This one still needs some work...
Awakened SpellsAwakened Spells are an odd occurrence that happen in areas of Wild Magic at very rare moments. Sometimes in particularly volatile regions when a mage casts a spell it gains a life of its own. This usually takes 1d6 weeks after the spell is cast so the mage is unaware it has happened. An Awakened spell looks like its 'creator' but for its size (which is dependent on it's spell level) and minor changes in appearance depending on what the spell was (A Fireball might have flaming pupils for instance, or orange skin). To make an Awakened Spell you must choose a Base Creature, and a Base Spell. The Base Creature is the caster who cast the soon to be living spell, and the Base Spell is the spell that has come to life. When text refers to the level of the Base spell it is the spells level plus any increases due to Metamagic Feats. For example a Maximized Fireball is a 6th level spell.
Awakened Spell is an Inherited template that can be given to any creature that can cast spells as a result of it's Class. It is considered Inherited since the template is being applied to the newly created spell as opposed to the caster.
Size and Type: Type becomes Aberration. Size depends on Spell Level of the Base Spell (0:Tiny, 1-3: Small, 4-6: Medium, 7-9: Large, Epic: Huge).
Hit Dice: Hit Dice change to d8's and must be recalculated. Hit Dice total becomes 1 plus Base Spell Level (Epic Spells have 11 Hit Dice).
Speed: Unchanged.
Armor Class: The base creature loses any Natural Armor bonus, but gains a Deflection bonus to Armor Class equal to 1 plus the Base Spells level (Epic Spells get a +11 Bonus).
Base Attack/Grapple: Recalculate based on new Hit Dice total and size.
Attacks: Unchanged
Special Attacks: The Awakened Spell keeps none of the Special Attacks of the Base Creature. Instead it gains the following:
Johnny One Spell (Sp): The Awakened Spell may cast the spell it used to be as a Spell Like Ability. In other words an Awakened Magic Missile may cast Magic Missile. If any Metamagic Feats were used while the spell that would eventually come to life was being cast their effects are included. In other words if our Awakened Spell were a Heightened Magic Missile, it would cast Heightened Magic Missiles. The Living Spell may cast this spell a certain number of times per day depending on the original spells level (0: At will, 1-3: 5 times per day, 4-6: 3 times per day, 7-9: Once per day, Epic: Once per week. If the original spell was cast with Metamagic Feats and used a higher level spell slot because of this, the spell is considered to be that spell. In other words if the spell was a 3rd level spell like Fireball and it was maximized with the Maximize Spell Feat, it is considered a 6th level spell.). Caster level is the Awakened Spells Effective Character Level.
Powerful Caster (Su):The Awakened Spells effective caster level for all Spells it can cast is equal to its Effective Character Level (i.e. Racial Hit Dice + Character Levels + Level Adjustment).
Special Qualities: The Awakened Spell keeps none of the Special Qualities of the Base Creature and instead gains the following:
Magic Resistance: The Awakened Spell has a Racial bonus to all Saving Throws equal to the Base Spell Level (0 level Spells receive no Bonus, Epic Spells get a +10).
Spell Resistance: The Awakened Spell has Spell Resistance equal to 15 plus its Base Spell Level (+10 for Epic Spells) plus its Charisma modifier.
Immunities (Ex): The Awakened Spell is Immune to poison, paralysis, disease, age/sleep/death effects, stunning, polymorph, fatigue, or exhaustion. Awakened Spells do not eat, sleep. or age.
Dark Vision: Range is 60'
Arcane Body (Su): The Awakened Spell retains any Subtypes the Base spell had. For example Awakened spells with the Fire and Evil Descriptors gain the Fire and Evil Subtypes. Certain effects such as Dispel Magic or Antimagic Fields cause Awakened Spells problems. Dispel Magic effects the Awakened Spell in a manner similar to the Clerics Turn Undead ability. The Arcane Caster must do a Targeted Dispel Magic, and then rolls 1d20 plus his Charisma modifier to see how powerful an Awakened spell he can effect (use the Turning Undead table on page 159 of the Players Handbook). If the Awakened Spell is within the range of effect the caster then rolls 2d6 + caster level + Charisma modifier. If this equals or exceeds the Awakened Spells Hit Dice, it is affected in the exact same manner as Turn Undead effects the Undead. If the opponent casting Dispel Magic was the caster who originally cast the Base Spell that has become an Awakened Spell he/she gets a +4 Circumstance Bonus on both rolls. If an Awakened Spell enters an Antimagic Field it must make a Fortitude Save each round it is in it (DC:10 + 1/2 opponent casters level + opponent casters Charisma bonus) or take 1 point of Constitution damage each round it is in the Field. The Awakened Spell may also be modified depending on whether Metamagic feats were used when casting the Base spell (see Notes below). If Detect Magic is used on an Awakened Spell it radiates an aura like any normal spell of its type.
Sense Creator (Su): An Awakened Spell always knows exactly where the caster who created it is as long as they are both on the same Plane of existence. It also knows whether the caster is alive, dead, or undead.
Limited Repertoire: The Awakened Spells may only take class levels in the same spellcasting class as their creator and any Prestige Classes it allows them to qualify for (i.e. a spell that was cast by a Wizard becomes a Wizard).
Abilities: The Awakened Spells Int, Wis, and Cha are 10 + Base Spells Level. The Physical attributes are the same as the base Creature, modified for its possible new Size Class (see page 291 of the Monster Manual). The Awakened Spells primary casting stat gets another +2.
Skills: The Awakened Spell gets (2+Int modifer) skill points per level with 4 times that for the first level. Class skills are Concentration, Hide, Move Silently, Spellcraft, and Use Magic Device.
Feats: In addition to the Feats it would normally receive (i.e. one every 3 hit dice plus one at first level), the Living Spell receives any metamagic Feats used in the casting that created it.
Environment: Any
Organization: Solitary
Challenge Rating: CR now depends on the level of the Base Spell: 0-3: +2, 4-9: +3, Epic: +4, and add +1 for every 4 Hit Dice
Alignment: Unchanged.
Level Adjustment: Level Adjustment depends on the level of the Base Spell: 0-1: +3, 2-3: +4, 4: +5, 5: +6, 7-9: +7, Epic: +8
Notes: Some Awakened spells can take certain racial Feats depending on what Metamagic Feat was used in their creation.
Empowered SmiteTake that hooligans!!
Prerequisites: Awakened Spell created with Empowered Spell Metamagic Feat, must be taken at 1st level
Benefits: 3 times per day when casting a spell your Caster Level is considered 4 levels higher for purposes of Caster level checks to overcome Spell Resistance. This stacks with Feats like Spell Penetration.
will return to
Hulking SpellGreetings puny mortal
Prerequisites: Awakened Spell created with Enlarge Spell Metamagic Feat, must be taken at 1st level
Benefits 3 times per day the Awakened spell can become 1 Size class bigger for 3 rounds plus 1 round per point of Charisma Modifier.
Personal SpellHow do you like my Mage Armor?
Prerequisites: Awakened Spell created with Extend Spell Metamagic Feat, must be taken at 1st level
Benefits Once per day you may cast any 1 spell with a Range of Personal, and it lasts for 24 hours.
Wide LoadI'm not fat, I'm big boned.
Prerequisites: Awakened Spell created with Widen Spell Metamagic Feat, must be taken at 1st level
Benefits The Awakened Spell has the Powerful Build ability, and it's weight is one and a half times greater.
Fast SpellTake the spell component from my hand grasshopper.
Prerequisites: Awakened Spell created with Quicken Spell Metamagic Feat, must be taken at 1st level
Benefits The Awakened Spell gains a +4 Bonus to Initiative checks. This stacks with Improved Initiative and similar Feats.
Quiet SpellSneaky Sneakies...
Prerequisites: Awakened Spell created with Silent Spell Metamagic Feat, must be taken at 1st level
Benefits 3 times per day the Awakened Spell can take 10 on a Move Silently skill check.
Example Living SpellBase Creature: Dwarf Sorcerer
Base Spell: Leomunds Tiny Hut
Note: Physical stats were all 10 plus racial bonuses
Jabberer the HutSmall Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 Deflection), touch 14, flat-footed 14
Base Attack/Grapple: +2/-2
Attack: By Weapon +2
Full Attack: By Weapon +2
Space/Reach: 5 ft./5 ft.
Special Attacks: Johnny One Spell (Leomund's Tiny Hut 5/day), Powerful Natural Caster
Special Qualities: Spell Resistance 14, Immunities, Dark Vision 60', Arcane Body, Sense Creator
Saves: Fort +5, Ref +4, Will +7
Abilities: Str 10, Dex 10, Con 12, Int 15, Wis 13, Cha 13
Skills: Concentration +8, Hide +7, Listen +3, Move Silently +4, Spellcraft +9, Spot +3, Use Magic Device +8
Feats: Alertness, Endurance
Environment: Any
Organization: Unique
Challenge Rating: 3
Treasure: None currently
Alignment: Lawful Neutral
Advancement: Wizard Levels only
Level Adjustment: +4