Living Magic (3.5e Template)
From D&D Wiki
- 1 Living Magic
- 1.1 Creating Living Magic
- 1.1.1 Size and Type
- 1.1.2 Hit Dice
- 1.1.3 Speed
- 1.1.4 Armor Class
- 1.1.5 Attack
- 1.1.6 Special Attacks
- 1.1.7 Special Qualities
- 1.1.8 Abilities
- 1.1.9 Skills and Feats
- 1.1.10 Environment
- 1.1.11 Organization
- 1.1.12 Challenge Rating
- 1.1.13 Treasure
- 1.1.14 Alignment
- 1.1.15 Advancement
- 1.1.16 Level Adjustment
- 1.1 Creating Living Magic
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Creating Living Magic
This is an aquired template bestowed upon a caster's spells by the Awaken Magic spell.
Size and Type
Size is determined by the spell level of the awakened magic; Tiny: Lv. 0, Small: Lv. 1-2, Med: 3-4, Large: 5-6, Huge: 7-9.
The type of the creature is determined by spell descriptor; spells with an elemental descriptor such as fire gain the Elemental type, any non-elemental described spell takes on the Ooze template as they are an amorphous mass of magical energy. All creatures of this type are considered monstrous for effects and feats dealing with that subtype.
The creature has as many HD in their elemental or ooze type as determined by their spell descriptor (Ooze or elemental) and level.
The creature's speed becomes 1/10th the overall range of the spell (minimum 20ft).
The Living Spell gains a natural armor bonus equal to the spell's level, along with any bonuses granted by the spell description or gained templates.
Spell Effect (Su): A Living Spell gains one natural slam attack.
On a full attack, a creature hit by a living spell’s slam attack is subject to the normal effect of the spell or spells making up the creature. The maximum damage dice of the Living Spell is determined by class levels it has taken.
Engulf (Ex): A Living Spell can flow around creature 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. They are entitled to a saving throw. Those engulfed must succeed on a Reflex Save (DC 10 + spell level + the spell’s Cha modifier) or be engulfed; If they succeed, 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, getting a save each turn, and are considered to be grappled and trapped within its body. Normal resistance applies.
A Living Spell has Ooze or Elemental traits, damage reduction of their spell level +1/-, and spell resistance equal to 10 + the spell level. Spells of a specific elemental descriptor gain all resistances and weaknesses applicable for one of that type (Absorb Fire but weak to Ice, etc.).
Absorb Magic (Su): The Living Spell is able to absorb spells they are hit with by making an opposed Spellcraft check against the caster. If they succeed, they gain 5 hp per level of the spell casted at them, though spells of a higher level than the living magic require a save against the spell as would normally be done and only gain half the health they would normally. Spells of opposing elements deal x2 damage, this is increased by x1 for every 2 levels above the creature the casted spell is.
The abilities of the spell are rolled normally as for any character.
Add +2 to any 1 ability score as Small, and an additional +2 to any 1 stat for each larger size category this template grants in accordance to spell level.
Skills and Feats
Any skills and feats are gained as said in the elemental or ooze type description of their HD.
They gain skills and feats with class levels normally.
Living Magics are always trained in Use Magic Device and Spellcraft due to their innate connection to the magical forces.
Anywhere where there is high concentrations of magic.
Varies by the spellcaster that awakened them.
Challenge rating is equal to the total HD of the created creature.
Neutral unless stated in spell descriptor.
Variable LA equivalent to spell level. (Lv.3=LA.3)