User:Marasmusine/Living Spell (4e Elite Character)

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This Elite Character uses the Elite Characters variant rule.

When you create a Living Spell, do not select a race or class. Instead, you gain the following combined racial and class traits.

Living Spell[edit]

Elite Arcane Controller or Striker: You are the sentient accumulation of spell energy that refused to dissipate. You are formed from the residue of wizard spells, with their area-of-effect blasts and battlefield control. You are the equivalent of two characters, and the DM will adjust encounters accordingly.

Living spells are not a natural form of life. They have no need for self-preservation, and communicating with these creatures is nearly impossible. They have no earthly needs: They don’t eat, sleep, or reproduce. They are drawn naturally to sites of arcane power.

Creating a Living Spell[edit]

Ability Scores

Your powers are not studied, trained or channeled. Your body is your power, so the more physical resolve you have, the greater your primary attacks: Constitution should be your primary ability score. Your secondary ability score should be Intelligence or Charisma.

Traits[edit]

Speed: 5 squares
Vision: Blind. You are considered a blind creature for the purpose of effects related to that keyword. You have blindsight out to 10 squares.
Languages: You can communicate telepathically with any creature within 10 squares of you that has a language.
Ability Score Bonuses: +2 Constitution, +2 Intelligence or Charisma
Hit Points: You start with hit points equal to 22 + twice your Constitution score. You gain 9 hit points each time you gain a level.
Bonus to Defenses: +2 to Fortitude.
Skill Bonuses: +2 to Endurance; +2 Arcana
Healing Surges:12 + twice Constitution modifier. Your surge value is equal to one quarter of your bloodied value.
Class Skills: None
Trained Skills: None
Proficiencies: Wands, Orbs, Rods
Large: As a large creature, you occupy 2 x 2 squares. Your reach is 1 square.
Magical Beast: You are a Magical Beast for the purpose of effects that relate to creature type. You cannot wear armor, wield weapons, or hold anything in your hands. With the exception of implements, you cannot wear or wield magic items, and instead receive inherent bonuses described below.
Arcane Ooze: You are considered an Ooze for the purpose of effects related to that keyword. You do not eat, breathe or sleep. Instead of sleeping, once a day you can completely dissipate for 4 hours. When you reform you are considered to have taken an extended rest.

Equipment[edit]

The only piece of equipment a living spell can reasonably use is an implement. Whilst an implement is not necessary for the living spell to use its powers, a magic implement will provide an enhancement bonus to attack and damage rolls.

A living spell can carry items by lifting them with a pseudopod then engulfing them. Carried items float within the spell without being harmed. It might have a collection of coins and gems that it finds interesting, along with residuum being hoarded for the future enchantment of its implement.

Heroic Living Spell[edit]

For Heroic Tier, levels 1—10, see Living Spell (4e Elite Character)/Heroic

At level 1, you choose a core spell. These are found below.

Paragon Living Spell[edit]

For Paragon Tier, levels 11—20, see Living Spell (4e Elite Character)/Paragon

Epic Living Spell[edit]

For Epic Tier, levels 21—30, see Living Spell (4e Elite Character)/Epic


Core Spell: Freezing Sphere[edit]

Level 1: Cold Engulf[edit]

Even if a creature survives your freezing hold, a layer of of ice encases it as they wrench free. This momentary restriction prevents the victim from immediately fleeing.
Benefit: The ongoing damage caused by your engulf power causes cold damage. In addition, when a creature escapes your grab, it is immobilized until the end of its turn.

Level 1: At-Will Power[edit]

Benefit: You gain the Freezing Slam power.

Freezing Slam Living Spell Attack 1
You form an icicle-like pseudopod which jabs viciously at your enemy.
At-Will Star.gif Arcane, Implement, Cold
Standard Action Melee 1
Target: One creature
Attack: Constitution Vs. Reflex
Hit: 1d6 + Constitution modifier cold damage.
Special: You can use this as a melee basic attack.


Level 1: Encounter Power[edit]

Benefit: You gain the Freezing Sphere spell.

Freezing Sphere Wizard Attack 1
You create a frigid globe of cold energy that streaks from your fingertips. Where it impacts, it explodes.
Encounter Star.gif Arcane, Evocation, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 2d6 + Intelligence modifier cold damage.
Miss: Half damage


Note: The Evocation keyword is used by the Mage class from Heroes of the Fallen Lands.

Level 5: Spell Resistance[edit]

Benefit: You gain Resist Cold 10

Level 11: Living Spell Action[edit]

Benefit: When you use an action point to take an extra action, you gain an aura 1 until the end of your next turn. Enemies who start their turn in the aura take cold damage equal to 5 + your Intelligence modifier.

Level 15: Paragon Spell Resistance[edit]

As you grow in power you become increasingly unaffected by icy spells. Your coldness is intense enough to even dull the effects of flame.
Benefit: Your Resist Cold improves to 15. You gain Resist Fire 5.

Core Spell: Nightmare[edit]

Level 1: Psychic Engulf[edit]

It is easier to assault the minds of your foes if they are wracked with the disturbing howls and screams of your interior.
Benefit: The ongoing damage caused by your engulf power causes psychic damage. In addition, while the creature is grabbed by you it suffers a -1 penalty to Will checks.

Level 1: At-Will Power[edit]

Benefit: You gain the Phantasmal Slam power.

Phantasmal Slam Living Spell Attack 1
Your pseudopod appears larger and faster in the mind of your foe.
At-Will Star.gif Arcane, Implement, Psychic
Standard Action Melee 1
Target: One creature
Attack: Constitution Vs. Will
Hit: 1d6 + Constitution modifier psychic damage.
Special: You can use this as a melee basic attack.


Level 1: Encounter Power[edit]

Benefit: You gain the Nightmare spell.

Nightmare Wizard Attack 1
You send a hideous and unsettling phantasmal vision into the mind of your foe.
Encounter Star.gif Arcane, Implement, Psychic, Fear
Standard Action Ranged 20
Target: One creature
Attack: Intelligence Vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Miss: The target is dazed until the end of your next turn.


Level 5: Spell Resistance[edit]

Benefit: You gain Resist Psychic 10

Level 11: Living Spell Action[edit]

Benefit: When you use an action point to take an extra action, you gain an aura 1 until the end of your next turn. Enemies who start their turn in the aura take psychic damage equal to 5 + your Charisma modifier.

Level 15: Paragon Spell Resistance[edit]

Whatever strange sentience you have becomes even more impervious to mental assaults.
Benefit: Your Resist Psychic improves to 15. You gain a +5 bonus to saving throws against fear and charm effects.

Core Spell: Ghoul Touch[edit]

Level 1: Necrotic Engulf[edit]

You gain sustenance from wounded enemies.
Benefit: The ongoing damage caused by your engulf power causes necrotic damage. In addition, when you hit a bloodied creature with engulf you gain 2 temporary hit points. This increases to 5 at 11th level and 7 at 21st level.

Level 1: At-Will Power[edit]

Benefit: You gain the Ghoulish Slam power.

Ghoulish Slam Living Spell Attack 1
A mere glance of your pseudopod causes putrescence.
At-Will Star.gif Arcane, Implement, Necrotic
Standard Action Melee 1
Target: One creature
Attack: Constitution Vs. Fortitude
Hit: 1d6 + Constitution modifier necrotic damage.
Special: You can use this as a melee basic attack.


Level 1: Encounter Power[edit]

Benefit: You gain the Ghoul Touch spell.

Ghoul Touch Wizard Attack 1
With a touch you paralyze your foe, who begins to exude a sickening carrion stench.
Encounter Star.gif Arcane, Implement, Necromancy, Necrotic, Poison
Standard Action Melee 1
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 1d8 + Intelligence modifier necrotic damage and the target is immobilized until the end of your next turn.
Effect: Until the end of your next turn, the target has an Aura 2. Other enemies that enter the aura or start their turn there take 5 poison damage.


Note: The Necromancy keyword is used by the Mage class from Heroes of the Fallen Lands with the Necromancy school from Heroes of Shadow.

Level 5: Spell Resistance[edit]

Benefit: You gain Resist Necrotic 10

Level 11: Living Spell Action[edit]

Benefit: When you use an action point to take an extra action, you gain an aura 1 until the end of your next turn. Enemies who start their turn in the aura take poison damage equal to 2 + your Constitution modifier.

Level 15: Paragon Spell Resistance[edit]

You have nothing to fear from spells that might enervate or rot. You also begin to shrug off the effects of toxins and poisons.
Benefit: Your Resist Necrotic improves to 15. You gain Resist Poison 5.

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