Go Back   EN World D&D / RPG News > Hosted Sites > Personal & Hosted Forums > Hosted Publisher Forums > Dog Soul Hosted Forum

Notices

Dog Soul Hosted Forum The EN World GameStore's hosted forum for Dog Soul.

 
LinkBack Thread Tools Display Modes
Old 27th August 2006, 04:52 AM   #1 (permalink)
Orgone Accumulator
 
Join Date: Apr 2002
Location: Portland, OR
Posts: 841
Sepulchrave II Goblin Sharpshooter (Lvl 2)
Epic Magic Big Thread

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.



INTRODUCTION
During the time of the second edition of the Advanced Dungeons and Dragons® game, a book authored by Skip Williams and entitled Dungeon Master® Option: High Level Campaigns was released. Within its pages, a system was outlined for the construction and adjudication of true dweomers – spells which exceeded 'normal' mortal capacity. For the first time in the game's history, this gave referees and players a mechanical framework within which powerful magical effects which otherwise relied entirely upon GM fiat could be explained.

When the Third Edition rules were released, many of the ideas from the chapter on true dweomers found their way into the new ruleset in the guise of epic spells. As with other aspects of the revised game, a stricter set of operating principles were introduced, reducing – but not eliminating – the need for GM adjudications made on the fly. Nonetheless, a certain degree of criticism has been levelled at the rules regarding epic spells. The updating of the ruleset – from version 3.0 to 3.5 – gives a chance for many of those criticisms to be addressed. That is what this work attempts to do.

Epic Magic is not for everyone: many players and GMs who have no interest in games which go beyond 20th-level will have little or no use for this resource. Others may be content with the rules regarding epic magic as they currently exist, or may have their devised alternative methods of dealing with epic spells.

The System Refererence Document, including the original section on Epic Spells is available in its entirety free to the gaming community online at http://www.wizards.com/default.asp?x=d20/article/srd35


Design Goals
Epic Magic attempts to systematically tackle the problems with the rules concerning epic spells, without altogether reinventing them. Rather than attempting to redesign the system from the ground up, Epic Magic strips the current rules down to their bare bones and offers an alternative – and hopefully better implemented – means of adjudicating the most powerful of magics. In broad terms, the efforts of Epic Magic revolve around the following ideas:

• The new system should be fully compatible with the revised Dungeons and Dragons® 3.5 Ruleset, but preserve the original game mechanic as far as is practicable. This makes adaptation to the system relatively painless for players who are already versed with epic spells as they presently exist.

• Issues involving game balance should be thoroughly investigated, and solutions to the current imbalances offered.

• Epic spellcasting should become a viable option for low-epic level casters, without bankrupting their resources.

• A means of establishing a measure of parity between the epic spellcasting classes should be developed without diminishing the unique perspectives offered by those classes. This parity should extend to include epic characters who are members of spellcasting classes who have not taken the Epic Spellcasting feat.

• The mechanics of the system should be transparent – i.e., where a specifc rule exists, its source should be readily apparent to a player. This makes any further rulings as necessitated by play easier to judge.

• The system should scale tightly between 20th- and 40th- character levels, and reasonably effectively to 50th-level.

Epic Magic should be a resource which provides a compendium of new spells and ideas for players and referees alike.

How Epic Magic is Organized
The chapters which follow introduce a number of new ideas, and it's recommended that the reader takes his or her time and digests them in the order in which they are presented. Familiar feats and mechanics have been overhauled, and new concepts – designed to expand the scope of epic spellcasting – have been introduced.

Chapter 1: Overview paints epic magic in broad strokes, outlining basic ideas and operating principles. It aims for conciseness, while imparting the gist of 'what epic magic is all about.'

Chapter 2: Feats presents a variety of feats which are available to epic level spellcasting characters. Some of these feats are unchanged from prior versions, some have been modified, and others are entirely new.

Chapter 3: Seeds gives an exhaustive description of the building blocks of epic spells. The scope of individual seeds has been extended, and the mechanics brought into line with the revised ruleset.

Chapter 4: Factors describes the way in which epic spells can be modified to best suit the needs of the individual caster. Factors have been expanded, and their implementation streamlined.

Chapter 5: Combination sheds light on the difficulties involved in creating complex epic spells, and introduces a set of guidelines which make combining elements within epic spells more logical and consistent. It also introduces the idea of aggregates, combinations of seeds which can yield specific, dramatic results.

Chapter 6: Rituals deals specifically with ritual epic spells, an important subset of epic magic which involve the collaborative efforts of more than one spellcaster.

Chapter 7: Options illustrates a variety of paths open to epic-level spellcasters, highlights the problems of integrating nonepic and epic magic, and introduces new ideas including impulses and the magnum opus.

Chapter 8: Spells presents a wealth of epic spells – some reworked, others entirely new – using the guidelines as set forth in the preceding chapters.

Last edited by Sepulchrave II; 19th November 2006 at 06:19 PM..
Sepulchrave II is offline   Reply With Quote
Old 27th August 2006, 04:52 AM   #2 (permalink)
Orgone Accumulator
 
Join Date: Apr 2002
Location: Portland, OR
Posts: 841
Sepulchrave II Goblin Sharpshooter (Lvl 2)
1. OVERVIEW


Chapter Summary

• The Epic Spellcasting feat has been modified, and grants a single epic spell slot. It may be taken more than once to gain additional epic spell slots
• Spellcraft checks are abandoned in favour of a Spellcraft Prerequisite (given in ranks) as the governing mechanic for epic spells
• Developing epic spells is cheaper and less XP intensive, but takes longer. There is some flexibility in the development process
• Development costs are based upon the Spellcraft Prerequisite before mitigating factors are considered
• The standard casting time for all seeds is reduced from 1 minute to 1 action


What Are Epic Spells?
Epic spells are, in their most basic sense, spells which exceed the normal limits of spellcasting power represented by 9th-level spells – most notably the results which can be achieved by the potent spells of wish and miracle. Epic spells can be used to explain certain effects within the game world which are beyond the remit of even those powerful magics: spells which can grant longevity, or raise islands from the ocean floor, or summon demon princes, or devastate kingdoms. Epic spells can be plot devices which form the basis of adventures or entire campaign arcs. They represent the pinnacle of spellcasting power, the point at which raw magic – be it arcane or divine – can be shaped by the spellcaster to the extent of his or her imagining. As such, access to epic spells is reserved for an elite few. In some ways – most notably with regard to the investment in time and energy which their development demands – epic spells are more akin to magic items than to conventional spells.

Epic spells are developed from the ground up using a list of magical ingredients called seeds. Despite their power, epic spells still follow the basic rules for casting spells, except as specifically noted otherwise. Epic casters can manipulate the seeds of true magic, but knowing the seeds and how to manipulate them does not instantly grant ultimate power. Each epic spell must be laboriously developed before it can be used.


How Does One Acquire Epic Spells?
In order to cast Epic Spells, a spellcaster must be in possession of the Epic Spellcasting feat:

EPIC SPELLCASTING [EPIC] [NEW]
Prerequisite: Knowledge (arcana, religion OR nature) 24 ranks, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may develop and cast epic spells. You gain 1 epic spell slot.
Special: This feat may be taken more than once. Each time you take it, you gain another epic spell slot.

The rules regarding the development and casting of epic spells are largely identical for arcane and divine casters, although in certain areas – most notably with regard to epic spells which heal or restore life to the deceased – the details are somewhat different. However, a character who meets more than one set of criteria for the Epic Spellcasting feat may determine whether an individual epic spell which he or she develops is arcane or divine in nature. Unlike with nonepic spells, the number of epic spell slots available to a spellcaster is not modified by the ability score keyed to spellcasting.

A character with the Epic Spellcasting feat may start acquiring Epic Spells immediately.


How Do Epic Spells Differ From Other Spells? How Are They Similar?
A character's nonepic spellcasting ability is governed by character level prior to 21st level, and by virtue of the Improved Spell Capacity epic feat thereafter. Epic spells depart from this scheme: to cast an epic spell, a character must meet a Spellcraft Prerequisite: he or she must possess a minimum number of ranks in the Spellcraft skill as detailed in the specific individual epic spell description. The ability to cast an epic spell does not entail a skill check, and is more akin to the minimum number of ranks that a character must possess to qualify for certain feats, or for entry into certain prestige classes. If the character does not meet the Spellcraft Prerequisite, the epic spell in question is beyond his or her ability to cast.

Epic Spell Levels: Epic spells have no fixed level. However, for purposes of Concentration checks, saving throws, spell resistance, and other possible situations where spell level is important, epic spells are all treated as if they were 10th-level spells.

Metamagic and Epic Spells: Metamagic feats and other epic feats that manipulate normal spells cannot be used with epic spells. Certain epic feats apply specifically to epic spells, however.

Items: A character can’t craft a magic item that casts an epic spell, regardless of whether the item is activated with spell completion, a spell trigger, a command word, or simple use. Only major artifacts, which are beyond the means of even epic characters to create, can possibly contain magic of this power.


Epic Spell Terms
Epic spells have their own vocabulary associated with them. Some of the most important terms are detailed below:

Epic Spell: Spells that are different from common spells. Epic spells are usually custom-made. Epic spells do not take up normal spell slots, but instead are gained and used under a completely separate progression.

Epic Spell Slot: A character must have an available epic spell slot to prepare or cast an epic spell, just as he or she needs a normal spell slot for a nonepic spell. A character doesn’t gain epic spell slots by virtue of his or her level and class, however. The Epic Spellcasting feat grants one epic spell slot each time that it is taken.

Seed: Every custom epic spell created by spellcasters begins with a base effect called a seed. Seeds are the fundamental building blocks of epic spells.

Factor: When creating an epic spell, a character can modify the basic use of a seed. Each modification is called a factor, and most factors increase the Spellcraft Prerequisite, and therefore the difficulty of casting the spell.

Mitigating Factor: The opposite of a normal factor, a mitigating factor modifies the spell but makes it easier to cast.

Spellcraft Prerequisite: For epic spells, the Spellcraft Prerequisite is a measure of how difficult the spell is for a spellcaster to cast. It is an inaccurate way of measuring how powerful an epic spell is, however, because mitigating factors applied to a spell will distort this measurement.

Unmitigated Spellcraft Prerequisite: The Spellcraft Prerequisite of a spell before any mitigating factors are applied to it. It governs how long it takes to develop an epic spell, and how much its development costs in gold pieces and XP. The Unmitigated Spellcraft Prerequisite is the most accurate means of measuring an epic spell's power.


Developing Epic Spells
Before it can be cast, an epic spell must be developed – this is a time-consuming and expensive process, which can seriously erode a spellcaster's personal energies (represented by experience points). The GM and the player should work together closely in this, as the GM is the final arbiter of balance in his or her game world and a single ill-conceived epic spell is capable of throwing an entire campaign into chaos. Nonetheless, the GM should be prepared to make adjustments to his campaign vision in order to accommodate the effects of an epic spell – these magics are developed by the most powerful of spellcasters, and they should be capable of profoundly impacting the game world. A consensual approach to epic spell development is vital. The GM should be involved in all stages of the spell's development, alert to the possible exploitation of loopholes which a player may seize upon, but also to offer advice if a player is not recognizing ways in which a epic spell can be brought within his or her character's grasp. To allow a character to develop an epic spell which is a 'dud,' something which is certainly possible within the rules as written, will only lead to feelings of resentment from the player, as he or she will feel that their character has been cheated out of valuable resources and experience.


Player Development vs. Character Development of Epic Spells
It's important to distinguish between a player's understanding of the epic spell development process (which may take a few minutes), and the character's understanding of the process (which may take months of game time). It is during development that a caster determines whether a given epic spell lies within his or her abilities or beyond them. While numerous attempts and failures are assumed to take place in that time, this should not be reflected by the GM penalizing a character by refusing a spell, and insisting that development begins anew. A player might submit several possible variations on a spell theme to a GM, but the final – mutually agreed – version is the one which, in the campaign world, holds. This spell is the version which determines the cost in development.

Using Spells in this Resource
The easiest way to develop an epic spell is to use one already given, either as-is, or as a template which can be further modified by factors to suit the player's needs. These spells are not 'pre-made' in the game world, however, unless the GM has included them in the repertoire of powerful NPC casters, or has them placed (as inscribed tablets) as a special treasure. Generally, an epic spell has no existence independent of its developer, and a player who wishes for his or her character to use one of the spells listed here must still develop that spell in the context of the campaign. The description of each of these unique spells gives the amount of gold, time, and experience points required to develop it. If a character pays a spell’s development cost, he or she develops (and thus knows) that spell.

Building Blocks
An epic spell is developed from smaller pieces called seeds and connecting pieces called factors. Every epic seed has a Spellcraft Prerequisite, and every factor has a Spellcraft Prerequisite adjustment. When a desired spell is developed, the spellcaster spends resources and time to assemble the pieces that make up the epic spell. The base Spellcraft Prerequisites of each seed are added together; then the Spellcraft Prerequisite adjustments of the factors are added to that total. The sum equals the final Spellcraft Prerequisite for the epic spell.


Minimum Spellcraft Prerequisite
No developed epic spell can have a final Spellcraft Prerequisite of less than 24, regardless of how many mitigating factors are used to modify it. A separate category of epic spells called impulses exist which do not follow this rule, but they are not 'developed' in the conventional sense.

Role-Playing Spell Development
The exact nature of the development procedure for an epic spell is left to the individual GM to decide, although it should not impact the actual mechanics in terms of resources expended. Perhaps the development of an epic spell involves journeys to procure rare items, burning exotic incense while engaging in deep meditative states or trances, consulting with powerful wizards, or erecting a special shrine for the focusing of energies. It might require a spellcaster to spend weeks perusing musty tomes in forgotten libraries, access to which is restricted and costly, or it may necessitate the binding and bribery of extraplanar entities. While possibilities for additional role-playing opportunities abound, these rules do not cover them: it is assumed such activities are hand-waved, and simply subsumed in the spell development process.


Mechanics of Development
The basic mechanisms by which epic spells are developed are outlined below, although subtleties in the process are further explained in later sections of this book. These mechanisms hold true for the development of all epic spells, be they arcane or divine in nature, except as noted individually in very specific circumstances.

Base Resource Cost: The development of an epic spell uses up raw materials costing a number of gold pieces equal to 1000 x the Unmitigated Spellcraft Prerequisite of the epic spell.

Base Development Time: Developing an epic spell takes one day for each 1000 gp in resources required to develop the spell.

XP Cost: To develop an epic spell, a character must spend one twenty-fifth (1/25) of its base resource cost in experience points. Alternatively, this cost can be expressed as 40 x the Unmitigated Spellcraft Prerequisite.

Modifying Resource Cost and Development Time: It is possible to speed research into an epic spell by increasing the resource cost, or to reduce resource cost by increasing the development time. By doubling the cost, the development time is halved; by doubling the development time, the cost is halved. An epic spell cannot have its development time reduced to less than one half of its base development time, nor its resource cost reduced to less than one half of its base resource cost. In all cases, the XP Cost in developing the spell is derived by its base resource cost, not its modified one.

Adding Seed DCs: When two or more epic seeds are combined in an epic spell, their base Spellcraft Prerequisites are added together. Both contribute toward the spell’s final Spellcraft Prerequisite. If the same seed is applied more than once to a particular spell, the second and subsequent applications of that seed also count the Spellcraft Prerequisite for determining the final Spellcraft Prerequisite.

Determining School: When combining two or more seeds to develop an epic spell, the school of the finished spell is decided by the base seed. The seed most important to the spell’s overall purpose is the base seed. The other seeds apply only their specific effects to the finished spell.

Combining Descriptors: When two or more epic seeds are combined in an epic spell, all the descriptors from each seed apply to the finished spell.

Combining Components and Casting Times: Every epic spell has verbal and somatic components and a casting time of 1 standard action, regardless of the number of epic seeds combined. Epic spells with the heal and life seeds also have a divine focus component when used by divine casters and an XP component when used by arcane casters.

Combining Range, Targets, Area, and Effect: Range, targets, area and effect are determined by the base seed. Seeds which combine together must also demonstrate a certain degree of compatability: see Chapter 5: Combination, Congruence.

Combining Durations: When combining two or more seeds to develop an epic spell, the seed with the shortest duration determines the duration of the finished epic spell: the exception to this rule is if a spell combines an instantaneous and a non-instantaneous effect, or contains a descriptive seed. Descriptive seeds may be included in epic spells without impacting the duration. If any seed of an epic spell is dismissible by the caster, the epic spell is dismissible.

Spell Resistance: When combining two or more seeds to develop an epic spell, if even one seed is subject to spell resistance, the finished epic spell is subject to it as well.

Factors: Factors are not part of epic seeds, but they are the tools used to modify specific parameters of any given seed. Applying factors to the seeds of an epic spell can increase or decrease the final Spellcraft Prerequisite, increase the duration, change the area of a spell, and affect many other aspects of the spell

Saving Throws: Even if more than one seed has an associated saving throw, the final spell will have only a single saving throw. If two or more seeds have the same kind of saving throw (Fortitude, Reflex, or Will), then that will be used for the spell’s saving throw. If the seeds have different kinds of saving throws, use the saving throw associated with the base seed. If the base seed has no saving throw associated with it, choose the saving throw that seems most appropriate for the final spell


Epic Spellcasting
Once an epic spell is developed, the caster knows the spell. A developed epic spell becomes an indelible part of the caster's repertoire and may be prepared without a spellbook if the character is a wizard. Druids, clerics, and similar spellcasters can likewise prepare epic spells using epic spell slots. Characters who cast spells spontaneously, such as sorcerers, can cast any developed epic spell by using an open epic spell slot.

A spellcaster can prepare or cast any epic spell he or she knows as many times per day as he or she has available epic spell slots. The rules for rest between casting a day’s allotment of epic spells are the same as for rest required to prepare standard spells. If the caster doesn’t use up a day’s allotment of epic spell slots, the unused slots remain available whether or not the spellcaster receives appropriate rest.

The saving throw against a character’s epic spell has a DC of 20 + the character’s relevant ability score modifier. It’s possible to develop epic spells that have even higher DCs by applying the appropriate factor.


Development is an Art
Many times developing a completely new epic spell requires some guesswork and rule stretching. As with making and pricing magic items, a sort of balancing act is required. Often the description of a seed will need to be stretched for a particular spell. If necessary, assess an “ad hoc” Spellcraft DC adjustment for any effect that cannot be extrapolated from the seeds and factors presented here—the example spells use ad hoc factors frequently. In all cases, the GM determines the actual Spellcraft DC of the new spell.


Approval
Perhaps the most famous (or infamous) rule of epic spellcasting still pertains, and is worth citing again. It is in the very nature of epic spells to stretch the rules, and break new ground. Therefore:

The epic spell development work and reasoning must be shown to the GM and receive his or her approval. If the GM doesn’t approve, then the epic spell cannot be developed. However, the GM should explain why the epic spell wasn’t approved and possibly offer suggestions on how to create an epic spell that will be acceptable.

Last edited by Sepulchrave II; 27th August 2006 at 05:02 PM..
Sepulchrave II is offline   Reply With Quote
Old 27th August 2006, 04:53 AM   #3 (permalink)
Orgone Accumulator
 
Join Date: Apr 2002
Location: Portland, OR
Posts: 841
Sepulchrave II Goblin Sharpshooter (Lvl 2)
2. FEATS

Feat Descriptions
This chapter introduces a variety of new feats specifically designed to expand the horizons of characters who wield epic spells, as well as revising existing epic feats to make the power curve of epic-level characters who cast nonepic spells more predictable. Some feats which are unchanged but relevant are also reiterated for the sake of completeness. All of the feats presented here have the [Epic] tag, which means they are only available to characters of 21st-level and above, regardless of whether or not the other prerequisites for the feat are met. Note that, for the sake of brevity, if an epic feat requires Epic Spellcasting as a prerequisite feat, prerequisites which apply to the Epic Spellcasting feat itself are omitted from the feat descriptions. The rate at which characters acquire feats (and bonus feats, based on their class) is unchanged. New feats, or feats which have been changed from their counterparts in the SRD, are marked with an asterisk (*).


AUTOIMMOLATOR [EPIC]*
You demonstate great control when you cast epic spells which employ backlash, dissipating some of its negative effects away from you.
Prerequisites: Epic Spellcasting, Concentration 27 ranks, Spellcraft 27 ranks.
Benefit: You sustain only half of the listed backlash damage as actual Constitution damage when you cast an epic spell which employs backlash as a mitigating factor. You are still limited to the normal amount of backlash damage (1 point per caster level) when devising epic spells which use backlash as a mitigating factor.
Normal: You suffer the full listed backlash as Constitution damage when casting an epic spell.
Special: A cleric, druid, sorcerer or wizard can select this feat as an epic bonus feat.

AUTOMATIC QUICKEN SPELL [EPIC]*
You can cast any of your lesser spells with a moment's thought.
Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may cast all 0- and 1st-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells that you may cast per round still applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: You can gain this feat multiple times. Each time you take this feat, the spells of your next two lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

AUTOMATIC SILENT SPELL [EPIC]
You can cast any of your lesser spells silently.
Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time you take this feat, the spells of your next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either.

AUTOMATIC STILL SPELL [EPIC]
You can cast any of your lesser spells without somatic components.
Prerequisites: Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.
Special: You can gain this feat multiple times. Each time you take this feat, the spells of your next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

CABAL LEADER [EPIC]*
You excel in coordinating members of your cabal in epic ritual spellcasting.
Prerequisites: Epic Spellcasting, Leadership, Ritual Adept, Spellcraft 27 ranks
Benefit: When you cast an epic ritual spell which involves only spellcasting cohorts and followers gained by virtue of the Leadership or Epic Leadership feats as participants, there is no limit to the number of additional casters that you can coordinate in the epic ritual.
Normal: You are limited to a maximum number of additional participants in an epic ritual equal to your number of ranks in Spellcraft divided by 5.

COLOSSAL SPELL [METAMAGIC][EPIC]*
You can cast spells of truly staggering proportions
Prerequisites: Widen Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area are increased by 400%. For example, a fireball (which normally produces a 20-ft. radius spread) which is modified by this feat now fills a 100-ft. radius spread. A colossal spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the numeric measurements of a spell's area.
Spells that do not have an area of one of these four sorts are not affected by this feat.

DARK SUBSUMPTION [EPIC]*
Your may use souls to fuel your dark magic.
Prerequisite: Epic Spellcasting, Skill Focus or Epic Skill Focus (Knowledge: religion).
Benefit: You may devise and cast epic spells with the [evil] alignment descriptor which involve the sacrifice a sentient creature at the climax of the rite. The spell must have a casting time of 1 hour or longer, and you enjoy a mitigating factor to the Spellcraft Prerequisite of the spell equal to the Challenge Rating of the sacrificial victim. The creature to be sacrificed must be suitably bound or otherwise restrained, and you must perform a successful coup de grace.
Special: Sacrifice of a sentient is always an evil act. A creature slain in a Dark Subsumption rite may only be revived by epic spells which make use of the life seed, or by the direct intervention of a deity: nonepic spells which revive the dead (such as raise dead, resurrection or reincarnate) are ineffective. If your campaign makes use of the Book of Vile Darkness, this feat should receive the [Vile] descriptor, and the Skill Focus (Knowledge: religion) feat should be replaced with the Sacrificial Mastery feat.

DESTROYER OF LIFE [DIVINE][EPIC]*
Your ability to channel negative energy for destructive ends is supreme.
Prerequisites: Wis 25, Cha 25, Epic Spellcasting, any other Divine feat, ability to rebuke undead
Benefit: You may devise and cast epic spells usiing the slay or destroy seed which incorporate your ability to channel negative energy. If you commit your full daily complement of rebuke undead attempts to a specific epic spell which you develop which uses the slay or destroy seed as its base seed, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your rebuke undead uses must be available to you when the spell is cast.

ENHANCE SPELL [METAMAGIC][EPIC]
You can increase the power limit on your damage-dealing spells.
Prerequisite: Maximize Spell.
Benefit: The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level. This feat has no effect on spells that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the spell’s effect is largely dictated by the caster’s level.
Normal: Without this feat, use the damage dice caps indicated in the spell’s description.
Special: You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.

EPIC SPELL FOCUS [EPIC]*
Your spells are even harder to resist.
Prerequisites: Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different school of magic.

EPIC SPELL PENETRATION [EPIC]
Your ability to penetrate spell resistance is even more powerful.
Prerequisites: Greater Spell Penetration, Spell Penetration.
Benefit: You gain a +2 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.

EPIC SPELLCASTING [EPIC]*
Prerequisite: Knowledge (arcana, religion OR nature) 24 ranks, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may develop and cast Epic Spells, and gain 1 epic spell slot.
Special: This feat may be taken more than once: each time you take it, you gain another epic spell slot. A cleric, druid, sorcerer or wizard can select this feat as an epic bonus feat.

EPIC THAUMATURGY [DIVINE][EPIC]*
You exhibit great mastery in the arts of conjuring and dismissing extraplanar entities, and may draw on positive or negative energy to empower spells which reflect this specialty.
Prerequisite: Epic Spellcasting, Augment Summoning, any other divine feat, ability to turn or rebuke undead.
Benefit: You may devlop and cast epic spells with either the banish or summon seed which draw on your ability to channel positive or negative energy. If you channel positive energy (to turn undead) you may incorporate this power when you develop and cast spells which use the banish seed as the base seed to affect evil outsiders, or the summon seed as the base seed to summon good outsiders; if you channel negative energy may use this feat in epic spells which banish good outsiders and summon evil ones. If you commit your full daily complement of turn or rebuke undead attempts to a specific epic spell which you develop which uses the banish or summon seed as its base seed in this fashion, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your turn or rebuke undead uses must be available to you when the spell is cast.
Special: A spell devised to banish creatures which makes use of this feat must specify an alignment to be affected, but may also benefit from a minor limiting factor if the range of creatures to be affected is sufficiently narrow (See Chapter 3: Seeds, Banish and Chapter 4: Factors, Mitigating Factors). A cleric may choose this feat as an epic bonus feat.

IGNORE MATERIAL COMPONENTS [EPIC]
Prerequisites: Eschew Materials, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: You may cast spells without any material components. This feat does not affect the need for a focus or divine focus, and does not apply to epic spells which require a power component.
Special: A cleric, druid, sorcerer or wizard can select this feat as an epic bonus feat

IMPROVED HEIGHTEN SPELL [EPIC]
Prerequisites: Heighten Spell, Spellcraft 20 ranks.
Benefit: As Heighten Spell, but there is no limit to the level to which the character can heighten the spell.
Normal: Without this feat, a spell can only be heightened to a maximum of 9th level.

IMPROVED METAMAGIC [EPIC]*
Prerequisites: Four metamagic feats, Spellcraft 30 ranks.
Benefit: The spell slot modifier of the sum of all the metamagic feats applied to a spell is reduced by one, to a minimum of +1.
Special: A character can gain this feat mutiple times. Its effects stack.

IMPROVED SPELL CAPACITY [EPIC]
Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.
Benefit: When the character selects this feat, he or she gains one spell slot per day of a level one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.
Special: A character can gain this feat multiple times.

INTENSIFY SPELL [METAMAGIC][EPIC]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

MAGNIFICAT [DIVINE][EPIC]*
You may channel positive energy when casting certain epic spells.
Prerequisites: Wis 25, Cha 25, Epic Spellcasting, any other Divine feat, ability to turn undead
Benefit: You may devise and cast epic spells which draw on your ability to channel positive energy, and use them to create matter, to heal, or to restore life to the dead. If you commit your full daily complement of turn undead attempts to a specific epic spell which you develop which uses the heal, life or conjure seed as its base seed, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your daily turn undead uses must be available to you when the spell is cast.

MAGNUM OPUS [EPIC]*
Prerequisite: Int 25, Epic Spellcasting, Knowledge (arcana) 27 ranks, Spellcraft 27 ranks, ability to prepare and cast 9th-level arcane spells.
Benefit: Choose one epic spell that you know. This spell becomes your magnum opus, your great work. When you devote your efforts to further developing and refining this spell, you gain certain benefits as described in Chapter 7: Options, The Magnum Opus. The base seed of the magnum opus may not be a seed in a prohibited school.
Special: This feat may only be taken once. A wizard may choose this feat as an epic bonus feat.

MULTISPELL [EPIC]
You can cast an additional quickened spell in a round.
Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells.
Benefit: You may cast one additional quickened spell in a round.
Special: You gain this feat multiple times. Its effects stack.

RITUAL ADEPT [EPIC]*
You have developed your ability to coordinate large epic rituals.
Prerequisites: Epic Spellcasting, Spellcraft 27 ranks
Benefit: You may coordinate one extra caster in an epic ritual for every five ranks in Spellcraft which you possess, effectively doubling the number of potential participants in a ritual spell which you cast. In addition, any spell or spell slot which you contribute to another's epic ritual is considered two levels higher for the purpose of determining its mitigating factor. For example, if you participate in an epic ritual which requires that you contribute an 8th-level spell slot, you may instead contribute a 6th-level slot.

RUNESONG [BARDIC MUSIC][EPIC]*
You have mastered the true power of song.
Prerequisites: Epic Spellcasting, Spellcraft 30 ranks, Perform (Oratory or Sing) 30 ranks, bardic music class ability, mass suggestion class ability.
Benefit: You can develop and cast epic spells which incorporate your bardic music. An epic spell which uses runesong must have a verbal component, and a casting time of one hour or longer. If you commit your full daily complement of bardic music uses to a specific epic spell which you develop which meets these criteria, you gain a –20 mitigating factor to the final Spellcraft Prerequisite of that spell. All of your daily bardic music uses must be available to you when the spell is cast.
Special: A bard can select this feat as an epic bonus feat. An epic spell which incorporates Runesong may not be a ritual spell, unless each of the participants also possesses the Bardic Music ability.

SPELL KNOWLEDGE [EPIC]
You add two additional arcane spells to your repertoire.
Prerequisite: Ability to cast spells of the maximum normal spell level for an arcane spellcasting class.
Benefit: You learn two new arcane spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots.
Special: You can gain this feat multiple times.

SYNERESIS [EPIC]*
You may combine your epic spell slots to power a single epic spell.
Prerequisites: Int 25, Epic Spellcasting, Knowledge (arcana) 27 ranks, Spellcraft 27 ranks, ability to prepare and cast 9th-level arcane spells.
Benefit: You can develop and cast epic spells which draw upon more than one epic spell slot to effect. For each additional epic spell slot beyond the first which you commit to a syneretic epic spell, you gain a –10 mitigating factor to the Spellcraft Prerequisite.
Special: A wizard may select this feat as an epic bonus feat.

TENACIOUS MAGIC [EPIC]
Choose one of your spells or spell-like abilities. That magic cannot be dispelled, only suppressed.
Prerequisites: Spellcraft 15 ranks.
Benefit: Choose one spell you know or spell-like ability you possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own spell or spell-like ability (if dismissible) or dispel your own tenacious magic normally.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell or spell-like ability.

TRUE SPONTANEITY [EPIC]*
Prerequisites: Epic Spellcasting, Spellcraft 30 ranks, ability to spontaneously cast 9th-level arcane or divine spells.
Benefit: Choose one seed. You may cast a single-seed epic spell with this seed as an Impulse (see Impulses, Chapter 7). In addition to the epic spell slot which the effect normally requires, an Impulse also consumes a number of levels of nonepic spell slots equal to the Spellcraft Prerequisite of the epic spell effect that it achieves, to a maximum equal to the number of Spellcraft ranks which you possess: you may freely allocate which spell slots you commit to the Impulse from those remaining to you. If you cast an Impulse with a Spellcraft Prerequisite which would be higher than the number of Spellcraft ranks which you possess, you may use backlash or XP burn to offset the Prerequisite as though they were mitigating factors in an epic spell. The Impulse counts against your daily allotment of epic spells, and the usual restrictions on the number of epic spells that you can cast still apply.
Special: You can gain this feat multiple times; each time you choose it, it applies to a different seed.

Last edited by Sepulchrave II; 27th August 2006 at 04:39 PM..
Sepulchrave II is offline   Reply With Quote
Old 27th August 2006, 04:54 AM   #4 (permalink)
Orgone Accumulator
 
Join Date: Apr 2002
Location: Portland, OR
Posts: 841
Sepulchrave II Goblin Sharpshooter (Lvl 2)
3. SEEDS

What are Seeds?
Seeds can be understood as representing the fundamental truths of magic, which underpin conventional labels such as schools and descriptors. When any nonepic spell is broken down into its component parts, it contains some vestige or echo of one or more seeds – albeit seeds which have been diluted or moderated by the intervening conventions of prayer, symbol and language. Epic magic, which seeks to control magical power on a more fundamental level than nonepic spellcasting, manipulates the seeds directly.

The list of seeds presented here is not intended to be final: magical truths cannot be captured so easily. The GM is encouraged to be inventive with regard to seeds, devising new ones if circumstances warrant. Balance considerations should be paramount if new seeds are introduced, however, and the GM should be prepared to modify them or remove them from the game if necessary.


Seed Descriptions
Each seed description broadly follows the same format used for 0- to 9th-level spells. Two additional lines, are included: Root Spell, which refers to the spell from which the seed's mechanics are derived, and Spellcraft Prerequisite, which indicates the minimum number of ranks in the Spellcraft skill which are required to manipulate the seed, before it is modified by other factors.

Root Spell
The root spell governs the basic parameters of any given seed – its school and descriptor, its range and duration, whether it targets a creature or area, the kind of saving throw which the seed is subject to etc. A number of factors are considered in determining which spell is to be used as the root spell for any particular seed, as often there is more than one candidate. These include:

Balance. How viable is the seed with this root spell when compared to other seeds, and, when factors are applied to the seed, to metamagicked nonepic spells which resemble it?
Scalability. Can a logical progression be extrapolated from the root spell? Does this progression retain its balance?
Representativeness. How 'iconic' is the root spell? How typical is it of the general function of the seed?

If the root spell entry for a seed is appended with the description (special), then the basic parameters of the root spell have been altered mechanically in some way with regard to the seed: this is noted in text for the individual seed description,

Spellcraft Prerequisite
The Spellcraft Prerequisite for each seed is derived from the root spell always equal to 2 x root spell level +4. If the spell appears on both the sorcerer/wizard list and another spellcasting list, the Spellcraft Prerequisite is always derived from the level of the spell on the sorcerer/wizard list. A spell which appears on the bard list (and not the sorcerer/wizard list) is treated as an arcane spell of the same level on the sorcerer/wizard list for purposes of determining a seed's Spellcraft Prerequisite. If the root spell is on no arcane list, then it is treated as a sorcerer/wizard spell of the same level: a special set of circumstances apply to the life and heal seeds if an arcane caster makes use of either in a spell.

Multiple Applications
Many seeds have additional uses beyond those which are derived the root spell – for example, the fortify seed contains a provision which allows it to grant spell resistance to a target at a higher Spellcraft Prerequisite than that of the root spell effect. Such additional uses stem from other spells in the same philosophical 'family' as the root spell, but not necessarily the same school of magic: they do, however, use the same school (and descriptor, if appropriate) as that of the seed for the purposes of epic spellcasting. In cases where the seed contains additional subseeds with a higher Spellcraft Prerequisite, the Spellcraft Prerquisite entry is appended with a '+' sign: further explanation is given in the descriptive text for that seed.

Components
All epic spell seeds have verbal (V) and somatic (S) components. If the root spell normally requires a material component or an XP component, the corresponding epic seed generally does not: the exception to this rule are spells which make use of the call seed. Some seeds also require a divine focus (DF), however, and an arcane caster can only manipulate them if he or she includes a special 5000 XP component: this reflects the ability of the wish spell to duplicate powerful divine magic. Additional components may be required for actual spellcasting – these are determined during spell development.

Casting Time
The base casting time for all epic spell seeds is 1 standard action. This may be quickened (by a factor which increases the Spellcraft Prerequisite of a spell developed with the seed), or extended up to one month (by mitigating factors which lower the final Spellcraft Prerequisite).

Other Entries (Range, Target(s), Area, Effect, Duration, Saving Throw, Spell Resistance)
These are determined by the root spell as if cast by a 20th-level caster. If the seed has multiple applications, separate entries for each application are listed in the relevant entry in the seed stat block; further explanation is offered in the individual seed description. The base Save DC of any epic spell is 20+ relevant ability modifier.

Factor(s)
Specific factors relating to each seed are listed in the individual seed description.

Conditions
This entry lists any special conditions which apply to the seed with regard to its ability to combine with other seeds; notes on seed limitation and flexibility, and possible descriptive functions of the seed if it combines in an epic spell with other seeds.


Seed: Afflict
Necromancy

Root Spell: Bestow curse
Spellcraft Prerequisite: 12
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The afflict seed bestows some negative condition upon the target as determined by the caster. At a Spellcraft Prerequisite of 12, the caster can choose from one of four effects:

• Afflict the target with a –4 morale penalty on attack rolls, ability checks, skill checks and saving throws.
Factor: For each additional –1 penalty assessed to all four of these categories, increase the Spellcraft Prerequisite by +2.

• Afflict one of the target's ability scores with a –6 penalty.
Factor: For each additional –1 penalty assessed to the ability score, increase the Spellcraft Prerequisite by +1. This seed cannot afflict a character’s ability scores to the point where they reach less than 1.

• Afflict the target with a –6 penalty on caster level checks, a –6 penalty to spell resistance, or a –6 penalty to some other aspect of the target which is specified in the development process.
Factor: For each additional –1 penalty assessed to any of these categories, increase the Spellcraft Prerequisite by +1

• Afflict one of the target's senses: sight, hearing, taste, touch or a special sense that the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with all attendant penalties that apply for losing the specified sense.
Factor: For each additional sense beyond the first which is affected by this seed, increase the Spellcraft Prerequisite by +4.


Conditions
If a spell is developed which targets an ability score or a sense, the specific ability score or sense is determined during spell development. If a spell is developed which allows the ability or sense to be targeted to be chosen at the moment of casting, the spell flexibility factor must be included.


Seed: Animate
Transmutation

Root Spell: Animate objects
Spellcraft Prerequisite: 16
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Target: Up to twenty small objects; see text
Duration: 20 rounds
Saving Throw: None or Will negates (object); see text
Spell Resistance: No

This seed can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated objects attack whomever or whatever the caster initially designates: you can change the designated target or targets as a move action, as if directing an active spell. The animated objects can be of any nonmagical material, and are determined by the caster at the moment of casting. At a base Spellcraft Prerequisite of 16, the caster can choose one of two effects:

• Up to twenty Small or smaller objects may be so animated, or an equivalent number of larger objects: a Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.
Factors: For each additional Small object or equivalent animated increase the Spellcraft Prerequisite by +1. If the type of object to be animated is specific in type (e.g. swords), a spell with the animate seed can make use of the minor limiting circumstances mitigating factor. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft Prerequisite by +10: such objects are entitled to a Will saving throw to negate the effect.

• The caster can animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or the earth itself. The animated mass may be up to Gargantuan in size.
Factor: To increase the size of an animated mass to Colossal, increase the Spellcraft Prerequisite by +12.

Conditions
Animate may be changed to an area for the purposes of seed congruence, but additional animated objects can only be made through the factor listed above.


Seed: Animate Dead
Necromancy [Evil]

Root Spell: Animate dead
Spellcraft Prerequisite: 12+
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster can turn the bones or bodies of dead creatures into undead skeletons or zombies that follow his or her spoken commands, or alternatively create more powerful undead which he or she must control through some other means. A caster can naturally control 4 HD per caster level of undead creatures he or she has personally created, regardless of the method used. If the caster exceeds this number, newly created creatures fall under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to command or rebuke undead do not count toward the limit. A destroyed undead can’t be animated again.

At a base Spellcraft Prerequisite of 12, the caster can use the animate dead seed to create mindless undead:

• Up to 40 HD of skeletons and/or zombies may be created. The undead can follow the caster, or they can remain in an Area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed, and remain under the caster’s control indefinitely.
Factors: For each additional 2 HD of undead created, increase the Spellcraft Prerequisite by +1. For every 4 HD of skeletons or zombies that will not count towards the natural limit, increase the Spellcraft Prerequisite by +1. These undead will be automatically controlled.

• Revision of create greater undead subseed pending.

Conditions
Animate dead may be changed to an area for the purposes of congruence with another seed, but additional undead may only be created though the use of the factors listed above. If the range of animate dead is changed from touch to some other distance, or the target to an area, any bodies in the range or area may be subject to the effect of the spell, within the limits of the factors listed above.


Seed: Banish
Abjuration

Root Spell: Banishment
Spellcraft Prerequisite: 18
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Target: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This seed forces extraplanar creatures out of the caster’s home plane. The caster can banish up to 40 HD of extraplanar creatures.
Factors: For each additional 2 HD of extraplanar creatures banished, increase the Spellcraft Prerequisite by +1. To specify a type or sub-type of creature other than extraplanar to be banished, increase the Spellcraft Prerequisite by +20.

Conditions
If a spell developed with this seed targets a narrow group of creatures (such as angels or demons), it can make use of minor limiting factor to reduce the Spellcraft Prerequisite.


Seed: Call
Conjuration (Calling)

Root Spell: Gate (special)
Spellcraft Prerequisite: 22
Components: V, S, XP
Casting Time: 1 standard action
Range: 300 ft.
Effect: One called creature
Duration: Instantaneous; see text
Saving Throw: See text
Spell Resistance: See text

By naming a particular being or kind of creature with the extraplanar subtype, a caster using the call seed causes a gate to open in its vicinity, pulling it through. If the creature has 21 or more Hit Dice, it is entitled to a Will saving throw to resist the effect: if successful, it may still pass through the gate but is under no compulsion to serve the caster. Multiple creatures may also be called with this spell, but if their combined Hit Dice total 21 or more, each is entitled to a Will saving throw to resist the effect. Entities with divine rank (including quasi-deities and abominations), and unique creatures with great status (such as demon princes) may ignore the calling effect of this spell altogether if they so choose, unless the appropriate factor is applied (see below). Using the call seed always involves a cost of 1000 XP, regardless of other XP costs that an epic spell developed with this seed might incur.

A controlled creature can be commanded to perform a single service for the caster: either an immediate task or contractual service. Fighting for the caster in a single battle, or taking other actions that can be accomplished within 20 rounds count as an immediate task; the caster need not make any agreement or pay any reward for the creature's help. In such a case, the creature departs after this time expires.

If the caster chooses to exact a longer form of service from a called creature, some fair trade must be offered in return for the service. The service exacted must be reasonable with respect to the promised favour or reward; a task of up to 20 minutes requires a reward of 100gp per HD of the creature called; a service of up to 20 hours requires a reward of 500gp per HD of the creature called; a service of up to 20 days requires a reward of 1000gp per hit die of the creature called. Nonhazardous tasks require only half of this payment; particularly hazardous tasks may increase it. If the task is strongly aligned with the creature's ethos, it may halve or even waive the payment. Evil creatures may require equivalent payment in the form of lives or souls. Immediately upon completion of the service, the creature is transported to the caster's vicinity where the promised reward is turned over: after this is done, the creature is instantly freed to return to its home plane.

Factors: For each additional HD of creature that can be reliably conjured and controlled by a spell developed with the call seed, increase the Spellcraft Prerequisite by +2.

Special: Entities with divine rank and unique creatures with great status incur an additional +60 modifier to the Spellcraft Prerequisite when called to do the bidding of a spellcaster: this is cumulative with the factor listed above. In such a case, the spell must also incorporate seeds which overcome any other protections it might possess (such as the reveal seed, if it is warded against location). Such creatures are always entitled to a spell resistance check and saving throw.

Conditions
The type of creature to be called must be specified during spell development, or the appropriate spell flexibility factor included.


Seed: Compel
Enchantment (Compulsion) [Mind-Affecting]

Root Spell: Dominate Monster
Spellcraft Prerequisite: 22
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Target: One living creature
Duration: 20 days
Saving Throw: Will negates
Spell Resistance: Yes

This seed creates a strict compulsion, allowing telepathic communication of simple commands to the subject. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it, nor can the subject communicate telepathically with the caster. Asking the creature to do an obviously harmful act automatically negates the effect (unless the Spellcraft Prerequisite has been increased to avoid this limitation; see below). The compelled course of activity can continue for the entire duration. If the compelled activity can be completed in a shorter time, the spell ends when the subject finishes what he or she was asked to do. The caster can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell using this seed expires, the activity is not performed.
Factor: To compel a creature to follow a suicidal or outright unreasonable course of action, increase the Spellcraft Prerequisite by +10.


Seed: Conceal
Illusion (Glamer)

Root Spell: Nondetection
Spellcraft Prerequisite: 10+
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You or a touched creature or object of up to 2,000 lb.
Duration: 20 hours or 20 rounds (D); see text
Saving Throw: Will negates (harmless) or Will negates (harmless, object); see text
Spell Resistance: Yes (harmless) or Yes (harmless, object); see text

The conceal seed can hide a subject from both direct observation and magical scrutiny. At a base Spellcraft Prerequisite of 10 a spell developed with this seed can do one of two things:

• Block divination spells, spell-like effects, and epic spells developed using the reveal seed. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works. If the conceal seed is used in this way, the base duration is 20 hours.

• Conceal the exact location of the subject so that it appears displaced. The subject benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, this displacement effect does not prevent enemies from targeting him or her normally. If the conceal seed is used in this way, the base duration is 20 rounds.

At a base Spellcraft Prerequisite of 12, this seed can also conceal a creature or object touched from sight, even from darkvision, rendering him or her invisible. If the subject is a creature carrying gear, the gear vanishes too. The invisibility persists regardless of the actions of the subject, even if he or she attacks. If the conceal seed is used in this way, the base duration is 20 rounds.


Seed: Conjure
Conjuration (Creation)

Root Spell: True creation
Spellcraft Prerequisite: 20
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter up to 20 cu. ft.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This seed creates a nonmagical, unattended object of nonliving matter of up to 20 cubic feet in volume. The caster must succeed at an appropriate skill check to make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine.
Factor: For each additional cubic foot of matter created, increase the Spellcraft Prerequisite by +1.
Special: Creation of intrinsically valuable items (such as copper, silver, gold, platinum, gems, mithral or adamantine) takes a great strain on the caster: the caster must pay half of the item's g.p. value in XP.


Seed: Contact
Divination

Root Spell: Telepathic bond
Spellcraft Prerequisite: 14
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.; see text
Target: You plus up to 6 additional willing creatures; or one creature (see text)
Duration: 200 minutes or instantaneous; see text
Saving Throw: None
Spell Resistance: No

This seed can forge a telepathic bond between subjects, or transmit a message to a target at a distance. At a base Spellcraft Prerequisite of 14, the contact seed can:

• Form a telepathic bond with up to six additional creatures within 75 feet. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. No special influence is established as a result of the bond, only the power to communicate at a distance. Once the bond is established, it works over any distance (although not from one plane to another).
Factors: For each additional creature contacted, increase the Spellcraft DC by +3. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. To allow the bond to persist across planar boundaries, increase the Spellcraft DC by +4.

• Send a telepathic message of up to 25 words to another creature with whom the caster is familiar, regardless of whether the target is willing or not. The target may reply in like manner. The target need not be on the same plane as the caster.
Factor: For each additional creature contacted, increase the Spellcraft DC by +6: additional targets may be any distance apart and need not be on the same plane as one another.


Seed: Delude
Illusion (Glamer)

Root Spell: Veil
Spellcraft Prerequisite: 16+
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Targets or Area: One or more creatures, no two of which can be more than 30 ft. apart (D); or twenty 30-ft. cubes (S); see text
Duration: 20 hours
Saving Throw: Will negates; see text
Spell Resistance: No or yes; see text

The delude seed allows the caster to change the appearance of creatures or an area.

• At a Spellcraft Prerequisite of 16, the caster can make a creature or group of creatures to appear other than they are: subjects look, feel and smell just like the the creatures the spell makes them resemble. He or she must succeed at a disguise check to duplicate the appearance of a specific individual, but gains a +10 bonus on that check. Unwilling targets receive a Will saving throw to negate the effect, and those who interact with them can attempt a Will disbelief save to see through the glamer.

• At a Spellcraft Prerequisite of 20, the delude seed combines several elements to create a powerful protection from both direct observation and scrying. When casting the spell, the caster dictates what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area with nonepic magic automatically detect the image stated by the caster with no saving throw allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Special: Epic spells using the reveal seed must succeed at an opposed caster level check to penetrate an illusion created with this use of the delude seed.


Seed: Destroy
Transmutation

Root Spell: Disintegrate
Spellcraft Prerequisite: 16
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

A spell develped with this seed deals 40d6 points of damage to the target. The damage is of no particular type or energy. The caster must make a successful ranged touch attack to hit, and the target is entitled to a saving throw: if the save is successful, it instead taked 5d6 points of damage. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Unattended magic items are entitled to a saving throw to negate the effect.
Factor: For each additional 2d6 points of damage dealt on a failed save, increase the Spellcraft Prerequisite by +1.
Special: Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.


Seed: Dispel
Abjuration

Root Spell: Dispel magic (special; see text)
Spellcraft Prerequisite: 10
Components: V, S
Casting Time: 1 standard action
Range: 300 ft.
Target: One creature, object, or spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an Area. A dispelled spell ends as if its duration had expired. The dispel seed can defeat all spells, even those not normally subject to dispel magic.

At a Spellcraft Prerequisite of 10, the dispel seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the dispel seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell’s caster level. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item’s caster level. If succeessful, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item’s physical properties are unchanged. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.
Factor: For each additional +1 on the dispel check, increase the Spellcraft Prerequisite by +1.
Special: Any creature, object, or spell is potentially subject to the dispel seed, even the spells of gods and the abilities of artifacts.


Seed: Energy
Evocation [Acid, Cold, Electricity or Fire]

Root Spell: Fireball or lightning bolt
Spellcraft Prerequisite: 10+
Components: V, S
Casting Time: 1 standard action
Range: 120 ft. (line) or 1200 ft. (spread); or 300 ft. (wall or ring); see text
Area or Effect: A 120 ft. line, or a 20-ft. radius spread; or a wall up to 400 ft. long and 20 ft. high, or a ring with a radius of up to 100 ft. and 20 ft. high; see text
Duration: Instantaneous (line or spread); or concentration + 20 rounds (wall or ring); see text
Saving Throw: Reflex half or None; see text
Spell Resistance: Yes

This seed uses whichever one of four energy types the caster chooses: acid, cold, electricity, or fire. The caster can cast the energy forth as a line or a spread, or create a freestanding manifestation of the energy.

• At a Spellcraft Prerequisite of 10, a spell developed using the energy seed releases a bolt or spread which deals 10d6 points of damage of the appropriate energy type, and all in the spell’s Area must make a Reflex save for half damage. If a line is chosen, it begins at the caster’s fingertips; a spread begins as a pellet of energy which detonates at a distance determined by the caster, unless it strikes some intervening body or barrier, in the same manner as a fireball.
Factor: For each additional 1d6 points of damage dealt, increase the Spellcraft Prerequisite by +1.

• At a Spellcraft Prerequisite of 12, the caster may create a wall or circle of the desired energy that emanates the energy for up to 20 rounds after he ceases to concentrate on it. The wall or ring of energy deals 2d4 points of energy damage to creatures within 10 feet and 1d4 points of energy damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the Area. In addition, the wall deals 2d6+20 points of energy damage to any creature passing through it.
Factors: For each additional 2d4 points of damage within 10 feet and 1d4 points of damage within 20 feet, increase the Spellcraft Prerequisite by +8. To increase the length of a wall, increase the Spellcraft Prerequisite by +1 for every additional 20 feet of length. To increase the radius of a ring, increase the Spellcraft Prerequisite by +1 for every additional 5 feet of radius.

(Possible revision pending)


Seed: Force
Conjuration (Creation) [Force]

Root Spell: Mage armor
Spellcraft Prerequisite: 6+
Components: V, S
Casting Time: 1 standard action
Range: Touch, 75 ft. or 300 ft.; see text
Target or Effect: Creature touched; or a 20-ft. diameter sphere centred around a creature, or a wall with an area of up to twenty 10-ft. squares; or a force effect which responds to your commands; see text
Duration: 20 hours (D), 20 minutes (D) or 20 rounds (D); see text
Saving Throw: Will negates (harmless) or Reflex negates or none; see text
Spell Resistance: No or Yes; see text

The force seed allows the caster to employ a variety of force effects.

• At a base Spellcraft Prerequisite of 6, this seed grants a creature touched additional armor, providing a +4 armor bonus to Armor Class. Unlike mundane armor, the armor seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures can’t bypass the armor seed the way they can ignore normal armor. The armor use of the force seed has a duration of 20 hours.
Factors: For each additional point of Armor Class bonus, increase the Spellcraft DC by +2.

• At a base Spellcraft Prerequisite of 14 as an effect with a 75-ft range, the caster can create either wall of force with an area of up to 2000 square feet, or a sphere of force with a 20-ft. radius centered around a creature. The sphere or wall is immobile and nothing can pass through it, although those inside the sphere can breathe normally. The sphere or wall is impervious to physical damage, although it is vulnerable to spells which affect force effects such as disintegrate, and targeted epic spells which incorporate either the dispel or destroy seed. Unwilling creatures in an area are entitled to a Reflex saving throw to avoid being trapped in a sphere's radius. The barrier has a base duration of 20 minutes.
Factors: For each additional 1000 square feet of wall or 10-ft increase in a sphere's radius increase the Spellcraft Prerequisite by +5

• At a base Spellcraft Prerequisite of 22, as an effect with a range of 300 feet and a duration of 20 rounds, the caster can create a freestanding manifestation of force which takes a shape according to his desires (such as a giant hand). The effect may interpose itself between the caster and one opponent, providing a +4 cover bonus to AC. The force effect has an effective strength score of 35: it can grapple opponents with an attack bonus equal to 36+ the caster's primary spellcasting ability modifier dealing 2d6+12 of lethal damage if successful. It can bull rush opponents with a +18 bonus on the Strength check (+2 charging, +4 Large, +12 Strength). The caster can direct the force within the spell's range as a move action.

Seed: Foresee
Divination

Root Spell: Divination
Spellcraft Prerequisite: 12+
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous or concentration; see text

The caster can foretell the future, or gain information about specific questions.

• At a base Spellcraft Prerequisite of 12, the caster is 90% likely to receive a meaningful reading in reply to a question concerning a specific goal, event or activity that is to occur within one week. The result of the reading can be as simple as a short phrase, or it might might take the form of a cryptic rhyme or omen.
Factor: For each additional week into the future, increase the Spellcraft Prerequisite by +8.

• At a base Spellcraft Prerequisite of 14, the caster can pose up to ten specific questions (one per round while he or she concentrates) to unknown powers of other planes. The answers return in a language the caster understands, but use only one-word replies: “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer. Unlike nonepic spells of similar type, all questions answered are 90% likely to be answered truthfully.
Special: A caster making use of the foresee seed in this way can only cast a spell of this type once every five weeks

• At a base Spellcraft Prerequisite of 16, the foresee seed can reveal a single piece of information or legend about some person, place or object: the caster poses a question, and receives a vision regarding the subject of his or her inquiry. If the person or object is at hand, or if the caster is in the place in question, he or she receives a vivid and detailed vision; if only detailed information on the person, place or object is known, the information gained is incomplete. If only rumors are known, the information is vague. For each additional question posed, increase the Spellcraft Prerequisite by +2.


Seed: Fortify
Transmutation

Root Spell: Bull's Strength etc.
Spellcraft Prerequisite: 8+
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched; see text
Duration: 20 minutes; 200 minutes; or permanent; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Spells using the fortify seed augment one or more of the target's faculties, either to enable it to withstand a particular kind of threat, or to lend it additional power or effectiveness in a certain area. Fortify is a versatile seed with many possible applications. Fortify has a base duration of 20 minutes, unless noted otherwise.

At a base Spellcraft Prerequisite of 8, the caster can choose to develop a spell which can do one of the following:

• Grant a +4 enhancement bonus to any ability score. The ability score to be enhanced must either be chosen during spell development, or the spell flexibility factor included in development to allow such an enhancement to be determined when the spell is cast.
Factor: For each additional +1 bonus, increase the Spellcraft Prerequisite by +2.

• Grant a number of temporary hit points. A target affected by the fortify seed in this manner gains 2 temporary hit points per hit die that it possesses.
Factor: For each additional temporary hit point per hit die bestowed, increase the Spellcraft Prerequisite by +4.

• Grant a +5 enhancement bonus to natural armor which stacks with existing natural armor, but not with other enhancement bonuses to natural armor. This use of the fortify seed has a base duration of 200 minutes.
Factor: For each additional +1 bonus, increase the Spellcraft Prerequisite by +2.

At a base Spellcraft Prerequisite of 10, the caster can choose to develop a spell which can do one of the following:

• Grant a +2 morale bonus to attack rolls, saving throws and skill checks. This application of fortify has a base duration of 200 minutes.
Factor: For each additional +1 bonus assessed to all three of these categories, increase the Spellcraft Prerequisite by +3.

• Grant a +5 enhancement bonus to any armor, shield or weapon touched, or up to fifty projectiles (arrows, bolts or bullets) of the same kind.
Factor: for each +1 increase in the enhancement bonus above +5, add +4 to the Spellcraft Prerequisite: weapons with an enhancement bonus above +5 are considered epic weapons for the purposes of overcoming damage reduction. An epic spell which grants a particular property to an armor or a weapon (such as flaming) counts its equivalent enhancement bonus and also requires an appropriate descriptive seed as determined by the GM.

The fortify seed has several other applications:

• At a base Spellcraft Prerequisite of 12, the fortify seed can grant damage reduction 10/adamantine, preventing a total of 150 points of damage in this fashion before it is discharged. This use of the fortify seed has a base duration of 200 minutes.
Factors: For each additional point of damage reduction, increase the Spellcraft Prerequisite by +2; for each additional 10 points which can be absorbed before the spell is discharged, increase the Spellcraft Prerequisite by +1. To increase the damage reduction value to adamantine and epic, increase the Spellcraft Prerequisite by +10.

• At a base Spellcraft Prerequisite of 14 the seed grants spell resistance 32.
Factor: Each additional point of spell resistance increases the Spellcraft Prerequisite by +1.

• The fortify seed has a base Spellcraft Prerequisite of 16 if it is used to increase the hardness of materials: hardness is increased by 10 points by this use of the fortify seed. The seed can affect one object up to 200 cubic feet in volume, or up to 20 cubic feet if a metal or mineral. Hardness granted to items is a permanent effect.
Factors: For each additional 10 cubic feet of wood, or each additional cubic foot of metal or mineral affected, increase the Spellcraft Prerequisite by +1. For each additional point of hardness granted, increase the Spellcraft Prerequisite by +2.

Conditions
A factor which makes a spell permanent may not combine with the fortify seed.


Seed: Harrow
Necromancy

Root Spell: Ray of Exhaustion
Spellcraft Prerequisite: 10+
Components: V, S; see text
Casting Time: 1 standard action
Range: Touch or 75 ft.; see text
Target or Effect: Creature touched, or ray; see text
Duration: Instantaneous or 20 mins; see text
Saving Throw: See text
Spell Resistance: Yes

The harrow seed uses negative energy to bestow some debilitating condition upon the target. Spells developed with the harrow seed can sap a target's strength, inflict it with a disease, drain its hit points, poison it, or bestow negative levels upon it. The caster can choose between a ray or touch attack with various effects.

As a ray effect with a range of 75 ft. which requires a ranged touch attack to hit, the caster can choose between the following:

• At a base Spellcraft Prerequisite of 10, a target struck by the ray is immediately exhausted for the spell's duration. An exhausted creature takes a –6 penalty to Strength and Dexterity, and moves at half speed. The subject of this application of the harrow seed is entitled to a Fortitude saving throw: if successful, he or she is merely fatigued instead. The exhaustion persists for 20 minutes.

• At a base Spellcraft Prerequisite of 12, a target struck by the ray gains 1d4 negative levels. If the subject has at least as many negative levels as Hit Dice, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks and effective level (for determining the power, duration, DC and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell-slot from his or her highest available level. Negative levels stack. There is no saving throw to resist this effect, and the negative levels persist for 15 hours.
Factors: For each additional 1d4 negative levels bestowed, increase the Spellcraft Prerequisite by +10. For each additional hour which the negative levels persist, increase the Spellcraft Prerequisite by +1. Negative levels which last for 24 hours or more necessitate a Fortitude saving throw from the subject after this time for each negative level gained: if the subject fails, the negative level is converted into actual level loss.

As a melee touch attack, the harrow seed can also be used for a variety of effects:

• At a base Spellcraft Prerequisite of 12, the caster can deliver a disease which strikes immediately, with no incubation period. The caster can choose from blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes or slimy doom. The target is entitled to a initial save DC to resist the effect is the normal save DC of the epic spell; subsequent saves use the saving throws for each specific disease. The specific disease to be conferred must be decided during spell development, or the appropriate flexibility factor included.
Factors: If a factor is used to increase the spell's save DC, subsequent save DCs are also increased by an equivalent amount.

• Also at a base Spellcraft Prerequisite of 12, the caster can choose to develop a spell which poisons the target upon a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately, and 1d10 points of temporary Constitution damage 1 minute thereafter. Each instance of damage can be negated by a Fortitude saving throw.
Factors: For each additional 1d10 points of temporary Constitution damage dealt in both instances, increase the Spellcraft Prerequisite by +8.

• At a base Spellcraft Prerequisite of 14, the caster can kill any one plant of any size upon touch. A plant which isn't a creature (such as a tree or a shrub) doesn't receive a saving throw, and immediately withers and dies. Plant creatures suffer 15d6 points of damage, and may attempt a Fortitude saving throw for half damage.
Factors: For each additional 1d6 points of damage inflicted to a plant creature, increase the Spellcraft Prerequisite by +1.

• At a base Spellcraft Prerequisite of 16 the caster can develop a spell which flushes negative energy into the target upon a successful melee touch attack. The target sustains 150 points of damage unless it makes a Will saving throw: if successful, this halves the amount of damage. Whether it makes its save or not, a target cannot be reduced to less than 1 hit point by a spell developed with this application of the harrow seed.
Factors: For each additional 10 points of damage inflicted, increase the Spellcraft Prerequisite by +1. Regardless of how much damage the target sustains, it can never be reduced to less than 1 hit point.
Special: A divine caster who uses this application of the harrow seed requires a divine focus (DF) component. An arcane caster uses the harrow seed in this way must pay 5000XP, in addition to any other XP costs incurred in spellcasting.


Seed: Heal
Conjuration (Healing)

Root Spell: Heal
Spellcraft Prerequisite: 16+
Components: V, S, DF or XP; see text
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless); see text
Spell Resistance: Yes (harmless)

Spells developed with the heal seed channel positive energy into a creature to wipe away disease and injury.

• At a base Spellcraft Prerequisite of 16, a spell developed with the heal seed completely cures all diseases, blindness, deafness, and temporary ability damage, and also cures up to 150 points of hit point damage. The heal seed neutralizes poisons in the subject’s system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character’s abilities, including effects caused by spells, even epic spells developed with the afflict seed. Only a single application of a spell with this seed is needed to simultaneously achieve all these effects. This seed does not restore levels or Constitution points lost due to death. Against undead, the influx of positive energy causes 150 points of damage if the undead fails a Fortitude saving throw, although the target cannot be reduced to less than 1 hit point by the spell.
Factors: For each additional 10 hit points restored, increase the Spellcraft Prerequisite by +1.

• At a base Spellcraft Prerequisite of 18, the heal seed may also allow a subject to regrow severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), or mend broken bones and ruined organs. Physical regeneration is complete in 1 round if the severed members are present, 2d10 rounds otherwise.

• Also at a base Spellcraft Prerequisite of 18 the heal seed can cure all temporary ability damage, restore all points permanently drained from all ability scores, and eliminate any fatigue or exhaustion suffered by the target. It dispels all negative levels afflicting a creature, and restores drained levels if the time that the creature lost the level is no more than 20 weeks. It removes all forms of insanity, confusion and similar effects.
Factor: In the case of a subject afflicted with level drain, for each additional week since the levels were drained, increase the Spellcraft DC by +1.

Conditions
A divine caster may use the heal seed freely in conjunction with a divine focus component. An arcane caster must always pay 5000 XP when casting a spell which incorporates the heal seed, in addition to any other XP costs that the spell might incur.


Seed: Life
Conjuration (Healing)

Root Spell: Resurrection
Spellcraft Prerequisite: 18
Components: V, S, DF or XP; see text
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes (harmless) or Yes; see text

A spell developed with the life seed will restore life and complete vigor to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature may not be an outsider, elemental, construct or undead, and can have been dead for no longer than two hundred years. The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 2 points of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old age.
Factors: For each additional ten years which the target has been dead, increase the Spellcraft Prerequisite by +1. To revive a creature without level loss (and to extend the life seed to affect elementals and outsiders) increase the Spellcraft DC by +9.
Special: An arcane caster who uses the life seed must always pay 5000XP in addition to any other XP costs that the spell might incur, unless the seed is a descriptive seed.


Seed: Reflect
Abjuration

Root Spell: Spell turning
Spellcraft Prerequisite: 18
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 200 minutes

Spell attacks targeted against the caster rebound on the original attacker. Spells developed with the reflect seed against spells and spell-like effects return up to ten spell levels. Epic Spells are treated as 10th-level spells for this purpose.
Factor: For each additional level of spells to be reflected, increase the Spellcraft Prerequisite by +2. To reflect an area spell, where the caster is not the target but is caught in the vicinity, increase the Spellcraft Prerequisite by +20. The desired effect is automatically reflected if the spell in question is 9th-level or lower.
Special: An opposed caster level check is required when the reflect seed is used against another epic spell. If the enemy spellcaster gets his or her spell through by winning the caster level check, the epic spell using the reflect seed is not expended, just momentarily suppressed.


Seed: Reveal
Divination

Root Spell: Clairaudience/clairvoyance (special)
Spellcraft Prerequisite: 10+
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect or Target(s): Magical sensor, or touch, or one object or creature per round, or one object or creature; see text
Duration: 20 minutes (D) or 20 rounds (D) or instantaneous; see text
Saving Throw: None, Will negates or Will negates (harmless); see text
Spell Resistance: No, yes or yes (harmless); see text

The caster of a spell using this seed can remotely view an area or target creature, penetrate illusions, reveal the properties