Sentient Spells
www.Game4rzsnark.com
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.

 

Phoenix (Sentient spell)

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, wis 13, cha 16

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, wis 13, cha 5

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, wis 15, cha 10

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, wis 14, cha 9

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, wis 14, cha 9

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, wis 14, cha 21

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, wis 14, cha 13

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, wis 14, cha 13

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, wis 9, cha 15

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, wis 11, cha 13

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, wis 18, cha 25

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, wis 18, cha 25

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, wis 13, cha 8

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, wis 12, cha 13

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, wis 12, cha 13

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.

 

King Drakeston (Sentient Wish)

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, wis 22, cha 27

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.