Jorda's Encyclopedia of Living Spells

Post/Author/DateTimePost
#1

jorda_the_knight

Jul 12, 2007 13:38:20
"Long have I studied the strange magic of the Mournland, hiding in shadow and avoiding bizarre abominations. I have seen whole armies rise as one from their unmarked graves, only to watch them return to the earth a moment later. Hulking beasts whose origins I could no longer place wander the land, while bands of warforged traverse the same lost grounds.

I have seen much in this place, but nothing so fascinating as the creatures we have come to know as 'Living Spells'. Magic itself, given life and form, solidity born from an instant of eldritch might and a spark of the divine. Truly I have found my life's work, for with each new living spell I discover the more my mania grows and the deeper my desire to understand these wonders intensifies. It is my hope that within my lifetime I some how manage the great task I know set before me, to discover, catalog and analyze each possible living spell, to know the full width and breadth of each spell in turn. Wish me luck, for the The Sovereign Host only knows if I shall succeed.


- Shade, Human Spell Sovereign (Former instructor of Conjuration and Transmutation at Morgrave University)




Welcome fellow students of the arcane, the divine and all things magical! It is my intention to bring to you a (mostly) complete lift of all living spells, in the hopes of creating a better understanding of these mystic marvels of mutated magecraft! I shall begin with an brief explanation of how I came to each of my discovers and the nature by which I will classify and detail them.

I would also like to give my whole hearted thanks to any and all who assist, comment or merely take in interest in my latest work. First and foremost amongst these must be the *Great Wizard Keith Baker, for without his creativity and initial discovery of the living spells this collection could not exist; and to **Master Sean K. Reynolds, for his insight and aid in defining just how living spells should best be studied and presented to the public. And now a brief exert by **Master Reynolds from his own Living Spells Archive:

"Sometimes it's a good idea to tweak a templated creature's abilities to suit its unique nature in a way that the general template doesn't address--by changing or adding abilities that are thematically appropriate, the creature becomes more well-rounded and less predictable to players who memorize monster statistics."

Sean K. Reynolds



(I'm going to try and take most living spells that qualify, as well as some that don't quite, and make sense as living spells and create stat blocks and flavor text for each one, starting with spells from the SRD and then the ones from Spell Compendium. Many thanks to illathidfor his collecting of the spell lists to make this a little easier :D I will be using the lowest caster level required to cast the spell as the base caster level for each living spell and while I intent to follow all the template guidelines presented in the Eberron Campaign book I may be adding new abilities and removing some that do not make sense. If you think I should have done something a different way please comment and let me know what your ideas are, constructive criticisms are always welcome. And now, on with the show!)

* Keith Baker, a longtime Dungeons & Dragons fan, lives in Boulder, Colorado, and works as a game designer. For more about Keith Baker please visit his website: http://www.bossythecow.com/

** Sean K Reynolds lives in Las Vegas and develops worlds for Upper Deck as well as running his own small press d20 company. His D&D credits include the Monster Manual, the Forgotten Realms Campaign Setting, and Savage Species. You can find more game material at Sean's website http://www.seankreynolds.com/
#2

jorda_the_knight

Jul 12, 2007 13:40:13
Living Acid Arrow

Living acid arrows seem to exist for the sole purpose of causing pain to others. They are mindless menaces, using their high speed to dart about in hit and run tactics. If presented with a lone opponent and given the element of surprise a living acid arrow will attempt to engulf its foe and slowly digest them.

Living Acid Arrow CR 3

N Medium Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 11, touch 11, flat-footed 12
(+2 deflection, -1 dex)

HP 12 ( 2 HD);

DR 10/magic

Immune acid, critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 12

Fort +2, Ref +0, Will +0

Speed 60 ft.

Melee slam +2 (1d4+1 plus acid arrow)

Base Atk +1

Atk Options engulf, acid arrow

Abilities Str 12, Dex 9, Con 12, Int --, Wis 9, Cha 12

Moving with surprising speed a green, hissing ball the size of a humanoid tumbles towards you, bouncing violently. It's exterior is in a constant state of flux as sharp and thick arrow-like protrusions thrust out into the air, only to retreat and thrust forward again from a different angle.

Acid Arrow (Su) A creature hit by a living acid arrow or engulfed by it is affected by the acid arrow spell; the creature suffers 2d4 points of acid damage with no splash damage.

Engulf (Ex) A living acid arrow can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 13 Reflex save 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 acid arrow spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Acid Fog

Living acid fog spells are dangerous predators, dotting the battlefield with it's fetid clouds with each blow it strikes or trapping prey in tight quarters where it cannot escape from the deadly gas. If given the chance a living acid fog will usually envelope a lone target who is too mobile to effectively damage with it's slam attack, destroying them utterly and usually leaving behind only empty armor and discarded weapons. It should be noted that living acid clouds gain no sustenaince through this process, but some observers say that these arcane monstrousities take great delight in melting their prey away slowly from within.

Living Acid Fog CR 11

N Large Ooze
Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 21, touch 21, flat-footed 20
(+11 deflection, +1 dex, -1 size)

HP 88 (11 HD);

DR 10/magic

Immune acid, critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 21

Fort +12, Ref +10, Will +10

Speed 40 ft.

Melee slam + 11 (1d6+4 plus acid fog)

Base Atk +8

Atk Options engulf, acid fog

Abilities Str 16, Dex 13, Con 16, Int --, Wis 13, Cha 16

This smokey, greenish mass languidly crawls along the ground, leaving a trail of burnt and ruined soil in it's wake. Thick jets of noxtious gas issue forth from random spots along the creatures body, filling the air with an acrid stench.

Acid fog (Su) A creature hit by a living acid fog or engulfed by it is affected by the acid fog spell; a 20 ft. by 20 ft. burst surrounds the creature with misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this living spell’s vapors are highly acidic. Each round on the living acid fog's turn it deals 2d6 points of acid damage to all creatures within it's range. Each such cloud persists 11 rounds until dissipating into the air. Creatures engulfed by a living acid cloud suffers these effects for as long as they remain engulfed.

Engulf (Ex) A living acid fog can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 19 Reflex save 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 acid fog spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Acid Splash

One of the weakest of all living spells the living acid splash is also fairly common in areas where low level wizards or sorcerers have done battle, especially in wars. These small oozes are of little threat to a well armed party when encountered alone, but should they appear in numbers they can quickly overwhelm less prepared opponents. With only the barest sense of self living acid splashes trundle about, looking for people and things to burn and have been known to attack inanimate objects just to watch them melt away.

Living Acid Splash CR 1

N Small Ooze
Init -2 ; Senses: blindsight 60 ft.; Listen -2, Spot -2

AC 9, touch 9, flat-footed 9
(+1 deflection, -2 dex, +1 size)

HP 5 (1 HD);

DR 10/magic

Immune acid, critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 11

Fort +0, Ref +0, Will +0

Speed 20 ft.

Melee slam +0 (1d4 plus acid splash)

Base Atk +0

Atk Options engulf, acid splash

Abilities Str 10, Dex 7, Con 10, Int --, Wis 7, Cha 10

Gently rolling towards you, in the shape of a near perfect sphere about as tall as a halfling, this translucent, dark green ball bubbles and burns as if boiling from the inside. A lazy, sizzling pseudopod slithers from it's center and lashes out at you.

Acid splash (Su) A creature hit by a living acid splash or engulfed by it is affected by the acid splash spell; the creature suffers normal slam damage as well as 1d3 additional acid damage.

Engulf (Ex) A living acid splash can flow around a small or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 10 Reflex save 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 acid splash spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Antilife Shell

A living antilife shell is a curious creature with no regard for life of any kind. The creatures are totally fearless when fighting opponents without ranged weapons, using their superior reach to attack enemies who are unable to even approach close enough to counter attack. They rely on their spell resistance and damage reduction to bypass most forms of ranged magical and mundane attacks. If faced with opponents who possess magical ranged weapons or succeed in casting a dispel magic spell against it they most often flee, trying to find cover that protects them from ranged fire. A living antilife shell's favorite tactic is to move within 5 feet of a single opponent and pummel them with it's slam attacks while the creatures companions watch from afar, hedged out by it's powerful magicical field.

Living Antilife Shell CR 11

N Large Ooze
Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 21, touch 21, flat-footed 20
(+11 deflection, +1 dex, -1 size)

HP 88 (11 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 21

Fort +12, Ref +10, Will +10

Speed 20 ft.

Melee slam +11/ +6 (1d6+4)

Base Atk +8/ +3

Atk Options Slam

Abilities Str 16, Dex 13, Con 16, Int --, Wis 13, Cha 16

Wherever this gelatinous blob flows living creatures seem to retreat from it's path. Insect swarms disperse, rodents and birds take to their tunnels or to the air and even large game turns and runs for the deep wood. Rising half again as tall as a man the nearly clear ooze seems to regard you carefully, until two thick ropes of slime slither from it's sides and then rush towards you.

Antilife shell (Su) A living antilife shell constantly eminates a spherical field just like the spell antilife shell in a 10 ft. by 10 ft. radius around itself. Just like the spell this field cannot be used offensively, however unlike the spell forcing the barrier against creatures that the effect keeps at bay does not collapse the shield, but it does grant any such creature immunity to the effect for as long as they remain within the radius. Creatures that are forced into the field and then exit it (either by moving out of it or by the living spell move away from them) must re-enter the field via normal means (ie. have the field forced upon them again or somehow overcome the spells effects)
A dispel magic or greater dispel magic targeting the living spell that manages to overcomes it's spell resistance effectively collapses the field for 1 round per 1/2 the caster level of the person who cast the spell (so a level 12 wizard who casts greater dispel magic on the living antilife shell and overcomes it's spell resistance would collapse the field for 6 rounds.) The living antilife shell cannot "reactivate" this field until the dispel effect has worn off, multiple castings do not stack and use the duration for the highest caster level if more than one caster is involved.


Living Antimagic Field

A slithering, deadly paradox of arcane magic gone horribly wrong the living antimagic field can wipe out whole parties of even highly experienced and well equipped foes. A living antimagic field can overcome virtually any foe, since only a select number of spells have any chance of injuring or destroying it and most mundane weapons (or even magical weapons used against it which effectively become mundane) have little chance or causing serious injury. A living antimagic field usually saves it's engulf ability for spellcasters who have already proven dangerous (usually by casting a Mage's Disjunction or prismatic sphere), attempting to crush them inside it's body where they cannot cast most spells due to the restricting nature of the creatures body.

Living Antimagic Field CR 13

N Large Ooze
Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 21, touch 21, flat-footed 20
(+11 deflection, +1 dex, -1 size)

HP 88 (11 HD);

DR 5/-

Immune magic, critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 21

Fort +12, Ref +10, Will +10

Speed 20 ft.

Melee slam +11/ +6 (1d6+4)

Base Atk +8/ +3

Atk Options Slam

Abilities Str 16, Dex 13, Con 16, Int --, Wis 13, Cha 16

What appears at first to be an mere ooze of some size soon reveals itself to be something far worse. It's slick outer membrane is a perfect liquid mirror, distorting and bending images all around it. As you unleash a deadly ball of flame at the slow moving beast you watch a moment later in horror and shock as the fiery orb seems to simply wink out of existense before it even nears the creatures body.

Antimagic Field (Su) A living antimagic field constantly eminates a spherical field just like the spell antimagic field in a 10 ft. by 10 ft. radius around itself. Just like the spell this field supresses magic of all types except those of artifact or deific power.
Only a Mage's Disjunction spell has any hope of killing a living antimagic field in a single blow, and even then only temporarily. If a spellcaster manages to overcome the living antimagic fields spell resistance there is a a 1% chance per caster level of destroying a living antimagic field. If the living antimagic field survives the disjunction, no items within it are disjoined.

Engulf (Ex) A living antimagic field can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC (save DC) Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are considered to be grappled and suffer automatic slam damage each turn they remain engulfed.


Living Antiplant Shell

While not a threat to most living creatures a living antiplant shell is greatly feared by plant creatures and those who employ them. Most druids abhor living antiplant shells, though some servants of nature with a more evil bent have attempted to create them in order to wreak havok on local flora. The living antiplant shell will attack anything, but it always directs it's slam attacks and engulf ability against plant creatures first, as if it held some deep distain for them, even more so than for it's own preservation.

Living Antiplant Shell CR 7

N Large Ooze
Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 16, touch 16, flat-footed 16
(+7 deflection, -1 size)

HP 59 (7 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 17

Fort +8, Ref +6, Will +6

Speed 20 ft.

Melee slam +5 (1d6+3)

Base Atk +3

Atk Options engulf, slam

Abilities Str 14, Dex 11, Con 14, Int --, Wis 11, Cha 14

The sound of rustling leaves and creak of slowly warping wood preceeds the creature that that now presents itself to you. All around this large ball of blackish slime all manner of vegetation seems to shy away. Grass receeds into the earth, bushes lay flat and even thick branches and willowy trees bend at odd angles to avoid the oodity heading towards you.

Antiplant shell (Su) A living antiplant shell constantly eminates a spherical field just like the spell antiplant shell in a 10 ft. by 10 ft. radius around itself. Just like the spell this field cannot be used offensively, however unlike the spell forcing the barrier against plant creatures that the effect keeps at bay does not collapse the shield, but it does grant any such creature immunity to the effect for as long as they remain within the radius. Creatures that are forced into the field and then exit it (either by moving out of it or by the living spell move away from them) must re-enter the field via normal means (ie. have the field forced upon them again or somehow overcome the spells effects)
A dispel magic or [/i]greater dispel magic[/i] targeting the living spell that manages to overcomes it's spell resistance effectively collapses the field for 1 round per 1/2 the caster level of the person who cast the spell (so a level 12 wizard who casts [/i]greater dispel magic[/i] on the living antiplant shell and overcomes it's spell resistance would collapse the field for 6 rounds.) The living antiplant shell cannot "reactivate" this field until the dispel effect has worn off, multiple castings do not stack and use the duration for the highest caster level if more than one caster is involved.

Engulf (Ex) A living antiplant shell can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 16 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward.


Living Bane

A living bane spell is generally considered more of a nuisance by most adventurers than an actual threat. These magical oozes are sometimes sent out by evil clerics to "soften up" parties who frequently use the bless spell, causing minor damage and weakening the enemies resolve.

Living Bane CR 1

N Medium Ooze
Init +0 ; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 10, touch 10, flat-footed 10
(+1 deflection, -1 dex)

HP 5 (1 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 11

Fort +1, Ref +1, Will +1

Speed 40 ft.

Melee slam +0 (1d4 plus bane)

Base Atk +0

Atk Options engulf, bane

Abilities Str 11, Dex 8, Con 11, Int --, Wis 8, Cha 11

A deep sense of foreboding fills your very being and you feel as if someone has silently cursed you. From the shadows a mass of writhing, dark tentacles pulls itself forward, those stretching appendages seeking only to harm and dishearten.

Bane (Su) A creature hit by a living bane or engulfed by it is affected by the bane spell; the affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. If under the effects of a Bless spell a successful hit also negates the effects of that spell.

Engulf (Ex) A living bane can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 11 Reflex save 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 bane spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Black Tentacles

A living black tentacles is a dangerous, near mindless predator. Their only goal is to squeeze the very life out of any creature they encounter and they have no regard for just who, or what, their prey is. Often the first signs that a living black tentacles has infested an area with it's presence are large numbers of dead animals of all shapes and sizes littering the area, though in more urban location these trails may in fact be made up of dead humanoids. With it's ability to quickly subdue multiple targets in only a few rounds living black tentacles often engulf their prey and constrict them into a pulpy mush, crushing flesh, bones and even most types of equipment.

Living Black Tentacles CR 6

N Large Ooze
Init +0 ; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 16, touch 16, flat-footed 16
(+7 deflection, +0 dex, -1 size)

HP 59 (7 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 17

Fort +8, Ref +6, Will +6

Speed 40 ft.

Melee slam +5 (1d6 + 3 plus black tentacles)

Base Atk +3

Atk Options engulf, black tentacles, improved grapple

Abilities Str 14, Dex 11, Con 14, Int --, Wis 11, Cha 14

From the shadows a horrifying image appears before you. It's shape is hard to distinguish at first, midnight tentacles writhing and flailing in all directions, the creature rolling and pulling itself along. One of the seemingly innumerable black appendages rises up, and then darts directly towards you.

Black Tentacles (Su) A creature hit by a living black tentacles or engulfed by it is affected by the black tentacles spell; a single writhing tentacle wraps around the target and attempts to hold them fast. The creature must make a grapple check, opposed by the grapple check of the living black tentacles (usually +17; +2 str, +4 size, +4 improved grapple, +1 per HD), this attack does not provoke attacks of opportunity. Once a tentacle grapples an opponent, it makes a grapple check each round on the living black tentacles, dealing 1d6+4 points of bludgeoning damage with a successful grapple check. The tentacle continues to crush the opponent until the living tentacles dies or the opponent escapes.This tentacle is immune to all damage but is stationary, unable to leave the area of the creature it first attempted to grapple, but still able to make additional grapple checks if any creature should come within 10 feet of it.

Engulf (Ex) A living black tentacles can flow around a Large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC (save DC) Reflex save 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 black tentacles spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Blade Barrier

A living blade barrier is a truly fearsome opponent, tearing it's victims to shreds with no effort what-so-ever. Simply by moving through a town or battlefield a living blade barrier can bring massive slaughter to any who dare get in it's path. A living blade barrier is most likely to spawn wherever force spells have seen heavy use in battle, even a destroyed wall of force can provide the energy needed to create one of these walking death traps.

Living Blade Barrier CR 12

N Large Ooze
Init ; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 21, touch 21, flat-footed 20
(+11 deflection, +1 dex, -1 size, )

HP 88 (11 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 16

Fort +12, Ref +12, Will +10

Speed 40 ft.

Melee slam +8 (1d6+3 plus blade barrier)

Base Atk +4

Atk Options engulf, blade barrier

Abilities Str 16, Dex 13, Con 16, Int --, Wis 13, Cha 16

The sound of sharp blades rushing through the wind fills the air around you. Hundreds, perhaps thousands of perfect, razor sharp blades whip about like some hellish tornado of death. If you focus carefully and manage to see past the dizzying, twirling blades you can see a dark gray mass, a sphere coated in dazzling shards, like a ball of clay rolled in broken glass.

Blade Barrier (Su) A living blade barrier is constantly surrounded by a swirling mass of blades composed of pure force, similar to the spell blade barrier. Any creature that is within 20 ft. of the living blade barrier on the start of the living spell's turn takes 1d6 damage per HD of the living spell (usually 11d6) with a reflex save for half damage. Any creature move within 20 ft. of the living blade barrier takes 1d6 points of damage per caster level (maximum 15d6), each such creature can avoid the blade barrier (ending up on the side of its choice) and thus take no damage by making a successful Reflex save, failure indicated half damage but the creature can still move where it desires.

In addition the blade barrier effect grants the living blade barrier a +2 bonus to reflex saves and a +4 cover bonus against attacks made from 20 ft. away or further, as the swirling shards make it difficult to attack from afar.

Engulf (Ex) A living blade barrier can flow around a Large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC (save DC) Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures take damage each turn as if they were inside the blade barrier (typically 11d6) with no reflex save.


Living Blasphemy

Where an evil god has lain his foul hand, where dark orders have given up sacrifices to evil, where paladin orders fall and where dark cults rise, these are the staging grounds for a living blasphemy. Towering high into the air living blasphemy's constantly utter dark phrases in foul, forgotten tongues, besmirching the gods of good and all who would follow them. A living blasphemy rarely has to battle those who would stand against it, since most good aligned foes succumb to it's unnatural aura sooner or later. Only the most stout of mortal hearts can stand up to a living blasphemy, and even then it is no simple foe to dispatch.

Living Blasphemy CR 13

Evil Huge Ooze
Init +2 ; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 23, touch 23, flat-footed 21
(+13 deflection, +2 dex, -2 size)

HP 91 (13 HD);

DR 10/magic

Immune sonic, critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 23

Fort +14, Ref +13, Will +13

Speed 20 ft.

Melee slam +12 (1d8+4 plus blasphemy)

Base Atk +9

Atk Options engulf, blasphemy

Abilities Str 17, Dex 14, Con 17, Int --, Wis 14, Cha 17

A chill runs through the air and down your spine as this huge, sludge-like creature moves it's bulk towards you. Easily the size of a house the monstrous beast rises up and then lays flat, crawling upon the ground like some ungodly earthworm. It's dark purple form frequently sprouts humanoid and demonic faces, which bellow, howl and curse in dark languages before sinking back into the morass of the evil beings body.

Blasphemy (Su) A living blasphemy is constantly surrounded by an aura similar to that of the spell blasphemy. Anyone within 20 ft. of a living blasphemy suffers the effects of the spell with the caster level of the spell equal to the living blasphemy's HD (usually 13). The living blasphemy is always considered to be on it's home plane for purposes of the spell and the Will save for the banishment effect is DC 20 (with a -4 penalty) to negate.

Engulf (Ex) A living blasphemy can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 20 Reflex save 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 blasphemy spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Bless

Another curious living spell the living bless can be both a gift and a burden. While it's slightest touch can help bolster an ally it is also barely sentient and often has a hard time distinguishing who is friend and who is foe. Still, some have been able to build a sort of "rapport" with the oozes and good aligned paladins and clerics can sometimes be found with a living bless spell tagging along like an obedient puppy.

Living Bless CR 1

N Medium Ooze
Init +0; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 10, touch 10, flat-footed 10
(+1 deflection, -1 dex)

HP 5 (1 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 11

Fort +1, Ref +1, Will +1

Speed 40 ft.

Melee slam +0 (1d4 plus bless)

Base Atk +0

Atk Options engulf, bless

Abilities Str 11, Dex 8, Con 11, Int --, Wis 8, Cha 11

Something about this bizarre, gentle slime brings you a sense of confidence, as if just being near it raises your spirits. The creatures glows a soft yellow, the same color as it's near liquid body and seems content and peaceful. When you draw closer however it lurches and lashes out, a thick pseudopod extending to defend itself like a caged animal.

Bless (Su) A creature hit by a living bless or engulfed by it is affected by the bless spell; the creature gains a +1 morale bonus on attack rolls and on saving throws against fear effects. If under the effects of a Bane spell a successful hit also negates the effects of that spell.

Engulf (Ex) A living bless can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 11 Reflex save 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 bless spell (see above) each round on the living spell's turn, and are considered to be grappled.


((It should be noted that the Burning Hands living spell appears in the Eberron Campaign book with a caster level of 1. For this reason [and I don't wanna even get into the whole copyright thing] it will not be included here. If you need the information for this living spell and do not have access to the Eberron Campaign book please private message or e-mail me and I will provide it for you))


Living Call Lightning

Contrary to popular belief living call lightnings (or "lightning callers" as many druids refer to them) are not caused by extensive use of arcane spells that deal electricity damage. Instead most living call lightnings are caused by natural lightning strikes in places of strong druidic magic, such as druid circles, groves or even in forests simply under the protection of powerful druids. A living call lightning is very similar to the natural phenomena that created it, wild and unpredictable, lashing out at any living creature it comes across. Left unchecked living call lightnings can cause wide spread damage and huge forest fires as they rage and send bolts of lightning all around them.

Living Call Lightning CR 5

N Medium Ooze
Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 15, touch 15, flat-footed 15
(+5 deflection)

HP 30 (5 HD);

DR 10/magic

Immune electricity, critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 15

Fort +5, Ref +4, Will +4

Speed 40 ft.

Melee slam +4 (1d4+1 plus call lightning)

Base Atk +3

Atk Options engulf, call lightning

Abilities Str 13, Dex 10, Con 13, Int --, Wis 10, Cha 13

A bright flash stops you in your tracks and temporarily blinds you while only a moment later a loud crack of thunder rumbles through your skull. You look up and see the sky is clear with not a cloud in the sky, but then the source of the unnatural lightning stroke becomes very apparent. Squeezing it's way between two tall trees, a translucent blue slime squirms as if in frustration until another powerful bolt of energy crashes down out of thin air, splitting the trees to splinters and freeing the unharmed ooze.

Call Lightning (Su) A creature hit by a living call lightning or engulfed by it is affected by the call lightning spell; a 5 foot wide, 30 foot long vertical stroke of lightning deals 3d6 electricity damage to the creature and any creature in the path of the bolt is also affected. If the target is outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—the bolt deals 3d10 points of electricity damage instead of 3d6. This ability works indoors or underground but not underwater.

Engulf (Ex) A living call lightning can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 14 Reflex save 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 call lightning spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Call Lightning Storm

A more powerful version of the living call lightning, a living call lightning storm is produced more often by power druids unleashing huge amounts of divine lightning as only the most devastating storms are capable of creating a living call lightning storm. Some sages have theorized that these creatures instead come about when lighting "strikes twice", hitting an area already heavily infused with druidic magic, though this is not a very popular theory. Living call lightning storms act much like their lesser kin, except they are bigger, meaner and can deal much more damage, especially in stormy weather.

Living Call Lightning Storm CR 8

N Large Ooze
Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 19, touch 19, flat-footed 18
(+9 deflection, +1 dex, -1 size)

HP 63 (9 HD);

DR 10/magic

Immune electricity, critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 19

Fort +8, Ref +7, Will +7

Speed 60 ft.

Melee slam +8 (1d6+3 plus call lightning storm)

Base Atk +6

Atk Options engulf, call lightning storm

Abilities Str 15, Dex 12, Con 15, Int --, Wis 12, Cha 15

The air crackles with energy and the smell of ozone clearly fills the surrounding area. The wind dies down a moment and there is almost no sound before a great trundling mass of near liquid goo hurtles towards you, bashing trees aside with powerful, rubbery limbs. It rises up, taller than a bear and stretches skyward as a thick bolt of pure lightning surrounds it, looking as if the creature pulled the great jagged shaft from some other world to bath it in sparks.

Call Lightning (Su) A creature hit by a living call lightning storm or engulfed by it is affected by the call lightning storm spell; a 5 foot wide, 30 foot long vertical stroke of lightning deals 5d6 electricity damage to the creature and any creature in the path of the bolt is also affected. If the target is outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—the bolt deals 5d10 points of electricity damage instead of 5d6. This ability works indoors or underground but not underwater.

Engulf (Ex) A living call lightning storm can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 17 Reflex save 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 call lightning spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Calm Emotions

Perhaps the least aggressive of the normally hostile living spells a living calm emotions seems to desire not violence or benevolence but merely a state of harmony and peace, attracting them to places of conflict or strong emotions. When a living calm emotion must fight to defend itself the creatures either lash out with their tentacles or wait until a opponent succumbs to their calm emotions ability and then engulfs them, leading to a slow, choking death in the thick creatures insides. Events that spawn living calm emotions are rare, but anywhere in which magic may have been used in negotiations or where scenes of great violence were avoided with the help of non-violent magic can cause this living spell to appear.

Living Calm Emotions CR 3

N Medium Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 12, touch 12, flat-footed 12
(+3 deflection, -1 dex)

HP 18 (3 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 13

Fort +3, Ref +1, Will +1

Speed 40 ft.

Melee slam +2 (1d4+3)

Base Atk +1

Atk Options engulf, calm emotions

Abilities Str 12, Dex 9, Con 12, Int --, Wis 9, Cha 12

A strange sight awaits you as you round the corner of the local tavern, intent on relieving yourself after a long night of drinking. Huddles in the alley, stooped against the wall you see an obvious vagrant, his unkempt beard dotted with bread crumbs and stains, leaning back to back peacefully against a village guard, his normally rigid stance relaxed and his shining armor a deep contrast to the vagabonds shabby clothing. You shake your head and think for a moment you can make out the faint glow of a soft white orb, sitting in the corner of the alley, swaying back and forth gently. You rub your eyes deeply and turn around, walking home in as straight a line as you can manage, seriously considering the idea of never again ordering Dwarven fire ale.

Calm Emotions (Su) A living calm emotions constantly emanates a spherical field just like the spell calm emotions in a 10 ft. by 10 ft. radius around itself that calms agitated creatures. The living calm emotions has no control over the affected creatures, but a living calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. When a creature first enters this field (either by moving into it or having it forced upon them) must make a DC 13 Will save or be affected by the calming effects, success means that the creature is immune to this living spells calm emotions effect for 24 hours.

This field automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. Creatures that leave the area of effect the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. Should any creature reenter the area they must make a new Will save unless they have succeeded within the last 24 hours (see above)

Engulf (Ex) A living calm emotions can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 13 Reflex save 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 calm emotions spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Chaos Hammer

Explosive chaos given a semblance of sentience and solidity marks the often short lived living chaos hammers. Wherever anarchy and discord are sewn so too are the seeds of growth for a living chaos hammer. Mad battles and mass riots can cause a living chaos hammer to form itself, and though they generally lose their stability and revert to a puddle of discolored goop within a few days that can be plenty of time to bring great harm to lawful adventurers and citizens.

Living Chaos Hammer CR 6

Chaotic Neutral Large Ooze
Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 16, touch 16, flat-footed 16
(+7 deflection, -1 size)

HP 49 (7 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 17

Fort +7, Ref +5, Will +5

Speed 40 ft.

Melee slam +7 (1d6+3)

Base Atk +5

Atk Options engulf, chaos hammer, unstable

Abilities Str 14, Dex 11, Con 14, Int --, Wis 11, Cha 14

You are forced to squint and constantly adjust your vision just to make out the form of the deep red, no wait it's blue...no it's green, and orange? The gel-like beast constantly changes its shape and colors, even seeming to bend reality itself briefly around its ever shifting form, wood warping and metal twisting before snapping back into place unharmed.

Chaos Hammer (Su) Once per turn as a free action that does not provoke attacks of opportunity a living chaos hammer can unleash chaotic power in a 20 ft. radius, appearing as a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by this ability. Lawful creatures in the area take 3d8 points of damage (or 3d6 points of damage to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save (DC 16) reduces the damage by half and negates the slow effect.

This ability deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Engulf (Ex) A living chaos hammer can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 16 Reflex save 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 chaos hammer spell (see above) each round on the living spell's turn, and are considered to be grappled.

Unstable (Ex) A living chaos hammer is a creature not simply of chaos but also formed from it's explosive, unpredictable nature. Most living chaos hammers live for roughly 1d8 days before they erupt in a final burst of pandemic energy. Anyone within 10 ft. of a living chaos hammer when it dies (whether from it's "natural" death or from slaying it) suffer the effect of the chaos hammer spell (see above).


Living Circle of Death

Although living spells have been generalized as violent and dangerous few actively seek to kill in the fashion that the living circle of death does. Not satisfied with the death of a single creature a living circle of death will often invade cities, small towns or even heavily populated trade routes in order to cause as much demise and misery as possible. Death magic, logically, is the most common cause of a living circle of death coming into being, but any place where wide spread death has occurred has the potential to bring about a living circle of death.

Living Circle of Death CR 11

N Large Ooze
Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 21, touch 21, flat-footed 20
(+11 deflection, +1 dex, -1 size)

HP 88 (11 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 21

Fort +12, Ref +11, Will +11

Speed 40 ft.

Melee slam +11 (1d6+4)

Base Atk +8

Atk Options engulf, circle of death

Abilities Str 16, Dex 13, Con 16, Int --, Wis 13, Cha 16

As you walk through the village square, to a strange silence, something even more bizarre catches your eye. Though the fountain is usually quite well adorned with singing birds bathing in it's cool water you see no such creatures, until you gaze into the pool itself. All of the tiny song birds lay floating in the water, motionless and with no visible injuries. As you pass the fountain, sword at the ready to find yourself only twenty odd feet away from a dark purple colored ooze, the creature stinks of decay and four hapless village guards lay motionless on the ground before it. A single, black pearl can be seen floating in the center of the gelatinous mass.

Circle of Death (Su) A living circle of death is constantly surrounded by a 10 ft. by 10 ft. aura which snuffs out the life force of living creatures, killing them instantly. Each round the aura can slay 11d4 HD worth of living creatures. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the living spell are affected first (for those at equal distance simply roll randomly to see which target is affected). No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Engulf (Ex) A living circle of death can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 19 Reflex save 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 circle of death spell (see above) each round on the living spell's turn, and are considered to be grappled.
#3

jorda_the_knight

Jul 13, 2007 21:14:21
***I just want to note that I have made some specific changes to the living clenched fist that not everyone may agree with, but I felt they best fit the theme of the spell and were aesthetically and tactically appropriate. The main change you may notice is the strength score, which reflects the strength of a clenched fist created by the spell, as well as the division of hit points used to create a interposing hand. I was going for a blob that could either turn into a giant fist or extend a large hand to protect itself.***

Living Clenched Fist

One of the most unique living spells must surely be the living clenched fist. Scholars debate still about what precisely causes a living clenched fist to first come to life but the result is always the same, a dangerous and powerful foe. A living clenched fist will batter and crush any opponent that it comes across, showing no mercy or restraint and will only use it's imposing hand ability when in mortal danger preferring to deal out damage and slam enemies into walls or over cliffs.

Living Clenched Fist CR 16

N Huge Ooze
Init +2; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 27, touch 27, flat-footed 26
(+15 deflection, +2 dex, -2 size)

HP 135 (15 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 25

Fort +24, Ref +22, Will +22

Speed 40 ft.

Melee slam +22 (1d8+16)

Base Atk +11

Atk Options engulf, clenched fist, magic strength

Abilities Str 33, Dex 15, Con 18, Int --, Wis 15, Cha 18

The substantial hole in the tavern wall speaks volumes of the destructive nature of whatever horrid beast caused it, crashing through wood, mortar and stone as if it were paper. As you lean out into the open field beyond you spot something in the failing sun rolling towards another small hut. A blob of significant size, almost dwarfing the home itself, suddenly solidifies into a gigantic, floating fist. Pulling back as an expert pugilist would the disembodied extremity then rushes forward, demolishing the small home in one mighty blow.

Clenched Fist (Su) A creature hit by a living clenched fist or engulfed by it is affected by the clenched fist spell causing the creature struck to suffer one of the following effects; the creature struck suffers normal slam damage and must make a DC 22 fortitude save or be stunned for 1 round; the living clenched fist performs a special bullrush with a +15 bonus to it's check, this bullrush does not require the living clenched fist to move along with it's opponent; the creature struck finds itself facing a Large magic hand that appears between it and the living clenched fist. This magic hand then moves to remain between the creature and the living clenched fist, regardless of where the creature struck moves or how the opponent tries to get around it, providing cover (+4 AC) against that opponent. Nothing can fool the hand—it sticks with the struck opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

The interposing hand is 10 feet long and about that wide with its fingers outstretched. It has 1/3rd the HP as the living clenched fist when unharmed (usually 45), and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as the living spell.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks.

The living clenched fist can only have one such hand in effect at anytime and using it's bullrush ability or it's stunning slam attack instantly destroys the interposing hand (though this does not cause the living crushing hand any damage, see below). When the hand is destroyed the living clenched fist takes 20 points of damage as a part of itself is used to create the magic hand.

Engulf (Ex) A living clenched fist can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 22 Reflex save 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 clenched fist spell (see above) each round on the living spell's turn, and are considered to be grappled.

Magic Strength (Su) A living clenched fist gains much of it's might from the magic the infuses it's body. As such it possesses a 33 strength just like the spell from which it is created.


Living Cloud Kill

These dangerous living spells are truely deadly to all life, choaking and murdering lesser beings while slowly burning away the life of even great warriors. A living cloud kill uses it's ability to create multiple bursts of deadly poisonous gas around itself, relying on it's blindsight to find targets while they writhe and flail blindly. Particularly canny spellcasters and creatures immune to poison have been known to "wrangle" living cloud kills, using them to clear out whole armies of lesser creatures.

Living Cloud Kill CR 10

N Large Ooze
Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 19, touch 19, flat-footed 18
(+9 deflection, +1 dex, -1 size)

HP 63 (9 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 19

Fort +10, Ref +9, Will +9

Speed 40 ft.

Melee slam +8 (1d6+3 plus cloud kill)

Base Atk +6

Atk Options engulf, cloud kill

Abilities Str 15, Dex 12, Con 15, Int --, Wis 12, Cha 15

What could have done this? Surely kobolds are not mighty warriors but what sort of monster could lay over a hundred such beings low without leaving a drop of blood or a single broken bone? Some of the diminuitive draconic creatures clutch their throats even in death in a vain attempt to stave off death. Without warning a thick, swirling mass of sickening fog rolls across the ruined battlefield preceeding a thick glob of yellowish green goo, moving towards you, visible reeking of death and dispair.

Cloud Kill (Su) A creature hit by a living cloud kill or engulfed by it is affected by the cloud kill spell; a 20 ft. by 20 ft. burst surrounds the creature with a fog bank similar to that produced by a fog cloud spell except that its vapors are yellowish green and poisonous. Each such cloud persists 9 rounds until dissipating into the air. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (usually DC 17), in which case it takes 1d4 points of Constitution damage on the living cloud kills turn each round while in the cloud.

A living creature with 6 or more HD takes 1d4 points of Constitution damage on the living cloud kills turn each round while in the cloud (a successful Fortitude save halves this damage, see DC above). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.

Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the cloud burst. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be created underwater.

Engulf (Ex) A living cloud kill can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 17 Reflex save 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 cloud kill spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Color Spray

While the living color spray may at first be discounted as a weak opponent its ability to blind or even subdue creatures with each strike while having no need for conventional vision of its own can make for a frustrating battle. While not able to defeat larger, more powerful prey a living color spray can more than hold its own against most creatures of comparable power.

Living Color Spray CR 1

N Medium Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 10, touch 10, flat-footed 11
(+1 deflection, -1 dex)

HP 5 (1 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 11

Fort +1, Ref +1, Will +1

Speed 20 ft.

Melee slam +0 (1d4+1 plus color spray)

Base Atk +0

Atk Options engulf, color spray

Abilities Str 11, Dex 8, Con 11, Int --, Wis 8, Cha 11

Red, green and yellow merge, divide and then come together again in a dizzying pattern as this sandy textured orb rolls and oozes along the ground. Like tightly clumped prismatic sand this strange creature moves about with a slow, awkward gate. Two guards lay flat on their backs, shields and swords still in hand and with jaws left hanging open while a third guards gropes along the ground in a desperate effort to find his weapon. The creature moves to you, aggressively rolling in your direction while it ignores the defeated guardsmen.

Color Spray (Su) A creature hit by a living color spray or engulfed by it is affected by the color spray spell; a 15 foot long vivid cone of clashing colors springs forth, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.

Engulf (Ex) A living color spray can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 11 Reflex save 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 color spray spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Cone of Cold

The living cone of cold is most often found, not surprisingly in any sub zero or arctic climate. Some have been reported in very high mountain peaks where the temperature is never above freezing as well as in certain frigid underground locations. While adverse to warmer climates living cones of cold have been known to spring up in such places when the spell from which they are born is frequently used, and live out brief, if deadly, lives before succuming to the heat or venturing to a colder area.

Living Cone of Cold CR 9

N Large Ooze
Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 19, touch 10, flat-footed 18
(+9 deflection, +1 dex, -1 size)

HP 63 (9 HD);

DR 10/magic

Immune cold, critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 19

Fort +10, Ref +9, Will +9

Speed 20 ft.

Melee slam + 8 (1d6+2 plus cone of cold)

Base Atk +6/+1

Atk Options engulf, cone of cold

Abilities Str 15, Dex 12, Con 15, Int --, Wis 12, Cha 15

[i]From the journal of explorer Julius Carnaby of House Orien, last entry:
"We've been running for days, but the thing just won't let up. It's not very fast, but the snow doesn't seem to slow it down one bit and no matter how high or low we climb it keeps up with ease. We've already lost two men trying to fight it and I'm not willing to risk anymore lives. If we're lucky we'll get away from it before night fall and descend back down the mountain to the trail, but we're all exhausted and freezing. I can hear it coming now, like a constant blizzard battering your house with no end in sight. May the Sovereign Host keep us safe."[/i]

Cone of Cold (Su) A creature hit by a living cone of cold or engulfed by it is affected by the cone of cold spell. In the case of a creature being hit by a living cone of cold this effect extends out in a 30 ft. cone from the point the original creature was struck, effecting all creatures in the area with the spell effect but not the initial slam damage.

Engulf (Ex) A living cone of cold can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 17 Reflex save 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 cone of cold spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Consecrate

In areas of particularly note worthy devotion, sacrifice or scenes of miracles living consecrates sometimes emerge, bolstering those who would do battle with the undead and evil in general. Though not terrifically powerful in their own right a living consecrate backed by clerics of strong conviction can easily sway the tide of battle against hordes of undead. Some clerics have learned to "corral" living consecrates into their churches or holy sites and keep them close by to help them defend against the undead. While living consecrates lack any emotion or thought as we know it they seem to prefer undead targets to all others, striking out at them first and regardless of other potential threats.

Living Consecrate CR 3

N Medium Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 12, touch 12, flat-footed 12
(+3 deflection, -1 dex)

HP 18 (3 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 13

Fort +5, Ref +4, Will +4

Speed 20 ft.

Melee slam +2 (1d4+3)

Base Atk +1

Atk Options engulf, consecrate aura

Abilities Str 12, Dex 9, Con 12, Int --, Wis 9, Cha 12

The monstrous, shambling bodies continue to advance, undeterred by traps, burning oil and arrow wounds. Falling back towards the church of the Silver Flame you begin to hear a soft chanting coming from beyond the massive wooden doors. With a flash of light the doors burst open, revealing several clerics in their ceremonial garb. While the sight is a welcome one and not to be unexpected what does seem odd is the man sized globe of pale glowing ooze that follows behind them. While you cannot explain it the priests seem to gather strength and conviction from this humming orb, allowing them to drive the undead hordes back where they came.

Consecrate (Su) A living consecrate constantly emits an aura in a 20 ft radius from itself like that of the spell Consecrate. A creature engulfed by a living consecrate is also affected by the Consecrate spell. If the living consecrate is within 20 ft. of an altar, shrine, or other permanent fixture dedicated to a good aligned deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area).
If the living consecrate is also within 20 ft. of an altar, shrine, or other permanent fixture dedicated to a evil aligned deity, pantheon, or aligned higher power the living consecrate instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
If the living consecrate is within 20 ft. of both an altar, shrine, or other permanent fixture dedicated to a evil aligned deity, pantheon, or aligned higher power of evil and good alignment it grants no benefit or penalties to those in it's radius.

Engulf (Ex) A living consecrate can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 11 Reflex save 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 consecrate spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Control Water

In port cities and along violent rivers living control waters sometimes form due to daily or even more common use of the spell from which it takes it's name. Rumors state that living control waters can also come into being during a failed bonding of a water elemental into a dragonshard, usually at a ship yard where it can wreck terrible havoc, though no case has yet been recorded.

Living Control Water CR 7

N Large Ooze
Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 16, touch 16, flat-footed 16
(+7 deflection, -1 size)

HP 59 (7 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 17

Fort +8, Ref +6, Will +6

Speed 60 ft., swim 60 ft. (good)

Melee slam +5 (1d6+2 plus control water, see below)

Base Atk +3

Atk Options engulf, control water

Abilities Str 14, Dex 11, Con 14, Int --, Wis 11, Cha 14

The waves crash harshly against the sides of the ship, it's wooden bonds groaning and creeking in muddled protest. Gripping onto the side of the ship you look over to see the swirling waves cascading downward in an ever deeper spiral all around you, the sea itself seeming to desire nothing more than to swallow you whole. Out of the corner of your eye you manage to glimpse what appears to be a bubble the size of a large barrel of softly glowing, free floating water dancing above the waves, moving back and forth slowly as the ship descends even further into the murky water.

Control Water (Su) A living control water can freely manipulate any body of water within 100 ft. of itself depending on it's size (usually 70' by 70' by 14'). It can do so in one of two ways;

Lower Water
This causes water or similar liquid to reduce its depth by as much as 14 feet (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to 70 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When used on or of the living control water strikes water elementals and other water-based creatures, this spell acts as a slow spell (Will negates, DC 16). The spell has no effect on other creatures.

Raise Water
This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, the living control water may reduce one horizontal dimension by half and double the other horizontal dimension.

Engulf (Ex) A living control water can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 16 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are considered to be grappled and must begin holding their breath or risk drowning.


Living Control Weather

While control weather is a powerful spell not mastered by any mere student arcane nor a novice priest when it is finally a viable spell option some major cities and even druid circles will take full advantage of this spell to aid those living nearby. An early end to a particularly harsh winter or much needed rainfall in a dry spell can save countless lives, but any such reckless use of magic does not come without a cost. The living control weather is perhaps the most deadly living spell to date, not for it's raw power or even it's physical might (though these too are respectable indeed) but because it can bring about massive loss of life in highly populated areas while still being miles away. Worse yet, it is almost never caught as the creature need not be anywhere near the area it is affecting and usually simply wanders off after it has left a village, forest or even a whole countryside in ruin. While not all living control weathers bring blizzards and thunderstorms down around them even a sudden thaw can cause massive flooding, or dry weather increasing the number of forest fires and the ability to douse such infernos.

Living Control Weather CR 12

N Huge Ooze
Init +2; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 23, touch 23, flat-footed 21
(+13 deflection, +2 dex, -2 size)

HP 104 (13 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 23

Fort +14, Ref +13, Will +13

Speed 60 ft.

Melee slam +12 (1d8+4)

Base Atk +9/+4

Atk Options engulf, control weather

Abilities Str 17, Dex 14, Con 17, Int --, Wis 14, Cha 17

The blue sky above suddenly cracks with angry thunder, dark clouds billow and form in the sky as if given birth by some unseen force. Within a matter of minutes the sky has changed from a pristine portrait of serenity into a maelstrom of swirling chaos and brief, deadly lightning. As you squint through the pouring rain and head for shelter you cannot help but notice the strange shape on the hilltop moving along quickly. Like a giant puddle moving of it's own accord the thing itself flashes bright white in time with the lightning strikes above, crashing like thunder as it moves through the terrible wind and rain without pause or impediment.

Control Weather (Su) At will a living control weather can change the weather in the local area, though it takes 10 minutes for this weather change to take effect or to change to a different weather effect and must be within a 2 mile radius from the living control weather. Contradictory conditions are not possible simultaneously. The living control weather can also only call forth weather appropriate to the climate and season of the area it is in when it uses this ability (these changed occur gradually, not abruptly).
The living control weather can control the general tendencies of the weather, such as the direction and intensity of the wind. It cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. A living control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. These weather changes take effect for 4d12 hours before the climate begins to slowly return to normal or until the living control weather chooses to resume or change the weather.

Possible Weather by Season
Spring- Tornado, thunderstorm, sleet storm, or hot weather.
Summer- Torrential rain, heat wave, or hailstorm.
Autumn- Hot or cold weather, fog, or sleet.
Winter- Frigid cold, blizzard, or thaw.
Late Winter- Hurricane-force winds or early spring (coastal area).

Engulf (Ex) A living control weather can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 20 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are considered to be grappled.


Living Control Winds

From wind swept plains to mountain peaks whipped by frigid lashes of air the living control winds can be found. While still neutral in alignment these living spells boarder as close as any other to the chaotic, changing the winds around them at their slightest whim. What may be a calm summer breeze one moment could suddenly change to hurricane force winds, causing a great deal of damage to civilized areas as well as natural woodlands. Those who pilot airships especially feat these living spells as the violent change in winds can be more than the elemental can withstand. Living control winds can be a boon if they are so inclined (though no one knows just what inclined them to do anything), stopping tornadoes and hurricanes from leveling whole villages and towns.

Living Control Winds CR 9

N Large Ooze

Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 19, touch 19, flat-footed 19
(+9 deflection, +1 dex, -1 size)

HP 63 (9HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 19

Fort +10, Ref +9, Will +9

Speed 60 ft.

Melee slam + 8 (1d6+3)

Base Atk +6/+1

Atk Options engulf, control winds

Abilities Str 15, Dex 12, Con 15, Int --, Wis 12, Cha 15

The cool autumn air rushes briskly through your hair as you top the small hill, the winds having started to pick up quite suddenly. The tree tops sway back and forth with more force by the minute until they, and your cloak, are being whipped about violently. Hunkering down behind a large rock protruding from the soil you see in the valley below a swirling mass of ooze, it's body twisting and lashing out with quick moving tendrils as if dancing within the raging storm all around you.

Control Winds (Su) A living control winds can, at will alter wind force in the area surrounding itself up to 360 feet, this area of altered wind is always 40 feet high. The living control wind can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist for 90 minutes or until the living control winds chooses to alter it, which requires concentration. It may create an “eye” of calm air up to 80 feet in diameter with itself at the center and it may choose to limit the area to any cylindrical area less than it's maximum limit.

Wind Direction

The living control wind may choose one of four basic wind patterns to function over it's Control Winds abilities area.

* A downdraft blows from the center outward in equal strength in all directions.
* An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
* A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
* A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

Wind Strength

A living control winds can increase or decrease wind strength by up to 3 levels. Each round on the living control winds turn, a creature in the wind must make a Fortitude (DC 17) save or suffer the effect of being in the windy area.

Strong winds (21+ mph) make sailing difficult.

A severe wind (31+ mph) causes minor ship and building damage.

A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.

Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.

A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

Engulf (Ex) A living control winds can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 17 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are considered to be grappled and are always considered to be within the "eye" of calm and are thereby not affected by any wind no matter how violent.


Living Crushing Despair

At scenes of great sadness and more specifically when sadness and depression were the cause of a tragedy that could have otherwise been prevented there exists the chance of a living crushing despair to manifest and spread it's misery. While not evil by nature a living crushing despair is drawn to those with strong positive emotions such as lively parties, cheerful bards and passionate couples to name just a few, seeking to snuff out their joy and ultimately their lives.

Living Crushing Despair CR 7

N Large Ooze
Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 16, touch 16, flat-footed 16
(+7 deflection, -1 size)

HP 49 (7HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 17

Fort +8, Ref +6, Will +6

Speed 20 ft.

Melee slam + 7 (1d6+3 plus crushing despair)

Base Atk +5

Atk Options engulf, crushing despair

Abilities Str 14, Dex 11, Con 14, Int --, Wis 11, Cha 14

Moving with a slow, dragging motion you would certainly call the creature before you depressing and sad, were it not for the fact that it is composed entirely of a ball of dark semi-liquid. The bizarre thing before you lurches ever closer to a noisy tavern across the street, the sounds of laughter and loud music filling the night air. The creature shivers and hastens it's pace when a new song begins and the unseen patrons begin to sing in chorus, a deep sense of self loathing and dejection creeping up along your spine.

Crushing Despair (Su) A creature hit by a living crushing despair or engulfed by it is affected by the crushing despair spell, suffering a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Anyone so struck who is under the effects of a good hope spell has that spell effectively countered, though they do not suffer the -2 penalty to their rolls.

Engulf (Ex) A living crushing despair can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 16 Reflex save 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 crushing despair spell (see above) each round on the living spells turn, and are considered to be grappled.


Living Crushing Hand

The living crushing hand is a terrible opponent to face, compressing, crumpling and breaking all comers with it's incredible strength. In a one on one fight a living crushing hand can best virtually any opponent, leaving behind little more than a mass of flesh and broken bones. Thankfully these creatures are exceedingly rare and only come into being when very powerful force effects are used in great number, such as a duel between powerful wizards. Rising up from the blasted after math living crushing hands often go unchecked for years before a group strong enough to destroy it once and for all takes up the cause to end its brutal life.

Living Crushing Hand CR 17

N Huge Ooze

Init +3; Senses: blindsight 60 ft.; Listen +3, Spot +3

AC 27, touch 27, flat-footed 25
(+17 deflection, +3 dex, -2 size)

HP 153 (17HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 27

Fort +18, Ref +17, Will +17

Speed 40 ft.

Melee slam + 24 (1d8+18)

Base Atk +12/+7/+2

Atk Options engulf, crushing hand

Abilities Str 35, Dex 16, Con 19, Int --, Wis 16, Cha 19

Like the terrible fist of some angry god this gelatinous creature before you stretches its fingers wide and slowly wraps them around a nearby hut. A woman runs screaming from the front door, clutching her infant child as tight as the monstrous ooze does her former home. Within seconds the simple cottage is reduced to broken earth and dust, the stone work and boards nearly turned to dust. Rolling along the ground at an amazing speed the seemingly severed hand pushes trees, carts and anything else in its path aside without thought, seeking only to crush, kill and destroy.

Crushing Hand (Su) A creature hit by a living crushing hand or engulfed by it is affected by the crushing hand spell, causing the creature struck to suffer one of the following effects; the living crushing hand performs a special bullrush with a +22 bonus to it's check, this bullrush does not require the living crushing hand to move along with it's opponent; the living crushing hand grapples the opponent with a +31 attack bonus to make contact and a +41 bonus to the opposed grapple check. The living crushing hand deals 2d6+12 points of damage (lethal, not nonlethal at it's discretion) on each successful grapple check against an opponent; the creature struck finds itself facing a Large magic hand that appears between it and the living crushing hand This magic hand then moves to remain between the creature and the living crushing hand, regardless of where the creature struck moves or how the opponent tries to get around it, providing cover (+4 AC) against that opponent. Nothing can fool the hand—it sticks with the struck opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

The interposing hand is 10 feet long and about that wide with its fingers outstretched. It has 1/3rd the HP as the living clenched fist when unharmed (usually 51), and its AC is 20 (-2 size, +12 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as the living spell.

Disintegrate or a successful dispel magic destroys the magical hand.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks.

The living crushing hand can only have one such hand in effect at anytime and using it's bullrush ability or it's grapple attack instantly destroys the interposing hand (though this does not cause the living crushing hand any damage, see below). When the hand is destroyed the living clenched fist takes 20 points of damage as a part of itself is used to create the magic hand.

Engulf (Ex) A living crushing hand can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 23 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are considered to be grappled (grapple bonus +41).

Magic Strength (Su) A living crushing hand gains much of it's might from the magic the infuses it's body. As such it possesses a 35 strength just like the spell from which it is created.


Living Dancing Lights

While little threat to anything but small forest animals or very gullible merchant travelers living dancing lights are more commonly found in small "packs" or two to four. While not possessed of any true intelligence living dancing lights quickly adapt their behavior to work in unison, combining the various forms of their innate abilities to better fool would be prey. Living dancing lights are most common in areas where the spell permanency has been used frequently to provide a magical light fixture, such as dark basements, underground lairs as well as Underdark cities.

Living Dancing Lights CR 1

N Small Ooze

Init -2; Senses: blindsight 60 ft.; Listen -2, Spot -2

AC 10, touch 10, flat-footed 10
(+1 deflection, -2 dex, +1 size)

HP 5 (1 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 10

Fort +0, Ref -2, Will -2

Speed 40 ft.

Melee slam +0 (1d3)

Base Atk +0

Atk Options engulf, dancing lights

Abilities Str 10, Dex 7, Con 10, Int --, Wis 7, Cha 10

Cedric Appletop crotched low amongst the tall grass, the nights sky darkened by thick cloud cover so that even the moons gentle glow could not illuminate it. But something else was giving off plenty off light that dark and still night, something that Cedric could not help but investigate.
What appeared at first to be a woman dancing within a cluster of small lanterns surprised Cedric by turning to face him and then suddenly blinking out of existence along with the glowing lanterns. In their stead now stood three shorts balls of incandescent goo, surrounding the curious halfling, an inner radiance pulsating like a slowly beating heart within their cores. Turning to run back the way he came the poor halfling suddenly found himself surrounded in tight quarters with the now much brighter orbs, the creatures slowly enveloping him. From within, a muted silhouette could be seen for a few moments, a tiny figure struggling to force its way out from the ensnaring bulb until, eventually, the movement stopped and the light slowly dimmed.


Dancing Lights (Su) At will a living dancing lights can create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as the living spell desires (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between the living spell and it exceeds 100 feet.

Engulf (Ex) A living dancing lights can flow around a small size or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 10 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are considered to be grappled.


Living Darkness

The creature known as the living darkness is a deadly opponent for those unprepared to face such a foe. Since it relies entirely on its natural blindsight to navigate a living darkness can keep itself in perpetual obscurity, while leaving its sight based enemies quite literally in the dark. Even those who come prepared with power light spells often find their resources exhausted quickly as the living darkness can resume its shroud of shadows as many times as necessary.
There are not a great number of living darkness spells that wander the country side, preferring cities, towns and woodlands where it can hide itself during the day and stalk its victims when they are least likely to be able to escape its dark touch. Living darkness spells are also drawn to Undercity locals, since most creatures there rely on their darkvision to see many are taken by surprise when the darkness thickens and they discover what true twilight is.

Living Darkness CR 3

N Medium Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 12, touch 12, flat-footed 12
(+3 deflection, -1 dex)

HP 18 (3HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 13

Fort +4, Ref +2, Will +2

Speed 40 ft.

Melee slam +3 (1d4+1 plus darkness)

Base Atk +2

Atk Options engulf, darkness

Abilities Str 12, Dex 9, Con 12, Int --, Wis 9, Cha 12

The Tale of Fellos the Foolhardy

"From shadow it came, born of a gloom greater than any light could cast. It stalked the streets at night, taking those who would not be missed or those who dared to step out from the light, leaving nothing behind but discarded weapons and small articles of clothing. The entire city feared the creature, though none could say what it was for certain. Some claimed a serial killer had been loosed from the insane asylum, still others believed it was a great cat who had wandered in from the jungle and was hungry for fresh meat.
Fellos Artillo believed none of it, casting aside such stories as mere cautionary child's stories and wild rumor mongering. Let the fools believe what they will, but no mere legend was going to keep him from his nightly visit to his favorite pub for a quick night cap. Ambling home at a slow step Fellos stopped and turned to look down a foreboding alley, the sounds from within causing his heart to skip a beat. A trash bin overturned, glass breaking and a loud hissing sound, making the young man jump a bit at the suddenness of it all. Darting from the shadows came a bright orange cat, tearing a path across the road and into the opposing alley. Fellos laughed at his own ridiculous reaction, patting his chest with a hand as his heart returned to its normal beat as did his feet to the cobblestone, "Fellos old boy," he remarked to himself, "you're starting to let those old wives and drunken dock workers stories get to you."
And then there was only night. Spinning around in a vain attempt to regain his bearings Fellos held his hands out in front of his body, hoping to feel something, a wall or a railing, anything with which to orientate himself. A swift blow to the stomach sent him doubling over, clutching at the ground with his thin fingers, desperate to pull himself away from whatever had descended upon him. Again and again blows were rained down upon his body, his attacker having no difficulty finding his least protected areas through the tenebrous murk. Fellos tried to scream, but the wind had been knocked completely from his lungs and refused to produce any sound, just as a cool sensation began to envelope him from his legs upwards. Fellos had learned an important lesson that night, that fear and suspicion can oft be all that keeps one safe from the things hiding in the shadows. Unfortunately, he learned his lesson far too late.


Darkness (Su) A creature hit by a living darkness or engulfed by it is affected by the darkness spell, causing them to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
Darkness counters or dispels any light spell of equal or lower spell level.
The living darkness may also, at will, surround itself with the same shadowy illumination which moves with the living darkness until it chooses to dispel the effect or until it uses this ability on another creature.

Engulf (Ex) A living darkness can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 13 Reflex save 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 darkness spell (see above) each round on the living spells turn, and are considered to be grappled.
#4

jorda_the_knight

Jul 16, 2007 18:39:46
Living Deep Slumber

A living deep slumber is an evolved version of the living sleep spell and in reality is far more deadly than its lesser counterpart. A living deep slumber can easily put an entire town guard or adventuring party into a deep magical slumber, then engulf them one by one to be beaten and digested in some remote location. This can result in a long, brutal death where the victim tosses and turns, held in a state of near wakefulness, able to feel the pain of its blows but unable to rouse itself to escape. While living deep slumber spells can manifest on their own from over use of the spell or volatile magics in the area they more often come into being when a living sleep spell has gained enough mass and victims for it to grow in power and potency.

Living Deep Slumber CR 5

N Medium Ooze

Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 15, touch 15, flat-footed 15
(+5 deflection)

HP 30 (5HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 15

Fort +5, Ref +4, Will +4

Speed 20 ft.

Melee slam + 4 (1d4+1 plus deep slumber)

Base Atk +3

Atk Options engulf, deep slumber

Abilities Str 13, Dex 10, Con 13, Int --, Wis 10, Cha 13

The frontier town, though small, should be abuzz with activity in mid day, but the only sound that can be heard is a lone raven, its loud caw echoing eerily in the stillness. The market should be full of angry hagglers bent on getting a good deal, children should be running, jumping and playing and farm hands should be working the small fields, and yet the entire place seems to be abandoned.
It is only when you get closer that you realize the place is not abandoned at all, and that something is very, very wrong. The streets are indeed full, but the patrons are scattered and slumped over as if they instantly dropped wherever they stood, merchants tumbled over in their shops and farm hands face down in the soft soil they had just tilled. But each soul seems intact, for while they seemed to have parted this world upon first glance a closer look reveals breath rising and falling in each persons chest, though they are in a profoundly unnatural state of rest.
Without warning something exits violently from the local inn, bursting the doors open as it pushes its greenish tinged, near liquid body from between them. It stops and seems to regard you, reaching out with lazy tendrils of similarly barely solid goo like a drowsy cat pawing at the air. Within its form you can just make out a shape, someone bent over and curled up in a fetal position, and to your amazement they are also, somehow, still breathing.


Deep Slumber (Su) A creature with 10 or fewer hit dice hit by a living deep slumber or engulfed by it is affected by the deep slumber spell, causing a magical slumber to come upon the creature.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). This ability does not affect unconscious creatures, constructs, or undead creatures.

Engulf (Ex) A living deep slumber can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 14 Reflex save 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 deep slumber spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Delayed Blast Fireball

First discovered near a field of unstable time magic the original living delayed blast fireball is said to still exist today, so great is its fiery might that even those well prepared with cold magic and fire protection soon find their spells exhausted while the living delayed blast fireball continues to rain down flame and death. Woe be to those that are engulfed by a living delayed blast fireball, for its core is a reactor of explosions and barely checked fiery fury.
A living delayed blast fireball is a surprisingly clever foe, hurling its own delayed fireballs at distant foes or luring as many foes into its reach before unleashing wave after wave of seering flame. Against foes completely immune to its fire blasts or who seem to avoid their effects every round (such as deft rogues, skillful monks, brave paladins or simply a warrior with a ring of fire immunity) it may briefly try to pummel its foes, but soon realizes it is at a sever disadvantage and leaves one last delayed blast behind before using its impressive speed to try and escape.

Living Delayed Blast Fireball CR 15

N Huge Ooze (Fire)

Init +2; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 23, touch 23, flat-footed 21
(+13 deflection, +2 dex, -2 size)

HP 104 (13HD);

DR 10/magic

Immune fire, critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

Special Qualities vulnerability to cold

SR 23

Fort +14, Ref +13, Will +13

Speed 60 ft.

Melee slam + 12 (1d8+4 plus 1d6 fire damage)

Base Atk +9/+4

Atk Options engulf, delayed blast fireball

Abilities Str 17, Dex 14, Con 17, Int --, Wis 14, Cha 17

The rumors and half leads you've been following for months now have finally paid off, for the ground all around the mouth of the massive cavern carved into the mountain side is nothing but scorched earth and bones drier than spent firewood. No trees approach within a hundred feet of the place, so you attempt to stay hidden behind a thoroughly blackened rock.
From within the cave a warm, orange light begins to brighten and flicker against the stone walls, getting ever brighter as it nears the cave mouth. The sounds of a hundred furnaces echoes forth angrily and into the open air, making you shudder with fear even as you attempt to steel yourself for the beast ahead. But wait...that's not like any dragon you've ever seen. Where there should be a red scaled reptilian tyrant for you to study instead looms a miniature burning sun, though only miniature in relativity, for the orbs coated in swift rolling flames must be the size of an inn or tavern at the least. You look up as something glints off the sun high above and without so much as a sound you watch as a tiny ball, no larger than a marble and looking just as such, dark red in color with a strange inner glow. Snatching up the strange bead, which is warm to the touch you run off, clutching it to your chest as you run for safety...or so you think.


Delayed Blast Fireball (Su) A creature engulfed by the living delayed blast fireball is affected by the delayed blast fireball spell spell. At will a living delayed blast fireball can create a powerful burst of flame with itself at the center extending out 20 ft. in all directions from itself. This effect is like that of the fireball spell except more powerful (usually dealing 13d6 points of damage, DC 20 reflex save for half damage). Alternatively a living delayed blast fireball can create a glowing bead of flame that it can delay from exploding for up to five rounds. The living spell selects the amount of delay when it uses this ability and that time cannot change once it has been set unless someone touches the bead (see below). If it chooses a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled. This blast functions like the fireball spell except it can deal more damage (usually 13d6, DC 20 reflex save for half damage).

Engulf (Ex) A living delayed blast fireball can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 20 Reflex save 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 delayed blast fireball spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Desecrate

Commonly found on battlefields that saw heavy combat with necromancers or heavy use of necrotic magics the Living Desecrate spell was used to bolster and assist undead troops into battle. Many Karrnath armies had several of these unholy oozes in their ranks, proding them along behind or in the center of a group on undead to empower them further. A number of small defense parties who had assumed victory when the last undead fell met their ends at the grasp of a living desecrate sent with the unit.

Living DesecrateCR 3

N Medium Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 12, touch 12, flat-footed 12
(+3 deflection, -1 dex)

HP 18 (3 HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 13

Fort +5, Ref +4, Will +4

Speed 20 ft.

Melee slam +2 (1d4+3)

Base Atk +1

Atk Options engulf, desecration aura

Abilities Str 12, Dex 9, Con 12, Int --, Wis 9, Cha 12

To your left Father Darius holds forth his holy symbol and calls out in the tongue of the angels, commanding the undead legions to cower, falter and go back to the graves from wence they came, filling your heart with hope. But that hope soon falters as the skeletal army continues it's march unabated and Father Darius clutches his holy symbol so tight you can see drops of blood running from his clenched hand. As the shambling corpses move closer still you think you spy something else in their midst, some dark, swirling mass of goo. This creature rumbles and rolls along the ground, seeming to ignore the undead troops flanking it on all sides and lashing out at any nearby living creature. Of course, it gets harder to see the thing as a half rotten body lunges towards you, sword in hand.

Desecrate (Su) A living desecrate constantly emits an aura in a 20 ft radius from itself like that of the spell Desecrate. A creature engulfed by a living consecrate is also affected by the Desecrate spell. If the living desecrate is within 20 ft. of an altar, shrine, or other permanent fixture dedicated to an evil aligned deity, pantheon, or evil aligned higher power, the modifiers given above are doubled (-6 profane bonus on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +2 hit points per HD.).
If the living desecrate is also within 20 ft. of an altar, shrine, or other permanent fixture dedicated to a good aligned deity, pantheon, or good aligned higher power the living desecrate instead curses the area, cutting off its connection with the associated deity or power.
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the living desecrate is within 20 ft. of both an altar, shrine, or other permanent fixture dedicated to a neutral aligned deity, pantheon, or aligned higher power of evil and good alignment it grants no benefit or penalties to those in it's radius.

Engulf (Ex) A living desecrate can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 11 Reflex save 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 desecrate spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Destruction

Records to date show that only one living destruction was ever created on purpose and its secret was lost with the wizard who conjured it, for the oozes first act was to lash out and utterly annihilate its former master. A living destruction perhaps more than any other living spell lives up to its name for the creature is little more than a reckless, uncaring killing machine. Most who encounter it are dealt with swiftly and even a well prepared party of adventurers can be brought low with only a few rounds, for the merest touch of the living destruction can mean the end for all but the stoutest of heroes.

Living Destruction CR 14

N Huge Ooze

Init +2; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 19, touch 19, flat-footed 17
(+7 deflection, +2 dex, -2 size)

HP 104 (13HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 23

Fort +14, Ref +13, Will +13

Speed 20 ft.

Melee slam + 10 (1d8+4 plus destruction)

Base Atk +9/+4

Atk Options engulf, destruction

Abilities Str 17, Dex 14, Con 17, Int --, Wis 14, Cha 17

Coming upon the town you are first struck by the utter silence of the place, no animals bah or bark, no people speak or move, nothing living remains here. You motion for the knights at your command to descend the hill towards the village as you take the lead and begin to wander. Piles of clothing, coins and other personal good lay about in piles, almost as if those whom they once belonged to literally vanished into thin air.
A shriek rings out and cuts the silence like a blade, causing you to dash towards what can only be one of the knights. You dash forth from an alley just in time to see it, a great mass, easily the size of one of the huts that surround you and, of swirling red and black death slowly caresses one of the knights with an elastic tentacle. As soon as the dark thing touches his bare flesh the man simple ceases to be, his body turning one moment from solid to liquid and then it is pulled inside the maelstrom within the creatures gut and is no more. His armor clangs to the ground heavily as the remainder of the knights run for their lives and the deadly orb slowly turns towards you.


Destruction(Su) A creature hit by a living destruction or engulfed by it is affected by the destruction spell which instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Fortitude saving throw (DC 20) succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this effect is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

Engulf (Ex) A living destruction can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 20 Reflex save 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 destruction spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Dictum

Every hundred years or so the plane Daanvi becomes coterminous with Eberron and at these times the powers of The Perfect Order spill forth into the world. It is during these rare occasions that the living dictum are most likely so come to life, their singular purpose; to wipe all corruption and chaos from the land. Some fanatical churches of law have been known to use living dictums to severely handicap chaotic or neutral opponents, but since the ooze does not care who it attacks as long as they are not lawful this can be a risky maneuver and the practice has fallen out of favor since the Silver Flames crusade against lycanthropes one hundred and sixty years ago.

Living Dictum CR 13

N Huge Ooze

Init +2; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 19, touch 19, flat-footed 17
(+7 deflection, +2 dex, -2 size)

HP 104 (13HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 23

Fort +14, Ref +13, Will +13

Speed 20 ft.

Melee slam + 10 (1d8+4)

Base Atk +9/+4

Atk Options engulf, dictum

Abilities Str 17, Dex 14, Con 17, Int --, Wis 14, Cha 17

Long before you see it you can hear the creature, for it babbles and shouts with a dozen voices in every language, spouting dogma of law and denouncing chaos. The words make little sense and are sometimes contradictory, but they are all uttered with conviction and come in an orderly fashion one after another.
The creature itself is a sizable ball of dull gray material, non-reflective and cold. Reaching out with a stringy but powerful looking grappler the thing plucks a small goblin child up into the air from where it was hiding behind some garbage. As the tiny creature wails and struggles fruitlessly it sudden stops moving and it dumped to the ground. The little goblinoid is dead, its life blasted away by the powerful oratorical assault.


Dictum (Su) A living dictum is constantly surrounded by a 20 ft. by 20 ft. aura which is harmful and potentially deadly to non lawful creatures. Each round any nonlawful creature within the area of a dictum aura suffers the following ill effects: Creatures with 13 are deafened for 1d4 rounds, creatures with up to 12 HD are slowed (as the Slow spell) for 2d4 rounds and deafened for 1d4 rounds, creatures with up to 8 HD are paralyzed (and considered helpless) for 1d10 minutes, (as the Slow spell) for 2d4 rounds and deafened for 1d4 rounds while creatures with up to 3 HD are killed instantly. The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Furthermore nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the living dictum. The banishment effect allows a Will save (DC 20 with a -4 penalty) to negate.

Engulf (Ex) A living dictum can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 20 Reflex save 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 dictum spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Dimensional Anchor

The living dimensional anchor is not a particularly deadly foe to most, but they can be one of the most difficult creatures to escape from or deter due to their natural abilities. Many wizards and sorcerers have met their end when they tried to dimension door to safety only to find themselves still toe to toe with a living dimensional anchor.
Sometimes used by bounty hunters and mage slayers the living dimensional anchor gives the hunter a huge advantage over normally very frustrating prey. A wizard who often teleports away from a real threat may no longer have the option at all when facing a dimensional anchor.

Living Dimensional Anchor CR 6

N Large Ooze
Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 13, touch 13, flat-footed 13
(+4 deflection, -1 size)

HP 49 (7HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 17

Fort +8, Ref +6, Will +6

Speed 30 ft.

Melee slam + 6 (1d6+3 plus dimensional anchor)

Base Atk +5

Atk Options engulf, dimensional anchor
Abilities Str 14, Dex 11, Con 14, Int --, Wis 11, Cha 14

Mathias curses again as they creature bashes him across the face with its silvery pseudo-pod, blood shooting out the side of his mouth. Your back to the wizards you have your own hands full with the score of battle hardened orcs all trying to add you as a notch on their axes. Your wizard companion spit a tooth out and speaks softly, "I've had enough of this, lets get out of here." With that he waves his arms in an intricate pattern, uttering strange words which, while you don't know what they mean, you recognize as the spell Mathias uses to walk through a dimensional door.
With the final word he holds his hand forth and conjures forth...nothing. The young wizard is shocked, he could not have gotten the spell wrong, he did everything right, and yet no gateway had appeared and before he can think any further his head snaps back hard with a violent blow from the ooze-like creature confronting him. Keeping your shield to the orcs you turn your sword to the silvery glob as it lurches over your unconscious friend.


Dimensional Anchor (Su) A creature hit by a living dimensional anchor or engulfed by it is affected by the dimensional anchor spell. The struck creature is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. This effect also prevents the use of a gate or teleportation circle. Both of these effects last for 7 minutes.

Engulf (Ex) A living dimensional anchor can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 16 Reflex save 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 dimensional anchor spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Diminish Plants

Another living spell amounst those that at first seem to be of little danger to individuals but can prove to cause far more death and destruction if left unchecked. In the Last War living diminish plants were sometimes used to wipe out crops and food stores over a long range, perfect for siege battles or protracted conflicts. The creatures were retired from service when they turned out to be a double edged sword and as often as not they wandered too close to those who unleashed them and caused their own crops to wither and die.
A rare few druids in the Eldeen Reaches are rumored to have "domesticated" some living diminish plants, using them to clear away weeds and harmful plants as well as aiding in harvests by pruning and trimming vegetation around the crop.

Living Diminish Plants CR 4

N Medium Ooze
Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 13, touch 13, flat-footed 13
(+3 deflection)

HP 30 (5HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 15

Fort +5, Ref +4, Will +4

Speed 30 ft.

Melee slam + 4 (1d4+1)

Base Atk +3

Atk Options engulf, diminish plants

Abilities Str 13, Dex 10, Con 13, Int --, Wis 10, Cha 13

The old farmer leans on his pitch fork and sighs as he looks over what was once his prize tomato field, now looking like the plants can barely sustain themselves. The elderly man sighs and turns to you, "I don't know what happened, we had good rain, just enough sun and I tended em like they were my own children. Then yesterday I wakes up and there ya have it, almost my whole crop ruined, and not a bug 'er beast in sight!"
As he finishes his rant you glance something out of the corner of your eye, a rolling ball of, well something, rolls off into the woods near the field, the thing a sickly green much like the dropping leaves of the tomato plants. As it slips between two trees you can see the leaves in its path curl and brown, then fall to the forest floor in a matter of seconds.


Diminish Plants (Su) A living diminish plants is constantly surrounded by an aura that withers nearby plants and spoils crops in a much wider range. Normal vegetation within 400 ft shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.
The aura also targets normal plants within a range of ½ mile radius, reducing their potential productivity over the course of the following year to one third below normal.
This spell has no effect on plant creatures.

Engulf (Ex) A living diminish plants can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 14 Reflex save 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 diminish plants spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Disintegrate

A truly deadly spell conjured up from the destructive force that changed Cyre into the Mournland forever more the living disintegrate leaves any foolish enough to face it as piles of ash and scattered armor. A living disintegrate is made that much more terrifying as almost nothing can stop it once it is set in motion, stone walls crumble, steel gates melt away and even powerful spells like wall of force cannot hold it back.

Living Disintegrate CR 14

N Huge Ooze

Init +2; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 17, touch 17, flat-footed 15
(+7 deflection, +2 dex, -2 size)

HP 104 (13HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 23

Fort +14, Ref +13, Will +13

Speed 30 ft.

Melee slam + 10 (1d8+4 plus disintegrate)

Base Atk +9/+4

Atk Options engulf, disintegrate

Abilities Str 17, Dex 14, Con 17, Int --, Wis 14, Cha 17

From the rampart you can see it approach, a vast, rolling display of arcane might gone awry. Bigger than most siege weapons the black orb is surrounded by fine, swirling ash, the only remnants of its past victims. The soldiers arrows do nothing to stop its assault, the head wizards mighty magical walls of pure energy shatter like thin glass in its wake and finally the great stone walls that have protected the city for hundreds of years fall away into mere dust as the screams begin to echo from below.

Disintegrate (Su) A creature hit by a living disintegrate or engulfed by it is affected by the disintegrate spell. Creatures struck take 13d6 damage in addition to the normal slam damage, in addition any creature reduced to 0 or fewer hit points by this effect is entirely disintegrated, leaving behind only a trace of fine dust. Any creature or object struck can make a fortitude save (DC 20) to take only 5d6 damage though any creature reduced to 0 or fewer hit points by this damage is still entirely disintegrated. A disintegrated creature’s equipment is unaffected.
When used against an object, this attack simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the living spell disintegrates only part of any very large object or structure targeted. The living spell affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

Engulf (Ex) A living disintegrate can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 20 Reflex save 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 disintegrate spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Disrupt Undead

The coming of a living disrupt undead is a boon to most communities since the creatures seem only interested in destroying undead creatures and almost always ignore living creatures unless provoked or prevented from attacking an undead creature. Living disrupt undead tend to appear during or after protracted combat with legions of undead, especially ones involving many less powerful wizards and sorcerers who must rely on this weaker spell to deal with the undead.

Living Disrupt Undead CR 1

N Small Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 9, touch 9, flat-footed 9
(-2 dex, +1 size)

HP 5 (1HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 10

Fort +0, Ref -2, Will -2

Speed 20 ft.

Melee slam +0 (1d3 plus disrupt undead)

Base Atk +0

Atk Options engulf, disrupt undead

Abilities Str 10, Dex 7, Con 10, Int --, Wis 7, Cha 10

Jacque D'Mortie would be gasping for air, if his lungs still functioned that is, his heart would be racing if it had not stopped many years ago and his muscles would ache if they were not propelled by foul negative energy. He smiles, baring his freshly blooded fangs, for the guards of Sharn had put up quite a fight this time, though of course they were no match for him. He stumbled a bit as he headed into the alleyway, perhaps that mace to the leg had done more damage than he had thought, but it mattered little, by the next night fall he would be good as new.
Jacque squinted as he looked down past the heaps of trash and saw a faint glow coming from the far corner. He bent low to inspect that strange orb, hissing lowly when he sensed the positive energy at its core, "What in Dolurrh are yo.." but his last words were cut short. The thing lashes out, faster than the vampire would have thought and merely grazed his chest, but it was enough. The would burn and his body flaked away into smoke and ashes before his very eyes, which blinked in surprise at the little ooze before him, "Bu-but, I'm immortal..." and with an all too mortal sigh the vampire disappeared forever.


Disrupt undead (Su) An undead creature hit by a living disrupt undead or engulfed by it is affected by the disrupt undead spell dealing an additional 1d6 points of positive energy damage. Living creatures and constructs do not suffer any additional damage.

Engulf (Ex) A living disrupt undead can flow around a small or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 11 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed undead creatures are subject to the full normal effect of the disrupt undead spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Dispel Magic

Potentially devastating opponents for both magic users and adventuring parties who have come to rely too heavily on their magic gear the living dispel magic can turn a might warrior or powerful mage into a peasant with a sword or fancy walking stick in a matter of a few seconds. Often encountered after fierce mage battles where countering the right spell can mean life or death many victorious wizards have found a new, even more deadly opponent after their initial victory.
With its natural resistance to all types of magic and an innate ability to counter any harmless spell launched at it the living dispel magic pays little attention to all but the most powerful spell casters who regularly bypass its spell resistance. Warriors rarely fair much better, the living dispel magic is smart enough to attack magical weapons first, making them all but useless against its damage reduction.

Living Dispel Magic CR 5

N Medium Ooze
Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 13, touch 13, flat-footed 13
(+3 deflection)

HP 30 (5HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 15

Fort +5, Ref +4, Will +4

Speed 30 ft.

Melee slam +4 (1d4+1 plus dispel magic)

Base Atk +3

Atk Options engulf, dispel magic

Abilities Str 13, Dex 10, Con 13, Int --, Wis 10, Cha 13

Slamming the doors open you burst into the royal courtroom and quickly take in the scene. Laying flat on his back, possible unconscious but most likely dead from the look of him, is your lords royal magician. A man of considerable power it seems impossible that he could have been defeated by the nearly translucent glob of sticky ooze that slowly moves to engulf him.
You draw your shining sword, a gift from the very wizard who now lays prostrate on the floor and charge with a cry for justice. The thing spins and wraps a sinuous tentacle of clear slime around your blade and in the blink of an eye your once mighty, holy blade fades to the normal sheen of steel. unabated you drive the blade deep into the heart, if this beast has such a thing, and twist the blade, yanking it free with another anguished cry. The monster for its own part seems utterly unaffected by your blow and now another snaking pseudo-pod lashes out at you, this time with far deadlier intent.


Dispel magic (Su) A creature hit by a living dispel magic or engulfed by it is affected by the dispel magic spell. If an object, creature or active spell is hit by the dispel magic the living dispel magic makes a dispel check (1d20 + 5; this bonus may be higher for advanced living dispel magics but cannot exceed a +10 bonus) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If the living spell succeeds on a particular check, that spell is dispelled; if it fail, that spell remains in effect.
If the living spell targets an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), it may make a dispel check to end the spell that conjured the object or creature.
If the object that the living spell targets is a magic item, it makes a dispel check against the item’s caster level. If it succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by a living dispel magic.
Creatures that are engulfed by a living dispel magic are affected each round they remain engulfed as by the Area Dispel function of the dispel magic spell except that they are the sole target(s) and the effect has no radius outside of the space the living dispel magic occupies.
Lastly if the living dispel magic has not attacked a target yet this round and/or does not have any opponents engulfed it can counter the first spell cast upon it (that bypasses its natural spell resistance) as per the counterspell function of the dispel magic spell, however just like the spell itself the dispel magic may not work; it must make a dispel check to counter the other spellcaster’s spell.

Note: A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.


Engulf (Ex) A living dispel magic can flow around a medium size or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 14 Reflex save 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 dispel magic spell (see above) each round on the living spells turn, and are considered to be grappled.


Living Greater Dispel Magic

The "big brother" of the living dispel magic a living greater dispel magic is even more dangerous and cunning. With an even greater natural resistance to magic of all types and able to engulf still larger foes the living greater dispel magic fears no opponent, magical or mundane.

Living Greater Dispel Magic CR 11

N Large Ooze

Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 16, touch 16, flat-footed 15
(+6 deflection, +1 dex, -1 size)

HP 88 (11HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 21

Fort +12, Ref +10, Will +10

Speed 30 ft.

Melee slam + 10 (1d6+4 plus greater dispel magic)

Base Atk +8/+3

Atk Options engulf, greater dispel magic

Abilities Str 16, Dex 13, Con 16, Int --, Wis 13, Cha 16

It had been fours years since that fateful day when you let your lord down and allowed the royal magician to be slain by that...that beast. Cast out from the kingdom you wandered until you came upon a thick mist and ventured inside to explore. After hours of walking you finally emerged into the open air, falling to your hands and knees, gasping for breath, then a sound, an all too familiar sound was heard, but this time it was much louder than four years ago.
Looking up slowly you can see a massive pillar of undulating ooze taller than an ogre quivering in the dim light which refracts through its body. You stand and face the beast, sword in hand, chin held high to look it in the 'face', "You killed my lord, my friend and who knows how many others. This time, it's personal."


Greater dispel magic (Su) A creature hit by a living greater dispel magic or engulfed by it is affected by the greater dispel magic spell. If an object, creature or active spell is hit by the dispel magic the living dispel magic makes a dispel check (1d20 + 11; this bonus may be higher for advanced living greater dispel magics but cannot exceed a +20 bonus) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If the living spell succeeds on a particular check, that spell is dispelled; if it fail, that spell remains in effect.
If the living spell targets an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), it may make a dispel check to end the spell that conjured the object or creature.
If the object that the living spell targets is a magic item, it makes a dispel check against the item’s caster level. If it succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by a living dispel magic.
Creatures that are engulfed by a living dispel magic are affected each round they remain engulfed as by the Area Dispel function of the dispel magic spell except that they are the sole target(s) and the effect has no radius outside of the space the living greater dispel magic occupies.
Lastly if the living greater dispel magic has not attacked a target yet this round and/or does not have any opponents engulfed it can counter the first spell cast upon it (that bypasses its natural spell resistance) as per the counterspell function of the dispel magic spell, however just like the spell itself the dispel magic may not work; it must make a dispel check to counter the other spellcaster’s spell.

Note: A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
Additionally, greater living dispel magic has a chance to dispel any effect that remove curse can remove, even if living greater dispel magic can’t dispel that effect.

Engulf (Ex) A living greater dispel magic can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 19 Reflex save 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 greater dispel magic spell (see above) each round on the living spell's turn, and are considered to be grappled.
#5

soltares

Jul 17, 2007 9:47:49
Living Blade Barrier and Living Whirlwind seem like the ones that would be most visually appealing, as well as deadly.

(Living Black Tentacles is neat looking, but not that nasty. Living Blasphemy is nasty, but not as obvious a visual treat.)

Combination Living Spells have potential to be pretty scary, if the effects synergize well...
#6

jorda_the_knight

Jul 19, 2007 12:29:43
Thanks for the comments Soltares, much appreciated. It also lets me know that I'm not the only one who's viewed this so far ^^
#7

Amaril

Jul 19, 2007 12:40:39
Just so you know, I've been subscribed to the thread and have been lurking on it since you started it. Don't think this isn't appreciated.

By the way, I finally read the article for the PrC, and it's pretty cool!
#8

jorda_the_knight

Jul 19, 2007 14:04:18
Wow, thanks Amaril ^^ I'd like to suggest to take a look at the flavor text for the living calm emotions, I thought it was kinda funny, but then I wrote it so what do I know? :P

The Spell Sovereign is a great PRC IMOA, especially when you have time to summon your own living spells and then trap them inside gems! Finally a creation system that doesn't force me to spend my precious exp. Well back at it, and thanks everyone who's lurking/participating, it makes this a lot more fun
#9

zombiegleemax

Jul 20, 2007 6:29:56
Looks good so far. Nice work Jorda !

Wonder why they called the PrC "Spell Sovereign"... "Ooze spellmaster" or "Living spell master" would have fit better.

Anyway, the Living Blade Barrier doesn't have a mention on what happen if the ooze hit a creature. Does the creature take damage, or is it just when standing near the ooze ?
#10

OgreBane99

Jul 20, 2007 15:30:24
Bravo, Jorda!

I love this. I'm setting up a couple Mournland adventures right now for my campaign and I'll be using a lot of living spells. This came up at a great time.
#11

taski

Jul 21, 2007 2:48:18
Excellent list. I'll keep it in mind for whenever I need a Living Spell.

The Living Antimagic Field has one nit-picky problem that I can see. It has DR 10/magic, but is also immune to magic. It's not a vital problem, it just seems a little redundant. I think the magic immunity fits the concept perfectly, so perhaps the DR should be changed to 10/-?

I especially like the Living Acid Fog, a great way to give a deadly edge to a Karrlakton "pea-souper."
#12

jorda_the_knight

Jul 21, 2007 10:14:28
Thank you everyone for commenting. I see your point taski, and I think I'll have to change the damage reduction, most likely to a slightly less powerful DR 5/-.

For JiCi the answer is that the living spell doesn't need to hit in order to deal it's blade barrier damage, that's what makes it so deadly. The ooze is constantly surrounded by it's force blades, so anyone standing near it or move through this area takes damage (though reflex saves are allowed with varying results). Well, back to it, still many spells to go! :D
#13

zappohisbane

Jul 21, 2007 14:09:30
Wow, thanks Amaril ^^ I'd like to suggest to take a look at the flavor text for the living calm emotions, I thought it was kinda funny, but then I wrote it so what do I know? :P

This might be slightly outside of the bounds of the spell (or even the thread), but I can see Calm Emotions having a dark side to it. If a Living Calm Emotions were to stay in one area over an extended period, I can see it having the effect of lulling everyone into complete apathy and entropy. This would eventually lead to people simply not doing anything at all, and dying of starvation and neglect. Might be good for a plot hook at the very least.
#14

jorda_the_knight

Jul 23, 2007 21:08:30
Hmm, I never really thought about it that way, I wish I had but I didn't It would be interesting indeed,

"People have been found all around town," the guard says in a hushed voice, "just laying there, some of em have even died from lack of water, even when there was a fresh bucket a foot away. Think you could have a look around? We've had no luck so far, and I'm sure the mayor will pay you."

Ha! I hooked another party! Oh it's a big one, Jerry, get the net ready!
#15

illathid

Aug 11, 2007 6:20:38
You still working on this?
#16

jorda_the_knight

Aug 11, 2007 20:14:27
I am, just been busy planning a move to a new city and with work. I'll get back to it soon enough
#17

Amaril

Dec 08, 2007 23:00:20
#18

jorda_the_knight

Dec 09, 2007 9:31:34
Gah, I totally forgot about this :P Glad someone remembered. Well, back to work! :D
#19

jorda_the_knight

Dec 09, 2007 10:39:15
Stand back from the Living Cone of Cold, the merciless, frozen tyrant!
#20

larry_the_titan

Dec 09, 2007 12:43:27
Well dang if I had only known this thread existed I would of posted a few of my living spell monsters. I am glad to see that I am not the only one who adds the size change stats to the spell. It is something that was completely missed when they designed the living spell that are in MM3 and ECS. When you get the chance fans of living spells should look at the Sentry ooze template in Dungeonscape. The main things of note that the template would add is increased AC, Increased DC on spell effects, Skills and Feats.

I do have a couple questions about posting completed creatures on the boards. If I only post the final stats with out any of the calculations that I used to apply templates do I have to worry about violating CoC? Because if I won't violate CoC I have a lot of Living spells that I would like to add. Mainly my Sentry Living Burning Blood. Also since the Spell Effect is now a Supernatural ability and not a spell does it still have to deal with SR?
#21

jorda_the_knight

Dec 09, 2007 14:48:25
Thanks for the comments Larry, always good to hear from a titan on how I'm doing I'm no lawyer, but I'm pretty sure that posting creatures with templates and so on, even with full stats, isn't a big problem as far as CoC goes. I've done it before and this post has been around for a while and I'm pretty sure they would have slammed me already if I was doing something horribly wrong. I think (and again don't quote me, well unless you wanna use the little quote button to prove I'm wrong) that as long as you don't post the actual template you're fine. These boards are full of creatures created with templates and merely from the minds of avid players and DM's, so feel free to post away as far as I'm concerned.

The second question you have is really good as well, and here's the answer. According to the Wizards SRD: "Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance, counterspells, or to being dispelled by dispel magic."

There ya have it, no need for living spells to worry about SR and a number of other things that would get in the way of their effects going off. Keep posting people and thanks again to everyone who's commented and even just copy and pasted a few oozes :D
#22

Wizardman

Dec 09, 2007 19:40:16
This thread is amazing. Thank you for your efforts.
#23

jorda_the_knight

Dec 09, 2007 22:36:46
Just another one of my labors of love, but I do appreciate the compliment Wizardman ^_^ I also wanted to mention I posted one more living spell before the end of the night, the living control weather. While at first I had thought the living version might be rather harmless I quickly started to realize just what kind of impact a creature that can change the weather at will and without regard for life could create. If it decided to stay in any one area with any of it's weather effects in place it could cause massive loss of life and turmoil for anything within it's radius.
#24

jorda_the_knight

Dec 14, 2007 21:58:23
Sorry I haven't posted any new living spells in the last few days, I've been working over-time at work and developing a new system for the living spells that will mean a lot less time applying the template over and over to each spell in turn. Anyways expect more soon as I've only got one more day of work left!
#25

skrap-san

Dec 15, 2007 1:50:36
I cant contain my excitement! Could you share this technique with us? And great work, really helpful for us that don't always have a lot of time on our hands.
#26

jorda_the_knight

Dec 15, 2007 8:31:11
It's really very simple I came to the conclusion that the majority of the statistics dealing with hard numbers (like hit dice, base attack bonus, str. dex. ect,) were always the same for a living spell based on a spell of a particular level, and since I always use the lowest caster level possible for each spell all the living spells of a particular level will have the same basic statistics.
For example all level 1 spells will have 1 HD, +0 BAB and 11 strength. Now I don't have to calculate many of the numbers for each spell individually, just the specifics of the spell effects. Should make things go a bit faster, though sometimes the flavor text is the part that takes me the longest anyways, but should be helpful nonetheless.
#27

skrap-san

Dec 15, 2007 8:40:23
Well I'm still amassed about the work that you put into this. And as a DM I'm really thankful.
#28

jorda_the_knight

Dec 15, 2007 22:07:39
As long as a few people appreciate it I'm happy. It's actually rather relaxing and fun for me, plus I think it's something that should have been officially done by Wizards a long time ago, but since they're too lazy I'll step up. I'm gonna see how many I can get in tonight and tomorrow since I have the next 2 days off and it's suppose to snow like crazy tomorrow so I'll be stuck inside anyways

As a side note the first level 9 living spell has emerged in the form of the Living Crushing Hand! Similar to the living clenched fist above it the crushing hand trades in its stun attack for an incredible grapple ability that will leave all but the most hearty barbarians trapped in its death grip. This also completes the C's for spells thus far, tomorrow morning it's on to the living dancing lights, luring would be travelers into it's grasp, stay tuned living spell fans! :D
#29

jorda_the_knight

Dec 16, 2007 22:02:37
*A note on level 0 living spells*

While level 0 spells are in some ways outside the scope of the living spell template with a very small amount of tweaking they can be done. While very weak on their own level 0 living spells can become dangerous opponents in large groups and tend to gather into such bands more frequently than other, more powerful living spells.
#30

jorda_the_knight

Dec 16, 2007 23:40:20
*Living Darkness Explained*

Technically the spell Darkness, with a range of touch, does not qualify for the living spell template, but then I've been bending the rules to make interesting and more believable living spells from the get go :P I couldn't pass up the opportunity to use one of favorite spells here and bring it to life for you all to enjoy. If anyone has any tips of concerns on how I fleshed it out please let me know so I can look into making adjustments, thanks! :D
#31

Tiarn

Dec 18, 2007 9:45:38
Wanted to say, this thread is pure win. It's awesome for those of us who don't have the time to stat out every spell but want to use a lot. Keep up the excellent work!
#32

jorda_the_knight

Dec 20, 2007 0:54:47
Thanks a lot Tiarn Oh look, 2 pages! Woot!
#33

larry_the_titan

Dec 21, 2007 8:13:38
I have ran across a couple issues with living spells that I figured I should check before going forward with the ideas else where.

1) In the template they give no limitation to how many or how few HD a level of spell has to have.

2) The template also give no limit to the level of spell or say if metamagic feats can be applied making newer a more power living spells.

3) The template also doesn't say that Epic Spell can't be the base of living spells.

4) The template doesn't say you have to apply with only spells with a short medium or long range it. It just limits you have to apply it to at least one spell with one of those ranges so the creature will have a base speed.

If any of this isn't true please tell me. I might be reading it wrong but I don't think so.
#34

elondria420

Dec 27, 2007 3:43:33
This thread is very well written, extremely useful, and highly detailed. If this forum had a post of the year award this would be what I'd nominate! Thank you VERY much for all the time and effort you've put into this endeavor Jorda! I can now look forward to my PCs crossing the Field of Living Spells! Muahahaha! :D
#35

webjici

Dec 31, 2007 9:27:10
1) In the template they give no limitation to how many or how few HD a level of spell has to have.

Probably because they are locked into the fact that living spells are born from actual cast spells. So you can't have a 3HD living cone of cold because no 3rd-level caster can cast Cone of Cold at that level. Even if it comes from a magic item, it was created by at least a 9th-level caster.

2) The template also give no limit to the level of spell or say if metamagic feats can be applied making newer a more power living spells.

True, and it's a shame they didn't.

3) The template also doesn't say that Epic Spell can't be the base of living spells.

Probrably because epic rules didn't appeal to many players and since this template was originally for Eberron, where "epic" is almost nonexistant, they didn't bother creating epic living spells. If you wish to, epic spells are 10th-level spells and all you need to figure out is what would be the lowest caster level for that epic spell in order to get the minimum HD the living spell would have.

4) The template doesn't say you have to apply with only spells with a short medium or long range it. It just limits you have to apply it to at least one spell with one of those ranges so the creature will have a base speed.

Huh... it says that any other range gives a base speed of 20 ft., so melee touch and ranged touch spells would give a living spell a base speed of 20 ft.
#36

larry_the_titan

Dec 31, 2007 12:33:55
Probably because they are locked into the fact that living spells are born from actual cast spells. So you can't have a 3HD living cone of cold because no 3rd-level caster can cast Cone of Cold at that level. Even if it comes from a magic item, it was created by at least a 9th-level caster.

The HD were never limited the way you think. I mean Artificers can cast spells off of a Scroll that it created that could be at least 2 caster levels lower then the normal spell cast by the standard caster. Now using some other Rules cheese you can give any spell to Archivist at the lowest level anyone can cast them and then an Artificer can scribe the spell with a Caster level 2 levels lower then normal.

Not like it matters because the lower you drop the HD the lower you drop the most of the effects of the spell. Static effects would be the same but most spells do vary depending on caster level. The other side effect to making the Caster level lower is less hit points compared to other creatures of the same CR.

Huh... it says that any other range gives a base speed of 20 ft., so melee touch and ranged touch spells would give a living spell a base speed of 20 ft.

I missed that before. Thanks for the reply.
#37

elondria420

Jan 02, 2008 5:29:00
I don't see why living spells couldn't be made with metamagic feats applied to them. They would of course be treated as needing a higher level caster, and since they wouldn't look any different from their standard version (unless it caused a size increase) you could really surprise your PCs! They'll be saying "oh great, another living fireball, yippee [note unenthusiastic tone]" only to find out this living fireball is Maximized! Muahahaha! >.>
#38

wed

Jan 03, 2008 6:38:35
Thank you Jorda for all your work!

My players are going to travel to the Mournlands soon (they are playing my own version of Shadows of the last war) and all your work will be very usefull for me.

Great work!!
#39

pmurray%40bigpond.com

Jan 07, 2008 6:28:28
Hmm. Let's have a look through the book of cheese (aka: Spell Compendium) and pick some of the less obvious ones

Living Bands of Steel. Unlike the spell, it constricts.

Living Battle Hymn - seeks out scenes of conflict (such as fights). Along with its spell effect, has a chance of plane shifting the combatants to Shavarath, the Battleground.

Living Beastland Ferocity. Ditto, but potentially plane shifts the combatants to Thelanis, the Faerie Court .

Living ectoplasmic armour/mage armour/greater mage armour/golden barding etc etc. Seeks out a host to protect - this living spell is a beneficial one if you are lucky enough to acquire its loyalty. Optional: the spell has an ego, same as an intelligent item. Alignment same as its caster (ie: could be anything), but its personality is always "protective", whatever that may mean. Perhaps jealous?

Living Familiar Pocket. Engulfs. The engulfed character is unharmed, but disappears. Can only hold one character (or other creature) at a time.

Living General of Undeath. This spell seeks out undead to accumulate into armies. The living spell itself is often not obvious - just the army that it has so far accumulated.

Living Unseen Servant/Servant Horde - often harmless. Depends on the precise wording of what it was last commanded to do.

Living Sink. Makes water crossings just a shade more perilous.

Living Spell Enhancer. Seeks other living spells to team up with.

Living Submerge Ship. Handy plot hook for getting players to an underwater adventure area.
#40

rekko

Mar 15, 2008 23:34:28
I knew there was a thread on living spells. I don't know why but I couldn't find it with the search forum tool and started my own today in the monster section: http://forums.gleemax.com/showthread.php?p=15350571#post15350571

Thanks to Amaril, now I'm subscribed in yours.

I only have three. My version of the Living Acid Fog is different than yours. And you've given me ideas how to build up my Living Anti-Life Shell.

BTW, you should check your Living spells attack bonus on the slam attacks (you forgot for example the -1 for Large size) and their AC (it's a deflection bonus equal to spell level, not caster level).

Rekko
#41

jorda_the_knight

Apr 09, 2008 8:42:37
Sorry it's been so long since I posted here last, but I've been working on a few other projects besides ya know, work. But I got fired so now I have lots of free time. Thank you very much to everyone who gave such wonderful comments and to Rekko for helping to point out some things I may have missed. I'll be back to it soon folks, don't you worry, may crack off one or two today in fact. Thanks again everyone
#42

jorda_the_knight

Apr 10, 2008 20:49:48
Just wanted to let everyone know I've got 6 more living spells up today with a few more probably coming tomorrow. Check out the Living Destruction and the Living Disintegrate if you really want to give your players a run for their gold

Oh and thanks again to Rekko, I believe I've fixed all my templates for the living spells so they have the proper ACs and attack bonuses, now I just need to find the time to go back and fix aaaall my mistakes ^^
#43

jorda_the_knight

Apr 11, 2008 11:37:46
On to page three!

Living Dispel Evil

When the forces of planes Fernia, Risia or Xoriat begin to seep through the cracks between these living spells come to life to drive them back from whence they came. Though they are rarely a physical match for their opponents even a single living dispel evil can bring ruin to a normally well organized army of evil outsiders.
Most of the few living dispel evil that remain are usually dormant, unless they can sense evil outsiders nearby (including evil summoned creatures) or an evil plane becoming coterminous with Eberron they seem content to sit and wait.

Living Dispel Evil CR 9

N Large Ooze

Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 15, touch 15, flat-footed 15 (AC 19 against attacks by evil creatures)
(+5 deflection, +1 dex, -1 size)

HP 63 (9HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 19

Fort +10, Ref +9, Will +9

Speed 20 ft.

Melee slam + 7 (1d6+3 plus dispel evil)

Base Atk +6/+1

Atk Options engulf, dispel evil

Abilities Str 15, Dex 12, Con 15, Int --, Wis 12, Cha 15

Grallackis bellowed a fiery laugh, great gouts of flame erupting upwards with his throaty cackle. The efreet could hardly believe the audacity of the white colored ooze as it crawled towards him, moving past his mortal guards without a care. He leaned forward on his great brass throne, chin cupped in his hand as he observed the curious monster moving steadily towards him.
"What a strange land this Eberron is, I wonder if all such creatures here are so brazen." As the ooze pulled itself forward he laughed again, stamping a foot hard and sending hissing steam and smoke into the air around it. His laugh stopped abruptly as he felt something wet but amazingly solid slam into his chest, and though he felt very little real pain he knew instantly that something was wrong. Standing up and knocking his brass seat of power backwards with the sudden movement Grallackis looked down at his clawed, red hands and began to see them fade away. He looked to his guards for aid, but they only stood with astonished looks on their faces as his vision slowly changed from that of his lava heated cave to the fiery city of brass from which he had escaped just weeks before. He looks up and saw the creature moving away, its work seemingly done. He tried to yell out in fury, confusion and rage but his cry was muffled by the ever present flames which now lapped around his body and filled his world once more.


Dispel evil(Su) An evil creature from another plane hit by a living dispel evil or engulfed by it is affected by the dispel evil spell can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (DC 17).
In addition with a touch (either a slam or engulfing) the living dispel evil can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by a living dispel evil. Saving throws and spell resistance do not apply to this effect.

Engulf (Ex) A living dispel evil can flow around a large size or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 17 Reflex save 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 dispel evil spell (see above) each round on the living spell's turn, and are considered to be grappled.

*Note: If you would like to use a living dispel (alignment) of an alignment other than evil it's as easy as just changing the word evil in the text to the one you want; good, law, chaos, ect. The living spell will remain completely the same as far as things like attack bonuses and ability scores and so on.


Living Doom

A living doom spell desires nothing more than to strike fear into its opponents, watching them quiver and shake as it pummels them to death. Some necromancers will keep living dooms as "pets" and use them to help break the wills of resistant captives. Living dooms were (relatively) common after the formation of the Mournland but many have been wiped out by hardened soldiers and brave adventurers, still their numbers are great enough that they can still spell trouble for average folk and less experienced explorers.

Living Doom CR 2

N Medium Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 10, touch 10, flat-footed 10
(+1 deflection, -1 dex)

HP 5 (1HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 11

Fort +1, Ref +0, Will +0

Speed 30 ft.

Melee slam +0 (1d4 plus doom)

Base Atk +0

Atk Options engulf, doom

Abilities Str 11, Dex 8, Con 11, Int --, Wis 8, Cha 11

"The damn thing just won't go down! Get back up you sniveling dogs!" Hal'Kil bellowed at his goblin henchmen, pushing them towards the deep black ooze that they seemed strangely terrified of. The hobgoblin scoffed as the last of his "warriors" went running off into the mountains shrieking like a half dead goat, "You are mine." he stated coldly as he spun his elegant, sturdy blade in his hand.
The creature lunged but missed and Hal'Kil took advantage of the opening to slash it deeply. The thing seems to quiver in an unpleasant manner and then, before he could move out of the way it struck out once more. Catching him across the shoulder he stumbled back and gripped his sword more firmly, smirking as he noticed the attack had barely bruised him. When he looked up however, his opponent had changed.
Where once he faced a roughly humanoid sized blob of black goo he now came face to face with a thing born of nightmare, sharp spikes jutting from its form, glowing red eyes baring down on him and a huge mouth filled with needle sharp teeth opening wide to swallow him whole. The hobgoblin warrior swung with all his might, panicked and terrified he missed wide and could only cower and watch as that mouth spread wider and wider until his whole world went black, the once proud soldier whimpering softly as the mouth closed shut around him.


Doom (Su) A living creature hit by a living doom or engulfed by it is affected by the doom spell and becomes shaken for 1 minute (a shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks). Any creature struck may make a Will save (DC 11) to ignore the effect from this attack, but subsequent attacks each require a new save,

Engulf (Ex) A living doom can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 11 Reflex save 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 doom spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Earthquake

The living earthquake is the ultimate siege weapon, able to smash enemy defenses in a matter of seconds, killing and crushing defenders while those who unleash it can sit back and watch the devastation. A rogue living earthquake is much more deadly, simply tearing apart everything that gets in its path, leveling towns, forts and forests alike.
It has been rumored that a truly massive living earthquake emerged from a great chasm deep within Khyber and raged for years before it made its way to the surface and was finally brought down by an army of dwarves and gnomes working together, though it is also said the army was swallowed whole as the beast fell.

Living Earthquake CR 15

N Huge Ooze

Init +2; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 18, touch 18, flat-footed 16
(+8 deflection, +2 dex, -2 size)

HP 135 (15HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 25

Fort +17, Ref +15, Will +15

Speed 30 ft.

Melee slam + 13 (1d8+6)

Base Atk +11/+6/+1

Atk Options engulf, earthquake

Abilities Str 18, Dex 15, Con 18, Int --, Wis 15, Cha 18

The dwarven miner sat at the tavern table, gladly accepting the drink I had bought for him, though his stubby fingers and rough hands shook slightly when they clutched at the mug, "Thank ye lad." he said before taking a deep pull of the drink.
"If you feel up to it master Dwarf, could you tell me about the creature you encountered last week in the mines? They say you were the only survivor," the dwarf scoffed into his drink and lowered his head, "Only cause I ran lad, only cause I ran."
After a few long, silent moments he began to speak, still talking into his mug, "We'd just come upon a thick vein O' mithral and the boys were hooting and hollering about finally making it big. The foreman set down the magic explosives carefully and ran back to cover so's we could break through all the rough, hard rock around and get right to that mithral quick as ya like. Once the dust settled, that's when we first laid eyes on it," he paused and took another long drink, waving the barmaid over when he set it back down. He smoothed his beard and wiped the foam from his mustache before he continued, even more hushed now, "Twas like some great rock, but it were, ya know, moving about. It would grow and shrink a little bit, looked hard as stone but still sort of soft and squishy, I canna explain it any better. At first it did nothing, but then we finally started to approach it and it musta got mad, because the thing started to move and bounce, making the whole mine shaft shake. Some O' the boys grabbed their picks and charged, the foreman tried to protect the rest of the explosives and me, I...I just ran as fast as my Dwarven legs would take me away from that damn thing. The last thing I remember was the explosion, all that shaking and rumbling musta set the explosives off and if Balinor be listenin' I hope that thing died in the fires and never comes back again, for all our sakes."
With that I paid his tab, stood and walked out. I turned just as I was about to exit the tavern and saw something I will never forget, a once proud dwarf, nearly crushing his tin mug in his heavy hands, tears streaming down his ruddy cheeks and just a hint of the words, "I just ran..."


Earthquake (Su) A living earthquake can, once per round as a standard action, creates an intense but highly localized tremor. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground (the living earthquake is immune to this effect) can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast (note that the living earthquake never suffers damage from falling debris, rocks and the like, it can focus the quake so as to protect itself, likewise it never becomes trapped under rubble unless it also has an opponent engulfed).

Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

Cliffs
Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

Open Ground
Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.

Structure
Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

River, Lake, or Marsh
Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Engulf (Ex) A living earthquake can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 22 Reflex save or be engulfed; on a success they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are actually immune to the effects of an earthquake created by the living spell but still are considered to be grappled.


Living Energy Drain

Thankfully for the world at large there has only been one recorded living energy drain and it seems content to stay within the shrouded boundaries of the Mournlands. Very few have survived to speak of the creature, for even the mightiest of mages and the most experienced warriors stand little chance against this monstrous engine of death. Even those that have managed to escape with their lives are permanently scared, a part of themselves literally lost in the battle.

Living Energy Drain CR 18

N Huge Ooze

Init +3; Senses: blindsight 60 ft.; Listen +3, Spot +3

AC 20, touch 20, flat-footed 18
(+9 deflection, +3 dex, -2 size)

HP 153 (17HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 27

Fort +18, Ref +17, Will +17

Speed 20 ft.

Melee slam + 14 (1d8+6 plus energy drain)

Base Atk +12/+7/+2

Atk Options engulf, energy drain

Abilities Str 19, Dex 16, Con 19, Int --, Wis 16, Cha 19

He had once been one of the leading authorities on living spells and the Mournland itself and it was from his original texts that I gleaned my first working theories about living spells. He still maintained a small estate within Morgrave University, but he longer taught any classes, in fact he barely ever left his room. Bringing his weak tea to his lips it was hard to believe that this poor wretch was the man I once idealized like a child does his story book heroes.
He explained to me, after much struggling for words and memories how he had thought he had seen the extent of what a living spell could do and was confident that he could contain or at least repel even the most stubborn living spell. That all changed when he ventured farther in the Mournland than he ever had before, his most powerful teleportation spell fresh in his mind to whisk him away from any danger he might encounter. The great dark ooze came upon him so fast he said, perhaps it was his age that had allowed it to gain the upper hand, but it struck him hard in the back and sent him sprawling into the sands. Feeling himself growing weak he began to cast his teleportation spell to get out before anything worse happened, but then he suddenly realized he could not remember it, could not remember any of his most devastating and helpful spells. He was struck again, then again, each time he lost more of his mind, more of his spirit sapped away by this dark entity. At last he remembered the talisman he had brought with him for just such an occasion and with one final blow to the head he activated it and escaped, appearing back in his study just before he blacked out.
From that day forward he had become a mere shadow of the man he once was, a husk that once contained great power, but had it all stripped away. I watched him drift off to sleep and leaned in to take his cup of tea before he spilled it, it was then that I heard him whisper, "Shadow...there are things in this world that we are not meant to know, that man is not meant to trifle with. Beware the knowledge you seek, for it may come at a cost too high for any man to pay."


Energy drain (Su) A creature hit by a living energy drain or engulfed by it is affected by the energy drain spell and gains 2d4 negative levels. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC 23) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.
If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).
Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Engulf (Ex) A living energy drain can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 23 Reflex save 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 energy drain spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Entangle

Where plant growth becomes rampant or nature magic is used carelessly to keep out intruders or simply to deal with those a druid may not care to have in their glades a living entangle can be born. Found almost exclusively in the Eldeen Reaches (and a rare few in the Mournland) the living entangle holds its opponents fast and then pummels them mercilessly. They prefer attacking a single target until it can be sure the creature is truly stuck before moving on to the next opponent, fixing it in place with each powerful blow it lands.

Living Entangle CR 2

N Medium Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 10, touch 10, flat-footed 10
(+1 deflection, -1 dex)

HP 5 (1HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 11

Fort +1, Ref +0, Will +0

Speed 40 ft.

Melee slam + (1d4 plus entangle)

Base Atk +0

Atk Options engulf, entangle

Abilities Str 11, Dex 8, Con 11, Int --, Wis 8, Cha 11

Your shifter guide cuts away some of the thick leaves that block your path and reveals to you what you most feared. Hanging from vines, limbs pinned back by tree branches and some laying face down and barely recognizable as humanoid from all the vines and growths that cover them you have found the exploration party. You speculate aloud that it must have been one of those mad druids, the damned Children of Winter you've heard about.
Your scout, however is quick to correct you as he bends down and sniffs the ground, lifts his head and takes the scent deep within his slight muzzle of a face. He shakes his head and tells you there is no scent of a druid here, only something magical and unknown to his nose. Scratching your head in confusion you wonder silently now, 'just what could have done this then?'. Without warning you feel yourself struck in the back, sending you reeling onto the thick jungle floor. You spin in mid-fall, just in time to see a menacing green orb, shrouded in leaves, thick vines and all sorts of vegetation you have too little time to categorize. It lurches forward just as you feel the plants around you, grass, roots and heavy leaves, clutching at your body and pinning you down. Your scout bares his claws and howls at the menacing green thing, and as it undulates you can just barely make out, through the debris that covers its rotund form, what looks like a humanoid skeleton inside its gelatinous core.


Entangle (Su) A creature hit by a living entangle or engulfed by it is affected by the entangle spell; grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creature struck holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. The creature can make a reflex save when struck to not become entangled but can still move at only half speed within a 10 ft. area around the square where it was struck.

Engulf (Ex) A living entangle can flow around a medium or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 11 Reflex save 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 entangle spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Eyebite

A living eyebite is a vicious, hateful living spell that delights in tormenting its foes, watching them cower and fall into an impossibly deep slumber with its merest touch. The living eyebite often simply engulfs those it has put into a comatose state but reports have shown they will also toss their prey around and batter the corpse seemingly just for some twisted form of play.
A living eyebite can not only be created where necromantic magic is used (though this is the most common way) but strong hatred and desires for revenge are rumored to be able to spontaneously spawn a living eyebite, though it is not beholden to the creature whose emotions caused it to come into being.

Living Eyebite CR 11

N Large Ooze

Init +1; Senses: blindsight 60 ft.; Listen +1, Spot +1

AC 16, touch 16, flat-footed 15
(+6 deflection, +1 dex, -1 size)

HP 88 (11HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 21

Fort +12, Ref +10, Will +10

Speed 20 ft.

Melee slam + 10 (1d6+4 plus eyebite)

Base Atk +8/+3

Atk Options engulf, eyebite

Abilities Str 16, Dex 13, Con 16, Int --, Wis 13, Cha 16

Jarrel wept deeply sobbing so hard his body shook. Clutching his dead wife's favorite dress he pressed it to his tear slicked face and took in the last of her scented perfume into his nose, the only things besides his memory he had left of her. "It's not fair.." he babbled, his heart ripping inside his chest, "Why did you take her from me!?" He lowered his head again and blubbered like a child, his fists clenching her dress so hard he began to tear the fabric. When he finally did look up Jarrel saw something that caused him to instantly sober up with shock, for in the doorway across from him now stood a great black sphere, small and obviously useless bat-like wings made of the same goo as the rest of its body flapping at the air while a great eye rolled from above until it sat directly in the center of the things body, staring at the grieving husband.
He smiles, then he chuckles, then he began to laugh loudly, the near bursting, uncontrolled laughter of the mad. "You've come to get them haven't you? To make them pay for what they've done to my sweet Maria." The creature moved forward, almost seeming to float as it's tiny wings and great unblinking eye came closer. Jarrel spread his arms wide and laughed once more, closing his eyes as the creature neared, "Yes, take me to my Maria. Take me to her and then unleash all my hatred and anger to those who took her from me. Make them all pay, make it so they all know what true pain and loss is." The creature, for its own part, swallowed Jarrel into its mass without a word, turned its single eye around the room and then turned to depart and do just as Jarell had commanded, though only because that was what it enjoyed most.


Eyebite(Su) A creature hit by a living eyebite or engulfed by it is affected by the eyebite spell, depending on the target’s HD, this attack has as many as three effects; Creatures with 10 or more HD are sickened, creatures with 5-9 HD are sicked and panicked and creatures with 4 or less HD are sicked, panicked and comatose. The effects are cumulative and concurrent. Any creature struck may make a Fortitude save (DC 19) to ignore the effect from this attack, but subsequent attacks each require a new save.

Sickened
Sudden pain and fever sweeps over the subject’s body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this effect remains sickened for 110 minutes. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.

Panicked
The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 110 minutes, and it automatically becomes panicked again if it comes within sight of the living eyebite during that time. This is a fear effect.

Comatose
The subject falls into a catatonic coma for 110 minutes. During this time, it cannot be awakened by any means short of dispelling the effect or killing the living eyebite. This is not a sleep effect, and thus elves are not immune to it.

Engulf (Ex) A living eyebite can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 19 Reflex save 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 eyebite spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Faerie Fire

When encountered alone a living faerie fire is no more threat than any other living spell, and is in fact weaker than most. The creatures natural blightsight allows it to detect even invisible prey and so these living spells inflict their spell upon their enemies by instinct rather than an attempt to weaker or harm them.
The true danger of a living faerie fire is when they are kept as guards or sentries by certain Underdark races (drow and duegar are particularly likely to keep them as such) who use them not only to reveal well hidden surface dwellers but also their own sly enemies who would stab them in the back.

Living Faerie Fire CR 2

N Medium Ooze
Init -1; Senses: blindsight 60 ft.; Listen -1, Spot -1

AC 10, touch 10, flat-footed 10
(+1 deflection, -1 dex)

HP 5 (1HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 11

Fort +1, Ref +0, Will +0

Speed 40 ft.

Melee slam + (1d4 plus faerie fire)

Base Atk +0

Atk Options engulf, faerie fire

Abilities Str 11, Dex 8, Con 11, Int --, Wis 8, Cha 11

Clinging firmly to the stalactite which hung some 20 feet above his master Taran'Tula grinned wide, showing his pearly white teeth set against his midnight skin, or at least he would have shown them save for his precious ring. He kissed the opaque stone at its center, the invisibility that the magic trinket granted him at his will had allowed him to quickly rise among the ambitious drow magicians and had at last lead him here to the sleeping chambers of his Conjurations professor, a pompous old fool who Taran could not believe had lived as long as he had.
Using his innate abilities to levitate he slowly lowered himself to the chamber floor, careful not to make the slightest of sounds. Like a spider crossing its delicate web he crept towards his sleeping masters prostrate frame. Drawing the poison dagger from his side he thought to himself as a smirk now crossed his wicked face, "Time to die old man, you've outlived your usefulness."
Taran drew the blade back, but was startled when he tumbled to the ground, thumping harshly on the cold stone floor. He looked about for his dagger, but it was bounced far from his grasp under the bed, which is where he saw what had caused him to falter. A faintly glowing clear ooze, only truly recognizable by its pale blue rhyme of cold light, pressed itself against the floor, snaking back a similarly luminous tentacle or clear flesh. Taran also now looked down at himself and scurried back from the bed as he noticed he himself was now outlined by a similar glow, this time a soft violet that shone like a beacon in the midnight black room. His master stirred as if waking from a good nap and turned over in bed, smiling down directly at his young, would be assassin, making a soft tsking sound as he shook his head, "Young Taran, I had such high hopes for you. Do you think I have would have lived to this age if I did not prepare for every fool who managed to find a ring of invisibility in the black market." He raised an gnarled hand and yawned, stretching a single finger at the terrified student, "Today you learn the difference between a master and an apprentice. Unfortunately for you it will be the last lesson you will ever learn."


Faerie fire (Su) A creature hit by a living faerie fire or engulfed by it is affected by the faerie fire spell causing a pale glow to surround and outline the creature. Outlined creatures shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according the living spells desire, which is usually random. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Engulf (Ex) A living faerie fire can flow around a medium size or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 11 Reflex save 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 faerie fire spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Fear

Literal creatures of nightmare the living fear is not particularly malicious or spiteful, it simply desires to inflict fear on any who are unlucky enough to cross its path. Living fear are actually one of the very few living spells almost as likely to be created by powerful emotion as by arcane tampering or spells gone awry.
Fear is one of the most primal of all emotions and when sentient creatures experience great or overwhelming fear a living fear may manifest as a result. Even something as seemingly benign as a child afraid of the monster in their closest may find their fears are all too justified when the living fear burst forth.
(It should be noted that living fears do not "feed" on fear, they simply rejoice in causing it.)

Living Fear CR 7

N Large Ooze
Init +0; Senses: blindsight 60 ft.; Listen +0, Spot +0

AC 13, touch 13, flat-footed 13
(+4 deflection, -1 size)

HP 49 (7HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 17

Fort +8, Ref +6, Will +6

Speed ft.

Melee slam + 6 (1d6+3 plus fear)

Base Atk +5

Atk Options engulf, fear

Abilities Str 14, Dex 11, Con 14, Int --, Wis 11, Cha 14

Billen crushed his teddy-owlbear close to his chest, his breath ragged and heavy as his small blue eyes darted about the room. The little halfling child had always been afraid if the dark, but this night was so much worse. Thunder crashed and shook his window, flashes of hellish lightning lit his room for one brief terrifying second as shadows stretched impossibly far and then shrank back in the blink of an eye.
Despite his parents assurances that everything was alright Billen knew that wasn't true, because the monster that normally haunted his closet and paced back and forth in there was angry tonight. It pushed on the door frame, black jelly leaking under the door and pressing around the hinges. At last the door gave way with a shatter of splinters just as lighting struck, casting its brief light upon the beast from Billens nightmares, a pillar many times his size that seemed to howl with anger and glee at the same time.
Billen pulled himself back to the far wall of the room, screaming for his parents and kicking at the air in a fruitless attempt to keep the thing at bay. Just when he thought all was lost and he would be swallowed hole the room was filled with light his father suddenly appeared in the doorway, sharash in hand. "Leave...my boy...alone." he stated coldly as he lunged for the beast born from his sons deepest fears.


Fear (Su) A creature hit by a living fear or engulfed by it is affected by the fear spell causing the creature to become panicked unless it succeeds on a Will save (DC 16) for 7 rounds. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Engulf (Ex) A living fear can flow around a large or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 16 Reflex save 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 fear spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Finger Of Death

Necromancy, death magic, even corrupt or fiendish druids can cause a living finger of death to crawl forth from the realm of the dead to terrorize the living. A living finger of death seeks to simply kill every living thing near it, no amount of death can seem to satisfy its nature as it moves from place to place and eradicates all life that does not flee fast enough. The only saving grace to those who know it is coming is that the creature is not as fast as most humanoids and as long as you are not foolish enough to face it most can escape with their lives if well prepared and fleet of foot.

Living Finger of Death CR 13

N Huge Ooze

Init +2; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 17, touch 17, flat-footed 15
(+7 deflection, +2 dex, -2 size)

HP 104 (13HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 23

Fort +14, Ref +13, Will +13

Speed 20 ft.

Melee slam + 10 (1d8+4 plus finger of death)

Base Atk +9/+4

Atk Options engulf, finger of death

Abilities Str 17, Dex 14, Con 17, Int --, Wis 14, Cha 17

The village had been completely abandoned, homes left as if their occupants would be returning from the market any moment. Even the horses and cattle had been sent off into the wilderness in the hopes of retrieving them later. Standing in the middle of the main street what remained of the city guard, led by their brave commander Sir Leonard, stood with spears and swords drawn.
It came upon them slowly and ungainly at first, a great dark purple orb with what looked like several dozen full skeletons floating in its putrid form. Once it moved closer the thing began to react, moving more steadily, more purposefully towards the guards. Some of the men began to falter, but Sir Leonard ordered their stand, "Hold fast men, this beast will claim no more innocent lives from this day forth!"
Emboldened by his superior officers courageous words one young man at arms dashed forward, howling as he clutched his spear in both hands. Leonard tried to stop the brash lad but it was too late, for from the center of the beast came a long, twisting tentacle of bone, arms, legs and ribs strung together to create a horrible, flexible appendage. At its end, which gently brushed over the stammering cadets face, was a large skeletal hand, again formed of many smaller hands grafted together to look like one massive extremity. The cadet shook for the briefest of moment, and then flopped to the ground, his life drawn up along the clacking and dancing "arm". Commander Leonard ground his teeth hard and held fast, though his emotions begged him to charge and kill the beast. He ordered his men back a few paces and held out a hand, "Steady men..steady."


Finger Of death (Su) A creature hit by a living finger of death or engulfed by it is affected by the finger of death spell, slaying the creature instantly unless they succeed at a Fortitude save (DC 20) to survive the attack. If the save is successful, the creature instead takes 3d6 + 13 points of damage (an advanced living finger of death can cause more additional damage at a rate of +1 per HD but this number cannot exceed 25).
The subject might die from damage even if it succeeds on its saving throw.

Engulf (Ex) A living finger of death can flow around a huge size or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 20 Reflex save 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 finger of death spell (see above) each round on the living spell's turn, and are considered to be grappled.


Living Fire Storm

The living fire storm is a raging inferno of suffering, but unlike many fire spells it does not leave a flaming trail of destruction on vegetation (unless particularly angered) and is there by more difficult to track than other fire spell based living spells. Fueled by divine (often nature) magic a living fire storm doesn't seek to burn down forests or woodlands, but those who might harm them.

Living Fire Storm CR 13

N Huge Ooze

Init +2; Senses: blindsight 60 ft.; Listen +2, Spot +2

AC 17, touch 17, flat-footed 15
(+7 deflection, +2 dex, -2 size)

HP 104 (13HD);

DR 10/magic

Immune critical hits, flanking, gaze attacks, mind-affecting effects, paralysis, poison, polymorph, sleep, and effects that rely on sight

SR 23

Fort +14, Ref +13, Will +13

Speed 30 ft.

Melee slam + 10 (1d8+4 plus fire storm)

Base Atk +9/+4

Atk Options engulf, fire storm

Abilities Str 17, Dex 14, Con 17, Int --, Wis 14, Cha 17

Razer bent down to inspect what remained of the orc logger. His bones were intact, though blackened and charred. The shifter could tell from the thick skull and wide shoulders that these were orcish remains, not to mention the terrible stink dead orc always left, cooked or not. Nothing strange about a burnt orc, Razer had seen more than a few careless orcs burn their own logging camp down to the ground, but this was different.
Not a blade of grass out of place, not a dry leaf set aflame and the as far as he could see there were no other damage to the entire area. Something had killed this orc, something big, for he could see indents in the ground where something heavy had passed over the leaf litter, but whatever had done this had destroyed the orc by fire, and left the woods perfectly still. Possible a druids magic...maybe a magic item that went haywire, whatever the cause Razer was glad for it, though it meant one less orc tusk to add to his necklace.


Fire storm (Su) A creature hit by a living fire storm or engulfed by it is affected by the fire storm spell, the creature struck is surrounded by a 10ft. by 10ft. cube centered on them which is then shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that the living spell wishes to exclude from damage. Any other creature within the area takes 13d6 hitpoints of damage. Any creature within the cube may make a reflex save (DC 20) for half damage.

Engulf (Ex) A living fire storm can flow around a huge or smaller creature 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 against the engulf attack. Those who do not attempt attacks of opportunity must succeed at a DC 20 Reflex save 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 fire storm spell (see above) each round on the living spell's turn, and are considered to be grappled.
#44

jorda_the_knight

Apr 11, 2008 21:26:37
Well at least being unemployed gives me lots of time to work on this sort of stuff ^^ I finished the D's and the few E spells today and I plan to start on the F's either later tonight or early tomorrow. Oh and everyone check out the Living Energy Drain, if you really hate your players unleash that thing on them and watch them cry rivers of tears for their lost levels :D
#45

rekko

Apr 12, 2008 16:47:47
Hey!

Glad your back.

I wanted to build the most living spells I could, but at the time I started my thread I didn't work as much as I do now.

I'll be glad to work on Living Spells with you on this thread. Maybe I can start with the Z's and will meet sometime somewhere.

On my thread of Living Spells, I posted one Living Spell per post to build an easy reference list of Living Spell with hyperlinks. I suggest we do this here also, or transfer all the Living Spells in your thread to mine one by one.

What do you think?

Rekko
#46

jorda_the_knight

Apr 14, 2008 1:12:28
Sounds like a good idea starting with the Z's, and thanks for the help ^^ I've been hoping someone would come along and take a bit of the workload off. From here on out I'll put one spell per post, like you suggested. I just figured before it was easier without posts in between but I can see that your hyperlinks idea is probably the way to go. It's a little late tonight but I'll probably get cracking again tomorrow. Thanks for joining up, combined our might will be unstoppable, bwa ha ha ha! Ahem.
#47

rekko

Apr 14, 2008 18:49:33
Thanks for joining up, combined our might will be unstoppable, bwa ha ha ha! Ahem.

Until we realize 4th edition is on our shelves... joking.

However, I would like you to know that our gaming group doesn't plan on going to 4th edition for some time. So, for all of those who want to stick with 3.5, I plan on continuing to bring Living Spells to life.

Rekko
#48

rekko

Apr 14, 2008 19:47:43
Hey Jorda!

Look in my thread, I have separated your living spells into single posts and I'll be adding them to the list tomorrow.

Rekko
#49

jorda_the_knight

Apr 15, 2008 10:36:45
Hey everyone, this is the link to Rekko's list, it's much more organized than mine I'm going to keep posting here, but you can find all the living spells on both threads.

http://forums.gleemax.com/showthread.php?t=1004085
#50

abraham

Apr 24, 2008 17:21:05
anybody do a living magic missle spell?
#51

rekko

Apr 24, 2008 21:24:58
The Living Magic Missile isn't done yet, sorry.

However, one Living Spell isn't very long to do. You can take the time to do the one you need and post it here. It can save us some work, and we'll be very happy for your help.

So, can we count on you to make the Living Magic Missile?

Rekko
#52

half_dragon_infernal

Apr 27, 2008 9:49:52
Hi, I'm sorry to take your time, but could you do a living waterspout, from the SC?
#53

lord_psynister

May 02, 2008 16:59:53
I've been working on using the Living Spell concept to create Intelligent Magical Items (brought to sentience during the Day of Mourning). I have been looking for a list of spells I can use for it so that I can get a list together of all of the magical items I could use it with.

Does anybody have a full list of spells that can have the template? I don't need the spell to have the template applied (I can do that myself), I just need a full list.
#54

lord_psynister

May 02, 2008 23:19:57
Can a Shadow Conjuration and/or Shadow Evocation spell become a Living Spell? Would it only be able to if the spell it mimiced was able to receive the template?

If so, would it be able to constantly morph itself into whatever Conj/Evoc spell it wanted to, or would it be locked into its original form?
#55

rekko

May 03, 2008 9:22:17
Shadow Conjuration/Evocation appear in which book? Or did you meant Illusions?

Rekko
#56

lord_psynister

May 03, 2008 12:25:59
Two of the most versitile spells in the game, Rekko. Both PHB.
#57

rekko

May 03, 2008 22:26:01
This is one of the moment where you feel quite dumb for not looking up in the PHB...

Anyways, I've looked at the spells and I think that Shadow Evocation is one very interesting Living Spells. Build a table with a few interesting spells and roll from it, or choose which spells you'll cast in what order before the encounter.

You could do the same with a Living Shadow Conjuration, but some conjuration spells have weird effects for a Living Spells, as the Summon Monster spells.

As for the list. There is no list of spells that qualify for the template that I have found, but Wizards has a list of al spells in the PHB and the SpC.

Rekko
#58

lord_psynister

May 03, 2008 22:29:19
Yeah, I went ahead and copied that list into Excel and cut out all of the spells that have targets, which gave me a full list from the two sources.

I think I might need to post the question about the Shadow spells in another thread to make sure people see it.
#59

rekko

May 03, 2008 22:40:17
I also have the list of spells in Excel. However, I kept all type of spells. I don't intend to create Living Spells with only area and effect type of spells. A few target spells can make decent encounters. Or imagine benefiting from a Living Bull's Strength. Or mixing an area spell with a target spell to make unique Living Spellmix.
#60

lord_psynister

May 03, 2008 22:44:57
That's where the Living Spells start to suck, and the reason why you aren't supposed to use targetting spells.

Forget Bull's Strength, I'm going to snag a Living Heal spell and trap it in a magical adamantine cage so I can jump in there any time I need to get my full hp back...
#61

rekko

May 03, 2008 22:53:02
I think you're right, for a lot of spells at least, but there are some target spells that could be very interesting as a living spell, just like there are some area/effect spells that makes weird living spells.

And for that, I don't mind creating Living targeted Spells, and leave it to the DM to use them if they want.
#62

webjici

May 29, 2008 7:23:40
Any other spells ?
#63

dawnbringer

Jan 31, 2010 19:45:49
I recently created a living spell thread, but I didn't see this one. Is this one still active?

I'll post the ones that i've made here, as its better than mine.

LIVING TIME STOP


Living Time Stop as cast by a caster level 18. I think this warrants the extra +1 CR.

Living Time Stop CR 18
Neutral Huge Ooze

Init : +7
Senses : Blind, Blindsight

-----------
Armor Class 33 (-2 size, + 7 Dex, +18 deflection) touch 33, Flat-footed 26:
HP : 18d10+144 (243)
Immune : mind-affecting effects(charms, compulsions, phantasms, patterns, morals), gaze attacksvisual effects, illusions, other attack form relying on sight, poison, sleep effects, paralysis, polymorph, stunning, critical hits, flanking.
SR 28
Fort +24, Ref +24, Will +24
----------
Speed : 20 ft.
Melee : Slam + 21 melee (1d8 + 12 + Time Stop)
Space/Reach : 15 ft./15 ft.
BAB/Grapple : +13/+29
Special Actions : Engulf, Time Stop

----------
Str 28, Dex 25, Con 28, Int - , Wis 25, Cha 28
Special qualities : ooze traits, DR 10/magic, SR 28, Time Stop Immunity
Feats -
Skills -
----------
Roleplaying hook : You see a huge, dull, grey sludge moving towards you, plants left in its wake growing ever so slightly, any objects it brushes against moving at incredible speed. You don't know how it's possible, but it looks as if time is warping around it as it moves. When it hits you, the world goes grey, your comrades in arms frozen in place, and the sludge has ceased being a dull grey, instead shining a brilliant white, standing out against the background of grey.
Design Note : Just putting a creature into a time stop state wouldn't be of much use, and could only benefit the creature in question. Instead, making the living spell much more deadly, I have made it so that both it and the creature in question enter the time stop. Normally, with the exact words of time stop, this would still be not of much use, as the ooze and the creature wouldn't be able to effect each other. Instead, both the living spell and the recipient of time stop are able to attack each other.  Stats + saves have been increased to + CL isntead of +SL, otherwise it is a pushover at CR 18. To give it a little bit of a kick, have it have 2 slam attacks, as 2 hits from its slams only really adds extra damage.

Combat

A living time stop if approaching a group of creatures, preferrs to attack as little of them as possible, attacking one at a time if it can, engulfing them and carrying them away from the group, slowly (or quickly, since it will be in a time stop) feeding on its prey until it dies.

Those on the battlefield fear this creature immensely. To them, its as if the huge grey sludge approaches, hits a comrade, and the comrade and it dissapear. And then they might see it again, taking comrades one by one...

Time Stop (Su): Any creature hit by a living time stop spell is affected by the time stop spell. The living time stop also enters the same time stop. The subject of the slam attack may use melee attacks on a living time stop as normal. Nonmagical ranged attacks do not work (the projectile just floats in midair) and ranged spells whose effects travel from the caster to the target do not work (spells such as fireball or disintigrate). Spells with a range of touch, or ranged spells which do not physically travel from one point to another, can affect the living time stop. The living time stop may slam any time stopped creature as normal (refreshing the duration of the time stop). Creatures other than the two in the time stop cannot be effected by spells or attacks, as normal for a time stop spell. There is no save for this effect.

Time Stop Immunity (Ex): If at any time a time stop spell is in effect, including those not of it's own doing, a living time stop can move and attack the caster of said time stop freely.

Engulf (Ex): A Living Time Stop 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 time stop merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the Living time stop, but if they do so they aren't entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 27) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the spells moves forward. Engulfed creatures are subject to the full normal effect of the time stop spell each round on the living spell's turn, and are considered to be grappled and trapped within its body.



FLAMING DEATH

Deeper Darkness and Flaming Sphere CL 5

Flaming Death (Fire) CR 6
Neutral Medium Ooze
Init +0: Senses : Blind, Blindsight
Aura : Variant (Deeper Darkness)

-----------
Armor Class 15(+5 deflection) touch 15, Flat-footed 15:
HP : 5d10+5 (32) DR 10/magic
Immune : mind-affecting effects(charms, compulsions, phantasms, patterns, morals), gaze attacksvisual effects, illusions, other attack form relying on sight, poison, sleep effects, paralysis, polymorph, stunning, critical hits, flanking.
Resistance to saves equal to spell level, SR 15
Fort 4, Ref 4, Will 4
----------
Speed : 40ft.
Melee : Slam +5 melee (1d4 + 2 + 2d4 fire + deeper darkness)
Space/Reach : 5 ft./5 ft.
BAB/Grapple : +4/+5
Special Attacks : Deeper Darkness, Fire Damage
Special Actions: Jump

----------
Str 13, Dex 10, Con 13, Int - , Wis 10, Cha 13
Special qualities : ooze traits,
Feats -
Skills -
----------
Roleplaying hook : A black, dark ball of darkness rolls towards you, dark orange flames spewing from its' body, leaving a trail of burnt plants and blackened flames in its' wake.
Design Note : I thought deeper darkness and flaming sphere would create a nice shadowflame effect and would be a nice challenge to a party if it hit and caused a deeper darkness to appear. Normally I wouldn't put the fire descriptor on a living spell, but its a living ball of fire, and hence the extra 2d6 damage if someone attacks it.

Variant: A variant of this could have the deeper darkness being a constant effect generating outwards from the living spell. It would be seen miles away in the daylight, but hitting it before it gets to the players would be hard. Consider adding a caster level in order to up its hit dice and CR by 1 for this variant.

Combat

A flaming death can be lethal once it gets a hit. Creatures relying on sight have a huge disadvantage over a flaming death, who's blindsight ensures it doesn't care about being in darkness. Soldiers can tell when a flaming death lairs near, as large pockets of darkness litter the battlefield for days on end.

Deeper Darkness (Su): On a successful slam attack, the creature it slams emits shadowy illumination in a 60-ft radius for 5 days, providing a 20% miss chance to all those within the area, even to those with darkvision.

Flaming Sphere (Ex): Any creature struck by a flaming death's slam attack takes an extra 2d6 fire damage, and any creature that hits it with a natural or nonreach weapon must make a DC 14 Reflex save or take the same amount of damage. Any flammable substance it touches it ignites.

Jump (Ex): A flaming death jump or ascend up to 30 ft as a move action, or 60 ft as a charge or double move action. It does not suffer falling damage for its own jumping movement.

Engulf (Ex): A Flaming Death 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 Flaming Death merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the Flaming Death, but if they do so they aren't entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 14) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the Flaming Death moves forward. Engulfed creatures are subject to the full normal effect of the Deeper Darkness and Flaming Sphere each round on the Flaming Death's turn, and are considered to be grappled and trapped within its body.
#64

dawnbringer

Feb 01, 2010 12:20:12
LIVING BUZZING BEE (Spell Compendium)

Living Buzzing Bee CR 1
Neutral Medium Ooze
Init -1: Senses : Blind, Blindsight

-----------
Armor Class 10(-1 Dex, +1 deflection) touch, Flat-footed :
HP :  5 (1d10), DR 10/magic
Immune : mind-affecting effects(charms, compulsions, phantasms, patterns, morals), gaze attacksvisual effects, illusions, other attack form relying on sight, poison, sleep effects, paralysis, polymorph, stunning, critical hits, flanking.
SR 11
Fort +1, Ref +1, Will +1
----------
Speed : 40ft., fly 40 ft.
Melee : Slam +0 melee (1d4 + buzzing bee)
Space/Reach : 5 ft./5 ft.
BAB/Grapple : +0/+0
Special Actions : Spell Effect. Engulf
----------
Str 11, Dex 8, Con 11, Int - , Wis 8, Cha 11
Special qualities : ooze traits,
Feats -
Skills -
----------
Roleplaying hook : A furry, soft ball, covered in yellow and black stripes lazily flies towards you, making an extremely annoying buzzing sound. Were it not for the fact that it has no stinger, wings, eyes, or other insect anatomy pieces, you would have thought it was a giant bee.
Design Note : A very funny monster if ever there were one.

Combat

A living buzzing bee is quite possibly the most annoying living spell ever formed. Tending to flock towards magic users or those that hide, they can be quite dangerous in large numbers to new members of the arcane. They try to get as many bees as possible following their 'prey'.

Buzzing Bee (Su): Whenever a living buzzing bee makes a successful slam attack or engulfs a creature, a small, but extremely loud, bee appears, distracting the target. The be causes a -10 penalty on Move Silently checks, which stacks for multiple bees. In addition, anyone attempting to cast a spell while under the effects of a buzzing bee must make a concentration check (DC 11 + the level of the spell being cast) to do so. Each bee after the first adds +2 to this check. Creatures that can't hear aren't distracted by a buzzing bee.

The bee has a fly speed of 180 ft (perfect). It remains near the subject in spite of darkness, invisibility, polymorph, cover, concealment, or any other attempt at disguising or hiding. The bee remains for 1 minute or if it moves 180 ft away from the Living Buzzing Bee.

Engulf (Ex): A Living Buzzing Bee can flow around creatures that fits within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living buzzing bee merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the Living buzzing bee, but if they do so they aren't entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 11) 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 buzzing bee spell each round on the living spell's turn, and are considered to be grappled and trapped within its body.