Professional Documents
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.
All other original material in this work is copyright 2018�2019 by E. R. F. Jordan and published under the Community Content Agreement for Dungeon Masters Guild.
By E. R. F. Jordan
Template by nathanaël Roux
Contents
Introduction ..........................................................................3
..........................................................................3
Greater Living Spells ...........................................................3
...........................................................3
Creating a Living Spell.......................................................................3
Determining Ability Scores...............................................................3
Other Living Spell Statistics ..............................................................3
Living Spell Bestiary ............................................................4
............................................................4
Living Acid Arrow .............................................................................4
Living Antimagic Field ......................................................................4
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Living Bigby’s Hand ...........................................................................5
Living Blight .......................................................................................5
Living Chain Lightning .....................................................................6
Living Chromatic Orb .......................................................................6
Living Circle of Death........................................................................6
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Living Cloud of Daggers....................................................................7
Living Color Spray .............................................................................7
Living Cone of Cold...........................................................................7
Living Crown of Stars........................................................................8
Living Darkness..................................................................................8
Living Dawn .......................................................................................8
Living Demiplane...............................................................................9
Living Disguise Self............................................................................9
Living Disintegrate ..........................................................................10
Living Dust Devil .............................................................................10
Living Earthen Grasp.......................................................................10
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Living Enervation ............................................................................11
Living Eyebite...................................................................................11
Living Feeblemind ...........................................................................12
Living Finger of Death ....................................................................12
Living Fireball ..................................................................................13
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Living Flaming Sphere ....................................................................13
Living Forcecage ..............................................................................13
Living Gate........................................................................................14
Living Horrid Wilting .....................................................................14
Living Hypnotic Pattern ..................................................................15
Living Immolation ...........................................................................15
Living Incendiary Cloud..................................................................15
Living Maddening Darkness ...........................................................16
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Introduction immunity with immunity to the type (or types) of damage
dealt by the chosen spell. If the spell deals no damage type,
living spell is the magical energy of a choose one thematically appropriate to the spell’s school or
spell cast during a magical cataclysm, appearance, or remove damage immunity altogether.
accidentally given sentience and form. Though Magical Strike. Replace the damage that Magical Strike
little is known about creating or controlling deals with one type of damage dealt by the chosen spell.
living spells, they are a form of life that continue Spell Mimicry. Replace the effect of Spell Mimicry with
to fascinate arcanists all over Eberron. the effect of the chosen spell. If that spell requires a saving
This title introduces a grand total of 64 new living spells throw, use spell save DC from the replaced spell, and if the
following the official template provided by Wizards of the spell involves an attack roll, use the attack bonus from the
Coast, as well as guidelines for creating living spells of higher living spell’s Magical Strike.
level. Unique Traits. If the spell gives its caster a spell passive
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effect, such as an increase in movement speed, the ability to
Greater Living Spells teleport as a bonus action, or a reaction to taking damage,
consider incorporate that effect as a permanent trait instead
At first, arcanists in Eberron believed that only spells of 1st
through 5th-level were crudely animated by the cataclysm of folding it into the Spell Mimicry trait.
responsible for the creation of the Mournland. However, as
Determining Ability Scores
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exploration of these scarred lands proceeded, a handful of
adventurers discovered that this was not the case. What’s When choosing ability scores for a living spell, picking a best
more, they learned that spells of 6th-level and higher were and worst score may feel somewhat arbitrary, as the spell has
given a greater degree of animation, perhaps on account of no corporeal form and in most cases shows limited
their more complex magical essence. Some approached sentience. To guide your hand in choosing these scores,
sentient levels of intelligence and cunning, and were consider using one of the following methods.
observed speaking among themselves in a twisted, arcane Scores by Save. If the spell provides its target with a
language. Some, mostly of 8th and 9th-level, were even saving throw, consider making that statistic the highest. For
capable of presenting humanoid forms and communicating instance, a fireball spell provokes a Dexterity saving throw,
with other races. meaning that a living fireball would have high Dexterity.
to see which stat block to customize, based on the spell’s For fast reference in the midst of creating living spells, refer
chosen level. to the table below. Do not be afraid to tweak these rules or
ignore them entirely when you deem it appropriate.
LIVING SPELL CUSTOMIZATION
Spell Level Stat Block to Customize OTHER STATISTICS
1st-2nd Living burning hands Spell Mimicry
Spell Level CR Prof. Bonus Save DC
Recharge (X)
3rd-4th Living lightning bolt 1st-2nd 1 +2 13 5-6
5th Living cloudkill
3rd-4th 5 +3 15 5-6
6th Living disintegrate
5th 7 +3 16 5-6
7th Living finger of death
6th 9 +4 16 5-6
8th Living incendiary cloud
7th 11 +4 17 6
9th Living psychic scream
8th 14 +5 18 6
Now make the following changes to that stat block: 9th 17 +6 19 6
Damage Immunity. Replace the living spell’s damage
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Living Spell Bestiary
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Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Medium construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 11 (2d8 + 4)
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Speed 25 �., fly 25 �. (hover) ACTIONS
STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +4 to hit, reach 5 �., one
target. Hit: 5 (1d6 + 2) acid damage.
8 (-1) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 6 (-2)
Spell Mimicry (Recharge 5–6). The living spell fires a
Damage Resistances bludgeoning, piercing, and slashing
shimmering green arrow towards a creature within 90 feet,
from nonmagical weapons
which bursts in a spray of acid. The living spell makes a
Damage Immuni�es acid
ranged spell a�ack (+4 to hit) against the target. On a hit,
Condi�on Immuni�es blinded, charmed, deafened,
the target takes 4d4 acid damage immediately and 2d4 acid
exhaus�on, frightened, grappled, poisoned, prone
damage at the end of its next turn. On a miss, the arrow
Senses darkvision 60 �., Passive percep�on 11
splashes the target with acid for half as much of the ini�al
Languages –––
Challenge 1 (200 XP)
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Living Antimagic Field Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Large construct, unaligned
STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +11 to hit, reach 10 �.,
one target. Hit: 34 (8d6 + 6) force damage.
20 (+5) 11 (+0) 22 (+6) 12 (+1) 14 (+2) 6 (-2)
Spell Mimicry (Recharge 6). The living spell strikes the
Damage Resistances bludgeoning, piercing, and slashing
ground, crea�ng a 10-foot radius invisible sphere of
from nonmagical weapons
an�magic. This area is divorced from the magical energy that
Damage Immuni�es force
suffuses the mul�verse. Within the sphere, spells can't be
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Living Bigby’s Hand ACTIONS
Large construct, unaligned Mul�a�ack. The living spell makes two Magical Strike
a�acks.
Armor Class 18 (natural armor)
Hit Points 53 (7d10 + 14) Magical Strike. Melee Spell A�ack: +5 to hit, reach 10 �., one
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Speed 25 �., fly 50 �. (hover) target. Hit: 23 (5d6 + 5) force damage.
STR DEX CON INT WIS CHA Spell Mimicry (Recharge 5–6). The living spell takes one of
the following ac�ons:
26 (+8) 10 (+0) 14 (+2) 3 (-4) 8 (-1) 6 (-2)
Shove. One creature within 5 feet of the living spell must
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Damage Resistances bludgeoning, piercing, and slashing succeed on a Strength (Acroba�cs) contest against the
from nonmagical weapons living spell or be shoved 15 feet in a direc�on of its
Damage Immuni�es force choice. If the target is Medium or smaller, the spell has
Condi�on Immuni�es blinded, charmed, deafened, advantage on its Strength check. The spell moves to stay
exhaus�on, frightened, grappled, poisoned, prone within 5 feet of the target as part of this ac�on.
Senses darkvision 60 �., Passive percep�on 9 Grasp. One creature within 5 feet of the living spell must
Languages ––– succeed on a Strength (Athle�cs) contest against the
Challenge 7 (2,900 XP) living spell or be grappled by it. If the target is Medium or
smaller, the spell has advantage on its Strength check.
Amorphous. The living spell can move through a space as Interpose. The living spell places itself between two
narrow as 1 inch wide without squeezing. creatures, forming a living barrier. The living spell provides
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Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
half cover to creatures on either side of it.
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Living Blight Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Large construct, unaligned
STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +7 to hit, reach 10 �., one
target. Hit: 18 (4d6 + 4) necro�c damage.
15 (+2) 11 (+0) 18 (+4) 3 (-4) 12 (+1) 6 (-2)
Spell Mimicry (Recharge 5–6). The living spell exhales
Damage Resistances bludgeoning, piercing, and slashing
necroman�c energy, which washes over a creature within 30
from nonmagical weapons
feet, draining moisture and vitality from it. The target must
Damage Immuni�es necro�c
make a DC 15 Cons�tu�on saving throw. The target takes
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Living Chain Lightning to a target, it can disappear and reappear in an unoccupied
space within 5 feet of that target.
Large construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 16 (natural armor) throws against spells and other magical effects.
Hit Points 95 (9d10 + 45)
Speed 25 �., fly 50 �. (hover) ACTIONS
STR DEX CON INT WIS CHA Mul�a�ack. The living spell makes two Magical Strike
a�acks.
8 (-1) 22 (+6) 20 (+5) 3 (-4) 10 (+0) 6 (-2)
Magical Strike. Melee Spell A�ack: +9 to hit, reach 10 �., one
Damage Resistances bludgeoning, piercing, and slashing
target. Hit: 26 (6d6 + 5) lightning damage.
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from nonmagical weapons
Damage Immuni�es lightning Spell Mimicry (Recharge 5–6). The living spell creates a bolt
Condi�on Immuni�es blinded, charmed, deafened, of lightning that arcs toward a target within 150 feet. Three
exhaus�on, frightened, grappled, poisoned, prone bolts then leap from that target to as many as three other
Senses darkvision 60 �., Passive percep�on 10 targets, each of which must be within 30 feet of the first
Languages –––
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target. A target can be a creature or an object and can be
Challenge 9 (5,000 XP) targeted by only one of the bolts.
A target must make a DC 16 Dexterity saving throw. The
Amorphous. The living spell can move through a space as target takes 10d8 lightning damage on a failed save, or half
narrow as 1 inch wide without squeezing. as much on a successful one.
Lightning Step. When the living spell deals lightning damage
Living Chromatic Orb Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Medium construct, unaligned
ACTIONS
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10 (+0) 12 (+1) 15 (+2) 3 (-4) 12 (+1) 6 (-2)
Magical Strike. Melee Spell A�ack: +4 to hit, reach 5 �., one
Damage Resistances bludgeoning, piercing, and slashing target. Hit: 6 (1d6 + 2) damage of the living spell’s aligned
from nonmagical weapons damage type.
Condi�on Immuni�es blinded, charmed, deafened,
Spell Mimicry (Recharge 5–6). The living spell fires a 4-inch
exhaus�on, frightened, grappled, poisoned, prone
diameter sphere of chroma�c energy at a creature within 90
Senses darkvision 60 �., Passive percep�on 11
feet. The living spell makes a ranged spell a�ack (+4 to hit)
Languages –––
against the target. On a hit, the target takes 3d8 damage of
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Living Circle of Death Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Large construct, unaligned
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Living Cloud of Daggers Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Medium construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 20 (3d8 + 6)
Speed 25 �., fly 25 �. (hover) Spell Mimicry. The living spell is surrounded by whirling
magical blades in a 5-foot radius. A creature takes 4d4
STR DEX CON INT WIS CHA slashing damage when it enters the area for the first �me on
10 (+0) 15 (+2) 14 (+2) 3 (-4) 10 (+0) 6 (-2) a turn or starts its turn there.
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from nonmagical weapons
Magical Strike. Melee Spell A�ack: +4 to hit, reach 5 �., one
Condi�on Immuni�es blinded, charmed, deafened,
target. Hit: 6 (1d6 + 2) slashing damage.
exhaus�on, frightened, grappled, poisoned, prone
Senses darkvision 60 �., Passive percep�on 10
Languages –––
Challenge 1 (200 XP)
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Living Color Spray Illumina�on. The living spell sheds bright light in a 30-foot
radius and dim light for 30 feet beyond that.
Medium construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 15 (2d8 + 6)
Speed 25 �., fly 25 �. (hover) ACTIONS
STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +5 to hit, reach 5 �., one
8 (-1) 12 (+1) 16 (+3)
Living Cone of Cold Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Large construct, unaligned
STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +8 to hit, reach 10 �., one
target. Hit: 23 (5d6 + 5) cold damage.
15 (+2) 12 (+1) 20 (+5) 3 (-4) 14 (+2) 6 (-2)
Spell Mimicry (Recharge 5–6). The living spell exhales a blast
Damage Resistances bludgeoning, piercing, and slashing
of cold air. Each creature in a 60-foot cone must make a DC
from nonmagical weapons
16 Cons�tu�on saving throw. A creature takes 8d8 cold
Damage Immuni�es cold
damage on a failed save, or half as much damage on a
Condi�on Immuni�es blinded, charmed, deafened,
successful one.
exhaus�on, frightened, grappled, poisoned, prone
A creature killed by this spell becomes a frozen statue un�l
Senses darkvision 60 �., Passive percep�on 11
it thaws.
Languages –––
Challenge 7 (2,900 XP)
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Living Crown of Stars Illumina�on. The living spell sheds bright light in a 30-foot
radius and dim light for 30 feet beyond that.
Medium construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 102 (12d8 + 48)
Speed 25 �., fly 25 �. (hover) ACTIONS
STR DEX CON INT WIS CHA Mul�a�ack. The living spell makes two Magical Strike
a�acks.
8 (-1) 12 (+1) 18 (+4) 6 (-2) 14 (+2) 6 (-2)
Magical Strike. Melee Spell A�ack: +10 to hit, reach 5 �., one
Damage Resistances bludgeoning, piercing, and slashing
target. Hit: 24 (5d6 + 6) radiant damage.
from nonmagical weapons
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Damage Immuni�es radiant Spell Mimicry (1/Long Rest). The living spell creates seven
Condi�on Immuni�es blinded, charmed, deafened, star-like motes of light, which orbit its form. It can use a
exhaus�on, frightened, grappled, poisoned, prone bonus ac�on to send one of the motes streaking toward one
Senses darkvision 60 �., Passive percep�on 12 creature or object within 120 feet of it, making a ranged
Languages Arcanish spell a�ack against the target (+10 to hit). On a hit, the
Challenge 11 (7,200 XP)
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target takes 4d12 radiant damage. Whether it hits or misses,
the mote is expended.
Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Living Darkness Amorphous. The living spell can move through a space as
narrow as 1 inch wide without squeezing.
Large construct, unaligned
Magic Resistance. The living spell has advantage on saving
Armor Class 15 (natural armor) throws against spells and other magical effects.
Hit Points 15 (2d10 + 4)
Speed 25 �., fly 25 �. (hover)
STR
8 (-1)
DEX
15 (+2)
CON
14 (+2)
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INT
3 (-4)
WIS
16 (+3)
CHA
6 (-2)
ACTIONS
Magical Strike. Melee Spell A�ack: +4 to hit, reach 10 �., one
target. Hit: 6 (1d6 + 2) necro�c damage.
Living Dawn Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Large construct, unaligned
STR DEX CON INT WIS CHA Magical Strike. Melee Spell A�ack: +7 to hit, reach 10 �., one
target. Hit: 22 (5d6 + 4) radiant damage.
18 (+4) 10 (+0) 18 (+4) 3 (-4) 12 (+1) 6 (-2)
Spell Mimicry (Recharge 5–6). The living spell creates a 30-
Damage Resistances bludgeoning, piercing, and slashing
foot-radius, 40-foot-high cylinder of bright light centered on
from nonmagical weapons
a point within 60 feet. This light is sunlight. When the
Damage Immuni�es radiant
cylinder appears, each creature in it must make a DC 16
Condi�on Immuni�es blinded, charmed, deafened,
Cons�tu�on saving throw, taking 4d10 radiant damage on a
exhaus�on, frightened, grappled, poisoned, prone
failed save, or half as much damage on a successful one. A
Senses darkvision 60 �., Passive percep�on 11
creature must also make this saving throw whenever it ends
Languages –––
its turn in the cylinder.
Challenge 7 (2,900 XP)
If the living spell is within 60 feet of the cylinder, it can
move it up to 60 feet as a bonus ac�on on its turn. The light
Amorphous. The living spell can move through a space as
lasts for 1 minute, or un�l the living spell uses this ability
narrow as 1 inch wide without squeezing.
again.
Illumina�on. The living spell sheds bright light in a 30-foot
radius and dim light for 30 feet beyond that.