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| lavekkia02-19-06, 09:07 AM | Post here your homebrew seeds and also modifications to existing ones. Please specify on a side note the spell from which the seed is derived (if existent) and the source. Unlike their non-epic counterparts, epic spells constructed with these seeds are not subjects to autotmatic destruction from things like a disintegrate spell, Mages Disjunction, a sphere of annihilation. Instead the caster level of the effect has to succeed on a dispel check against the epic spell.The DC for this dispel check is 11 + the spell’s caster level. However if it is a non-epic spell or supernatural ability is used to dispel and epic spell it´s caster level is capped at 20 (in case of a spell) or capped at the number of hit dice the target possesses (supernatural ability). If it´s a magic item or an artefact use the caster level of the item is cap to the dispel check. Any effect that can be destroyed by a disintegrate spell is also subject to destruction by the destroy seed, but it has to succeed on a caster level check(but whitout limitation). Even if the non-epic source of a seed states that dispel magic can´t affect it , the epic version is subject to dispel magic and epic spells using the dispel seed (although non-epic dispel spells are usually not powerfull enough to do that because of the capped caster level). If the non-epic version can be countered by a specify spell, the epic version (assuming that no other seeds are used) can be countered by it too, but the caster of the counter has to succed on a caster level check (cap 20 as usual ) Use this template when you create your seeds, don't use colors Name Of Seed school(subschool)[descriptors] Spellcraft DC: Components: Casting Time: Range: Target: Duration: Saving Throw: Spell Resistance: Comments..... by author name sidebar: Epic Seeds And Netherese Arcanist PrC The new seeds are divided into the three standard fields of study for the Arcanists light variation magic weapon invention, variation force invention temporal variation spell matrix invention* spiritual weapon invention, variation* contingency invention flight variation darkness invention, variation gravity invention, variation space invention, variation This table was provided by Karsus The Mad Sidebar: Psionic seeds by discipline: clairsentience metacreativity mythal, psionic (Mantle)(DC 40) space psychokinesis force darkness light spiritual weapon (DC 34) contingency telekinesis psychometabolism fusion (psionic seed) gravity flight magic weapon spell matrix psychoportation temporal shadow telepathy NOTE: if a seed has a DF component multiply the DC x 2 and round the result up New Homebrew seeds Light Evocation [light] Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: Touch/Long 1200 feet Target: Object touched/ 90 ft radius Duration: 200 min (D)/instantaneous Saving Throw: None(reflex half, see text) Spell Resistance: No(Yes see text) This seed causes an object touched to radiate illumination out to a 60 - foot radius. The seed negates all types of magical darkness automatically, the effects are automatically dispelled. Creatures affected by light (drow for example) suffer the normal consequences of being exposed to light. Magical darkness produced by a spell with the epic seed darkness is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping area of effect. Alternatively the seed can be used to emulate the effects of sunburst spell (6d6 dmg to every creature and blindness, reflex half and negate blindness; 20d6 dmg to undead, creatures harmed by light(such as vampires) are entiled to Reflex Saving Throw or be utterly destroyed, fungi, mold, oozes, and slimes are treated as undead); in this case the base DC is 29 For every +4 to the DC the seed deals another 1d6 of dmg, 2d6 dmg for undead by lavekkia Magic Weapon Transmutation Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: touch Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: 200 minutes Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Magic weapon gives a weapon a +5 enhancement bonus on attack and damage rolls. For each additional +1 bonus increase the Spellcraft DC by +40. Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.) You can’t cast a spell using this seed spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this seed. by banpai Force Evocation [Force] Spellcraft DC: 14 Components: V, S Casting Time: 1 minute Range: 300 ft/75 ft Target: 5 creatures 15 ft apart Duration: instantaneous/40 hours Saving Throw: None Spell Resistance: Yes/No The seed conjure five missiles made of pure force that strike unerringly their target. Every target suffer 1d4 + 1 hp damage(force), a single creature can be targeted by more than one missile, the missiles fail to hit if subject has total cover or concealment. One additional dart can be added for 5 point on the DC. Alternatively the seed can be used to conjure a cube of 10 ft made of pure energy, the base DC is 27. The cube is physically indestructible (at least using conventional means), spells and creatures can't normally pass through it. The cube extends even to the ethereal plane. To extend th cube even to Shadow Plane raise the DC by 25. Spells that normally affect a cube of force (such as disintegration or rod of cancellation ) must pass a caster lvl check. Epic spell with destroy seed must also pass a caster lvl check. The cube cannot be conjured inside solid objects: The part of the wall simply not appear leaving a hole; if the entire cube would be encased in solid object the spell fails. Adding an additional 10 to the cost the walls can be shaped to follow the bumps and holes of the object intersecting with the wall, this way the cube can be made airtight. If the object moves the wall retains the form of the object. lternatively the force seed creates an invisible wall of force, with base DC of 23. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However an Epic spell using the destroy seed, the dispel seed, a disintegrate spell, a a sphere of annihilation, a wish spell, a Mages Disjunction do not automatically destroy it as they do with a wall of force spell. If the caster of said spells succeeds on a dispell check (if an epic spell is used to dispell the barrier this check is casterlevel + 1d20 vs the caster level of the creator+15 - if a non-epic spell is used to destroy the effect the caster level is capped at 20) the barrier is destroyed. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force. The caster can form the wall into a flat, vertical plane whose area is up to 200 feet. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. Incresing the DC by 2 the wall can be turned to a floor (horizontal plane of same dimensions), incresing the DC by 4 the plane can go in every direction. For every 5 square feet more increase the DC by 1 by lavekkia Temporal Conjuration [Teleportation] Spellcraft DC: 31 Components: V, S Casting Time: 1 minute Range: Personal or touch Target: You or touched objects or other touched willing creatures weighing up to 1,000 lb. Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Spells using the temporal seed instantly transports the caster to the same location, but up to one hundred years into the past. For each additional ten years, increase the Spellcraft DC by +1. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The caster can bring along objects and willing creatures totaling up to 1,000 pounds. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, 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 through time, increase the Spellcraft DC by +4. The caster must be able to state the arrival time accurately, down to the minute. A spell using the temporal seed never transports the caster to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus a caster transporting to last month arrives closer to her goal than one traveling two hundred fifty years. The minimum temporal distance traveled is one day. A spell developed using the temporal seed requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even epic spells using the reveal seed cannot give definite enough knowledge to allow travel to the future to work. It is possible to use a spell using the temporal seed to also travel forward in time, but only to the point in the caster's life when the caster first went back in time. To allow time travel back to the future from the past, increase the Spellcraft DC by +2. To see how closely the caster arrives to the planned travel time, consult this table. Temporal Temporal Distance Traveled Drift* Chance of Mishap 1 day to 1 month +/- d8 minutes 5% 1 month to 1 year +/- d8 hours 7% 1 year to 10 years +/- d20 hours 10% 10 years to 100 years +/- d8 days 15% 100 years to 1,000 years +/- d20 days 20% 1,000 years + +/- d20 months 25% * There is a 50% chance that the number is a negative number. Add or subtract the temporal drift to the destination time to determine the exact time of arrival. To decrease chance of a mishap by 5%, increase the Spellcraft DC by +10. Mishaps result in the spell failing and the epic slot being wasted for that day. In the case that a traveler meets himself, the two travelers instantly lose control and attack each other with every ability and item at their disposal. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. by Karsus The Mad Spell Matrix Transmutation Spellcraft DC:25 Components: V, S Casting Time:1 Minute Range: Personal Effect:Matrix that hold one or more of your spells Duration:200 minutes Saving Throw:none Spell Resistance:no A spell developed with this seed creates a magical matrix upon your body. In the round after completion you can store a spell of up to third level into the matrix. You can only cast spells with a casting time of 1 standard action of shorter into the matrix. At the end of this round the matrix closes wheter of not it is filled with spells. After the matrix is closed you may cast the spell(s) in it as swift actions. Once you can store more than 2 spells in the matrix you can link any number of spells together into a spell sequence (as long as no spell is higher than 1 level lower than the highest level you can store in the matrix), once this is done you can cast each spell separate as a swift action or cast the whole sequence as a swift action. If the spell is successfully dispelled all spells in the matrix dissapear without triggering. If you die the matrix and all spells in it dissipate harmlessly. If you increase the DC by 4 you can store another spell into the matrix and the matrix closes 1 round later. If you increase the DC by 4 you can store spells one level higher in the matrix. If you increase the DC by 8 you can designate one spell or spell sequence to come into effect on your person or equipment under a certan condition. Not unlike the contingency spell the condition must be clear, but may be general in nature. Once the condition occurs you can´t stop it. by banpai Spiritual Weapon Evocation [Force] Spellcraft DC:17 Components: V S DF Casting Time: 1 standard action Range: Medium 300 ft. Effectt: Magic weapon of force Duration: 20 rounds Saving Throw: None Spell Resistance: Yes A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8+5. The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it, but only if they succed on a dispell check with their caster level capped at 20, Epic spells with the dispel or destroy seed can do the same but suffer no such limitation. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows. Chaos - Battleaxe Evil - Flail Good - Warhammer Law - Longsword by banpai Contingency Evocation Spellcraft DC: 25 Components: V, S Casting Time: 10 minutes Range: Personal Effect: 1 epic spell Duration: until triggered Saving Throw: n/a Spell Resistance: n/a This seed can be used in conjunction with other seeds to create contingent epic spells. In the simplest form the seed operates in the same way as the factor introduced in the Epic Level Handbook. Adding another 10 points to the DC the contingent spell can be activated as a swift action without the triggering conditions being met( See the Spell Mantle feat in Lost Empires Of Faerûn). By adding + 4 to the DC the caster can specify an additional condition; the spell trigger if ANY ONE of the existing conditions is met (see Elminster Evasion/Instant Refuge spell in Spell Compendium). By adding + 6 to the DC the caster can combine triggering conditions in a more complex way (for example specifying that 2 conditions need to occur together OR when another condition occurs). Finally the caster can choose to “held” the contingency: the caster can decide to block the spell as if the triggering condition has not been met. The caster can held the spell as an immediate action; if the caster is not able to take any action (for example because unconscious) he cannot block the spell triggering. This factor adds 20 to the DC. by lavekkia Flight Transmutation Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: touch Area: 1 creature touched Duration: 20 min Saving Throw: Will negates(harmless) Spell Resistance: Yes(harmless) The subject gain the ability to fly at a speed of 60 ft.(good). If the creature carries medium or heavy load the speed is decreased to 40 ft. Flying requires concentration equivalent to walking so the creature can cast spells or attack. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armour it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall(terminal velocity rules may apply). Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field. Adding 15 to the DC the flying class can be raised by 1 lvl up to perfect. By adding another 8 points to the DC the speed is increased by 10 feet. Adding 4 to the DC the duration is increased by 1 min. In this seed variant is not possible to increase the maximum load. Another use of the seed grant the touched creature the ability to fly at speed 40 ft(average) or 30 ft if carrying medium or heavy load, the duration is raised to 20 hours. The base DC is 23. For every + 4 to the DC the duration is increased by 1 hour. By adding + 4 to the DC the maximum load is increased by 100 lbs per lvl (as if Str score has increased by 5). In this seed variant is not possible to increase flying speed or class. by lavekkia Darkness Evocation[darkness] Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: Touch Target: Object/creature touched Duration: 20 days (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate shadowy illumination out to a 60 - foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as non-epic light spells or effects. Any non epic spell with Light descriptor is automatically dispelled. iIf the target is inside or under a lightproof covering, the spells effect is blocked until the covering is removed. A spell using the Light seed brought into an area of a spell using this seed (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. by unknown author Gravity Transmutation Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: 300 ft Area: 10 cubes of 10 ft (S) Duration: 20 round (D) Saving Throw: None, see text Spell Resistance: No This seed reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. The seed doesn’t work in no gravity or subjective gravity conditions. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. By adding 10 to the DC the caster can change the gravity plane as a swift action. If applied to a solid surface(wall of force counts as a solid surface) the spell creates a false gravity: an area with its own gravity source; the new gravity cancel out the previous gravitational field. By adding 20 to the DC the caster can increase the gravity field (heavy gravity) or decrease it (light gravity). See Dungeon Master Manual page 147 for effects of gravity. NOTE: to create a flying object that a character can walk upon (like a Netherese flying enclave) the caster must use 2 applications of gravity seed: one to cancel the local gravity field and another to create a new gravity field. by lavekkia Space Conjuration(Creation) Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: 75 ft Area: up to 60 cubes 10-ft (S) Duration: 40 hours (D) Saving Throw: None Spell Resistance: No The caster creates an extradimensional space of up to sixty 10-foot cubes in area. He may create any floor plan desired, to the limit of the spell's effect. The extradimensional space is bare, but the caster can bring objects in to furnish or decorate it as desired. The space can only be entered via a single freestanding portal (which can be up to 10 feet by 10 feet, so long as it does not exceed the size of the space into which it opens), which the caster can choose to make visible to others. He can also bind the entrance to a reflective object like a mirror, pool of water, or something similar, or to a doorway or teleportation spell; doing so increases the DC by + 2. Gravity inside the space is normal unless the caster uses the gravity seed to change it. Atmosphere inside the space is not refreshed (this would require an application of the energy(weather) seed). A medium sized creature would deplete it in 360 hours. See Underdark manual page 107 for details. Spells and items that access extradimensional spaces of their own (bags of holding, e.g.) function normally inside the space. Anyone inside the space may teleport, plane shift, or turn ethereal and leave that way, as well as return. However, the caster may ward the space so that no one can enter except by the door (DC + 10), no one can leave except by the door (DC + 5), or both (DC + 12)(This factors also require the application of ward seed with appropriate factors which are not included in this calculation). The space is not warded against scrying and divination magic (this would require a conceal seed). By adding + 1 to the DC the caster can create two unseen servants to serve everyone inside. The servant function as the Unseen Servant spell except for the fact that they are slightly visible and can go everywhere into the extradimensional space. Multiple applications conjure more servants. By adding 3 to the DC the caster can place furniture in one room or 10 ft cube, every 3 point added create furniture for another 10 ft cube. NOTE: this seed is based on the Legendary Handbook seed by lavekkia Telekinesis Transmutation Spellcraft DC: 23 Components: V, S Casting Time: 1 minute Range: 1200 ft Target: see text Duration: Concentration(20 rounds) / Instantaneous Saving Throw: Will negates or None Spell Resistance: Yes or No You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. Sustained Force A sustained force moves an object weighing no more than 375 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. By adding + 2 to the DC the duration increases by 1 round. By adding + 4 to the DC the caster can move 50 more pounds of weight. Combat Maneuver Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard or psion) or Charisma modifier (if a sorcerer or wilder) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 20 rounds, but it ends if you cease concentration. By adding + 5 to the DC the victim of the attempt receive a – 1 penalty on her check to prevent being bull rushed, disarmed, grappled(or pinned) or tripped. By adding + 30 to the DC the caster can attempt a sunder. Violent Thrust Alternatively, the spell energy can be spent in a single round. You can hurl up to 15 object or creature that are within range and all within 10 feet of each other toward any target within 375 feet. You can hurl up to a total weight of 375 pounds. You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard or psion) or Charisma modifier (if a sorcerer or wilder). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). By adding + 2 to the DC the caster can hurl another object. By adding + 4 to the DC the caster can increase the total weight by 50 pounds. By adding + 1 to the DC object or creatures can be 10 more feet apart one from the others. By adding + 8 to the DC the speed at which objects are hurled is doubled (that is weapons thrown by telekinesis add + 1 to dmg roll, non hard objects deal 2 points of dmg per 25 pounds and hard objects deal 2d6 dmgper 25 pounds; finally telekinesed creatures that hit a solid surface are treated as if falling from 20 feet (2d6)). by lavekkia Replicate Universal(depending on spell) Spellcraft DC: 23 Components: V, S Casting Time: 1 minute Range: personal(but see text) Target: 1 replicated spell Duration: instantaneous(but see text) Saving Throw: None(but see text) Spell Resistance: No(but see text) The seed can replicate the effect of any non-epic spell of 1st level of a single school of magic. The seed acquire magic school, descriptors, Range, Target or Area, Duration, Saving Throw and Spell Resistance of the replicated spell. The casting time remain fixed to 1 minute. The spell is cast as being of 20th lvl or the maximum allowed. All the damage caps apply normally. The spell is considered an epic spell for the purpose of dispelling. If the spell to be duplicated has an XP cost the caster must pay it in addition to the normal XP cost. Eventual material component are eschewed; costly material components are not ignored. Arcane focus and divine focus are needed as usual. Each additional spell level beyond 1st raise the Spellcraft DC by 5, each other school included raise the DC by 2. By adding 10 to the DC the caster can replicate arcane AND divine spells. NOTE: without this factor arcane caster can replicate ONLY arcane spells and divine casters are restricted to divine spells(epic multi class characters are thus advantaged a bit). By adding 20 to the DC the caster can replicate clerical Domain spells(1 allowed Domain per application). NOTE: to replicate Domain spells the caster must have 24 ranks in knowledge(religion), the seed acquire DF and the spell become a divine spell. If the caster is not able to cast divine spells the caster must also apply the preceding factor. By adding 12 to the DC the caster can ignore costly material components. by lavekkia Replicate, Psionic Universal(depending on power) Psicraft DC: 29 Display: same as power, Vi Manifesting Time: 1 minute Range: personal(but see text) Target: 1 replicated power Duration: instantaneous(but see text) Saving Throw: None(but see text) Power Resistance: No(but see text) The seed can replicate the effect of any power of 1st level of a single discipline. The seed acquire discipline, descriptors, Range, Target or Area, Duration, Saving Throw and Power Resistance of the replicated spell. The manifesting time remain fixed to 1 minute. Display are the same as normal power plus Vi display. The power is manifested as being of 20th lvl augmented to 20 lvl if applicable. The power is considered an epic spell for the purpose of dispelling. If the power to be duplicated has an XP cost the manifester must pay it in addition to the normal XP cost. Each additional power level beyond 1st raise the Psicraft DC by 5, each other discipline included raise the DC by 2. By adding 15 to the DC the caster can replicate Discipline powers (1 discipline allowed per application) OR Psychic Warrior powers; multiple applications stack. by lavekkia |
| lavekkia02-19-06, 09:07 AM | re Heal/Harm (3.5ed) Conjuration(Healing)/Necromancy Spellcraft DC: 25 Components: V, S, DF Casting Time: 1 minute Range: Touch Target: Creature touched Duration: instantaneous Saving Throw: Will negates(harmless) /Fort half(see text) Spell Resistance: Yes (harmless) / Yes 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, and temporary ability damage. The spell heals 150 hp of damage; for any additional 10 hp increase the DC by 2. 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 act as the harm variant of the seed. A variant of the seed charges a subject with negative energy that deals 150 points of damage; for any 10 points of damage added increase the DC by +2. If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1. Alternatively, a living target that fails its 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. by lavekkia Fusion Psychometabolism Psicraft DC: 29 Display: Au, Ma, Vi Manifesting Time: 1 minute Range: touch Target: 2 willing creatures of same type and size Duration: 20 min (D) Saving Throw: n/a or will negates Power Resistance: No or Yes Two willing creatures of the same size and type fuse into one being. One creature of manifester choice control the actions of the fused being. However, he can give up this control to the other creature. Once give up control, he cannot regain it unless the other creature relinquishes it. The fused being has current hit points plus the other creature’s current hit points. The fused being knows all the powers the two creatures know, has the sum of power points, and knows or has prepared any spells the creatures possesses (if any). Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being’s score is the higher of the two, and the fused being also has the higher Hit Dice or manifester level—this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of the manifester levels that the creatures possessed before becoming fused. You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends. When the power ends, the fused being separates. The creatures appears in an area adjacent that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through. Damage taken by the fused being is split evenly between the two when the power ends. One leave the fusion with more hit points than he entered it with, unless he were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split in half (one creature can leave with more points than he entered with, as long as he don’t exceed the maximum power points for his level and ability score). Ability damage and negative levels are also split. (If an odd number of negative levels or ability score reductions must be split, you decide who receives the additional loss.) If a fused being is killed, it separates into its constituent creatures, both of which are also dead. By adding 10 to the DC the manifester can include another being in the fusion: all the statistics are summed. By adding 3 to the DC the manifester can fuse 2 creatures of different size (1 size category of difference); multiple application of this factor stack. The resulting creature will be of a size between the two (rounded up)( so for example a medium and huge creature result in a large creature, merging a small and medium creature will result in a medium creature); the creature acquires all bonus and penalties of the new size. If the power affect creatures too large (or small) it simply fails. By adding another 15 to the DC the manifester can fuse unwilling creatures which gain a Will saving throw to negate the effect. Note: the arcane version of this seed is of Transmutation school, has DC of 34 and V, S, XP(500 per creature fused) components. by lavekkia Force Sword Evocation[Force] Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: One sword Duration: 20 rounds(D) Saving Throw: None Spell Resistance: Yes This seed brings a shimmering ,swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to 10 + half your caster level + your spellcasting stat modifier with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of x2. You can increase the enhancement bonus adding a +10 to the DC for each point of enhancement bonus you add (and adding the same bonus to attack and damage). You can increase the damage dice by +1d6 add +10 to the DC. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. If you want to change the sword as a free action, add +10 to the DC. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). The AC is automatically increased if you raise the enhancement bonus by the same amount. If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. To be able to recheck the spell resistance each time it attacks, multiply the DC x2. An epic caster with 24 ranks in Knowledge (Arcana) can use a special version of this seed in conjunction with the Destroy seed. This gives the created sword the following effects: * The sword bypasses any hardness of an object attacked, and has a +5 enhancement bonus, thay may be increased as normal. * Every time it hits an enemy or an object, the target suffers the normal effects of the destroy seed (indeed dealing additional +20d6 damage to each strike, Fortitude half). * The sword can bypass magical barriers that are created by a spell of 9th level or lower by Moonsprite Incarnum Conjuration (Creation) [Incarnum] [b]Spellcraft DC: 27. Components: V, S. Casting Time: 10 minutes. Target: The caster. Duration: 1 hour. Saving Throw: None. Spell Resistance: No. You can’t use this seed without the Incarnum Spellshaping feat. You gain 1 Essentia point to your Essentia Pool for the duration of the spell. For each adicional essentia point, increase the DC by +20. Later uses of this spell casted while the first is still in work won't increase your number of bonus Essentia points, it will replace it (even if the first use is better than the seccond). This use of the seed can't have higher duration than 24 hours, even with added factors. You can create diferent use of the basic one of the spell (with Touch range, ‘Will negates’ saving throw and ‘Creature touched’ target) that decreases the target’s essentia pool by 1 (+1 for each +20 in the DC of the spell) instead of increasing yours. The target first loses all not-invested essentia points, and then the invested ones (the target choses which of the invested points to lose). You can drain that essentia points, gaining them for the duration of the spell for another +27 on the Spellcraft DC. This is a Necrocarnum use of the seed, so the caster must be Evil or have the Necrocarnum Acolyte feat to be able to use it. The school of the seed changes from Conjuration to Necromancy in this use. Another special use of this seed (DC 1), that only works when combined with another seed (ignore Components, Range, Duration, Saving Throw and Spell Resistance of the Incarnum seed; use the basics of other seed), allows you to decrease the Spellcraft DC of the epic spell. For each Essentia Point invested in this use, the Spellcraft DC of the spell is decreased by -2. The exact amount of essentia must be defined in the development of the spell, and can't break your normal Essentia Capacity (see pages 19 and 212 of MoI). The amount of essentia invested during the cast of the spell is considered lost until the next day or while the spell is in effect, whichever is longer. by Ulthir |
| lavekkia02-19-06, 09:13 AM | even this one is reserved :) |
| lavekkia02-19-06, 10:05 AM | Guess everyone is too shy :D I ll do the first move :P Light Evocation [light] Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: Touch/Long 1200 feet Target: Object touched/ 90 ft radius Duration: 200 min (D)/instantaneous Saving Throw: None(reflex half, see text) Spell Resistance: No(Yes see text) This seed causes an object touched to radiate illumination out to a 60-foot radius. The seed negates all types of magical darkness automatically, the effects are automatically dispelled. Creatures affected by light (drow for example) suffer the normal consequences of being exposed to light. Magical darkness produced by a spell with the epic seed darkness is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping area of effect. Alternatively the seed can be used to emulate the effects of sunburst spell (6d6 dmg to every creature and blindness, reflex half and negate blindness; 20d6 dmg to undead, creatures harmed by light(such as vampires) are entiled to Reflex Saving Throw or be utterly destroyed, fungi, mold, oozes, and slimes are treated as undead); in this case the base DC is 29. For every +4 to the DC the seed deals another 1d6 of dmg, 2d6 dmg for undead by lavekkia EDIT: revised the seed and formatted EDIT: final version EDIT: found errors and corrected |
| Banpai02-20-06, 04:23 AM | Guess everyone is too shy :D I ll do the first move :P Light Evocation [light] Spellcraft DC: 14 Components: V, S Casting Time: 1 std action Range: Touch Target: Object touched Duration: 20 days (D) Saving Throw: None Spell Resistance: No This seed causes an object touched to radiate illumination out to a 60-foot radius. The seed negates all types of magical darkness automatically, the effects are automatically dispelled. Creatures affected by light (drow for example) suffer the normal consequences of being exposed to light. Magical darkness produced by a spell with the epic seed darkness is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping area of effect. The seed can be empowered to produce the same effects of sunlight (thus a vampire exposed to spell with Light should make a Saving Throw to resist destruction); the Spellcraft DC is raised by + 15. By raising the DC + 1 the radius of illumination increase by 10 ft. Nice seed, but maybe you could clarify how the empowered version affect vampires. IIRC every spell that produces light strong enough to harm them has a specified damage so you might want ot clarify this. Daylight (http://www.d20srd.org/srd/spells/sunburst.htm) Sunbeam (http://www.d20srd.org/srd/spells/sunbeam.htm) Sunburst (http://www.d20srd.org/srd/spells/sunburst.htm) |
| Banpai02-20-06, 04:46 AM | Well I guess it will be fun to participate. :) It is a mix beween Magic Weapon and Greater Magic Weapon, I chose the short duration since such a spell should not overshadow traditional crafting. I know it does not directly follow the guidelines but I hope it´s fine non the less. The +40 comes from the fact that the spell increased the enhancement bonus by +1 per 4 caster level and when you look at Epic pricing you find the sexy x10 multiplyer. So IMO the +40 is kida fair. Magic Weapon Transmutaion Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: touch Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: 200 minutes Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Magic weapon gives a weapon a +5 enhancement bonus on attack and damage rolls. For each additional +1 bonus increase the Spellcraft DC by +40. Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.) You can’t cast a spell using this seed spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this seed. EDIT:Duration increased to 200 minutes I hope it´s ok now |
| lavekkia02-20-06, 09:22 AM | Nice seed, but maybe you could clarify how the empowered version affect vampires. IIRC every spell that produces light strong enough to harm them has a specified damage so you might want ot clarify this. Daylight (http://www.d20srd.org/srd/spells/sunburst.htm) Sunbeam (http://www.d20srd.org/srd/spells/sunbeam.htm) Sunburst (http://www.d20srd.org/srd/spells/sunburst.htm) Perhaps it was not clear: the seed doen't replicate daylight, sunbeam or sunburst, it replicate Daylight, that is if a vampire is exposed to a spell with light seed act as if exposed to daylight (so for the first round can take only a move or standar action, the second round is utterly destroyed with no save) Thinking of it maybe is a bit too much, what do you think ? i should rise the DC of the empowerment ? EDIT: ok maybe it's better to state things a bit... i will go for sunburst equivalent |
| Banpai02-20-06, 11:18 AM | Guess everyone is too shy :D I ll do the first move :P Light Evocation [light] Spellcraft DC: 14 Components: V, S Casting Time: 1 std action Range: Touch /Long 1200 feet Target: Object touched/ 80 ft radius burst Duration: 20 days (D)/instantenous Saving Throw: None(reflex half, see text) Spell Resistance: No(Yes see text) This seed causes an object touched to radiate illumination out to a 90-foot radius. The seed negates all types of magical darkness automatically, the effects are automatically dispelled. Creatures affected by light (drow for example) suffer the normal consequences of being exposed to light. Magical darkness produced by a spell with the epic seed darkness is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping area of effect. By raising the DC + 1 the radius of illumination increase by 10 ft. Alternatively the seed can be used to emulate the effects of sunburst spell (6d6 dmg to every creature and blindness, reflex half and negate blindness; 20d6 dmg to undead, creatures harmed by light(such as vampires) are entiled to Reflex Saving Throw or be utterly destroyed, fungi, mold, oozes, and slimes are treated as undead); in this case the base DC is 29 by lavekkia EDIT: revised the seed and formatted Just some minor suggestions. |
| lavekkia02-20-06, 11:31 AM | Great :) the seed is finalized now... i'll copy it Thanks for the modifications BTW ;) |
| rob_douglas02-20-06, 11:40 AM | Actually, I would add a factor for increasing the damage of the Light. I would say +4 per 1d6 (since it is supposed to do lest damage than energy seeds). ROB |
| Banpai02-20-06, 11:55 AM | Actually, I would add a factor for increasing the damage of the Light. I would say +4 per 1d6 (since it is supposed to do lest damage than energy seeds). ROB :plotting: Its a good idea, I forgot to add that. However I would suggest that a +4 does increase the normal damage by 1d6 and the damage against undead(and stuff) by 2d6. |
| lavekkia02-20-06, 12:27 PM | added both suggestion thank you :) Banpai if you could reformat your seed i would be glad to add it. I m thinking about a force seed (very similar to energy seed), but i don't know if it would overlap with destroy. |
| Banpai02-20-06, 01:56 PM | We both screwed up casting time , it has to be 1 minute, I corrected mine already. |
| lavekkia02-20-06, 03:11 PM | DAMNDED DOUBLE POST :banghead: :banghead: :banghead: |
| lavekkia02-20-06, 03:12 PM | I have corrected the duration and added your seed. However i m not sure that 1 minute casting time is requirement for every seed: for example afflict has casting time of 1 action (but it may be an error, i don't know) For now let's say that every seed MUST have 1 minute casting time and V, S, (and eventually DF) components (psionic seeds have Vi components). If someone can shed light on this is welcome |
| Banpai02-21-06, 05:42 AM | Well, actually that depends on the base spell:If the base spell has only a verbal component we don´t have to add a S, unless we add options to emulate spells with said factor. If a divine spellcaster develops a spell (although some have housrules that limit acces to seeds or change the base DC for divene castes ) he will always require his focus IMO, but currently the only seeds with a divine factor are the ones restricted to divine casters.(Note that this is not fair, since their epic spells blast just as well as the arcane ones :mad: ) |
| lavekkia02-21-06, 05:50 PM | No, it's your fault because you are a faithless evil wizard and you will go to hell because you don't go to church every sunday morning ;) BTW here's another funny seed; i will use it soon on a epic Netherese spell i'm developing; needless to say even this one was destroyed by elven high mages of old Force Evocation [Force] Spellcraft DC: 14 Components: V, S Casting Time: 1 minute Range: 300 ft/75 ft Target: 5 creatures 15 ft apart Duration: instantaneous/40 hours Saving Throw: None Spell Resistance: Yes/No The seed conjure five missiles made of pure force that strike unerringly their target. Every target suffer 1d4 + 1 hp damage(force), a single creature can be targeted by more than one missile, the missiles fail to hit if subject has total cover or concealment. One additional dart can be added for 5 point on the DC. Alternatively the seed can be used to conjure a cube of 10 ft made of pure energy, the base DC is 27. The cube is physically indestructible (at least using conventional means), spells and creatures can't normally pass through it. The cube extends even to the ethereal plane. To extend th cube even to Shadow Plane raise the DC by 25. Spells that normally affect a cube of force (such as disintegration or rod of cancellation ) must pass a caster lvl check. Epic spell with destroy seed must also pass a caster lvl check. The cube cannot be conjured inside solid objects: The part of the wall simply not appear leaving a hole; if the entire cube would be encased in solid object the spell fails. Adding an additional 10 to the cost the walls can be shaped to follow the bumps and holes of the object intersecting with the wall, this way the cube can be made airtight. If the object moves the wall retains the form of the object. Alternatively the force seed creates an invisible wall of force, with base DC of 23. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However an Epic spell using the destroy seed, the dispel seed, a disintegrate spell, a a sphere of annihilation, a wish spell, a Mages Disjunction do not automatically destroy it as they destroy a wall of force spell. If the caster of said spells succeeds on a dispell check (if an epic spell is used to dispell the barrier this check is casterlevel + 1d20 vs the caster level of the creator+15 - if a non-epic spell is used to destroy the effect the caster level is capped at 20) the barrier is destroyed. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force. The caster can form the wall into a flat, vertical plane whose area is up to 200 feet. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. Incresing the DC by 2 the wall can be turned to a floor (horizontal plane of same dimensions), incresing the DC by 4 the plane can go in every direction. For every 5 square feet more increase the DC by 1 by lavekkia NOTE: i am in doubt if include the Mordekainen Sword Effect to the seed. EDIT : made the requested corrections; decided to NOT add the Mordekainen sword effect so this should be the final version |
| Rohano02-21-06, 07:12 PM | I'm thinking of creating some epic spells used to create magical traps... or just dormant, triggered magical effects. For instance, one of the ideas I want to put on paper is an epic spell that is put into, say, a plot of land under someone's house. I want the mage to be aware of each person to steps on that plot of land (maybe using a different seed), and, if the mage is nearby, be able to trigger the spell, which could cause an explosion or death ray or something. Anyone do anything like this before? Dormant, triggered magic effects? Kinda like magic traps, only there's no material trap. If someone could recommend a seed or something, I'd be glad. |
| Karsus the Mad02-21-06, 09:53 PM | I'm thinking of creating some epic spells used to create magical traps... or just dormant, triggered magical effects. For instance, one of the ideas I want to put on paper is an epic spell that is put into, say, a plot of land under someone's house. I want the mage to be aware of each person to steps on that plot of land (maybe using a different seed), and, if the mage is nearby, be able to trigger the spell, which could cause an explosion or death ray or something. Anyone do anything like this before? Dormant, triggered magic effects? Kinda like magic traps, only there's no material trap. If someone could recommend a seed or something, I'd be glad. Reveal so that your mage can sense anyone entering the area, energy/destroy/afflict, etc as the actual "trap", and the factor contingent (at will of caster) should be a decent starting point for you :) Use the mythal seed for more specific effects (prevalent powers keyed to attack anyone within the area only if the caster wills it, that sort of thing) would be more accurate I believe. :) |
| Karsus the Mad02-22-06, 01:33 AM | I figured I'd try my hand in the dastardly time travel area :) Needs work, I'm sure. Temporal Conjuration [Teleportation] Spellcraft DC: 31 Components: V, S Casting Time: 1 minute Range: Personal or touch Target: You or touched objects or other touched willing creatures weighing up to 1,000 lb. Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Spells using the temporal seed instantly transports the caster to the same location, but up to one hundred years into the past. For each additional ten years, increase the Spellcraft DC by +1. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The caster can bring along objects and willing creatures totaling up to 1,000 pounds. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, 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 through time, increase the Spellcraft DC by +4. The caster must be able to state the arrival time accurately, down to the minute. A spell using the temporal seed never transports the caster to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus a caster transporting to last month arrives closer to her goal than one traveling two hundred fifty years. The minimum temporal distance traveled is one day. A spell developed using the temporal seed requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even epic spells using the reveal seed cannot give definite enough knowledge to allow travel to the future to work. It is possible to use a spell using the temporal seed to also travel forward in time, but only to the point in the caster's life when the caster first went back in time. To allow time travel back to the future from the past, increase the Spellcraft DC by +2. To see how closely the caster arrives to the planned travel time, consult this table. Temporal Temporal Distance Traveled Drift* Chance of Mishap 1 day to 1 month +/- d8 minutes 5% 1 month to 1 year +/- d8 hours 7% 1 year to 10 years +/- d20 hours 10% 10 years to 100 years +/- d8 days 15% 100 years to 1,000 years +/- d20 days 20% 1,000 years + +/- d20 months 25% * There is a 50% chance that the number is a negative number. Add or subtract the temporal drift to the destination time to determine the exact time of arrival. To decrease chance of a mishap by 5%, increase the Spellcraft DC by +10. Mishaps result in the spell failing and the epic slot being wasted for that day. In the case that a traveler meets himself, the two travelers instantly lose control and attack each other with every ability and item at their disposal. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. |
| lavekkia02-22-06, 08:07 AM | You should stat what happens if the traveler change an important event in history (the time stream forks and another universe is created ? the present simply changes ? ) Also you should explain the eventual role of deities (In old Mystara Campaign setting The Immortals diverted time travels that went too near certain events like the destruction of Blackmoor) And last but but not least you should add two focus components: a Delorean car with a nuclear engine on the rear and Michael J Fox that drives it :D :D :D (Nice work BTW ) |
| Banpai02-22-06, 08:31 AM | No, it's your fault because you are a faithless evil wizard and you will go to hell because you don't go to church every sunday morning ;) BTW here's another funny seed; i will use it soon on a epic Netherese spell i'm developing; needless to say even this one was destroyed by elven high mages of old Force Evocation [Force] Spellcraft DC: 14 Components: V, S Casting Time: 1 minute Range: 300 ft Target: 5 creatures 15 ft apart Duration: instantaneous/40 hours Saving Throw: None Spell Resistance: Yes/No The seed conjure five missiles made of pure force that strike unerringly their target. Every target suffer 1d4 + 1 hp damage(force), a single creature can be targeted by more than one missile, the missiles fail to hit if subject has total cover or concealment. One additional dart can be added for 5 point on the DC. By adding 8 to the DC the missiles can damage inanimate objects. Alternatively the seed can be used to conjure a cube of 10 ft made of pure energy, the base DC is 27. The cube is physically indestructible (at least using conventional means), spells and creatures can't normally pass through it. The cube extends even to the ethereal plane. To extend the cube even to the Astral plane raise the DC by 25; to extend th cube even to Shadow Plane raise the DC by another 25. Spells that normally affect a cube of force (such as disintegration or rod of cancellation ) must pass a caster lvl check. Epic spell with destroy seed must also pass a caster lvl check. The cube cannot be conjured inside solid objects: The part of the wall simply not appear leaving a hole; if the entire cube would be encased in solid object the spell fails. Adding an additional 10 to the cost the walls can be shaped to follow the bumps and holes of the object intersecting with the wall, this way the cube can be made airtight. If the object moves the wall retains the form of the object. by lavekkia NOTE: i am in doubt if include the Mordekainen Sword Effect to the seed. Ok so your seed allows to replicate Magic Missile and Forcecage - nice - however remove the factor to damage weapons, its far to efficient in destroying weapons, and since it has no save....... it´s just unfair if a caster can destroy your weapon with something like that. And I would highly suggest you to remove the factors regarding the second seed. It´s a matter of fact that force effects affect the Material and the Ethereal Plane. I think it is not possible to create the same barrier on the astral plane too since it is not a transitive plane (like the shadow plane that one is ok) . IMO if a caster desires to add the effect to block teleportation(or in other words astral travel) he will have to use another seed (based on forbidiance). Blocking Astral Travel is certanly not a force effect. BTW the range of Forcecage is close You can certanly add Mordenkainens Sword just make it expensive to increase the damage dice..we really need a spell like that. |
| Banpai02-22-06, 08:56 AM | I figured I'd try my hand in the dastardly time travel area :) Needs work, I'm sure. Temporal Conjuration [Teleportation] Spellcraft DC: 31 Components: V, S Casting Time: 1 minute Range: Personal or touch Target: You or touched objects or other touched willing creatures weighing up to 1,000 lb. Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Spells using the temporal seed instantly transports the caster to the same location, but up to one hundred years into the past. For each additional ten years, increase the Spellcraft DC by +1. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The caster can bring along objects and willing creatures totaling up to 1,000 pounds. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, 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 through time, increase the Spellcraft DC by +4. The caster must be able to state the arrival time accurately, down to the minute. A spell using the temporal seed never transports the caster to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus a caster transporting to last month arrives closer to her goal than one traveling two hundred fifty years. The minimum temporal distance traveled is one day. A spell developed using the temporal seed requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even epic spells using the reveal seed cannot give definite enough knowledge to allow travel to the future to work. It is possible to use a spell using the temporal seed to also travel forward in time, but only to the point in the caster's life when the caster first went back in time. To allow time travel back to the future from the past, increase the Spellcraft DC by +2. To see how closely the caster arrives to the planned travel time, consult this table. Temporal Temporal Distance Traveled Drift* Chance of Mishap 1 day to 1 month +/- d8 minutes 5% 1 month to 1 year +/- d8 hours 7% 1 year to 10 years +/- d20 hours 10% 10 years to 100 years +/- d8 days 15% 100 years to 1,000 years +/- d20 days 20% 1,000 years + +/- d20 months 25% * There is a 50% chance that the number is a negative number. Add or subtract the temporal drift to the destination time to determine the exact time of arrival. To decrease chance of a mishap by 5%, increase the Spellcraft DC by +10. Mishaps result in the spell failing and the epic slot being wasted for that day. In the case that a traveler meets himself, the two travelers instantly lose control and attack each other with every ability and item at their disposal. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. It´s kinda hard to tell but ......I don´t like it. Ever since these damned time travel spells apeared on the site I didn´t like them! It is simply to powerfull . Noone should wield this kind of power. The seed as written allows the BBEG to spring back into time and kill all the PCs mothers..... However if you really want to use time travel use the old AD&D spell from one of the free downloads. It allows time travel, but protects the timeline. I can certanly see why many netherese survivors would like to return to the time befor the fall and prevent a certan "event". |
| lavekkia02-22-06, 09:39 AM | Ok so your seed allows to replicate Magic Missile and Forcecage - nice - however remove the factor to damage weapons, its far to efficient in destroying weapons, and since it has no save....... it´s just unfair if a caster can destroy your weapon with something like that. And I would highly suggest you to remove the factors regarding the second seed. It´s a matter of fact that force effects affect the Material and the Ethereal Plane. I think it is not possible to create the same barrier on the astral plane too since it is not a transitive plane (like the shadow plane that one is ok) . IMO if a caster desires to add the effect to block teleportation(or in other words astral travel) he will have to use another seed (based on forbidiance). Blocking Astral Travel is certanly not a force effect. BTW the range of Forcecage is close You can certanly add Mordenkainens Sword just make it expensive to increase the damage dice..we really need a spell like that. Ok; the range was a typo, i intended to add a double range (300 ft / 75 ft). I will remopve the ethereal plane extension but keep the shadow plane extension. Regarding the object damaging, maybe i should allow a save for attended objects (but only for those) and raise the DC, don't know. The Modekainen sword seed has base DC of 27, don't know if i should add an option to combine with the Black Blade Of Disaster spell (for a + 20 DC), i expect suggestion. On the Temporal seed i would add a paragraph explaining in detail the consequences of modifiying timelines and eventual intervent of deities. |
| Ulthir02-22-06, 10:58 AM | I just made this seed, so it may have some errors. Incarnum Conjuration (Creation) [Incarnum] Spellcraft DC: 27. Components: V, S. Casting Time: 10 minutes. Target: The caster. Duration: 1 hour. Saving Throw: None. Spell Resistance: No. You can’t use this seed without the Incarnum Spellshaping feat. You gain 1 Essentia point to your Essentia Pool for the duration of the spell. For each adicional essentia point, increase the DC by +20. Later uses of this spell casted while the first is still in work won't increase your number of bonus Essentia points, it will replace it (even if the first use is better than the seccond). This use of the seed can't have higher duration than 24 hours, even with added factors. You can create diferent use of the basic one of the spell (with Touch range, ‘Will negates’ saving throw and ‘Creature touched’ target) that decreases the target’s essentia pool by 1 (+1 for each +20 in the DC of the spell) instead of increasing yours. The target first loses all not-invested essentia points, and then the invested ones (the target choses which of the invested points to lose). You can drain that essentia points, gaining them for the duration of the spell for another +27 on the Spellcraft DC. This is a Necrocarnum use of the seed, so the caster must be Evil or have the Necrocarnum Acolyte feat to be able to use it. The school of the seed changes from Conjuration to Necromancy in this use. Another special use of this seed (DC 1), that only works when combined with another seed (ignore Components, Range, Duration, Saving Throw and Spell Resistance of the Incarnum seed; use the basics of other seed), allows you to decrease the Spellcraft DC of the epic spell. For each Essentia Point invested in this use, the Spellcraft DC of the spell is decreased by -2. The exact amount of essentia must be defined in the development of the spell, and can't break your normal Essentia Capacity (see pages 19 and 212 of MoI). The amount of essentia invested during the cast of the spell is considered lost until the next day or while the spell is in effect, whichever is longer. by Ulthir |
| lavekkia02-23-06, 11:15 AM | Ulthir: sorry but at the moment i know nothing about incarnum so i can't I'm planning to develop a Contingency seed (a beter name would be spell matrix); because i'm planning to develop an epic version of Simbul's Spell Matrix. NOTE : someone on Dicefreaks boards has already developed this spell but i can't found it anymore and don't remember the author :( |
| lavekkia02-23-06, 11:35 AM | double post again :mad: |
| Karsus the Mad02-23-06, 01:05 PM | Ulthir: sorry but at the moment i know nothing about incarnum so i can't I'm planning to develop a Contingency seed (a beter name would be spell matrix); because i'm planning to develop an epic version of Simbul's Spell Matrix. NOTE : someone on Dicefreaks boards has already developed this spell but i can't found it anymore and don't remember the author :( You're a telepath aren't you? ;) I swear you can read my mind! :) |
| Banpai02-23-06, 01:35 PM | Ulthir: sorry but at the moment i know nothing about incarnum so i can't I'm planning to develop a Contingency seed (a beter name would be spell matrix); because i'm planning to develop an epic version of Simbul's Spell Matrix. NOTE : someone on Dicefreaks boards has already developed this spell but i can't found it anymore and don't remember the author :( Shhht be quite or She will hear you. In case you don´t know who I am speaking about :angelhide she is the greatest defender of Aglarond and her queen. She already made an epic version of this spell. But in case you want to summon her to this thread :plotting: just mention the words the chosen, Elminster, Antimagic field, invading Aglarond and killing Aglaronds queen. A private message might work too. And to say something with a little bit more substance: make two separate seeds one for contingency (you can base this one on contingeny and chain contingency) and a separate spell matix seed(basically a seed that allows you to create a matrix and cast spells into it). @Karsus: Any chance I can get a response on my unprovoked harted of your seed ? :D |
| lavekkia02-23-06, 02:02 PM | Karusus: no, i'm a seer, i have seen what tomorrow knows :D :D Can i consider the Force seed good enough to become final and add it to the official list ? |
| Banpai02-23-06, 02:15 PM | I just made this seed, so it may have some errors. Incarnum Conjuration (Creation) [Incarnum] Spellcraft DC: 27. Components: V, S. Casting Time: 10 minutes. Target: The caster. Duration: 1 hour. Saving Throw: None. Spell Resistance: No. You can’t use this seed without the Incarnum Spellshaping feat. You gain 1 Essentia point to your Essentia Pool for the duration of the spell. For each adicional essentia point, increase the DC by +20. Later uses of this spell casted while the first is still in work won't increase your number of bonus Essentia points, it will replace it (even if the first use is better than the seccond). This use of the seed can't have higher duration than 24 hours, even with added factors. You can create diferent use of the basic one of the spell (with Touch range, ‘Will negates’ saving throw and ‘Creature touched’ target) that decreases the target’s essentia pool by 1 (+1 for each +20 in the DC of the spell) instead of increasing yours. The target first loses all not-invested essentia points, and then the invested ones (the target choses which of the invested points to lose). You can drain that essentia points, gaining them for the duration of the spell for another +27 on the Spellcraft DC. This is a Necrocarnum use of the seed, so the caster must be Evil or have the Necrocarnum Acolyte feat to be able to use it. The school of the seed changes from Conjuration to Necromancy in this use. Another special use of this seed (DC 1), that only works when combined with another seed (ignore Components, Range, Duration, Saving Throw and Spell Resistance of the Incarnum seed; use the basics of other seed), allows you to decrease the Spellcraft DC of the epic spell. For each Essentia Point invested in this use, the Spellcraft DC of the spell is decreased by -2. The exact amount of essentia must be defined in the development of the spell, and can't break your normal Essentia Capacity (see pages 19 and 212 of MoI). The amount of essentia invested during the cast of the spell is considered lost until the next day or while the spell is in effect, whichever is longer. by Ulthir Ok I have to admid that my understanding of Incarnum isn´t t as well developed as about everything else (sports with balls aside :( ) but isn´t there a spell or power that can grand Esentia? If I understand the rules right (I borred the book from a friend) Essentia can power up feats chacras and soulsmelds so it´s kinda powerfull. ......I´ll have to read a little more about it ... |
| Ulthir02-23-06, 06:39 PM | IMO, this seed isn't overpowered. You're still limited by your Essentia Capacity based on your character level. The basic use of the seed is good if you need tons of essentia, but the DC of the spell will be high (maybe I should change it for +30/essentia). The third use of the seed is just repeating the basic use of lots of Incarnum Feats and Soulmelds. Remember that those lasts for 24 hours, but the seed only allow during the spell, and then your essentia is gone for 24 hours. I'm not sure about the seccond use of the seed. |
| Rohano02-23-06, 09:29 PM | Thanks, Karsus, for the tips. I've made several effective epic spells, but this area thing is something I've never attempted before. Mythal is in one of the FR books, right? :P |
| Banpai02-24-06, 06:32 AM | Karusus: no, i'm a seer, i have seen what tomorrow knows :D :D Can i consider the Force seed good enough to become final and add it to the official list ? No :D I think we really have to add a way to replicate Wall of Force. The reson behind this is actually very easy. Let´s say you are an epic level sorcerer and decided to protect your Kingdom of Magic with a barrier to keep unwantedd people out. Of course I could throw XP at the problem (dozens of wall of force spells with permanency) or throw fortunes (Mythal seed with a wall of force power). But since you are currently creating the force seed lets just incorporate it, shall we? Alternatively the force seed creates an invisible wall of force the base DC for this use of the force seed is 23. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However an Epic spell using the destroy seed, the dispel seed, a disintegrate spell, a a sphere of annihilation, a wish spell, a Mages Disjunction do not automatically destroy it as they destroy a wall of force spell. If the caster of said spells succeeds on a dispell check (if an epic spell is used to dispell the barrier this check is casterlevel + 1d20 vs the caster level of the creator+15 - if a non-epic spell is used to destroy the effect the caster level is capped at 20) the barrier is destroyed. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force. The caster can form the wall into a flat, vertical plane whose area is up to 200 feet. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. For every 5 feet more increase the DC by 1 It´s not perfect and you will probably have to rewrite it to add it to your seed but I hope it helps. If you really want to add Mage Sword too: Alternatively the seed can bring into being a shimmering, swordlike plane of force In this case the DC is 28. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to 20l + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of ×2. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. To increase the attack bonus by 1 increase the DC by 1 To increase the damage dice by 1d6 increase the DC by 5. |
| Banpai02-24-06, 06:41 AM | The Dreaded Doublepost |
| lavekkia02-24-06, 07:33 AM | aren't we putting too much in single seed ? the magic sword can be replicated with the shadow seed (but is ok to include the wall of force seed) |
| lavekkia02-24-06, 01:12 PM | EDIT: this seed was trash, it's gone in its proprer place, the trash bin. |
| Banpai02-24-06, 02:10 PM | aren't we putting too much in single seed ? the magic sword can be replicated with the shadow seed (but is ok to include the wall of force seed) Well we can make them single seeds just as well, let´s make one seed for the damage spells (Magic Missile, Mordenkainens Force Missile (or chain Missile in the Spell Compendium IIRC, M´s Sword) one for Wall of Force and Forcecage and one for shield. Would that be a suitable suggestion? |
| lavekkia02-24-06, 03:16 PM | Well we can make them single seeds just as well, let´s make one seed for the damage spells (Magic Missile, Mordenkainens Force Missile (or chain Missile in the Spell Compendium IIRC, M´s Sword) one for Wall of Force and Forcecage and one for shield. Would that be a suitable suggestion? We have already the shadow seed that can be used to duplicate the effect of non - epic spells, new seeds should cover areas of magic not covered by standard seeds (for this reason i created the light seed). In fact the force seed has so many applications that trying to include them all is pointless. Just take a look here: select the force descriptor and try to look how many types of spell come out http://www.d20srd.org/filters/spell.php , and remember that these are only the ones stated in PHB) So i think that Mage Sword (new manuals have removed names from spells) blade barrier, shield, mage armour and spiritual weapon can be left out (or maybe be included in your Magic Weapon seed). That leave us with Bigby hands and Otiluke spheres. What shall we do ? These have clearly too narrow field of application and can be replicated using the shadow seed. Now that i think of it someone (but not me; i m busy on other seeds and spells now; not to mention the fact that i have also a real life to bring on) could develop a telekinesis seed that could include the effects of various hands and spheres and floating disk and others i don't remember now. |
| Banpai02-24-06, 04:51 PM | Don't tell this to the Witch Queen of Aglarond ;) Spell Matrix/Power Matrix Transmutation Spellcraft/Psicraft DC: 31/35 Components: V, S, XP/Vi, Ma, XP Casting Time: 1 minute Range: Personal Effect: Matrix that holds spells/powers Duration: 200 min or until discharged Saving Throw: None Spell Resistance: No The seed is used to create a holding place for spells or powers. The matrix can hold 3 spells/powers of 1 - 3rd lvl (from now on the word spell will be used, if an effect is not applicable to powers there will be a side note) When the matrix is open the spells are cast with the Quicken Spell metamagic feat; when the spell is recalled from the matrix is gone and cannot be recovered. To add another feat to spell cast(for example empower spell) raise the DC by 7 x Metamagic lvl increase. If the feat is not applicable to the spell it is added to the matrix anyway (wasting a slot) but when used it fails and is lost. The spells must be in the allowed list (use the rules for wand and staff creation) at the time of casting. To add a spell of different source(for example to add divine spells for arcane casters) rise the DC by 30. NOTE : psion/wilders can add discipline powers by raising the DC by 15 To increase the lvl of spells cast add 20 to the DC; for every one spell added to the matrix beyond 3 increase the DC by 5 x number of spells added above 3 (thus adding a 4th spell would rise the DC by 5, adding a 5th spell would rise the DC by 10 + 5 for the 4th spell and so on). Epic spells cannot be included into the matrix. The matrix can be modified to cast chains of spells (that is more that one spell at time) by adding 10 to the DC. Another use of the seed allows the caster to create a spellpool, a magical reservoir of mystical energy. The base DC for this application is 27, the duration become Permanent. See Magic Of Faerûn for rules about spellpools. The base spellpool width(the probability of finding a given spell at any time) is 20 % and decrease by 5 % for every lvl of spell above 1st (if probability falls to 0 or below the spell is not there) By adding 25 to the DC the spellpool widens (in game terms the probability of finding a given spell raise by 5 %). Note that paying the spell debt (see rules in MoF) doesn’t ensure the availability of the spell even for the successive round. By adding another 10 to the DC the caster who pays the debt can hope to retrieve the spell later (+ 10 % on his own spells). The probability boost drops to 5 % after 10 hours and 0 after 20 hours, the spell is considered wasted by someone else after 24 hours. The spellpool can accept 15 spellcasters of any lvl as contributors. Raising the DC by 4 adds another contributor. Multiplying the DC x 2 allows the caster to use the spell pool without the need to reserve an open spell slot. (This factor must me applied last, but before mitigating factors). Note: epic manifesters can create a psipool, the pool however doesn’t grant the necessary PP to manifest the power. This rule applies also to spellcasters if you use the Spell Point variant rule in Unearthed Arcana. XP Costs: 12000 xp by lavekkia Please don´t get me wrong, but WHAT A MESS. I know all íncarnations of the spell matix spells but yours is kinda .... different. I will try my own version if you don´t mind. Spell Matrix Transmutation Spellcraft DC:25 Components: VS Casting Time:1 Minute Range: Personal Effect:Matrix that hold one or more of your spells Duration:200 minutes Saving Throw:none Spell Resistance:no A spell developed with this seed creates a magical matrix upon your body. In the round after completion you can store a spell of up to third level into the matrix. You can only cast spells with a casting time of 1 standard action of shorter into the matrix. At the end of this round the matrix closes wheter of not it is filled with spells. After the matrix is closed you may cast the spell(s) in it as swift actions. Once you can store more than 2 spells in the matrix you can link any number of spells together into a spell sequence (as long as no spell is higher than 1 level lower than the highest level you can store in the matrix), once this is done you can cast each spell separate as a swift action or cast the whole sequence as a swift action. If the spell is successfully dispelled all spells in the matrix dissapear without triggering. If you die the matrix and all spells in it dissipate harmlessly. If you increase the DC by 4 you can store another spell into the matrix and the matrix closes 1 round later. If you increase the DC by 4 you can store spells one level higher in the matrix. If you increase the DC by 8 you can designate one spell or spell sequence to come into effect on your person or equipment under a certan condition. Not unlike the contingency spell the condition must be clear, but may be general in nature. Once the condition occurs you can´t stop it. by author name Actually I am really proud on my Version. Now on your take on Spellpools, I have to admid it certanly is a very creative apporach, but I have to admid that I prefer the Spell Karsus the Mad post recently. Now of course I have to explain why: The Mythal Seed is IMO suitable since it creates a permanent effect, that isn´t easily dispellled. Ift costs a rather big load of money (for high level, not jet epic characters) to create such a powerfull magical web, nexus , wizard mythal or matrix whatever name you prefer. It´s easier to create a Mythal if you ancor it and give it a capstone (immagine a great silver statue of Mystra or a rune etched obelisk in one of the guild headquarters (like the watchfull order) - this certanly gets some style points from me :) . A Spellpool is IMO something like filesharing or to give it another name ...the Internet. The Internet was innitially developed to prevent data loss by saving making data accessable over a nework. A spellpool is very similar, the members cast spells into them or in other words share access to them with others. Unfortunately if nobody ever send a maximized cloudkill into it you can´t "draw" one out of it. But the fact that many other guildmembers will regularly send more spells to the spellpool to provide an inventive for other spellcasters to enter their guild. One of the greatest benefits of this arangement is that a wandering wizard can scribe a recently developed spell (a spell developed by a guild member) can spread easily in the whole guild. And since our beloved Lady of Magic - or the old I don´t care overly much what you do with your magic guy, usually support the spread of new spells (he wants to delay the time until all magic of Oerth dissapears - she gains power from the number of weave users....) their churces usually support such organisations. I hope you can read it my keyboard is kinda broken.... anyways your spellpool seed could still lead to very interresting things... like How many spell levels can a spell pool hold at the time, how many members can it support, is the magical matrix strong enough to hold spells from spell slots above 9th?...... so many pretty thoughs my brain would certanly be a delicious for a mind flayer, unfortunately mine is far to lbig now (see new avatar :D ) |
| Banpai02-24-06, 05:13 PM | We have already the shadow seed that can be used to duplicate the effect of non - epic spells, new seeds should cover areas of magic not covered by standard seeds (for this reason i created the light seed). In fact the force seed has so many applications that trying to include them all is pointless. Just take a look here: select the force descriptor and try to look how many types of spell come out http://www.d20srd.org/filters/spell.php , and remember that these are only the ones stated in PHB) So i think that Mage Sword (new manuals have removed names from spells) blade barrier, shield, mage armour and spiritual weapon can be left out (or maybe be included in your Magic Weapon seed). That leave us with Bigby hands and Otiluke spheres. What shall we do ? These have clearly too narrow field of application and can be replicated using the shadow seed. Now that i think of it someone (but not me; i m busy on other seeds and spells now; not to mention the fact that i have also a real life to bring on) could develop a telekinesis seed that could include the effects of various hands and spheres and floating disk and others i don't remember now. Well, the shadow seed is certanly a nice way to replicate spells, but it´s not really good if you want to change the spells much. And Actually I am not shure if you have to specify the spell you want to replicate (of course if you want to use the seed together with other seeds you might have to specify it) when you develop the spell or you can chose the spell at the time of casting (not unlike limited wish). Give me some time to think about them I´ll make up something soon. |
| Banpai02-25-06, 07:33 AM | Here is one for divine casters Spiritual Weapon Evocation [Force] Spellcraft DC:17 Components: V S DF Casting Time: 1 standard action Range: Medium 300 ft. Effectt: Magic weapon of force Duration: 20 rounds Saving Throw: None Spell Resistance: Yes A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8+5. The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it, but only if they succed on a dispell check with their caster level capped at 20, Epic spells with the dispel or destroy seed can do the same but suffer no such limitation. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows. Chaos Battleaxe Evil Flail Good Warhammer Law Longsword It think we should put something on top of the seed list like: Unlike their non-epic counterparts, epic spells constructed with these seeds are not subjects to autotmatic destruction from things like a disintegrate spell, Mages Disjunction, a sphere of annihilation. Instead the caster level of the effect has to succeed on a dispel check against the epic spell.The DC for this dispel check is 11 + the spell’s caster level. However if it is a non-epic spell or supernatural ability is used to dispel and epic spell it´s caster level is capped at 20 (in case of a spell) or capped at the number of hit dice the target possesses (supernatural ability). If it´s a magic item or an artefact use the caster level of the item is cap to the dispel check. Any effect that can be destroyed by a disintegrate spell is also subject to destruction by the destroy seed, but it has to succeed on a caster level check(but whitout limitation). Even if the non-epic source of a seed states that dispel magic can´t affect it , the epic version is subject to dispel magic and epic spells using the dispel seed (although non-epic dispel spells are usually not powerfull enough to do that because of the capped caster level). If the non-epic version can be countered by a specify spell, the epic version (assuming that no other seeds are used) can be countered by it too, but the caster of the counter has to succed on a caster level check (cap 20 as usual :) ) |
| lavekkia02-25-06, 10:20 AM | i have removed my seed |
| Banpai02-25-06, 12:08 PM | i have removed my seed Sorry I didn´t want to make you sad :( I am like a big ball - it´s starts slow but once it has reached a certan speed it is unstopable. |
| Chosen0103-02-06, 02:47 AM | There are additional seeds here - Link (https://shtar.pbwiki.com/f/legendary%20spell%20rules.zip). |
| Karsus the Mad03-02-06, 03:14 AM | @Karsus: Any chance I can get a response on my unprovoked harted of your seed ? Oops! I completely missed this (damn...my arcane sight duration expired...really need to get that permanent). You hate my seed? Good ;) So do I:P I hate unrestricted time travel, but someone had to make a time seed simply because everyone hates it, and I love doing things such as that...I can't help myself :embarrass ...I'm sick like that:bigeyes: hehehe |
| Banpai03-02-06, 05:42 AM | Well Blind Guardian might sing about time, but their material isn´t as usefull as this: From Netheril Empire of Magic, I really suggest to read it in that very book. free stuff (http://www.wizards.com/default.asp?x=dnd/dnd/downloads) Time Traveling A Netheril campaign in which modern-day heroes travel back through time to the age of Netheril carries with it more than just the knowledge that the player characters bring with them. Fortunately‚ travel back into Faerûn’s is jealously guarded by the god that carries the portfolio of time. In Netheril’s case‚ Mystryl stood watch over the time conduit that led to the land of the Netherese. Mystryl understood that time traveling would become an interest to spellcasters at some point. Instead of allowing spellcasters to come up with their own methods for time travel, Mystryl took it upon herself to establish how magic and time travel could work together. To this end, she created the time conduit spell. Spells from the Chronomancer supplement don’t allow a character access to the Netherese time period. Time Conduit Mystryl created the time conduit spell to allow travel through time on her terms. Wizards who sought to create new spells that evaded the rules of time travel inevitably failed, their research leading them back to the conclusion that Mystryl’s time conduit spell was the only way to time travel. Its drawbacks, however, made it nearly impossible for time travelers to alter history (which, for many spellcasters, was the only reason to time travel). The decision as to allow player characters the ability to alter the timeline is left in the hands of the Dungeon Master. The official timeline remains as detailed here, assuming that player-characters were unable to make changes that prevented the fall of Netheril and the reformation of magic. The follow-up adventure to the Netheril: Empire of Magic campaign expansion, How the Mighty are Fallen‚ details the final days of Netheril based on the information presented in these pages. Mystryl established links to each year of Netheril’s existence. Spellcasters and their companions who traveled back in time always arrived at the start of the new year‚ and they always left on the final night of that year. Nothing‚ not even anti-magic shells or prismatic spheres could prevent the magic from pulling a time-traveler back to his current time.This limitation didn’t bother wizards nearly so much as the side-effects of time traveling . Magical items couldn’t go with the travelers‚ and memorized spells were wiped from memory (many theorize that this stored mental energy is actually what powers the spell). Armor and weapons that didn’t exist at the destination likewise couldn’t go with the time traveler (so full- and field-plate armor can never go back in time to Netheril). Spell books and scrolls could go back in time, but spells that don’t exist at the destination time simply appear as blank pages (such spells reappear when the time traveler returns to his own time). Innate abilities granted by a god in one time might not exist in the destination time period, but that is detailed in the Gods of Netheril chapter. The time conduit spell, detailed below, is an extraordinarily difficult spell to obtain; researching the spell could take many years. High-level player characters might be able to find a long-lived wizard (such as Larloch the lich, the Simbul, Elminster of Shadowdale, Khelben “Blackstaff” Arunsun, and others) who would be willing to trade such a spell for something the PC holds dear or in exchange for a “small” task. Extraordinarily lucky PCs might find a copy in an ancient tomb somewhere in the North. Ninth-Level Spell: Time Conduit (Alteration, Chronomancy) Range: 30 feet Components: V, S, M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None Upon casting this spell, a shimmering golden portal appears somewhere close to the caster (though the caster has no idea where the portal appears). The 10-foot circular opening appears to lead into a long tunnel filled with silvery-blue flashes of light. Creatures that gaze into the tunnel for more than one round begin to see glimpses of their past cascading past the walls of the tunnel, though these memories cause no damage. The portal remains for one round per level of the wizard or until the caster enters the conduit, whichever occurs first. During casting, the wizard names the age and year that the time conduit is to transport those who enter it. For example, a wizard who wanted to visit Netheril around the time of Karsus’s birth would state: “During the Shadowed Age of Netheril, in the year 3163 NY.” Creatures entering the time conduit spell are immediately stripped of all magical items and memorized spells (though spell books and scrolls remain; psionics are likewise depleted, though they return at the normal rate). In addition, items that do not yet exist in the time are removed, such as full-plate armor, arquebuses, and most gnomish inventions. Stripped items are stored in the conduit and are returned during the voyage home to the time travelers (but the return trip likewise strips travelers of items they have collected during their stay, creating a storehouse on each end of the conduit where time travelers can leave their belongings). Spells that do not exist in the current age appear as blank pages in a spellcaster’s spell book. Scrolls that do not yet exist in the current time are likewise blank. Blank pages return to normal when the time traveler returns to his own time or when the spell becomes available during his stay in the new time (such as by it being created during the year in which they’re in the past). There is never a way to determine the precise destination when using a time conduit spell. The only thing for certain is that the time travelers appear somewhere in the lands that they seek. For example, travelers entering Netheril might appear in the southern city of Thiefsward or they might appear as far north as Coldfoot. They might even appear on the High Ice or somewhere deep in the Eastern Forest. Time travelers always arrive during the festivities celebrating the new year; they always return to their own times during the final night of the year. These are the times when the mystical energies and the forces of time are most powerful on Toril. Nothing can prevent a time traveler from being drawn into the time conduit at the close of the year, even spells that negate magic or shield against its effects. Upon returning to their own time, creatures discover that one month has passed since they left (though they have still aged one full year). Also, time travelers can not exist more than once in a particular time-once a traveler time-travels to a particular year, he can never return to that year again. Any attempt to do so simply fails, and the caster is instead hurled 1d100 years into a random time and place. The material components for this spell are three scales from three differently aligned ancient dragons (one from each), the dust from a slain time elemental, soil from the destination land for the time conduit spell (in Netheril’s case, sand from Anauroch works well), and knowledge of the age and time to be visited. The physical components are consumed during the casting (the knowledge remains). Time Gates The final gateway is listed as existing at “..Andrio’s Peak near the garden of Eldath.” A scribe actually misspelled the original place name, which was Andrus, and the garden is a hint to the city of Cedarsproke in the Gulthmere forest of the Vilhon Reach. The time gate has survived inside Mt. Andrus despite several volcanic eruptions, shielded from the intense heat by Mystryl’s magic. The second time gate is “...north of Novularond, shining bright upon Misken’s Peak at Highsummer.” While the Novularond range has been searched repeatedly, adventurers have failed to find the time gate because Misken’s Peak was sheared off by the Great Glacier many centuries ago. The magical portal still exists, but it’s buried beneath hundreds of feet of ice as it’s slowly carried along within the glacier. The first passage that reveals a hint to a time gate’s location states that it “...lies hidden upon the back of the mountains, where the ice and rocks touch the summer sky of Amaunator’s belt.” This is actually a reference to an ancient constellation of Amaunator that appeared in the summer months over the Spine of the World. An adventuring party could still spend many months in the frozen wasteland of the Spine searching for the deep cave that holds the gate, however. The time gate also happens to be the home of an ancient white dragon (who’s greedy enough to allow adventurers to use the gate so long as they pay her something). There are time gates on Faerûn, but their locations remain a mystery. Ancient texts of Mystryl’s faith talk of three gates that were created either through accident or great fortune. While the time gates don’t require the material components, they otherwise work exactly like the time conduit spell, permitting time travel to any point in Faerûn’s past. Discovering the location of even one of these portals is an adventure in itself; adventurers have looked so hard, for so long, and with nothing to show for it, that no one even tries anymore. The last recorded expedition is believed to have been in 404 DR. IMO these rules should make a pretty nice Time Seed Name Of Seed school(subschool)[descriptors] Spellcraft DC: Components: Casting Time: Range: Target: Duration: Saving Throw: Spell Resistance: Comments..... by author name |
| lavekkia03-02-06, 07:44 AM | Contingency Evocation Spellcraft DC: 25 Components: V, S Casting Time: 10 minutes Range: Personal Effect: 1 epic spell Duration: until triggered Saving Throw: n/a Spell Resistance: n/a This seed can be used in conjunction with other seeds to create contingent epic spells. In the simplest form the seed operates in the same way as the factor introduced in the Epic Level Handbook. Adding another 10 points to the DC the contingent spell can be activated as a swift action without the triggering conditions being met( See the Spell Mantle feat in Lost Empires Of Faerûn). By adding + 4 to the DC the caster can specify an additional condition; the spell trigger if ANY ONE of the existing conditions is met (see Elminster Evasion/Instant Refuge spell in Spell Compendium). By adding + 6 to the DC the caster can combine triggering conditions in a more complex way (for example specifying that 2 conditions need to occur together OR when another condition occurs). Finally the caster can choose to “held” the contingency: the caster can decide to block the spell as if the triggering condition has not been met. The caster can held the spell as an immediate action; if the caster is not able to take any action (for example because unconscious) he cannot block the spell triggering. This factor adds 20 to the DC. |
| Davus Antonius03-02-06, 08:44 AM | Here (http://www.wizards.com/default.asp?x=dnd/pg/20030409b) is the newer versions of the time spell... great for campaign ideas no?? |
| Karsus the Mad03-02-06, 10:26 AM | That's the spell I based the temporal seed off of:) It should also be heavily regulated by the DM. |
| Davus Antonius03-02-06, 10:31 PM | That's the spell I based the temporal seed off of:) It should also be heavily regulated by the DM. That goes without saying... I'm definetly not giving my players access to that seed without putting restrictions on it, like only being undetectable observers. |
| Chosen0103-03-06, 02:04 AM | Here (http://www.wizards.com/default.asp?x=dnd/pg/20030409b) is the newer versions of the time spell... great for campaign ideas no?? Here's some more chronomancy related stuff - Link (http://www.dcrouzet.net/nbotime/downloads/nbotime_v1.rtf) |
| lavekkia03-04-06, 01:30 PM | This seed is indeed redundant with Transport seed but it goes anyway, if someone ask i will include the levitation/feather fall variant Flight Transmutation Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: touch Area: 1 creature touched Duration: 20 min Saving Throw: Will negates(harmless) Spell Resistance: Yes(harmless) The subject gain the ability to fly at a speed of 60 ft.(good). If the creature carries medium or heavy load the speed is decreased to 40 ft. Flying requires concentration equivalent to walking so the creature can cast spells or attack. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armour it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall(terminal velocity rules may apply). Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field. Adding 15 to the DC the flying class can be raised by 1 lvl up to perfect. By adding another 8 points to the DC the speed is increased by 10 feet. Adding 4 to the DC the duration is increased by 1 min. In this seed variant is not possible to increase the maximum load. Another use of the seed grant the touched creature the ability to fly at speed 40 ft(average) or 30 ft if carrying medium or heavy load, the duration is raised to 20 hours. The base DC is 23. For every + 4 to the DC the duration is increased by 1 hour. By adding + 4 to the DC the maximum load is increased by 100 lbs per lvl (as if Str score has increased by 5). In this seed variant is not possible to increase flying speed or class. by lavekkia |
| Banpai03-13-06, 03:40 AM | This is comming a bit late but I hope you all forgive me. First Cronomancy: After long and undisputed meditation in a cave (others call it cleaning your basement) I came to believe that its a plot instrument and that players can only access it successfully with the approval of the DM, thereby the DM can chose how his players can ruin everything, create a time paradoxon (if you ever played Metal Gear Solid 3 you know that this means game over), get trapped by time elementals ..... do it but stay the hell out of my timeline. Contingecy: I like it, especially the "mantle" part. But remove: By adding 8 to the DC the contingent spell uses a slot one lvl lower. (that is a 9th lvl slot instead of an epic one). The spell cannot use a 0 lvl (cantrip / orison) slot. It´s a big no no to use non-epic spell slots to cast epic spells, it´s a can of worms the size of the big apple. Your fly seed is fine :) |
| lavekkia03-13-06, 07:48 AM | This is comming a bit late but I hope you all forgive me. Contingecy: I like it, especially the "mantle" part. But remove: By adding 8 to the DC the contingent spell uses a slot one lvl lower. (that is a 9th lvl slot instead of an epic one). The spell cannot use a 0 lvl (cantrip / orison) slot. It´s a big no no to use non-epic spell slots to cast epic spells, it´s a can of worms the size of the big apple. It doesn't work that way: the spell need an epic slot to be cast ( either prepared or spontaneously) but then when the spell become dormant waiting for trigger condition to happen it burns a lower lvl slot freeing again the epic slot for other spells |
| lavekkia03-13-06, 07:59 AM | This seed was stated on the chapter 2 of Gates Of Hell supplement that can be found on DiceFreaks; i have only increased the casting time to 1 minute to adeguate to the trend Darkness Evocation[darkness] Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: Touch Target: Object/creature touched Duration: 20 days (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate shadowy illumination out to a 60 - foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as non-epic light spells or effects. Any non epic spell with Light descriptor is automatically dispelled. iIf the target is inside or under a lightproof covering, the spells effect is blocked until the covering is removed. A spell using the Light seed brought into an area of a spell using this seed (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. by unknown author EDIT: modified text and DC |
| Banpai03-13-06, 04:33 PM | It doesn't work that way: the spell need an epic slot to be cast ( either prepared or spontaneously) but then when the spell become dormant waiting for trigger condition to happen it burns a lower lvl slot freeing again the epic slot for other spells You know that is actually even worse. If a caster has only 4 epic spell slots he is not supposed to have more than 4 contingent epic spells. It´s just begging for trouble. |
| lavekkia03-13-06, 04:41 PM | i'll think about it, i'm not convinced yet. BTW would everyone update his seed with info for making the seed psionic and notify it so i will update the seeds (psicraft and display entries for evey seed); from now on i will assume that psicraft = spellcraft DC and display = Vi |
| Banpai03-13-06, 04:47 PM | This seed was stated on the chapter 2 of Gates Of Hell supplement that can be found on DiceFreaks; i have only increased the casting time to 1 minute to adeguate to the trend Darkness Evocation[darkness] Spellcraft DC: 14 Components: V, S Casting Time: 1 minute Range: Touch Target: Object/creature touched Duration: 20 days (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate shadowy illumination out to a 60-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. If deeper darkness is cast on a small object that is then placed inside or under a lightproof covering, the spells effect is blocked until the covering is removed. Daylight brought into an area of darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. by unknown author Nice, but needs some finetuning: Darkness Evocation[darkness] Spellcraft DC: 19 Components: V, S Casting Time: 1 minute Range: Touch Target: Object/creature touched Duration: 20 days (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate shadowy illumination out to a 60-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as non-epic light spells or effects. iIf the target is inside or under a lightproof covering, the spells effect is blocked until the covering is removed. A spell using the Light seed brought into an area of a spell using this seed (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. by unknown author[/QUOTE] It´s a pretty straightforward seed based on deeper darkness. But if you don´t mind reducing the duration to 200 minutes decrease the DC to 17 |
| lavekkia03-13-06, 05:19 PM | I just made this seed, so it may have some errors. Incarnum Conjuration (Creation) [Incarnum] Spellcraft DC: 27. Components: V, S. Casting Time: 10 minutes. Target: The caster. Duration: 1 hour. Saving Throw: None. Spell Resistance: No. You can’t use this seed without the Incarnum Spellshaping feat. You gain 1 Essentia point to your Essentia Pool for the duration of the spell. For each adicional essentia point, increase the DC by +20. Later uses of this spell casted while the first is still in work won't increase your number of bonus Essentia points, it will replace it (even if the first use is better than the seccond). This use of the seed can't have higher duration than 24 hours, even with added factors. You can create diferent use of the basic one of the spell (with Touch range, ‘Will negates’ saving throw and ‘Creature touched’ target) that decreases the target’s essentia pool by 1 (+1 for each +20 in the DC of the spell) instead of increasing yours. The target first loses all not-invested essentia points, and then the invested ones (the target choses which of the invested points to lose). You can drain that essentia points, gaining them for the duration of the spell for another +27 on the Spellcraft DC. This is a Necrocarnum use of the seed, so the caster must be Evil or have the Necrocarnum Acolyte feat to be able to use it. The school of the seed changes from Conjuration to Necromancy in this use. Another special use of this seed (DC 1), that only works when combined with another seed (ignore Components, Range, Duration, Saving Throw and Spell Resistance of the Incarnum seed; use the basics of other seed), allows you to decrease the Spellcraft DC of the epic spell. For each Essentia Point invested in this use, the Spellcraft DC of the spell is decreased by -2. The exact amount of essentia must be defined in the development of the spell, and can't break your normal Essentia Capacity (see pages 19 and 212 of MoI). The amount of essentia invested during the cast of the spell is considered lost until the next day or while the spell is in effect, whichever is longer. by Ulthir your seed is good (great idea) but is not made from an existing spell so it's overpowered; you should rework it from Soul Boon, Divest Essentia, Rend Essentia spells from MoI. Make the casting time 1 min: the std casting time is ok Decrease the duration to 20 min (as in soul boon) The third application is not a seed, it's simply a factor: DC - 2 per essentia point invested. Go to the Epic Spell Creativity thread and add it :) |
| lavekkia03-13-06, 05:45 PM | made corrections to Darkness seed: it was a cut and paste and i forgot to check the text; made also some corrections to light seed; now it's based on daylight spell (as it should have been from start) I have decided to modify the Contingency seed (but i'm not convinced yet) |
| Banpai03-14-06, 08:21 AM | The contigency option is actually best for epic combat spells since you can get the advantage of a long casting time and participants. Having a too great number of them ready makes spellcasters way to powerfull at the high levels especially if they still have the regular spell slots at their disposal. It´s kinda like: I blast you, a contignecy triggers an explosion, another contingency and another explosion.........and at the end True Ressurection will bring me back after all enemies are dead dead dead. |
| Karsus the Mad03-14-06, 11:09 AM | Indeed :) Especially such contingent spells that once you're in danger, a ward pops up making you immune to any physical or magical attack. Then the contingent ressurection just in case your ward is somehow bypassed. And lets not forget non-epic contingencies like eleminster's evasion. Basically guarentees that although the caster might lose the battle, he'll always be able to come back to another one. I love contingencies.... |
| lavekkia03-15-06, 07:12 AM | Gravity Transmutation Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: 300 ft Area: 10 cubes of 10 ft (S) Duration: 20 round (D) Saving Throw: None, see text Spell Resistance: No This seed reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. The seed doesn’t work in no gravity or subjective gravity conditions. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. By adding 10 to the DC the caster can change the gravity plane as a swift action. If applied to a solid surface(wall of force counts as a solid surface) the spell creates a false gravity: an area with its own gravity source; the new gravity cancel out the previous gravitational field. By adding 20 to the DC the caster can increase the gravity field (heavy gravity) or decrease it (light gravity). See Dungeon Master Manual page 147 for effects of gravity. NOTE: to create a flying object that a character can walk upon (like a Netherese flying enclave) the caster must use 2 applications of gravity seed: one to cancel the local gravity field and another to create a new gravity field. by lavekkia |
| Banpai03-15-06, 11:09 AM | Gravity Transmutation Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: 300 ft Area: 10 cubes of 10 ft (S) Duration: 20 round (D) Saving Throw: None, see text Spell Resistance: No This seed reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. The seed doesn’t work in no gravity or subjective gravity conditions. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. By adding 10 to the DC the caster can change the gravity plane as a swift action. If applied to a solid surface(wall of force counts as a solid surface) the spell creates a false gravity: an area with its own gravity source; the new gravity cancel out the previous gravitational field. By adding 20 to the DC the caster can increase the gravity field (heavy gravity) or decrease it (light gravity). See Dungeon Master Manual page 147 for effects of gravity. NOTE: to create a flying object that a character can walk upon (like a Netherese flying enclave) the caster must use 2 applications of gravity seed: one to cancel the local gravity field and another to create a new gravity field. by lavekkia I like it especially the part about beeing able to flay football on houswalls, but enclaves did fly, they did not leviate. |
| lavekkia03-15-06, 11:46 AM | I like it especially the part about beeing able to flay football on houswalls, but enclaves did fly, they did not leviate. Of course. my last version of Proctiv Move Mountain use the double gravity seed to manatain the mountaintop afloat and a major prevalent power of a mythal seed to actually let fly the the enclave. BTW i ask again: which psionic discipline would be mythal seed ? On dicefreaks they suggest to not let epic manifester to access it, for me it's indeed too much. I'll start another thread |
| Banpai03-15-06, 01:19 PM | Of course. my last version of Proctiv Move Mountain use the double gravity seed to manatain the mountaintop afloat and a major prevalent power of a mythal seed to actually let fly the the enclave. BTW i ask again: which psionic discipline would be mythal seed ? On dicefreaks they suggest to not let epic manifester to access it, for me it's indeed too much. I'll start another thread Thats a valid use for the gravity seed. See my post on the other thread. As you will read I can understand why. |
| lavekkia03-16-06, 05:18 PM | You don't even know how much i like this seed :evillaugh :smirk: Fusion Psychometabolism Psicraft DC: 29 Display: Au, Ma, Vi Manifesting Time: 1 minute Range: touch Target: 2 willing creatures of same type and size [B]Duration: 20 min (D) Saving Throw: n/a or will negates Power Resistance: No or Yes Two willing creatures of the same size and type fuse into one being. One creature of manifester choice control the actions of the fused being. However, he can give up this control to the other creature. Once give up control, he cannot regain it unless the other creature relinquishes it. The fused being has current hit points plus the other creature’s current hit points. The fused being knows all the powers the two creatures know, has the sum of power points, and knows or has prepared any spells the creatures possesses (if any). Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being’s score is the higher of the two, and the fused being also has the higher Hit Dice or manifester level—this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of the manifester levels that the creatures possessed before becoming fused. You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends. When the power ends, the fused being separates. The creatures appears in an area adjacent that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through. Damage taken by the fused being is split evenly between the two when the power ends. One leave the fusion with more hit points than he entered it with, unless he were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split in half (one creature can leave with more points than he entered with, as long as he don’t exceed the maximum power points for his level and ability score). Ability damage and negative levels are also split. (If an odd number of negative levels or ability score reductions must be split, you decide who receives the additional loss.) If a fused being is killed, it separates into its constituent creatures, both of which are also dead. By adding 10 to the DC the manifester can include another being in the fusion: all the statistics are summed. By adding 3 to the DC the manifester can fuse 2 creatures of different size (1 size category of difference); multiple application of this factor stack. The resulting creature will be of a size between the two (rounded up)( so for example a medium and huge creature result in a large creature, merging a small and medium creature will result in a medium creature); the creature acquires all bonus and penalties of the new size. If the power affect creatures too large (or small) it simply fails. By adding another 15 to the DC the manifester can fuse unwilling creatures which gain a Will saving throw to negate the effect. Note: the arcane version of this seed is of Transmutation school, has DC of 34 and V, S, XP(500 per creature fused) components. by lavekkia |
| lavekkia03-18-06, 02:22 PM | what do you think about this seed ? i m also planning to create a extra-dimensional space seed |
| Banpai03-18-06, 04:56 PM | A write it black,hope you don´t mind that I am a little late. You don't even know how much i like this seed :evillaugh :smirk: Fusion Psychometabolism Psicraft DC: 29 Display: Au, Ma, Vi Manifesting Time: 1 minute Range: touch Target: 2 willing creatures of same type and size Duration: 20 min (D) Saving Throw: n/a or will negates Power Resistance: No or Yes Two willing, corporeal, living creature of the same or smaller size fuse into one being. One creature of manifester choice control the actions of the fused being. However, he can give up this control to the other creature. Once give up control, he cannot regain it unless the other creature relinquishes it. The fused being has current hit points plus the other creature’s current hit points. The fused being knows all the powers the two creatures know, has the sum of power points, and knows or has prepared any spells the creatures possesses (if any). Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being’s score is the higher of the two, and the fused being also has the higher Hit Dice or manifester level—this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of the manifester levels that the creatures possessed before becoming fused. You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends. When the power ends, the fused being separates. The creatures appears in an area adjacent that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through. Damage taken by the fused being is split evenly between the two when the power ends. One leave the fusion with more hit points than he entered it with, unless he were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split in half (one creature can leave with more points than he entered with, as long as he don’t exceed the maximum power points for his level and ability score). Ability damage and negative levels are also split. (If an odd number of negative levels or ability score reductions must be split, you decide who receives the additional loss.) If a fused being is killed, it separates into its constituent creatures, both of which are also dead. Until this point it is fusion clear a simple....good :D By adding 15 to the DC the manifester can include another being in the fusion: all the statistics are summed. Normaly another target its +10 but I can understand very well why it´s +15. By adding 20 to the DC the manifester can apply the fusion to beings of different type. This one creates a little problem, for instance what happes when you fuse a dragon and a pixi, or an fire elemental and a frost giant? For the sake of playability you might want to cut this one. (or...simply add the effect of a the transform seed (willing transformation) and transform them all into the same type. By adding 3 to the DC the manifester can fuse 2 creatures of different size (1 size category of difference); multiple application of this factor stack. Again this creates rule problems, what size will it have? You will have to deduct the size boni and penalities.....you will have to add some rules to make this one useable but you can do it. :) By adding another 10 to the DC the manifester can fuse unwilling creatures which gain a Will saving throw to negate the effect. This remembers me somehow on assimilate, I definitely like the feel of it. You might want to increase it to +15.... just in case. Note: the arcane version of this seed is of Transmutation school, has DC of 34 and V, S, XP(500 per creature fused) components. The XP cost is a little harsh, increasing the DC by another 6 points should make it fair - but this works too by lavekkia |
| Banpai03-18-06, 04:59 PM | what do you think about this seed ? i m also planning to create a extra-dimensional space seed I love it and we never have enough shelve space anyways (from the science of discworld II) so go for it. The sources you might want to consider are familiar pocket, genesis, rope trick (it is surprisingly effective) well I can´t think of many more.... good luck. :D |
| lavekkia03-18-06, 05:27 PM | modified the Fusion psi seed; cout out the different type part: we are developing seeds not spells, that part can be addressed with a transform seed :D I choose to mantain the XP cost part because the original power had it and.... well it's a psionic seed... if you are a stupid babbler of arcane phrases it's not my fault :P :D The extradimensional space seed will be ready in short time |
| Rohano03-18-06, 07:56 PM | Yak Folk in MM3 have a fusion ability... I like the fusion seed, though I think it could use more tweaking (someone want to acid test it?). |
| lavekkia03-20-06, 05:52 PM | Space Conjuration(Creation) Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: 75 ft Area: up to 60 cubes 10-ft (S) Duration: 40 hours (D) Saving Throw: None Spell Resistance: No The caster creates an extradimensional space of up to sixty 10-foot cubes in area. He may create any floor plan desired, to the limit of the spell's effect. The extradimensional space is bare, but the caster can bring objects in to furnish or decorate it as desired. The space can only be entered via a single freestanding portal (which can be up to 10 feet by 10 feet, so long as it does not exceed the size of the space into which it opens), which the caster can choose to make visible to others. He can also bind the entrance to a reflective object like a mirror, pool of water, or something similar, or to a doorway or teleportation spell; doing so increases the DC by + 2. Gravity inside the space is normal unless the caster uses the gravity seed to change it. Atmosphere inside the space is not refreshed (this would require an application of the energy(weather) seed). A medium sized creature would deplete it in 360 hours. See Underdark manual page 107 for details. Spells and items that access extradimensional spaces of their own (bags of holding, e.g.) function normally inside the space. Anyone inside the space may teleport, plane shift, or turn ethereal and leave that way, as well as return. However, the caster may ward the space so that no one can enter except by the door (DC + 10), no one can leave except by the door (DC + 5), or both (DC + 12)(This factors also require the application of ward seed with appropriate factors which are not included in this calculation). The space is not warded against scrying and divination magic (this would require a conceal seed). By adding + 1 to the DC the caster can create two unseen servants to serve everyone inside. The servant function as the Unseen Servant spell except for the fact that they are slightly visible and can go everywhere into the extradimensional space. Multiple applications conjure more servants. By adding 3 to the DC the caster can place furniture in one room or 10 ft cube, every 3 point added create furniture for another 10 ft cube. NOTE: this seed is based on the Legendary Handbook seed by lavekkia feel free to suggest new factors |
| Rohano03-20-06, 09:59 PM | 10x10 is a lot less air than 10000 hours. That's like... a day's worth. Maybe you should look that up. |
| lavekkia03-21-06, 07:03 AM | 10x10 is a lot less air than 10000 hours. That's like... a day's worth. Maybe you should look that up. indeed, math error; fixed |
| MoonSprite03-21-06, 01:06 PM | I`ll try this one (based on some previous ideas around here) Force Sword Evocation[Force] Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: One sword Duration: 20 rounds(D) Saving Throw: None Spell Resistance: Yes This seed brings a shimmering ,swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to 10 + half your caster level + your spellcasting stat modifier with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of x2. You can increase the enhancement bonus adding a +10 to the DC for each point of enhancement bonus you add (and adding the same bonus to attack and damage). You can increase the damage dice by +1d6 add +10 to the DC. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. If you want to change the sword as a free action, add +10 to the DC. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). The AC is automatically increased if you raise the enhancement bonus by the same amount. If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. To be able to recheck the spell resistance each time it attacks, multiply the DC x2. An epic caster with 24 ranks in Knowledge (Arcana) can use a special version of this seed in conjunction with the Destroy seed. This gives the created sword the following effects: * The sword bypasses any hardness of an object attacked, and has a +5 enhancement bonus, thay may be increased as normal. * Every time it hits an enemy or an object, the target suffers the normal effects of the destroy seed (indeed dealing additional +20d6 damage to each strike, Fortitude half). * The sword can bypass magical barriers that are created by a spell of 9th level or lower by Moonsprite EDIT: Changed the attack bonus and the change target DC modifiers. |
| lavekkia03-22-06, 07:30 PM | feel free to suggest other factors; feel also free to point out interactions with other epic seeds; for now i see none of them but.... Telekinesis Transmutation Spellcraft DC: 23 Components: V, S Casting Time: 1 minute Range: 1200 ft Target: see text Duration: Concentration(20 rounds) / Instantaneous Saving Throw: Will negates or None Spell Resistance: Yes or No You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. Sustained Force A sustained force moves an object weighing no more than 375 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. By adding + 2 to the DC the duration increases by 1 round. By adding + 4 to the DC the caster can move 50 more pounds of weight. Combat Maneuver Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard or psion) or Charisma modifier (if a sorcerer or wilder) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 20 rounds, but it ends if you cease concentration. By adding + 5 to the DC the victim of the attempt receive a – 1 penalty on her check to prevent being bull rushed, disarmed, grappled(or pinned) or tripped. By adding + 30 to the DC the caster can attempt a sunder. Violent Thrust Alternatively, the spell energy can be spent in a single round. You can hurl up to 15 object or creature that are within range and all within 10 feet of each other toward any target within 375 feet. You can hurl up to a total weight of 375 pounds. You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard or psion) or Charisma modifier (if a sorcerer or wilder). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). By adding + 2 to the DC the caster can hurl another object. By adding + 4 to the DC the caster can increase the total weight by 50 pounds. By adding + 1 to the DC object or creatures can be 10 more feet apart one from the others. By adding + 8 to the DC the speed at which objects are hurled is doubled (that is weapons thrown by telekinesis add + 1 to dmg roll, non hard objects deal 2 points of dmg per 25 pounds and hard objects deal 2d6 dmgper 25 pounds; finally telekinesed creatures that hit a solid surface are treated as if falling from 20 feet (2d6)). by lavekkia feel free to suggest other factors; feel also free to point out interactions with other epic seeds; for now i see none of them but.... |
| Banpai03-23-06, 03:27 AM | Space Conjuration(Creation) Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: 75 ft Area: up to 60 cubes 10-ft (S) Duration: 40 hours (D) Saving Throw: None Spell Resistance: No The caster creates an extradimensional space of up to sixty 10-foot cubes in area. He may create any floor plan desired, to the limit of the spell's effect. The extradimensional space is bare, but the caster can bring objects in to furnish or decorate it as desired. The space can only be entered via a single freestanding portal (which can be up to 10 feet by 10 feet, so long as it does not exceed the size of the space into which it opens), which the caster can choose to make visible to others. He can also bind the entrance to a reflective object like a mirror, pool of water, or something similar, or to a doorway or teleportation spell; doing so increases the DC by + 2. Gravity inside the space is normal unless the caster uses the gravity seed to change it. Atmosphere inside the space is not refreshed (this would require an application of the energy(weather) seed). A medium sized creature would deplete it in 360 hours. See Underdark manual page 107 for details. Spells and items that access extradimensional spaces of their own (bags of holding, e.g.) function normally inside the space. Anyone inside the space may teleport, plane shift, or turn ethereal and leave that way, as well as return. However, the caster may ward the space so that no one can enter except by the door (DC + 10), no one can leave except by the door (DC + 5), or both (DC + 12)(This factors also require the application of ward seed with appropriate factors which are not included in this calculation). The space is not warded against scrying and divination magic (this would require a conceal seed). By adding + 1 to the DC the caster can create two unseen servants to serve everyone inside. The servant function as the Unseen Servant spell except for the fact that they are slightly visible and can go everywhere into the extradimensional space. Multiple applications conjure more servants. By adding 3 to the DC the caster can place furniture in one room or 10 ft cube, every 3 point added create furniture for another 10 ft cube. NOTE: this seed is based on the Legendary Handbook seed by lavekkia feel free to suggest new factors I like it and can see nothing I have to rend apart so :cookie: |
| Banpai03-23-06, 04:05 AM | I`ll try this one (based on some previous ideas around here) Force Sword Evocation[Force] Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Effect: One sword Duration: 20 rounds(D) Saving Throw: None Spell Resistance: Yes This seed brings a shimmering ,swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your spellcasting stat bonus with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of x2. You can increase the enhancement bonus adding a +10 to the DC for each point of enhancement bonus you add (and adding the same bonus to attack and damage). You can increase the damage dice by +1d6 add +10 to the DC. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. If you want to change the sword as a free action, add +15 to the DC. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). The AC is automatically increased if you raise the enhancement bonus by the same amount. If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. To be able to recheck the spell resistance each time it attacks, multiply the DC x2. An epic caster with 24 ranks in Knowledge (Arcana) can use a special version of this seed in conjunction with the Destroy seed. This gives the created sword the following effects: * The sword bypasses any hardness of an object attacked, and has a +5 enhancement bonus, thay may be increased as normal. * Every time it hits an enemy or an object, the target suffers the normal effects of the destroy seed (indeed dealing additional +20d6 damage to each strike, Fortitude half). * The sword can bypass magical barriers that are created by a spell of 9th level or lower by Moonsprite We kinda forget this one after I did the spiritual weapon seed for the cleric guys( and those with a good BAB). I like your seed, however as always I have some suggestions :P . Increasing the damage by another d6 would be more like +5 IMO (I came to this by dividing the caster level by the number of damage dice) Changing the target of the sword seems a little bit harsh +10 might be enough. The arcane only factors seem to emulate Black blade of disaster, I don´t have my book with me now but it seems nice. |
| Alias03-23-06, 12:47 PM | Well, since you provided a link, Lavekkia, I felt obliged to come over and check out this thread and, after reading it, to post some comments. I think most of these could fall under existing effects - spiritual weapon is energy, with an ad hoc factor to make into a weapon-shaped plane of force; light is energy; darkness is illusion (shadow) (oh wait, that's right - illusion is one of my custom elements - sorry); contingency shouldn't be a seed at all - it should be a factor; flight would fall under telekinesis. Spell matrix is similar to the Imbue element I have (based on imbue with spell ability - that spell might work better for you). The key here, IMO, is to be able to cover the largest number of effects with the smallest number of seeds - maximum customizability with minimum space. More seeds means more work, more stuff to learn, and more chances to exploit the system. Fewer seeds means that if something doesn't work, you just have to tweak a couple factors, instead of an entire seed. For example: Death Necromancy [Death] Level: Arc, Div Material Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) or Touch Effect or Target: Ray, or one living creature Duration: Instantaneous Saving Throw: None or Fort negates Spell Resistance: Yes Spells using the death element can take one of three forms: • It can be a ray that inflicts up to 8 negative levels for one hour per caster level. For each additional negative level bestowed (or for each level added to the maximum, if a range), increase the spell level by +1. If a creature gains more negative levels than it has Hit Dice or levels, it dies. If the caster wishes the victim to rise as a wight 1d4 minutes later, increase the level by +4 (the undeath element must also be included in this case). If the subject is still alive and the negative levels bestowed last for 24 hours, the subject must make another Fortitude save or have the negative levels converted to actual level loss. • It can slay a single creature of up to 40 HD. The subject is entitled to a Fortitude save to avoid the effect; if the save is successful, it takes 3d6+25 points of damage instead. For each additional 2 HD to be affected, increase the spell level by +1. There is a Fort save to avoid this effect. Alternatively, the caster can flush a being with negative energy, healing undead but inflicting 150 points of damage to living beings. For each additional 10 points of damage, increase the spell level by +1. The range for this effect is Touch. • It can inflict temporary or permanent ability damage on a living being. He can inflict up to a total 5 points of damage to one or more abilities; for each additional point drained, increase the spell level by +2. Ability drain adds +6 to the spell level, and an additional +2 for each point above 5 to be drained. The range for this effect is Touch. I combined several related effects (ability/level drain, hp damage, and death) into one element - death. What form the element takes depends on the spell, but the end spell can use any of the forms of the element. Let's say I want to make a spell that inflicts level drain on all living beings in a 30-foot radius. I'd use the death element with the ray factor (since that's the effect used for level drain), change it to 20-ft. radius (+4 for ray to area, +2 for radius), increase it by 50% (+1), and there you go - a 17th level spell, before mitigation. Yeah, okay, so it's level-based, but you get the idea. NOTE: to create a flying object that a character can walk upon (like a Netherese flying enclave) the caster must use 2 applications of gravity seed: one to cancel the local gravity field and another to create a new gravity field. Or you could just do what I did for my skycastle spell and add the telekinesis element to enable the controller to move it. |
| Banpai03-23-06, 06:15 PM | Well, since you provided a link, Lavekkia, I felt obliged to come over and check out this thread and, after reading it, to post some comments. I think most of these could fall under existing effects - spiritual weapon is energy, with an ad hoc factor to make into a weapon-shaped plane of force; light is energy; darkness is illusion (shadow) (oh wait, that's right - illusion is one of my custom elements - sorry); contingency shouldn't be a seed at all - it should be a factor; flight would fall under telekinesis. Spell matrix is similar to the Imbue element I have (based on imbue with spell ability - that spell might work better for you). The key here, IMO, is to be able to cover the largest number of effects with the smallest number of seeds - maximum customizability with minimum space. More seeds means more work, more stuff to learn, and more chances to exploit the system. Fewer seeds means that if something doesn't work, you just have to tweak a couple factors, instead of an entire seed. For example: I combined several related effects (ability/level drain, hp damage, and death) into one element - death. What form the element takes depends on the spell, but the end spell can use any of the forms of the element. Let's say I want to make a spell that inflicts level drain on all living beings in a 30-foot radius. I'd use the death element with the ray factor (since that's the effect used for level drain), change it to 20-ft. radius (+4 for ray to area, +2 for radius), increase it by 50% (+1), and there you go - a 17th level spell, before mitigation. Yeah, okay, so it's level-based, but you get the idea. Or you could just do what I did for my skycastle spell and add the telekinesis element to enable the controller to move it. Well this is a point were two different desing philosphies, you think that a lower number of more detailes seeds is the better option were I (and maybe lavekkia too) think that its is usefull to do that when it makes sense (very similar spells or upgraded versions) and add some nice new shiny factors. Regarding contingecy, actually this would not have to be a seed, but maybe one can add a factor that allows to hold a greater number of non-epic spells (but that could be incorporated into spell matrix) , flight is another kind of magic than telekinesis, maybe I am just spoiled by fluff and ingame logic, but hey it works. Of couse if we want absolute simplicity, despite the fact that it will be dark, we could use the shadow seed and use a mitigating factor that the spell can dublicate only one specifiy spell and it´s done. |
| lavekkia03-23-06, 07:19 PM | sorry to answer only now, i was playing a strange game called real life :P I agree with you that a seed for every spell make no sense (and be warned that on Dicefreaks the use this rule (more or less)) and they should be kept to minimum. That said; light and darkness could easily be faked trough use of other seeds (shadow seed in LEoF or delude like in the new spell in Power Of Faerun) but they are spell descriptors (like force) so they should have a unique seed(indeed those seeds should be expanded to include other effects based on light and darkness like darkbolt spell or armour of darkness or any other effect of spell with darkness or light descriptor; i'll do it in the future) Contingency IS a factor in official ELH rules but i choose to make it a seed to increase flexibility without creating a lot of ad hoc factors (that you hate as you wrote early) Spiritual weapon IS a force effect but it's also one of the few Divine seed (a thing that you removed in your system because unless i have mistaken your rules your implementation of life and heal elements doesn't require divine epic spellcasting (a thing on which i don't agree)) as Banpai has already said flight and telekinesis are a very diffrent thing which achieve the more or less same result I admit that spell matrix is a bit useless as a seed but the original version permitted also to create a spellpool (see Complete Arcane) and my objective is to revise the seed to create a "spell launcher" (more on that in the future). The quirk in the use of gravity seed results from my interpretation of it and reverse gravity spell: the spell nulls the existing gravity field (in absence of gravity the spell doesn't work) so another gravity field must be created. BTW i did not use the flight seed but a fly prevalent power for a mythal seed Your death element is Slay and Afflict offical seeds and heal undead is detailed in the ELH errata |
| Banpai03-24-06, 06:51 AM | sorry to answer only now, i was playing a strange game called real life :P I agree with you that a seed for every spell make no sense (and be warned that on Dicefreaks the use this rule (more or less)) and they should be kept to minimum. That said; light and darkness could easily be faked trough use of other seeds (shadow seed in LEoF or delude like in the new spell in Power Of Faerun) but they are spell descriptors (like force) so they should have a unique seed(indeed those seeds should be expanded to include other effects based on light and darkness like darkbolt spell or armour of darkness or any other effect of spell with darkness or light descriptor; i'll do it in the future) Contingency IS a factor in official ELH rules but i choose to make it a seed to increase flexibility without creating a lot of ad hoc factors (that you hate as you wrote early) Spiritual weapon IS a force effect but it's also one of the few Divine seed (a thing that you removed in your system because unless i have mistaken your rules your implementation of life and heal elements doesn't require divine epic spellcasting (a thing on which i don't agree)) as Banpai has already said flight and telekinesis are a very diffrent thing which achieve the more or less same result I admit that spell matrix is a bit useless as a seed but the original version permitted also to create a spellpool (see Complete Arcane) and my objective is to revise the seed to create a "spell launcher" (more on that in the future). The quirk in the use of gravity seed results from my interpretation of it and reverse gravity spell: the spell nulls the existing gravity field (in absence of gravity the spell doesn't work) so another gravity field must be created. BTW i did not use the flight seed but a fly prevalent power for a mythal seed Your death element is Slay and Afflict offical seeds and heal undead is detailed in the ELH errata BTW I think we should rewrite the contingecy seed a bit: Let´s write it so you actually develop the spell epic contingency and then you can link a certan number of spells (perhaps with several conditions like in Elminsters Evasion) to it. This would allow it to stay a seed since you have to use a seed to create a spell :cool: Actually (and maybe you should risk a look into my Mythalcraft 101) a spellpool could be created with the use mythal seed, if you make it a new unique power(I currently work on some new unique powers like fountan of magic |
| Karsus the Mad03-24-06, 11:00 AM | Are you referring to my spellpool formation spell?:P |
| MoonSprite03-24-06, 11:01 AM | We kinda forget this one after I did the spiritual weapon seed for the cleric guys( and those with a good BAB). I like your seed, however as always I have some suggestions :P . Increasing the damage by another d6 would be more like +5 IMO (I came to this by dividing the caster level by the number of damage dice) Changing the target of the sword seems a little bit harsh +10 might be enough. The arcane only factors seem to emulate Black blade of disaster, I don´t have my book with me now but it seems nice. I think that +5 is far too cheap, considering the fact that the sword will be, you know, hitting pretty hard and consistent. The other seeds use +2 for every d6, so a +10 gives them +5d6 to damage. This damage in a single round. Now, the force sword seed adds +1d6 for +10, during 20 rounds, assuming that it will hit in average 1 of 4 times. (But still, I think I will make the attack of the sword 10+ half caster level + mod, maybe it´s too high as written) For the changing as free action, I´ll consult with my pillow and answer you later. Thanks for the comment! |
| Alias03-24-06, 12:55 PM | I agree with you that a seed for every spell make no sense (and be warned that on Dicefreaks the use this rule (more or less)) and they should be kept to minimum. Yeah, I've seen their system, and I'm not too impressed with it. flight is another kind of magic than telekinesis, maybe I am just spoiled by fluff and ingame logic, but hey it works. Guess you could rule that either way. :) light and darkness could easily be faked trough use of other seeds (shadow seed in LEoF or delude like in the new spell in Power Of Faerun) but they are spell descriptors (like force) so they should have a unique seed(indeed those seeds should be expanded to include other effects based on light and darkness like darkbolt spell or armour of darkness or any other effect of spell with darkness or light descriptor; i'll do it in the future) But they're both Evocation effects. Light spells deal positive/fire damage, which falls under Energy. Darkness, however, shouldn't be Evocation, it should be illusion. You're not creating anything - you're masking something. So yeah, I agree that darkness would fall under the Shadow seed; stuff like darkbolt (or some spell that uses shadow energy to deal ability damage) would either be the Slay seed, or require its inclusion, depending on the spell's effect (a large cloud of shadows that also drains Strength would use both, e.g.). Spiritual weapon IS a force effect but it's also one of the few Divine seed (a thing that you removed in your system because unless i have mistaken your rules your implementation of life and heal elements doesn't require divine epic spellcasting (a thing on which i don't agree)) The whole thing about having to be a divine spellcaster in the first place is subject to debate (I see you started another thread about it - you can see the results for yourself, there); I originally had the Heal and Life elements be divine-only, but after some thought (and reading other peoples' opinions on the subject) I went with the current incarnation, which is: A divine caster can make a spell using the Heal or Life elements with no level adjustment. An arcane caster can use those elements in a spell, but the end spell is 4 levels higher for him, due to the inherent "strangeness" of using energies that are usually reserved for divine casters. The quirk in the use of gravity seed results from my interpretation of it and reverse gravity spell: the spell nulls the existing gravity field (in absence of gravity the spell doesn't work) so another gravity field must be created. Fair enough; my version allows the caster to alter existing gravity by increasing or decreasing it, so he's not technically "replacing" it. That part about the spell not working in the absence of gravity is interesting; I'll have to put that in. Your death element is Slay and Afflict offical seeds and heal undead is detailed in the ELH errata I'm not sure exactly what you meant here, but I didn't know they'd come out with a new errata (finally!!), so now I have to pore over that, correct the SRD copy I use for reference, and then go over my system and see if anything needs changing. |
| MoonSprite03-27-06, 10:29 AM | Changed minor things on the Force Sword seed. Thinking of maybe making a Prismatic seed |
| lavekkia04-07-06, 10:42 AM | Replicate Universal(depending on spell) Spellcraft DC: 23 Components: V, S Casting Time: 1 minute Range: personal(but see text) Target: 1 replicated spell Duration: instantaneous(but see text) Saving Throw: None(but see text) Spell Resistance: No(but see text) The seed can replicate the effect of any non-epic spell of 1st level of a single school of magic. The seed acquire magic school, descriptors, Range, Target or Area, Duration, Saving Throw and Spell Resistance of the replicated spell. The casting time remain fixed to 1 minute. The spell is cast as being of 20th lvl or the maximum allowed. All the damage caps apply normally. The spell is considered an epic spell for the purpose of dispelling. If the spell to be duplicated has an XP cost the caster must pay it in addition to the normal XP cost. Eventual material component are eschewed; costly material components are not ignored. Arcane focus and divine focus are needed as usual. Each additional spell level beyond 1st raise the Spellcraft DC by 5, each other school included raise the DC by 2. By adding 10 to the DC the caster can replicate arcane AND divine spells. NOTE: without this factor arcane caster can replicate ONLY arcane spells and divine casters are restricted to divine spells(epic multi class characters are thus advantaged a bit). By adding 20 to the DC the caster can replicate clerical Domain spells(1 allowed Domain per application). NOTE: to replicate Domain spells the caster must have 24 ranks in knowledge(religion), the seed acquire DF and the spell become a divine spell. If the caster is not able to cast divine spells the caster must also apply the preceding factor. By adding 12 to the DC the caster can ignore costly material components. Replicate, Psionic Universal(depending on power) Psicraft DC: 29 Display: same as power, Vi Manifesting Time: 1 minute Range: personal(but see text) Target: 1 replicated power Duration: instantaneous(but see text) Saving Throw: None(but see text) Power Resistance: No(but see text) The seed can replicate the effect of any power of 1st level of a single discipline. The seed acquire discipline, descriptors, Range, Target or Area, Duration, Saving Throw and Power Resistance of the replicated spell. The manifesting time remain fixed to 1 minute. Display are the same as normal power plus Vi display. The power is manifested as being of 20th lvl augmented to 20 lvl if applicable. The power is considered an epic spell for the purpose of dispelling. If the power to be duplicated has an XP cost the manifester must pay it in addition to the normal XP cost. Each additional power level beyond 1st raise the Psicraft DC by 5, each other discipline included raise the DC by 2. By adding 15 to the DC the caster can replicate Discipline powers (1 discipline allowed per application) OR Psychic Warrior powers; multiple applications stack. by lavekkia |
| lavekkia05-03-06, 04:33 PM | I have already posted this seed here: http://boards1.wizards.com/showthread.php?t=606720 EDIT: changed name Udoxia Psychokinesis Psicraft DC: 40 Display: Vi, Me Manifesting Time: 10 minutes Range: Personal Target: self Duration: Permanent (D) Saving Throw: None Power Resistance: No This psionic seed is perhaps the most powerful a manifester can access: it gives him the ability to create semi – sentient power field that ward the subject from attacks and grant specified powers. The base application of the seed does nothing but allows the manifester to add powers to mantle. The single powers or effects added will be thereafter referred as components. Iterative Component Cost Prevalent power base cost Power lvl x Manifester lvl x 100 Duration in rounds Base cost x 4 Duration in minutes Base cost x 2 Duration in 10 minutes Base cost x 1,5 Vanguard power, at will Power lvl x Manifester lvl x 100 Vanguard power, 6/day Power lvl x Manifester lvl x 75 Vanguard power, 3/day Power lvl x Manifester lvl x 50 Vanguard power, 1/day Power lvl x Manifester lvl x 25 Ad – hoc power, minor 15000 Ad – hoc power, medium 30000 Ad – hoc power, major 45000 One – Time component Cost/Reduction Make the mantle semi – sentient *** 38000 Psicrystal Containment - 45000 Self triggering power Base cost x 2 (stack with duration multiply) ** ** This component require also the application of the Contingency seed. *** This component require also the application of the Life seed Prevalent Power: this entry describes a standard psionic power chosen from the appropriate manifesting class (this could include Discipline powers if applicable to the class). A prevalent power is always active inside the psionic mantle Vanguard Power: this entry describes a psionic power which can be activated using a command word as a swift action, allowing more uses of the power increase the cost accordingly. Ad – hoc Power: this entry describes psionic effects that don’t resemble to any known power. If the psionic effect mirrors the effects of an arcane or divine spell the cost is doubled. To use the Psionic Mantle follow these steps: 1. Add the Psionic Mantle to the epic power 2. Add desired prevalent power, add the cost to the total 2.1. multiply base cost for the duration 2.2. multiply again if self triggering 2.2.1. add the Contingency seed 3. Add desired vanguard power, add the cost tot the total 3.1. select number of uses per day 4. Add an ad – hoc power, add the cost to the total 4.1. double the cost if the power duplicates the effects of an existing arcane or divine spell 5. repeat steps from 2 to 5 for any power to add to the mantle 6. Apply any one – time component 6.1. add the Life seed if making the mantle semi – sentient 7. divide total cost by 1000 8. apply this factor to the epic power 9. add any other psionic seed |
| lavekkia05-12-06, 10:29 AM | BTW I think we should rewrite the contingecy seed a bit: Let´s write it so you actually develop the spell epic contingency and then you can link a certan number of spells (perhaps with several conditions like in Elminsters Evasion) to it. This would allow it to stay a seed since you have to use a seed to create a spell :cool: Actually (and maybe you should risk a look into my Mythalcraft 101) a spellpool could be created with the use mythal seed, if you make it a new unique power(I currently work on some new unique powers like fountan of magic <Cast thread resurrection> :P Banpai, I like it, i'll do it :) I have resurrected the thread also because i have added some seeds to the index and also because i would like suggestions about the psionic mythal seed I m working also on a seed based on hold <whatever you want> spell and also magic jar and other simailar spells but i'm not convinced it's necessary (it could be done with compel seed after all) Another thing it's a psionic seed based on psychic reformation |
| lavekkia05-19-06, 07:03 AM | :bump: i have reworked Contingency as banpai suggested; i have also changed name to Psionic Mythal, now it's called Udoxia (based on the Udoxia gems of Jaamdath Empire). Now i'm open to suggestion about the Udoxia seed... what do you think about it ? |
| MoonSprite05-19-06, 06:35 PM | So the Force Sword seed no good? Ok, I can live with that. I think I won´t be making the prismatic seed anymore, because it would probablye end up way too powerful. Maybe something nicer, like produce flame. |
| lavekkia05-19-06, 09:41 PM | awww sorry missed your seed :( Rework it as a prismatic (something) and i'll add it; throw into it everything has a connection and i ll add it.... |
| lavekkia10-01-06, 11:10 AM | Heal/Harm (3.5ed) Conjuration(Healing)/Necromancy Spellcraft DC: 25 Components: V, S, DF Casting Time: 1 minute Range: Touch Target: Creature touched Duration: instantaneous Saving Throw: Will negates(harmless) /Fort half(see text) Spell Resistance: Yes (harmless) / Yes 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, and temporary ability damage. The spell heals 150 hp of damage; for any additional 10 hp increase the DC by 2. 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 act as the harm variant of the seed. A variant of the seed charges a subject with negative energy that deals 150 points of damage; for any 10 points of damage added increase the DC by +2. If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1. Alternatively, a living target that fails its 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. |
| Steropes10-15-06, 10:39 AM | Space Conjuration(Creation) Spellcraft DC: 27 Components: V, S Casting Time: 1 minute Range: 75 ft Area: up to 60 cubes 10-ft (S) Duration: 40 hours (D) Saving Throw: None Spell Resistance: No The caster creates an extradimensional space of up to sixty 10-foot cubes in area. He may create any floor plan desired, to the limit of the spell's effect. The extradimensional space is bare, but the caster can bring objects in to furnish or decorate it as desired. The space can only be entered via a single freestanding portal (which can be up to 10 feet by 10 feet, so long as it does not exceed the size of the space into which it opens), which the caster can choose to make visible to others. He can also bind the entrance to a reflective object like a mirror, pool of water, or something similar, or to a doorway or teleportation spell; doing so increases the DC by + 2. Gravity inside the space is normal unless the caster uses the gravity seed to change it. Atmosphere inside the space is not refreshed (this would require an application of the energy(weather) seed). A medium sized creature would deplete it in 360 hours. See Underdark manual page 107 for details. Spells and items that access extradimensional spaces of their own (bags of holding, e.g.) function normally inside the space. Anyone inside the space may teleport, plane shift, or turn ethereal and leave that way, as well as return. However, the caster may ward the space so that no one can enter except by the door (DC + 10), no one can leave except by the door (DC + 5), or both (DC + 12)(This factors also require the application of ward seed with appropriate factors which are not included in this calculation). The space is not warded against scrying and divination magic (this would require a conceal seed). By adding + 1 to the DC the caster can create two unseen servants to serve everyone inside. The servant function as the Unseen Servant spell except for the fact that they are slightly visible and can go everywhere into the extradimensional space. Multiple applications conjure more servants. By adding 3 to the DC the caster can place furniture in one room or 10 ft cube, every 3 point added create furniture for another 10 ft cube. NOTE: this seed is based on the Legendary Handbook seed by lavekkia feel free to suggest new factors Perhaps abitility to control time flow in the dimension? |
| lavekkia10-15-06, 03:19 PM | this can be accomplished with an ad hoc applicayion of the temporal/time seed thank you for the contribution anyway :D |
| Gothenem11-01-06, 06:21 PM | Hmmm, can you edit your first post to include all the seeds, fully updated please. It makes it easier than searching through 4 pages of posts. |
| lavekkia11-02-06, 02:57 PM | Added all the seeds in the thread except Udoxia becuase i consider it not finalized. I am working on other seeds (Call and a new summon among the others) i will post them when they are done. Since the thread has been resurrected i ask again: are there any suggestions regarding the Udoxia seed ? |
| Draegun Fury11-06-06, 10:42 AM | Hey Lavekkia, can I make a suggestion on your Telekinesis Seed? Perhaps add in a Factor for Sustained Force to be able to control more than one object at a time, also, a factor for sustained force to increase the rate of movement (currently stuck on just 20ft./round). I would mind a way to increase the Violent Thrust Duration either. As it stand it is expended instantaneously in one round. This means any ideas of playing tenis with your victim is going to be costly in Epic Spells. Perhaps, a x2 modifier to use Vilonent Thrust twice in one round, or two rounds in a row? Just suggestions, take the as you will. Cheers. |
| lavekkia03-24-07, 01:58 PM | Astral Construct Metacreativity(Creation) Psicraft DC: 14 Display: Vi Manifesting Time: 1 minute Range: 75 ft Effect: 1 created astral construct Duration: 20 rounds(D) Saving Throw: None Power Resistance: No This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn. Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. For every 2 additional power points you spend, the level of the astral construct increases by one. By adding 8 to the DC you can add another ability from the menu A, by adding 16 to the DC you can add an ability form the menu B, by adding 32 to the DC you can add an ability form the menu C. |
| Sulacu07-06-07, 02:41 AM | Seed: Investiture Transmutation Spellcraft DC: 48 Components: V, S Casting Time: 1 minute Range: Touch or ranged touch (read below) Target: Creature touched Duration: 1 day Saving Throw: Will negates (harmless) or Will negates (read text) Spell Resistance: Yes (read text) A spell developed using the Investiture seed imbues a creature with a great rapturous life force, bestowing it with 2 temporary positive levels. A positive level is the opposite of a negative level in some ways; for each positive level bestowed upon a creature, it gains the following; +1 on all skill checks and saves for every 2 positive levels. +1 on attack rolls and saving throws for every 2 positive levels. +5 hit points per positive level. Unlike with negative levels, a positive level does not automatically bestow increased spell capacity. For each additional positive level bestowed over the first two, increase the Spellcraft DC by +4. An undead creature that gains positive levels treats them as negative levels and is destroyed when its positive levels equals or exceeds its HD. It is possible to use the Investiture seed in order to grant pseudo-levels. A pseudo-level is a positive level that emulates the effects of gaining an actual level in an actual class. Pseudo-levels incur upon the recipient further effects; Base attack progression as per class. +1 on saving throws for every 2 positive levels +5 hit points per pseudo-level The character picks a number of class skills for the intended class equal to the number of skill points he is eligible for per level according to this class. For every pseudo-level in that class, he gains +1 to these class skills The character gains temporary bonus feats as per class (Example: a level 1 commoner that gains four pseudo-levels in Fighter is eligible to two temporary bonus feats). A character imbued with pseudo-levels does NOT gain any normal feats, as the levels gained this way are not actual levels. Weapon and Armor Proficiency: as per class Special Attacks: as per class. Special Qualities: as per class. Spells: If the pseudo-levels are of a spellcasting class, the character gains temporary spells in accordance with this class. For spellcasting purposes, the ability score governing spellcasting prowess (Int for wizards, Cha for sorcerers, Wis for clerics, druids and rangers, etc) raises temporarily to the minimum required to cast the highest level of spells that his pseudo-levels elicit (Example: a level 1 commoner with Cha 10 that gains four pseudo-levels in Sorcerer gains the ability to cast sorcerer spells up to 2nd level and thus his Charisma score raises to 12 accordingly). A character with a sufficient ability score does not gain the benefit of such an enhancement. As a side note, pseudo-levels in a spellcasting class do NOT grant bonus spells for a sufficiently high ability score. In order to use the Invest seed for the purpose of bestowing pseudo-levels upon a creature, first increase the Spellcraft DC by adding the number of positive levels you want to bestow, and then multiply the resulting Spellcraft DC by ×3. If the pseudo-levels are of an NPC class, multiply by ×2 instead. All positive levels and pseudo-levels are lost after the duration of the spell expires. All changes are rolled back, all imparted spellcasting skills, special attacks and qualities as well as all bonus feats gained through pseudo-levels are lost. Numerical increases in base attack bonus, base save bonus, skill checks and hit points are rolled back. If as a result, a badly injured character’s hit point total is brought down to -10 or below, the character doesn’t die but is reduced to -1 hit points instead. For every 10 points the character’s hit point total ends up below 0 due to positive or pseudo-level loss, he is dealt 1 point of Constitution drain. If this would bring his Constitution down to 0, he dies. There is a third possible application of the Investiture seed. You can instead choose to use it to create investiture spells. Investiture spells use the positive energy brought forth from this seed in order to temporarily impart the recipient with the power of a certain creature of outsider type. The target gains different physical characteristics according to the creature in question. Using the seed this way requires a Spellcraft DC of 40 + 4×Creature CR. Where the creature’s ability scores exceed that of the recipient, his new ability score will be the average of his normal score (excluding enhancement bonuses) and the outsider’s score, rounded down. (Example: A human commoner with 10 Str invested with the power of a Ghaele Eladrin (Str 25) gets a resulting Strength score of ½(10+25) = 17). Next to changes in ability scores, the investiture grants the recipient the outsider’s natural attacks, natural armor bonus, any racial modifiers, any profane or sacred modifiers, as well as its special attacks, special qualities and spell-like abilities. Using this method of investiture however does not grant additional hit dice. It is possible to combine this type of investiture with added positive levels, but not with pseudo-levels, unless the outsider in question advances by character class (Hound Archon Hero, Azer, Couatl, Rakshasa, etc.). If you want to have the target be invested with the power of a creature other than an outsider, add +10 to the DC. Okay, this is my seed, but it's in need of a serious Spellcraft DC scaling. |
| Delendir08-06-07, 02:51 AM | Genesis Conjuration(Creation) Spellcraft DC: 31 Components: V, S Casting Time: 1 week (8 hours/day) Range: 180 ft. (see text) Effect: A demiplane coterminous with the Ethereal Plane, centered on your location Duration: Instantaneous Saving Throw: None Spell Resistance: No By means of this seed you can give birth to small finite planes, called demiplanes that grow out of small seeds of ethereal matter into whatever shape you dictate. Under normal conditions, spells created by this seed can only be cast within the Ethereal Plane. To be able to cast the spell on another Transitive Plane or the Material Plane, add 10 to the DC. To cast the spell on the Inner Planes, add 15 to the DC. To cast the spell on the Outer Planes, add 20 to the DC. No matter which plane the spell is used the demiplane is always coterminous to that plane and takes on to the traits of that plane, unless the spell specifies traits to counter them. When a demiplane is first created, it exists only as a turmoil of ethereal matter, mist, and high wind. As the matter takes shape and changes density, the plane becomes to form according to your instructions. Anyone shunted into the plane, while it forms, takes 20d6 points of damage per round and is eventually torn apart and his matter becomes part of the plane. At the moment the spell is completed, the fledgling demiplane is only 1 foot in radius, consisting only of primal matter. From there on the plane begins to grow at a rate of 1 foot in radius per day until it reaches its maximum size, 180 foot in radius. You can make the demiplane grow faster by increasing the DC by +5 per 1 foot in radius it grows per day. You can also increase the plane's maximum size by increasing the DC by +1 per for every two feet in radius. The environment inside the demiplane, at the time of its creation, is limited. This seed cannot create life, such as animals or vegetation, nor can it create complicated construction, such as buildings, roads, wells, dungeons, and so forth. You must add such things by other means. This seed also cannot create matter that consists of precious metals, valuable stones, or rare or alchemical substances—such as gems, gold, adamantine, alchemical silver, and so forth. Demiplanes are by nature finite and the fabric of the plane folds itself around itself. This means that barring environmental barriers, a travel can travel in one direction as far as he wants. There is no danger of “falling” off the demiplane and once the border is reached, the traveler will simply arrive from the opposite direction to where he started from. I couldn't find this seed on this thread, so I thought I'd add it. It's based on the genesis spell, which although does the job somewhat but I always felt it should have been a seed, instead of a spell. I tried to anticipate abuse cases, such as players creating demiplanes filled with gold and that sort of thing. I'm open to feedback and additional suggestions for factors. I purposefully left out the control of various planar traits and controlling the weather—figuring they could be added more easily using other seeds. |
| carnivore08-10-07, 12:08 PM | :bump: for the link excellent thread :D |