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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 3134725" data-attributes="member: 40121"><p>next: a template that grants spell-like abilities, with a price.</p><p></p><p><strong><span style="color: Red">Spell-Infused Creature</span></strong></p><p></p><p>Spell-infused creatures are normal creatures that were wounded by magic while in contact with a magic-blasted field, such as a battlefield. These fields radiate faint magic that hit these creatures and imbue them with magical powers once they are healed, as their blood become tainted with that magical trace.</p><p></p><p>Spell-infused creatures are sturdier and more cunning than their counterpart. Each time they use their blood spells, their eyes glow and their skin slightly ripple.</p><p></p><p><strong>Creating A Spell-Infused Creature</strong></p><p></p><p>“Spell-infused” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, living construct, magical beast, monstrous humanoid, plant, or vermin (referred to hereafter as the base creature).</p><p></p><p>A spell-infused creature uses all the base creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points.</p><p></p><p><strong>Size and Type</strong>: Animals and vermin change to magical beast. Size is unchanged.</p><p></p><p><strong>Challenge Rating</strong>: Same as base creature + 1.</p><p></p><p><strong>Attack Options</strong>: A spell-infused retains all the attack options of the base creature and also gains the following option:</p><p><em>Blood Spell (Sp)</em>: A spell-infused can cast a single spell as a spell-like ability at will. The spell level depends on the base creature’s HD, and the caster level is equal to the base creature’s racial HD. However, each time it casts the spell, it takes 1d4 points of damage per the spell level. (A 0-level spell deals 1d2 point of damage). The save DC, if any, is either intelligence-, wisdom- or charisma-based, depending on which spell list the base creature has chosen its spell from. For example, a spell-infused creature with a druid spell will have wisdom-based save DCs.</p><p></p><p>[CODE]</p><p>[B]</p><p>Spell Min. HD Min. HD Min. HD Min. HD</p><p>Level (Clr, Drd, Wiz) (Sor) (Brd) (Pal, Rrg)</p><p>[/B]</p><p>0 1/2 HD 1/2 HD 1/2 HD -- </p><p>1 1 HD 1 HD 2 HD 4 HD</p><p>2 3 HD 4 HD 4 HD 8 HD</p><p>3 5 HD 6 HD 7 HD 11 HD</p><p>4 7 HD 8 HD 10 HD 14 HD</p><p>5 9 HD 10 HD 13 HD --</p><p>6 11 HD 12 HD 16 HD -- </p><p>7 13 HD 14 HD -- --</p><p>8 15 HD 16 HD -- --</p><p>9 17 HD 18 HD -- --</p><p>[/CODE]</p><p></p><p></p><p><strong>Abilities</strong>: A spell-infused creature’s ability scores are modified as follows: Con +2. Depending on which spell list the base creature has chosen its spell from, it gains a +2 either to Intelligence (Wiz), Wisdom (Clr, Drd, Pal, Rgr) or Charisma (Brd, Sor).</p><p></p><p><strong>Special Qualities</strong>: A spell-infused retains all the special qualities of the base creature and also gains the following quality:</p><p>Spell resistance equal to 5 + the base creature’s HD</p><p>If the base creature already has spell resistance, use the better value.</p><p></p><p><strong>Level adjustment</strong>: Same as the base creature + 2</p><p></p><p><strong>Variant</strong>: The spell-infused template can be converted into a power-seeded template. The powers can be picked from the psion, psychic warrior or wilder list. Power-seeded creatures may augment their mind power if possible and do not keep scores of power points, but each they manifest their power, they takes 1d4 points of damage per the power level plus the number of power points they would have normally used.</p><p></p><p><strong><span style="color: Red">Controlled Blood Casting [Monstrous]</span></strong></p><p>Your blood spell does not cost you much of your health.</p><p><strong>Prerequisites:</strong> Blood Spell ability, Con 17.</p><p><strong>Benefit:</strong> When using your Blood Spell, you can convert half the damage you take from the ability into non-lethal damage.</p><p><strong>Special:</strong> For psionic variant, this feat is called Controlled Mind Manifesting.</p><p></p><p><strong><span style="color: Red">Experienced Infuser [Monstrous]</span></strong></p><p>You can use your blood spell with greater effects.</p><p><strong>Prerequisites:</strong> Blood Spell ability, Character level 2 or more.</p><p><strong>Benefit:</strong> When using your Blood Spell, your class levels, if any, stack with your racial HD.</p><p><strong>Normal:</strong> When using your Blood Spell, only your racial HD count as the caster level.</p><p><strong>Special:</strong> For psionic variant, this feat is called Experienced Seeder.</p><p></p><p><strong><span style="color: Red">Blood Alteration [Monstrous]</span></strong></p><p>You have learn to modify the arcane energy in your blood in order to change its contained spell.</p><p><strong>Prerequisites:</strong> Blood Spell ability, Experienced Infuser, 3 HD or more.</p><p><strong>Benefit:</strong> You can exchange your Blood Spell with another spell, according to what your HD can permit.</p><p><strong>Special:</strong> For psionic variant, this feat is called Mind Alteration.</p></blockquote><p></p>
[QUOTE="JiCi, post: 3134725, member: 40121"] next: a template that grants spell-like abilities, with a price. [B][COLOR=Red]Spell-Infused Creature[/COLOR][/B] Spell-infused creatures are normal creatures that were wounded by magic while in contact with a magic-blasted field, such as a battlefield. These fields radiate faint magic that hit these creatures and imbue them with magical powers once they are healed, as their blood become tainted with that magical trace. Spell-infused creatures are sturdier and more cunning than their counterpart. Each time they use their blood spells, their eyes glow and their skin slightly ripple. [B]Creating A Spell-Infused Creature[/B] “Spell-infused” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, living construct, magical beast, monstrous humanoid, plant, or vermin (referred to hereafter as the base creature). A spell-infused creature uses all the base creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points. [b]Size and Type[/b]: Animals and vermin change to magical beast. Size is unchanged. [b]Challenge Rating[/b]: Same as base creature + 1. [b]Attack Options[/b]: A spell-infused retains all the attack options of the base creature and also gains the following option: [I]Blood Spell (Sp)[/I]: A spell-infused can cast a single spell as a spell-like ability at will. The spell level depends on the base creature’s HD, and the caster level is equal to the base creature’s racial HD. However, each time it casts the spell, it takes 1d4 points of damage per the spell level. (A 0-level spell deals 1d2 point of damage). The save DC, if any, is either intelligence-, wisdom- or charisma-based, depending on which spell list the base creature has chosen its spell from. For example, a spell-infused creature with a druid spell will have wisdom-based save DCs. [CODE] [B] Spell Min. HD Min. HD Min. HD Min. HD Level (Clr, Drd, Wiz) (Sor) (Brd) (Pal, Rrg) [/B] 0 1/2 HD 1/2 HD 1/2 HD -- 1 1 HD 1 HD 2 HD 4 HD 2 3 HD 4 HD 4 HD 8 HD 3 5 HD 6 HD 7 HD 11 HD 4 7 HD 8 HD 10 HD 14 HD 5 9 HD 10 HD 13 HD -- 6 11 HD 12 HD 16 HD -- 7 13 HD 14 HD -- -- 8 15 HD 16 HD -- -- 9 17 HD 18 HD -- -- [/CODE] [b]Abilities[/b]: A spell-infused creature’s ability scores are modified as follows: Con +2. Depending on which spell list the base creature has chosen its spell from, it gains a +2 either to Intelligence (Wiz), Wisdom (Clr, Drd, Pal, Rgr) or Charisma (Brd, Sor). [b]Special Qualities[/b]: A spell-infused retains all the special qualities of the base creature and also gains the following quality: Spell resistance equal to 5 + the base creature’s HD If the base creature already has spell resistance, use the better value. [b]Level adjustment[/b]: Same as the base creature + 2 [b]Variant[/b]: The spell-infused template can be converted into a power-seeded template. The powers can be picked from the psion, psychic warrior or wilder list. Power-seeded creatures may augment their mind power if possible and do not keep scores of power points, but each they manifest their power, they takes 1d4 points of damage per the power level plus the number of power points they would have normally used. [B][COLOR=Red]Controlled Blood Casting [Monstrous][/COLOR][/B] Your blood spell does not cost you much of your health. [B]Prerequisites:[/B] Blood Spell ability, Con 17. [B]Benefit:[/B] When using your Blood Spell, you can convert half the damage you take from the ability into non-lethal damage. [B]Special:[/B] For psionic variant, this feat is called Controlled Mind Manifesting. [B][COLOR=Red]Experienced Infuser [Monstrous][/COLOR][/B] You can use your blood spell with greater effects. [B]Prerequisites:[/B] Blood Spell ability, Character level 2 or more. [B]Benefit:[/B] When using your Blood Spell, your class levels, if any, stack with your racial HD. [B]Normal:[/B] When using your Blood Spell, only your racial HD count as the caster level. [B]Special:[/B] For psionic variant, this feat is called Experienced Seeder. [B][COLOR=Red]Blood Alteration [Monstrous][/COLOR][/B] You have learn to modify the arcane energy in your blood in order to change its contained spell. [B]Prerequisites:[/B] Blood Spell ability, Experienced Infuser, 3 HD or more. [B]Benefit:[/B] You can exchange your Blood Spell with another spell, according to what your HD can permit. [B]Special:[/B] For psionic variant, this feat is called Mind Alteration. [/QUOTE]
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