Level
5th
Casting Time
1 Hour
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect
Charmed

You transform a living creature's soul into a living spell. While casting this spell, you must touch a creature who died in the last minute, whose soul is captured and preserved by the spell. If you stop casting the spell before you have finished, the soul immediately departs to its respective afterlife if it has been more than a minute since it died.

As part of casting this spell, you must also choose and cast (using the same action as continuing to cast this spell) another spell of 5th level or lower, whose cast time must be less than an hour. At the end of casting, if the spell you choose is of a level greater than half the creature's hit dice (rounded up), this spell fails and the creature's soul departs to its respective afterlife. Otherwise, the creature's soul is transformed into a living embodiment of the spell that you chose and cast.

The living spell's attitude towards you and other creatures is the same as the attitude the creature whose soul is used for this spell had before dying. For example, if you cast this spell on a creature that was hostile towards you before dying, the living spell you create will also be hostile towards you. While you concentrate on this spell, the living spell that you created is charmed by you and up to 9 other creatures of your choice that you can see. If your concentration is broken, the living spell doesn't disappear. Instead, only the charmed condition ends, and it might attack you and your companions, depending on its attitude.

Your DM determines the form that the living spell takes, its size and speed, and the actions it can take, but a few of its statistics are determined as shown below. A Living Spell's spell level is equal to the level at which the chosen spell was cast.

Hit Dice. A Living Spell has a number of hit dice equal to the number of hit dice the creature whose soul is used for this spell. The size of the hit dice is determined by its spell level:

  • 1st - 3rd Level: d8
  • 4th - 6th Level: d10
  • 7th and higher: d12

Armor Class. A Living Spell's AC is equal to 10 + its spell level.

Ability Scores. Living Spells' Strength, Constitution, and Charisma scores are equal to 10 + its spell level. Their Dexterity and Wisdom scores are equal to 7 + its spell level. Their Intelligence score is 2. Living Spells can, however, identify their friends, follow them, and even protect them. They can also understand all languages they knew in life, but cannot speak.

Senses. Living Spells have blindsight out to 60 feet, and can see normally regardless of their form.

Vulnerability to Dispelling. For the purposes of Dispel Magic, a Living Spell is considered a spell, and its spell level is the same as the level at which the chosen spell was cast. If the Dispel Magic spell succeeds, instead of being destroyed, the Living Spell takes 1d6 damage per level of the spell slot used to cast Dispel Magic, and is stunned for one round. The Living Spell is incapacitated while in the area of an Antimagic Field.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the living spell you create can be of another spell whose level is equal to or less than the level of the spell slot used to cast this spell. If you cast this spell using a 9th level spell slot, you can combine two spells, the sum of whose spell levels does not exceed 9th. For determining its statistics, the Living Spell's spell level is the higher of the two levels of the two spells chosen.

* - (a dead humanoid, who died in the last minute and whose soul is not otherwise captured)

Previous Versions

Name Date Modified Views Adds Version Actions
7/10/2019 3:20:57 PM
37
1
1
Coming Soon

Spell Tags: Creation Shapechanging Charmed

Available For: Wizard (Legacy)

TheGildedTroll

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