View Full Version : D&D 3.x Other Elemental Bodied and Awakened Living Spells

2018-03-10, 02:41 PM
These are not my creations, but I would rather them be in multiple places just in case their websites get broken. These are admittedly just roughed in and I would still suggest the originals for their superior formatting.
Elemental Bodied (http://dungeons.wikia.com/wiki/Elemental-Bodied_(3.5e_Race))

Elemental-bodied are Summary::humanoid creatures composed of the primal elements, that form naturally on the elemental planes. They are closely related to elementals, and are intended to be a playable form of the basic elemental species.

Elemental-bodied have a wide range of personality, as varied as the primal forces and building blocks of creation that they represent. Many elemental-bodied, however, fall to one of two extremes of either stoicism or emotionality, and a few can be caused to switch between them. A stoic elemental-bodied feels and expresses nearly no emotion, while an emotional elemental-bodied feels their emotions strongly and suddenly, changing at the slightest cause.

Physical DescriptionEdit
Elemental-bodied are formed of the primal stuff of the elements, although even Air and Fire are somewhat more solid than one might expect. They vaguely resemble androgyne, genderless humans, with no secondary sex characteristics of any kind. They average about 6' tall. Further, they have an internal structure of different forms of elements with vital organs and similar.

Elemental-bodied distrust efreet and dao, as the latter often enslave the former. Even djinn and marid are looked on with some suspicion. They get along well with elementals, who they perceive as kin. Nearly every elemental-bodied on the Material Plane is a stranger to the land, with little preconceived notions other than those it might have heard from friends and siblings who had been summoned.

Elemental-bodied tend toward neutrality, although they can be found in any alignment.

Elemental-bodied live in their appropriate elemental planes. Sometimes they carve out kingdoms of themselves and like-minded elementals. Other times they're enslaved by genies. Still other times they live solitary lives among their appropriate element.

As planar creatures, elemental-bodied are not noted for their piety to any religion. A few worship appropriate elemental gods or the essences of the plane itself. Fewer worship mortals' gods.

Elemental-bodied are born with an innate knowledge of the appropriate elemental language: Aquan, Auran, Ignan, or Terran.

Elemental-Bodied are given names by those near them. They have a very practical view of names, taking them only as unique identifiers; they do not name themselves unless necessary, and will shed an old name when the people who use it are gone. They are, however, canny enough to recognize and rebel against derogatory names.

Racial TraitsEdit
The racial traits of Elemental-Bodied depend on their type, but they all have some commonalities:

-2 Intelligence: Elemental-bodied are slow-witted. They also gain other ability adjustments depending on their type.
Medium Size. Elemental-bodied average about 6' tall. They have no sex or gender.
20' movement, plus additional movement depending on type.
Outsider Type, appropriate subtype (Air, Earth, Fire, or Water). Elemental-Bodied are native to the appropriate elemental plane, and are (Extraplanar) on the Material Plane.
Elemental Flesh: Elemental-Bodied are counted as Elementals, not Outsiders, for effects that target specific creature types.
Darkvision 60'
Elemental-Bodied do not sleep, and are immune to magic sleep effects.
+4 to saving throws against Poison, Disease, and Paralysis. Elemental-Bodied have an unusual physiology that is not subject to the same constraints as mortals.
Light Fortification (25% chance to negate any critical hit or sneak attack that would not affect an elemental).
Favored Class: Elemental Brute and Elemental Weird
Automatic Languages: Appropriate elemental language
Bonus Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Formian, Ignan, Infernal, Slaad, Terran, Umbral.
Elemental-bodied also have additional racial traits by elemental subtype:

+2 Dexterity. Airbodied are nimble, and often grow moreso as their power increases.
Airbodied can Fly at a speed of 15' (Perfect), and have a 30' base land speed
+2 bonus on Constitution checks to continue strenuous activity. If using the Tome of Prowess, apply this bonus to Athletics checks.

+2 Strength. Earthbodied are immensely heavy, making lifting other things seem lighter by comparison.
Earthbodied can burrow at a speed of 20'. They do not leave a tunnel when burrowing, and cannot burrow through stone.
+2 bonus on Survival checks.

+2 Dexterity. Firebodied are as nimble as airbodied are.
Firebodied have a 20' Climb speed, and have a 30' base land speed.
Firebodied shed light from their bodies, brightly illuminating up to 40', and shedding shadowy illumination over twice that distance. They may change brightness or douse thesmelves to smoulder (5' shadow illumination) as a swift action.
+2 bonus on Balance and Tumble checks. If using the Tome of Prowess, this bonus applies to Acrobatics checks instead.

+2 Strength. Waterbodied are backed by the strength of the oceans.
Waterbodied have a 60' Swim Speed and breathe both water and air.
+2 bonus on Escape Artist checks.

Vital Statistics
Table: Elemental-Bodied Random Starting Ages
Adulthood Simple Moderate Complex
0 years +2d6 +3d8 +4d10
Table: Elemental-Bodied Random Height and Weight
Element Base Height Height Modifier Base Weight Weight Modifier
Air 5' 8" +2d4 12 lb. 1 lb.
Earth 5' 6" +2d4 325 lb. 4d10 lb.
Fire 5' 5" +2d6 18 lb. 1 lb.
Water 5' 7" +2d4 120 lb. 3d4 lb.

Elemental-bodied can also take the Psuedoelemental Being feat, which replaces the traits of one of the main elements with a rarer element.

Psuedoelemental Being (Racial)
You are a psuedoelemental being, with rare and unique powers.
Prerequisites: Elemental-Bodied
Benefit: Instead of picking a normal elemental type as an elemental-bodied, select one of the following other planes: Ice, Magma, Shadow, or Wood. You gain benefits as follows for the type you've picked:

Ice: You gain the (Cold) subtype, a 30' base land speed, a 30' swim speed, and +2 to Str. Your melee attacks do 1d6 bonus Cold damage. You speak Aquan and Auran.
Magma: You gain both the (Earth) and (Fire) subtypes. Your base land speed is 20', and you gain +2 Str (only). Otherwise you gain the full benefits of both elements.
Shadow: You have a 30' base land speed and a Fly speed of 10', with good maneuverability, and gain +2 Dex. You are invisible in any lighting less than bright light. You speak Umbral. Despite your affiliation to the Plane of Shadow instead of to the Inner Planes, you still qualify for [ Elemental ] feats.
Wood: You have no elemental subtype, and gain +2 Con and a 10' Climb speed. You gain Regeneration 1, penetrable by Fire and Slashing weapons, which improves to Regeneration equal to your level in areas of natural daylight or equivalent brightness (such as a Daylight spell). You only gain natural healing if you spend at least 8 hours/day in such brightness. You count as a Plant, in addition to an Elemental, for all effects relating to type. You speak your choice of Sylvan or Treant, and any Elemental language.
Other Dual-element types than Magma, such as Ooze (Water and Earth), Smoke (Air and Fire), Vapor (Water and Air), and so on are possible.
Special: This feat may only be taken at 1st level.

Awakened Living Spells (http://wiki.faxcelestis.net/index.php?title=Awakened_Living_Spell)

Living Spell is a Template from the Eberron Campaign Setting (also found in Monster Manual 3). It may be applied to any spell with an Area or Effect (i.e. not a single-target spell) to turn the spell into a mindless Ooze creature. There is an Awaken Ooze spell (I'm told) in Dragon Magazine #304, but I do not have that (or any other) issue of Dragon Magazine, so I don't know the text of that spell. More importantly, the Living Spell template, even when the Mindless state is removed via Awaken, does not work particularly well as a player character.
This is, therefore, an attempt to create a Living Spell race, which could be used by PCs. To do so, I'm going to treat this similarly to the way Warforged tones down the Construct template to avoid adding too many abilities to the race.
An Awakened Living Spell is a living, sentient incarnation of any spell that affects an area. While it is unclear exactly how Living Spells come about, the Awaken Living Spell spell is not a secret, and appears on the Cleric, Druid, Sorcerer, and Wizard spell lists as an 8th level spell. The spell effectively converts a spell that has the Living Spell Template into a creature of the Awakened Living Spell race

Awakened Living Spell is not, mechanically, a template applied to a Living Spell, so unless specifically mentioned here, an Awakened Living Spell does not have those features found in a regular Living Spell. However, since they are created from Living Spells, the usual restrictions on which spells may be used apply

Racial Features
An Awakened Living Spell's racial features depend largely on what particular spell the creature is. The spell level influences a lot of the stats for the creature, and the spell list that the spell is taken from is also quite significant

An Awakened Living Spell's size depends on its original Caster Level (usually, but not necessarily, the minimum Caster Level for a spell of its level). This is just the Caster Level that the spell was originally cast at, and does not imply anything about the Spell's own spellcasting ability, if it has one:

Medium for Caster Level 1st through 6th
Large for Caster Level 7th through 12th
Huge for Caster Level 13th or higher
Hit Dice
An Awakened Living Spell has Ooze hit dice (1d10 HD, BAB, 2+Int skills, and no good saves) equal to its original Caster Level (the one determining its size)

Ooze (Centralized). Unlike normal Oozes, the magic maintaining the Awakened Living Spell's identity and personality gives it a somewhat more discernible anatomy. In particular, a core of Arcane or Divine power runs through the creature, functioning similarly to the nervous and circulatory systems of normal creatures. This is necessary to allow the Awakened Living Spell to function, but comes at the cost of many of the features of a usual Ooze creature. It also provides the Awakened Living Spell with limbs and something resembling a face, which is at the front of their Core.

Limbs: Unlike normal Oozes, Awakened Living Spells have two arms and two legs. Though the particular shape of an Awakened Living Spell may vary dramatically, the general idea would be a central portion, perhaps roughly spherical, with a 'face', which may not look anything like a face but does make it apparent which direction they are looking, for example, with the four limbs sprouting directly from this Core. This allows them to wield weapons and wear armor. Druid spells share the Druid's prohibition on metal items.

Intelligence: Unlike normal Oozes, Awakened Living Spells are not Mindless, and are therefore susceptible to Mind-Affecting effects.

Sensory Perception: Unlike normal Oozes, Awakened Living Spells do not have Blindsight. Instead, they gain sensory information by feeling light and sound with the "face", with an effect similar to the Synesthete Psionic Power. This makes Awakened Living Spells immune to effects that attempt to blind the eyes or deafen the ears specifically, or attempt to overload visual or aural sensors (e.g. Glitterdust, Sonic deafening effects, etc.), but they can be made blind and deaf by covering their face, with the normal effects of blindness and deafness. They are not immune to gaze effects, but if the effect offers a chance to save against it, the Awakened Living Spell gains a +4 bonus on the save, since the gaze cannot be focused specifically on their eyes.

Awakened Living Spells take 50% longer to don armor or put on clothes, because they must magically attune their clothes so that they can see with the armor or clothes that cover their face.

This is an (Su) ability (but see below for information on how they interact with effects that diminish, damage, or suppress magic).

Immunities: Unlike normal Oozes, Awakened Living Spells are not immune to Paralysis or Stunning effects. They are immune to Poison, Sleep, and Polymorph, like most Oozes, and additionally immune to non-magical Disease, Nausea, Fatigue, Exhaustion, and effects that cause the Sickened condition. Magical or supernatural sources of these effects may affect them as usual.

Critical Hits: Unlike normal Oozes, Awakened Living Spells are susceptible to critical hits and flanking. They do have a discernable (if exotic and somewhat simple) anatomy, which is roughly humanoid in form, and those skilled or lucky enough to hit a weak spot can do additional damage.

Anyone used to picking out opponents' weak points will recognize the Awakened Living Spell's 'face' and Core for what they are, and can attack them. Branches of "Core material" are also found inside of the creature's limbs, which means effects like attempts to, for example, hamstring the Awakened Living Spell can achieve the normal effect (although what actually happens internally is quite a bit different, since it is more of a disruption to the Spell's ability to control its limbs, rather than physical damage to the body part).

Eating, Drinking, Sleeping, and Breathing: Like most Oozes, Awakened Living Spells do not need to sleep (though general rest is necessary to regain spells and similar abilities), but can usually passively absorb enough ambient magical energy from most places to replace the needs to eat or breathe
Additional Subtypes: Awakened Living Spells also gain an alignment or elemental subtype if the spell in question had the matching descriptor

-2 Dexterity
Arcane Awakened Living Spells, as well as Awakened Living Archivist Spells, take a -2 racial penalty to Wisdom. The Spells of Archivists, Beguilers, Wizards, Wu Jens, and other Intelligence based spellcasters gain an Intelligence bonus equal to four times the original spell level (0th level spells are treated as for this calculation). The Spells of Bards, Dread Necromancers, Sorcerers, Warmages, and the like gain the same bonus to Charisma
Divine Awakened Living Spells take a -2 racial penalty to Intelligence, unless it is an Archivist spell. They also gain a bonus to their Wisdom equal to four times their original spell level (0th level spells being treated as for this calculation)
No Awakened Living Spell should be taking a -2 penalty to the ability modifiers that set its caster's spell DCs or determines its caster's Bonus Spells. If a class uses Wisdom to determine its spells' strength, then the penalty should be to Intelligence, and if the class uses Charisma or Intelligence to determine its spells' strength, then the penalty should be to Wisdom. If the class uses both Intelligence and Wisdom, then, and only then, should the penalty be applied to Charisma. Under no circumstances is this penalty applied to any physical stats (though all Awakened Living Spells take a -2 to Dexterity, regardless).
The above rules supercede the general rules, where the Archivist is used as an example of an exception. To my knowledge, the Archivist is currently the only published exception, but homebrew or simply books I'm not familiar with may change that.
Move Speed
30 feet per round

Armor Class
An Awakened Living Spell has a Deflection bonus to AC equal to its original Spell Level.

Saving Throws
An Awakened Living Spell has a racial bonus on all saves equal to its original Spell level.

Damage Reduction
X/magic, where X is the spell's original level.

Spell Resistance
10 + the original Spell Level.

Spell Effect
An Awakened Living Spell may, once per round, cast itself on any target that it hits with a melee attack, is grappling, or succeeds on a Standard action touch against. A willing target may be touched as a Swift action, or as part of a Move action which takes the Awakened Living Spell past the target. The target is treated as if it was within the area effect of the spell. This only affects the target, even if it is sharing its square with other creatures.

The Caster Level of this spell is equal to its total hit dice, the Level of the spell is treated as the highest that its original caster could cast at its Caster Level (so an Awakened Living Wizard Spell with 7 total HD would have a Caster Level of 7 and would count as a 4th level spell for the sake of its DC).

In general, the spell is cast as if cast by its original caster, but with the abilities and general statistics of the Awakened Living Spell and the total number of levels in the original casting class equal to the Awakened Living Spell's HD. Thus, a Cleric or Druid Spell would add its Wisdom modifier, a Wizard Spell would add its Intelligence modifier, and a Sorcerer spell would add its Charisma modifier.

Magical Body
Because they are made from magic, Dispel Magic, Globe of Invulnerability, Anti-Magic Fields, Dead Magic Zones, and similar effects pose a unique threat to Awakened Living Spells

Dispel Magic: If an Awakened Living Spell is targeted by Dispel Magic (either specifically, or with the area effect version where it is itself the highest level effect running on its person), roll the Dispel Check against the Caster Level of the spell itself. If it fails this check, the Awakened Living Spell takes Xd6 damage, where X is the difference between the two checks, and they also lose an amount of Damage Reduction and Spell Resistance equal to this value for a number of rounds equal to this value. A successful Will save halves these effects as well as the duration.

Globe of Invulnerability: To pass through a Globe of Invulnerability or similar effect, an Awakened Living Spell must have a Caster Level greater than the minimum Caster Level of the lowest level spell that could pass through the Globe, as cast by a Cleric or Wizard. Note that in the case of Sorcerer spells or especially in the case of Bard spells and other half-caster spells, this may be a higher Spell Level than the Spell Level used to determine its own DC.

Alternatively, a successful Will save (DC determined as usual for a spell of the Globe's level cast by the Globe's caster) allows the Awakened Living Spell to pass through, but it takes a -2 penalty on attack rolls, damage rolls, saving throws, and skill and ability checks while within the Globe (this penalty does not apply to the original check to enter the Globe in the first place). The Awakened Living Spell does not need a Will save to pass back out of a Globe that it has successfully forced its way into in this fashion.

Anti-Magic Field: In an Anti-Magic Field, an Awakened Living Spell must make a Will save against the spell, or be suppressed. The Spell is not destroyed or dead, but it does temporarily cease to function, disappearing physically and not itself being aware of anything that goes on during the time in which it is suppressed. The Spell is not physically present, but nonetheless does remain where it was; Scrying on it would show an image of the place where the Spell was before being suppressed. The Spell must make this check each minute it spends in the field, whether it has failed or succeeded - a suppressed Spell that makes a subsequent save is no longer suppressed, and a Spell that had made its save originally can fail its save later and become suppressed.

A successful save preserves the Spell's Synesthesis, so it does not lose the ability to sense its surroundings (unless suppressed, at which point it is not even aware of the passage of time, much less external stimuli), but it does not preserve the magical attunement with its armor or clothing unless it makes the save by 5 or more - an Awakened Living Spell can be effectively blinded by its clothing or armor while in an Anti-Magic Field. No matter how it does on its save, it cannot cast itself while within the field.

Dead Magic Zones: In a Dead Magic Zone, an Awakened Living Spell takes 1d4 lethal damage every round, no save. It also takes a -4 penalty on all attack rolls, damage rolls, saving throws, and skill and ability checks, as it takes everything the Spell has just to stay together. Its Synesthesis is eliminated by the zone, and so it is also deaf and blind (the effect returns once the Spell gets out of the Dead Magic Zone).
Usually Neutral, unless the spell in question has an alignment descriptor (in which case it usually is the Neutral version of that alignment).

Automatic Languages
Druid Spells gain Fey and Druidic and Arcane spells gain Draconic. Non-Druid Divine Spells use languages associated with their subtypes gained from the original spell's descriptors

Non-Druid Divine Spells of the Good subtype speak Celestial
Non-Druid Divine Spells of the Evil subtype speak Infernal or Abyssal
Non-Druid Divine Spells of the Lawful subtype speak Celestial or Infernal
Non-Druid Divine Spells of the Chaotic subtype speak Celestial or Abyssal
Non-Druid Divine Spells with two alignment subtypes always speak only the single overlapping language, so a spell can never have its opposing subtype's language as an automatic language
Non-Druid Divine Spells of the Fire subtype speak Ignan
Non-Druid Divine Spells of the Cold subtype speak Aquan
Non-Druid Divine Spells of the Air subtype speak Auran
Non-Druid Divine Spells of the Earth subtype speak Terran
Non-Druid Divine Spells lacking any alignment or elemental subtypes speak Fey
Bonus Languages
None. An Awakened Living Spell is imbued with knowledge of the language of the spell itself, and it must learn any other ability to communicate by investing in the Speak Languages skill.

Favored Class
The class that originally cast the spell. A multiclass Awakened Living Spell's levels in this class do not count when determining whether he takes an experience point penalty for multiclassing.

Level Adjustment
+X, where X is its original Spell Level.

Dvati: These are based more on the 5E version because I liked the idea and execution better.


It was like looking at a reflection in a mirror, except both of them could swing a sword at me. Before I knew it, I was outflanked and trying to duel the same person twice. I was on my back foot, and then I was just on my back. When they sheathed their identical rapiers and helped me up, I couldn't even tell which one I had offended in the first place.
- Dravin, dueling dvati twins

A perfect pair, entwined for life, dvati are at once two beings and a single creature, a single soul living in two separate bodies.

Identical Twins
Twins being born is by no means an uncommon occurrence, but sometimes they may have more in common than just appearances. Dvati are born as identical twins throughout the planes with a single identical soul shared between them. The twins act like a single paired organism, with two bodies and two minds acting with a single purpose. Ancient folklore claims that dvati are born with souls too large for one body, and therefore must house them in two.
Dvati twins are skilled combatants, capable of strategizing in unison, and versatile spellcasters, able to conduct spells through one another. The benefits of having two bodies, however, is certainly balanced by its risks. Dvati twins cannot exist separately, and if one is killed or injured, it endangers the lives of both.

Birds of a Feather
Dvati twins always travel together and tend to seek out other pairs of twins. When enough twins congregate, dvati are known to form towns and villages of their own. These are tightly-knit communities, for close cooperation is second nature to dvati, who view their settlements as a bastion of unity in an otherwise disconnected world.

Cooperative Spirit
Working in perfect synchronicity is a dvati's usual state. As such, these twins find the relative discord of other creatures to be confusing, or at worst, distressing. They often spin parables about ants, wolves, and other cooperative creatures to illustrate how people should behave in harmony to better themselves. Such stories usually fall on deaf ears, for most creatures cannot relate to the close association that dvati share, but neither can dvati understand how it is to be alone.

Dvati Names
Dvati twins are born into normal human families, and are therefore named as other humans. However, if a diviner foretells the birth of dvati twins, it is often customary to give them similar, rhyming names, so that the twins can feel more whole.
Male Dvati Twin Names: Amrod and Amras, Corin and Corvin, Giles and Files, Jovan and Joran, Landon and London, Zane and Zost.
Female Dvati Twin Names: Bree and Ski, Cilia and Hilia, Dora and Kora, Kara and Mera, Mello and Yellow, Tellia and Talia.

Dvati Traits
Dvati twins are wholly different to other humans.

Type: Humanoid with the Human subtype
Size: Medium. As Medium creatures, Dvati have no special bonuses or penalties due to their size.
Speed: Dvati base land speed is 45 feet split between the two twins per round.
Age: Like other humans, Dvati twins reach adulthood in their late teens and live less than a century. Both twins usually pass away from old age on the same day.
Alignment: Because of the Dvati twins' dual nature, they are typically lawful in alignment, preferring to duel honorably or negotiate with their enemies on fair terms.
Twins: A 'single' Dvati is a pair of creatures that share a single soul. They are inextricably linked, and can no more exist separately than a human can exist without his heart. In spite of having two bodies, Dvati twins perform as a single character, with the following differences:

Actions: Dvati twins have a single full round action(standard, swift, and move) total between them. Move actions may be split between them such as for one twin to go 25ft and the other to go 20ft. Charges can be performed together, but the max speed moved between them still applies and they still only get one attack as normal. If you're able to make multiple attacks, you can divide these attacks between the twins.
Hit Points: Dvati twins have separate hit points, which are divided between them. Each dvati twin's hit point maximum increases by their Constitution modifier + half the class's Hit Die. Permanent changes to hit points(such as Toughness and Frail) are applied to each body separately.
Spellcasting: A pair of Dvati twins partially share concentration for spells and similar effects that require concentration. Any effect requiring a concentration check that hits both twins requires a check from each of them. If one twin is unable to concentrate while the other is, the able twin must make a concentration check equal to the DC of the effect preventing their twin from concentrating, or DC 20 if no DC is available, to maintain the spell or effect. When casting, either Dvati can provide the spell components, and the effect can originate from the twin of your choice.
Class Abilities: As one character, they only get one set of class specific abilities such as spells per day and maneuvers known and readied. Soulmelds can be shaped to either body(effectively doubling your slots) but each meld still counts against your maximum shaped and you may still only benefit from one bind per slot unless you have an ability that changes that.
Magical Effects: If a spell, magical ability, or similar effect affects one Dvati twin, it affects them both, unless that spell or ability affects hit points or if the two twins are further than 100 feet apart, in which case, it affects each twin separately. The exception to this is worn magic items which only effect the twin wearing them. Each twin has their own set of magic item slots.
Conditions: A condition, such as being poisoned or grappled, typically affects only one twin, even if imposed by a spell, unless of course it hits them each individually. The main exception to this rule is Energy Drain and other forms of level loss(optionally ability damage/drain/burn can be exceptions for ease of bookkeeping).
Death: When a Dvati twin is reduced to below 0 hit points, its twin becomes staggered and able to move at only half speed. If a Dvati twin dies, the other twin quickly begins to deteriorate, and perishes 24 hours later if his partner does not return to life.

Tactics: Dvati gain a tactical advantage when fighting with one another. They may take up the same space as one another without penalty. They may aid their other twin as a swift action and gain a +1 bonus +1 per 10 levels to the effects of aid another, flanking, and similar cooperation effects when done with their twin.
Bonus Feat: Dvati gain Two Weapon Fighting as a bonus feat weather they qualify or not.
Empathic Link: As long as both twins are on the same plane, they can telepathically sense the other's emotional state. Each twin knows when the other takes damage. They may spend their standard action to telepathically glean surface thoughts from one another in close range for as long as they concentrate.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass Dvati takes an experience point penalty, his or her highest-level class does not count.
Level Adjustment: +0