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Living Spell - Template
“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 to 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 spells that create an area or effect (not targeted spells), but not a spell whose effect is already a creature (such as a summon monster spell).
A living spell composed of more than one spell uses the same caster level for all its spell effects.
Size and Type: A living spell’s size depends on its caster level: 1st–6th, Medium; 7th–12th, Large; 13th or higher, Huge. Its type is ooze.
Hit Dice: A living spell has Hit Dice equal to its caster level. Its Hit Dice are d10s.
Speed: A living spell’s speed depends on the spell’s range: a spell with a range of close has a speed of 20 feet, a spell with a range of medium has a speed of 40 feet, and a spell with a range of long has a speed of 60 feet.
Armor Class: A living spell has a deflection bonus to its AC equal to its spell level.
Attack: A living spell gains a slam attack it can use once per round. The slam attack deals damage based on the living spell’s size—Medium 1d4, Large 1d6, or Huge 1d8—plus 1-1/2 times its Strength bonus. A successful slam attack also affects the target as though it was within the spell effect, with normal saving throws applying.
Special Attacks: A living spell has two special attacks.
Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature.
Engulf (Ex): A living 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 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, 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 + living spell’s level + living spell’s Cha modifier) or be engulfed; on a success, 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, and are considered to be grappled and trapped within its body.
Special Qualities: A living spell has ooze traits, damage reduction 10/magic, and spell resistance equal to 10 + its caster level.
Saves: A living spell has normal saves for a creature of the ooze type (no good saves). It gains a resistance bonus on all saves equal to the spell level of the highest-level spell upon which it is based.
Abilities: A living spell has Strength, Constitution, and Charisma scores equal to 10 + its spell level. Its Dexterity, Intelligence and Wisdom scores are 10 + its spell level.
Skills and Feats: Living spells that are mindless, have no skills or feats. Intelligent Living Spells have skills and feats, per regular HD progression.
Challenge Rating: A living spell’s Challenge Rating is equal to the level of the highest-level spell upon which it is based, plus one-half its caster level, rounded down (minimum CR 1). If the living spell is based on multiple spells, increase the CR by one-half the sum of the additional spells (minimum increase +1 CR).
Alignment: A living spell retains the alignment descriptors of the base spell. Otherwise, a living spell is neutral. For example, a living unholy blight would be neutral evil, since the unholy blight spell has the evil descriptor.