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<blockquote data-quote="MarkB" data-source="post: 7813947" data-attributes="member: 40176"><p>In my Eberron campaign the players ventured into the Mournland for the first time. With the new Eberron sourcebook still a couple of months out, I've homebrewed my own rules for Living Spells. Casters roll 1d20 whenever they cast a spell, and on a natural 1, after the spell takes its normal effect, it comes to life, acting with malicious intent until slain.</p><p></p><p>Living spells have AC equal to 10 + spell level + caster's spellcasting modifier. They use the caster's spellcasting modifier to their saves, and have 1d6 + spellcasting modifier hit points per level (cantrips just get the modifier). The only action they can take is to re-cast themselves.</p><p></p><p>Three spells went live during the course of the game. The first was a Word of Radiance cantrip which caused some minor issues. The second one I rolled - it was a Lightning Bolt blasted out by a Glyph of Warding trap. Could have been very nasty if not for a timely Dispel Magic.</p><p></p><p>The last one was in a fight between the party and a pair of stone golems - already a nasty fight at their level. The cleric cast Spiritual Weapon at 4th level, and it went live.</p><p></p><p>With six potential targets (including the golems) I rolled randomly for the spell each round - and it ended up attacking the paladin every single time. He was the only character to drop to 0 hit points that encounter.</p><p></p><p>All things considered, successful field test.</p></blockquote><p></p>
[QUOTE="MarkB, post: 7813947, member: 40176"] In my Eberron campaign the players ventured into the Mournland for the first time. With the new Eberron sourcebook still a couple of months out, I've homebrewed my own rules for Living Spells. Casters roll 1d20 whenever they cast a spell, and on a natural 1, after the spell takes its normal effect, it comes to life, acting with malicious intent until slain. Living spells have AC equal to 10 + spell level + caster's spellcasting modifier. They use the caster's spellcasting modifier to their saves, and have 1d6 + spellcasting modifier hit points per level (cantrips just get the modifier). The only action they can take is to re-cast themselves. Three spells went live during the course of the game. The first was a Word of Radiance cantrip which caused some minor issues. The second one I rolled - it was a Lightning Bolt blasted out by a Glyph of Warding trap. Could have been very nasty if not for a timely Dispel Magic. The last one was in a fight between the party and a pair of stone golems - already a nasty fight at their level. The cleric cast Spiritual Weapon at 4th level, and it went live. With six potential targets (including the golems) I rolled randomly for the spell each round - and it ended up attacking the paladin every single time. He was the only character to drop to 0 hit points that encounter. All things considered, successful field test. [/QUOTE]
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