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<blockquote data-quote="Obly99" data-source="post: 9486538" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Living Spell (CR special)</span></strong></p><p></p><p>Heavy revisitation of the Spell Beast template of the manual <a href="https://www.drivethrurpg.com/it/product/208837/stray-spells-racial-guide" target="_blank">Stray Spells</a> of the Little Red Goblin Games</p><p></p><p>Living spells are the literal personification of the magic that created them, though they are all appear generally appear as some other creatures with a strangely glowing bodies with a fantastic element to themselves that immediately signal that they are not normal.</p><p></p><p><strong>Example Physical Traits</strong></p><ul> <li data-xf-list-type="ul">A <em>commune with birds</em> spell might appear as an avian creature who speaks with a bird-like sing-songy voice.</li> <li data-xf-list-type="ul">A <em>fireball</em> spell might be a hot tempered, crimson-skinned, Dire Ape with burning fur who is prone to literal explosive outbursts.</li> <li data-xf-list-type="ul">A <em>cure light wounds</em> spell could appear as a radiant woman with unnaturally floating hair who emanates a constant “sacred” feeling.</li> <li data-xf-list-type="ul">An <em>alarm</em> spell might be a neurotic, jumpy, stringbean Redcap with eyes all over his body.</li> </ul> <p style="text-align: center"><strong><span style="font-size: 18px">Creating a Living Spell</span></strong></p><p></p><p>“Living Spell” is an inherited or acquired template that can be added to any creature (referred to hereafter as the base creature). A living spell uses the base creature’s stats and abilities except as noted here.</p><p></p><p><strong>Chosen Spell:</strong> When applying this template you must select a spell. This is referred to as their “chosen spell”.</p><p></p><p><strong>CR:</strong> As base creature +½ the spell level (rounded up).</p><p></p><p><strong>Alignment:</strong> Any, but if the chosen spell has an alignment descriptor, that component of the alignment of the living spell always mach it.</p><p></p><p><strong>Type:</strong> The creature’s type changes to outsider (living spell, native), lose any alignment subtype and gains the alignment descriptor of the chosen spell as a subtype (if any). Do not recalculate class Hit Dice, BAB, or saves.</p><p></p><p><strong>Senses:</strong> A living spell gains darkvisiong 60 ft.</p><p></p><p><strong>Defensive Abilities:</strong> A living spell gains <strong>SR</strong> 11+ HD and the following.</p><p></p><p><strong>Recharge (Su)</strong></p><p>When a living spell sleeps it commune with the cosmos. While sleeping attacks made against it gain a 50% miss chance. Anything that affects incorporeal creatures (force effects, ghost touch weapons) affect it normally.</p><p></p><p><strong>Rejuvenation (Su)</strong></p><p>It’s difficult to slay a living spell. Unless destroyed by a <em>dispel magic</em>, <em>greater dispel magic</em>, or a <em>mage's disjunction</em> spell (see dispelable), a living spell return to life as for a <em>true resurrection</em> spell 24 hours after its death. If <em>wish</em> or <em>miracle</em> are used to wish the living spell death in this time frame, the living spell is permanently destroyed.</p><p></p><p><strong>Weakness:</strong> The living spell gains the following.</p><p></p><p><strong>Dispelable (Ex)</strong></p><p>A living spell is the literal personification of a magical spell. A creature that use <em>dispel magic</em> or <em>greater dispel magic</em> spells against a living spell and succeed a caster level check against a DC of 11 + HD of the living spell, inflict 1d6 damage per caster level to the living spell that become staggered for 1 round. A successful Will saving throw against a DC equal to the spell DC half the damage and negate the staggered. If a living spell enter an <em>antimagic field</em>, it automatically fall unconscious until removed from the area. A living spell inside the area of a <em>mage's disjunction</em> must make a Will save with a DC equal to the spell DC or be instantly destroyed.</p><p></p><p><strong>Spell-like Abilities:</strong> A living spell may use its chosen spell at will, using its HD as the caster level.</p><p></p><p><strong>Special Qualities:</strong> The living spell retains all the base creature’s special qualities and gains those described here.</p><p></p><p><strong>Ephemera Nature (Ex)</strong></p><p>A living spell is destroyed at 0 hit points and does not leave a body behind.</p><p></p><p><strong>Detectable (Su)</strong></p><p>A living spell taking no special efforts to hide itself is visible to <em>detect magic</em> and everywhere it has been for at least 5 minutes counts as if its spell had been cast there for the purpose of detecting residual magic.</p><p></p><p><strong>Abilities:</strong> If the base creature does not originally a Constitution score (like construct and undead), the living spell gains a Constitution score of 10 + chosen spell level + 4 every size category above medium.</p><p></p><p><strong>Skills:</strong> A living spell receives a +10 racial bonus on Knowledge (arcane) and Spellcraft checks. Knowledge (arcane) and Spellcraft are always class skills for a living spell.</p><p></p><p><strong>Special:</strong> Although incredibly rare, there are living spells with metamagic feats applied to their chosen spell. In this case the chosen spell level is considered for all effects and interaction as equal to the sum of the base spell level plus its metamagic level increase. It is also recommended to apply the Living Spell template to an advanced form of creature (eg. if you create a living spell of an <em>empower maximized fireball</em>, I suggest to apply the living spell template to a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-ape-megaprimatus/" target="_blank">Megaprimatus</a> instead of a Dire Ape and the finale spell level is cosidered 8th [3 base + 2 empower + 3 maximized]).</p></blockquote><p></p>
[QUOTE="Obly99, post: 9486538, member: 7035194"] [CENTER][B][SIZE=7]Living Spell (CR special)[/SIZE][/B][/CENTER] Heavy revisitation of the Spell Beast template of the manual [URL='https://www.drivethrurpg.com/it/product/208837/stray-spells-racial-guide']Stray Spells[/URL] of the Little Red Goblin Games Living spells are the literal personification of the magic that created them, though they are all appear generally appear as some other creatures with a strangely glowing bodies with a fantastic element to themselves that immediately signal that they are not normal. [B]Example Physical Traits[/B] [LIST] [*]A [I]commune with birds[/I] spell might appear as an avian creature who speaks with a bird-like sing-songy voice. [*]A [I]fireball[/I] spell might be a hot tempered, crimson-skinned, Dire Ape with burning fur who is prone to literal explosive outbursts. [*]A [I]cure light wounds[/I] spell could appear as a radiant woman with unnaturally floating hair who emanates a constant “sacred” feeling. [*]An [I]alarm[/I] spell might be a neurotic, jumpy, stringbean Redcap with eyes all over his body. [/LIST] [CENTER][B][SIZE=5]Creating a Living Spell[/SIZE][/B][/CENTER] “Living Spell” is an inherited or acquired template that can be added to any creature (referred to hereafter as the base creature). A living spell uses the base creature’s stats and abilities except as noted here. [B]Chosen Spell:[/B] When applying this template you must select a spell. This is referred to as their “chosen spell”. [B]CR:[/B] As base creature +½ the spell level (rounded up). [B]Alignment:[/B] Any, but if the chosen spell has an alignment descriptor, that component of the alignment of the living spell always mach it. [B]Type:[/B] The creature’s type changes to outsider (living spell, native), lose any alignment subtype and gains the alignment descriptor of the chosen spell as a subtype (if any). Do not recalculate class Hit Dice, BAB, or saves. [B]Senses:[/B] A living spell gains darkvisiong 60 ft. [B]Defensive Abilities:[/B] A living spell gains [B]SR[/B] 11+ HD and the following. [B]Recharge (Su)[/B] When a living spell sleeps it commune with the cosmos. While sleeping attacks made against it gain a 50% miss chance. Anything that affects incorporeal creatures (force effects, ghost touch weapons) affect it normally. [B]Rejuvenation (Su)[/B] It’s difficult to slay a living spell. Unless destroyed by a [I]dispel magic[/I], [I]greater dispel magic[/I], or a [I]mage's disjunction[/I] spell (see dispelable), a living spell return to life as for a [I]true resurrection[/I] spell 24 hours after its death. If [I]wish[/I] or [I]miracle[/I] are used to wish the living spell death in this time frame, the living spell is permanently destroyed. [B]Weakness:[/B] The living spell gains the following. [B]Dispelable (Ex)[/B] A living spell is the literal personification of a magical spell. A creature that use [I]dispel magic[/I] or [I]greater dispel magic[/I] spells against a living spell and succeed a caster level check against a DC of 11 + HD of the living spell, inflict 1d6 damage per caster level to the living spell that become staggered for 1 round. A successful Will saving throw against a DC equal to the spell DC half the damage and negate the staggered. If a living spell enter an [I]antimagic field[/I], it automatically fall unconscious until removed from the area. A living spell inside the area of a [I]mage's disjunction[/I] must make a Will save with a DC equal to the spell DC or be instantly destroyed. [B]Spell-like Abilities:[/B] A living spell may use its chosen spell at will, using its HD as the caster level. [B]Special Qualities:[/B] The living spell retains all the base creature’s special qualities and gains those described here. [B]Ephemera Nature (Ex)[/B] A living spell is destroyed at 0 hit points and does not leave a body behind. [B]Detectable (Su)[/B] A living spell taking no special efforts to hide itself is visible to [I]detect magic[/I] and everywhere it has been for at least 5 minutes counts as if its spell had been cast there for the purpose of detecting residual magic. [B]Abilities:[/B] If the base creature does not originally a Constitution score (like construct and undead), the living spell gains a Constitution score of 10 + chosen spell level + 4 every size category above medium. [B]Skills:[/B] A living spell receives a +10 racial bonus on Knowledge (arcane) and Spellcraft checks. Knowledge (arcane) and Spellcraft are always class skills for a living spell. [B]Special:[/B] Although incredibly rare, there are living spells with metamagic feats applied to their chosen spell. In this case the chosen spell level is considered for all effects and interaction as equal to the sum of the base spell level plus its metamagic level increase. It is also recommended to apply the Living Spell template to an advanced form of creature (eg. if you create a living spell of an [I]empower maximized fireball[/I], I suggest to apply the living spell template to a [URL='https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-ape-megaprimatus/']Megaprimatus[/URL] instead of a Dire Ape and the finale spell level is cosidered 8th [3 base + 2 empower + 3 maximized]). [/QUOTE]
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