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afroakuma
2010-12-07, 09:21 PM
Way back when I was doing VUAV 7, there were a lot of good ideas for living spells that got left by the wayside. I recently salvaged a few from my homebrew folder and have decided to share them out. Enjoy!

afroakuma
2010-12-07, 10:37 PM
Gyre Nexus
Huge Ooze (Force)
HD 15d10+60 (142 hp)
Speed 20 ft. (4 squares); fly 30 ft. (perfect)
Init: +2
AC 18; touch 18; flat-footed 16 (+8 deflection, +2 Dex, -2 size)
BAB +11; Grp +23
Attack Slam +15 melee (1d8+6 plus telekinetic sphere)
Space 15 ft.; Reach 10 ft.
Special Attacks Telekinetic sphere, force penetration
Special Qualities Ooze traits, DR 10/magic, SR 25, force immunity, sphere mastery, telekinetic shell
Saves Fort +17 Ref +15 Will +15
Abilities Str 18, Dex 15, Con 18, Int -, Wis 15, Cha 18
Skills
Feats
Environment Any
Organization Solitary
Challenge Rating 15
Treasure Half items
Alignment Neutral
Advancement -
Level Adjustment -

A shimmering, spherical mass descends from the sky, spiraling orbs dancing around within. Several similar spheres float above.

Gyre nexi are living telekinetic spheres, dreadful and cryptic foes, driven by an instinct to collect living creatures and raise them into the skies.

Telekinetic Sphere (Su) Any creature struck by the gyre nexus' slam attack is immediately trapped in a telekinetic sphere with a 15 ft. diameter for 15 minutes. The gyre nexus automatically begins raising such trapped creatures vertically at a speed of 30 ft. per round. It can manipulate spheres to a maximum range of 250 ft. Attended objects struck by a slam attack are permitted a Reflex save (DC 22) to avoid being trapped.

Force Penetration (Su) A gyre nexus can move through force effects, including resilient sphere, telekinetic sphere, forcecage and wall of force, at its discretion. It can also make slam and engulf attacks through such effects.

Sphere Mastery (Su) A gyre nexus can move each of its telekinetic spheres once per round as though maintaining concentration. It does not need to make Concentration checks to maintain or move spheres.

Telekinetic Shell (Su) A gyre nexus is itself contained in a telekinetic sphere, which it can dismiss or reform as a move action. A targeted dispel magic against this shell negates it for three rounds, while greater dispel magic negates it for six rounds. Disintegrate or a successful touch with a rod of negation or rod of cancellation negates the shell for 1 minute and deals 6d6 damage to the spell.

afroakuma
2010-12-07, 11:23 PM
Nemesis Blade
Tiny Ooze (Force)
HD 3d10+3 (19 hp)
Speed 40 ft. (4 squares)
Init: -1
AC 14; touch 14; flat-footed 14 (+2 deflection, +2 size)
BAB +2; Grp -5
Attack Slam +5 melee (1d4+1 plus 1d8+1 force plus spiritual weapon)
Space 5 ft.; Reach 5 ft.
Special Attacks Spiritual weapon
Special Qualities Ooze traits, DR 10/magic, SR 13, focused essence
Saves Fort +4 Ref +2 Will +2
Abilities Str 12, Dex 9, Con 12, Int -, Wis 9, Cha 12
Skills
Feats
Environment Any
Organization Solitary
Challenge Rating 3
Treasure None
Alignment Neutral
Advancement -
Level Adjustment -

A nebulous, vaguely humanoid shape stands holding what appears to be a longsword of pure force. The blade snaps up and angles towards you, though the shape bearing it does not react to your presence.

Nemesis blades are living spiritual weapons, enemies devoted to battle who bring forth a duplicate to combat each opponent.

Spiritual Weapon (Su) When a nemesis blade strikes a target with its slam attack, it brings forth a spiritual weapon in the shape of a longsword to harry the foe. The newly formed spiritual weapon attacks the original target exclusively until it expires. Treat these spiritual weapons as the spell cast by a 3rd level cleric with 12 Wisdom, except that the nemesis blade will not direct spiritual weapons towards new targets.

Focused Essence (Ex) A nemesis blade, when formed, draws the essence of its caster to form a shadowy "wielder" as its corporeal form. However, the power of the living spell is entirely concentrated within the weapon itself. Thus, the nemesis blade is treated as a Tiny creature with Medium space and reach, and attacks directed against the "wielder" have no effect.

afroakuma
2010-12-08, 12:34 AM
Bigby's Masterful Hand
Huge Ooze (Force)
HD 17d10+68 (161 hp)
Speed 40 ft. (4 squares)
Init: +3
AC 35; touch 25; flat-footed 32 (+11 natural, +9 deflection, +4 cover, +3 Dex, -2 size)
BAB +12; Grp +44
Attack Slam +22 melee (1d8+18 plus clenched fist) or smash +22 melee (2d8+18) or flick +22 melee (1d6+12 plus knockback) or poke +15 melee touch (1d6+12)
Full Attack 2 slams +22 melee (1d8+18 plus clenched fist) or 2 pokes +15 melee touch (1d6+12)
Space 15 ft.; Reach 10 ft.
Special Attacks Crushing hand, clenched fist, master grapple, smash, flick, poke
Special Qualities Ooze traits, DR 10/magic, SR 27, block
Saves Fort +18 Ref +17 Will +17
Abilities Str 35, Dex 16, Con 19, Int -, Wis 16, Cha 19
Skills
Feats Ability Focus (clenched fist)B, Ability Focus (smash)B, Awesome BlowB, Combat ReflexesB, Improved GrappleB, Power AttackB
Environment Any
Organization Solitary
Challenge Rating 21
Treasure None
Alignment Neutral
Advancement -
Level Adjustment -

A misty shroud of darkness surrounds a pearly white shape that reminds you of a gloved hand. Though it trails off into darkness at the wrist, the deliberate patterns of its movement suggest the hand of a living creature.

Masterful hands are a dangerous living fusion of bigby's crushing hand and bigby's clenched fist spells. They seem hellbent on antagonism and destruction.

Clenched Fist (Su) When a masterful hand strikes a target with its slam attack, that target is stunned for one round unless it succeeds at a Fortitude save (DC 25).

Crushing Fist While grappling, a masterful hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

Master Grapple (Ex) A masterful hand grapples as a Bigby's crushing fist spell; it thus has a higher grapple modifier than would be expected.

Smash (Ex) A masterful hand can slap downwards as a standard action, crushing foes under its palm and moving forward to press trapped foes down. This attack is centered on any point in the masterful hand's reach and affects all Medium or smaller creatures within a 15 ft. diameter. Creatures in the affected area must succeed on a Reflex save (DC 25) or be pinned as the masterful hand moves to the target point, automatically taking 2d8+18 bludgeoning damage during the next round unless the masterful hand moves off them. If the masterful hand chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the smash each round if they donít escape.

Flick (Ex) A masterful hand can trap its middle fingertip behind its thumb and release it with springlike force, decreasing accuracy and raw damage in exchange for propelling force. The masterful hand subtracts a number up to its Strength bonus (if any) from the flick attack roll. If the flick attack hits, the victim must succeed on a Reflex save (DC = 10 + damage dealt) or be knocked flying 10 feet times the subtracted number in a direction of the masterful hand's choice and fall prone. The masterful hand can only push the opponent in a straight line, and the opponent canít move closer to the masterful hand than the square it started in. If an obstacle prevents the completion of the opponentís move, the opponent and the obstacle each take 1d6 points of damage per 10 ft. of distance remaining, and the opponent stops in the space adjacent to the obstacle. The victim of a flick attack must be Large or smaller.

Poke (Ex) A successful poke attack pushes the victim back 5 feet, provided there is room to move. Poke attacks do not trigger any effect that would affect an attacker.

Block (Ex) As the masterful hand is centered within its body (the phantasmal "wrist") and not the hand itself, the spell can use its hand to provide itself with cover.