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 of creatures and objects, or determine the exact whereabouts of an object or creature known to him or her.
• At a Spellcraft Prerequisite of 10, the caster can see and hear some distant location almost as if he or she was there. Distance is not a factor, but the locale must be known – a place familiar to the caster or an obvious one. Once the caster has selected the locale, the sensor doesn't move, but the sensor can be rotated to view the area as desired. Magical or supernaturally enhanced senses do not work through the sensor, and if the chosen locale is magically dark, the caster sees nothing. Natural pitch-blackness allows the caster to view a 10-foot radius around the center of the effect. The location viewed must be on the same plane as the caster. Lead sheeting or magical protection blocks the spell, and the caster senses that the spell is so blocked. A spell developed with this use of the
reveal seed has a duration of 20 minutes.
Factors: If the caster prefers to create a mobile sensor (speed 30 feet) that he or she controls, increase the Spellcraft Prerequisite by +2. To use the
reveal seed to reach a different plane of existence, increase the Spellcraft Prerequisite by +10. To allow magically enhanced senses to work through a spell built with the
reveal seed, increase the Spellcraft Prerequisite by +4. To create a sensor through which spells with a range of touch or greater may be cast, increase the Spellcraft Prerequisite by +6: in such a case, the caster must maintain a line of effect to the sensor. To remove this restriction, multiply the Spellcraft Prerequisite by x10.
• At a base Spellcraft Prerequisite of 12, the caster can see and hear some creature, which may be at any distance but must be on the same plane. The target is entitled to a Will saving throw, and if successful, the spell fails. If the save fails, the caster can see (but not hear) the subject and the subject's immediate surroundings (approximately 10 feet in all direction of the subject). If the subject moves, the sensor follows at a speed of 150 feet. Certain spells –
detect chaos, detect evil, detect law, detect magic, detect good and
message – operate reliably through the sensor. A spell developed with this use of the
reveal seed has a duration of 20 minutes.
Factors: If the caster's knowledge of the target is based only upon second-hand information and they have not met, increase the Spellcraft Prerequisite by +10. If the target is on another plane of existence, increase the Spellcraft Prerequisite by +10. To create a sensor through which spells with a range of touch or greater may be cast, increase the Spellcraft Prerequisite by +6: in such a case, the caster must maintain a line of effect to the sensor. To remove this restriction, multiply the Spellcraft Prerequisite by x10.
At a base Spellcraft Prerequisite of 16, the
reveal seed can be used for two different effects:
• It can be used to pierce illusions and see things as they really are. The subject 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, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 120 feet. A spell developed with this use of the
reveal seed has a range of touch and a duration of 20 minutes.
Factor: To increase the range of the sight, add +2 to the Spellcraft Prerequisite for each additional 120-foot increment.
• The
reveal seed can also be used to reveal the spells and magical properties present in creatures or objects within 75 ft. Each round, the caster may examine a single creature or object as a free action. In the case of a magic item, a caster learns its functions, how to use its functions (if appropriate), and how many charges it has left (if it uses charges). In the case of an object or creature with active spells cast upon it, the caster learns each spell, its effect, and its caster level. Unlike lesser divinations, attended objects are not entitled to a save against this effect, and the
reveal seed even affects artifacts. This application of the
reveal seed has a base duration of 20 rounds.
Factor: To increase the range within which creatures or objects can be examined, add +2 to the Spellcraft Prerequisite for each 75-foot increment.
The
reveal seed has a base Spellcraft Prerequisite of 20 if it is used to determine the whereabouts of a specific individual or item. This works across planes, instantly informing the caster of the target's exact whereabouts: if the creature or object is protected by a
mind blank spell, or is the subject of a spell which includes the
conceal or
delude seed, the caster must make a successful opposed caster level check in order to circumvent the protections. To find a creature with the spell, the caster must have seen it or possess an object which once belonged to it. To find an object, the caster must have touched it at least once.
Factor: To remove the restrictions on having seen a creature or touched an object, increase the Spellcraft Prerequisite by +20.
Seed: Slay
Necromancy [Death]
Root Spell: Finger of death
Spellcraft Prerequisite: 18
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
A spell developed using the
slay seed snuffs out the life force of a living creature, killing it instantly. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6+20 points of damage.
Seed: Summon
Conjuration (Summoning)
Root Spell: Summon monster IX
Spellcraft Prerequisite: 22
Components: V, S
Casting Time: 1 standard acrion
Range: 75 ft.
Effect: One summoned creature
Duration: 20 rounds (D)
Saving Throw: None
Spell Resistance: No
This seed can summon a single outsider of CR 12 or less. It appears where the caster designates and acts immediately, on his or her turn. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The type of creature is determined in the spell development process, or the appropriate flexibility factor included.
When the spell that summoned a creature ends, and the creature disappears, all the spells it has cast which remain in effect expire. A summoned creature may not use any innate summoning abilities it may have or otherwise conjure another creature, nor can it use any innate planar travel or teleportation abilities that it might possess. It refuses to cast any spells that would cost it XP, or to use any spell-like abilites which would cost it XP if they were spells. When a caster develops a spell with the
summon seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.
Factors: For each +1 CR of the summoned outsider, increase the Spellcraft Prerequisite by +2.
(Other factors pending)
Seed: Time
Transmutation
Root Spell: Haste
Spellcraft Prerequisite: 10+
Components: V, S
Casting Time: 1 standard action
Range: 75 feet, touch or personal; see text
Target(s): Up to twenty creatures, no two of which can be more than 30 feet apart; creature touched, or you; see text
Duration: 20 rounds, permanent or special; see text
Saving Throw: Will negates, Fortitude negates or none; see text
Spell Resistance: Yes or no; see text
This seed moves the target into a faster or slower time stream, at the caster's option. Unwilling creatures are entitled to a Will saving throw to avoid the effect.
• At a base Spellcraft Prerequisite of 10, the caster can speed or slow targets within 75 feet significantly. Targets moved into a faster time stream act as though
hasted; those moved to a slower time stream act as though
slowed. Unwilling targets are entitled to a Will saving throw to negate the effect.
Factor: For each additional creature to be affected, increase the Spellcraft Prerequisite by +1.
• At a base Spellcraft Prerequisite of 20, the caster can slow him or herself or a target touched to the point where time ceases to flow for the subject and its condition becomes fixed—no force or effect can harm it. If applied to him or her self, the caster can no longer act until some outside agency removes the condition – by using a spell with the
dispel seed, for example. If this application of the seed is used, the duration is permanent. An unwilling target is entitled to a Fortitude saving throw to resist this effect.
• At a base Spellcraft Prerequisite of 22 the caster can speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The caster is free to act for 5 rounds of apparent time. Fire, cold, poison gas, and similar effects can still harm the caster. While the caster is in the fast time stream, other creatures are invulnerable to his or her attacks and spells; however, the caster can create spell effects and leave them to take effect when he or she reenters normal time.
Special: Because of the branching nature of time, epic spells used to move a subject into a much faster time stream cannot be made permanent, nor can the duration of 5 rounds be extended.
Seed: Polymorph
Transmutation (Polymorph)
Root Spell: Dragonshape
Spellcraft Prerequisite: 22
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 20 rounds (D)
Spells which use this seed can effect the transformation of one creature into some other creature. At a base Spellcraft DC of 22 the caster can transform himself into a specific corporeal creature of up to CR 20, the nature of which is determined during the spell develeopment process. If the form is to be determined when the spell is cast, the appropriate flexibility factor must be included. The target of a spell developed with this seed takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
• The target retains its own alignment (and personality, within the limits of the new form's ability scores).
• The target retains its own hit points, but gains a number of temporary hit points equal to the bonus hit points that the new form would normally have by virtue of its Constitution. These temporary hit points disappear at the end of the spell's duration.
• The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.
• The target retains the ability to understand the languages it understands in its normal form. If the new form is normally capable of speech, the target retains the ability to speak these languages as well. It can write in the languages it understands, but only if the new form is capable of writing in some manner (even a primitive manner, such as drawing in the dirt with a paw).
• The target does not gain any spellcasting ability of its new form, although it can use spell-like abilities if the new form possesses them.
In all other ways, the target's normal game statistics are effectively replaced by those of the new form. The target loses all of the special abilities it has in its normal form, including its class features (even if the new form would normally be able to use these class features).
If the new form's size is different from the target's normal size, its new space must share as much of the original form's space as possible, squeezing into the available space (see PH 148) if necessary. If insufficient space exists for the new form, the spell fails.
Any gear worn or carried by the target melds into the new form and becomes nonfunctional. When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on its body they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the target's feet.
The spellcaster can freely designate the new form's minor physical qualities (such as hair color and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under the spellcaster's control, but they must fall within the norms for the new form's kind. The target of a
polymorph spell is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
If the target of a
polymorph spell is slain or rendered unconscious, the spell ends. Any part of the body that is separated from the whole remains polymorphed until the effect ends.
Incorporeal or gaseous creatures are immune to
polymorph spells, as are creatures of the plant type. A creature with the shapechanger subtype (such as a lycanthrope or doppelganger) can revert to its natural form as a standard action.
Factors: For each additional +1CR beyond CR20 of the assumed form, increase the Spellcraft Prerequisite by +2. To develop a spell which allows the caster to assume incorporeal form, or to develop a spell which affects incorporeal creatures, increase the Spellcraft Prerequisite by +20.
Special: If a spell is developed which affects unwilling targets, they are entitled to a Fortitude saving throw to negate the effect.
Seed: Transport
Conjuration (Teleportation)
Root Spell: Greater teleport
Spellcraft Prerequisite: 18
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You and touched objects or other touched willing creatures; or a single object weighing up to 1,000 lbs.
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: No or Yes; see text
Spells using the
transport seed instantly take the target to a designated destination, regardless of distance. The base use of the
transport seed provides instantaneous travel through the Astral Plane, and the caster may also transport up to six other Medium or smaller creatures if they are willing: a Large creature counts as two Medium creatures, a Huge creature as four Medium creatures etc. The caster and the touched creatures may each carry up to their maximum load in objects. The caster must have at least a reliable description of the place to which he or she is transporting. If the caster attempts to use the
transport seed with insufficient or misleading information, the character disappears and simply reappear in his or her original location. The target does not need to make a saving throw, nor is spell resistance applicable to him or her.
Factors: For interplanar travel, increase the Spellcraft Prerequisite by +4. For each additional Medium creature to be affected, increase the Spellcraft Prerequisite by +3. To shift the transportation to another medium (such as Shadow or Dream) increase the Spellcraft Prerequisite by +2. For a spell intended to transport an unwilling target, increase the Spellcraft Prerequisite by +4. Objects worn or carried (attended) by another person and unwilling targets receive saving throws and spell resistance.
Special: If the caster uses the
transport seed to travel to an unknown location, the spell must also incorporate the foresee seed. A spell with a base
transport seed is considered a personal spell for the purposes of factors which change it to an area spell: if changed to an area spell, the caster may choose to affect all willing creatures within a 20-ft. radius of himself at the time of casting. See Chapter 4: Factors.
Seed: Ward
Abjuration
Root Spell: Resist energy
Spellcraft Prerequisite: 8+
Components: V, S
Casting Time: 1 standard action
Range: Touch, 10 feet or 300 feet; see text
Target or Area: Creature touched; or a 10-ft. radius spherical emanation centred on you; or a 20-ft. radius emanation centered on a point in space; see text
Duration: 200 minutes (D), 20 rounds (D) or 20 days; see text
Saving Throw: Fortitude negates (harmless) or none; see text
Spell Resistance: Yes (harmless) or no; see text
Ward provides defense against various forms of assault. This versatile seed can grant a creature protection from energy damage, or protect a creature or Area from magic. Alternatively, the caster can hedge out a type of creature from a specified Area. All uses of the
ward seed have a 200 minute duration, except as noted otherwise.
At a Spellcraft Prerequisite of 8,
ward is effective against energy types:
• A ward against energy grants a touched creature protection from whichever one the caster selects of the five energy types: acid, cold, electricity, fire, or sonic. Each round, the spell absorbs the first 30 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 spell protects the recipient’s equipment as well.
Factor: For each additional point of protection, increase the Spellcraft Prerequisite by +1.
At a Spellcraft Prerequisite of 12:
• A spell including the
ward seed can create an immobile, faintly shimmering magical sphere with radius 10 feet (an immobile emanation centered on the caster at the time of casting) that excludes all spell effects of up to 3rd level. 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, the sphere's creator can cast any type of spell through or out of the sphere. The caster can leave and return to the protected Area without penalty. This use of the
ward seed has a duration of 20 rounds.
Factor: For each additional level of spells to be excluded, increase the Spellcraft Prerequisite by +4
At a Spellcraft Prerequisite of 16, the caster can choose from two effects:
• Create a mobile 10-ft. radius spherical emanation centred on the caster which hedges out the following monster types: animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants or vermin. The protection ends if the caster makes an attack against or intentionally moves within 10 feet of a blocked creature.
Factor: To prevent the entrance of constructs, elementals, outsiders or undead, add +8 to the Spellcraft Prerequisite for each additional category to be excluded.
• Create a mobile, 10-ft radius spherical emanation of antimagic centered on the caster within which most spells, spell-like abilities and supernatural abilities are suppressed. Summoned creatures and incorporeal undead wink out if they enter the ward, and magic items do not function within its confines. Certain spells, such as
wall of force, prismatic sphere and
prismatic wall remain unaffected by the antimagic. Epic spells are entitled to an opposed caster level check in order to penetrate the ward.
At a Spellcraft Prerequisite of 20:
• The caster can create a ward with a range of touch that nullifies a specific spell (or set of spells). Up to 5 spells of 8th-level or less can be nullified by this use of the
ward seed: each spell to be nullified must be determined during the development of the spell.
Factors: For each additional level of spells capable of being nullified (including spells heightened beyond 9th-level), increase the Spellcraft Prerequisite by +4; for each extra spell to be excluded, increase the Spellcraft Prerequisite by +8: these factors are cumulative. Epic spells are treated as 10th-level spells for the purpose of this use of the
ward seed: a spell containing the ward seed can only exclude a specific epic spell defined in the development process, not all epic spells.
• The caster can create a barrier which completely blocks extradimensional travel in a 20-ft. radius emanation centered on a point in space. Forms of movement barred include
astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport and similar spell-like or psionic abilities. The locked area does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk's gaze. It cannot prevent summoned creatures from disappearing at the end of a summoning spell. This application of the
ward seed has a base duration of 20 days.
Conditions
Epic spells using the
dispel seed may bring down a ward if the enemy spellcaster succeeds at a dispel check. A spell which makes use of
ward is also subject to a targeted epic spell using the
destroy seed if the enemy spellcaster succeeds at an opposed caster level check.
Seed: Weather
Transmutation
Root Spell: Control weather
Spellcraft Prerequisite: 18
Components: V, S
Casting Time: 1 standard action
Range: 2 miles
Area: 2-mile radius circle, centered on you
Duration: 48 hours
Saving Throw: None
Spell Resistance: No
This seed allows the caster to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 48 hours. The Area extends to a two-mile-radius centered on the caster. Once the spell is cast, the weather takes 10 minutes to manifest. Once cast, the emanation is immobile and the caster may leave the spell's area while the conditions persist. Further changing the weather is a standard action: the changes take another 10 minutes to manifest, and the caster must be within the spell's area in order to effect this.
Ordinarily, a caster can’t directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs, blizzards—even a tornado that moves randomly in the affected Area. Creating targeted damaging effects requires the use of the
energy seed.
Revisions 9/2
General
Added provision for
call seed's xp cost under "Components" paragraph.
Seeds
1. Recalculated all Spellcraft Prerequisites based on (2 x root spell level) +4
2. Removed intelligent unead provision of
animate dead pending revision. Reworded control provision.
3. Clarified +60 factor for using
call seed to conjure unique entities.
4. Removed extra questions factor from
foresee.
5. Removed inherent bonus reference from
fortify until I get a chance to think about it more.
6. Allowed
fortify to extend to mental stats (God help me!)
7. Reduced the factor in
fortify which allows
greater magic weapon subseed to extend to epic magic weapons.
8. Changed the
life seed so that the
true resurrection subseed costs more, reflecting the 25,000 gp cost (
wish can't cover this one).
9. Removed extra summoned monsters provision from
summon pending revision.
9/3
1. Halved the XP/gp cost in
conjure to reflect updating of
true creation.
2. Tweaked
fortify to reflect updated
hardening.
3. Changed natural armor and temporary hit point functions of
fortify in light of
dragonskin and Cheiromancer's incontrovertible logic.
4. Changed duration of
heroism subseed of
fortify.
5. Changed duration and factors of
stoneskin application of
fortify to better reflect
stoneskin. Reduced "adamantine & epic" factor from +25 to +10.