Choose a spell you can cast with a casting time of an action and expend the spell slots and components needed to cast said spell.a living spell version of the chosen spell appears at a point within range.the living spell disappears when dropped to 0hp or when the spell ends.The living spell is friendly to you and your companions for the duration.Roll initiative for the living spell, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the living spell, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the living spell doesn’t disappear. Instead, you lose control of the living spell, it becomes hostile toward you and your companions, and it might attack. An uncontrolled living spell can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the living spell's statistics.
Level
3rd
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S
Duration
Concentration
10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect







Comments