Spell Seeds

Spell Seeds:

Spell seeds are the basic building blocks of all spells. Casters can combine these seeds to create new spells.

Seed Descriptions:

The description of each seed is presented in a standard format. Each category of information is explained and defined below.

Name
The first line of every seed gives the name by which it is generally known.

School (Subschool)
Like spells, all spell seeds belong to a school of magic (and possibly a subschool of magic). Use this to determine the school (and possible subschool) of the final spell you choose to create.

For spells created using universal seeds, always use the school of the seed with which the universal seed is combined. When combining seeds from different schools, or subschools, use your best judgment to determine what the resulting spell’s school, or subschool is.

Level
Like spells, all spell seeds have a particular level. Use this to determine the level of the spell  you choose to create.

Unless a seed has a minimum spell level (see below), when crafting spells that use multiple seeds, add the levels of all the seeds together, and use the total as the spell’s level. For example, a spell crafted using the blast and earth seeds would have a spell level of 2.

Minimum Caster Level
This is the minimum caster level required to use a particular seed when crafting spells.

Minimum Spell Level
Some seeds are so powerful that they cannot be used for creating lower level spells. If combined with other seeds whose total levels do not add up to this minimum spell level, use this number as the crafted spell’s level instead.

Components
Like spells, all seeds have spell components that the caster must perform or use during casting. A spell crafted from multiple seeds uses the combined spell components of all seeds used in its crafting.

Casting Time
Like spells, all seeds have a minimum casting time. If a spell is crafted from multiple seeds with different casting times, use whichever one is longer.

Range
Like spells, all seeds have a certain range. If a spell is crafted from multiple seeds with different ranges, use whichever is longer.

Aiming
Like spells, all seeds can be aimed. If a spell is crafted from multiple seeds with different ranges, use the aiming information listed for the seed with the longer range.

Duration
Like spells, all seeds have a certain duration. When combining seeds with different durations, use whichever is longer.

Saving Throw
Like spells, many seeds allow targets to make a saving throw to avoid some or all of the effect. For spells crafted from multiple seeds with different types of saving throws, determining whether or not targets should get a saving throw for certain effects can be a little tricky. In such cases, you can use the spell examples below to determine how to adjudicate such effects.

Spell Resistance
Like spells, many seeds have spell resistance. For purposes of crafting spells, if at least one seed in a crafted spell has spell resistance, then the resulting spell will also have spell resistance.

Descriptive Text
Like spells, all seeds have text which describes how the seed works. If one of the previous entries says ‘see text,’ this is where the explanation is found.

Augment
Many seeds have variable effects that can be activated by increasing the seed’s level. In general, the higher the spell level, the more powerful the resulting effect. How this affects the resulting, crafted spell, is specific to the seed used in crafting it. Some augmentations allow you to increase a seed’s damage, extend its area, or perform other, unique effects. Each seed that can be augmented includes an entry explaining how the augmentation affects the seed’s level. However, you cannot craft a spell that is higher than the highest level spell you can cast.

Spell Seed List:

Acid
Evocation [Acid]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4-1 points of acid damage per caster level (max 5d4-5) plus 1 point of splash damage to all creatures within 5 feet. This damage ignores hardness.

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the seed does not deal splash damage.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4-5) = 15d4-15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: Powdered rhubarb leaf, and an adder’s stomach.

Air
Evocation [Air]
Level: 1
Minimum Caster Level: 1st
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes

This seed creates a small whirlwind of air, 5 feet in diameter. Creatures of Medium size or smaller, who are caught in the area of the whirlwind, are checked, and flying creatures of Medium size or smaller are forced to land.

Alternatively, you can use this seed to create a cacophonous wind. All creatures within a 20 foot radius spread take a -4 penalty to Notice checks that require hearing. All movement within the area is halved.

Blast
Evocation [Earth or Water]
Level: 1
Minimum Caster Level: 3rd
Components: V, S
Casting Time: 1 standard action
Range: See text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

You can combine this seed with any of the following seeds to produce the following effects.

Air: You can duplicate the effects of a gust of wind spell. The range is 60 ft.

Earth: You pummel your opponents with massive stones. You must succeed on a ranged touch attack to hit your target. The stones deal 3d6 points of bludgeoning damage. For every three caster levels (to a maximum of 12th), you get one additional stone. You may choose to have the stones strike a single creature, or several creatures. A single stone can only strike one creature. No two targets can be more than 15 feet apart. Targets receive no saving throw. The range is 25 feet. + 5 feet per 2 levels.

Water: You unleash a powerful geyser of water in a line extending from your hands. Creatures of Medium size or smaller who are caught in the area of the geyser are knocked prone and take 1d4 points of nonlethal damage. Fortitude negates. The range is 25 feet. + 5 feet per 2 levels.

Cold
Evocation [Cold]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4 points of cold damage +1 point per caster level (max 5d4+5).

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4+5) = 15d4+15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A piece of glass or crystal.

Cone
Universal
Level: 0
Minimum Caster Level: 1st
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert them into a cone attack.

  • Acid
  • Cold
  • Earth
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4 instead.

Augment: If you increase the seed’s spell level by one, the damage dealt by the ray is equal to the damage normally dealt by the base seed.

You can also double the range by increasing the cone seed’s level by two (maximum 60 ft). For example, if you increased the cone’s range to 30 ft., the cone seed would have a spell level of 2.

If you choose to increase both the damage and the range of the seed, the numbers stack.  For example, if you decide to increase the cone’s damage by one die type, and increase its range to 60 ft., the seed’s level would add up to 5.

Cylinder
Universal
Level: 3
Minimum Caster Level: 7th
Minimum Spell Level: 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft.-radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert them into a 20-foot radius cylinder.

  • Acid
  • Cold
  • Earth
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic
  • Water (fog)

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4.

Augment: If you increase the seed’s spell level by one, the damage dealt by the spread is equal to the damage normally dealt by the base seed.

Earth
Evocation [Earth]
Level: 1
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: None

You can use this seed to produce a shockwave that travels through the ground, toppling creatures and loose objects. The shockwave only affects creatures standing on the ground within the power’s area. Creatures that fail their saves are knocked prone, and take 1d4 points of nonlethal damage per caster level (maximum 5d4).

Alternatively if you combine this seed with a seed that produces an area of effect, the seed deals 1d6 points of bludgeoning damage per caster level to all creatures within the area (maximum 5d6).

Examples of seeds that produce an area of effect include the cone, cylinder, line, and spread seeds. If an  area of effect seed, such as the cone seed, specifies that the damage of a seed is reduced, reduce the damage as appropriate.

Augment: You can increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level. For example, if you increase the seed’s spell level to 3, the maximum damage dealt would be 3 × (5d6) = 15d6, or 3 × (5d4) = 15d4.

Material Components: A small pebble.

Electricity
Evocation [Electricity]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like.

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4) = 15d4. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A bit of fur and an amber, crystal, or glass rod.

 
Fire
Evocation [Fire]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4 points of fire damage +1 point per caster level (maximum 5d4+5).

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4+5) = 15d4+15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A piece of phosphorous or sulfur.

Force
Evocation [Force]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack sends a bolt of force through the target, dealing 1d4 points of force damage per caster level (maximum 5d4).

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4) = 15d4. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A pinch of powder made from a clear gem.

Force Shape
Conjuration (Creation) [Force]
Level: 1
Minimum Caster Level: 1st
Components: V, S
Casting Time: Varies
Range: Close (25 ft. + 5 ft./2 levels)
Effect: (see text)
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You can combine this seed with the force seed to conjure objects made of force. Examples of such items are as follows.

Simple Objects: You can conjure simple shapes- such as a cube or a sphere- as a standard action. To conjure a more complex item- such as a ladder, takes 1 minute, and you must succeed on the appropriate skill check. The volume of any item conjured cannot exceed 1 cubic foot per caster level.

Armor: You can conjure an invisible, but tangible field of force that surrounds you, providing a +4 armor bonus to AC. Unlike mundane armor, you incur no armor check penalty, arcane spell failure chance, or speed reduction. Since the armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Shield: You can conjure an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty, or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield for cover.

Weapon: You can conjure a simple, melee weapon that has no cost- such as a club, or a quarterstaff- as a standard action. To conjure a more complex weapon- such as a mace, or a longsword- takes 1 minute, and you must succeed on the appropriate skill check. Ranged weapons- other than thrown weapons- are generally too complex, requiring multiple, moving parts, to be conjured using this seed.

Negative Energy
Necromancy
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d4 points of negative energy damage +1 point per caster level (maximum 5d4+5).

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d6, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4+5) = 15d4+15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A pinch of grave dirt.

Line
Universal
Level: 0
Minimum Caster Level: 3rd
Minimum Spell Level: 2
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: See text
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert them into a 120-ft line, extending from your fingertips.

  • Acid
  • Cold
  • Earth
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4 instead.

Augment: If you increase the seed’s spell level by one, the damage dealt by the line is equal to the damage normally dealt by the base seed.

Ray
Universal
Level: 0
Minimum Caster Level: 1st
Components:  V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert them into a ray attack.

  • Acid
  • Cold
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4.

Augment: If you increase the seed’s spell level by one, the damage dealt by the ray is equal to the damage normally dealt by the base seed.

You can add additional rays by increasing the ray seed’s spell level by one. You gain one additional ray for every four caster levels beyond 3rd (to a maximum of 3 rays at 11th level). The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

If you choose to increase both the damage and the range of the seed, the numbers stack.  For example, if you decide to increase the ray’s damage by one die type, and add additional rays, the seed’s spell level would add up to 2.

Sonic
Evocation [Sonic]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Your successful melee touch attack sends a vibration through the target, dealing 1d4 points of sonic damage -1 point per caster level (maximum 5d4-5), minimum 1. This damage ignores hardness.

If this seed is part of a combination that does not include a universal seed, the maximum damage dealt automatically decreases to 1d4, and the spell level of the seed increases by one.

Augment: You can increase the seed’s damage by one die type by increasing its spell level (maximum d6).

You can also increase the seed’s maximum damage dealt, by increasing its spell level. To determine maximum damage, multiply the base maximum damage by the seed’s new spell level + 1. For example, if you increase the seed’s spell level to 2, the maximum damage dealt would be (2+1) × (5d4-5) = 15d4-15. If, however, the seed is part of a combination that does not include a universal seed, the maximum damage deal would be (2+1) × (1d4) = 3d4.

If you choose to increase both the die type and the maximum damage dealt, the numbers stack.  For example, if you decide to increase the die type for damage dealt and increase the maximum damage dealt by one spell level each, the seed’s spell level would add up to 2.

Material Component: A chip of mica.

Spread
Universal
Level: 0
Minimum Caster Level: 3rd
Minimum Spell Level: 2
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine this seed with any of the following seeds in order to convert the damage dealt by them into a 20-foot radius spread.

  • Acid
  • Cold
  • Earth
  • Electricity
  • Fire
  • Force
  • Negative Energy
  • Sonic

The damage dealt by the attack decreases by one die type. So for example, a seed that normally deals 1d6 points of damage would deal 1d4.

Augment: If you increase the seed’s spell level by one, the damage dealt by the spread is equal to the damage normally dealt by the base seed.

You can double the radius of this seed by increasing its spell level by two (maximum 40 feet).

You can add additional spreads by increasing the seed’s level by three. You gain one additional spread for every four caster levels (to a maximum of 4 spreads at 16th level). Augmenting the seed in this manner increases its minimum spell level to 5.

If you choose to increase both the radius and the number of spreads, the numbers stack.  For example, if you decide to increase the damage, increase the spread’s radius to 40 ft., and add additional spreads, the seed’s spell level would add up to 6.

Water
Conjuration [Water]
Level: 0
Minimum Caster Level: 1st
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This seed generates wholesome, drinkable water, as per the create water spell.

If this seed is combined with the cold seed, the water automatically freezes. If the resulting spell deals damage, increase the level of this seed by one. The damage dealt is a combination bludgeoning damage (maximum 5d6) subtracted from the maximum damage dealt by the cold seed. For example, if the maximum damage dealt by the cold seed is 5d6, you can choose to deal any of the following combinations of damage.

  • 5d6+5 cold
  • 1d6 bludgeoning, 4d6+4 cold
  • 2d6 bludgeoning, 3d6+3 cold
  • 3d6 bludgeoning, 2d6+2 cold
  • 4d6 bludgeoning, 1d6+1 cold
  • 5d6 bludgeoning

Material Component: A clear, glass marble.

Sample Spells:

Elemental Storm
Evocation [Fire or Cold]
Level: Sor/Wiz 4
Components: V,S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: Reflex half
Spell Resistance: Yes

You can combine the following seeds to rain down great magical hailstones, or a column of ash and fire on your opponents.

  • Earth + Fire
  • Cold + Water

The spell deals 3d6 points of bludgeoning damage, and 2d6+2 points of the appropriate energy damage to every creature within the area. A -4 penalty applies to each Notice check made within the storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the storm disappears, leaving no aftereffects (other than the damage dealt).

Material Components: A small pebble, and either a piece of phosphorous, or a piece of glass.
Seeds: Air, Cold, Cylinder, Water.

 
Ice Sheet
Conjuration (Creation)
Level: 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No

You can combine the water and cold seeds to create a sheet of ice. Any creature within the area when the spell is cast must make a Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk across the ice sheet at half normal speed with a DC 10 Agility check. Failure means it can’t move that round (and must then make a Reflex save or fall), while 5 or more means it falls (see the Agility skill for details).

Material Components: A crystal, and a clear, glass marble.
Seeds: Cold, Water

Elemental Swarm
Evocation [Fire or Cold]
Level: 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft. radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

You can combine the following seeds to pummel your opponents with four, massive spheres of cosmic rock or ice.

  • Earth + Fire
  • Cold + Water

The spheres spring from your outstretched hand and streak in straight lines to the spots you select. Depending on the seeds used in casting the spell, the spheres leave a trail of ice or fiery sparks.

If you aim at a specific creature, you make a ranged touch attack to strike the target with a sphere. Any creature struck by one of the spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s energy damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one sphere at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot radius spread, dealing 5d6+5 points of cold or fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each (Energy resistance applies to each sphere’s damage individually.

Material Components: A piece of phosphorous, and a small crystal or pebble.
Seeds: Blast, Earth, Fire, Spread

Advertisements
This entry was posted in New Spells, Spellcasting and tagged , , , , , , , , , , , . Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s