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View Full Version : D&D 3.x Other Alternative Living Spell style template(s)



Morphic tide
2017-04-19, 05:29 PM
So, who here remembers Living Spells? From Eberron, if it matters. They are unique in that they are a template applied to a spell, Divine or Arcane, to turn it into a creature. On several wikis, they are labelled as templated creatures with the spell as the base creature. If you are wondering what the (s) in the title is about, I might make rules for templates like Living Spell that do different things to spells. Like turn them into Constructs rather than Oozes, or into Items. Or templates that do stuff to spells which meet certain prerequisites, acting like metamagic options you don't spend a feat on, similar to Fighting Styles but the effect is applied to the spell without being part of the character's actual written arsenal.

Basically, this is a thread for whatever ideas I have for spell templates like Living Spell. And templates for similar abilities, like psionic powers. And associated stuff like creation methods. Including, as the title suggests, an actual Living Spell template with more variety available than the official Eberron version. I could probably whip up a Living Spell player race setup for 5e, given some time, but the loss of CL being a thing gets in the way a bit. At worst, one can always lock them to 2nd level and lower spells, including Cantrips.

Here's that Living Spell replacement template right now:(WIP because I can't figure out how to balance it for ****)

Incarnated Spells:
At times, spells can be warped, overcharged and made somewhat self-perpetuating. The result can vary based on the circumstances, spells used and metamagic applied, but they often have similar traits based on broad traits of the spells they formed of. The simpler "living spells" tend to be ooze-like, while more complex varieties tend towards having more dictated by the spell they formed from and share commonalities with aberrations in some abilities and traits.

The Incarnate Spell template can be applied to any spell that does not summon creatures, with spells that create creatures being entirely valid options, and can be any caster level regardless of spell level, but few ways of making Incarnate Spells exist that allow for creating under-CL spells. For a typical Incarnate Spell, assume that it has a CL of twice it's spell level minus one.

Size and Type: An Incarnated Spell's size is dependant on it's Caster Level, and they are Aberrations. CL 1-5 Incarnated Spells are Small size, 6-10 are Medium size, 11-15 are Large size and 16+ are Huge size.

Hit diceAn Incarnated Spell's hit dice are equal to its caster level and vice-versa, meaning that effects and templates that increase hit dice also increase its caster level, and effects that increase its CL also increase its hit dice. These hit dice are Aberration hit dice, with all the racial traits that come with it.

Speed: An Incarnate Spell's speed is based on the range of the base spell. Touch and Personal range spells have 15 ft. move speed, Close range spells have 20 ft. move speed, Medium range spells have 30 ft. move speed, Long range spells have 40 ft. move speed and spells with other ranges have the movement speed of the closest range. For example, a CL 1 spell with 80 ft. range would have 30 ft. move speed, while the same spell at CL 10 would have 20 ft. move speed because 80 ft. range is closer to 50 ft. than 200 ft.

Armor Class: Incarnate Spells have an Enhancement Bonus to Natural Armor equal to their spell level. (Deflection Bonuses are free AC for the PCs and count for Touch AC. Enhancement Bonuses to Natural Armor are competing with at least a few things and don't help with Touch ACs)

Attack: Incarnate Spells have a single Slam attack for a Natural Attack. This Slam deals 1 damage if it is Fine or smaller, 1d2 damage if it is Diminutive, 1d3 damage if it is Tiny, 1d4 if it is Small, 1d6 if it is Medium, 1d8 if it is Large, 2d6 if it is Huge, 3d6 if it is Gargantuan, 4d6 if it is Colossal and 2d6 more for each size category larger than Colossal. (the smaller than Fine and larger than Colossal is for the sake of homebrew that makes it matter. And some Monk houserules)

Special Attack: An Incarnate Spell has two special attacks:
-Engulf(Ex) An Incarnate 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 incarnate spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the incarnate 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 (opponentís choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the spell(s) each round on the incarnate spellís turn, and are considered to be grappled.
-Spell Effect(Su): Upon succeeding any melee touch attack or natural attack, or as a full round action, an Incarnate Spell can cast the spell it is made from at the cost of losing health equal to its CL, targeting either the attacked creature or itself, or if it spends a full-round action to cast itself it can target the spell normally. (Self-healing can work, but it's a gamble unless the minimum is larger than your CL)

Special Qualities: An Incarnate Spell has aberration traits and spell resistance equal to 10 + its caster level. Additionally, it has special qualities depending on the school of the spell: (suggestions for empty spots welcome. Suggestions for replacements are also welcome)
-Abjuration: Damage reduction bypassed by Magic equal to half it's CL.
-Conjuration: Fast Healing equal to its CL, disabled for 1d4 rounds upon taking 5 or more Force damage.
-Divination: Blindsense of 5 ft. per CL.
-Enchantment:
-Evocation: Energy Resistance to the damage type it deals equal to its CL.
-Illusion:
-Necromancy:
-Transmutation:
-Universal:

Saves: An Incarnate Spell's racial hit dice have the default saves of an Aberration(good Will saves) and a Resistance bonus to saves based on it's school equal to its base Will save: (these are roughly based on what the schools tend to do, rather than the save most useful against them. Also picked for there to be three of each save. Was tempted to make it be two saves for each made Great)
-Abjuration: Fortitude
-Conjuration: Fortitude
-Divination: Reflex
-Enchantment: Will
-Evocation: Reflex
-Illusion: Reflex
-Necromancy: Will
-Transmutation: Fortitude
-Universal: Will

Abilities: An Incarnate Spell has Strength and Constitution equal to 10+it's Caster Level, Dexterity and Charisma equal to 10+it's spell level and Wisdom and Intelligence equal to it's spell level, with modifiers for each school listed below: (partially arbitrary, partially about the casters that use them most, partly thematics)
-Abjuration: +4 Wisdom, +2 Intelligence
-Conjuration: +4 Intelligence, +2 Charisma
-Divination: +6 Intelligence
-Enchantment: +6 Charisma
-Evocation: +4 Charisma, +2 Intelligence
-Illusion: +4 Charisma, +2 Wisdom
-Necromancy: +4 Wisdom, +2 Charisma
-Transmutation: +6 Wisdom
-Universal: +4 Intelligence, +2 Wisdom

Level Adjustment: An Incarnate Spell has LA of 3 plus it's spell level. (Why the heck am I doing it this way? Because you can't be a full caster this way. You have to be ECL 4, minimum. Base CL is tied directly to it's RHD, so that's already taken care of. Granted, CL raises with your class levels, but that is part of the LA. Comment on it if it's an issue for you, I'm open to arguments about every part of it, and willing to change almost any part of it if you have a decent point)

Favored Class: An Incarnate Spell's favored classed are any class with the spell on its spell list.

Morphic tide
2017-04-19, 05:30 PM
There'll be a few of these. The last will be have this replaced with a statement that you may begin posting. And remember that there's a 1 minute gap between posts.

Morphic tide
2017-04-19, 05:31 PM
There'll be a few of these. The last will be have this replaced with a statement that you may begin posting. And remember that there's a 1 minute gap between posts.

Yes, they will all be identical reminders.

Morphic tide
2017-04-19, 05:32 PM
There'll be a few of these. The last will be have this replaced with a statement that you may begin posting. And remember that there's a 1 minute gap between posts.

Morphic tide
2017-04-19, 05:34 PM
This is the final placeholder. You may begin posting now. The point of these placeholders is to have a place to shove stuff into when the clutter is crazy. And to sort sort-of by topic.

ImperatorV
2017-04-20, 01:43 AM
...I don't like the LA on the incarnated spell. Why not just make it LA 0 and don't allow for caster levels lower then (2*spell level-1)? That seems less clunky and actually could make an interesting PC depending on what spell you pick.

Morphic tide
2017-04-20, 06:45 AM
...I don't like the LA on the incarnated spell. Why not just make it LA 0 and don't allow for caster levels lower then (2*spell level-1)? That seems less clunky and actually could make an interesting PC depending on what spell you pick.

The LA is for the total +6 to mental stats, SR, the spell itself and the various other things you can have. Also, the CL goes up every time you get any hit dice, including temporary Bard-granted ones. I should probably clarify that it does go up with your class levels and other non-racial hit dice.

Also, I forgot about Favored Classes. And forgot to have Area involved. And forgot to include stuff for metamagic. Oh well. Stuff to edit into that post.