Living Spells

Post/Author/DateTimePost
#1

markzilla

Oct 14, 2009 10:18:04

I really loved living spells from 3.5 Eberron but there is only one living spell listed in the new Campaign Guide.  Has anyone made any more of these?  My group is headed to the Mournland and it would be great to have a few different living spells to throw at them.

#2

Gilo

Oct 14, 2009 12:04:17

In my campaign, my PCs while traveling in the Blade Desert found a kind of a junkyard dune:

It was an abandoned salvage operation of of House Orien where they experimented with teleportion to extract items from Metrol (Mournland) and opening portals and sending trains over the old Cyre lightning-rail.


The operation was abandoned after a living teleporting spell come back and killed everyone.

I'll need to search the 4E monster stats I created... but the general theme was it's ability to make teleport-attack which made a PC appear high above ground taking fall damage (or heads down inside the ground) etc.

#3

MrCelsius

Oct 14, 2009 12:33:32

     As my players were trekking across the glass plateau on their way to Making they drew the attention of two living spells.  The first appeared to be a glimmering star following them in the sky, the other was a shimmer on the horizon that stayed ahead of them even as they adjusted their heading.  When they reached the one, a living Wall of Ice, it surrounded and detained them while the other, a living Prismatic Sphere, descended and caught up.

     The Prismatic Sphere was a reflavoured Beholder, and I rolled randomly to determine which player it targeted with which eye beam.  The Wall of Ice was just a made up mechanic; it was fifteen feet high and virtually unclimbable and would grow 1d10 new five-foot-wide segments of wall every round, doing its best to surround and divide the players.  Each segment had 50 HP.

     Just go through the MMs and find a monster that'd be a fun fight and figure out what spell you could reskin it as.