Seeds


All seeds have the following characteristics:
- Verbal component
- Somatic component
- Range of Close (a few effects are different, and they are indicated as such)
- Casting time of 1 standard action
- Spell Resistance is effective against it
- Unless otherwise stated, the target is a single creature

The range of an effect determines how far away a creature or object can be from the caster to be affected by a spell. It may or may not have anything to do with any other part of the effect. For example, the Insight seed Detect Magic effect can be cast on any creature within Close range. That creature can then detect magic within 30 feet of itself, not Close range.

Any spell that can be cast on a creature can target the caster if desired.

The Spellcaster DC of the spell is what must be rolled with a Spellcaster check to successfully cast the spell. If that DC is met or exceeded, the spell goes off as desired. If the Spellcaster check fails, the spell is not cast, and the action and any spell points it would have cost are wasted.

The Spellcaster DC of any spell is equal to 5 plus the modifiers for any metamagic abilities and factors applied. No spell may have a final DC less than 2, but there is no upper limit.

Any factor marked with an asterisk (*) can be applied to a spell more than once. If it does not have an asterisk, it can only be applied to any given spell once.

Every time you cast a spell, you must pay the spell point cost from your point pool. The actual spell point cost for any given spell is shown in the chart below. Spells with a DC of 9 or less cost one spell point.

For every 10 by which the Spellcaster check exceeds the DC, the mage may either reduce the spell point cost of the spell by 1 or add any one additional factor or metamagic ability, so long as it meets the following requirements:
- An added factor or metamagic ability must either be one already in use in the spell, or be within the same group heading as one already in use in the spell
- The modifier applied may not exceed the original DC of the spell
- The modifier applied may not cause the new DC of the spell to be higher than the Spellcaster check
- The modifier applied must be a positive number
These additions do not affect the spell point cost of the spell.

Spell Point Costs
Spellcaster
DC
Spell Point
Cost
2-91
10-122
13-153
16-184
19-215
22-246
25-277
Next 3
point range
+1
The Take 10 rule can be applied to Spellcaster checks, but you may only reduce the casting cost if you Take 10 to cast a spell (see above). Additional factors or metamagic abilities may not be added, regardless of how much higher your check result would be than your chosen DC.

If the Spellcaster check is failed by 10 or more, a negative consequence takes place. The consequence should have power roughly equivalent to half the DC of the attempted spell. This can mean that the spell affects the caster instead of the target, but never if that would be beneficial to him. He automatically fails any saving throw that might otherwise be allowed by the effect, and spell resistance (if any) does not apply. If the effect would normally have a roll to hit, the spell automatically hits. All negative effects are at the DM's whim and should be dramatically appropriate. Failing by 20 or more should incur a much more severe penalty, and could possibly result in the caster's death, depending upon the circumstances.

A caster must have at least one spell point remaining to cast any spell, even if it would not cost him any points to cast no matter what he rolls.

Should a caster attempt to cast a spell that ends up costing more spell points than he currently has, all remaining spell points are expended and the spell fails.

If a caster is under any sort of effect that increases his primary casting modifier, his spell point pool is only affected if that effect was active for his entire rest period. Once the effect wears off, the number of additional points he gained is immediately subtracted from his total, whether he has used any or not.

The spell point pool cannot be reduced below zero.

To regain spell points, a caster must rest the normal amount of time for his race. No other special preparations or meditations need to be made, as the act of resting replenishes the power. A member of any race that does not require sleep or some similar sort of rest period must meditate for 4 hours to regain spell points.

A caster can rest more than once per day to regain spell points, but he can only fully replenish himself during his normal full rest period. He can spend two hours doing absolutely nothing but meditating to regain up to his level in spell points, but this cannot make his new total any higher than his maximum minus 4. The caster can only regain spell points while riding a mount if there is someone else guiding the mount and he is secured such that he need not spend any effort to prevent himself from falling. Holding onto or being held onto by another rider of the same mount is acceptable for this purpose, as is being strapped on securely.

A caster who is under the effects of fatigue, starvation, or thirst cannot regain all of his spell points until the condition is negated. His spell point pool maximum is temporarily reduced by his primary casting modifier until then. Any points he may have over his temporary maximum at the time that the condition afflicts him are lost with no effect. Once the condition is negated, he may regain those points normally.

No seed effect requires concentration to keep the duration going, but some require concentration to change or direct effects.

Any spell can be dismissed at any time by its caster with a free action, as long the effect is either within Close range, or he has line of sight to it. When a caster is reduced below 0 hit points, all his active spells immediately end.

The seeds can be found here.

Counterspelling
Any creature with the Spellcaster ability can counter a spell cast by any other creature with the Spellcaster ability. To counter a spell, you first ready a counterspell action. You can use your move-equivalent action at the time you ready a counterspell action. A counterspell action delays your standard action until you witness a mage casting a spell that you wish to disrupt. At that time, you can attempt to counter the spell, which uses your delayed action and causes an opposed caster level check. If your check is higher, the spell is disrupted. If the opposing caster wins or in the case of a tie, the spell is cast.

If you engage in a counterspell, whether you win or lose, your initiative score changes to be one higher than the opposing caster.

Any spell whose casting time is a swift action cannot be counterspelled.

Combining Seeds
Seeds can be combined to simultaneously produce effects of each. The DC to cast a combined spell is equal to the sum of the DC's for each spell used, plus DC modifications for factors and any metamagic feats used. If you want to produce multiple basic effects of one seed, you still cast a Combined Spell. You can combine seeds on the fly, but it is recommended that they be worked out before combat whenever possible. Combinations to produce an effect different from any seed in use are possible, but the end result should be an effect that is related to all seeds in some fashion.

When the durations of the effects in a combined seed are different, each effect lasts as long as its own duration. If you are creating a hybrid effect, use a reasonable compromise between the durations. For example, to create a wall of fire, you might use Earth's Create Objects effect (1 min/level) and Fire's Fire Damage effect (instantaneous). The most reasonable hybrid would be 1r/level.

Seed effect summary
Acid: Acid damage and resistance, disintegration, dispelling, fear
Air: Deflection bonus to AC, illusions, invisibility, levitation, wind effects
Earth: Sonic damage and resistance, armor bonus to AC, object creation, silence
Electricity: Electrical damage and resistance, luck bonuses, teleportation
Fire: Fire damage and resistance, haste, light
Insight: Insight bonuses, object identification, magic and other detection effects, locating creatures and objects, enhancement bonus to mental ability scores
Martial: Enhancement bonus to weapons and armor, conjure weapons, enhancement bonus to skill checks and physical ability scores
Planar: Extradimensional spaces, plane shifting, scrying, darkness, constructs
Summon: Summon creatures, adopt some common creature abilities
Water: Cold damage and resistance, slow, create water



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