: 18, int: 11, Wis: 10, Cha: 29
Skills: Spellcraft: +19, Knowledge (arcana): +22
Feats: Weapon focus (spell-attack), improved initiative, Magical Aptitude, Weapon focus (Slam), Skill focus (knowledge (arcana)
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: 14
Alignment: often neutral
Advancement: –
Level Adjustment: –

Animated spell, 8th level
Medium Aberration (special)
Hit Dice: 16d8 +64 (128 HP)
Initiative: +8
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium
Armor Class: 24 (+4 dex. +10 deflection), touch: 24, Flat-footed: 20
Base Attack/Grapple: +12/+16
Attack: Slam +17 melee (2d6+4), or spell +17 melee touch (damage special)
Full Attack:: Three Slams +17 melee (2d6+4), or spell +17 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability, Ignore immunity
Saves: Fort: +9, Ref: +9, Will +10
Abilities: str: 18, Dex: 18, Con: 19, int: 11, Wis: 10, Cha: 31
Skills: Spellcraft: +24, Knowledge (arcana): +24
Feats: Weapon focus (spell-attack), improved initiative, Magical Aptitude, Weapon focus (Slam), Skill focus (knowledge (arcana), Skill focus (Spellcraft)
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: 16
Alignment: often neutral
Advancement: –
Level Adjustment: –

Animated spell, 9th level
Medium Aberration (special)
Hit Dice: 18d8 +90 (162 HP)
Initiative: +8
Speed: 10 feet (range touch or personal), 20 feet (range short or less), 40 feet (range medium to short), or 60 feet (range greater then medium
Armor Class: 25 (+4 dex. +11 deflection), touch: 25, Flat-footed: 21
Base Attack/Grapple: +13/+17
Attack: Slam +18 melee (3d6+4), or spell +18 melee touch (damage special)
Full Attack:: Three Slams +18 melee (3d6+4), or spell +18 melee touch (damage special)
Space/Reach: see text
Special Attacks: Metamagic
Special Qualities: Deflection, Blur, Immunity, Overpower Immunity, DR 5/-, anti-magic field vulnerability, Ignore immunity
Saves: Fort: +11, Ref: +10, Will +11
Abilities: str: 19, Dex: 19, Con: 20, int: 11, Wis: 10, Cha: 33
Skills: Spellcraft: +26, Knowledge (arcana): +26
Feats: Weapon focus (spell-attack), improved initiative, Magical Aptitude, Weapon focus (Slam), Skill focus (knowledge (arcana), Skill focus (Spellcraft), Spell Penetration
Environment: Planes with Wild magic (In the D&D cosmology, the Ever-changing Chaos of Limbo)
Organization: solitary
Challenge Rating: 16
Alignment: often neutral
Advancement: -
Level Adjustment: -

Animated spells have their own emotions, ideas, and desires. They are in all ways seperate, intelligent creatures with no compulsion to obey their creator, although some do feel obliged to help him. They also lust for more knowledge and understanding of the magic which created them, and can often be bargained with. Deals with Animated spells usually involve the spell serving a human in return for arcane knowledge.
Animated spells typically speak Common and may also know languages based on their alignment and subtype. For example, an animated fireball is likely to know Ignan, while an animated Holy Word might probably knows celestial.

Combat: Animated spells are intelligent creatures, and they rarely attack their original caster. When in combat, they typically lash out with their spell attack again and again. If the spell is obviously not working, the animated spell may attack with its slam attack, or flee.

Size: The awakened spell takes up space equal to the area of the spell it is based off of. Thus, an Awakened Cone of Cold fill up space as a cone sized burst 60 feet long. If the Awakened spell has an area which covers 4+ squares, it is considered large, if it covers 9+ squares it is considered huge, if it covers 16+ squares it is considered gargantuan, and if it covers 25+ squares it is considered colossal. Its size affects AC, attack rolls, Reach, Grapple checks, and Hide checks. If the spell has no area, it has a space of 5 feet, and is considered small.

Speed: The awakened spell’s speed is based off of the spell’s range.

Metamagic (ex): the Awakened spell can extend, enlarge, widen, maximize, or empower its attack once per day. It can use each feat once per day, and can only apply one per attack. Thus, an awakened Fireball can in one attack use a maximized fireball, OR an empowered fireball, but cannot attack with a maximized, empowered fireball. It also can’t attack with a maximized fireball more then once per day, although, after attacking with a maximized fireball, the next round it can attack with an empowered fireball. If the attack misses, the daily use of the metamagic feat is negated.

Spell Attack (sp): the awakened spell usually attacks with its spell attack. This requires a melee touch attack, and then the spell effect is done normally (including any saves to reduce or ignore damage or negative effects). The caster level is equal to the awakened spell's HD, and the DC is 10+charisma mod + spell level. The spell still affects it's entire area, centered on the hit creature. The awakened spell cannot attack an uninhabited space with this attack. This attack does not provoke an attack of opportunity.

Deflection (sp): The Awakened spell has a deflection bonus to AC equal to its Charisma modifier (the above statistics already reflect this bonus)

Blur (ex): The Awakened Spell is somewhat immaterial, and thus hard to accurately target, giving it a 20% miss chance.

Immunity: (ex) The Awakened spell is immune to the spell from which it was created, plus any higher or lower level versions of the spell with the same name (i.e. an Awakened Fireball is immune to fireball and Delayed blast Fireball).

Overpower resistance: (ex) when Awakened 4th-7th level spells with an energy or elemental subtype attack creatures with an appropriate energy resistance, that resistance is considered to be 5 points less then it is. This has no effect versus creatures with energy immunity. This ability heightens the effectiveness of their spell attack as well.

Ignore immunity: (ex) When Awakened 8th or 9th level spell with an energy or elemental subtype attack creatures with an appropriate energy resistance or immunity, they still deal full damage. This includes their spell attack.
Edymnion

09-01-03, 03:19 PM
Whoa, great idea!
I can just picture a mage casting Meteor Swarm, then having the spell turn around and look at him with a"What the heck do you want?" look on its "face".

Major kudos. Unless somebody else comes with something incredible, this gets my vote for most creative new monster.
edsonaoki

09-01-03, 06:49 PM
Cool
Gralphid Blackstripe

09-01-03, 08:10 PM
Too bad I don't have time to post the modifications by subscript for each spell. Here are a few though:
(fire) – An awakened fire spell gets +6 dex, +2 cha, fire subtype. Its slam attack deals 1d6 extra damage, and all of the attack is fire damage. It gets weapon finesse and improved initiative as a bonus feat. Finally, it has Evasion. This adds +1 CR to the modified spell.

(water) – An awakened water spell gets +2 to, str, dex, and con, and . It gets a swim speed equal to its base land speed x2. It gets +2 natural armor bonus to AC, and is immune to (cold) spells. Finally, it gets Water Mastery, Drench, and Cortex as a water elemental of its size. This adds +1 CR to the modified spell.

(air) – an awakened air spell gets +8 dex, immunity to electricity, and air spells. It has a fly speed equal to its base land speed, with good maneuverability. It gets Air mastery and Whirlwind as an air elemental of its size.This adds +1 CR to the modified spell.

(earth) – an awakened earth spell gets +4 strength, +6 constitution, -2 dex. It has a burrow speed equal to its base land speed. It gets Earth Mastery and push as an earth elemental of its size, and gets a +4 bonus on all grapple checks. It is considered extraordinarily stable. This adds +1 CR to the modified spell.

(sonic) – a sonic creature gets a +2 charisma and con, and +4 dex. It is immune to sonic and language-dependent spells.

(shadow) – An awakened shadow spell gets +4 dexterity, +2 wis, and –2 Con. It get the incorporeal subtype. It also has a +8 circumstance bonus to hide checks in dark places. Finally, it is immune to all (shadow) effects. Special: Shadow spells based off of the Shadow conjuration and Shadow Evocation spells have their effect fixed based on one specific conjuration or evocation spell. This adds +1 CR to the modified spell.

(death) – an awakened death spell gets +4 to wisdom and charisma, but –2 to dexterity. It is immune to (death) affects. If it kills (reduces to –10 HP) an opponent with its slam attack, the awakened death spell gets +2 strength, and 1d8 temporary HPs. Its effective caster level increases by +1, and the dead creature cannot be raised. Critical hits by a death spell inflict 1 negative level, and give the death spell +1d8 temporary HPs. The save to remove the negative level is 10+ death spell Cha mod +1/2 HD.

Unfortunately, school starts for me tommorow, and I'm probably going to be too busy to finish the changes based on subscript any time soon. When I do, if this thread is still up, I'll post them.
sandskimmer

09-02-03, 09:01 PM
Definitely a truely unique idea. Highly creative.
Shemeska the Marauder

09-04-03, 08:27 PM
*eyebrow* Unique if the Spellhaunt from Planescape hadn't already done essentially the exact same concept first.
Mergandisevender

09-05-03, 03:18 AM
*sigh* Leave it you you, Uncle Shemmie, to Magic Missile an idea down.

Oh, and the offer of a dozen Kender and a ten-by-ten cell still stands. Uncle Shemmie..
Shemeska the Marauder

09-05-03, 03:31 AM
*snorts* I'm bitter, and I'm allowed to be. Now where's that cell? I have a fireball for the little prime berks...

*ignores the uncle comment, certainly isn't dressed like any uncle anyones ever known. No uncle would look this grand in a dress*