expand_less This pulsating ooze-like creature seems to be the physical embodiment of one or more already cast spells... except the magical energy lingers, writhing and moving with definite purpose.
For reasons unknown, in the magical mayhem of the last War spell effect occasionally took on sentience and refused to dissipate. These living spells still haunt places blasted by magic, apparently subsisting on ambient magical energy. They seem to kill only for pleasure, not out of any need to feed.
Physical Description:
Society: 
Alignment and Religion:  
Adventurers:  
Male Names: 
Female Names: 
Standard Racial Traits

Ability Score Racial Traits: Living spells, even once awakened, lack a fundamental awareness of the physical world, resulting in a -3 penalty to both Dexterity and Wisdom.  Their awakening gives them sentience, with no bonus or penalty to Intelligence.
Type: Awakened living spells are aberrations with the augmented ooze subtype (as per the Awaken Ooze spell).

Awakened Oozes keep all the characteristics of the ooze type except immunity to mind-affect effects.
Blind (but have the blindsight special quality with a range of 60 feet), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits or flanking.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.


Medium: Awakened living spells have no bonuses or penalties due to size.
Slow Speed: Awakened living spells move at a base speed of 20 feet.
Languages: Living spells can speak one language and a number bonus languages depending on their intelligence (as normal) from among those languages known to the one who awakened them.  They can also learn new languages as normal after their awakening.

 
Offensive Racial Traits

Natural Weapon: Awakened living spells have a slam attack that deals 1d4 damage plus its Strength bonus x 1-1/2.  A successful slam attack also affects the target as though it were within the composed spell effect or area (see Spell Effect, below).
Spell Effect (Su): A creature hit by a living spell's slam attack is subjected to the normal effect of the composed spell or spells making up the creature, as if it were within the area or effect or the target of the spell itself.  Saves apply as normal for the spell; the DC is 10 + spell level + Cha modifier.  Alternatively, an awakened living spell may target themselves as a standard action and subject themselves to the effect of the spell or spells as above (this does not require a slam attack).  When they do so, awakened spells are not considered immune to the effects of the spell or spells, if they would otherwise be, but they must still be valid targets (if required).  When attacking other creatures or targeting themselves with this ability, the awakened living spell may choose which composed spells to apply (if any), in any order or combination of its choice.

Senses Racial Traits

Blind: You cannot detect objects or creatures by sight. You cannot make Perception checks to visually notice things beyond the range of your blindsight. You cannot discern color, read written text, or see incorporeal creatures. You are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Blindsight:  Using sensitivity to vibrations, awakened living spells maneuver and fight as well as sighted creatures within a 60-foot range. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. An awakened living spell usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Excessive vibrations or loud sounds provide concealment to those within range of the blindsight at the adjudication of the Gamemaster.


Other Racial Traits

Composed Spell: An awakened living spell chooses a 0th or 1st level spell that creates an area or effect (not targeted spells), but not a spell whose effect is already a creature (such as a summon monster spell).  This spell determines the Spell Effect (see above) and the awakened living spell is treated as having an effective caster level of 1 for its effects.


 
Alternative Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

a
b

Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

a

 
Racial Archetypes
The following racial archetypes are available to Phoelarch:

a

 
Racial Feats
The following feats are available to a Phoelarch character who meets the prerequisites.

 

 
Racial Classes and/or Prestige Classes
The following is a racial progression class for Awakened Living Spells.  Unlike other racial progression classes, a PC can multiclass in or out of the class freely.  Continued advancement in the class indicates that the awakened living spell is composed of ever higher-level spells.  These could be set at the time of its creation, incorporated over the course of its adventures, or simply discovered along the way.
Role:
Alignment: Any
Hit Die: d8.
Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class SkillsAwakened living spells have no class skills.
Skill Ranks Per Level: 2 + Int modifier (minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
 
Table: Awakened Living Spell



Level
BAB
Fort Save
Ref Save
Will Save
Special


1
+0.75
+2.5
+0.33
+0.33
Seedling


2
+1.5
+3
+0.66
+0.66
 


3
+2.25
+3.5
+1
+1
 


4
+3
+4
+1.33
+1.33
Wyrmling


5
+3.75
+4.5
+1.66
+1.66
+2 Nat AC, +10 ft. speed, tail slap, spell-like abilities,  breath weapon +1d6


6
+4.5
+5
+2
+2
Very Young, Large size, +2 Nat AC, sonic resist 5, breath weapon +1d6 & +15 ft., forest step 10 ft. 1/day


7
+5.25
+5.5
+2.33
+2.33
+2 Nat AC, sonic resist 10, swallow whole, spell-like abilities, breath weapon +1d6 & entangling, forest step +10 ft.


8
+6/+1
+6
+2.66
+2.66
Young, +2 Nat AC, sonic resist 15, wings, 10 ft. fly speed (clumsy), breath weapon +1d6 & 3/day, forest step +10 ft.


9
+6.75/+1
+6.5
+3
+3
+2 Nat AC, sonic immunity, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.


10
+7.5/+2
+7
+3.33
+3.33
Juvenile, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.


11
+8.25/+3
+7.5
+3.66
+3.66
+2 Nat AC, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft. & 2/day


12
+9/+4
+8
+4
+4
Young Adult, Huge Size, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & +15 ft., forest step +10 ft.


13
+9.75/+4
+8.5
+4.33
+4.33
+2 Nat AC, trample, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.


14
+10.5/+5
+9
+4.66
+4.66
Adult, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & at-will, forest step +10 ft., no need to eat, improved senses


15
+11.25/+6/+1
+9.5
+5
+5
+2 Nat AC, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.


16
+12/+7/+2
+10
+5.33
+5.33
Mature Adult, Gargantuan size, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & +15 ft., forest step +10 ft. & 3/day


17
+12.75/+7/+2
+10.5
+5.66
+5.66
+2 Nat AC, +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.


18
+13.5/+8/+3
+11
+6
+6
Old, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.


19
+14.25/+9/+4
+11.5
+6.33
+6.33
+2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & no delay, forest step +10 ft.


20
+15/+10/+5
+12
+6.66
+6.66
Very Old, Colossal size, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & +15 ft., forest step +10 ft.


22
+16.5/+11/+6/+1
+13
+7.33
+7.33
Ancient, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.


23
+17.25/+12/+7/+2
+13.5
+7.66
+7.66
+2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.


24
+18/+13/+8/+3
+14
+8
+8
Wyrm, Awesome size, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6 & +15 ft., forest step +10 ft.


25
+18.75/+13/+8/+3
+14.5
+8.33
+8.33
+2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.


26
+19.25/+14/+9/+4
+15
+8.66
+8.66
Great Wyrm, +2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft. & move action


27
+20/+15/+10/+5
+15.5
+9
+9
+2 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.



 
Zomok Racial Class Features
Weapon and Armor Proficiences:  Zomoks are proficient in their natural weapons, but gain no new proficiencies with any other weapons or armor.
Age Categories: Like true dragons, Zomoks progress through distinct stages as they age.  They begin as seedlings, essentially primal seeds without the capability to move, think, or defend themselves (they're functionally objects).  At 4th level, they germinate into wyrmlings, capable of venturing out into the world for the first time (see racial traits above).  At every even level after that, they advance another age category until they become great wyrms at 26th level.  As with draconic aging, the exact rate at which Zomoks age may depend on factors other than time alone.  For example, many age at the rate of their forest's expansion.
Natural Armor: At 5th level and every level thereafter, Zomoks gain a +2 enhancement bonus to their natural armor.  This is cumulative with itself and their base natural armor, but not with other enhancement bonuses.
Improved Mobility: At 5th level, Zomoks gain a +10 ft. bonus to their base movement speed.  At 8th level, they gain a 10 ft. fly speed with clumsy maneuverability.  This fly speed improves by 10 ft. each level thereafter.
Natural Weapons: Zomoks gain new natural weapons as they advance, and the damage dice of these weapons improve as they increase in size.  At 5th level, they gain a tail slap for 1d6 damage.  At 6th level, their bite and tail slap attacks deal 1d8 damage, and their claw attacks deal 1d6 damage.  At 
Spell-like abilities: At 5th level, Zomoks gain access to their first spell-like ability, pass without trace.  They may cast this once per day.  At 7th level, they may cast pass without trace three times per day, and they gain the ability to cast command plants, plant growth, and quench once per day.  At 9th level, they may cast pass without trace at-will, and command plants, plant growth, and quench three times per day.  At 11th level, they gain the ability to cast entangle, liveoak, transmute mud to rock, transmute mud to rock, and wall of thorns once per day.  At 13th level, they may benefit from a constant pass without trace effect, and they may cast command plants, plant growth, and quench at-will.  At 15th level, they may cast entangle, liveoak, transmute mud to rock, transmute mud to rock, and wall of thorns three times per day.  At 17th level, they may cast shambler oncer per day.  ... DCs are charisma-based, and their effective caster level is equal to their level - 1.
Breath Weapon: A zomok's breath weapon improves as they age and increase in size.  At 5th level and every level thereafter, their breath weapon deals an additional 1d6 damage.  At 6th level, their breath weapon's range increases by 15 ft.  At 7th level, creatures that fail their save and are touching the ground are entangled for 1d6 rounds.  A creature can break free with a Strength or Escape Artist check against the original DC.
Size Increases: Zomoks, like true dragons, grow in size as they age.  At 6th level, they grow to large size.
Sonic Resistance: At 6th level, zomoks gain resist sonic 5.  This improves by an additional 5 at each level until they become immune to sonic damage and effects at 9th level.
Forest Step: At 6th level, a zomok gains the abilty to teleport up to 10 feet from one forested area to another, by moving the essence of its being.  This also heals the zomok for 5 hit points.  It may use this ability once every 1d6+1 rounds but no more than once per day. If the zomok has swallowed a foe, the foe is left behind when the zomok teleports.  At each subsequent level, the zomok may teleport up to 10 feet farther and heal an additional 5 hit points with each activation.  At 11th level, it may use this ability twice per day.  At 16th level it may use this three times per day.  At 21st level, it may use this at-will.  And at 26th level it may use this ability once each round as a move action.