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Damage (3.5e Epic Spell Seed)

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Created By
Valentine_the_Rogue
Date Created: 4-20-08
Status: Complete
Editing: Please feel free to edit constructively!


Seed:Damage
{{#arraymap: Evocation|, |x|{{#set:School=x}}x}} [{{#arraymap: Acid, Cold, Electricity, Fire, Force, Negative Energy, Positive Energy, Sonic, or None|, |x|Descriptor::x}}]
Spellcraft DC: Spellcraft DC::21
Components: V, S, M, F (See Text)
Casting time: 1 minute
Range: 300 ft.
Target: one living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

3e Summary::This seed creates an energy effect of the caster's choosing: acid, cold, electricity, fire, or sonic. Additional energy types can be added from those five by increasing the spellcraft DC by +4 for each energy type added. Alternatively, the energy type can be changed to positive or negative energy by increasing the spellcraft DC by +6. Additional energy types can be added to this by increasing the DC by +4 for the original five or +6 for positive or negative energy. As another option, the energy type can be made into a force effect by increasing the DC by +8, and more energy types can be compounded with this by following the aforementioned DC increases. As a last option, the energy type can be taken off the damage dealt by this seed completely by increasing the spellcraft DC by +10.

The damage dealt by this seed begins at 5d6 and can be increased by increasing the spellcraft DC by +2 for each additional 1d6. No matter the how many energy types this seed produces, each energy must have at least one d6 of damage, which means a version of this seed with more than five energy types (including non-energy typed) must have more than 5d6 which must be seperately added. The distribution of energy over the number of damage dice is determined by the creator, with a single die being the smallest value that the energy can be divided over. For example, a damage seed with 4 energy types and 10d6 damage could have 2 energy types deal 3d6 damage each and 2 energy types deal 2d6 damage each, or 1 energy type deal 7d6 damage and three energy types deal 1d6 damage each, but could not have all energy types deal 2d6 damage each and the remaining 2d6 damage deal half of one type of energy and half of another type of energy. Also, all material components and focuses that apply to the energy types must be provided by the caster.

Material Component: Crushed green emerald worth 50 gp (for acid effect only), crushed blue sapphire worth 50 gp (for cold effect only), crushed yellow topaz worth 50 gp (for electricity effect only), crushed red ruby worth 50 gp (for fire effect only), crushed diamond worth 100 gp (for force effect only), or crushed white opal worth 50 gp (for sonic effect only), or a lump of platinum worth 100 gp (for energy-less effect only)

Focus: Holy focus costing 50 gp (for positive energy effect only) or unholy focus costing 50 gp (for negative energy effect only)


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