[ Message Board Contest ]

Announcing: The Prestige Class Contest Winners!

Illus. Stan!We held a prestige class contest on our message boards recently, as we have a number of times in the past. These contests are organized by message board regular Kraah, and he does a wonderful job. This time, the contest had a planar theme, and I did the judging. I thought I would post the winner here, for you all to enjoy. It's a very cool class.

The three finalists were:
The Living Spell, by Isida KepTurkari.
The Guardian of Worlds, by Cheiromancer
The Celestial Apostle, by Good King Jay III

All of them were great, and I'd have been happy to put any of them on our site. The winner that I chose, however, was the Living Spell. It's simply one of the more creative ideas for a prestige class that I've seen in a long time. The background could use a bit more detail, but the mechanics (and the idea behind the mechanics) are the highlight. The requirements are tough, best suited for a fighter with a high Intelligence, but that's fair. Some of the class relies on unofficial creations (all the different kinds of genasi), but that's okay. Even if you don't use them, you can still get use of the class.

The balance of the class, I'll admit, is hard to judge without actually seeing it in play (I haven't yet had the pleasure), but it appears to be pretty good. I'd certainly give it a try as-is.

The Living Spell class provides a very interesting and different kind of play experience for a character, and that's a real plus when it comes to prestige class design. In short, I really like it.

Without further blathering by me, let's get to the class. I'm proud to present:

The Living Spell by Isida KepTurkari

Lillian growled in frustration as another group of gnolls entered the clearing. The bloody things simply wouldn't go away; this had to be the fourth wave of them.

"We're not going to be able to take down all of them!" Hel'vok cried to the remaining soldiers hold the pass. The captain bitterly regretted not taking along one of the mercenary company wizards, but he had been so confident that his squad could take on a few gnolls. But a few gnolls does not mean a few dozen gnolls, and too many had already fallen. Ear-piercing hyena laughter grated on the psyche and their resolve.

Lillian heard the despair in the captain's voice. But despair could easily be fixed, now that the gnolls had seen fit to finally group themselves together in order to divine Hel'vok's remaining ranks. Lillian began to run straight for the gnolls, ignoring her friend's pleas and Hel'vok's orders to return. She launched herself in the air, a feat thought impossible by all the on-lookers, as Lillian was wearing full plate armor. She tucked herself into a tiny ball... and seemed to get tinier and tinier by the minute. In a few seconds, there was nothing but a small bead of light. The bean zipped into the midst of the tightly-packed gnolls, and exploded in a fierce flower of fiery fury.

Hel'vok and the others were not quite as stunned the few remaining flabbergasted gnolls, and easily managed to mop up the rest of them. Hel'vok found Lillian in the midst of the charred bodies, a few decapitated gnolls being mute testament to her skill against the survivors of the blast. She saluted with her bloody sword as her captain came near. He shook his head in admiration.

"Where did you learn to do that?" he asked finally.

"Oh, I learned it from my great, great, great, great, great, great, great grandfather," Lillian said, removing her helm from her flame-colored hair.

"And he was still alive to teach you such tricks?" Hel'vok demanded to know. Lillian wiped the gnoll blood from her deep red skin before answering.

"Oh yes, he is a fire elemental."

THE LIVING SPELL
Living Spells are those genasi that have been fascinated by magic, but lack the innate talent or tedious skill needed to wield it. As a consequence, they decide to bring a little magic into their lives anyway they can. They learn fighting styles to cause as much damage as their favorite spells, but some learn a little bit more.

By tapping into their planar heritage, genasi can channel enough elemental energy into their bodies to literally become it. By combining this power with their own knowledge of spellcraft, they can literally become a kind of spell. Their ties to the elemental planes become stronger, allowing them to both use and dismiss elemental energies in a fashion. Finally, they are able to combine their newfound "spell form" abilities with their own fighting techniques, resulting in devastating attacks which few can fully protect themselves from.

Hit Dice - d8

Requirements
In order to qualify to become a Living Spell, a character must fulfill all the following criteria.
Skills: Knowledge (planes) - 4 ranks, Knowledge (arcana) - 4 ranks, Spellcraft - 4 ranks.
BAB: +6
Feats: Dodge, Mobility, Spring Attack, Whirlwind Attack, Quickdraw.
Race: Genasi, para-genasi, quasi-genasi, or half-elemental.
Special: Must have peacefully met with an elemental identical to their heritage in order to learn the secrets of the Living Spell (at least 24 hours is needed to help the character unlock the power within themselves).

Class Skills
A Living Spell's class skills (and key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (planes) (Int), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Points per Level: 2 + Int mod.

Level

BAB

Fort

Ref

Will

Special

1

+1

+0

+0

+2

Living Spell: Arrow

2

+2

+0

+0

+3

Planar Magic Weapon I

3

+3

+1

+1

+3

Living Spell: Sphere

4

+4

+1

+1

+4

Spell Attack I

5

+5

+1

+1

+4

Living Spell: Cone

6

+6

+2

+2

+5

Planar Magic II

7

+7

+2

+2

+5

Spell Attack II

8

+8

+2

+2

+6

Living Spell: Burst

9

+9

+3

+3

+6

Planar Magic III

10

+10

+3

+3

+7

Living Spell: Wall

Class Features
All of the following are class features of the Living Spell prestige class.

Weapon and Armor Proficiencies: The Living Spell gains no additional weapon or armor proficiencies.

Living Spell: The Living Spell can literally become a spell. Their body and all equipment transforms into an energy type determined by their planar heritage. They learn to take different forms to do different types of spell effects as they progress in the class. Below are all the different types of genasi and the type of energy they do.

  Air Electricity
  Ash Cold
  Dust
Heat, less hit dice (see individual descriptions), chance of blinding and choking (Fort save 10 + 1/2 Living Spell levels + Int mod to avoid being blinded for 1d4 rounds, same DC Fort save to avoid choking for one round, if save fails, treat as being stunned.)
  Earth Impact
  Fire Fire
  Ice Half cold and half impact
  Lightning Half electricity and half sonic
  Magma Half heat and half impact
  Mineral Half impact and half slashing
  Negatai Negative energy
  Ooze Acid
  Positai Positive energy (excellent for undead)
  Radiance Heat (fire), less hit dice (see individual descriptions), chance of being blinded (Fort save 10 + Living Spell level + Int mod to avoid being blinded for 2d4 rounds).
  Salt Dehydration
  Smoke Heat (fire), less hit dice (see individual descriptions), chance of choking (Fort save 10 + Living Spell level + Int mod to avoid choking for 1d4 +1 rounds, treat as being stunned).
  Steam Heat (fire)
  Water Cold damage
  Vacuum Straight damage, bypasses damage reduction*.

* Damage from vacuum genasi is like the damage from a sphere of annihilation, so DR doesn't work on it.

The fire, earth, water, and air genasi can be found in the Forgotten Realms Campaign Setting. The dust, ice, magma, ooze, smoke, and steam para-genasi can be found in Dragon #297 (the epic issue). Unofficial conversions of the para-genasi, as well as 3e unofficial versions of the quasi-genasi can be found here: The Roaming Genasi Tavern

It takes no time to actually become a Living Spell, but it takes a standard action to discharge the effect, just like casting a spell. Becoming a Living Spell does not provoke an attack of opportunity. Once a Living Spell is in spell form, she cannot switch between forms. She must either successfully hit her target and discharge, fail repeatedly to hit someone and revert normally, or voluntarily revert before discharging (using up that form for the day) before she can change her form. Despite the range of the sample spells, a Living Spell in spell form can only travel so far in a round as she could normally (however, magic items or spells that increase her speed normally, if activated before the Living Spell takes spell form, allow her to travel faster). In order to discharge herself, she must hit her target with a melee touch attack, and she must target a single creature. If the Living Spell misses her target, she may stay in spell form for up to three rounds in an attempt to hit her target. After the third round, if she has not been able to hit her target, she reverts to her normal form in the nearest empty square, and her use of that form for the day is wasted. While in spell form, the Living Spell has the AC of her normal form and DR 10/+1. In the "seeking" mode (attempting to hit her target), she is considered a Diminutive object. In "active" Sphere and Wall mode, she is considered a Huge object. While moving through the battlefield, she suffers attacks of opportunity normally if she passes through someone else's square or other AoO provoking situations. See individual descriptions for further information.

Once the Living Spell has discharged (and, if relevant, duration has expired), she appears in a square next to her target (determined randomly), or the nearest empty one if all the immediate ones are occupied. All saves for a Living Spell's initial Living Spell attack are 10 + Living Spell level + Int mod. All attempts to dispel or counterspell a Living Spell are made against the same DC. If a Living Spell is counterspelled or dispelled, she reverts to her normal form in the nearest empty square, takes 2d6 points of damage and is stunned for one round. A Living Spell in spell form is dispelled at a DC of 11 + Living Spell level. Counterspells are addressed below. The type of save for each ability is indicated below. Dust, Radiance, Smoke genasi, and Positai have additional rules, read below. A Living Spell may talk while in spell form. A Living Spell can assume each spell form 1/day. All are supernatural abilities.

Arrow: In arrow form, a Living Spell works like a flame arrow (fiery bolts version). She does 4d6 points of damage, Reflex save for half. Dust, Radiance, and

Smoke genasi do only 3d6 damage. Positai heal their victims of 4d6 points of damage. This can be counterspelled by flame arrow (regardless of the energy type of the Living Spell).

Sphere: In sphere form, a Living Spell can enclose an individual in a sphere that either keeps them in, or other being out. The sphere is 20 ft. in diameter. If turned outward, it causes 2d4 +1 point of damage per Living Spell level to creatures within 10 ft. If turned inward, it does the same amount of damage to the contents of the sphere, unless the victim stays perfectly still (the sphere is centered on the victim). If the victim moves, even to make gestures for a spell, he takes damage. The sphere lasts for 1/round per Living Spell level (and a Living Spell remains in spell form during this time). Positai heal their victims the same amount of damage. Dust, Radiance, and Smoke genasi only do 2d4 + 1 point of damage per 2 Living Spell levels. A Reflex save will half the damage of those caught by the radius of an outward-pointing sphere, as well as halving the initial damage of an inward-pointing sphere. As above, a Living Spell is considered Huge while in Sphere form. This can be counterspelled by Otil's resilient sphere (regardless of the energy type of the Living Spell).

Cone: With this effect, the initial victim is just in front of a 25 ft. wide, 25 ft. long cone. This causes 1d6 points of damage per Living Spell level. Positai heal their victims the same amount of damage. Dust, Radiance, and Smoke genasi do one less die of damage. A Reflex save halves the damage. This can be counterspelled by cone of cold (regardless of the energy type of the Living Spell).

Burst: With this effect, a Living Spell targets a single creature (as usual), then bursts outward in a 20 ft. radius (similar to, but not exactly like, a fireball). This does 1d6 points of damage per Living Spell level. A Reflex save halves the damage. Positai heal their victims the same amount of damage. Dust, Radiance, and Smoke genasi do one less die of damage. This can be counterspelled by fireball (regardless of the energy type of the Living Spell).

Wall: The Living Spell targets a single creature, and attempts to drop a wall of damage on top of them. This is popular when attacking whole lines of creatures, such as charging enemies. The wall is opaque, straight, 20 ft. long per Living Spell level, and 20 ft. high. When initially dropped, the victim (and all others in a straight line), take 10d6 points of damage. Positai heal their victims the same amount of damage. Dust, Radiance, and Smoke genasi do one less die of damage. A Reflex save halves the damage (assume the victims that made it went five feet to either side). Also, the wall lasts for 1 round/Living Spell level, and the Living Spell remains in spell form during this time. After the first round, if the Reflex save was not made, the victim may move out of the wall. Anyone approaching within 10 ft. of either side of the wall takes 2d4 +10 damage. Dust, Radiance, and Smoke genasi only do 2d4 + 5 point of damage. Positai heal the same amount of damage. As above, in Wall form a Living Spell is considered to be Huge. This can be counterspelled by wall of fire (regardless of the energy type of the Living Spell).

Planar Magic Weapon: A single chosen melee weapon of the Living Spell comes to reflect more of their planar heritage, and become of more use in battling planar creatures. Once the energy type is chosen, it cannot be changed. The weapon, once chosen to be imbued with planar magic, must be the subsequent recipient of all planar magic abilities. The weapon's abilities cannot be transferred to another weapon until the first weapon is destroyed.

I - A single chosen melee weapon a Living Spell uses becomes a flaming (fire), shocking (electricity), screaming (sonic), acidic (acid), frost (cold), positive energy (healing), negative energy (negative energy), concussion (extra bludgeoning), or cutting (extra slashing) weapon, dealing +1d6 of the appropriate type of damage with each hit. The type of energy that is activated by each type of genasi is listed below. The ability can be suppressed and reactivated at will.

Air - shock
Ash - frost
Dust - flaming
Earth - concussion (must be on a weapon that does bludgeoning damage)
Fire - flaming
Ice - frost
Lightning - shock
Magma - flaming
Mineral - cutting (must be on a weapon that does slashing damage)
Negatai - negative energy
Ooze - acidic
Positai - positive energy
Radiance - flaming
Salt - cutting (must be on a weapon that does slashing damage)
Smoke - flaming
Steam - flaming
Water - frost
Vacuum - screaming

II - The chosen weapon becomes a burst variety of the previous chosen damage type, dealing +1d10 points of damage on a critical hit. See flaming burst ability in DMG for more information.

III - The Living Spell can use the chosen weapon to cast banishment 1/week as a 10th level wizard.

Spell Attack - A Living Spell is able to lunge in with her weapons to follow up her spell form attacks.

I - Upon successfully completing a spell upon a victim using the Living Spell ability, the character can immediately make a single melee attack at her highest attack bonus.

II - As Spell Attack I, but now can use her Whirlwind Attack feat to attack all within five feet. This is only useable with the Burst, Arrow, or Cone spell form abilities.

 

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