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Acid
Air
Earth
Electricity
Fire
Insight
Martial
Planar
Summon
Water
Dice Factors
Acid Seed (topaz)
Acid damage (instantaneous)
Deal 1d3 points of acid damage to a target creature. It may make a Ref save to avoid the effect.
  • +4 to cause half damage (round up) on a successful save.
  • +3 to use a ranged touch attack as a ray and not allow the creature to make a saving throw.
  • +15 to upgrade acid damage to disintegration damage. Creatures targeted by this effect are entitled to a Fort save to halve the damage, which comes after the Ref save or touch attack.
    - Any creature who takes more than one-fifth of their normal maximum hit points as disintegration damage loses one limb. Roll randomly between arms, legs, tails, and wings. Taking more than one half of normal maximum hit points in disintegration damage results in two lost limbs. Each lost limb causes blood loss of 5% of the creature's normal maximum hit points per round, in addition to the loss of function.
    - A creature that is reduced to 0 or fewer hit points is disintegrated and leaves only a minute pile of fine dust, but its equipment is unaffected. Objects and nonliving matter can be disintegrated with each 6 points of damage destroying 1 cubic foot of material. Magical items are entitled to a Fort save to halve the damage.
  • +5 to make the effect repeat the next round with no new roll to hit or saving throw.
Acid resistance (1 min/level)
The subject gains one point of acid resistance.
  • +2* per increase of the bonus by 1 point.
Dispelling (1r/level)
You can attempt to suppress an active spell on a creature, object, or point in space. The suppressed spell's duration continues to be accrued. If it has remaining duration when this effect expires, the spell's effect resumes. You must succeed at an opposed caster level check to successfully suppress the spell (a tie is a fail for the dispeller). You do not need to know which seed is in use, but if you do, you gain a +2 bonus to your caster level check. If there are no active spells where you initially target this effect, you can try again each round until the duration expires. Each such attempt takes one standard action. Once you have made an actual attempt to suppress an effect, whether it succeeds or fails, you may not make an additional attempt with the same casting.
  • +8 to attempt to fully dispel an active spell. This functions the same as suppressing, but ends the spell instead of just suppressing it temporarily. You may attempt to dispel one active spell per round. As soon as you successfully dispel any spell, this effect ends and you must recast to try another one.
  • +5 to attempt to suppress the effects of a magic item in the same fashion as suppressing an active spell. Instead of an opposed caster level check, you make a Spellcaster check against the DC of the item. In the case of items with multiple different effects, you can only suppress one effect, but you may select which one. Items so suppressed do not function until the suppression ends. They cannot be activated, and attempting to do so does not expend the charge of any charged item. Items cannot be fully dispelled, only destroyed.
Fear (1r/level)
The target creature is filled with fear of you. It may make a Will save to avoid the effect. If it fails, it is shaken so long as it can see you. This is a mind-affecting and fear effect.
  • +4 to affect the target whether it can see you or not.
  • +5 to upgrade the fear effect so the target is shaken if it succeeds at the save, and frightened if it fails.
  • +12 to upgrade the fear effect so the target is frightened if it succeeds at the save, and panicked if it fails.
  • +20 to upgrade the fear effect so the target is panicked if it succeeds at the save, and paralyzed if it fails.
Air Seed (opal)
Deflection bonus (1r/level)
The subject gains a +1 deflection bonus to AC.
  • +5 to increase the bonus by +1 point
Create illusions (1r/level)
Create illusory information in an attempt to fool one sense. The illusion is stationary unless targeted on a creature. Creatures interacting with an illusion are entitled to a Will save to identify it as fake. A creature that successfully disbelieves the illusion by making its Will save may grant a +4 circumstance bonus to the Will save of any creature it can communicate this information to. When a creature successfully disbelieves an illusion, it is still perceived, but that creature knows the input is fake. You can change what the illusion depicts once per round as your standard action, but you cannot change the sense type. An illusion cannot directly cause damage, but it can be used to conceal or lure creatures into real dangers.

Visual: A visual illusion can occupy no more than one 5 foot cube. It can produce a hypnotic effect which causes a single target creature to be fascinated. A creature engaging a visual illusion in combat will know it is fake if you do not use a standard action to concentrate on causing it to react properly. If you do cause it to react properly, it has an AC equal to 10 + your Int, Wis, or Cha modifier. A creature that hits may immediately make a Will save to know it is fake. You can make a visual illusion as a perfect copy of yourself or any other creature you can see.

Auditory: An auditory illusion can produce noise in volume up to the loudness of a human voice speaking normally. It can produce intelligible speech, but cannot mimic a specific person's voice other than your own. The illusion originates from a specific location and cannot be moved around. If you make an auditory illusion static, you can decide on one round's worth of sound to repeat or have it produce a single continuous sound.

Tactile: A tactile illusion changes the sensations perceived through skin contact. This type of illusion can be targeted on an object, creature, or a 5 by 5 foot area.

Olfactory: An olfactory illusion produces a smell in a 5 foot cube. The smell can be as strong or subtle as desired, but it only exists in the area of the spell.

Thermal: A thermal illusion produces a temperature sensation. This type of illusion can be targeted on an object, a creature, or a 5 by 5 foot area. It cannot negate or impose penalties or damage from ambient temperature or heat- or cold- based effects. It can be used to mask such dangers, though, such as making a thermal illusion of cold over a fire.
  • +1* per additional 5 foot cube
  • +5* per additional sense included in the same illusion
  • +7 to program changes in any illusion so you do not need to concentrate to change it. You can begin concentrating again at any time while the spell is still in effect to alter the program.
Invisibility (1 min/level)
Cause one unattended, nonmagical object to become invisible.
  • +4 to use invisibility on an unattended magical object.
  • +8 to make a creature invisible (effect ends on any hostile action against creatures).
  • +14 to make a creature invisible without the effect ending on hostile action. When the recipient makes a hostile action, it appears as a shimmer of light that is visible in shadowy or better illumination for only the phase it acts in.
  • +2 to require bright illumination to make the shimmer visible.
  • +3 to eliminate the shimmer completely (cumulative with previous).
Levitation (1r/level)
One willing creature can be moved vertically as you wish. You can target yourself. The maximum rate of movement per round is your base speed. You are in complete control of the creature's upward and downward movement, so you can stop a creature from falling. This effect does not grant any ability to control lateral movement. An affected creature can move laterally by pulling itself along with other objects, or by being pulled or pushed. For the purposes of determining the effect of wind, consider an affected creature to be one size category smaller than it actually is.
  • +8 to target an unwilling creature. It may make a Will save to shrug off the effect. If you force a creature to fall, it only moves at your base speed unless you dismiss the spell, so the maximum fall height is equal to your base speed. In other words, if your base speed is 30, the damage is as from 30 feet.
  • +2* to increase levitation speed by 5 feet per round, or flight speed by 10 feet per round.
  • +5 to change the levitation to flight at twice your base speed with a rating of clumsy. A flying creature cannot remain aloft with more than a light load, and
  • +4* to upgrade the maneuverability of a flight effect by one step. The flight rating progression is: clumsy, poor, average, good, perfect.
Wind Effects (1r/level)
Create a gust of wind of light intensity that effects one 5 foot cube. Creatures and objects are affected normally by the wind with respect to the distance they are knocked down or blown away, but are no longer affected once they have moved that distance. If you increase the number of targets for this effect with metamagic, you are increasing the number of 5 foot cubes. Cubes need not be contiguous.
  • +4* to increase the intensity of the gust by one step using this progression: moderate, strong, severe, windstorm, hurricane force.
Earth Seed (adamantine)
Sonic damage (instantaneous)
Deal 1d3 points of sonic damage to a target creature. It may make a Ref save to avoid the effect. +5 to make the effect repeat the next round with no new roll to hit or saving throw.
  • +3 to use a ranged touch attack as a ray and not allow the creature to make a saving throw.
  • +4 to cause half damage (round up) on a successful save. Armor Bonus (1r/level)
    Grant the target creature a +1 armor bonus to AC. It functions exactly as normal armor, but has no weight or encumbrance, arcane spell failure, or armor check penalty. It can be bypassed by incorporeal creatures and does not protect against touch attacks. Essentially, you enchant the target's clothing to be fortified as if it were armor.
    • +4* per additional +1 armor bonus conferred.
    • +5 to upgrade the armor bonus so that it is effective against touch attacks and the attacks of incorporeal creatures.
    Create objects (1 min/level)
    Create one nonmagical object of nonliving, organic material. It must be of homogenous type, such as all oak leaves or all clay. Body parts can be created, but only one 'part' per casting. All parts are duplicates of your own, but 'dead' and unusable for any sort of spellcasting or grafting purpose. Consider magic item slots to get the definition of a 'part': hand with fingers, foot with toes, eyeball, leg with neither hip nor foot (hip is part of torso), etc. This seed cannot make water or other fluids. An object must not have moving parts, but can be complex and/or precise if you succeed at an appropriate Craft check(such as bowmaking for creating straight arrows). A failed Craft check indicates that the item is inherently flawed and not is useable for its intended purpose. For this purpose, 'complex/precise' means that the Craft DC to make such an item is higher than 10.
    The object can be a continuous one inch thick sheet with 25 square feet of surface instead of a cubic foot. If a sheet is placed with one edge on the ground, as a wall, that edge is fused to it with strength appropriate to a normal wall of its type. Height and width (but not thickness) can be modified as desired, as long as the total surface area remains the same. The sheet can be formed in any fashion, as long as each section touches at least one other section. Once the casting is complete, gravity affects the sheet normally, though a sheet that has been fused to the ground will not fall over.
    • +2* for each additional cubic foot of the object created.
    • +2 to make multiple objects that all fit within the total volume.
    • +2* to increase the thickness of a sheet by one inch.
    • +4 to make body parts that are duplicates of a creature that you have touched before.
    • +8 to make body parts of a creature type you have seen but not touched.
    • +14 to make generic body parts of a creature type you are familiar with, either through books or firsthand knowledge.
    • +10 to make the duration of an organic object permanent.
    • +7 to make an object out of stone or crystal instead of organic material.
    • +10 to make an object out of a non-precious metal, such as iron or steel instead of organic material.
    • +13 to make an object out of a precious metal, such as silver or gold, instead of organic material.
    • +16 to make an object out of gemstone instead of organic material.
    • +20 to make an object out of mithril or a similar metal instead of organic material.
    • +24 to make an object out of adamantine or a similar metal instead of organic material.
    Sonic resistance (1 min/level)
    The subject gains one point of sonic resistance.
    • +2* per increase of the bonus by 1 point
    Silence (1r/level)
    Create a 5 foot square of silence. No sound passes into or out of the square, and creatures within that square cannot use any skill, ability, or spell that requires making or using sound in some fashion. Additionally, sounds made outside the square do not penetrate within it. This effect does not provide protection from pure sonic damage, but it does provide protection from language-dependent effects and non-damaging sonic attacks. For the purposes of metamagic abilities, the 5 foot square counts as both a 'target' and an 'area'.
    • +5 to target an object instead of a square. The object is the center of the 5 foot square of silence, but it otherwise functions the same. If the object is moved, the silence effect moves with it.
    • +7 to target a creature instead of a square. The creature may make a Will save to avoid the effect. An affected creature is effectively deaf in addition to making no noise. The silence effect does not extend past whatever the creature is wearing or holding, so rocks kicked by the creature make noise as they tumble away, but its feet do not as they impact the rocks.
  • Electricity Seed (copper)
    Electrical damage (instantaneous)
    Deal 1d3 points of electrical damage to a target creature. It may make a Ref save to avoid the effect.
    • +5 to make the effect repeat the next round with no new roll to hit or saving throw.
    • +3 to use a ranged touch attack as a ray and not allow the creature to make a saving throw.
    • +4 to cause half damage (round up) on a successful save.
    Luck Bonus (1r/level)
    The target creature gains a +1 luck bonus to attack rolls.
    • +5 to also add the luck bonus to damage rolls.
    • +5 to also add the luck bonus to saving throws.
    • +5 to also add the luck bonus to all skill checks made for skills linked to a specific ability score (all Cha based skills, for example).
    • +7* to increase the luck bonus by +1.
    Teleportation (instantaneous)
    Teleport yourself and up to 25 lbs. of gear no more than 10 feet away from your starting location. When teleporting, you always land in a place that is not inherently dangerous. The air will be breathable and the land stable and under your feet. This does not mean that a hostile creature can't be standing right next to you, but it does mean that you won't teleport into a campfire, wall of rock, or lava pit. If your chosen location is not "safe", you are instead shunted to the nearest safe place back in the direction of your origin point. This may mean that you end up back at your origin point. If your origin point is not "safe", you are shunted to the nearest "safe" location as measured from the origin point. To use a location as an end point of teleportation – this limitation applies to the first four factors listed below, as well as the basic effect - you must have been there before, be able to see it when you cast the spell, or be able to infer its location by obvious landmarks ('the other side of this door', 'behind that tree', 'the bottom of these stairs'). You can bring additional creatures by using a metamagic ability that increases the number of targets. Unwilling creatures may make a Fort save to resist the effect.
    • +5 to teleport anywhere within close range of your starting location.
    • +10 to teleport anywhere within medium range of your starting location.
    • +15 to teleport anywhere within long range of your starting location.
    • +20 to teleport to any location on the same plane.
    • +22 to teleport to any location on the same plane, without having been there before, being able to see it, or being able to infer its location directly, but you must know something about it or have viewed it somehow. You have only a 60% chance to arrive at the correct location. When you miss, the destination is left to the DM's discretion and may be any of the following: some distance away, an area that is visually or thematically similar to the desired destination, the exact opposite of the desired destination.
    • +2* per 10% reduction in the miss chance, maximum of 30% reduction.
    • +10 to negate the miss chance completely.
    • +2 to teleport unattended objects weighing no more than 50 lbs., instead of yourself.
    • +1* for each additional 50lbs. you can teleport either with yourself or without.
    • +10 to make any teleportation effect form a doorway that creatures can move through. The doorway has a maximum surface area of 150 square feet and can be shaped and oriented as desired. Any creature touching the space within the frame of the doorway is sucked across to the other side. The caster has no control over who or what goes through the doorway. While the doorway must have a facing (creatures can only enter through the way it is facing), it functions and is visible from both ends. The doorway can be closed at any time by the caster, with a maximum duration of 1 round per caster level. The doorway frame and the space within it can have any appearance desired, except that they cannot both be invisible. If the space within is invisible, then whatever is on the other side can be seen by looking through the frame. Factors increasing weight or creature limits do not need to be applied for the doorway to function. Objects can be sent unattended through the doorway.
    • +5 to make passage through a teleportation doorway require a password.
    • +8* to either bar or only allow passage through a teleportation doorway to one type of creature, but you cannot specify level, class, or hit dice.
    • +12 to cause a random teleportation effect(blinking) to occur once per round for the duration of this spell. Each time you are teleported, you end up in a random location within 30 feet of the original casting point. As with normal teleporting, you always end up in a safe place and never in an occupied spot. The teleportation occurs at a random time each round. The DM rolls a separate initiative for your teleportation each round, using your initiative modifier. If your teleportation occurs in the same initiative phase as your action, the chance of acting before or after teleporting is 50/50. You are never aware of the initiative phase that you will teleport in until it happens. You may not choose to not blink in any given round while this effect is active. This effect lasts 1 round per caster level.
    • +6 to be able to choose the initiative phase you will blink on. You make this choice at the beginning of each round.
    • +6 to be able to choose the locations you blink to, but all must be within the allowed area.
    • +2* to increase the distance away from the starting point that blinking can take you by 10 feet.
    Electrical Resistance (1 min/level)
    The subject gains one point of electrical resistance.
    • +2* per increase of the bonus by 1 point
    Fire Seed (ruby)
    Fire damage (instantaneous)
    Deal 1d3 points of fire damage to a target creature. It may make a Ref save to avoid the effect.
    • +5 to make the effect repeat the next round with no new roll to hit or saving throw.
    • +3 to use a ranged touch attack as a ray and not allow the creature to make a saving throw.
    • +4 to cause half damage (round up) on a successful save.
    Haste (1r/level)
    Grant a +5 enhancement bonus to the base speed of the target creature. This increase affects only the primary movement type, so if a creature is primarily aerial, it affects only the fly speed. A creature that is primarily ground-based has its ground speed affected. If it is unclear which is primary, the bonus is applied to ground speed.
    • +1* per increase of the enhancement bonus to base speed by 5 feet.
    • +7 to also apply the speed bonus to all other modes of movement the target creature has (fly, swim, climb, etc.).
    • +10 to also grant an additional swift or immediate action each round.
    • +20 to also grant an additional move-equivalent action each round.
    • +30 to also grant an additional standard action each round.
    Torch (1 min/level)
    Create a source of light that sheds bright illumination in a 10 foot radius and shadowy illumination for the same distance beyond that. The light source can be any shape no larger than your fist and any color you choose. You can use a free action to command it to move anywhere within 30 feet of yourself. If you do not command it, the light floats 1 foot over your head and moves with you. The light source is steady unless you command it to flicker, sputter, emit non-damaging sparks, or have any other visual effect of this ilk. If this effect comes into contact with an effect that produces darkness, make a caster level check to determine which effect dominates.
    • +1* per additional 5 feet of the radius.
    • +3* for each additional light source (you can command only 1 light source per round, unless you give them all the same command).
    • +3* to increase the distance the light source can travel away from you by 10 feet.
    • +7 to have the light source emit enough smoke to fill one 5 foot cube per 10 feet of light radius and reduces visibility in that cube as a light fog. The smoke can be dispersed by wind effects but otherwise remains in its cube. The location of the cube(s) of smoke may be anywhere within the radius of the light. Multiple cubes need not be contiguous.
    • +4 to make a 5 foot cube of smoke also cause coughing (a –1 to attack and weapon damage rolls).
    Fire Resistance (1 min/level)
    The subject gains one point of fire resistance.
    • +2* per increase of the bonus by 1 point
    • +5 to also ignore the effects of extreme hot temperatures. The recipient does not need to wear any special clothing or take any special precautions to suffer no ill effects from hot temperatures. This does not confer any additional protection against magical heat or fire.
    • +3 to become completely immune to normal, nonmagical fire.
    Insight Seed (pearl)
    Insight bonus (1r/level)
    The subject gains a +1 insight bonus to AC or to all Ref saves. This effect has a range of Close.
    • +5*to increase the bonus by 1.
    • +7 to apply the bonus to attack rolls instead of AC or Ref saves.
    • +10 to render the subject incapable of being flanked. Enemies fighting in flanking positions gain no bonus from doing so, and sneak attack damage is not applied.
    Object Reading (instantaneous, range: Personal)
    You gain knowledge about an object you are touching. You learn approximately how old the object is, its primary purpose, and get an image of the last person that used it. In the case of magical items whose primary purpose is not otherwise obvious (a sword's primary purpose is slashing things, a belt's primary purpose is holding up pants or belt pouches, etc.), the primary purpose is delivered as "to cast a spell" or "to produce a magical effect" (or a similar sort of explanation).
    • +5 to determine the least powerful function of any single magical item. You learn exactly what the function does, how to activate it, and how many charges it uses and has (if applicable). The least powerful function of a given item is the one with the lowest DC. If multiple functions have the same DC, the DM may choose which one to give information about, but subsequent castings always reveal the same function as the least powerful. The item must be handled or touched during the casting. Functions of items not created using the standard item creation rules, such as artifacts, may be identified at the DM's discretion.
    • +1 to know the exact number of effects produced by a magical item.
    • +3* to determine the next least powerful function of a magical item.
    • +10 to gain more historical information about an object. The caster must specify what sort of information is desired, and the DM may adjudicate exactly what is available, how much to reveal, and how cryptically to do so.
    Detect Magic (1r/level)
    The recipient gains the ability to see magical auras within 30 feet of itself. To see a magical aura, the creature or object must be within line of sight with no cover or concealment. A quick glance reveals magical auras, but gives no additional information about them. More information can be determined about a magical aura by studying it. After each full round of study of any given subject, any one of the following can be learned: the power of the aura relative to the viewer, one seed used to create the effect, the type of aura (arcane, divine, supernatural, etc.). Mages, priests, chosen, spellthieves, and warlocks all detect as magical in their own right, as do creatures capable of casting spells, dragons, and magical beasts. See the priest and chosen classes for more information on what their auras reveal. Bards, druids, healers, ranger, telekinetics, and other non-spellcasting classes do not detect as magical.
    • +2* per increase of the distance all detection effects extend by 5 feet.
    • +5 to also detect invisible creatures or objects.
    • +5 to also detect any undead in the area.
    • +10 to also detect metaphysical energy. This includes healers and telekinetics and the effects they produce.
    • +10 to also detect the presence and nature of curses and similar not-quite-magical afflictions.
    Discern Locations (1 min/level)
    The recipient is aware of its compass heading for the duration of the effect.
    • +8 to create one floating eyeball that is linked to you and can be sent up to 100 feet away from you. It can move up to your base speed per round. Controlling each eye is a swift action. Receiving information from the eye does not interfere with your normal vision, but it does divide your concentration enough to impose a –2 penalty to initiative rolls and spot checks. The eye is visible, solid, and the size and color of your own eyeball.
    • +5* for each additional eye. You can receive images from more than one eye simultaneously, but interpreting images from more than one eye at a time requires an INT check DC 15 +2 per eye beyond the 2nd (15 for 2 eyes, 17 for 3 eyes, etc.), and you have to close your eyes and concentrate as a standard action. If you fail this check, you can get visual information from any one eye, but you still have to close your eyes and concentrate.
    • +7 to know the direction in which the nearest of a given type of object lies, as long as it is on the same plane and within 400 feet. If the object is specific (the King's signet ring), you must have observed the particular object firsthand in order to find it. If some kind of effect is obscuring its location, you must succeed at an opposed caster level check against the concealing effect.
    • +3* to double the distance you can locate an object within (actual doubling).
    • +13 to know the direction of a specific type of creature you have seen before, as long as it is on the same plane and within long range. To find a specific creature, it must be known or familiar to you, such as 'my friend Diane', and that creature is entitled to a Will save to avoid detection.
    • +6 to use an object that previously belonged to a specific creature to locate it. In this case, you do not need to know anything more than enough general identifying information to specify amongst the previous owners of the object. Knowing what the person looks like, or what name they use, or gender and location of residence at the time of ownership are all examples of what is typically good enough for an object that has had multiple owners.
    • +3* to double the distance you can locate a creature within (actual doubling).
    • +20 to make the recipient aware of the shortest, most direct physical route to a known location on the same plane. This effect can only guide them to a locale, not to creatures or objects within a locale. The recipient is directed when to turn and in what direction, and is alerted to trip wires, pressure plates, and similar obstacles. The recipient is directed around areas that are impassable to it. This effect does not predict or allow for the actions of other creatures that might bar the way. When the duration of the effect ends, the recipient is left with the information still in its brain, but each hour that passes degrades it. One hour after the spell ends, an Int check DC 5 must be made to recall specifics of the path. Each subsequent hour increases the DC by +1. The general idea of the path, including important or prominent landmarks, remains available without any checks for 24 hours, at which time it is lost. While the spell is active, or during the first hour after it has ended, the recipient can put the information into a map useable by itself with 1 minute of work per mile of path. To make the map good enough to be useable by others, it must also succeed at a Craft(mapmaking) check DC 15. If that check is failed, anyone else using the map is 50% likely to be confused by the notations in some way. Results of map confusion are left to the DM's discretion.
    Enhance Mental Ability Score(1 min/level) Provide a +1 enhancement bonus to the Int, Wis, or Cha score of a target creature. You must cast a combined spell to affect multiple scores at once, adding the factor to increase the score separately for each score.
    • +3* to increase the bonus by +1.
    Martial Seed (mithril)
    Enhance Weapon (1 min/level)
    The target weapon gains a +1 enhancement bonus to attack. This bonus can be alternately applied to 25 pieces of ammunition (arrows, bolts, and bullets) that are all touching each other. When using Target metamagic, you are limited to twice your level in a number of weapons and/or piles of 25 pieces of ammunition that can be affected simultaneously.
    • +5 to upgrade the enhancement bonus so it affects both attack and damage rolls.
    • +5* to increase the enhancement bonus by 1, to a maximum of 10.
    • +5 to add any one of these special qualities for the purpose of overcoming damage reduction: silver, cold iron, adamantine. The quality has no other effect on the weapon.
    • +4* to increase an existing range increment by 20% (round normally to the nearest 5 feet). When applying this factor multiple times, increase the percentage before applying it.
    • +6* to increase the damage of a weapon by +1. This damage is considered part of the weapon's base damage and is multiplied on a critical hit.
    • +5* to increase a weapon's threat range by 1.
    • +10* to increase a weapon's critical multiplier by 1.
    • +12 to add one additional type of damage to weapon (bludgeoning, piercing, or slashing).
    Enhance Armor (1 min/level)
    The target suit of armor or shield has its armor check penalty reduced by 1. If the armor does not have an acp, it is unaffected. When using Target metamagic, you are limited to twice your level in a number of suits of armor that can be affected simultaneously.
    • +5 to add a +1 enhancement bonus to AC.
    • +5* to increase the enhancement bonus to AC by 1.
    • +4* to increase the hardness of the armor or shield by 20%. When applying this factor multiple times, increase the percentage before applying it.
    • +10 to decrease the category of a suit of armor by one step. Heavy armor is treated as medium, medium as light, and light as none. This change affects all aspects of armor use, including which proficiency is required to use it properly, encumbrance, and speed. ASF is reduced by 10%.
    • +4* to increase the maximum Dex bonus by 1.
    Conjure Weapon (2r/level)
    Conjure a simple light weapon or 10 pieces of ammunition for a simple ranged weapon. Thrown weapons count as weapons, not ammunition. The weapon or ammunition is standard for its type and can be sized for a medium or smaller creature. It appears in an empty hand of the target creature, or at its feet if it does not have a free hand. When using Target metamagic effects, you may only conjure one weapon or 10 pieces of ammunition per creature targeted.
    • +8* to increase the size of the creature the weapon or ammunition is made for by one step.
    • +3 to improve the possible complexity from simple to martial.
    • +4 to improve the possible complexity from martial to exotic.
    • +3 to improve the possible category from light to one-handed.
    • +4 to improve the possible category from one-handed to two-handed.
    Enhance Skill (1r/level)
    Grant the target creature a +1 competence bonus to a single skill.
    • +3* per increase of the competence bonus by 1.
    • +12 to grant the bonus to all skills based upon a single ability score (all Cha-based skills, for example).
    Enhance Physical Ability Score (1 min/level)
    Provide a +1 enhancement bonus to the Str, Dex, or Con score of a target creature. You must cast a combined spell to affect multiple scores at once, adding the factor to increase the score separately for each score.
    • +3* to increase the bonus by +1.
    Planar Seed (gold)
    Extradimensional space (1 hour/level)
    Create an extradimensional pocket that exists in its own space and is a 1 foot diameter sphere. Anything placed inside has only 1/10th of its weight from the outside. The entrance to the pocket is circular (the circle can be any size, up to the diameter of the sphere) and can be in any fixed location the caster wishes. This entrance can be sealed or opened at any time by the caster or any other single person designated at the time of casting. Sealing the pocket protects the contents from all effects that occur outside it and makes the entrance invisible (Insight can detect it as magical). The pocket contains enough air to support any creatures that can fit within it for the duration of the spell.
    Anything within the pocket when the spell expires appears at the location of the entrance. While this shunting out is harmless, the location of the entrance may pose inherent dangers, such as falling. A successful dispel effect forces a sealed pocket to open or an open pocket to expire. If the pocket is suppressed rather than dispelled, an open pocket resumes existence when the suppression effect ends.
    • +1* for each additional foot of diameter in an extradimensional pocket.
    • +5 to put the entrance of an extradimensional pocket on a movable object, such as the opening of a sack.
    Darkness (1 min/level)
    A darkness effect has a 10 foot radius and can be centered on yourself, another creature, an object, or a point in space. If you choose to center the effect on another creature, it may make a Ref save to avoid the effect. An attended object may use its wielder's Ref save. An unattended magical object may make a Fort save to resist this effect. If this effect comes into contact with a magical effect that produces light, use an opposed caster level check to determine which effect dominates. It is true darkness, which normal and low-light vision cannot penetrate, but darkvision can see clearly through.
    • +1* per increase of the darkness radius by 5 feet.
    • +10 to cause the darkness to coalesce, forming a fog effect that obscures darkvision.
    • +7 to render the fog capable of smothering creatures within it. A creature in the fog may make a Fort save to resist the effect. Creatures that do not breathe, either from not needing to or from holding one's breath are unaffected.
    Shift Planes/Scry (1r/level)
    Shift your sight so you can see across to the Ethereal Plane. You are unable to see anything on the Material Plane for the duration of this effect, and can be affected by creatures and effects originating in both planes.
    • +5 to be able to see on both planes simultaneously, but your attention is split, so you lose any Dex bonus to AC and suffer a –1 penalty to any die roll that requires paying attention to your surroundings. This penalty affects Listen checks and attack rolls, for example, but not Knowledge checks.
    • +15 to shift one creature between the Material and Ethereal Planes. The creature appears in the corresponding location on the other plane. This effect is instantaneous; once the creature has shifted between planes once, the spell ends. Unwilling creatures may make a Will save to avoid the effect.
    • +6 to instead hear or see in another location on the same plane (scry) that is very familiar or obvious to you, such as ‘the other side of this door’ or ‘my bedroom’. You can scry on a 10 foot radius sphere of area.
    • +4 to hear and see when scrying.
    • +2 to target a creature for scrying if you are familiar with it. The creature may make a Will save to negate your scrying attempt. Any creature that does make this save automatically makes its save against any scrying effect you try to use on it for the next 24 hours.
    • +3 if the target of a scry is not familiar, but you have met it before.
    • +7 if you have never met the target of the scry. You must be able to identify it unambiguously by using its True Name, exact time and place of birth, or some object that it possessed within the past month.
    Protective Construct (1r/level)
    Summon matter from the Ethereal Plane to form a buckler sized appropriately for a medium or smaller creature. The buckler hovers near the target creature, providing a +1 shield bonus to AC against one attack per round. Neither you nor the target creature needs to concentrate on it or direct it in any way, and it does not impose arcane spell failure. The bonus it provides is not effective against touch attacks or ranged touch attacks, but it cannot be bypassed by incorporeal or Ethereal creatures. If you use a Target metamagic effect, you are changing how many creatures are protected by the effect.
    • +2* to increase the size of the creature the shield is made for by one step. No matter what size creature the shield is made for, it still only provides the normal benefit for its type (buckler, light shield, etc.) to smaller creatures. A creature larger than the size that the shield is made for gains no benefit from it.
    • +5 to upgrade the buckler to a light shield.
    • +3 to upgrade a light shield to a heavy shield.
    • +4 to upgrade a heavy shield to a tower shield.
    • +7 to change the buckler to an immobile 10x10 wall. The wall is one inch thick and is vertical with respect to you at the time of casting. It stays wherever you put it, unaffected by gravity. The wall is completely invisible, but shows up clearly to any effect that reveals magic. Incorporeal creatures may not bypass it, as it exists on both the Material and Ethereal Planes simultaneously. You can increase the size of the wall by one 10 foot square per additional 'target' (see metamagic). Squares need not be contiguous.
    Useful Construct (1 min/level)
    A useful construct is a mindless entity that performs any task it is commanded to. The construct occupies a 5 foot cube and can have any appearance you wish, but it cannot be invisible. Only the creator of the construct can issue commands to it. The first command is a part of the casting. Subsequent commands are issued mentally and each requires a standard action. A construct can only be commanded while it is within close range. It has an effective STR score of 2. It can set off traps, but can exert only 20 pounds of force, which may not be enough to trigger pressure plates and similar devices. It cannot perform any task that requires a skill check with a DC higher than 10, or any check with a skill that cannot be used untrained. The construct has 1 hit point per caster level and its AC is equal to 10 plus your INT modifier(this AC applies to all circumstances, including those that normally bypass armor).
    It can be commanded to inhabit an object, but is limited to what can be manipulated by its STR score. If you command it to inhabit a weapon, it can attack with the weapon as if it were proficient using its STR bonus to hit and the weapon's damage plus its STR bonus for damage. The construct cannot perform any other attack actions, but it can be commanded to protect the caster, granting 1 point of cover bonus to AC in one direction. The direction that the cover applies to can be changed with a standard action. Its base speed is the same as yours. For purposes of spell targeting, a construct counts as an object, not a creature. A construct can either be tied to its caster or a specific location and must remain within medium range. The effect may not be modified with Target metamagic effects.
    • +1* for each additional two points of STR for a construct. This also increases the force it can exert, which is equal to its maximum load.
    • +2* to increase a construct's base speed by 5 feet.
    • +4* to double a construct's hit points (a doubled double is triple)
    • +5* for each additional point of AC that a construct has.
    • +2 to give the construct the ability to perform the following attacks: bull rush, grapple, punch, constrict. Use the following for attack bonus: your caster level + your INT modifier + the construct's STR modifier. A punch causes 1d3 + STR modifier normal damage. Constricting requires a successful grapple and causes 2d3 + STR modifier lethal damage.
    Summon Seed (silver)
    Combat Summon (1r/level)
    Summon one creature, which must be a celestial or fiendish version of any creature on this list: bat, cat, hawk, lizard, owl, rat, raven, snake, toad, weasel. It can appear in any location you designate within range and has a fanatic attitude towards you. The act of summoning influences your alignment to be the same as the creatures you summon. One summoning will not change your alignment, but a pattern of summoning Good creatures will eventually shift a Evil caster's alignment towards Good, for example.
    The creature will perform any task it is capable of that you can effectively communicate to it, though this seed gives you no special power to communicate with it. If you do not specify an action for the creature, it will attack the nearest creature who is your enemy. The round the creature appears does not count against the duration of the spell, and it may act immediately upon appearing. After its action in the ending round, the creature disappears. If a creature is slain, it disappears with its gear, but not any gear it acquired after summoning, regardless of any remaining spell duration. Due to the nature of this seed, slain creatures are not actually killed while under its influence.
    Beings whose CR is at least 10 higher than your own and deities cannot be compelled to appear or perform any actions with any effect of this seed, but may choose to come.
    • +4 to be able to summon any other creature of type outsider up to CR 1.
    • +2* per increase of the maximum CR past 1 by 1 to a maximum of 7.
    • +4* per increase of the maximum CR past 7 by 1 to a maximum of 15.
    • +6* per increase of the maximum CR past 15 by 1, with no maximum.
    • +2* for each additional creature, but the combined total CR of all creatures must be within your limit.
    Long Term Summon (1 minute)
    Summon one creature of any type of CR 1 or less whose native plane may not be the one you are summoning from. You may specify an alignment it must or must not have, as well as either a specific type of creature or some specific ability it must have or not have (such as the Chosen's Fire Aura, the Spellcaster ability, or Lay on Hands).
    The creature may make a Will save to avoid the effect. If it fails, it is brought to your side for 1 minute, during which time it is required to stay and to listen to what you say. The typical use of this effect is to bargain with a creature to perform some service or grant a boon. At the end of the minute, if you have offered terms for some kind of exchange, you may make a Diplomacy or Intimidate check to determine if the creature will accept or reject your terms. Any creature who rejects your terms disappears, returned to the location it was taken from. Any creature who accepts your terms is released to perform the action you specified. If your request of the creature is open-ended, or cannot be completed by actions of the creature (such as "defend this area" or "wait here"), this effect lasts a maximum of one day per caster level. Otherwise, the spell expires when the creature informs you that the requested task is complete (the task actually has to be completed). When the spell expires, the creature is returned to the location it was taken from. This seed places no compulsions upon the caster or creature to uphold the terms of the bargain, but creatures without any planar travel abilities are trapped until the seed expires. Terms may be re-negotiated if you wish some additional service, but the duration does not 'restart' in that case.
    • +2* per increase of the maximum CR by 1 to a maximum of 7.
    • +4* per increase of the maximum CR past 7 by 1 to a maximum of 15.
    • +6* per increase of the maximum CR past 15 by 1, with no maximum.
    • +2* for each additional creature, but the combined total CR of all creatures must be within your limit.
    Adopt Creature Qualities (1r/level)
    The target creature gains the Scent ability. This does not confer the benefit of the Track feat for tracking by scent.
    Although many of the following factors include the word 'instead', which indicates that the effect supercedes the basic effect, they can be added to together. To grant Scent along with one or more of these effects, consider it to be a factor with a +5 modifier.
    • +5* to increase the effective distance of the Scent ability by 10 feet. This does not impact the 5 foot distance required to pinpoint a scent.
    • +5 to instead grant the target a Climb speed equal to half its base speed.
    • +2* to increase the Climb speed by 5 feet.
    • +8 to instead grant the target blindsense 30 feet.
    • +3* to increase the range of blindsense by 5 feet.
    • +8 to instead grant the Improved Grab ability.
    • +6 to instead grant the Constrict ability with damage equal to twice the recipient's normal unarmed damage.
    • +10 to instead allow the target to use a different ability score for one specific skill. The swap must be logical in some fashion, and Knowledge skill checks may not be affected. For example, using Dex for Search instead of Int makes sense, but using Con in place of Cha for Diplomacy does not (Wis would work in that case, though).
    • +5* to instead grant the ability to hold one's breath for one additional multiplier of time (x4, x5, x6, etc.)
    • +5 to instead grant a poison attack with a delivery method of injury. It causes one point of temporary ability damage to one ability score chosen at the time of casting with no secondary damage. The Fort save to negate the damage is the spell's save DC. The poison can be delivered with any single natural attack that normally deals lethal damage, such as a claw, bite, or tail sting, or it can be applied with a move action to a weapon. When applied to a weapon, it remains active for one full round. Only one dose of the poison can be delivered per round.
    • +4 to upgrade poison to add secondary damage of 1 point to the same ability score as the primary damage.
    • +4 to increase the primary poison damage to 1d3.
    • +5 to increase the secondary poison damage to 1d3.
    • +3 to instead grant low-light vision as an elf.
    • +7 to instead grant darkvision that extends 30 feet.
    • +2* for each additional 10 feet of darkvision.
    • +5 to instead grant the ability to speak and read/write any one of the extraplanar languages: celestial, infernal, abyssal, terran, aquan, ignan, auran.
    • +4* to add an additional language from the above list.
    • +20 to instead make the target incorporeal. Gear is not affected.
    • +15 to instead take away the need to breathe. This effect renders the recipient immune to gaseous effects, such as poison gas.
    Water Seed (sapphire)
    Cold damage (instantaneous)
    Deal 1d3 points of cold damage to a target creature. It may make a Ref save to avoid the effect.
    • +5 to make the effect repeat the next round with no new roll to hit or saving throw.
    • +3 to use a ranged touch attack as a ray and not allow the creature to make a saving throw.
    • +4 to cause half damage (round up) on a successful save.
    Slow (1r/level)
    You impede a creature's movement, making it feel like it is wading through water with every step. Its current movement speed is reduced by 5 feet. This effect does not stack with any other sort of effect that directly reduces movement speed, but it does stack with effects that change movement in another way, such as the Chosen's ice aura. It may make a Will save to avoid the effect.
    • +4* to further reduce a creature's movement speed by 5 feet. A creature cannot be reduced below speed 5 by this effect. No matter how slow this effect makes the creature go, it does not lose any actions.
    • +9 to cause a creature to lose one move action per round in addition to the speed reduction. The creature makes one Will save against both effects. The creature may take one standard and one swift/immediate action every round. Free actions may be taken normally.
    Make Water (permanent)
    Create two gallons of pure water. The water can be created inside a container so long as there is space for it, even if it is sealed, but not if a creature is within that container unless that creature is you. For this purpose, and for simplicity, consider 8 gallons of water to make 1 cubic foot of water or ice. Water or ice can be created in a sheet that is one inch thick and 1.75 feet per side for every 2 gallons used to create it. A cubic foot of water or ice makes a 5x5 foot sheet.
    • +1* per additional 2 gallons created.
    • +2 to be able to split the water created between multiple containers, but no more than one per gallon of water created.
    • +2 to create the water frozen as one block of ice. It is not magical, and melts normally.
    • +5 to create magical ice that persists in its frozen state regardless of the ambient temperature or heat applied for 1 round per level. When the duration expires, it loses its magical nature and becomes normal ice.
    • +5 to cause magical ice to emit 1d3 points of cold damage to all creatures within 5 feet of it. The damage is emitted continuously for as long as the ice remains magical.
    Cold Resistance (1 min/level)
    The subject gains one point of cold resistance.
    • +2* per increase of the bonus by 1 point
    • +3 to also ignore the effects of extreme cold temperatures. The recipient does not need to wear any special clothing or take any other precautions to suffer no ill effects from cold temperatures. This does not confer any additional protection against magical cold.
    Dice Factors
    Common factors:
    These are factors that may be applied to any seed effect that involves dice. They are considered to be in the same group heading as the effect in use.
    • +1 to increase the die size to 1d4
    • +2 to increase the die size from 1d4 to 1d6
    • +3 to increase the die size from 1d6 to 1d8
    • +2* per additional die
    • +1* per additional 1 point


    Contents Page Bard Class Chosen Class Druid Class Healer Class Mage Class Priest Class Ranger Class Spellthief Class Telekinetic Class Warlock Class Seed Rules Seeds Magic Item Creation Feats Skills Metamagic Abilities Druid Special Abilities Healer Special Abilities