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 -3-4 penalty to both Dexterity and Wisdom.  Their awakening gives them sentience, withbut nothey bonusstill orreceive a -4 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.
Engulf (Ex): A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + spell level + Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the living spell's turn (as Spell Effect above), and are considered to be grappled.

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 ana 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+2.5
Spell Level: 1


2
+1.5
+3
+0.66
+0.66
 +3
DR 5/magic


3
+2.25
+3.5
+1
+1
 +3.5
Spell Level: 2


4
+3
+4
+1.33
+1.33
Wyrmling+4
40 ft. speed


5
+3.75
+4.5
+1.66
+1.66
+2+4.5
Spell
NatLevel: AC,3 +10 ft. speed, tail slap, spell-like abilities,  breath weapon +1d6


6
+4.5
+5
+2
+2
Very+5
DR
Young,10/magic, LargeSR size,16 +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+5.5
Spell
NatLevel: AC,4, sonicSR resist17, 10,Large swallowsize whole, spell-like abilities, breath weapon +1d6 & entangling, forest step +10 ft.


8
+6/+1
+6
+2.66
+2.66
Young,+6
60
+2 Nat AC, sonic resist 15, wings, 10 ft. flyspeed, speedSR (clumsy),18 breath weapon +1d6 & 3/day, forest step +10 ft.


9
+6.75/+1
+6.5
+3
+3
+2+6.5
Spell
NatLevel: AC,5, sonicSR immunity,19 +10 ft. fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.


10
+7.5/+2
+7
+3.33
+3.33
Juvenile,+7
SR
+220 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.


11
+8.25/+3
+7.5
+3.66
+3.66
+2+7.5
Spell
NatLevel: AC,6, +10SR ft.21 fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft. & 2/day


12
+9/+4
+8
+4
+4
Young+8
SR
Adult,22 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+8.5
Spell
NatLevel: AC,7, trample,SR +1023, ft.Huge flysize speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.


14
+10.5/+5
+9
+4.66
+4.66
Adult,+9
SR
+224 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+9.5
Spell
NatLevel: AC,8, +10SR ft.25 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
SR
ft.26 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+10.5
Spell
NatLevel: AC,9, +10SR ft.27 fly speed, spell-like abilities, breath weapon +1d6, forest step +10 ft.


18
+13.5/+8/+3
+11
+6
+6
Old,+11
SR
+228 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+11.5
SR
Nat29 AC, +10 ft. fly speed, breath weapon +1d6 & no delay, forest step +10 ft.


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

SR
22
+16.5/+11/+6/+1
+13
+7.33
+7.33
Ancient,
+230 Nat AC, +10 ft. fly speed, breath weapon +1d6, forest step +10 ft.


23
+17.25/+12/+7/+2 
+13.5Awakened
+7.66
+7.66
+2
NatLiving AC,Spell +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:Proficiencies:  ZomoksAwakened living spells are proficient in their natural weapons, but gain no new proficiencies with any other weapons or armor.
AgeSpell Categories:Level: Like trueAt dragons,each Zomoksodd progresslevel throughfrom distinct1st stages as they age.  They begin as seedlings, essentially primal seeds without the capability to move,17th, think,an orawakened defendliving themselvesspell (they'remay functionallyadd objects). another AtComposed 4thSpell level, they germinate into wyrmlings, capable of venturingup outto into the worldlevel forindicated.  the first time (see racial traits above).  At everyleast evenone levelof afterits that,composed theyspells advancemust anothercreate agean categoryarea 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 theireffect forest's(not expansion.targeted
Natural
Armor:spells), 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 +10spell ft.whose bonuseffect tois theiralready base movement speed.  At 8th level, they gain a 10creature ft.(such fly speed with clumsy maneuverability.  This fly speed improves by 10 ft. each level thereafter.
Natural Weapons: Zomoks gain new natural weapons
as theya advance,summon andmonster thespell).  damageOther dicecomposed ofspells thesecan weaponsbe improvetargeted asspells, theybut increasetheir ineffects size. only Atapply 5thagainst level,valid theytargets gain(other acreatures, tailobjects, slapor foryourself, 1d6etc.).  damage.  At 6theach level, theiran biteawakened andliving tailspell slapincreases attacksits dealcaster 1d8level damage,for andany theircomposed clawspells attacksby dealone, 1d6such damage. that At its
Spell-like
abilitiescaster: Atlevel 5this level,equal Zomoks gain access to theirits firstawakened spell-likeliving ability, spellpass withoutclass trace. level.
An
Theyawakened mayliving castspell thisalso oncegains perbonuses day. based Aton 7thits level,highest theycomposed mayspell cast level.pass withoutFirst, traceit three timesgains pera day,deflection andbonus theyto gainAC theequal ability to cast itscommand plantshighest, plant growthcomposed, and spellquench once perlevel.  day. Second, Atit 9thgains level,a theyresistance maybonus cast onpass withoutall tracesaves at-will, and equalcommand plants,to plantits growth, highestand quench three timescomposed perspell day. level.  AtThird, 11thit level,increases theyits gainability thescores abilityby toa cast totalentangle, liveoak, transmuteamount mudequal to rock,its transmutehighest mudcomposed tospell rock, level. and wall ofFor thornsexample, once pera day. 5th Atlevel 13thawakened level,living theyspell maywould benefit from a constant +3pass withoutdeflection trace bonuseffect, andto theyAC, maya cast +3command plants,resistance plantbonus growth, onand quench at-will.  Atsaving 15ththrows, level,and theya may+3 cast totalentangle, liveoak,increase transmute mud to rock,each transmute mud to rock, and wall of thornsits three timesability perscores.
Damage
day. Reduction: AtAn 17thawakened level,living theyspell maygains cast damageshambler oncer perreduction day. 5/magic ...at DCs2nd arelevel charisma-based, and their10/magic effectiveat caster6th levellevel.
Improved
isSpeed:  equalStarting toat their4th levellevel, -an 1.awakened
Breath
Weaponliving: Aspell's zomok'sspeed breathdepends weaponon improvesits ascomposed theyspells' agerange: a andspell increasewith ina size. range Atof 5thclose levelhas anda everyspeed levelof thereafter,20 theirfeet, breatha weaponspell dealswith ana additionalrange 1d6of damage. medium Ator 6thlong level,has theira breathspeed weapon'sof range40 increasesfeet.  byA 15spell ft. with Atany 7thother level,range creatureshas thata failspeed theirof save20 andfeet.  areIf touchingan theawakened groundliving arespell entangledis forcomposed 1d6of rounds. two Aor creaturemore canspells break free with adifferent Strengthranges, orits Escapespeed Artistis checkbased againston the originallowest DC.range
Size
Increasesof: Zomoks,the likecomposed true spells.
dragons, grow in size as they age.  At 6th8th level, theycomposed growspells towith largea size.range
Sonic
Resistance:of At 6thlong level,now zomoksallow gaina resistbase sonicspeed 5. of Thisup improves by an additional 5 at each level until they become immune to sonic60 damagefeet, andwith effectsthe atsame 9thlimitations level.as above.
ForestSpell Step:Resistance:  At 6th level, aan zomokawakened gainsliving thespell abiltygains tospell teleportresistance upequal to 10 feet+ from one forested area to another, by moving the essence of its being. caster Thislevel.
Size
alsoChanges heals(Ex): At the7th zomoklevel, foran 5awakened hitliving points.  Itspell may useincrease thisits abilitysize onceto everyLarge 1d6+1(if roundsit but no more than once per day. If the zomok has swallowed a foe, the foe is leftcurrently behindMedium whensize).  theThen zomokat teleports. 13th At each subsequent level, theit zomok may teleportincrease upits tosize 10again feetto fartherHuge and(if healit anis additionalcurrently 5Large hitsize).  pointsDo withnot eachrecalculate activation.  At 11th level, it may use this ability twicescores peror day. natural Atarmor 16thbonuses levelfor itthese maychanges, usebut thisdo threeapply timesany perother day. bonuses Ator 21stpenalties level,for itthe mayawakened useooze's thisnew at-will. size.  AndAn atawakened 26thliving levelspell it may useactivate thisor abilitysuppress oncethese eachsize roundchanges as a movestandard action.