Knight Otu
First Post
Here is it:
Seed: Magic Equipment
Transmutation
Spellcraft DC: 19
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One weapon, 50 projectiles or one armor touched
Duration: 20 hours
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You imbue the target objects with a +3 enhancement bonus, as though they had specifically created with the bonus via the Craft Magic (or Epic) Arms and Armor feat.
You can increase the enhancement bonus of the item by increasing the Spellcraft DC by +3 per +1 increase of the enhancement bonus.
Instead of utilizing a pure enhancement bonus, you can "pay" for special properties, such as flaming, normally by exchanging part of the enhancement bonus with the special ability (i.e. for flaming, you drop 1 point from the enhancement bonus), but you must increase the Spellcraft DC by +3 for doing so.
If the final equipment would be considered epic, multiply the Spellcraft DC by 2.
This seed can be applied to objects that normally have to remain non-magical for other seeds to function (such as Conjure), by increasing the Spellcraft DC by +5.
An epic spell using this seed cannot be made permanent.
I think it will need some more work, though.
Seed: Magic Equipment
Transmutation
Spellcraft DC: 19
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One weapon, 50 projectiles or one armor touched
Duration: 20 hours
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You imbue the target objects with a +3 enhancement bonus, as though they had specifically created with the bonus via the Craft Magic (or Epic) Arms and Armor feat.
You can increase the enhancement bonus of the item by increasing the Spellcraft DC by +3 per +1 increase of the enhancement bonus.
Instead of utilizing a pure enhancement bonus, you can "pay" for special properties, such as flaming, normally by exchanging part of the enhancement bonus with the special ability (i.e. for flaming, you drop 1 point from the enhancement bonus), but you must increase the Spellcraft DC by +3 for doing so.
If the final equipment would be considered epic, multiply the Spellcraft DC by 2.
This seed can be applied to objects that normally have to remain non-magical for other seeds to function (such as Conjure), by increasing the Spellcraft DC by +5.
An epic spell using this seed cannot be made permanent.
I think it will need some more work, though.