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Epic Magic Big Thread

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Chapter Summary

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


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

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


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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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


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


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

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

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


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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


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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Explanation of Factors
Factors are used to modify the existing parameters of a seed – as set forth in the seed's description – in order to create a spell which meets the needs and abilities of the caster. There are three kinds of factors:

• Those that can affect a number of seeds.
• Those that can only be used with specific seeds. These are noted in individual seed descriptions.
• Those that reduce the caster level DC rather than increasing it. These are referred to as mitigating factors.

To calculate the final caster level DC of an epic spell correctly, it’s important to determine the mitigating factors last, after all the factors that increase the DC have been accounted for.


Figuring Factors
There is a certain degree of transparency in the way in which factors are determined, and both spell level and caster level increases have analogues in the epic spellcasting system .

Spell Level
A factor increase of +2 (+2 to the Spellcraft Prerequisite) is equivalent to an increase of one spell level: hence a factor derived from a metamagic feat which increases the spell level of a nonepic spell by +1 translates as +2 modifier to the Spellcraft Prerequisite in the epic spell system. Likewise, a factor which increases the saving throw difficulty of a spell by +1 translates to a +2 adjustment to the Spellcraft Prerequisite. Each aspect of a spell which is usually dependent on spell level is figured separately.

In some cases, the translation of a metamagic feat to an epic spell factor involves a certain loss of rigidity in its interpretation: it is, for example, only possible to widen a burst, emanation, line or spread with the Widen Spell metamagic feat, yet any epic spell with an area of effect may have its area increased by a +4 increase in the Spellcraft Prerequisite. Furthermore, unlike metamagic, such always factors stack: it is possible to increase the area of a spell by 200% or more if successive factors are applied. Due to their scaling nature, certain metamagic feats (such as Empower Spell or Maximize Spell) do not translate into the epic spell system, and individual seeds contain factors for increasing damage which are based on caster level. Metamagic feats from other sources might also be extrapolated, although if they are introduced as factors, their effect should be monitored closely.

Caster Level
A factor which increases the effective caster level by +1 incurs a +1 Spellcraft Prerequisite modifier. Each aspect of a spell which is usually dependent on caster level is figured separately, whether it be extra damage dice, an increased chance of penetrating spell resistance, an increased chance of resisting an opponent's dispel effect etc. Factors which increase the effective caster level by +1 are not limited to the usual caps present in their nonepic root spells: hence, it is possible to devise an epic lightning bolt which does 100d6 damage, or an epic dispel magic in which the opposed caster level check is 1d20+40.

If a seed contains a specific factor which applies only to it, the Spellcraft Prerequisite modifier is usually inferred from the caster level pattern in the root spell. For example, the animate seed contains a provision for increasing the number of targets which can be affected, and this is derived from the root spell's progression.


Casting Time
The base casting time of any epic spell is 1 action; this may be quickened (incurring a +8 modifier to the Spellcraft Prerequisite). Alternatively, mitigating factors may be applied to extend the casting time.

Contingent Effects
Contingent triggers for an epic spell work in the same way as the contingency spell. Only concrete events may trigger a contingent spell, not those which anticipate a resulting condition: e.g. it would be legitimate to specify the condition "if I am struck" or "if I die," but not "if I am about to be struck by a blow which would kill me." Contingent spell effects occur immediately, even if it is not the character's turn. Each contingent spell counts as a slot used from the caster's daily epic slots, as long as the contingency remains in effect.

Multispell and Quickened Epic Spells
Characters with the Multispell feat may not cast additional quickened nonepic spells in the same round as a quickened epic spell, as epic spells cannot benefit from metamagic.


Epic Spell Factors

Casting Time
Quickened spell (limit 1 Quickened spell/round)....................................................,..+8
Contingent upon specific trigger........................................................................,..+20

Components
No verbal component......................................................................................,...+2
No somatic component...................................................................................,....+2

Duration
Increase duration by 100%..................................................................................+2
Dismissible by caster (if not already)....................................................................+2
Permanent Effect..........................................................................................Special

Range
Change from personal to touch.............................................................................+4
Change range from touch to close (75 ft.)..............................................................+8
Change any other range to personal......................................................................+0
Increase range by 100%......................................................................................+2

Target and Effect
Change from target: you to 20-ft. radius centered on you........................................+15
Change from target: creature touched to 20-ft. radius centered on creature touched....+15
Change from target: creature touched to effect: ray (75 ft. range)............................,.+4
Change from effect: ray to target at same range.....................................................+4
Change from target to area at same range (pick area option below)..........................+12
Change from target to ray at same range...............................................................+4
Change from target (any range greater than touch) to touch......................................+0
Change from effect: ray to target: creature touched.................................................+0
Add extra target within range...............................................................................+4

Area
Change area to 120 ft. line..................................................................................+2
Change area to cylinder (10-ft. radius, 30-ft. high)..................................................+2
Change area to 40-ft. cone..................................................................................+2
Change area to four 10-ft.cubes...........................................................................+2
Change area to 20-ft. radius................................................................................+2
Change area to target at same range....................................................................+0
Change area to ray at same range........................................................................+0
Change area to target: creature touched................................................................+0
Increase area by 100%.......................................................................................+4
Designate specific targets within an area spell (max 20 targets)................................+2
Lift restriction on number of designated specific targets within an area spell................+4
Change from immobile emanation to mobile emanation centered on you.....................+4
Change from mobile emanation to immobile emanation centered on you.....................+4

Saving Throw
Increase Spell's save DC by +1............................................................................+2

Spell Resistance and Caster Level
Gain +1 bonus on caster level check to overcome target's spell resistance...................+1
Gain +1 on caster level check to beat foe's dispel effect...........................................+1
Gain +1 bonus on opposed caster level check.........................................................+1

Other
Overcome specific resistance or immunity............................................................+10
Flexible provision in final spell............................................................................+10


Duration
All increases in duration are derived from the base duration of the spell. Each additional increment in duration equal to the base duration increases the Spellcraft Prerequisite by +2. Spells with a duration of instantaneous or permanent cannot be affected by this factor. Spells with the duration of 'concentration + (some number of rounds)' count only the number of rounds beyond concentration for the purpose of extending the duration. If a spell is dismissible, the caster must be within range of the spell's effect to dismiss it.

Permanency
An epic spell which is made permanent always costs 250XP for each point in the Unmitigated Spellcraft Prerequisite of the spell; this XP does not count towards the maximum amount of XP that a character may burn as part of the epic spellcasting process. Some seeds already have a duration of 'permanent,' and if a spell which has a permanent duration is developed without using this factor, the additional XP cost is not incurred. Epic spells with an instantaneous duration may not be made permanent.


Range
All increases in range are derived from the base range. Each additional increment in range equal to the base range increases the Spellcraft Prerequisite by +2.

• If a spell with a base seed which specifies a personal range is changed to a touch spell, the spell gains the entry 'target: creature touched.' The saving throw and spell resistance entries of the spell generally change to Will negates (harmless) and Yes (harmless) respectively. If the polymorph seed is changed to a touch spell which affects unwilling targets, targets are entitled to a Fortitude saving throw to negate the effect.

• If a spell with a base seed which specifies a range of touch is changed to a targeted spell at 75 feet, subsequent increases in range are derived from the new base range of 75 feet.

• A spell with a base seed which specifies a number of touched targets or 'you and touched creatures' may apply the factor which changes the target from 'creature touched' to a targeted spell at 75 feet: in this case, the caster need not touch additional targets, and if they are within range, the spell affects them.

• A spell developed from a seed with a base range of 0 feet (such as conjure) is considered a touch spell for the purposes of factors which increase the range.

• A caster may change any seed which specifies a target or an area with range other than personal (including a ray or a seed with a range of touch) to a personal spell with no penalty. The spell gains the entry 'target: you.'


Target and Effect

Effects
Generally, a seed which specifies an effect other than a ray may not be changed to a targeted, ranged touch or area spell, and a separate entry for increasing the dimensions of the spell are included in the seed description if appropriate.

• A ray effect may be changed to a targeted spell at the same range, no longer requiring a ranged touch attack to hit. A ray may also be freely changed to be a touch spell or a personal spell.

• If a seed which specifies an effect other than a ray (such as conjure) combines with a base seed which specifies an area or target (such as ward), the dimensions of the seed which specifies the effect are figured separately.

• A spell which specifies 'target: creature touched' may be changed to a ray effect with a base range of 75 ft. If this factor is applied, the factor for increasing the range of the spell from touch to 75 ft need not also be applied.


Adding an Additional Target (+4)
Certain seeds (animate, animate dead, banish, contact (telepathic bond application), and transport) already allow for multiple targets: in these cases, any factors for adding additional targets are noted in the seed description and the +4 factor for adding an extra target should be ignored. Each of these seeds has an unusual circumstance related to it with regard to changing it to an area spell: these are noted in individual seed descriptions.

If extra targets are specified they must be within the same range as that noted in the seed description: a factor which increases the range of the spell applies to all targets. No two targets may be more than 30 ft. apart unless specifically noted otherwise. The factor which specifies an extra target may also be applied to a ray effect: an attack roll is required normally for each separate target. A seed which is normally a touch spell or an area spell and is changed to a ray or targeted spell by the use of factors is also subject to this restriction.


Changing a Personal Spell to an Area Spell Centered on You (+15)
A spell with a range of personal (either from the base seed, or from factors applied to make the spell personal) may be changed to an area spell centered on or originating from the caster. If the spell is of instantaneous duration, it becomes a 20-ft. radius burst centered on the caster. All creatures within the area except the caster are subject to the effects of the spell.

If the spell is of non-instantaneous duration, the caster may choose one of two effects during spell development:

• The caster can choose a burst with a 20-ft. radius which affects all targets within the area at the time of casting. If the spell is designed to affect allies (such as one involving the fortify seed), all subjects (including the caster) benefit from the spell for its duration, regardless of how far they subsequently move from the caster. If the spell is an offensive spell (such as one involving the compel seed), all targets except the caster are subject to the spell for its duration, whether they remain within the initial area or not. In both cases, factors may be used to increase the area. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. The range entry for the spell changes to become equal to the radius affected.

• Alternatively, the caster may choose to create a 20-ft radius emanation centered on him or herself, defining it as either mobile or immobile during spell development. For the duration of the spell, creatures who enter the area are subject to its effects – an offensive spell of this nature permits creatures a saving throw every round they remain within the area in order to reduce or negate the spell: if the spell deals damage, the caster is also susceptible unless otherwise warded. If a creature leaves the area (or the caster moves out of range, if it is a mobile emanation) it is no longer subject to the spell. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. The range entry for the spell changes to become equal to the radius affected.


Changing a Touch Spell to an Area Spell Centered on a Target (+15)
A non-instantaneous spell with a target of 'creature touched' may be modified to become a mobile area emanation with a radius of 20 ft., centered on the target. The spell may not be offensive, and the (harmless) entry must be present if a saving throw or spell resistance is allowed. Factors may still be applied to change the range from touch to a target at 75 ft. or a ray, or even an area spell affecting multiple targets: in such a case, each target becomes a mobile locus for the effects of an area emanation.

For the duration of the spell, the target and creatures who enter the area around the target are subject to the effects of the spell. If a creature leaves the area (or the target moves out of range), it is no longer subject to the spell. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor.


Changing a Targeted Spell at Range to an Area Spell (+12)
If the 'change target to area' factor is applied to a seed which specifies a target, then all creatures within the area are subject to the effects of the spell. If a narrower range of creatures are to be affected in the area, the 'designate specific targets within an area' factor must be applied. The caster chooses the area shape during the development of the epic spell. See Area: Choosing or Changing the Shape of an Area Spell, below.

If the 'change target to area' factor is applied to a seed which specifies a HD or other numerical limit, this limit remains in effect unless modified by appropriate factors as noted in the seed description.

Changing a Targeted Spell at Range to a Ray (+4)
A spell which specifies a target can be changed to a ray effect at the same range. If the seed's saving throw contains an entry which reduces (but not eliminates) the effect of the spell – such as Will (Partial) or Reflex (Half) – the modified spell does not allow a saving throw, but instead requires a ranged touch attack to hit. If a targeted spell normally has a saving throw entry which negates the effect of the spell, if it is changed to a ray effect it still allows a saving throw but at a –4 penalty. The caster must still make a ranged touch attack to hit.


Area

Increasing Area by 100% (+4)
All increases in area are derived from the base area. Any numeric measurements of the spell's area are doubled for each +4 increase in the Spellcraft Prerequisite. Only seeds which specify an Area or have been modified to specify an area (not seeds which specify an Effect within an area) may be modified with this factor.

Choosing or Changing the Shape of an Area Spell (+2)
A instantaneous spell with an area of effect may be a 120-ft. line, 20-ft radius burst, a 40-ft. cone, four 10-ft. cubes, or a cylinder with a 10-ft radius and 30-ft. high. The energy seed may also be used in a spell with a 20-ft radius spread: other instantaneous effects do not enjoy this privilege. If a seed already lists a shape for its area of effect (such as energy), the caster may change the shape by applying the appropriate factor. If a spell which specifies a target is changed to an area spell, no additional factor is incurred: the spell's developer simply selects one of the five shapes, and this becomes the base area of the spell. If a line or cone is chosen, the range entry of the spell changes to become equal to the area entry of the line or cone.

If the spell is of non-instantaneous duration, the caster may choose one of two effects during spell development:

• The caster can choose a 120 ft. line, 20-ft. radius burst, 40-ft. cone, four 10-ft. cubes or a cylinder with a 10-ft. radius and 30-ft. high which affects all targets within the area at the time of casting. If the spell is designed to affect allies (such as one involving the fortify seed), all subjects (including the caster if he falls within a sphere, cylinder or four 10-ft. cubes) benefit from the spell for its duration, regardless of how far they subsequently move from the caster. If the spell is an offensive spell (such as one involving the compel seed), all targets within the area are subject to the spell for its duration, whether they remain within the initial area or not. In both cases, factors may be used to increase the area. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor. If the shape chosen is a line or cone, the range entry for the spell changes to become equal to the area entry of the line or cone.

• The caster may choose to create an immobile 20-ft radius emanation. For the duration of the spell, creatures who enter the area are subject to its effects – an offensive spell of this nature permits creatures a saving throw every round they remain within the area in order to reduce or negate the spell. If a creature leaves the area it is no longer subject to the spell. If only allies (or another specific group) are to be subject to the spell, the caster must also include the 'designate specific targets within an area spell' factor.


Changing an Area Spell at Range to a Ray, Touch or Targeted Spell (+0)
A spell which specifies an area can be changed to a ray effect at the same range. If the seed's saving throw contains an entry which reduces (but not eliminates) the effect of the spell – such as Will (Partial) or Reflex (Half) – the modified spell does not allow a saving throw, but instead requires a ranged touch attack to hit. If an area spell normally has a saving throw entry which negates the effect of the spell, if it is changed to a ray effect it still allows a saving throw but at a –4 penalty. The caster must still make a ranged touch attack to hit.

A seed with an area of effect which is changed to a touch spell, targeted spell, or ray now affects only the target.


Designating Specific Targets within an Area Spell (+2)
Instead of using a factor to add extra targets within the range of a targeted spell, it is possible to designate specific targets within an area spell. Up to twenty targets can be designated, or any number if a factor lifting the restriction is applied. Unlike multiple targeted effects, designated targets within an area spell may be any distance apart as long as they are within the spell's area. It generally becomes favourable to change a targeted spell to an area spell with designated targets if more than five targets are to be affected – othrwise the 'add extra target within range' factor should be used. Designated targets may either be chosen at the moment the spell is cast or included in the spell description.

An area spell which is modified to affect specific targets loses its area entry and instead gains the entry "Targets: (Designated targets), no two of which can be more than 30 feet apart." For each additional 30-foot increment in the maximum possible distance apart between any two targets, increase the Spellcraft Prerequisite by +4. Alternatively, if the cap on the possible number of targets is to be removed, increase the Spellcraft Prerequisite by +4.


Changing the Locus of an Area Emanation (+4)
If a spell's area of effect specifies an immobile emanation centered on a point in space, it may be changed to a mobile emanation centered on a target by increasing the Spellcraft Prerequisite by +4. Conversely, if a spell specifies an mobile emanation centered upon some creature or other target, it may be changed to an immobile emanation centered in space by increasing the Spellcraft Prerequisite by +4.


Additional Factors

Bypass Existing Resistance or Immunity (+10)
If a target possesses a natural, extraordinary or supernatural immunity to a specific effect: e.g. a gaseous creature's natural immunity to transformation, an undead's immunity to [Mind-affecting] effects, or a paladin's immunity to [Fear] effects, then that quality is suspended for the purpose of the epic spell. The ability to bypass an immunity is not effective against opponents rendered immune by a spell or spell-like ability.


Explanation of Mitigating Factors

A variety of mitigating factors – methods by which the Spellcraft DC of a Spell can be reduced to a manageable level – are available to epic spellcasters. Many are limited in their applicability, or possess restrictions on the extent to which they may be employed. An epic spell can make use of any number of mitigating factors, provided that it fulfills the requirement for each individual factor.


Epic Spell Mitigating Factors

Universal Mitigating Factors
Backlash, per point suffered (max.=1 point/level)...............................................-1
Burn 250XP during casting (max.=500XP/level)..................................................-1

Specialization
Base seed within specialty school.....................................................................-5
Area of special expertise.................................................................................-5

Casting Time
Increase casting time to 1 round.......................................................................-2
Increase casting time to 1 minute.....................................................................-5
Increase casting time to 10 minutes.................................................................-10
Increase casting time to 1 hour........................................................................-15
Increase casting time to 1 day.........................................................................-20
Increase casting time to 1 week.......................................................................-30
Increase casting time to 1 month.....................................................................-40

Duration
Reduce spell's duration by 1 category.................................................................-2

Components
Power component, per 5,000gp value (100,000 gp max.).......................................-1
Spell requires specific major artifact as a focus...................................................-10

Limiting Circumstances
Minor limiting factor in spell circumstance or function............................................-4
Major limiting factor in spell circumstance or function...........................................-10

Other
Embedded spell level (permanent spells only)......................................................-1
Ritual Spell.............................................................................................Special


Universal Mitigating Factors
Universal mitigating factors may be applied during development by any caster for the purposes of casting any epic spell. They may also be applied at double their cost in lieu of other mitigating factors in a spell's description, if for any reason the caster is unable to meet those mitigating factors at the moment of casting. Examples of substituting backlash or XP burn might include the following:

• The spell normally uses a power component as a mitigating factor, and the caster doesn't possess it.

• The spell requires a ritual participant (or participants) who are unavailable for the purpose of casting the spell.

• The spell is a 'learned' spell from an engraved tablet, and specifies a mitigating factor which the caster cannot meet (for example, that the caster be a Transmutation specialist)

A caster may freely designate any mixture of XP burn and/or backlash to substitute for other mitigating factors, but he or she is still limited to the maximum amounts of XP burn and backlash when casting any given epic spell; universal mitigating factors which are substituted for other mitigating factors stack with any backlash or XP burn listed in the spell description for the purpose of determining these limits.


Backlash
Backlash is a surge of potentially lethal magical energy associated with casting certain epic spells. It may take a variety of apparent forms, and players and GMs are encouraged to be inventive when describing the visible manifestations of backlash. The result of sustaining backlash is always the same, however, regardless of its superficial appearance: debilitating Constitution damage which is resistant to all forms of magical healing. A character whose Constitution is reduced to 0 or less dies.

If an epic spell requires it as a mitigating factor, the caster cannot somehow avoid or make him or her self immune to backlash damage, although the Autoimmolator epic feat increases a caster's ability to withstand it. Moreover, if backlash damage kills a caster, no spell or method exists that will return life to the caster’s body without costing the caster a level—not even wish, true resurrection, miracle, or epic spells that return life to the deceased. Spells that normally penalize the recipient one level when they return him or her to life penalize a caster killed by backlash two levels.

Healing Backlash Damage
Constitution damage sustained from backlash may heal normally over time (1 point per night, or 2 points per 24 hours with complete rest). Nonepic spells which usually heal ability damage – even greater restoration – are ineffective against Constitution damage caused by backlash. Epic spells incorporating the heal seed must make an opposed caster level check against the caster of the spell which caused the backlash in order to be effective.

Experience Point Burn
A caster may elect to burn experience points to mitigate against high Spellcraft Prerequisites. For each 250XP which he or she commits to the casting of the epic spell, the caster gains a -1 mitigating factor to the Spellcraft Prerequisite. A caster is limited to 500XP per level when using this factor, and may not burn sufficient XP to cause the loss of a level of experience.

Casting Time
The mitigating factors for increasing casting time are based on a casting time of 1 minute, and are not cumulative with regard to each other.

A spell with a casting time of one day is assumed to occupy the caster for the full 24 hours. If a spell has a casting time of more than one day, each subsequent day of casting is assumed to occupy the caster for eight to ten hours, and he or she cannot engage in any activity other than eating, quiet reflection or meditation, and sleep: at all times the caster's thoughts are utterly preoccupied with the spellcasting process. Even communication with another character is prohibited during this time. Spells with a casting time of longer than one day may not be interrupted without ruining the spell: the casting time must be consecutive.

Duration
Each reduction in the duration category of an epic spell reduces the final Spellcraft Prerequisite by –2. Spell durations are calculated from spells with durations given in some number of hours per level, 10 minutes/level, 1 minute/level or 1 round/level. By applying the 'reduce duration by one category' mitigating factor:

• A spell with a duration given in hours has its duration reduced to 200 minutes.
• A spell with a duration of 200 minutes has its duration reduced to 20 minutes.
• A spell with a duration of 20 minutes has its duration reduced to 20 rounds.

Spells with a duration of special, concentration, permanent or instantaneous may not apply this factor, and a spell's duration may not be reduced further than 20 rounds.

Power Components
Epic spells cannot make use of normal material components in the same way that most nonepic spells can, but expensive, magical or exotic components are permitted in order to mitigate against high Spellcraft Prerequisites. The GM may require that a character go to special lengths in order to secure such components.

• If a spell calls for an expensive material component, the component must have a close thematic link with the spell's purpose. For example, a spell which uses the animate dead seed to animate corpses as mummies might require specially prepared mummy dust; a spell designed to summon an infernal might require the blood of an infernal, stored in a specially prepared vial etc.

• A spell can use a magic item as a material component, provided that item also possesses a close link with the spell's purpose and effect. An orb of storms might be fuel for a colossal hurricane invoked by the caster using the weather seed; a cubic gate might be used in a spell which opens a permanent interdimensional portal etc. A magic item receives no saving throw to avoid its fate, and is consumed in the spellcasting process. Artifacts cannot be used as power components in epic spells.

In either case, the Spellcraft Prerequisite is reduced by –1 for each 5000gp in value that the power component possesses (for magic items, fractions are rounded down). Multiple components are permissible, but no spell can have its Spellcraft Prerequisite reduced by more than –20 by using power components.


Embedded Spell Levels
If an epic spell has a permanent duration – either through the use of a seed with a permanent duration, or by applying the appropriate factor to an otherwise nonpermanent spell – then the caster can choose to 'embed' spell levels in it. Essentially, the caster commits a certain number of daily spell slots to the epic spell which then become unavailable for the duration of the magic: as long as the epic spell persists, the caster cannot access the embedded slots. Only empty slots may be embedded in a permanent epic spell, and up to 1 level of spell slots may be embedded per caster level: for example, a 30th-level wizard could embed up to 30 levels of spell slots in a single spell, for a total Spellcraft Prerequisite modifier of –30. Bonus spell slots gained from having a high ability score, bonus slots from school specialization, and domain slots cannot be embedded: effectively, the caster's 'spells per day' entry cannot be reduced to less than 0 for any given level.

If a spell which uses embedding as a mitigating factor entitles a target or targets to a saving throw, and the save succeeds, the spell levels are lost for that day: they may not be used to prepare or cast spells, nor are they available for embedding in another epic spell.

If the epic spell is dispelled or dismissed, then the embedded spell levels are liberated and the caster may once again access them. Distance is not a factor – the caster may even be on another plane when the permanent effect ends, and the spell slots instantly reappear in his or her mind. For casters who prepare spells, the slots must be filled normally before he or she can cast spells using them. Spontaneous casters can immediately access liberated slots as though part of their daily allotment had been refreshed.
 
Last edited:




Jack Simth

First Post
I'm a little iffy, sense-making wise, on the SR and saving throws issue - (guessing at seeds for a moment, as they don't appear to be up yet) - suppose I take a si,,pm seed with no save, as I want a particular type of creature at my beck and call. However, while this creature has a highly specific ability I want, it isn't a particularly Epic creature and will not be able to stand up to the punishment it's liable to take, I also want to give it, oh, a few decreases in size category, several points of Epic DR, a non-trivial SR, some other extra enhancements, and non-trivial saves.

Slight problem - the Transform seed that grants the size category change permits a save and allows SR (because it could be used to do something mean to an opponent).

So now the entirety of my Summoning spell permits SR and a save. With the way SR is written, this means that if my Summoned critter hits someone with SR I can't beat, the target is completely unaffected.
 

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