Seeds

Morrus

Well, that was fun
Staff member
[h=5]Seed: Afflict[/h] Enchantment (Compulsion) [Fear, Mind-Affecting]
Knowledge (arcane lore) DC: 30
Range: Close
Target: One living creature
Duration: Minutes
Saving Throw: Will negates
Spell Resistance: Yes
You afflict the target with a –2 morale penalty on attack rolls, checks, and saving throws. For each additional –1 penalty assessed on either the target’s attack rolls, checks, or saving throws, increase the Knowledge (arcane lore) check DC by +2.
You may also develop an incantation with this seed that afflicts the target with a –1 penalty on caster level checks, a –1 penalty to an ability score, a –1 penalty to spell resistance, or a –1 penalty to some other aspect of the target. For each additional –1 penalty assessed in one of the above categories, increase the Knowledge (arcane lore) check DC by +4.
You can afflict a character’s ability scores to the point where they reach 0, save for Constitution where 1 is the minimum. If you’re applying ability penalties, you can’t lengthen the duration. Instead, you can increase the Knowledge (arcane lore) check DC by +2 to turn the penalties into temporary ability damage, or increase the Knowledge (arcane lore) DC by +10 to turn the penalties into permanent ability drain. If you increase the Knowledge (arcane lore) check DC by +2, you can afflict whichever one of the target’s senses you select: sight, touch, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense you select doesn’t function for the spell’s duration, with all attendant penalties that apply for losing the specified sense.
Options: Useful options for incantations with the afflict seed include having a hair, fingernail, or other part of the target (+2 bonus); having the target present and helpless during the incantation (+6 bonus); or building an elaborate model or doll of the target (+4 bonus).
[h=5]Seed: Animate Dead[/h] Necromancy
Knowledge (arcane lore) DC: 34
Range: Touch
Target: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can turn the bones or bodies of dead creatures into undead that follow your spoken commands. The undead can follow you, 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. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands.
The animate dead seed (which is more potent than the animate dead spell) allows you create 20 HD of undead. For each additional 1 HD of undead created, increase the Knowledge (arcane lore) check DC by +1. The undead you create remain under your control indefinitely.
You can naturally control 20 HD of undead creatures you’ve personally created, regardless of the method you used. If you exceed this number, newly created creatures fall under your control, and excess undead from previous castings become uncontrolled (you choose which creatures are released). Any undead you command through a class-based ability to command or rebuke undead do not count toward the limit.
For each additional 2 HD of undead to be controlled, increase the Knowledge (arcane lore) check DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. If you want to both create and control more than 20 HD of undead, increase the Knowledge (arcane lore) DC by +3 per additional 2 HD of undead.
Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Knowledge (arcane lore) check DC, according to the chart below. The GM must set the Knowledge (arcane lore) check DC for undead not included on the chart, using similar undead as a basis for comparison.
UndeadKnowledge (arcane lore) DC Modifier
Medium or smaller skeleton-12
Medium or smaller zombie-12
Animating spirit-10
Frightful spirit-8
Large skeleton-8
Large zombie-6
Groaning spirit-6
Small or smaller liquefied zombie-4
Medium liquefied zombie-2
Weakening spirit+0
Mummy+0
Large liquefied zombie+0
Possessing spirit+2
Huge skeleton+2
Huge liquefied zombie+2
Ash wraith+4
Huge zombie+4
Gargantuan or Colossal skeleton+6
Gargantuan or Colossal zombie+8
Gargantuan liquefied zombie+8
Colossal liquefied zombie+10
VampireHit Dice +4
[h=5]Seed: Armor[/h] Conjuration (Creation)
Knowledge (arcane lore) DC: 30
Range: Touch
Target: Creature touched
Duration: Hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant a creature additional armor, providing a +4 bonus to Defense. The bonus is either an equipment bonus or a natural armor bonus, whichever you select. 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. For each additional point of Defense bonus, increase the Knowledge (arcane lore) check DC by +2.
You can also grant a creature a +1 bonus to Defense with different bonus types, including deflection, insight, sacred, or others. For each additional point of Defense bonus in one of these types, increase the Knowledge (arcane lore) check DC by +10.
[h=5]Seed: Banish[/h] Abjuration
Knowledge (arcane lore) DC: 34
Range: Close
Target: One or more summoned or called creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You force summoned or called creatures back to where they came from. You can banish up to 14 HD of such creatures. For each additional Hit Die of creatures you banish, increase the Knowledge (arcane lore) check DC by +1. To banish a creature that’s not summoned or called, increase the Knowledge (arcane lore) check DC by +6 if the target creatures are limited to elementals and outsiders, or by +10 if the target creatures are of a different type.
In general, creatures return whence they came. Some creatures, such as vivilors, return to the edge of Shadow. Elementals fade into nothingness, their elemental nature suffusing and dispersing throughout the immediate area. Outsiders likewise disappear to a place beyond Shadow, though some eventually find their way back with dim memories of their previous sojourn in the mundane world. Other creatures simply reappear wherever they were before they were summoned.
[h=5]Seed: Compel[/h] Enchantment (Compulsion) [Mind-Affecting, Language-Dependent]
Knowledge (arcane lore) DC: 30
Range: Close
Target: One living creature
Duration: Hours (D)
Saving Throw: Will negates
Spell Resistance: Yes
You compel a target to follow a specified course of activity.
At the basic level of effect, an incantation using the compel seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect. However, urging a dragon to stop attacking your friends so that everyone could jointly assault a mob safehouse elsewhere is a reasonable use of the incantation’s power.
The compelled course of activity can continue for the entire duration, such as in the case of the dragon mentioned above. If the compelled activity can be completed in a shorter time, the incantation ends when the subject finishes what he was asked to do. You can instead specify conditions that will trigger a special activity during the duration. For example, you might compel a rock star to give her the first panhandler she meets a ride in her limo. If the condition is not met before the incantation using this seed expires, the activity is not performed.
[h=5]Seed: Conceal[/h] Illusion
Knowledge (arcane lore) DC: 30
Range: Personal or touch
Target: You or a creature or object up to 2,000 lb.
Duration: Minutes
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)
You can conceal a creature or object touched from sight, even from darkvision. If the target is a creature carrying gear, the gear vanishes, too, rendering the creature invisible, with all the rules that apply to invisibility. An incantation using the conceal seed ends if the subject attacks any creature. Actions directed at unattended objects do not break the incantation, and causing harm indirectly is not an attack. To create invisibility that lasts regardless of the actions of the subject, increase the Knowledge (arcane lore) check DC by +4.
Alternatively, you can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location; this increases the Knowledge (arcane lore) check DC by +2. The subject benefits from a 50% miss chance as if it had full concealment. However, unlike actual full concealment, this displacement effect does not prevent enemies from targeting him normally.
The conceal seed can also be used to block out divinatory spells such as scrying spells, spell-like effects, and incantations developed using the reveal seed; this increases the Knowledge (arcane lore) check DC by +6. In all cases where incantations are used against the subject of a incantation using the conceal seed for this purpose, an opposed Knowledge (arcane lore) check determines which incantation works.
[h=5]Seed: Conjure[/h] Conjuration (Creation)
Knowledge (arcane lore) DC: 30
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, 20 cu. ft.
Duration: Hours
Saving Throw: None
Spell Resistance: No
You create a nonmagical, unattended object of up to 20 cubic feet. You must succeed at an appropriate skill check to make a complex item, such as a Craft (mechanical) check to make a motorcycle. The object can be composed of any organic or manufactured subtance (or combination of substances) with a hardness of 10 or less. For each additional cubic foot of matter created, increase the Knowledge (arcane lore) DC by +2.
Attempting to use any created object as a material component causes the spell or incantation to fail and the object to disappear.
[h=5]Seed: Contact[/h] Divination
Knowledge (arcane lore) DC: 30
Range: See text
Target: One other creature
Duration: Hours
Saving Throw: None
Spell Resistance: No
You forge a telepathic bond with a particular creature with whom you are familiar (or can currently see directly or through magical means) and can converse back and forth. The subject recognizes you if it knows you. It can answer in like manner immediately, though it does not have to.
You can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Knowledge (arcane lore) check DC by +1. The bond can be established only among willing subjects. For telepathic communication through the bond regardless of language, increase the Knowledge (arcane lore) check DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance.
[h=5]Seed: Delude[/h] Illusion
Knowledge (arcane lore) DC: 03
Range: Long
Effect: Visual figment that can extend up to 12 10-ft. cubes (S)
Duration: Minutes
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
An incantation developed with the delude seed creates the visual illusion of an object, creature, or force, as visualized by you.
You can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary).
The image disappears when struck by an opponent unless you cause the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Knowledge (arcane lore) check DC by +2 per extra aspect. Even realistic tactile and thermal illusions can’t deal damage, however.
For each additional image with the effect, increase the Knowledge (arcane lore) check DC by +1. For an illusion that follows a script determined by you, increase the Knowledge (arcane lore) check DC by +2. The illusion can include intelligible speech if you wish.
For an illusion that makes any area appear to be something other than it is (such as making a swamp appear as a grassland or a village), increase the Knowledge (arcane lore) check DC by +4. Additional components, such as sounds, can be added as noted above. Concealing creatures requires additional incantation development using this or other seeds.
[h=5]Seed: Destroy[/h] Transmutation
Knowledge (arcane lore) DC: 30
Range: Long
Target: 1 creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You deal 10d6 points of damage to the target. The damage is of no particular type or energy—it is purely destructive. For each additional 1d6 points of damage dealt, increase the Knowledge (arcane lore) check DC by +2. 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 destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10- foot cube of nonliving matter is affected, so an incantation 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 immune to damage, such as wall of force. Such effects are automatically destroyed. Incantations using the ward seed may also be destroyed, though you must succeed at an opposed Knowledge (arcane lore) check against the other caster to bring down such an effect.
[h=5]Seed: Dispel[/h] Abjuration
Knowledge (arcane lore) DC: 30
Range: Medium
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can end ongoing spells and incantations that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells and incantations (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.
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 object, creature, or spell is the target of the dispel seed. You make a dispel check against the spell or against each ongoing spell currently in effect on the object or crea- ture. A dispel check is 1d20 + 10 against a DC of 11 + the target spell’s caster level. For each additional +1 on your dispel check, increase the Knowledge (arcane lore) check DC by +1.
If you target an object or creature that is the effect of an ongoing spell (such as a vivilor summoned by a summon vivilor spell), make a dispel check to end the spell that conjured the object or creature.
If the object you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, 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 extradimensional space targeted by the dispel is destroyed, and anything within it is instantly ejected. A magic item’s physical properties are unchanged.
You automatically succeed at your dispel check against any spell that you cast yourself.
[h=5]Seed: Energy[/h] Evocation [Acid, Fire, Electricity, Cold, or Sonic/Concussion]
Knowledge (arcane lore) DC: 30
Range: Medium, or touched creature or object of up to 2,000 lbs.
Area: A bolt 5 ft. wide to 300 ft. long; or 5-ft.-radius emanation; or a wall whose area is up to one 200-ft. square; or a sphere or hemisphere with a radius of up to 20 ft.
Duration: Instantaneous or hours
Saving Throw: Reflex half
Spell Resistance: Yes
You can work with whichever one of five energy types you choose: acid, cold, electricity, fire, or sonic/concussion. You can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy.
If your incantation developed using the energy seed releases a bolt, that bolt instantaneously deals 10d6 points of damage of the appropriate energy type, and all creatures in bolt’s area must make a Reflex save for half damage. For each additional 1d6 points of damage dealt, increase the Knowledge (arcane lore) check DC by +2. The bolt begins at your fingertips.
If you wish to imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Knowledge (arcane lore) check DC by +12.
You can also cause a creature or object to emanate the specific energy type to a radius of 10 feet. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Knowledge (arcane lore) check DC by +2.
You may also create a wall, half-circle, circle, dome, or sphere of the desired energy that emanates the energy. One side of the wall, selected by you, sends forth waves of energy, dealing 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 each round that a creature enters or remains in the area. In addition, the wall deals 6d6 points of energy damage to any creature passing through it. The wall deals double damage to undead creatures, provided the undead creature is not immune to the selected energy type. For each additional 1d6 points of damage, increase the Knowledge (arcane lore) check DC by +2.
You can also use the energy seed to create an incantation that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 24 hours. Using the energy seed this way has a base Knowledge (arcane lore) check DC of 34. The area extends to a two-mile-radius centered on you. Once the incantation is cast, the weather takes 10 minutes to manifest.
With the base use, you can’t directly target a creature or object, though indirect effects are possible. But you can create cold snaps, heat waves, thunderstorms, fogs, blizzards —even a tornado that moves randomly in the affected area. Creating targeted damaging effects requires an additional use of the energy seed.
[h=5]Seed: Foresee[/h] Divination
Knowledge (arcane lore) DC: 32
Range: Personal
Target: You
Duration: Instantaneous (see text)
You are 90% likely to receive a meaningful reading of the future of the next 30 minutes. If successful, you know whether a particular action will bring good results, bad results, or no result. For each additional 30 minutes into the future, multiply the Knowledge (arcane lore) check DC by 2.
For better results, you can pose up to ten specific questions (one per round while you concentrate), but the base Knowledge (arcane lore) check DC for such an attempt is 32.
Your questions reverberate through dimension interstices beyond the veil of Shadow, seeking an answer from some willing entity. The answers return in a language you understand, but use only one-word answers such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer. All questions answered are 90% likely to be answered truthfully. However, a specific incantation using the foresee seed can only be cast once every five weeks.
The foresee seed is also useful for incantations requiring specific information before functioning, such as those that use the reveal and transport seeds.
You can also use the foresee seed to gain one basic piece of information about a living target: location, level, class, alignment, or other special ability (or an object’s magical abilities, if any). For knowledge revealed in each additional category, increase the Knowledge (arcane lore) check DC by +2. To obtain information about an object, increase the Knowledge (arcane lore) check DC by +4.
[h=5]Seed: Fortify[/h] Transmutation
Knowledge (arcane lore) DC: 30
Range: Touch
Target: Creature touched
Duration: Hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Incantations using the fortify seed grant a +1 enhancement bonus to whichever one of the following you choose:

  • Any one ability score.
  • Any one kind of saving throw.
  • Spell resistance.
  • Natural armor bonus.
The fortify seed can also grant energy resistance 1 for one energy type or 1 temporary hit point. For each additional +1 bonus, point of energy resistance, or hit point, increase the Knowledge (arcane lore) check DC by +2.
The fortify seed has a base Knowledge (arcane lore) check DC is 34 if it grants a +1 bonus of a type other than enhancement (such as luck or insight). For each additional +1 bonus of a type other than enhancement, increase the Knowledge (arcane lore) check DC by +4. If you apply a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5.
The fortify seed can also grant SR 22, and each additional point of spell resistance increases the Knowledge (arcane lore) check DC by +4 (each –1 to spell resistance reduces the Knowledge (arcane lore) check DC by –2). If an incantation with the fortify seed grants an inanimate object an ability score it wouldn’t normally possess (such as Intelligence), the incantation must also incorporate the life seed.
The fortify seed can also grant damage reduction 10/+1. For each additional point of damage reduction, increase the Knowledge (arcane lore) check DC by +1. For each additional point of required weapon enhancement above +1, increase the Knowledge (arcane lore) check DC by +3.
[h=5]Seed: Heal[/h] Knowledge (arcane lore) DC: 32
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Yes (harmless; see text)
Spell Resistance: Yes (harmless)
Incantations developed with the heal seed channel positive energy into a creature to wipe away disease and injury. Such an incantation completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. To restore permanent ability damage, increase the Knowledge (arcane lore) check DC by +4. 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 and even incantations developed with the afflict seed. Only a single application of the incantation is needed to simultaneously achieve all these effects. It does not restore levels or Constitution points lost due to death.
To dispel all negative energy levels afflicting the target, increase the Knowledge (arcane lore) check DC by +2.
[h=5]Seed: Life[/h] Conjuration (Healing)
Knowledge (arcane lore) DC: 33
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
An incantation 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 incantation must have been part of the creature’s body at the time of death.
The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses 1 level (or 1 point of Constitution if the subject was 1st level). You cannot revive someone who has died of old age.
You can also use the life seed to give an animal or plant a soul, personality, and sentience. For each point of Intelligence, Wisdom, or Charisma you give your creation, increase the Knowledge (arcane lore) check DC by +1. You can’t create a creature with a higher Intelligence, Wisdom, or Charisma than you have.
The newly sentient animal or plant is friendly toward you. The newly sentient creature understands one language automatically; to give the creature the ability to speak, increase the Knowledge (arcane lore) check DC by +1.
[h=5]Seed: Reflect[/h] Abjuration
Knowledge (arcane lore) DC: 32
Range: Personal
Target: You
Duration: Until expended or 12 hours
Attacks targeted against you rebound on the original attacker. Each use of the reflect seed in an incantation is effective against one type of attack only: spells (and incantations and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where you are not the target but are caught in the vicinity, increase the Knowledge (arcane lore) check DC by +8.
A single successful use of reflect expends its protection.
Incantations developed with the reflect seed against spells and spell-like effects return spell effects of up to 1st level. For each additional level of spells to be reflected, increase the Knowledge (arcane lore) check DC by +6. Other incantations are treated as 6th-level spells for this purpose.
Against 0- to 5th-level spells, the desired effect is automatically reflected. An opposed Knowledge (arcane lore) check is required when the reflect seed is used against another incantation. If the enemy caster gets his incantation through by winning the Knowledge (arcane lore) check, the incantation using the reflect seed is not expended, just momentarily suppressed.
If the reflect seed is used against a melee attack or ranged attack, five such attacks are automatically reflected back on the original attacker. For each additional attack reflected, increase the Knowledge (arcane lore) check DC by +4. The reflected attack rebounds on the attacker using the same attack roll. Once the allotted attacks are reflected, the incantation using the reflect seed is expended.
[h=5]Seed: Reveal[/h] Divination
Knowledge (arcane lore) DC: 30
Range: See text
Effect: Magical sensor
Duration: Minutes (D)
Saving Throw: None
Spell Resistance: No
You can hear or see some distant location almost as if you were there. To both hear and see, increase the Knowledge (arcane lore) check DC by +2. Distance is not a factor, but the locale must be known—a place familiar to you or an obvious one (such as behind a door, around a corner, or in a grove of trees). The incantation creates an invisible sensor, similar to that created by a scrying spell, that can be dispelled. Lead sheeting or magical protection (such as nondetection) blocks the incantation, and you sense that the incantation is so blocked.
If you prefer to create a mobile (speed 30 feet) sensor that you control, increase the Knowledge (arcane lore) check DC by +2. To allow magically enhanced senses to work through an incantation built with the reveal seed, increase the Knowledge (arcane lore) check DC by +4.
To cast any spell whose range is Touch or greater from the sensor instead of you, increase the Knowledge (arcane lore) check DC by +6; however, you must maintain line of effect to the sensor at all times. If your line of effect is obstructed, the incantation ends.
Increase the Knowledge (arcane lore) check DC by +6 if you use the reveal seed to pierce illusions and see things as they really are. You can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 120 feet. The reveal seed cannot identify creatures or objects within extradimensional spaces.
[h=5]Seed: Slay[/h] Necromancy [Death]
Knowledge (arcane lore) DC: 34
Range: Medium
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
An incantation developed using the slay seed snuffs out the life force of a living creature, killing it instantly. The slay seed kills a creature of up to 20 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 4d6 points of damage. For each additional 20 HD affected (or each additional creature affected), increase the Knowledge (arcane lore) check DC by +8.
Alternatively, you can use the slay seed in an incantation to suppress the life force of the target by bestowing 2d4 negative levels on the target (the incantation bestows half as many negative levels on a successful Fortitude save). For each additional 1d4 negative levels bestowed, increase the Knowledge (arcane lore) check DC by +4. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the negative levels will become permanently drained levels 24 hours later if the subject fails a Fortitude saving throw.
[h=5]Seed: Summon[/h] Conjuration (Summoning)
Knowledge (arcane lore) DC: 32
Range: Close
Effect: One summoned creature
Duration: Rounds (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
You can summon an outsider. It appears where you designate and acts immediately, on your turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks your opponents to the best of its ability. If you can communicate with the outsider, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The incantation conjures an outsider you select of CR 6 or less. For each +1 CR of the summoned outsider, increase the Knowledge (arcane lore) check DC by +2.
If you increase the Knowledge (arcane lore) check DC by +6, you can summon a creature of CR 6 or less from another monster type, such as giant, aberration, or undead.
For each +1 CR of the summoned creature, increase the Knowledge (arcane lore) check DC by +2. The summoned creature is assumed to have been plucked from some faraway place (perhaps somewhere beyond Shadow). The summoned creature attacks your opponents to the best of its ability, or if you can communicate with it, it will perform other actions.
However, the summoning ends if the creature is asked to perform a task inimical to its nature, such as commanding a good creature to attack an innocent, or commanding any creature to commit suicide.
Options:
[h=5]Seed: Transform[/h] Transmutation
Knowledge (arcane lore) DC: 32
Range: Close
Target: One creature or inanimate, nonmagical object
Duration: Hours
Saving Throw: Fortitude negates (and see text)
Spell Resistance: Yes
Incantations using the transform seed change the subject into another form of creature or object. The new form can range in size from Diminutive to one size larger than the subject’s normal form. If you want transform a creature into a nonmagical, inanimate object, increase the Knowledge (arcane lore) check DC by +10. If you want to change a creature of one type into another type (for example, undead to outsider), increase the Knowledge (arcane lore) check DC by +5.
Transformations involving nonmagical inanimate substances with hardness are more difficult; for each 2 points of hardness, increase the Knowledge (arcane lore) check DC by +1.
The transform seed can also change its target into someone specific. To transform an object or creature into the specific likeness of another individual, increase the Knowledge (arcane lore) check DC by +6. If the transformed creature doesn’t have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice.
If slain or destroyed, the transformed creature or object reverts to its original form. The subject’s equipment, if any, remains untransformed.
The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own mind and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, etc.), and possibly hardness. Creatures transformed into inanimate objects do not gain the benefit of their untransformed physical abilities, and may well be blind, deaf, dumb, and unfeeling.
The transformed subject can have no more Hit Dice than you have or that the subject has (whichever is greater). In any case, for each Hit Die the assumed form has above 15 HD, increase the Knowledge (arcane lore) check DC by +2.
[h=5]Seed: Transport[/h] Conjuration (Teleporting)
Knowledge (arcane lore) DC: 32
Range: Touch
Target: You and touched objects or other touched willing creatures weighing up to 500 lb.
Duration: Instantaneous
Saving Throw: None and Will negates (object, subject)
Spell Resistance: No and Yes (object, subject)
Incantations using the transport seed instantly transport you to a designated destination up to 1,000 miles away. For each additional 500 miles you wish to travel, increase the Knowledge (arcane lore) check DC by +2.
For each additional 50 pounds in objects (beyond the base 500 pounds), increase the Knowledge (arcane lore) check DC by +2. To bring along willing creatures, increase the Knowledge (arcane lore) check DC by +2 per three additional creatures.

You need not make a saving throw, nor is spell resistance applicable to you. Only objects worn or carried (attended) by another unwilling creature receive saving throws and spell resistance. For an incantation intended to transport unwilling creatures, increase the Knowledge (arcane lore) check DC by +6.
You must have at least a reliable description of the place to which you are transporting. If you attempt to use the transport seed with insufficient or misleading information, you disappear and simply reappear in your original location.
[h=5]Seed: Ward[/h] Abjuration
Knowledge (arcane lore) DC: 30
Range: Touch
Target: eature or object of 1,000 lbs. or less touched; or 10-ft.-radius spherical emanation, centered on you
Duration: Hours (D)
Saving Throw: None
Spell Resistance: Yes
You can grant a creature protection from damage of a specified type. You can protect a creature from standard damage or from energy damage. You can protect a creature or area from magic. Alternatively, you can hedge out a type of creature from a specified area.
A ward against standard damage protects a creature from two of the following damage types: ballistic, bludgeoning, piercing, and slashing. For a ward against all types, increase the Knowledge (arcane lore) check DC by +4. Each round, the incantation created with the ward seed absorbs the first 5 points of damage the creature would otherwise take, regardless of whether the source of the damage is natural or magical. For each additional point of protection, increase the Knowledge (arcane lore) check DC by +2.
A ward against energy grants a creature protection from whichever one you select of the five energy types: acid, cold, electricity, fire, or sonic/concussion. Each round, the incantation absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The incantation protects the recipient’s equipment as well. For each additional point of protection, increase the Knowledge (arcane lore) check DC by +1.
A ward against a specific type of creature prevents bodily contact from whichever one of several monster types you select. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds you and excludes all spell effects of up to 1st level. Alternatively, you can ward just the target and not create the radius effect. For each additional level of spells to be excluded, increase the Knowledge (arcane lore) check DC by +6. The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward. You can leave and return to the protected area without penalty (unless the incantation specifically targets a creature and does not provide a radius effect).
Instead of creating an incantation that uses the ward seed to nullify all spells of a given and lower level, you can create a ward that nullifies a specific spell (or specific set of spells). For each specific spell so nullified, increase the Knowledge (arcane lore) check DC by only +1 per spell level above 1st. For example, if you want to create an incantation that protects you specifically against charm person and dominate, the Knowledge (arcane lore) check DC would increase by +0 and +4, respectively.
The ward could be brought down by a targeted dispel magic spell. Incantations using the dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check.
 

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