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This seed creates a nonmagical, unattended object of nonliving matter
of up to 20 cubic feet in volume. The caster must succeed at an
appropriate
skill check to make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to
mithral and even
adamantine. Simple objects have a natural duration of 24 hours. For each additional cubic foot of matter created, increase the
Spellcraft DC
by +2. Attempting to use any created object as a material component or a
resource during epic spell development causes the spell to fail and the
object to disappear.
The
Conjure seed can be used in conjunction with the
life and
fortify seeds for an epic spell that creates an entirely new creature, if made permanent. To give a creature
spell-like abilities, apply other epic seeds to the epic spell that replicate the desired ability. To give the creature a supernatural or
extraordinary ability rather than a
spell-like ability, double the cost of the relevant seed. Remember that two doublings equals a tripling, and so forth. To give a creature
Hit Dice, use the
fortify seed. Each 5
hit points granted to the creature gives it an additional 1
HD. Once successfully created, the new creature will breed true.
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The caster can turn the bones or bodies of dead creatures into undead that follow his or her spoken commands. The undead
can follow the caster, or they can remain in an area and attack any
creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can’t be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed allows a character to create 20 HD of undead. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead created remain under the caster’s control indefinitely. A caster can naturally control 1 HD per caster level of undead
creatures he or she has personally created, regardless of the method
used. If the caster exceeds this number, newly created creatures fall
under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to commands or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. To both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.
Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The GM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.
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This seed can summon an Outsider. It appears where the caster designates and acts immediately, on his or her turn, if its Spell Resistance is overcome and it fails a Will saving throw. It attacks the caster’s opponents to the best of its ability. If the caster can communicate with the Outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an Outsider the caster selects of CR 2 or less. For each +1 CR of the summoned Outsider, increase the Spellcraft DC by +2. For each additional Outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by x2. When a caster develops a spell with the summon
seed that summons an air, chaotic, earth, evil, fire, good, lawful, or
water creature, the completed spell is also of that type.
If the caster increases the Spellcraft DC by +10, he or she can summon a creature of CR
2 or less from another monster type or subtype. The summoned creature
is assumed to have been plucked from some other plane (or somewhere on
the same plane). The summoned creature attacks the caster’s opponents to
the best of its ability; or, if the caster can communicate with it, it
will perform other actions. However, the summoning ends if the creature
is asked to perform a task inimical to its nature. For each +1 CR of the summoned creature, increase the Spellcraft DC by +2.
Finally, by increasing the Spellcraft DC
by +60, the caster can summon a unique individual he or she specifies
from anywhere in the multiverse. The caster must know the target’s name
and some facts about its life, defeat any magical protection against
discovery or other protection possessed by the target, and overcome the
target’s Spell Resistance, and it must fail a Will saving throw. The target is under no special compulsion to serve the caster.
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