Zack2216
First Post
Ok, then I suppose I'll be pure druid. Oh, and here is an epic spell and a new seed I created a while back, meant specifically for druids (well, anyone can create the spell...).
Seed: Empower(maybe you could help me with this name)
Transmutation
Spellcraft DC: 14
Components: V,S
Casting Time: 1 minute
range: touch
target: creature or weapon touched
Duration:20 minutes
Saving throw: will negates
Spell Resistance: yes
you can enchant a natural or artificial weapon with magical energy, giving it a +1 enhancement bonus to attacks and damage rolls. This allows you to penetrate +1 or weaker damage reduction. Alternatively, you can affect up to fifty bullets, arrows, or bolts. If you are a good aligned divine caster, the weapon is considered blessed.
You can increase the enhancement bonus by +1 by adding +1 to the spellcraft DC. Once the enhancement bonus reaches +5, you must add +3 to the Spellcraft DC for each additional +1 to the enhancement bonus (ie. a +10 enhancement bonus would have a DC of 34)
Of course, you could say that the empower seed is just an extension of the fortify seed. The empower seed was based off of the magic weapon and magic fang spells.
Gaea's Energy Claws
Transmutation, Evocation (Acid, Fire, Electricity, Cold, or Sonic)
Spellcraft DC:35
Components: V,S
Casting time: 100 days, 11 minutes
range: touch
target: weapon or living creature touched
Duration: Permenant
Saving throw: will, harmless
Spell resistance: yes
To develope:315,000 gp,12,600 xp,7 days
Seed: Empower (DC 14), Energy (19) Factors: +14 to enhancement bonus (total +15) (+32), +3d6 energy (total +5d6) (+6), x5 permanent. Increase casting time by 10 minutes (-20); Burn 10,000 exp. (-100); increase casting time by 100 days (-200)
This spell allows the caster to enchant a weapon or a creatures natural weapons permenantly (in the case of a natural weapon, it can be dispelled by the enchanted at will temporarily. Also, If the caster is to assume a different form (polymorph, shapechange, or wildshape) this spell stays in effect, and the enchanted can choose what natural weapons are effected.
The enchanted weapon has a +15 enhancement bonus to attack and damage, and adds +5d6 energy damage of the chosen single element (chosen apon casting) to damage. This extra energy damage isn't increased during a crit(I think...).
Note, natural weapons enchanted and used in this way harm the enchanted by the listed elemental damage if they aren't protected from it.
So what do you think?
Seed: Empower(maybe you could help me with this name)
Transmutation
Spellcraft DC: 14
Components: V,S
Casting Time: 1 minute
range: touch
target: creature or weapon touched
Duration:20 minutes
Saving throw: will negates
Spell Resistance: yes
you can enchant a natural or artificial weapon with magical energy, giving it a +1 enhancement bonus to attacks and damage rolls. This allows you to penetrate +1 or weaker damage reduction. Alternatively, you can affect up to fifty bullets, arrows, or bolts. If you are a good aligned divine caster, the weapon is considered blessed.
You can increase the enhancement bonus by +1 by adding +1 to the spellcraft DC. Once the enhancement bonus reaches +5, you must add +3 to the Spellcraft DC for each additional +1 to the enhancement bonus (ie. a +10 enhancement bonus would have a DC of 34)
Of course, you could say that the empower seed is just an extension of the fortify seed. The empower seed was based off of the magic weapon and magic fang spells.
Gaea's Energy Claws
Transmutation, Evocation (Acid, Fire, Electricity, Cold, or Sonic)
Spellcraft DC:35
Components: V,S
Casting time: 100 days, 11 minutes
range: touch
target: weapon or living creature touched
Duration: Permenant
Saving throw: will, harmless
Spell resistance: yes
To develope:315,000 gp,12,600 xp,7 days
Seed: Empower (DC 14), Energy (19) Factors: +14 to enhancement bonus (total +15) (+32), +3d6 energy (total +5d6) (+6), x5 permanent. Increase casting time by 10 minutes (-20); Burn 10,000 exp. (-100); increase casting time by 100 days (-200)
This spell allows the caster to enchant a weapon or a creatures natural weapons permenantly (in the case of a natural weapon, it can be dispelled by the enchanted at will temporarily. Also, If the caster is to assume a different form (polymorph, shapechange, or wildshape) this spell stays in effect, and the enchanted can choose what natural weapons are effected.
The enchanted weapon has a +15 enhancement bonus to attack and damage, and adds +5d6 energy damage of the chosen single element (chosen apon casting) to damage. This extra energy damage isn't increased during a crit(I think...).
Note, natural weapons enchanted and used in this way harm the enchanted by the listed elemental damage if they aren't protected from it.
So what do you think?
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