Sample Living Spells

The statistics block below contains details for more than one type of living spell. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Chilling Fog ⬇️
Large Ooze
Glitterfire ⬇️
Medium Ooze
Living Blasphemy ⬇️
Huge Ooze (Evil)
Living Burning Hands ⬇️
Medium Ooze
Living Cloudkill ⬇️
Large Ooze
Living Dictum ⬇️
Huge Ooze (Lawful)
Living Holy Word ⬇️
Huge Ooze (Good)
Living Word of Chaos ⬇️
Huge Ooze (Chaotic)
Sickening Sleep ⬇️
Medium Ooze
Hit Dice: 9d10+18 (67 hp) 5d10+5 (32 hp) 13d10+39 (110 hp) 1d10 (5 hp) 10dl0+20 (75 hp) 13d10+39 (110 hp) 13d10+39 (110 hp) 13d10+39 (110 hp) 1d10 (5 hp)
Initiative: +1 +0 +2 −1 +1 +2 +2 +2 −1
Speed: 20 ft. (4 squares) 40 ft. (8 squares) 20 ft. (4 squares) 20 ft. (4 squares) 40 ft. (8 squares) 20 ft. (4 squares) 20 ft. (4 squares) 20 ft. (4 squares) 20 ft. (4 squares)
Armor Class: 15 (−1 size, +1 Dex, +5 deflection), touch 15, flat-footed 14 14 (+1 Dex, +3 deflection), touch 14, flat-footed 13 17 (−2 size, +2 Dex, +7 deflection), touch 17, flat-footed 15 10 (−1 Dex, +1 deflection), touch 10, flat-footed 10 15 (−1 size, +1 Dex, +5 deflection), touch 15, flat-footed 14 17 (−2 size, +2 Dex, +7 deflection), touch 17, flat-footed 15 17 (−2 size, +2 Dex, +7 deflection), touch 17, flat-footed 15 17 (−2 size, +2 Dex, +7 deflection), touch 17, flat-footed 15 10 (−1 Dex, +1 deflection), touch 10, flat-footed 10
Base Attack/Grapple: +6/+12 +3/+4 +9/+20 +0/+0 +7/+13 +9/+20 +9/+20 +9/+20 +0/+0
Attack: Slam +7 melee (1d6+3 plus 9d6 cold) Slam +4 melee (1d4+1 plus 5d6 fire plus glitterdust) Slam +10 melee (1d8+4 plus blasphemy) Slam +0 melee (1d4 plus burning hands) Slam +8 melee (ld6+3 plus cloudkill) Slam +10 melee (1d8+4 plus dictum) Slam +10 melee (1d8+4 plus holy word) Slam +10 melee (1d8+4 plus word of chaos) Slam +0 melee (1d4 plus enfeeblement and sleep)
Full Attack: Slam +7 melee (1d6+3 plus 9d6 cold) Slam +4 melee (1d4+1 plus 5d6 fire plus glitterdust) Slam +10 melee (1d8+4 plus blasphemy) Slam +0 melee (1d4 plus burning hands) Slam +8 melee (ld6+3 plus cloudkill) Slam +10 melee (1d8+4 plus dictum) Slam +10 melee (1d8+4 plus holy word) Slam +10 melee (1d8+4 plus word of chaos) Slam +0 melee (1d4 plus enfeeblement and sleep)
Space/Reach: 10 ft./5 ft. 5 ft./5 ft. 15 ft./10 ft. 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. 15 ft./10 ft. 15 ft./10 ft. 5 ft./5 ft.
Special Attacks: Cone of cold, engulf (DC 17) Engulf (DC 14), fireball, glitterdust Blasphemy, engulf (DC 20) Burning hands, engulf (DC 11) Cloudkill, engulf (DC 17) Dictum, engulf (DC 20) Engulf (DC 20), holy word Engulf (DC 20), word of chaos Enfeeblement, engulf (DC 11) sleep
Special Qualities: Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 19 Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 15 Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 23 Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 11 Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 20 Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 23 Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 23 Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 23 Blindsight 60 ft., damage reduction 10/magic, ooze traits, spell resistance 11
Saves: Fort +10, Ref +9, Will +9 Fort +5, Ref +4, Will +4 Fort +14, Ref +13, Will +13 Fort +1, Ref +0, Will +0 Fort +10, Ref +9, Will +9 Fort +14, Ref +13, Will +13 Fort +14, Ref +13, Will +13 Fort +14, Ref +13, Will +13 Fort +1, Ref +0, Will +0
Abilities: Str 15, Dex 12, Con 15, Int —, Wis 12, Cha 15 Str 13, Dex 10, Con 13, Int —, Wis 10, Cha 13 Str 17, Dex 14, Con 17, Int —, Wis 14, Cha 17 Str 11, Dex 8, Con 11, Int —, Wis 8, Cha 11 Str 15, Dex 12, Con 15, Int —, Wis 12, Cha 15 Str 17, Dex 14, Con 17, Int —, Wis 14, Cha 17 Str 17, Dex 14, Con 17, Int —, Wis 14, Cha 17 Str 17, Dex 14, Con 17, Int —, Wis 14, Cha 17 Str 11, Dex 8, Con 11, Int —, Wis 8, Cha 11
Skills: — — — — — — — — —
Feats: — — — — — — — — —
Environment: Cold marshes Any Any Any Any Any Any Any Underground
Organization: Solitary Solitary Solitary Solitary Solitary Solitary Solitary Solitary Solitary
Challenge Rating: 9 6 13 1 7 13 13 13 2
Treasure: None None None None None None None None None
Alignment: Always neutral Always neutral Always neutral evil Always neutral Always neutral Always lawful neutral Always neutral good Always chaotic neutral Always neutral
Advancement: — ♊ — ♊ — ♊ — ♊ — ♊ — ♊ — ♊ — ♊ — ♊
Level Adjustment: — — — — — — — — —

Chilling Fog • Glitterfire • Living Blasphemy • Living Burning Hands • Living Cloudkill • Living Dictum • Living Holy Word • Living Word of Chaos • Sickening Sleep

Chilling Fog ⬆️

A thick fog bank radiates cold as it drifts toward you.

A chilling fog is a living cone of cold spell, subjecting its prey to deathly frost.

Combat

A chilling fog often lurks in misty areas, making it difficult to detect until it attacks.

Cone of Cold (Su): A creature hit by a chilling fog’s slam attack or engulfed by it is dealt 9d6 points of cold damage (Reflex DC 17 half).

Source: Monster Manual III, page 92.

Glitterfire ⬆️

A low cloud of bright, crackling motes of light move along the ground, causing tiny explosions in its wake.

Glitterfire is a living combination of two spells commonly employed on the war-torn fields of the Mournland⁠—​glitterdust and fireball. Armies made invisible by their allies were outlined through the use of glitterdust and then destroyed by their enemies through the judicious use of fireballs. These two energies merged into a single dangerous form that seeks out creatures and annihilates them in a gout of flame. Glitterfire floats a few inches above the ground, much like a fog.

Combat

Being unintelligent, glitterfire simply approaches any living creature, lighting it up and blinding it with glitterdust while erupting in tiny, but dangerous, explosions.

Fireball (Su): A creature hit by a glitterfire’s slam attack or engulfed by it takes 5d6 points of fire damage (Reflex DC 14 half).

Glitterdust (Su): A creature hit by a glitterfire’s slam attack or engulfed by it is blinded (Will DC 13 negates) and covered in dust for 5 rounds, rendering it visible (if invisible) and applying a −40 penalty on Hide checks.

Source: Monster Manual III, page 92.

Living Blasphemy ⬆️

A 15-foot-tall obelisklike pillar of utter blackness creeps toward you. Its dark sides reflect back distorted images of the scene as though spiteful.

A living blasphemy remains as evidence of dark deeds done in the name of evil. Once simply a blasphemy spell cast by an evil cleric, the living blasphemy now has a terrible life of its own. It has no purpose in life and seeks only the destruction of other creatures it encounters.

Combat

A living blasphemy attacks by slamming into prey with its body or engulfing foes.

Blasphemy (Su): A nonevil creature hit by a living blasphemy’s slam attack or engulfed by the ooze suffers certain effects depending on how many Hit Dice it has, as shown in the table below.

Furthermore, a nonevil extraplanar creature struck or engulfed must succeed on a DC 20 Will save with a −4 penalty or be banished to its home plane and unable to return for 24 hours. The save DC is Charisma-based.

Target’s HDEffect
13Dazed
9–12Weakened
4–8Paralyzed
3 or lessKilled

Dazed: The creature can take no actions for 1 round, though it defends itself normally.

Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead are destroyed.

These effects are cumulative and concurrent.

Source: Monster Manual III, page 93.

Living Burning Hands ⬆️

A fluid mass of fire shambles toward you, leaving scorched grass on the ground in its wake.

Combat

A living burning hands is a mindless creature that attacks simply and directly.

Burning Hands (Su): A target struck by a living burning hands takes 1d4 points of fire damage (Reflex DC 11 half). Flammable materials such as cloth, paper, parchment, and thin wood burn if a living burning hands touches them. A character can extinguish burning items as a full-round action. This damage applies when a creature is struck by a slam attack, and in each round it remains engulfed by the living burning hands.

Source: Eberron Campaign Setting, page 293. While not in the Sources list, this sample living spell was included because the ragewalker referenced it.

Living Cloudkill ⬆️

A thick, green fog hangs low on the ground, almost seeming to reach hungrily toward you.

Combat

A living cloudkill engulfs its prey and endeavors to slam it to death.

Cloudkill (Su): A creature hit by a living cloudkill's slam attack or engulfed by it is poisoned as by the cloudkill spell. A living creature with 3 or fewer HD is automatically killed (no save), a creature with 4 to 6 HD is slain unless it succeeds on a DC 17 Fortitude save (in which case it takes 1d4 points of Constitution damage), and a living creature with 6 or more HD takes 1d4 points of Constitution damage (Fortitude DC 17 half). This damage applies when the creature is struck by a slam attack, or each round it remains engulfed by the living cloudkill.

Source: Eberron Campaign Setting, page 293. While not in the Sources list, this sample living spell was included because the ragewalker referenced it. Changed “poison” to “cloudkill” in the statistics block to match the descriptive text.

Living Dictum ⬆️

A smooth, gray cube of ooze glides directly toward you. Fifteen feet wide on each side, its perfect angles belie its jellylike form.

Combat

A living dictum attacks by slamming into prey with its body or engulfing foes.

Dictum (Su): A nonlawful creature hit by a living dictum’s slam attack or engulfed by the ooze suffers certain effects depending on how many Hit Dice it has, as shown in the table below.

Furthermore, a nonlawful extraplanar creature struck or engulfed must succeed on a DC 20 Will save with a −4 penalty or be banished to its home plane and unable to return for 24 hours. The save DC is Charisma-based.

Target’s HDEffect
13Deafened
9–12Slowed
4–8Paralyzed
3 or lessKilled

Deafened: The creature is deafened for 1d4 rounds.

Slowed: The creature is slowed, as the slow spell, for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead are destroyed.

These effects are cumulative and concurrent.

Source: Monster Manual III, page 93.

Living Holy Word ⬆️

A 15-foot-tall smooth cylinder of milky liquid glides serenely forward.

Combat

A living holy word attacks by slamming into prey with its body or engulfing foes.

Holy Word (Su): A nongood creature hit by a living holy word’s slam attack or engulfed by the ooze suffers certain effects depending on how many Hit Dice it has, as shown in the table below.

Furthermore, a nongood extraplanar creature struck or engulfed must succeed on a DC 20 Will save with a −4 penalty or be banished to its home plane and unable to return for 24 hours. The save DC is Charisma-based.

Target’s HDEffect
13Deafened
9–12Blinded
4–8Paralyzed
3 or lessKilled

Deafened: The creature is deafened for 1d4 rounds.

Blinded: The creature is blinded for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

Killed: Living creatures die. Undead are destroyed.

These effects are cumulative and concurrent.

Source: Monster Manual III, page 94.

Living Word of Chaos ⬆️

Combat

A living word of chaos attacks by slamming into prey with its body or engulfing foes.

Word of Chaos (Su): A nonchaotic creature hit by the slam attack of a living word of chaos or engulfed by the ooze suffers certain effects depending on how many Hit Dice it has, as shown in the table below.

Furthermore, a nonchaotic extraplanar creature struck or engulfed must succeed on a DC 20 Will save with a −4 penalty or be banished to its home plane and unable to return for 24 hours. The save DC is Charisma-based.

Target’s HDEffect
13Deafened
9–12Stunned
4–8Confused
3 or lessKilled

Deafened: The creature is deafened for 1d4 rounds.

Stunned: The creature is stunned for 1 round.

Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.

Killed: Living creatures die. Undead are destroyed.

These effects are cumulative and concurrent.

Source: Monster Manual III, page 94.

Sickening Sleep ⬆️

A gray swirling mist hangs thick in the air.

The living spell sickening sleep combines sleep and ray of enfeeblement to debilitating effect.

Combat

A sickening sleep is often encountered in dank underground passageways.

Enfeeblement (Su): A creature hit by a sickening sleep’s slam attack or engulfed by it takes a 1d6 penalty to Strength for 1 minute. Multiple hits are not cumulative, and the subject’s Strength score cannot drop below 1.

Sleep (Su): A creature hit by a sickening sleep’s slam attack or engulfed by it falls asleep for 1 minute (Will DC 11 negates).

Source: Monster Manual III, page 94.