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Fun with Living Spells
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<blockquote data-quote="Kae'Yoss" data-source="post: 1766009" data-attributes="member: 4134"><p><strong>New Spell: Beget Living Spell</strong></p><p></p><p>The living spells that were created during the Time of Troubles and in wild magic areas seemed to be as random as everything else during that time, but some noted that it only happened when the spell killed someone, and they also noted that the spells invariably turned on their creator. A group of Red Wizards started to study the phenomenon, first using the prevalent conditions of the Time of Troubles and later securing wild magic areas for their study. Eventually, they made a discovery: The wild magic effect caused the sould of the newly departed to merge with the spell effect, which lingered just a little longer than usual. </p><p></p><p>Further study enabled them to bind extraplanar spirits to spells, which had the advantage that they could be controlled, at least in a limited manner. </p><p></p><p><strong>Beget Living Spell</strong> </p><p>Universal</p><p>Magic 9, Sor/Wiz 9</p><p>Components: V,S, XP</p><p>Cassting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One creature/one living spell (see text)</p><p>Duration: 10 minutes/level / 1 round/level / instantaneous (see text)</p><p>Saving Throw: Will negates (see text)</p><p>Spell Resistance: Yes</p><p></p><p>This spell enables the caster to take control of a spell or spell-like ability being cast by another creature and turn it into a living spell. An unwilling target gets a will save. The target doesn't realize what will happen unless it is told so.</p><p>The next valid spell the target casts (see living spell template) within 10 minutes/level works normally, but as soon as the duration is over (or just after an instantaneous spell has come into effect) it is turned into a living construct. This construct is under control of the caster of <strong>beget living spell</strong>, for 1/round level after its creation, then it takes on a live of its own (but can be turned by a cleric with access to the Magic domain, see above).</p><p></p><p>XP Cost: Upon creation of the living spell, the caster of <em>beget living spell</em> pays 500xp per spell level of the affected spell. If the caster cannot pay this cost, the spell isn't turned into a living spell and the effect ends. The caster can specify a certain spell level, range of spell levels, or even a range of spells or a single spell that will be turned into a living construct. In that case, all spells are ignored until a proper spell is cast by the target.</p><p>For example, you could specify that only 3rd-level spells will be affected, or spells of 6th level at most (or at least), further you could specify that only lightning bolt, or only fireball and delayed blast fireball will be turned into a living spell.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1766009, member: 4134"] [b]New Spell: Beget Living Spell[/b] The living spells that were created during the Time of Troubles and in wild magic areas seemed to be as random as everything else during that time, but some noted that it only happened when the spell killed someone, and they also noted that the spells invariably turned on their creator. A group of Red Wizards started to study the phenomenon, first using the prevalent conditions of the Time of Troubles and later securing wild magic areas for their study. Eventually, they made a discovery: The wild magic effect caused the sould of the newly departed to merge with the spell effect, which lingered just a little longer than usual. Further study enabled them to bind extraplanar spirits to spells, which had the advantage that they could be controlled, at least in a limited manner. [B]Beget Living Spell[/B] Universal Magic 9, Sor/Wiz 9 Components: V,S, XP Cassting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/one living spell (see text) Duration: 10 minutes/level / 1 round/level / instantaneous (see text) Saving Throw: Will negates (see text) Spell Resistance: Yes This spell enables the caster to take control of a spell or spell-like ability being cast by another creature and turn it into a living spell. An unwilling target gets a will save. The target doesn't realize what will happen unless it is told so. The next valid spell the target casts (see living spell template) within 10 minutes/level works normally, but as soon as the duration is over (or just after an instantaneous spell has come into effect) it is turned into a living construct. This construct is under control of the caster of [b]beget living spell[/b], for 1/round level after its creation, then it takes on a live of its own (but can be turned by a cleric with access to the Magic domain, see above). XP Cost: Upon creation of the living spell, the caster of [I]beget living spell[/I] pays 500xp per spell level of the affected spell. If the caster cannot pay this cost, the spell isn't turned into a living spell and the effect ends. The caster can specify a certain spell level, range of spell levels, or even a range of spells or a single spell that will be turned into a living construct. In that case, all spells are ignored until a proper spell is cast by the target. For example, you could specify that only 3rd-level spells will be affected, or spells of 6th level at most (or at least), further you could specify that only lightning bolt, or only fireball and delayed blast fireball will be turned into a living spell. [/QUOTE]
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