Epic Spells
DEVELOPING EPIC SPELLS
An epic spell is developed from smaller pieces called seeds and
connecting pieces called factors. Every epic seed has a base
Spellcraft DC, and every factor has a Spell-craft DC 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 DCs of each seed are added together;
then the DC adjustments of the factors are added to that total.
The sum equals the final Spellcraft DC for the epic spell.
The final Spellcraft DC is the most significant gauge of the
epic spell’s power. A spellcaster attempts to cast an epic
spell by making a Spellcraft check against the epic spell’s
Spellcraft DC. Thus, a spellcaster knows immediately, based on
his or her own Spellcraft bonus, what epic spells are within his
or her capability to cast, which are risky, and which are beyond
him or her. Epic casters don’t commit time and money to
develop epic spells until they are powerful enough to cast
them.
An epic spell developed by an arcane spellcaster is arcane,
and an epic spell developed by a divine spellcaster is divine. A
character who can cast both divine and arcane epic spells chooses
whether a particular spell he or she develops will be arcane or
divine. If that same caster uses the heal or life seed in an epic
spell, that spell is always considered divine. All the epic
spells described here can be developed independently by a
character who spends the necessary time, money, and experience
points. Alternatively, a character can use those spells as a
starting point when creating customized versions of the
spells.
Seed
|
Base Spellcraft DC
|
Seed
|
Base Spellcraft DC
|
Afflict
|
14 |
Energy |
19 |
Animate |
25 |
Foresee |
17
|
Animate dead |
23 |
Fortify |
17
|
Armor |
14 |
Heal* |
25
|
Banish |
27 |
Life* |
27
|
Compel |
19 |
Reflect |
27
|
Conceal |
17 |
Reveal |
19
|
Conjure |
21 |
Slay |
25
|
Contact |
23 |
Summon |
14
|
Delude |
14 |
Transform |
21 |
Destroy |
29 |
Transport |
27
|
Dispel |
19 |
Ward |
14
|
*Spellcasters without at least
24 ranks in Knowledge (religion) or Knowledge (nature) may not
use heal or life spell seeds.
|
Resource Cost: The
development of an epic spell uses up raw materials costing a
number of gold pieces equal to 9,000 xthe final Spellcraft DC of
the epic spell being developed.
Development Time:
Developing an epic spell takes one day for each 50,000 gp in
resources required to develop the spell, rounded up to whole
days.
XP Cost: To develop an
epic spell, a character must spend 1/25 of its resource price in
experience points.
Adding Seed DCs: When
two or more epic seeds are combined in an epic spell, their base
Spellcraft DCs are added together. Both contribute toward the
spell’s final Spellcraft DC.
Determining School:
When combining two or more seeds to develop an epic spell, the
school of the finished spell is decided by the caster from among
the seeds that make up the epic 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: Almost every epic spell has verbal and
somatic components and a 1-minute casting time, regardless of the
number of epic seeds combined. The only exceptions are epic
spells with the heal and life seeds, which have divine focus
components.
Combining Range, Targets,
Area, and Effect: One seed might have a range of 12,000
feet, another seed might have a range of 400 feet, and a third
seed might not have a range at all. Likewise, some seeds have
targets, while others have an effect or an area. To determine
which seed takes precedence in the finished epic spell, the
character must decide which seed is the base seed. The seed most
important to the spell’s overall purpose is the base seed,
and it determines the casting time, range, target, and so on. The
other seeds apply only their specific effects to the finished
spell. It is occasionally difficult to determine a base seed by
examining the spell’s effects. If no one seed is most
important, simply pick one seed for the purposes of making this
determination.
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. If any seed of an epic spell is dismissible
by the caster, the epic spell is dismissible.
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 obviously that will be used for the spell’s saving
throw. If the seeds have different kinds of saving throws, simply
choose the saving throw that seems most appropriate for the final
spell.
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 DC, increase the duration, change the area of a spell,
and affect many other aspects of the spell.
There are three kinds of factors:
- Those that can affect a number of seeds.
- Those that can only be used with specific seeds.
- Those that reduce the Spellcraft DC rather than increasing
it. These are referred to as mitigating factors. To calculate the
final Spellcraft 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.
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: This is the
final step, and it’s critically important. 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.
Epic Psionic Seeds
Psionic characters can acquire epic powers.? Generally, all the
epic spell rules work for epic powers as well, except as noted
below for displays.
Psionic characters take the Epic Manifestation feat, which
works just like the Epic Spellcasting feat. The prerequisites for
this feat are 24 ranks of Psicraft, 24 ranks of Knowledge
(psionics), and the ability to manifest 9th-level psionic
powers.
Just as spellcasters use no spell slots to cast epic spells,
psionic characters use no power points to manifest epic powers.
Instead, they freely manifest their known epic powers a number of
times per day equal to their Knowledge (psionics) skill divided
by 10 (round down).
Table:
Psionic Seeds
|
Base Psicraft DC
|
|
Base Psicraft DC
|
Psychometabolism
|
17
|
Telepathy |
|
Fortify |
25
|
Compel |
19
|
Slay |
21
|
Contact |
23
|
Transform |
50
|
Delude |
14
|
Heal
|
|
Psychokinesis
|
|
Psychoportation
|
|
Dispel |
19
|
Banish |
27
|
Energy |
19
|
Summon |
14
|
Reflect
|
27
|
Transport |
27
|
Destroy
|
29
|
Clairsentience |
|
Ward |
14
|
Afflict
|
14
|
Metacreativity |
|
Foresee |
17
|
Armor |
14
|
Reveal |
19
|
Conjure |
21
|
Conceal |
17
|
Animate dead |
23
|
|
|
Animate |
25
|
|
|
Life |
55
|
Table: Epic Spell Factors
|
Spellcraft DC Modifier
|
Casting
Time
|
|
Reduce casting time by 1 round (minimum 1
round) |
+1
|
1-action casting time
|
+20
|
Quickened spell (limit one quickened
action/round) |
+28
|
Contingent on specific
trigger1 |
+25
|
Components No verbal component |
+2
|
No somatic component |
+2
|
Duration2
|
|
Increase duration by 100%
|
+2
|
Permanent duration (apply this factor
after all other epic spell factors but before mitigating
factors) |
x5
|
Dismissible by caster (if not
already) |
+2
|
Range Increase range by 100% |
+2
|
Target3
|
|
Add extra target within 300 ft. |
+10
|
Change from target to area (pick area
option below) |
+10
|
Change from personal to Area (pick Area
option below) |
+15
|
Change from target to touch or ray
(300-ft. range) |
+4
|
Change from touch or ranged touch attack
to target |
+4
|
Area4
|
|
Change area to bolt (5 ft. x300 ft. or 10
ft. x150 ft.) |
+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 |
+4
|
Change area to touch or ray (close
range) |
+4
|
Increase Area by 100% |
+4
|
Saving
Throw
|
|
Increase spell’s saving throw DC by
+1 |
+2
|
Spell Resistance |
|
Gain +1 bonus on caster level check to
overcome target’s spell resistance |
+2
|
Gain +1 on caster level check to beat
foe’s dispel effect |
+2
|
Other |
|
Recorded onto stone
tablet5 |
x2
|
Increase damage die by one step (d20
maximum) |
+10
|
Unless stated otherwise, the
same factor can be applied more than once. 1 Each contingent spell in use counts as a
slot used from the caster’s daily epic spell slots.
2 Seeds that already have an
instantaneous or permanent duration cannot be increased.
3 When changing a targeted or
area seed to a touch or ranged attack, the seed no longer
requires a save if it deals damage, instead requiring a
successful attack roll. Seeds with a nondamaging effect still
allow the target a save. Area spells changed to touch or ranged
attacks now affect only the creature successfully
attacked. 4 When
changing a touch or ranged attack seed to a targeted seed, the
seed no longer requires an attack roll if it deals damage,
instead requiring a saving throw from the target. On a failed
saving throw, the target takes half damage. Area seeds changed to
targeted seeds now only affect the target. The GM determines the
most appropriate kind of saving throw for the epic spell.
5 Epic spells may only be
inscribed on stone tablets or other substances of equal or
greater hardness. Once a spell is so inscribed, another epic
spellcaster can learn it without going through the process of
development. Once an inscribed epic spell is learned by another
epic spellcaster in this fashion, the tablet upon which it is
inscribed is destroyed and cannot be mended. |
|
|
Table: Epic Spell Mitigating
Factors
|
Spellcraft DC Modifier
|
Backlash 1d6 points of damage (max d6 =
caster’s HD x2)1
|
-1
|
Burn 100 XP during casting (max 20,000
XP) |
-1
|
Increase casting time by 1 minute (max 10
minutes)2 |
-2
|
Increase casting time by 1 day (max 100
days)2 |
-2
|
Change from target, touch, or area to
personal |
-2
|
Additional participants
(ritual)????
|
see Table: Additional Participants in
Rituals??
|
Decrease damage die by one step (d4
minimum) |
-5
|
Note: Mitigating factors are
always applied after all epic spell factors (see above) are
accounted for in the development of an epic spell.
1 The caster cannot somehow
avoid or make him or her self immune to backlash damage. For
spells with durations longer than instantaneous, the backlash
damage is per round. 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. 2
When increasing the casting time of a spell in order to reduce
the Spellcraft DC, a character must first “use up”
the maximum of 10 minutes (for a total DC modifier of -20). After
that, a character can continue to add days to the casting time,
with a further modifier of -2 per day, up to the maximum of 100
days.
|
Table: Psionic Factors
|
Psicraft DC Modifier
|
Discipline
|
|
Seed within primary discipline |
-5
|
Display |
|
Hide visual display (epic psionic seeds
substitute one Vi display for V and S components) |
+4
|
|
Additional
Participants: Epic spells can be developed that
specifically require additional participants. These spells are
called rituals. An epic spell developed as a ritual requires a
specific number of additional participants, who each must use up
one spell slot of a specified level for the day. During an epic
spell’s development, the spell’s creator determines
the number of additional participants and the level of the spell
slots to be contributed. If the exact number of spellcasters does
not partake in the casting, or if the casters do not each
contribute the proper spell slot, the epic spell automatically
fails. To participate, each participant readies an action to
contribute his or her raw spell energy when the primary caster
begins the epic spell. Additional participants in a ritual spell
reduce the Spellcraft DC, as shown on Table: Additional
Participants in Rituals. Each additional participant may only
contribute one spell slot. It doesn’t matter whether the
additional participants are arcane or divine spellcasters; only
the level of the spell slot contributed matters. A contributed
spell slot is treated as if normally cast. A wizard may
contribute either a prepared, uncast spell slot, or an open,
unprepared slot. The Spellcraft DC adjustments for each
additional participant stack.
Special: A ritual
epic spell that takes longer than 1 standard action to cast
requires all extra participants to stand as if casting for the
same amount of time. If an extra participant is attacked while
contributing a spell slot, the participant must make a
Concentration check as if casting a spell of the same level as
the slot contributed. If the attack disrupts the participant in
the ritual, the epic spell is not necessarily ruined. However,
the Spellcraft DC reduction that would have been provided by that
additional participant cannot be applied to the final Spellcraft
DC of the epic spell. Thus the ritual epic spell will be harder
for the primary spellcaster to cast.
Table: Additional
Participants in Rituals
Spell Slot Level Contributed???? ??????
|
Spellcraft DC Reduction |
Spell Slot
Level Contributed |
Spellcraft DC Reduction ??? |
1st
|
-1
|
6th
|
-11
|
2nd
|
-3
|
7th
|
-13
|
3rd
|
-5
|
8th
|
-15
|
4th
|
-7
|
9th
|
-17
|
5th
|
-9
|
Epic slot
|
-19
|
SEED DESCRIPTIONS
Each seed description hereafter follows the same format used for
0- to 9th-level spells. An additional line, Spellcraft DC,
indicates the base DC of the Spellcraft check required to cast an
epic spell with this seed.
SEED:AFFLICT
Enchantment (Compulsion) [Fear,
Mind-Affecting]
Spellcraft DC: 14
Components: V, S
Casting Time: 1 standard
action
Range: 300 ft.
Target: One living
creature
Duration: 20
minutes
Saving Throw: Will
negates
Spell Resistance:
Yes
Afflicts the target with a -2 morale penalty on attack rolls,
checks, and saving throws. For each additional -1 penalty
assessed on either the target’s attack rolls, checks, or
saving throws, increase the Spellcraft DC by +2. A character may
also develop a spell with this seed that afflicts the target with
a -1 penalty on caster level checks, a -1 penalty to an ability
score, a -1 penalty to spell resistance, or a -1 penalty to some
other aspect of the target. For each additional -1 penalty
assessed in one of the above categories, increase the Spell-craft
DC by +4. This seed can afflict a character’s ability
scores to the point where they reach 0, except for Constitution
where 1 is the minimum. If a factor is applied to increase the
duration of this seed, ability score penalties instead become
temporary ability damage. If a factor is applied to make the
duration permanent, any ability score penalties become permanent
ability drain. Finally, by increasing the Spellcraft DC by +2,
one of the target’s senses can be afflicted: sight, smell,
hearing, taste, touch, or a special sense 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.
SEED:ANIMATE
Transmutation
Spellcraft DC: 25
Components: V, S
Casting Time: 1
minute
Range: 300 ft.
Target: Object or 20 cu.
ft. of matter
Duration: 20 rounds
Saving Throw: None
Spell Resistance:
No
This seed can imbue inanimate objects with mobility and a
semblance of life (not actual life). The animated object attacks
whomever or whatever the caster initially designates. The
animated object can be of any nonmagical material. The caster can
also 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, as long as the volume of material does not exceed 20
cubic feet. For each additional 10 cubic feet of matter animated,
increase the Spellcraft DC by +1, up to 1,000 cubic feet. For
each additional 100 cubic feet of matter animated after the first
1,000 cubic feet, increase the spellcraft DC by +1. For each
additional Hit Die granted to an animated object of a given size,
increase the Spellcraft DC by +2. To animate attended objects
(objects carried or worn by another creature), increase the
Spellcraft DC by +10.
SEED:ANIMATE
DEAD
Necromancy [Evil]
Spellcraft DC: 23
Components: V, S
Casting Time: 1
minute
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 that follow his or her spoken commands. 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. (A destroyed
undead can’t be animated again.) Intelligent undead can
follow more sophisticated commands. The animate dead seed allows
a character to create 20 HD of undead. For each additional 1 HD
of undead created, increase the Spellcraft DC by +1. The undead
created remain under the caster’s control indefinitely. A
caster can naturally control 1 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. For each additional 2 HD of
undead to be controlled, increase the Spellcraft DC by +1. Only
undead in excess of 20 HD created with this seed can be
controlled using this DC adjustment. To both create and control
more than 20 HD of undead, increase the Spellcraft DC by +3 per
additional 2 HD of undead.
Type of Undead: All types of undead can be created with the
animate dead seed, although creating more powerful undead
increases the Spellcraft DC of the epic spell, according to the
table below. The GM must set the Spellcraft DC for undead not
included on the table, using similar undead as a basis for
comparison.
Undead
|
Spellcraft DC Modifier
|
Undead
|
Spellcraft DC
Modifier |
Skeleton |
-12
|
Wraith |
-2
|
Zombie |
-12
|
Mummy |
+0
|
Ghoul |
-10
|
Spectre |
+2
|
Shadow |
-8
|
Morhg |
+4
|
Ghast |
-6
|
Vampire |
+6
|
Wight |
-4
|
Ghost |
+8
|
SEED: ARMOR
Conjuration (Creation)
[Force]
Spellcraft DC: 14
Components: V, S
Casting Time: 1
minute
Range: Touch
Target: Creature
touched
Duration: 24 hours
(D)
Saving Throw: Will
negates (harmless)
Spell Resistance: Yes
(harmless)
This seed grants a creature additional armor, providing a +4
bonus to Armor Class. The bonus is either an armor bonus or a
natural armor bonus, whichever the caster selects. Unlike mundane
armor, the armor seed provides an intangible protection that
entails no armor check penalty, arcane spell failure chance, or
speed reduction. Incorporeal creatures can’t bypass the
armor seed the way they can ignore normal armor. For each
additional point of Armor Class bonus, increase the Spellcraft DC
by +2. The caster can also grant a creature a +1 bonus to Armor
Class using a different bonus type, such as deflection, divine,
or insight. For each additional point of bonus to Armor Class of
one of these types, increase the Spellcraft DC by +10.
SEED: BANISH
Abjuration
Spellcraft DC: 27
Components: V, S
Casting Time: 1
minute
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 14 HD of
extraplanar creatures. For each additional 2 HD of extraplanar
creatures banished, increase the Spellcraft DC by +1. To specify
a type or sub-type of creature other than outsider to be
banished, increase the Spellcraft DC by +20.
SEED: COMPEL
Enchantment (Compulsion)
[Mind-Affecting]
Spellcraft DC: 19
Components: V, M
Casting Time: 1
minute
Range: 75 ft.
Target: One living
creature
Duration: 20 hours or
until completed
Saving Throw: Will
negates
Spell Resistance:
Yes
This seed compels a target to follow a course of activity. At
the basic level of effect, a spell using the compel seed must be
worded in such a manner as to make the activity sound reasonable.
Asking the creature to do an obviously harmful act automatically
negates the effect (unless the Spellcraft DC has been increased
to avoid this limitation; see below). To compel a creature to
follow an outright unreasonable course of action, increase the
Spellcraft DC by +10. 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.
SEED: CONCEAL
Illusion (Glamer)
Spellcraft DC: 17
Components: V, S
Casting Time: 1
minute
Range: Personal or
touch
Target: You or a creature
or object of up to 2,000 lb.
Duration: 200 minutes or
until expended (D)
Saving Throw: None or
Will negates (harmless, object)
Spell Resistance: No or
Yes (harmless, object)
This seed can conceal a creature or object touched from sight,
even from darkvision. If the subject is a creature carrying gear,
the gear vanishes too, rendering the creature invisible. A spell
using the conceal seed ends if the subject attacks any creature.
Actions directed at unattended objects do not break the spell,
and causing harm indirectly is not an attack. To create
invisibility that lasts regardless of the actions of the subject,
increase the Spellcraft DC by +4. Alternatively, this seed can
conceal the exact location of the subject so that it appears to
be about 2 feet away from its true location; this increases the
Spellcraft DC by +2. 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. The conceal seed can also be
used to block divination spells, spell-like effects, and epic
spells developed using the reveal seed; this increases the
Spellcraft DC by +6. 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.
SEED: CONJURE
Conjuration
(Creation)
Spellcraft DC: 21
Components: V, S
Casting Time: 1
minute
Range: 0 ft.
Effect: Unattended,
nonmagical object of nonliving matter up to 20 cu. ft.
Duration: 8 hours
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. Simple
objects have a natural duration of 24 hours. For each additional
cubic foot of matter created, increase the Spellcraft DC by +2.
Attempting to use any created object as a material component or a
resource during epic spell development causes the spell to fail
and the object to disappear.
The conjure seed can be used in conjunction with the life and
fortify seeds for an epic spell that creates an entirely new
creature, if made permanent. To give a creature spell-like
abilities, apply other epic seeds to the epic spell that
replicate the desired ability. To give the creature a
supernatural or extraordinary ability rather than a spell-like
ability, double the cost of the relevant seed. Remember that two
doublings equals a tripling, and so forth. To give a creature Hit
Dice, use the fortify seed. Each 5 hit points granted to the
creature gives it an additional 1 HD. Once successfully created,
the new creature will breed true.
SEED: CONTACT
Divination
Spellcraft DC: 23
Components: V, S
Casting Time: 1
minute
Range: See text
Target: One
creature
Duration: 200
minutes
Saving Throw: None
Spell Resistance:
No
This seed forges a telepathic bond with a particular creature
with which the caster is familiar (or one that the caster can
currently see directly or through magical means) and can converse
back and forth. The subject recognizes the caster if it knows him
or her. It can answer in like manner immediately, though it does
not have to. The caster can forge a communal bond among more than
two creatures. For each additional creature contacted, increase
the Spellcraft DC by +1. The bond can be established only among
willing subjects, which therefore receive no saving throw or
spell resistance. For telepathic communication through the bond
regardless of language, increase the Spellcraft DC by +4. No
special influence is established as a result of the bond, only
the power to communicate at a distance.
At the base Spellcraft DC of 20, a caster can also use the
contact seed to imbue an object (or creature) with a message he
or she prepares that appears as written text for the
spell’s duration or is spoken aloud in a language the
caster knows. The spoken message can be of any length, but the
length of written text is limited to what can be contained (as
text of a readable size) on the surface of the target. The
message is delivered when specific conditions are fulfilled
according to the caster’s desire when the spell is
cast.
SEED: DELUDE
Illusion (Figment)
Spellcraft DC: 14
Components: V, S
Casting Time: 1
minute
Range: 12,000 ft.
Effect: Visual figment
that can extend for up to twenty 30-ft. cubes (S)
Duration: Concentration
plus 20 hours
Saving Throw: Will
disbelief (if interacted with)
Spell Resistance:
No
A spell developed with the delude seed creates the visual
illusion of an object, creature, or force, as visualized by the
caster. The caster can move the image within the limits of the
size of the effect by concentrating (the image is otherwise
stationary). The image disappears when struck by an opponent
unless the caster causes the illusion to react appropriately. For
an illusion that includes audible, olfactory, tactile, taste, and
thermal aspects, increase the Spellcraft DC by +2 per extra
aspect. Even realistic tactile and thermal illusions can’t
deal damage, however. For each additional image to be created,
increase the Spellcraft DC by +1. For an illusion that follows a
script determined by the caster, increase the Spellcraft DC by
+9. The figment follows the script without the caster having to
concentrate on it. The illusion can include intelligible speech
if desired. For an illusion that makes any Area appear to be
something other than it is, increase the Spellcraft DC by +4.
Additional components, such as sounds, can be added as noted
above. Concealing creatures requires additional spell development
using this or other seeds.
SEED: DESTROY
Transmutation
Spellcraft DC: 29
Components: V, S
Casting Time: 1
minute
Range: 12,000 ft.
Target: One creature, or
up to a 10-foot cube of nonliving matter
Duration:
Instantaneous
Saving Throw: Fortitude
half
Spell Resistance:
Yes
This seed deals 20d6 points of damage to the target. The
damage is of no particular type or energy. For each additional
1d6 points of damage dealt, increase the Spellcraft DC by +2. If
the target is reduced to -10 hit points or less (or a construct,
object, or undead is reduced to 0 hit points), it is 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. 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
Spellcraft DC: 19
Components: V, S
Casting Time: 1
minute
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. 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. For each additional
+1 on the dispel check, increase the Spellcraft DC by +1. 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. Any
creature, object, or spell is potentially subject to the dispel
seed, even the spells of gods and the abilities of artifacts. A
character automatically succeeds on the dispel check against any
spell that he or she cast him or her self.
SEED: ENERGY
Evocation [Acid, Fire,
Electricity, Cold, or Sonic]
Spellcraft DC: 19
Components: V, S
Casting Time: 1
minute
Range: 300 ft. or touched
creature or object of 2,000 lb. or less
Area: A bolt 5 ft. wide
to 300 ft. long; or a 10-ft.-radius emanation; or a wall whose
Area is up to one 200-ft. square; or a sphere or hemi-sphere with
a radius of up to 20 ft.
Duration: Instantaneous
or 20 hours (see text)
Saving Throw: Reflex
half
Spell Resistance:
Yes
This seed uses whichever one of five energy types the caster
chooses: acid, cold, electricity, fire, or sonic. The caster can
cast the energy forth as a bolt, imbue an object with the energy,
or create a freestanding manifestation of the energy. If the
spell developed using the energy seed releases a bolt, that bolt
instantaneously deals 10d6 points of damage of the appropriate
energy type, and all in the bolt’s area must make a Reflex
save for half damage. For each additional 1d6 points of damage
dealt, increase the Spellcraft DC by +2. The bolt begins at the
caster’s fingertips. To imbue another creature with the
ability to use an energy bolt as a spell-like ability at its
option or when a particular condition is met, increase the
Spellcraft DC by +25. The caster can also cause a creature or
object to emanate the specific energy type out to a radius of 10
feet for 20 hours. The emanated energy deals 2d6 points of energy
damage per round against unprotected creatures (the target
creature is susceptible if not separately warded or otherwise
resistant to the energy). For each additional 1d6 points of
damage emanated, increase the Spellcraft DC by +2. The caster may
also create a wall, half-circle, circle, dome, or sphere of the
desired energy that emanates the energy for up to 20 hours. One
side of the wall, selected by the caster, sends forth waves of
energy, dealing 2d4 points of energy damage to creatures within
10 feet and 1d4 points of energy damage to those past 10 feet but
within 20 feet. The wall deals this damage when it appears and 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. The wall deals double damage to
undead creatures. For each additional 1d4 points of damage,
increase the Spellcraft DC by +2.
The caster can also use the energy seed to create a spell that
carefully releases and balances the emanation of cold,
electricity, and fire, creating specific weather effects for a
period of 20 hours. Using the energy seed this way has a base
Spellcraft DC of 25. The area extends to a two-mile-radius
centered on the caster. Once the spell is cast, the weather takes
10 minutes to manifest. 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
an additional use of the energy seed.?
SEED: FORESEE
Divination
Spellcraft DC: 17
Components: V, S
Casting Time: 1
minute
Range: Personal
Target: You
Duration: Instantaneous
or concentration (see text)
The caster can foretell the immediate future, or gain
information about specific questions. He or she is 90% likely to
receive a meaningful reading of the future of the next 30
minutes. If successful, the caster knows if a particular action
will bring good results, bad results, or no result. For each
additional 30 minutes into the future, multiply the Spellcraft DC
by x2. For better results, the caster can pose up to ten specific
questions (one per round while he or she concentrates) to unknown
powers of other planes, but the base Spellcraft DC for such an
attempt is 23.? 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
0- to 9th-level spells of similar type, all questions answered
are 90% likely to be answered truthfully. However, a specific
spell using the foresee seed can only be cast once every five
weeks. The foresee seed is also useful for epic spells requiring
specific information before functioning, such as spells using the
reveal and transport seeds. The foresee seed can also be used to
gain one basic piece of information about a living target: level,
class, alignment, or some special ability (or one of an
object’s magical abilities, if any). For each additional
piece of information revealed, increase the Spellcraft DC by
+2.
SEED: FORTIFY
Transmutation
Spellcraft DC: 17 (see
text)
Components: V, S
Casting Time: 1
minute
Range: Touch
Target: Creature
touched
Duration: 20 hours;
permanent for age adjustment
Saving Throw: Will
negates (harmless)
Spell Resistance: Yes
(harmless)
Spells using the fortify seed grant a +1 enhancement bonus to
whichever one of the following the caster chooses:
-Any one ability score.
-Any one kind of saving throw.
-Spell resistance.
-Natural armor.
The fortify seed can also grant energy resistance 1 for one
energy type or 1 temporary hit point. For each additional +1
bonus, point of energy resistance, or hit point, increase the
Spellcraft DC by +2.
The fortify seed has a base Spellcraft DC of 23 if it grants a
+1 bonus of a type other than enhancement. For each additional +1
bonus of a type other than enhancement, increase the Spellcraft
DC by +6. If the caster applies a factor to make the duration
permanent, the bonus must be an inherent bonus, and the maximum
inherent bonus allowed is +5.
The fortify seed has a base Spellcraft DC of 27 if it grants a
creature a +1 bonus to an ability score or other statistic it
does not possess. For each additional +1 bonus, increase the
Spellcraft DC by +4. If a spell with the fortify seed grants an
inanimate object an ability score it would not normally possess
(such as Intelligence), the spell must also incorporate the life
seed.
Granting spell resistance to a creature that doesn’t
already have it is a special case; the base Spellcraft DC of 27
grants spell resistance 25, and each additional point of spell
resistance increases the Spellcraft DC by +4 (each -1 to spell
resistance reduces the Spellcraft DC by -2).
The fortify seed can also grant damage reduction 1/magic. For
each additional point of damage reduction, increase the
Spellcraft DC by +2. To increase the damage reduction value to
epic, increase the Spellcraft DC by +15.
A special use of the fortify seed grants the target a
permanent +1 year to its current age category. For each
additional +1 year added to the creature’s current age
category, increase the Spellcraft DC by +2. Incremental
adjustments to a creature’s maximum age do not stack; they
overlap. When a spell increases a creature’s current age
category, all higher age categories are also adjusted
accordingly.
SEED: HEAL
Conjuration
(Healing)
Spellcraft DC: 25
Components: V, S,
DF
Casting Time: 1
minute
Range: Touch
Target: Creature
touched
Duration:
Instantaneous
Saving Throw: Yes
(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. Such a spell
completely cures all diseases, blindness, deafness, hit point
damage, and temporary ability damage. To restore permanently
drained ability score points, increase the Spellcraft DC by +6.
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 the spell is needed to simultaneously
achieve all these effects. This seed does not restore levels or
Constitution points lost due to death. To dispel all negative
levels afflicting the target, increase the Spellcraft DC by +2.
This reverses level drains by a force or creature. The drained
levels are restored only if the creature lost the levels within
the last 20 weeks. For each additional week since the levels were
drained, increase the Spellcraft DC by +2.
Against undead, the influx of positive energy causes the loss
of all but 1d4 hit points if the undead fails a Fortitude saving
throw.
An epic caster with 24 ranks in Knowledge (arcana), Knowledge
(nature), or Knowledge (religion) can cast a spell developed with
a special version of the heal seed that flushes negative energy
into the subject, healing undead completely but causing the loss
of all but 1d4 hit points in living creatures if they fail a
Fortitude saving throw. Alternatively, a living target that fails
its Fortitude saving throw could gain four negative levels for
the next 8 hours. For each additional negative level bestowed,
increase the Spellcraft DC by +4, and for each extra hour the
negative levels persist, increase the Spellcraft DC by +2. If the
subject has at least as many negative levels as Hit Dice, it
dies. If the subject survives and the negative levels persist for
24 hours or longer, the subject must make another Fortitude
saving throw, or the negative levels are converted to actual
level loss.
SEED: LIFE
Conjuration
(Healing)
Spellcraft DC: 27
Components: V, S,
DF
Casting Time: 1
minute
Range: Touch
Target: Dead creature
touched
Duration:
Instantaneous
Saving Throw: None (see
text)
Spell Resistance: Yes
(harmless)
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 can have been dead for no longer than two
hundred years. For each additional ten years, increase the
Spellcraft DC by +1. 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 1 point of Constitution
if the subject was 1st level). The life seed cannot revive
someone who has died of old age.
An epic caster with 24 ranks in Knowledge (arcana), Knowledge
(nature), or Knowledge (religion) can cast a spell developed with
a special version of the life seed that gives actual life to
normally inanimate objects. You can give inanimate plants and
animals a soul, personality, and humanlike sentience. To succeed,
you must make a Will save (DC 10 + the target’s Hit Dice,
or the Hit Dice a plant will have once it comes to life).
The newly living object, intelligent animal, or sentient plant
is friendly toward the caster. An object or plant has
characteristics as if it were an animated object, except that its
Intelligence, Wisdom, and Charisma scores are all 3d6. Animated
objects and plants gain the ability to move their limbs,
projections, roots, carved legs and arms, or other appendages,
and have senses similar to a human’s. A newly intelligent
animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects,
animals, and plants speak one language that the caster knows,
plus one additional language that he or she knows per point of
Intelligence bonus (if any).
SEED: REFLECT
Abjuration
Spellcraft DC: 27
Components: V, S
Casting Time: 1
minute
Range: Personal
Target: You
Duration: Until expended
or 12 hours
Attacks targeted against the caster rebound on the original
attacker. Each use of the reflect seed in an epic spell is
effective against one type of attack only: spells (and spell-like
effects), ranged attacks, or melee attacks. To reflect an area
spell, where the caster is not the target but are caught in the
vicinity, increase the Spellcraft DC by +20. A single successful
use of reflect expends its protection. Spells developed with the
reflect seed against spells and spell-like effects return all
spell effects of up to 1st level. For each additional level of
spells to be reflected, increase the Spellcraft DC by +20. Epic
spells are treated as 10th-level spells for this purpose.
The desired effect is automatically reflected if the spell in
question is 9th level or lower. An opposed caster level check is
required when the reflect seed is used against another epic
spell. If the enemy spellcaster gets his spell through by winning
the caster level check, the epic spell using the reflect seed is
not expended, just momentarily suppressed.
If the reflect seed is used against a melee attack or ranged
attack, five such attacks are automatically reflected back on the
original attacker. For each additional attack reflected, increase
the Spellcraft DC by +4. The reflected attack rebounds on the
attacker using the same attack roll. Once the allotted attacks
are reflected, the spell using the reflect seed is expended.
SEED: REVEAL
Divination
Spellcraft DC: 19 (see
text)
Components: V, S
Casting Time: 1
minute
Range: See text
Effect: Magical
sensor
Duration: 20 minutes
(D)
Saving Throw: None
Spell Resistance:
No
The caster of this seed can see some distant location or hear
the sounds at some distant location almost as if he or she was
there. To both hear and see, increase the Spellcraft DC by +2.
Distance is not a factor, but the locale must be known-a place
familiar to the caster or an obvious one. The spell creates an
invisible sensor that can be dispelled. Lead sheeting or magical
protection blocks the spell, and the caster senses that the spell
is so blocked. If the caster prefers to create a mobile sensor
(speed 30 feet) that he or she controls, increase the Spellcraft
DC by +2. To use the reveal seed to reach one specific different
plane of existence, increase the Spellcraft DC by +8. To allow
magically enhanced senses to work through a spell built with the
reveal seed, increase the Spellcraft DC by +4. To cast any spell
from the sensor whose range is touch or greater, increase the
Spellcraft DC by +6; however, the caster must maintain line of
effect to the sensor at all times. If the line of effect is
obstructed, the spell ends. To free the caster of the line of
effect restriction for casting spells through the sensor,
multiply the Spellcraft DC by x10.
The reveal seed has a base Spellcraft DC of 25 if used to
pierce illusions and see things as they really are. The caster
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.
The reveal seed can also be used to develop spells that will
do any one of the following: duplicate the read magic spell,
comprehend the written and verbal language of another, or speak
in the written or verbal language of another. To both comprehend
and speak a language, increase the Spellcraft DC by +4.
SEED: SLAY
Necromancy [Death]
Spellcraft DC: 25
Components: V, S
Casting Time: 1
minute
Range: 300 ft.
Target: One living
creature
Duration:
Instantaneous
Saving Throw: Fortitude
partial or half (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 slay seed
kills a creature of up to 80 HD. 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. For each
additional 80 HD affected (or each additional creature affected),
increase the Spellcraft DC by +8. Alternatively, a caster can use
the slay seed in an epic spell to suppress the life force of the
target by bestowing 2d4 negative levels on the target (or half as
many negative levels on a successful Fortitude save). For each
additional 1d4 negative levels bestowed, increase the Spellcraft
DC by +4. If the subject has at least as many negative levels as
Hit Dice, it dies. If the subject survives and the negative
levels persist for 24 hours or longer, the subject must make
another Fortitude saving throw, or the negative levels are
converted to actual level loss.
SEED: SUMMON
Conjuration
(Summoning)
Spellcraft DC: 14
Components: V, S
Casting Time: 1
minute
Range: 75 ft.
Effect: One summoned
creature
Duration: 20 rounds
(D)
Saving Throw: Will
negates (see text)
Spell Resistance: Yes
(see text)
This seed can summon an outsider. It appears where the caster
designates and acts immediately, on his or her turn, if its spell
resistance is overcome and it fails a Will saving throw. 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 spell conjures an outsider the caster
selects of CR 2 or less. For each +1 CR of the summoned outsider,
increase the Spellcraft DC by +2. For each additional outsider of
the same Challenge Rating summoned, multiply the Spellcraft DC by
x2. 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.
If the caster increases the Spellcraft DC by +10, he or she
can summon a creature of CR 2 or less from another monster type
or subtype. The summoned creature is assumed to have been plucked
from some other plane (or somewhere on the same plane). The
summoned creature attacks the caster’s opponents to the
best of its ability; or, if the caster can communicate with it,
it will perform other actions. However, the summoning ends if the
creature is asked to perform a task inimical to its nature. For
each +1 CR of the summoned creature, increase the Spellcraft DC
by +2.
Finally, by increasing the Spellcraft DC by +60, the caster
can summon a unique individual he or she specifies from anywhere
in the multiverse. The caster must know the target’s name
and some facts about its life, defeat any magical protection
against discovery or other protection possessed by the target,
and overcome the target’s spell resistance, and it must
fail a Will saving throw. The target is under no special
compulsion to serve the caster.
SEED: TRANSFORM
Transmutation
Spellcraft DC: 21
Components: V, S
Casting Time: 1
minute
Range: 300 ft.
Target: One creature or
inanimate, nonmagical object
Duration: Permanent
Saving Throw: Fortitude
negates (see text)
Spell Resistance:
Yes
Spells using the transform seed change the subject into
another form of creature or object. The new form can range in
size from Diminutive to one size larger than the subject’s
normal form. For each additional increment of size change,
increase the Spellcraft DC by +6. If the caster wants to
transform a nonmagical, inanimate object into a creature of his
or her type or transform a creature into a nonmagical, inanimate
object, increase the Spellcraft DC by +10. To change a creature
of one type into another type increase the Spellcraft DC by
+5.
Transformations involving nonmagical, inanimate substances
with hardness are more difficult; for each 2 points of hardness,
increase the Spellcraft DC by +1.
To transform a creature into an incorporeal or gaseous form,
increase the Spellcraft DC by +10. Conversely, to overcome the
natural immunity of a gaseous or incorporeal creature to
transformation, increase the Spellcraft DC by +10.
The transform seed can also change its target into someone
specific. To transform an object or creature into the specific
likeness of another individual (including memories and mental
abilities), increase the Spellcraft DC by +25. If the transformed
creature doesn’t have the level or Hit Dice of its new
likeness, it can only use the abilities of the creature at its
own level or Hit Dice. If slain or destroyed, the transformed
creature or object reverts to its original form. The
subject’s equipment, if any, remains untransformed or melds
into the new form’s body, at the caster’s option. The
transformed creature or object acquires the physical and natural
abilities of the creature or object it has been changed into
while retaining its own memories and mental ability scores.
Mental abilities include personality, Intelligence, Wisdom, and
Charisma scores, level and class, hit points (despite any change
in its Constitution score), alignment, base attack bonus, base
saves, extraordinary abilities, spells, and spell-like abilities,
but not its supernatural abilities. Physical abilities include
natural size and Strength, Dexterity, and Constitution scores.
Natural abilities include armor, natural weapons, and similar
gross physical qualities (presence or absence of wings, number of
extremities, and so forth), and possibly hardness. Creatures
transformed into inanimate objects do not gain the benefit of
their untransformed physical abilities, and may well be blind,
deaf, dumb, and unfeeling. Objects transformed into creatures
gain that creature’s average physical ability scores, but
are considered to have mental ability scores of 0 (the fortify
seed can add points to each mental ability, if desired). For each
normal extraordinary ability or supernatural ability granted to
the transformed creature, increase the Spellcraft DC by +10. The
transformed subject can have no more Hit Dice than the caster has
or than the subject has (whichever is greater). In any case, for
each Hit Die the assumed form has above 15, increase the
Spellcraft DC by +2.
SEED: TRANSPORT
Conjuration[Teleportation]
Spellcraft DC: 27
Components: V, S
Casting Time: 1
minute
Range: Touch
Target: You and touched
objects or other touched willing creatures weighing up to 1,000
lb.
Duration: Instantaneous,
or 5 rounds for temporal transport
Saving Throw: None or
Will negates (see text)
Spell Resistance: No or
Yes (see text)
Spells using the transport seed instantly take the caster to a
designated destination, regardless of distance. For interplanar
travel, increase the Spellcraft DC by +4. For each additional 50
pounds in objects and willing creatures beyond the base 1,000
pounds, increase the Spellcraft DC by +2. The base use of the
transport seed provides instantaneous travel through the Astral
Plane. To shift the transportation medium to another medium
increase the Spellcraft DC by +2. The caster does not need to
make a saving throw, nor is spell resistance applicable to him or
her. Only objects worn or carried (attended) by another person
receive saving throws and spell resistance. For a spell intended
to transport unwilling creatures, increase the Spellcraft DC by
+4. 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.
As a special use of the transport seed, a caster can develop a
spell that temporarily transports him or her into a different
time stream (leaving the caster in the same physical location);
this increases the Spellcraft DC by +8. If the caster moves him
or herself, or the subject, into a slower time stream for 5
rounds, time ceases to flow for the subject, and its condition
becomes fixed-no force or effect can harm it until the duration
expires. If the caster moves him or her self into a faster time
stream, the caster speeds 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. Because of the
branching nature of time, epic spells used to transport a subject
into a faster time stream cannot be made permanent, nor can the
duration of 5 rounds be extended. More simply, the seed can haste
or slow a subject for 20 rounds by transporting it to the
appropriate time stream. This decreases the Spellcraft DC by
-4.
SEED: WARD
Abjuration
Spellcraft DC: 14
Components: V, S
Casting Time: 1
minute
Range: Touch
Target or Effect: Touched
creature or object of 2,000 lb. or less; or 10-ft.-radius
spherical emanation, centered on you
Duration: 24 hours
Saving Throw: None
Spell Resistance:
Yes
This seed can grant a creature protection from damage of a
specified type. The caster can protect a creature from standard
damage or from energy damage. The caster can protect a creature
or area from magic. Alternatively, he or she can hedge out a type
of creature from a specified area. A ward against standard damage
protects a creature from whichever two the caster selects of the
three damage types: bludgeoning, piercing, and slashing. For a
ward against all three types, increase the Spellcraft DC by +4.
Each round, the spell created with the ward seed absorbs the
first 5 points of damage the creature would otherwise take,
regardless of whether the source of the damage is natural or
magical. For each additional point of protection, increase the
Spellcraft DC by +2.
A ward against energy grants a 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 5 points of damage the creature would otherwise take
from the specified energy type, regardless of whether the source
of damage is natural or magical. The spell protects the
recipient’s equipment as well. For each additional point of
protection, increase the Spellcraft DC by +1.
A ward against a specific type of creature prevents bodily
contact from whichever one of several monster types the caster
selects. This causes the natural weapon attacks of such creatures
to fail and the creatures to recoil if such attacks require
touching the warded creature. The protection ends if the warded
creature makes an attack against or intentionally moves within 5
feet of the blocked creature. Spell resistance can allow a
creature to overcome this protection and touch the warded
creature.
A ward against magic creates an immobile, faintly shimmering
magical sphere (with radius 10 feet) that surrounds the caster
and excludes all spell effects of up to 1st level. Alternatively,
the caster can ward just the target and not create the radius
effect. For each additional level of spells to be excluded,
increase the Spellcraft DC by +20 (but see below). The area or
effect of any such spells does not include the area of the ward,
and such spells fail to affect any target within the ward. This
includes spell-like abilities and spells or spell-like effects
from magic items. However, any type of spell can be cast through
or out of the ward. The caster can leave and return to the
protected area without penalty (unless the spell specifically
targets a creature and does not provide a radius effect). The
ward could be brought down by a targeted dispel magic spell. Epic
spells using the dispel seed may bring down a ward if the enemy
spellcaster succeeds at a caster level check. The ward may also
be brought down with a targeted epic spell using the destroy seed
if the enemy spellcaster succeeds at a caster level check.
Instead of creating an epic spell that uses the ward seed to
nullify all spells of a given level and lower, the caster can
create a ward that nullifies a specific spell (or specific set of
spells). For each specific spell so nullified, increase the
Spellcraft DC by +2 per spell level above 1st.
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