Living Spells

All Arcane spells take a physical form, humanoid or non-humanoid, sapient or animalistic. They can be bound into service by a mage, either by force, or perhaps through a bargain. These bonds are most easily made by arcane spellcasters, however non-casters can bind a single Living Spell into their service through the aforementioned means. Other types of spellcasters are unable to bind living spells, as they derive their magic through other means. These living spells can reproduce like typical living beings, but are born fully grown and do not age. They can die through other means, however.

Binding

Binding is a ritual performed by a prospective caster and a Living Spell, wherein the Living Spell swears to provide its power to its caster whenever called upon. A Binding Ritual is actually a rather simple process, merely requiring a moment of physical contact once the terms of the Bind are determined by the two parties, and the utterance of the Living Spell’s True Name, which is typically kept secret as True Names allow a degree of control over their owner. Once Bound the living spell can select one of two fates; travel with their caster and use their talents whenever asked, or reside wherever they wish, but be forced to their casters side whenever their power is called upon. No matter the method of Binding the Caster can dismiss any one of their bonds as a swift action. If a Caster is to die, all of their currently Bound Living Spells are Unbound and left to their own devices.

Caliber

The general might of a Living Spell is measured by their Caliber. Caliber is a guideline developed by scholars, though it is scarcely acknowledged by Living Spells themselves outside of the company of non-magical beings. These Calibers span 0 thru 9, though Living Spells of Calibers exceeding 4 are strictly theoretical, as far as the scholarly community is concerned.

Growth

Living Spells have the same capacity to grow and evolve as the average creature, and their advancement is marked mainly by their innate magical ability. This ability can be enhanced through frequent use, creativity in use as well as the stress under which the ability is utilized. Over time a Living Spell reaches another echelon of power, and is ready for an Ascension of sorts. This Ascension requires a ritual unique to every Living Spell, and upon completion will increase their caliber, and alter their ability. Upon Ascension the Living Spell’s previous ability is lost, and replaced by a new ability of greater caliber.

Wild and Tamed

A Wild Living Spell, that being one that has not been bound to a caster, is far more powerful that its tamed counterpart. When Wild, a Living Spell can utilize its ability at will, without limit save for physical exhaustion. When bound it is limited by its’ Caster’s abilities, aligning with their Spells per Day and Spell DC’s. Non-Casters with a Tamed Living Spell can utilize their talents once per day, gaining additional uses for every 5HD they possess, and selecting any mental ability score as their Casting Modifier to determine Save DC.

Metamagic

Metamagic exists within the setting, though it is expensive and impractical for the average adventurer. Metamagic enhancements can be bound in two forms; Equipment and Consumable. Metamagic Equipment may be applied to a Living Spell in the same manner that magical equipment is applied to the average creature, though expensive, its effects are permanent so long as it is worn. Consumable Metamagic applies to the next ability utilized by the Living Spell, and the effects of most consumables persist for one minute or until discharged, whichever comes first.

Character Sheets

Living Spells mechanics differ depending on whether they are wild or tamed. If a Living Spell is wild then they may have a number of hit dice, abilities of their own, or even class levels. When tamed a Living Spell’s power is significantly reduced, instead using the mechanics for a familiar treating their casters level as the effective Wizard level for them. The statistical basis they use as a familiar differs between Living Spells, but typically they will be a humanoid with an appropriate subtype, whose base stats are assigned by the DM using the Standard Array.

On Living Spell Hybrids

Unions of Living Spells and Non-Magical creatures produce offspring that are innately magical, such as elementals, constructs, oozes, undead, and outsiders. Though Living Spells and creatures of these categories are not mutually exclusive.

 

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