Sentient Spells
Richard H. Schurz
This article is written supporting Dungeons and
Dragons 3.5 edition. You will need the Player’s Handbook to use the material
presented here.
It should also be compatible with DnD 3.0
edition.
What
are Sentient Spells?
Sentient spells are spells that have taken on a
life of their own, becoming a strange sort of elemental creature. Though every
sentient spell is different they are all elementals and they share some common
traits.
This article will limit itself to sentient
spells taken from the sorceror/wizard spell list.
Spell
traits:
Unless otherwise noted all sentient spells have
the following traits:
-No strength or constitution scores.
-Dispel Vulnerability (Ex): A successful dispel check against a sentient spell destroys it instantly
(it cannot use it's expend self ability if you succeed the dispel check). It is
also completely destroyed if targeted with the spell it is or any spell that
dispels or counters that it (in other words, a haste spell would destroy a sentient
haste spell, as would a slow spell). Spells used in this manner may target the
sentient spell as long as it’s within 100 ft. of the castor even if the spell
cannot normally target a hostile creature. If it enters an antimagic field it
is immediately destroyed.
-Expend Self (Su): Sentient spells may, at any
time as a free action, destroy themselves and caste the spell they are at the
minimum castor level that spell may be caste at. When they use expend self they
use their own charisma modifier to determine the save DC.
-Is diminutive in size.
-Has a base fly speed of 60 ft. (perfect)
-Has a deflection Bonus to AC equal to charisma
modifier
-Spellcasting Restriction: Sentient spells
cannot prepare or caste spells.
-They have a +2 racial bonus to use magic device
and spellcraft checks. Additionally they automatically sense if anyone within
100 ft. is casting the spell they are based upon.
Feats:
Chain
attack (Sentient spell)
Prerequisites:
Sentient spell, slam attack.
Benefit:
Allows 1/day for you to move at your base speed through threatened areas and
the space of other creatures without provoking attacks of opportunity and make
a single slam attack against every creature who’s
space you pass through. You may not make more then one attack against a single
creature in this manner.
Prerequisites:
Sentient spell, charisma 15+
Benefit:
If you use your expend self ability you respawn the
following round in a square adjacent to the spell’s target, or back in the
square you were when you used your expend self ability. You cannot use your
expend self ability again for 24 hours. If the spell the sentient spell is
based on has a gp or exp cost that cost must be paid every time it uses it’s phoenix ability or the spell will not respawn.
Resistance
Similar Magic (Sentient spell)
Prerequisites:
Sentient spell
Benefit:
You gain spell resistance equal to 10 + ½ your HD + your wisdom modifier
against spells of the same school of magic as you.
Absorb
Spell (Sentient spell)
Prerequisites:
Sentient spell, toughness, Resist Similar Magic
Benefit:
1/day, if you resist a spell through your spell resistance, you may gain 5
temporary hit points per level of the spell you absorbed.
Dwell
(Sentient spell)
Prerequisites:
Sentient spell
Benefit:
Gain the ability to hide inside the mind of a willing creature that had HD at
least equal to twice the level of your base spell. You remain inside that
creature's mind until either it dies, or it spends a standard action to release
you. No creature may have more then one sentient spell dwelling inside of them.
You cannot take any actions while dwelling within a creature.
Parasite
(Sentient spell)
Prerequisites:
Sentient spell
Benefit:
1/day You can make a touch attack against them, they
then must make a will save DC 11 + ½ your HD + your charisma modifier, or you
can hide inside their mind. Starting the round you enter your host’s mind every
round on your turn you deal 1 point of temporary damage to all your host's
mental stats and heal one hit point for every point of stat damage you deal in
this way. Once per round on your host’s turn your host may
make a new will save to eject you. You cannot reduce a mental score
below three in this way.
Symbiotic
(Sentient spell)
Prerequisites:
Sentient spell, dwell, intelligence 13+
Benefit:
While dwelling, your host may use your mental stats and/or saves in place of it's own, and may use any of your special attacks and
spell-like abilities as though they were it’s own. Any abilities that you can
use by touching a creature may be used by you to target your host. When your
host uses your special attacks and/or spell-like abilities they deplete the
number of times per day you can use your abilities as appropriate. You cannot
take any actions yourself other then to communicate telepathically with your
host, or use one of your powers with ‘touch’ range on them.
Incarnate
Flesh (Sentient spell)
Prerequisites:
Sentient spell.
Benefit:
You gain an alternate form you can shapeshift into. You may choose any animal,
magical beast, humanoid, monstrous humanoid, or dragon to be your alternate
form. Roll strength and constitution scores for it’s
alternate form, remember to apply size modifiers to it’s strength and
dexterity. You loose your slam attack if any and gain new natural weapons as
appropriate to the form you chose. You can shift into either form as a standard
action and remain in either form indefinitely. The new form’s size can be
anywhere from diminutive to large. Shifting forms never heals hit point or
ability damage. When in your alternate form you loose your fly speed and gain a
new base land speed, swim speed, climb speed, or fly speed as appropriate to
your new form. You do not gain any special abilities, racial bonuses, or racial
penalties while in your alternate form. You may look like a
elf or demon, but you’re still an elemental. Though their type remains elemental,
a sentient spell in another form provided by Incarnate Flesh is not immune to
critical hits, sneak attacks, paralysis, or stunning. It retains all it’s other immunities (including sleep and poison).
Flock
(Sentient spell)
Prerequisites:
Sentient spell, intelligence 15+
Benefit:
You can create up to 3 sentient spells of the same school and at least 5 spell
levels beneath your base spell. These spells follow you and serve you
unquestioningly. If one is destroyed you may ressurect it after 24 hours have
passed at no cost. The sentient spells you create cannot go more then 30 ft.
away from it or they cease to exist.
Resist
Physical Attacks (Sentient spell)
Prerequisites:
Sentient spell, toughness
Benefit:
Gain a DR 3/cold iron while in spell form.
Elemental
Channeling (Sentient spell)
Prerequisites:
Sentient spell, Base fortitude save +3, acid, cold, electric, fire, or sonic
subtype
Benefit:
Add 1 point of damage to all melee attacks (including slam) of the energy type
which corresponds with your subtype (for example the cold subtype deals 1 extra
point of cold damage with every melee attack). 1/day you may add 1d6 points of
the same type of energy damage to a single melee attack as a free action. If
you have more then one energy subtype choose one when you take this feat, all
energy damage will be off the type you chose.
Empower
Self (Sentient spell)
Prerequisites:
Sentient spell
Benefit:
If you use your expend self ability, the spell you caste gains the benefit of
the empowered spell metamagic feat.
Heighten
Self (Sentient spell)
Prerequisites:
Sentient spell
Benefit:
If you use your expend self ability, the spell you caste gains the benefit of
the Heightened spell metamagic feat, raising it 2 spell levels.
Extend
Self (Sentient spell)
Prerequisites:
Sentient spell
Benefit:
If you use your expend self ability, the spell you caste gains the benefit of
the extend spell metamagic feat.
Widen
Self (Sentient spell)
Prerequisites:
Sentient spell
Benefit:
If you use your expend self ability, the spell you caste gains the benefit of
the widened spell metamagic feat.
Enlarge
Self (Sentient spell)
Prerequisites:
Sentient spell
Benefit:
If you use your expend self ability, the spell you caste gains the benefit of
the enlarge spell metamagic feat.
Spellbane (general feat)
Prerequisites: bardic music, perform 12
ranks
Benefit: This feat allows you to
spend a use of your barbic music to create a song of Spellbane. While this song
is playing (and for 5 rounds afterward) all spells caste by enemies suffer -2
to their castor levels, and sentient spells take -2 to all attack rolls, saves,
ability checks, and skill checks.
Sample sentient spells:
Every
sample creature below is written as an individual sentient spell, with a name
and personal history. This is because every sentient spell is unique, even from
others of the same spell. That and it makes for more interesting reading.
The Spectral Murderer
(Sentient Phantasmal Killer)
Diminutive elemental (spell,
illusion)
Hit Dice: 4d8 (18)
Initiative: -1
Speed: fly 60 ft. (perfect) (12
squares)
Armor Class: 16 (+4 size, dex. –1, deflection +3), touch
16, flat-footed 16
Base Attack/Grapple: +3/-
Attack: slam +4 melee touch (2d6
plus fear touch)
Full attack: slam +4 melee touch (2d6
plus fear touch)
Space/reach: 1 ft./0ft.
Special Attacks: expend self, fear,
spell-like abilities, frightful presence, fear touch
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, feed
on fear
Saves: Fort +3, Ref +0, Will +2
Abilities: str
-, dex 9, con -, int 9,
Skills: Spot +8
Feats: Resist Similar Magic,
weapon focus (slam)
Environment: any
Organization: Solitary
Challenge Rating: 3
Treasure: none
Alignment: Chaotic Evil
Advancement: -
Level Adjustment: +1
The
Spectral Murderer revels in causing fear, and knows no joy greater then to
kill. It stalks the dark alleyways of large cities looking for victims.
Combat:
The
Spectral Murderer attacks any creature that crosses it’s
path alone, or that it thinks would be especially fun to kill. It always fights
to the death.
Spell-like abilities: 1/day scare, cause fear,
all with a CL of 7
Frightful Presence (Ex): 60 ft. radius, HD 2 or
less, Will DC 17 negates. The save DC is charisma based and includes a +4
racial bonus.
Fear Touch (Su): Any creature that takes
damage from The Spectral Murderer’s slam attack must succeed a will save DC 17
or become shaken for 1 minute.
Feed on Fear (Su): Every creature within 60 ft
of The Spectral Murderer that is shaken, frightened, or panicked, grants The
Spectral Murderer a cumulative +1 morale bonus to
attack and damage rolls. If it kills a creature that is shaken, frightened, or
panicked, it gains a +2 morale bonus to attack and damage rolls that lasts for
5 minutes and stacks with all other morale bonuses it receives from it’s Feed on Fear ability. It’s
morale bonus from Feed on Fear cannot exceed +5
Expend Self (Su): The Spectral Murderer may,
at any time as a free action, destroy itself and caste Phantasmal Killer with a
castor level of 7.
Dispel Vulnerability (Ex): A successful dispel check
against The Spectral Murderer (it’s treated as having a CL of 7) destroys it
instantly (it cannot use it’s expend self ability if you succeed the dispel
check). It is also completely destroyed in the same manner if targeted with a
Phantasmal Killer or any spell that dispels or counters Phantasmal Killer. If it
enters a antimagic field it is immediately destroyed.
Bookerton
(Sentient Detect Magic)
Diminutive
elemental (spell, divination)
Hit
Dice: 1/2 d8 (3)
Initiative:
+0
Speed:
fly 60 ft. (perfect) (12 squares)
Armor
Class: 14 (+4 size), touch 14, flat-footed 14
Base
Attack/Grapple: +0/-
Attack:
-
Full
attack: -
Space/reach:
1ft./0ft.
Special
Attacks: expend self, Illuminate Magic
Special
Qualities: elemental traits, darkvision 60 ft., spell
traits, dispel vulnerability
Saves:
Fort +2, Ref +0, Will +1
Abilities:
str -, dex 10, con -, int 13,
Skills:
Hide +12, spellcraft +5, knowledge (arcana) +5
Feats:
Dwell
Environment:
any
Organization:
Solitary
Challenge
Rating: 1/8
Treasure:
none
Alignment:
Neutral
Advancement:
-
Level
Adjustment: +1
This little guy loves to feel useful. He follows
anyone who appreciates him and treats him nicely.
Combat:
Bookerton avoids combat, using dwell to escape
into a friendly creature or hiding.
Illuminate
Magic (Su): Magical auras near Bookerton give off
illumination, use the aura power chart in detect magic's description to
determine how brightly the effect glows.
Expend
Self (Su): Bookerton may, at any time as a free action,
destroy himself and caste detect magic with a castor
level of 1.
Dispel
Vulnerability (Ex): A successful dispel check against
Bookerton (he’s treated as having a CL of 1) destroys him instantly (he cannot
use his expend self ability if you succeed the dispel check). He is also
completely destroyed in the same manner if targeted with a detect magic or any
spell that dispels or counters detect magic. If he enters an antimagic field he
is immediately destroyed.
Seeth
(Sentient Rage)
Diminutive
elemental (spell, enchantment)
Hit
Dice: 3d8 (14)
Initiative:
+2
Speed:
fly 60 ft. (12 squares)
Armor
Class: 16 (+4 size +2 dex.), touch 16, flat-footed 14
Base
Attack/Grapple: +2/-
Attack:
-
Full
attack: -
Space/reach:
1ft./0ft.
Special
Attacks: expend self, spell-like abilities, Fury,
Furious Outburst
Special
Qualities: elemental traits, darkvision 60 ft., spell
traits, dispel vulnerability
Saves:
Fort +3, Ref +3, Will +3
Abilities:
str -, dex 14, con -, int 13,
Skills:
Listen +8, spot +8, sense motive +8
Feats:
Dwell, Symbiotic
Environment:
any
Organization:
Solitary
Challenge
Rating: 1/2
Treasure:
none
Alignment:
Chaotic Neutral
Advancement:
-
Level
Adjustment: +1
Seeth seeks out those who are filled with anger
and hatred, dwelling inside them and feeding off their anger. Often those she
dwells within begin to act violently.
Combat:
Seeth never participates in combat unless she is
dwelling inside someone.
Spell-like
abilities: 1/day daze CL 5.
Expend
Self (Su): Seeth may, at any time
as a free action, destroy herself and caste rage with a castor level of 5.
Fury
(Su): Seeth may grant a willing target that she’s
touching a +2 moral bonus to their strength and constitution and a +1 morale
bonus to their will saves and a -2 penalty to their AC for 1 round. Otherwise
it functions like the Barbarian's rage ability. She may use this power as a
swift action.
Furious
Outburst (Su): 1/day Seeth may force a target she is
touching to make a DC 13 will save or make a melee attack against the adjacent
creature of Seeth’s choice. If the target forgoes their will save they receive
a +2 bonus to the attack roll.
Dispel
Vulnerability (Ex): A successful dispel check against Seeth
(she’s treated as having a CL of 5) destroys her instantly (she cannot use her
expend self ability if you succeed the dispel check). She is also completely
destroyed in the same manner if targeted with a Rage or any spell that dispels
or counters Rage. If Seeth enters an antimagic field she is immediately
destroyed.
Sentient
Lightning Bolt (living spell form)
Diminutive
elemental (spell, evocation, electricity)
Hit
Dice: 3d8 (14)
Initiative:
+5
Speed:
fly 60 ft. (perfect) (12 squares)
Armor
Class: 19 (+4 size +5 dex.), touch 19, flat-footed 14
Base
Attack/Grapple: +2/-
Attack:
slam +7 melee (2d6 electricity)
Full
attack: slam +7 melee (2d6 electricity)
Space/reach:
1ft./0ft.
Special
Attacks: expend self, spell-like abilities, Bolt form,
conductive slam
Special
Qualities: elemental traits, darkvision 60 ft., spell
traits, dispel vulnerability, immunity to electricity
Saves:
Fort +3, Ref +6, Will +3
Abilities:
str -, dex 20, con -, int 3,
Skills:
Hide +19, listen +8
Feats:
incarnate flesh, weapon finesse
Environment:
any
Organization:
Solitary
Challenge
Rating: 3
Treasure:
none
Alignment:
Neutral
Advancement:
-
Level
Adjustment: +1
Sentient
Lightning Bolt (rabbit form)
Tiny
elemental (spell, evocation, electricity)
Hit
Dice: 3d8 (14)
Initiative:
+4
Speed:
20 ft. (4 squares)
Armor
Class: 18 (+4 size +4 dex.), touch 18, flat-footed 14
Base
Attack/Grapple: +2/-10
Attack:
Bite +6 melee (1d3 -4)
Full
attack: Bite +6 melee (1d3-4)
Space/reach:
2-1/2ft./0ft.
Special
Attacks: expend self, spell-like abilities, Bolt form
Special
Qualities: elemental traits, darkvision 60 ft., spell
traits, dispel vulnerability, immunity to electricity, scent
Saves:
Fort +3, Ref +5, Will +3
Abilities:
str 3, dex 18, con 10, int 3,
Skills:
Hide +14, listen +8
Feats:
incarnate flesh, weapon finesse
Environment:
any
Organization:
Solitary
Challenge
Rating: 3
Treasure:
none
Alignment:
Neutral
Advancement:
-
Level
Adjustment: +1
Sentient Lightning Bolt spends most of it's time
in the form of a glowing rabbit, it seems to consider other rabbits to be it’s kin. It roams the plains, driving off predators that
feed on rabbits and leaving scorch marks in the shape of paw prints on every
rock and tree in it's territory.
Combat:
Sentient Lightning Bolt is a very
straightforward in combat, immediately transforming into it’s spell form and
attacking until it's opponents flee or die, or until half it's hit points are
depleted at which point it uses it's bolt form ability to escape.
Spell-like
abilities: 1/day shocking grasp
CL 5.
Expend
Self (Su): Sentient Lightning Bolt may, at any time as a
free action, destroy itself and caste Lightning Bolt with a castor level of 5.
Bolt
Form: Once per day Sentient Lightning Bolt may take
the form of a bolt of electricity and travel up to 500 ft. in a straight line
as a standard action. Any creature caught in this line takes 1d6 electricity
damage.
Conductive
Slam (Ex): If Sentient
Lightning Bolt makes a slam attack against a creature wearing metal armor it
receives a +4 circumstance bonus to the attack roll.
Dispel
Vulnerability (Ex): A successful dispel check against
Sentient Lightning Bolt (it’s treated as having a CL of 5) destroys it
instantly (it cannot use it's expend self ability if you succeed the dispel
check). It is also completely destroyed in the same manner if targeted with a
lightning bolt or any spell that dispels or counters lightning bolt. If it
enters an antimagic field it is immediately destroyed.
Number XXXII (Sentient
Horrid Wilting)
Diminutive elemental (spell,
necromancy)
Hit Dice: 8d8 (36)
Initiative: +4
Speed: fly 60 ft. (perfect) (12
squares)
Armor Class: 23 (+4 size, dex. +4, deflection +5), touch
23, flat-footed 19
Base Attack/Grapple: +6/-
Attack: Slam +6 melee (evaporating
slam)
Full attack: Slam +6 melee (evaporating
slam)
Space/reach: 1 ft./0ft.
Special Attacks: expend self, spell-like
abilities, Dehydrate
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, sense bloodline, water vulnerability
Saves: Fort +6, Ref +6, Will +4
Abilities: str
-, dex 18, con -, int 13,
Skills: Survival +15, spot +13,
listen +13
Feats: widen self, empower self,
track
Environment: any
Organization: Solitary
Challenge Rating: 11
Treasure: none
Alignment: Lawful Evil
Advancement: -
Level Adjustment: +2
Number
XXXII is one of several hundred sentient spells created for a single purpose,
to seek out and destroy those of a certain lineage. It roams the material
plane, searching for it’s victims.
Combat:
Number
XXXII will avoid combat unless it finds member of that hated bloodline. The
moment it finds it’s prey it will immediately use it’s
expend self ability to try and destroy him or her. If forced into combat by
others it will start combat by casting waves of fatigue and hold it’s vampiric touch until it needs to use it.
Spell-like abilities: At-will quickened true
strike, 1/day vampiric touch, waves of fatigue
Expend Self (Su): Number XXXII may, at any
time as a free action, destroy itself and caste Horrid Wilting with a castor
level of 15.
Dehydrate (Su): All who come within 10 ft.
of Number XXXII must make a DC 23 fortitude save of
become fatigued. This save must be repeated each round they remain within 10 ft
of Number XXXII. Once they are fatigued dehydrate has no further effect. The
save is Charisma based and includes a +8 racial bonus.
Evaporating Slam (Su): Number XXXII’s slam attack
deals 5d6 damage to living creatures. Except for water elementals and plant
creatures, against which it deals 5d8 damage.
Sense Bloodline (Su): Number XXXII was created
with the ability to automatically sense any members of the hated bloodline who
come within 30 ft of it.
Water Vulnerability (Ex): Water acts as though it
were acid when used against Number XXXII. Further, whenever Number XXXII makes
a slam attack against a water elemental it also takes
2d6 damage.
Dispel Vulnerability (Ex): A successful dispel check
against Number XXXII (it’s treated as having a CL of 15) destroys it instantly
(it cannot use it’s expend self ability if you succeed the dispel check). It is
also completely destroyed in the same manner if targeted with a Horrid Wilting
or any spell that dispels or counters Horrid Wilting. If Number XXXII enters a antimagic field it is immediately destroyed.
Sylvia
(Sentient Jump) (Spell form)
Diminutive
elemental (spell, transmutation)
Hit
Dice: 1d8 (5)
Initiative:
+2
Speed:
fly 60 ft. (perfect) (12 squares)
Armor
Class: 17 (+4 size +2 dex, +1 deflection), touch 17,
flat-footed 15
Base
Attack/Grapple: +0/-
Attack:
-
Full
attack: -
Space/reach:
1ft./0ft.
Special
Attacks: expend self
Special
Qualities: elemental traits, darkvision 60 ft., spell
traits, dispel vulnerability, Boost Jump
Saves:
Fort +2, Ref +2, Will +2
Abilities:
str -, dex 14, con -, int 18,
Skills:
Jump +24, use magic device +7, listen +6, diplomacy +5, knowledge (local) +8,
knowledge (history) +8
Feats:
incarnate flesh, (B)Dwell
Environment:
any
Organization:
Solitary
Challenge
Rating: 1/3
Treasure:
none
Alignment:
Neutral
Advancement:
-
Level
Adjustment: +1
Sylvia
(Sentient Jump) (Elven Child Form)
Small
elemental (spell, transmutation)
Hit
Dice: 1d8 (5)
Initiative:
+0
Speed:
20 ft. (4 squares)
Armor
Class: 11 (+1 size), touch 11, flat-footed 11
Base
Attack/Grapple: +0/-6
Attack:
knife -2 melee (1d4-2)
Full
attack: knife –2 melee (1d4-2)
Space/reach:
5 ft./5 ft.
Special
Attacks: expend self
Special
Qualities: elemental traits, darkvision 60 ft., spell
traits, dispel vulnerability
Saves:
Fort +2, Ref +0, Will +2
Abilities:
str 7, dex 10, con 11, int 18,
Skills:
Jump +22, use magic device +7, listen +6, diplomacy +5, knowledge (local) +8,
knowledge (history) +8
Feats:
incarnate flesh, (B)Dwell
Environment:
any
Organization:
Solitary
Challenge
Rating: 1/3
Treasure:
none
Alignment:
Neutral
Advancement:
-
Level
Adjustment: +1
Sylvia almost never takes her true form, instead
living in the form of an elven child. She considers herself to be an elf. She's
been around for hundreds of years, wandering from one elven or human community
to the next, playing with their children, then moving
on before people started asking to many questions about her. She's beginning to
fear her strength is waning and that she'll soon fade away, the though of
ceasing to exist terrifies her.
Combat:
Sylvia doesn't like to fight, she avoid combat
whenever possible. If forced into battle she remains in elven form.
Expend
Self (Su): Sylvia may, at any time as a free action,
destroy herself and caste Jump with a castor level of 1.
Boost
Jump (Su): Should Silvia use her dwell ability her host
would receive a +2 enhancement bonus to all jump checks.
Dispel
Vulnerability (Ex): A successful dispel check against Sylvia
(she’s treated as having a CL of 1) destroys her instantly (she cannot use
her expend self ability if you succeed the dispel check). She is also
completely destroyed in the same manner if targeted with a jump or any spell
that dispels or counters jump. If she enters an antimagic field she is
immediately destroyed.
Skills:
Sylvia receives a +20 racial bonus to jump checks, she
retains this bonus no matter what form she is in.
Grov (Sentient Dimension
Door)
Diminutive elemental (spell,
conjuration)
Hit Dice: 4d8 (18)
Initiative: +3
Speed: fly 60 ft. (perfect) (12
squares)
Armor Class: 17 (+4 size, dex. +3), touch 17, flat-footed
14
Base Attack/Grapple: +3/-
Attack: +6 melee touch (bump)
Full attack: +6 melee touch (bump)
Space/reach: 1 ft./0ft.
Special Attacks: expend self, port,
emergency port, bump
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability
Saves: Fort +4, Ref +4, Will +0
Abilities: str
-, dex 16, con -, int 13,
Skills: Hide +18, diplomacy +9,
spot +6
Feats: phoenix, weapon finesse
Environment: any
Organization: Solitary
Challenge Rating: 2
Treasure: none
Alignment: Neutral
Advancement: -
Level Adjustment: +
Grov
has long been enslaved by the drow. They frequently make use of it in their
raids. If someone breaks the geas on it, it gladly lend
them any assistance it can outside of battle. Otherwise it always returns to
bowing and scraping before it’s masters.
Combat:
As
long as it serves the drow Grov never does anything more then it’s commanded
to. Generally this limits it’s use to porting drow
around the battlefield and scounting.
Port (Su): Grov can teleport itself or
a willing target it’s touching up to 30 ft in any direction as a standard
action.
Emergency port (Su): 1/day Grov can teleport itself up to 30 ft as an immediate action.
Expend Self (Su): Grov may, at any time as a
free action, destroy itself and caste Dimension Door with a castor level of 7.
Bump (Su): As a touch attack Grov can
teleport an unwilling target 5 ft in any direction, but never inside a solid
object or into a space occupied by another creature.
Dispel Vulnerability (Ex): A successful dispel check
against Grov (it’s treated as having a CL of 7) destroys it instantly (it
cannot use it’s expend self ability if you succeed the dispel check). It is
also completely destroyed in the same manner if targeted with a Dimension Door
or any spell that dispels or counters Dimension Door. If Grov enters a antimagic field it is immediately destroyed.
Sentient
Sleep
Diminutive
elemental (spell, enchantment)
Hit
Dice: 1d8 (5)
Initiative:
+2
Speed:
fly 60 ft. (perfect) (12 squares)
Armor
Class: 17 (+4 size +2 dex.,
deflection 1), touch 17, flat-footed 15
Base Attack/Grapple: +0/-
Attack:
-
Full
attack: -
Space/reach:
1ft./0ft.
Special
Attacks: expend self, spell-like abilities, doze
Special
Qualities: elemental traits, darkvision 60 ft., spell
traits, dispel vulnerability
Saves:
Fort +2, Ref +0, Will +1
Abilities:
str -, dex 14, con -, int 9,
Skills:
Hide +14
Feats:
Parasite, (B)dwell
Environment:
any
Organization:
Solitary
Challenge
Rating: 1/2
Treasure:
none
Alignment:
Neutral Evil
Advancement:
-
Level
Adjustment: +1
Never pausing to consider it’s
own existence and constantly hungering for mental energy sentient sleep wanders
the world seeking easy prey. Often finding them through the dreams
off their friends and loved ones.
Combat:
Sentient sleep prefers to single out prey who are alone or attack those who are already engaged in
battle elsewhere. It puts it's victim to sleep with
it's doze ability and then uses it's parasite ability on them.
Spell-like
abilities: 1/day daze, with a CL of 1
Doze
(Su): As a standard action 1/minute target a single
creature with 2 HD or less must make a will save DC 12 or fall asleep for 1d4
rounds. The save is charisma based and includes a +1 racial bonus.
Dreamwalk (Su): As a standard action
Sentient Sleep may enter or leave the mind of any sleeping creature, ignoring
the usual restrictions of it’s dwell ability. Once
inside the sleeper’s mind it may remain there even after they’ve woken, it may
choose not to even reveal it’s presence to it’s host.
1/day it can move from their mind to the mind of any other sleeping creature
within 30 ft of it’s host. It can view their dreams
and the host often sees the sentient sleep in their dreams (usually appearing
as a cat, bat, or other creature associated with the night).
Expend
Self (Su): Sentient Sleep may, at any time as a free
action, destroy itself and caste sleep with a castor
level of 1.
Dispel
Vulnerability (Ex): A successful dispel check against
Sentient Sleep (it’s treated as having a CL of 1) destroys it instantly (it
cannot use it's expend self ability if you succeed the dispel check). It is
also completely destroyed in the same manner if targeted with a sleep or any
spell that dispels or counters sleep. If it enters an antimagic field it is
immediately destroyed.
Janis Rex (Sentient Gate)
(Spell Form)
Diminutive elemental (spell,
conjuration)
Hit Dice: 9d8 (41)
Initiative: +6
Speed: fly 60 ft. (perfect) (12
squares)
Armor Class: 27 (+4 size, dex. +6, deflection +7), touch
27, flat-footed 21
Base Attack/Grapple: +6/-
Attack: -
Full attack: -
Space/reach: 1 ft./0ft.
Special Attacks: expend self, spell-like
abilities, Shift target, anti-summon, Flood
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, SR 23 vs. conjuration
Saves: Fort +6, Ref +9, Will +7
Abilities: str
-, dex 22, con -, int 19,
Skills: Spot +16, listen +16,
knowledge (the planes) +16, knowledge (history) +16, sense motive +16, use
magic device +21
Feats: resist similar magic,
flock, absorb spell, Imbue flesh
Environment: any
Organization: Solitary
Challenge Rating: 12
Treasure: none
Alignment: Lawful Neutral
Advancement: -
Level Adjustment: +2
Janis Rex (Sentient Gate)
(Flesh Door Form)
Large elemental (spell,
conjuration)
Hit Dice: 9d8 +32 (73)
Initiative: +2
Speed: 5 ft. (1 square)
Armor Class: 23 (+4 size, dex. +2, Natural Armor +7),
touch 16, flat-footed 21
Base Attack/Grapple: +6/-
Attack: Bite +12 melee (2d6 +6)
Full attack: Bite +12 melee (2d6 +6)
Space/reach: 10 ft./5
ft.
Special Attacks: expend self, spell-like
abilities, Shift target, anit-summon, flood
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, SR 23 vs. conjuration
Saves: Fort +10, Ref +5, Will +7
Abilities: str
22, dex 14, con 18, int 19,
Skills: Spot +16, listen +16,
knowledge (the planes) +16, knowledge (history) +16, sense motive +16, use
magic device +21
Feats: resist similar magic,
flock, absorb spell, Imbue flesh
Environment: any
Organization: Solitary
Challenge Rating: 12
Treasure: none
Alignment: Lawful Neutral
Advancement: -
Level Adjustment: +2
Janis
Rex lives deep within a volcanic crater, choosing a life of solitude with it’s Sentient Melf’s Acid Arrow servants. On rare occasion
it leaves it’s abode and wanders the land. Those who
wish to travel to other planes sometimes seek it out,
if it doesn’t deem them prepared for the dangers of the plane they wish to
visit it won’t help them. In times of great need it has been known to
occasionally appear and defend the towns and villages surrounding it’s home. When in the presence of humanoids it usually
takes it’s alternate form, which is a giant doorway
composed of flesh with a monstrous face at the top.
Combat:
Janis
Rex always starts combat by casting summon monster VIII to summon a blue slaad,
on the following round it conjures an acid fog.
Spell-like abilities: At will Melf’s Acid Arrow,
3 times/day acid fog, 1/day Summon Monster VIII, all CL 17
Shift target (Su): Janis Rex may send one
willing target that touches it to any location on any plane.
Anti-summon (Su): 1/day Janis can, as a
standard action, force a creature within 100 ft to make a will save DC 26 or be
temporarily shunted into the location and plane of Janis’ choosing for 1
minute. The creature’s journey does not cause them any actual harm, however
there’s a 50% chance they come back panicked for 1d4 rounds.
Flood (Su): 1/day Janis can briefly open
a portal to another plane to draw a bunch of material though. It can use it to
create any one of the following effects: Blast of holy water (60 ft cone for
10d6 against undead and evil outsiders, reflex half), Jagged rock (30 ft cone
for 10d6 bludgeoning damage, reflex negates),
Cloud of poison gas (60 ft cone for 1d6 constitution damage with 2d6
constitution damage secondary). The save DCs are all DC 26.
Mass Summon (Su): 1/day Janis can summon 10
creatures of the same type chosen from the Summon Monster VI list.
Expend Self (Su): Janice Rex may, at any time
as a free action, destroy itself and caste Gate with a castor level of 17.
Dispel Vulnerability (Ex): A successful dispel check
against Janis Rex (it’s treated as having a CL of 17) destroys it instantly (it
cannot use it’s expend self ability if you succeed the dispel check). It is
also completely destroyed in the same manner if targeted with a Gate or any
spell that dispels or counters Gate. If Janis Rex enters a
antimagic field it is immediately destroyed.
Janis’
Third Tear (Sentient Melf’s Acid Arrow)
Diminutive elemental (spell,
conjuration, acid)
Hit Dice: 2d8 (9)
Initiative: +3
Speed: fly 60 ft. (perfect) (12
squares)
Armor Class: 17 (+4 size, dex. +3), touch 17, flat-footed
14
Base Attack/Grapple: +1/-
Attack: slam +4 melee (1d4 acid
plus acrid film)
Full attack: slam +4 melee (1d4 acid
plus acrid film)
Space/reach: 1 ft./0ft.
Special Attacks: expend self, acrid film
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, immunity to acid, flock
member
Saves: Fort +3, Ref +3, Will +1
Abilities: str
-, dex 16, con -, int 10,
Skills: Spot +6, listen +6
Feats: weapon finesse
Environment: any
Organization: Solitary
Challenge Rating: 2
Treasure: none
Alignment: Lawful Neutral
Advancement: -
Level Adjustment: +1
Janis’
Third Tear is one of three Sentient Melf’s Acid Arrows following the sentient
gate Janis Rex.
Combat:
Along
with his brothers Janis’ Third Tear persistently attacks any who would harm
their master, sacrificing themselves by using their expend self ability if
Janis Rex tells them to.
Acrid film: Whenever Janis’ Third Tear
deals damage with his slam attack he deals an additional 1d4 points of acid
damage the following round.
Expend Self (Su): Janis’ Third Tear may, at
any time as a free action, destroy himself and caste Melf’s Acid Arrow with a
castor level of 3.
Dispel
Vulnerability (Ex): A successful dispel check against Janis’
Third Tear (he’s treated as having a CL of 3) destroys him instantly (he cannot
use his’s expend self ability if you succeed the dispel check). He is also
completely destroyed in the same manner if targeted with a Melf’s Acid Arrow or
any spell that dispels or counters Melf’s Acid Arrow. If Janis’ Third Tear
enters a antimagic field he is immediately destroyed.
Flock
Member: Janis’ Third Tear may not move more then 30 ft.
from Janis Rex or he will cease to exist. If Janis’ Third Tear is destroyed
Janis Rex may bring him back to life after 24 hours have passed. If Janis Rex
is destroyed Janis’ Third Tear will also be destroyed.
Old
Blacktail (Sentient Bear’s Endurance) (Spell Form)
Diminutive elemental (spell,
transmutation)
Hit Dice: 2d8 +13 (22)
Initiative: +4
Speed: fly 60 ft. (perfect) (12
squares)
Armor Class: 18 (+4 size, dex. +4), touch 18, flat-footed
14
Base Attack/Grapple: +1/-
Attack: -
Full attack: -
Space/reach: 1 ft./0ft.
Special Attacks: expend self,
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, Durability
Saves: Fort +3, Ref +4, Will +1
Abilities: str
-, dex 19, con -, int 5,
Skills: Survival +6
Feats: incarnate flesh, (B)toughness
Environment: any
Organization: Solitary
Challenge Rating: 2
Treasure: none
Alignment: Neutral
Advancement: -
Level Adjustment: +2
Old
Blacktail (Sentient Bear’s Endurance) (Bear Form)
Large elemental (spell,
transmutation)
Hit Dice: 2d8 +27 (36)
Initiative: +0
Speed: 40 ft. (8 squares), swim
30 ft.
Armor Class: 19 (+4 size, +5 natural),
touch 14, flat-footed 19
Base Attack/Grapple: +1/+9
Attack: Claw +5 (1d8 +4)
Full attack: 2 claws +5 melee (1d8 +4)
and bite +0 melee (2d6 +2)
Space/reach: 10 ft./5
ft.
Special Attacks: expend self,
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability, Durability
Saves: Fort +10, Ref +0, Will +1
Abilities: str
18, dex 11, con 24, int 5,
Skills: Survival +6
Feats: incarnate flesh, (B) toughness
Environment: any
Organization: Solitary
Challenge Rating: 2
Treasure: none
Alignment: Neutral
Advancement: -
Level Adjustment: +2
Old
Blacktail spends all her time in her polar bear form, when in this form she has
the black patch of fur near her tail after which humans call her. She lives in
the tundra pretty far from civilization and has been known to aid those who get
lost in her territory. She can often be found in the company of true polar
bears, which, it should be noted, are far stronger then she is and will defend
her.
Combat:
Old
Blacktail remains in bear form and fights as a bear if attacked. She tries to
flee if she looses more then half her hit points. If unable to flee she lays on the ground, covers her head with her paws, and
starts whining. Hoping her attackers will spare her.
Durability: Old Blacktail has an extra
10 hit points, if she is in a form that has a
constitution score she receives a +4 enhancement bonus to her constitution
score.
Expend Self (Su): Old Blacktail may, at any
time as a free action, destroy himself and caste Bear’s Endurance with a castor
level of 3.
Dispel
Vulnerability (Ex): A successful dispel check against Old
Blacktail (she’s treated as having a CL of 3) destroys her instantly (she
cannot use her expend self ability if you succeed the dispel check). She is
also completely destroyed in the same manner if targeted with a Bear’s
Endurance or any spell that dispels or counters Bear’s Endurance. If Old
Blacktail enters a antimagic field he is immediately
destroyed.
Diminutive elemental (spell,
Universal)
Hit Dice: 9d8 (41)
Initiative: +7
Speed: fly 60 ft. (perfect) (12
squares)
Armor Class: 29 (+4 size, dex. +7, deflection +8), touch
29, flat-footed 22
Base Attack/Grapple: +6/-
Attack: -
Full attack: -
Space/reach: 1 ft./0ft.
Special Attacks: expend self, spell-like
abilities
Special Qualities: elemental traits,
darkvision 60 ft, spell traits, dispel vulnerability
Saves: Fort +8, Ref +12, Will +11
Abilities: str
-, dex 24, con -, int 10,
Skills: Spot +18, listen +18
Feats: Parasite, phoenix, iron
will, lightning reflexes, greater fortitude
Environment: any
Organization: Solitary
Challenge Rating: 14
Treasure: none
Alignment: Lawful Evil
Advancement: -
Level Adjustment: Not a chance
King
Drakeston likes to lair deep underground and likes to fill his home with traps
and enslaved monsters, he’s particularly fond of young
dragons. He reasons that anyone who can reach his chamber deserves to have a
single wish granted, at which point it moves on. King Drakeston granted a
number of wishes over the years, many of these have been very selfish and evil
wishes. Though he never perverts or corrupts the wishes he grants. Though he does tend to favor people who are ruthless and will do
anything to fulfill their desires. When granting another’s wish sentient
wish always demands they pay 1000 exp.
Combat:
Anyone
who reaches King Drakeston is immediately asked what they desire. As soon as he grants their desire he teleports away. If they
say nothing or attack him he assumes their wish is to fight with him, and he
holds nothing back. His favorite tactic is to start the fight by using his
expend self to caste prismatic wall, behind which he begins to summon Xill
which easily slip around the wall by passing through the ethereal plane.
Spell-like abilities: King Drakeston can use any
spell on the wizard/sorceror class spell list of 6th or lower at
will. He may also use any spell on the cleric or druid’s spell list of 5th
level or lower at will. All spells he castes have a CL of 17.
Expend
Self (Su): A Sentient Wish may, at any time as a free
action, destroy itself and caste Wish with a castor level of 17.
Dispel
Vulnerability (Ex): A successful dispel check against King
Drakeston (he’s treated as having a CL of 17) destroys him instantly (it cannot
use it’s expend self ability if you succeed the dispel check). He is also
completely destroyed in the same manner if targeted with a Wish or any spell
that dispels or counters Wish. If he enters a
antimagic field it is immediately destroyed.
Behind
the Curtain: Sentient Spells.
When they players
encounter a group of monsters with a sentient spell in it they are presented
with several choices, they can directly attack the spell, which has low hp and
can be easily destroyed, but then as it dies it uses it’s expend self ability.
They can wait until they’ve dispatched the other enemies before dealing with
it. Or they can try to figure out what spell it is and counterspell it (target
it with it’s same spell) thus destroying it and
prevent it from using it’s expend self ability.
They have very low hp
and are not designed to be stand-alone encounters, but rather an added element
to spice up other encounters. You can easily advance their HD to give them more
hit points, a good model you may use is to have their
HD equal the castor level it would take to caste it.
Creating
your own sentient spells
Each sentient spell is
a unique creature, even spells of the same spell level
may have radically different stats and CR. Be creative. Below are a few hard
and fast rules I used to create the samples above. When creating your own you
may break or change the rules, I break these rules myself occasionally.
*All Sentient Spells are Elemental
*All Sentient Spells have Spell traits
*All Sentient Spells have the school of magic
and all subtypes of their base spell as creature subtypes.
* The Sentient Spell’s special attacks and
special qualities are inferior to it’s expend self.
* Sentient spells may only have lower-level
spells in the same school of magic for their spell-like abilities.
* Only damage dealing spells have slam attacks.
* The CL of all the spell-like abilities is
equal to the minimum CL required to caste the spell the sentient spell is based
off of.
* Sentient spells receive a racial bonus to
their special attacks equal to their spell level.
* All sentient spells have HD equal to the spell
level. If you wish to alter the HD add 2 to the CL off it’s
spell-like abilities and it’s effective CL against Dispel Magic, and add +1 to
it’s racial bonus to special attacks for each HD added. Or reverse these for
each HD subtracted.
Keep in mind when
designing them that many spells have little to no ability to kill directly, and therefore would seem to have a low CR, but in
actuality they have very potent abilities when used in an encounter with other
creatures. This makes their CR far more situational then most monsters.
Sentient
spells as player characters
Every sentient spell
is an individual monster and will have an ECL tailed to that specific spell
(which should always be at least 1). If you let your players play as sentient
spells I recommend giving them Incarnate Flesh as a bonus feat with the form
set as a small or medium humanoid. This will allow them to collect and equip
most magical items. When they change into their spell form all their gear
merges with them and becomes inoperable (like wild shape). I also recommend
they take the Resist Similar Magic feat or carry a ring of counterspelling set
with their own spell. (thus if you are playing a
sentient Bull’s Strength and someone targets you with Bull’s Strength to
destroy you, your ring will counter it)
In the future I intend write an entire article
dedicated to Sentient
Spells as PCs.
Where
do they come from?
Most sentient spells
are created by accident during magical research. Occasionally a spellcasters on
a chaos-aligned plane will caste a spell only to discover the spell has spontaneously
taken on a life of it’s own. Then there are the few
which are intentionally created.
Intentional creation:
If your players are
entitled to having cohorts they may create, or have another spellcaster create,
a sentient spell for use as their cohort. Any other sentient spells the players
create have no loyalty to their creators and will go their own way.
Creating a sentient
spell costs an amount of gold equal to 250 x the spell level of the spell x the
minimum castor level to caste the spell. It also costs 1/25 that amount in exp.
Creating a sentient spell takes 1 day, plus 1 more day
for each 1000 in it’s cost. Additionally any material components, focuses, or
exp costs of casting the spell normally must also be paid when creating a
sentient version of that spell. Naturally the base spell must actually be caste
as part of the ritual.
If your players wish
to create a more powerful version of a sentient spell and they have the heighten
spell metamagic feat they may increase it’s HD, by
heightening the spell. For each HD they wish to add they must heighten the
spell by 1 spell level, and must increase it’s CL by 2, this effects the cost
accordingly, and also gives the sentient spell an additional +1 racial bonusto
the save DCs of it’s special attacks.