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