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Thread: Living spells?
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2017-06-24, 05:39 AM (ISO 8601)
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Re: Living spells?
I like living antimagic field, deeper darkness, Evard's black tentacles, and major image (deep-sea kraken).
Spoiler: Collectible nice thingsMy incarnate/crusader. A self-healing crowd-control melee build (ECL 8).
My Ruby Knight Vindicator barsader. A party-buffing melee build (ECL 14).
Doctor Despair's and my all-natural approach to necromancy.
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2017-06-24, 09:07 AM (ISO 8601)
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Re: Living spells?
It was my understanding that summons still made decent War Spells and that 25 per CL multiplier is pretty nasty.
If my understanding was in error then yeah, not as cool.
Edit: On another note, Mineralize Warrior woukd be a nasty Living Spell.
Awaken, Incarnate Construct, and Greater Humanoid Essence would be niche but cool too.Last edited by unseenmage; 2017-06-24 at 09:11 AM.
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2017-06-24, 09:16 AM (ISO 8601)
- Join Date
- Jun 2009
Re: Living spells?
Afroakuma's excellent Vote Up a Villain series included a Living Spell of Guards and Wards. It's homebrew so there's a bit of artistic license taken with it obviously, but I'd be curious if anyone's actually used it in a campaign. It sounds hilarious if used appropriately.
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2017-06-24, 10:04 AM (ISO 8601)
- Join Date
- Dec 2014
Re: Living spells?
For reference:
"Living spell" is an unusual template, in that it is applied to an arcane or divine spell effect (or in some cases, a group of spell effects) and not a creature. The characteristics of a living spell are determined by the nature of the spell(s), including the caster level of the spells. The template can be applied to any 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).Spoiler: Collectible nice thingsMy incarnate/crusader. A self-healing crowd-control melee build (ECL 8).
My Ruby Knight Vindicator barsader. A party-buffing melee build (ECL 14).
Doctor Despair's and my all-natural approach to necromancy.
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2017-06-24, 11:00 AM (ISO 8601)
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- Apr 2013
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Re: Living spells?
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2017-06-24, 11:33 AM (ISO 8601)
- Join Date
- Dec 2014
Re: Living spells?
While I understand your sentiment, I am also amused that you have to go as far as living spells to find such a place. They're not exactly balanced!*
I once designed some living spells as guards, the idea being that a living orb of fire + major image (group of fiery warriors) would act as a hallway-filling guard squad that you can't Tumble or sneak past. With the Sentry Ooze template, they were remarkably charismatic, but other than that, you have trouble with the lack of limbs, for instance.
*Probably a calculated risk; it's not like you could reasonably design a template that assigns a fair CR to every spell in the book.Spoiler: Collectible nice thingsMy incarnate/crusader. A self-healing crowd-control melee build (ECL 8).
My Ruby Knight Vindicator barsader. A party-buffing melee build (ECL 14).
Doctor Despair's and my all-natural approach to necromancy.
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2017-06-24, 02:53 PM (ISO 8601)
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- Oct 2011
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- Mexico
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Re: Living spells?
A hilarious one would be a living spell of defenestrating sphere... Or, if allowed, baleful transposition
Glitterdust living spell would be a PAIN
Delayed blast fireballs: Slam, nothing happens for a couple rounds, then WHAM!Last edited by Gildedragon; 2017-06-24 at 02:56 PM.
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2017-06-24, 03:47 PM (ISO 8601)
- Join Date
- May 2010
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2017-06-24, 04:35 PM (ISO 8601)
- Join Date
- Dec 2004
Re: Living spells?
Blood Snow, Frostburn
CR 3 (spell level 2, caster level 3) or CR 5 (spell level 3 sorcerer/wizard, caster level 5)
Spell Effect: Fort DC 13 (or 14) or take 1d2 Con drain and become nauseated for 3 (or 5) rounds.
Get engulfed, fail the save, you can't even try to escape for at least three rounds and subsequent saves are cumulatively penalized each time you fail one.
Murderous Mist, Spell Compendium
CR 7 (spell level 4, caster level 7)
Spell Effect: 2d6 damage and permanently (instantaneously) blinded, Reflex DC 16 for half damage and no blindness.
Characters typically won't have Remove Blindness/Deafness prepared, or have items that can remove an undispellable permanently blinded effect. Just one character failing the save means the party can't proceed and will need to rest to get the right spell prepared to fix it. A Strand of Prayer Beads: Bead of Healing effect is only 9,000 gp, and well worth having on hand for situations like this.
Ray of Stupidity, Spell Compendium
CR 3 (spell level 2, caster level 3)
Spell Effect: 1d4+1 intelligence damage, no saving throw. Guaranteed to one-shot any animal, and only takes a few hits to take down less intelligent opponents.
Add multiple instances of Ray of Stupidity for +1 CR each, so a Living Ray of Stupidity x5 is CR 7 and deals 5d4+5 Int damage per hit. It's still only medium size and 3 HD, but put it in a magically dark or smoky room or in murky water where PCs can't see it before hit gets an attack, and it's almost guaranteed to take someone out in a single hit. Plus you can put a bunch of these under the control of a Cleric with the Ooze domain and he's got a bunch of super-dangerous mooks that he can drop from the ceiling or otherwise catch the party by surprise with.
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2017-06-25, 10:32 AM (ISO 8601)
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- Jan 2014
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Re: Living spells?
Alright, had some time to think. How helpful would it be to keep a living heal mass as a pet? It has the aoe part covered, and at the low cost of slam damage, you get at least 170 hp.
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2017-06-25, 12:21 PM (ISO 8601)
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- Feb 2014
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- Arcadia
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Re: Living spells?
Out of combat, it's a cheaper Wand of Lesser Vigor. In combat, it's very good (assuming you, like most people, play a game where damage is a relevant way to kill stuff), though I guess there's the danger of the ooze getting killed by a stray attack. After all, its AC and saving throws will probably be low.
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2017-06-25, 12:33 PM (ISO 8601)
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- Oct 2010
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- Dallas, TX
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Re: Living spells?
1. Where are the rules for a living spell found?
2. Without any knowledge of the rules except from skimming this thread, it seems that shadow conjuration and greater shadow conjuration would create basically a never-ending stampede of creatures.
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2017-06-25, 12:40 PM (ISO 8601)
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- Dec 2010
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- In an apartment
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Re: Living spells?
No one has brought it up yet, but there is a PrC for making and controlling living spells. Spell Sovereign from Dragon 357.
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2017-06-25, 05:48 PM (ISO 8601)
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2017-06-25, 07:17 PM (ISO 8601)
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2017-06-25, 07:24 PM (ISO 8601)
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- Aug 2010
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2017-06-25, 09:35 PM (ISO 8601)
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- Jan 2014
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Re: Living spells?
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2017-06-25, 09:43 PM (ISO 8601)
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- Jul 2016
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Cool elan Illithid Slayer by linkele.
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2017-06-25, 09:47 PM (ISO 8601)
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- Dec 2010
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- In an apartment
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If you feel like quoting something that I have said, you have my permission to use it. Unless it makes me look stupid.
Gaming Laws, Fallacies And More
Avatar by Kymme
My Homebrew
Feel free to browse and comment on any of my Homebrew. I enjoy feedback.
Love my Avatar? Well, why not check out the comic that it came from?
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2017-06-25, 09:49 PM (ISO 8601)
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- Jul 2016
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- Seoul
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Re: Living spells?
Cool elan Illithid Slayer by linkele.
Editor/co-writer of Magicae Est Potestas, a crossover between Artemis Fowl and Undertale. Ao3 FanFiction.net DeviantArt
We also have a TvTropes page!
Currently playing: Red Hand of Doom(campaign journal)Campaign still going on, but journal discontinued until further notice.
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2017-06-25, 11:06 PM (ISO 8601)
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- May 2011
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2017-06-25, 11:18 PM (ISO 8601)
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- Aug 2010
Re: Living spells?
Honestly, the restrictions on Living Spells actually make them a lot harder to adjucate. While it works easily enough for debuffs and blasting spells, things start getting...weird when you move into most BFC and utility spells.
Like Web and Black Tentacles: does it effect the square they're in, making it unsafe for others, or does it basically disappear once they escape it? Can't make heads or tails of how Living Wall of Stone (or similar) works, since you can't really be 'in' it's effect, unless you're ethereal or incorporeal (I guess Stone Glide also works).
If it was the opposite, and restricted to only targeted, this would be a lot cleaner to work out.Avatar by TinyMushroom.
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2017-06-26, 12:06 AM (ISO 8601)
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- Apr 2013
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Re: Living spells?
After a cursory search here's a list of spells I thought would be neat to adjudicate. One assumes that for many of these the living spell would act much like a magic trap wherein each iteration of the contained spell has the same base choices made for it; Living Gate (Arborea) sends victims to Arborea with every slam and Living Major Creation always makes the same substance etc.
Black Sand (Sandstorm)
Create Water + Water to Acid (Stormwrack)
Energy Transformation Field (Spell Compendium), Enveloping Cocoon (Complete Divine), Spell Engine (Magic of Faerun) (How would one decide on the attached spell? Possible workaround to making Living Spells cast spells normally disallowed for Living Spells?)
Gate (can't make creatures but might create the gateway or try to effectively Plane Shift victims?)
Genesis
Iceberg (Frostburn) (does it create the additional icebergs and snowdrift zone too?)
Mage’s Disjunction
Major Creation, Minor Creation, True Creation (am thinking mostly for the creation of poisons or Lichbriar)
Precipitate Breach & Precipitate Complete Breach (Planar Handbook)
Reality Maelstrom (Manual of the Planes)
Reverse Gravity
Slime Hurl (Champions of Ruin)
Slime Wave (Complete Divine)
‘Symbol of …’ spells
Teleportation Circle
Unseen Crafter (Races of Eberron), Unseen Servant, Mass Unseen Servant (Races of Destiny) (IIRC explicitly do not create creatures)
‘Wall of …’ spells
Were-Doom (Book of Vile Darkness)
‘Zone of …’ spells
Edit: Strangely there were a lot of 'Ray of ...' spells on the list too, but one would've thought those to be targetted spells.Last edited by unseenmage; 2017-06-26 at 11:38 AM.
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2017-06-26, 12:30 AM (ISO 8601)
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- Sep 2014
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2017-06-26, 01:00 AM (ISO 8601)
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- Oct 2010
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Re: Living spells?
Its size is dependent on the CL of the spell actually, and tops out at Huge. So no 100+ mile LS for you.
They created several sample LS you can use as a guideline; one of them is actually Living Web, so enjoy.Plague Doctor by Crimmy
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2017-06-26, 11:27 AM (ISO 8601)
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- Nov 2016
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- Virgo Supercluster
Re: Living spells?
I'm pretty sure I can create a Living Genesis, but what on earth would it do?
The False Balance Fallacy
The tendency to interpret the rules, not based on any validity with RAW or logic, but that which makes the game (in their eyes) more balanced.
This tendency is often fueled by the incorrect belief that the game is balanced or the desire for it to be.
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2017-06-26, 11:34 AM (ISO 8601)
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Re: Living spells?
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2017-06-26, 11:42 AM (ISO 8601)
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- Jan 2014
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Re: Living spells?
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2017-06-26, 01:01 PM (ISO 8601)
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- Aug 2010
Re: Living spells?
Well, the exact text of Living Spell's relevant ability is "as if it were within the area or effect of the spell itself". Since, in this case, the 'effect' is a demiplane, it translates to 'as if you were within a demiplane'. On one hand, that means Living Genesis doesn't actually create demiplanes on it's own. On the other, it also means it's not reliant on being on the Ethereal (since it's as if you are standing there). On a third hand, it also means it's not exactly well-defined what being hit does. Presumably, it exposes you to some planar traits/environment for a short moment. While being Engulfed continually exposes to the environment/traits.
Of course, a variant that makes a bit more sense would be that the Demiplane is actually 'inside' the living spell, so anyone engulfed or slammed by it gets transported to the demiplane within. Thus, making for one of the most excessively luxurious forms of transport available. Not fast and it doesn't fly, but quite a suite of amenitiesAvatar by TinyMushroom.
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2017-06-26, 01:05 PM (ISO 8601)
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Re: Living spells?
This tells me that the designers only intended Living Spell to be used on blasting spells.
I guess that might work as a trap of some sort. The Manual Planes says that you can cut your demiplane off from the Astral Plane, preventing people from escaping with anything except Wish.