Awakened Living Spell Race and Template Class

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.

Standard Racial Traits

  • Ability Score Racial Traits: Living spells, even once awakened, lack a fundamental awareness of the physical world, resulting in a -4 penalty to both Dexterity and Wisdom.  Their awakening gives them sentience, but they still receive a -4 penalty to Intelligence.
  • Type: Awakened living spells are aberrations with the augmented ooze subtype (as per the Awaken Ooze spell).
  • 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).  Due to their morphic nature, an awakened living spell may change its weapon to deal slashing or piercing damage, treating it as a claw or bite attack, as appropriate.
  • Spell Effect (Su): A creature hit by a living spell's natural weapons or unarmed attacks are 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 natural weapon 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. Invisibilitydarkness, 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 a caster level of 1 for its effects.

 

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 Skills
Awakened 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 +0.33 +0.33 +2.5 Spell Level: 1
2 +1.5 +0.66 +0.66 +3 DR 5/magic
3 +2.25 +1 +1 +3.5 Spell Level: 2
4 +3 +1.33 +1.33 +4 40 ft. speed
5 +3.75 +1.66 +1.66 +4.5 Spell Level: 3
6 +4.5 +2 +2 +5 DR 10/magic, SR 16
7 +5.25 +2.33 +2.33 +5.5 Spell Level: 4, SR 17, Large size
8 +6/+1 +2.66 +2.66 +6 60 ft. speed, SR 18
9 +6.75/+1 +3 +3 +6.5 Spell Level: 5, SR 19
10 +7.5/+2 +3.33 +3.33 +7 SR 20
11 +8.25/+3 +3.66 +3.66 +7.5 Spell Level: 6, SR 21
12 +9/+4 +4 +4 +8 SR 22
13 +9.75/+4 +4.33 +4.33 +8.5 Spell Level: 7, SR 23, Huge size
14 +10.5/+5 +4.66 +4.66 +9 SR 24
15 +11.25/+6/+1 +5 +5 +9.5 Spell Level: 8, SR 25
16 +12/+7/+2 +5.33 +5.33 +10 SR 26
17 +12.75/+7/+2 +5.66 +5.66 +10.5 Spell Level: 9, SR 27
18 +13.5/+8/+3 +6 +6 +11 SR 28
19 +14.25/+9/+4 +6.33 +6.33 +11.5 Spell Level: 10, SR 29
20 +15/+10/+5 +6.66 +6.66 +12 SR 30

 

Awakened Living Spell Racial Class Features

Weapon and Armor Proficiencies: Awakened living spells are proficient in their natural weapons, but gain no new proficiencies with any other weapons or armor.

Spell Level: At each odd level, an awakened living spell may add another Composed Spell of up to the level indicated.  At least one of its composed spells must create an area of effect (not targeted spells), but not a spell whose effect is already a creature (such as a summon monster spell).  Other composed spells can be targeted spells, but their effects only apply against valid targets (other creatures, objects, or yourself, etc.).  These spells can be modified by any metamagic feat the awakened living spell possesses (treating the Spell Level as the total effective spell level).  At each level, an awakened living spell increases its caster level for any composed spells by one, such that its caster level is equal to its awakened living spell class level.

When choosing a new spell to add to its list of Composed Spells, an awakened living spell may also choose to remove a Composed Spell from its list, replacing it with another spell.  In effect, the awakened living spell "loses" the old spell in exchange for the new one.  The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than its highest-level Composed Spell. An awakened living spell may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that it gains new Composed Spells for the level.  As it adds or removes spells, it must always maintain at least one Composed Spell in its list with an area of effect (as above).

An awakened living spell also gains bonuses based on its highest Composed Spell level. First, it gains a deflection bonus to AC equal to its highest composed spell level.  Second, it gains a resistance bonus on all saves equal to its highest Composed Spell level.  Third, it increases its ability scores by a total amount equal to its highest Composed Spell level.  For example, a 5th level awakened living spell would benefit from a +3 deflection bonus to AC, a +3 resistance bonus on saving throws, and a +3 total increase to each of its ability scores, provided that it is composed of at least one 3rd level spell.

Damage Reduction: An awakened living spell gains damage reduction 5/magic at 2nd level and 10/magic at 6th level.

Improved Speed:  Starting at 4th level, an awakened living spell's speed depends on its composed spells' range: a spell with a range of close has a speed of 20 feet, a spell with a range of medium or long has a speed of 40 feet.  A spell with any other range has a speed of 20 feet.  If an awakened living spell is composed of two or more spells with different ranges, its speed is based on the lowest range of the composed spells.

At 8th level, composed spells with a range of long now allow a base speed of up to 60 feet, with the same limitations as above.

Spell Resistance:  At 6th level, an awakened living spell gains spell resistance equal to 10 + its caster level.

Size Changes (Ex): At 7th level, an awakened living spell may increase its size to Large (if it is currently Medium size).  Then at 13th level, it may increase its size again to Huge (if it is currently Large size).  Do not recalculate ability scores or natural armor bonuses for these changes, but do apply any other bonuses or penalties for the awakened ooze's new size (including damage dice for its slam attack, ie 1d6 for Large and 1d8 for Huge).  An awakened living spell may activate or suppress these size changes as a standard action.