General RulesSeedcastingSpellcasting is a collection of magical techniques, knowledge, and traditions passed down over the years and continually improved upon, until at last it settled into its current form, divided between those who wield arcane magic, those who receive gifts from the gods, those who worship nature, and the lucky few who just have a little bit of a knack for it. Seedcasting is among the oldest, most archaic forms of spellcasting, one of the many magical methodologies from which it grew and evolved.
Seedcasters use a more fluid form of magic than those who make use of the common forms of modern spellcasting. Rather than learning and using premade packages of magical energy, seedcasters learn to manipulate the fundamental building blocks of magic, combining them together dynamically. Each spell seed represents one aspect of magical energy that a seedcaster can make use of. When a seedcaster creates and casts a seedspell, she employs the seeds she knows, combining them as best fits the situation and her needs. A single seedspell may be made from a single seed, or may contain the effects of multiple seeds together, their powers mixed for greater synergy.
Traditional magic spells are premade magical rituals. Over generations, the overall spellcasting methodology and the detailed practices for a given spell have been refined and optimized. This often results in greater raw power from a traditional spell than from a comparable seedspell of the same complexity. This strength comes at the cost of flexibility. While the upper limit of what they can accomplish may be lower, a seedcaster's greater ability to produce exactly the desired seedspell for a given situation can be an invaluable advantage.
Seedcasting and Traditional SpellcastingSeedspells are a specific subset of spells. All seedspells are spells. In nearly all ways, they act exactly as spells do. They provoke attacks of opportunity to cast, require a Concentration check if disrupted, can be dispelled and counterspelled, and so forth. They only differ in ways specific to how seedcasters use them, described below. Thus, any effect that applies to spells also applies to seedspells. However, the reverse is not true. Effects that apply specifically to seedspells do not apply to spells as a whole.
Similarly to seedspells, seedcasters are a subset of spellcasters. All seedcasters are spellcasters. They have a caster level and they cast spells (seedspells, specifically), which are usually arcane or divine. Effects that apply to spellcasters and spellcasting classes likewise affect seedcasters and seedcasting classes, although as with seedspells and traditional spells, the reverse is not true.
Seedcasters and Spell ListsMost seedcasters do not know specific spells, instead creating them on the fly from spell seeds they know. A seedcaster's spell list includes all possible spells that can be created with seeds on their spell seed list.
Seedcasting and Spellcasting AdvancementWhile seedcasters are spellcasters, and thus can benefit from prestige classes and other options that may advance or modify spellcasting, not all aspects of spellcasting translate directly. Seedcasters usually use spell points rather than spell slots, and usually know spell seeds rather than individual spells.
When applied to a seedcasting class that knows spell seeds rather than individual spells, any prestige class or other effect that normally advances a spellcasting class's spells known instead advances the seedcasting class's spell seeds known. A class or effect that grants individual spells known continues to do so when applied to a seedcasting class. Traditional spells cannot be cast using spell points, however, so most seedcasting classes will be unable to make use of such spells unless they acquire spell slots with which to cast them.
When applied to a seedcasting class that uses spell points rather than spell slots, any prestige class or other effect that normally advances a spellcasting class's spells per day instead advances the seedcasting class's spell point pool. A class or effect that grants specific spell slots continues to do so when applied to a seedcasting class. A seedcaster can use spell slots to cast any spell of the appropriate level or lower, including seedspells, in the same manner that they cast seedspells normally using spell points. Seedspells cast from spell slots do not require the payment of spell points to prepare or cast; the magical energy the spell slot itself represents serves as payment to fuel the spell.
Seedspells and Traditional SpellcastingOn occasion, a traditional spellcaster may gain access to a seedspell. Seedspells are still spells, and can be learned, cast, and so forth as normal.
Spell PointsSeedcasters manipulate raw magical energy. The amount of energy a seedcaster has at her disposal is measured in discrete quantities called spell points (or SP), similar to, although distinct from, a psionic manifester's power points. More powerful seedspells cost more spell points.
A seedcaster can spend spell points up to the level given in her class table to cast a seedspell. If, for whatever reason, a number is not given in her class table, use her caster level as a stand-in. She cannot cast seedspells that cost more spell points than that, even if the cost she must pay to cast them is reduced.
Each seedcaster has a pool of spell points. She spends these spell points to cast seedspells. A seedcaster can generally refill her pool and recover lost or expended spell points once per day, although the exact nature of this process varies from seedcaster to seedcaster. A spell point pool may never have more spell points in it than its size. If it does, any excess spell points are immediately and irrevocably lost. Changes to the size of a seedcaster's spell point pool may thus reduce the number of spell points she has remaining, but never increase it. The size of a spell point pool may never be less than 0, however, regardless of what modifiers are applied to it.
Bonus Spell PointsA seedcaster can gain bonus spell points for having high ability scores. She increases the size of her spell point pool by her caster level x her relevant ability bonus (if any) x 1/2 (rounded down).
Spell Seeds and Seed EffectsA seedcaster knows one or more spell seeds. Each seed has one or more seed effects, each of which has a value in spell points. Most seed effects can be enhanced by pouring more raw magical energy (spell points) into them. A spell seed and its effects also indicate how they are used. Some seed effects can only affect individual creatures, others can fill entire areas, and many can be manipulated to do either. Some seeds produce effects that flare up and finish in an instant, others produce lasting magical effects. Generally, only seed effects that act in generally the same manner (in an area, producing an emanation, affecting individual targets, etc.) can be combined together into a single seedspell, although many techniques have been developed to combine different types of seeds together, albeit in somewhat limited ways.
Seed TypeEach spell seed has one or more overt magic types through which it can operate. A seedspell can only contain seeds of a single type. Most seeds can operate as multiple types, although a given seedcaster generally learns only to use a single general sort. The seed type used determines the type of magic the seedspell produces: arcane (arcane, skill), divine (divine, nature), or neither (artifice, osteogen, etc.). Arcane seedspells are subject to arcane spell failure, as normal, although skill-casters usually learn techniques to mitigate this, at least in lighter armor.
SchoolA seed indicates its school of magic. A seedspell is of the school and subschool of its seeds. If it has multiple seeds from multiple schools, it is a multi-school spell (PHB2) from each of them.
A seed that does not indicate its school or that identifies itself as universal does not alter a seedspell's school of magic. If no schools are applied by any of its seeds, a seedspell is considered universal, belonging to no school.
DescriptorA seed may have one or more descriptors. A seedspell has all of the descriptors of all of the spell seeds it uses.
A seed that does not indicate its descriptors does not have any.
RangeNot all seeds are compatible with all ranges. This entry indicates which ranges a seedspell containing the seed can use. If only some of the seed's effects are compatible with certain ranges, this is also noted here.
A seed that does not indicate its range is compatible with all ranges except for unlimited range and beyond.
TargetingDifferent seeds can be applied in different ways. Some have effects that target individual creatures or objects, others affect entire areas. This entry indicates which category of targeting types a seedspell containing the seed can use. Some seeds further restrict targeting to a specific type within a category.
Some special targeting options and meta-targeting options allow for multiple seed effects of differing targeting types to be combined into a single seedspell.
Individual seed effects are most often differentiated by what methods of targeting they work with. Individual seed effects indicate in their description which targeting category or categories they function with.
DurationSome seeds produce effects that are instantaneous. Others produce ongoing effects. This entry indicates which is which. Some seeds are further restricted to seedspells of certain durations. If only some of the seed's effects are compatible with certain durations, this is also noted here.
A seed that does not indicate its duration is instantaneous for all of its seed effects.
Saving ThrowThe seed's effects' saving throw. This indicates what type of save is allowed (if any) against the seed's effects. If some of the seed's effects have different saving throws, this is also noted here.
The effects of the saving throw only apply to the individual seed effect, not to the seedspell as a whole nor to the effects of any other seed effects the seedspell may use, even with abilities such as Evasion and Mettle.
Seed Effect DescriptionA single seed can often be used in many different ways. Each way a seed can be used is a different seed effect. A seed effect describes the effect it produces when used in a seedspell, the cost in spell points to do so, and what types of spell targeting they are compatible with.
Additional ComponentsOn occasion, a seed may require the addition of components to a seedspell above and beyond the normal verbal and somatic components. Added components are usually the same for all effects of a given seed, although specific seed effects may indicate otherwise.
Creating a SeedspellA seedspell is created first by selecting the overall power level of the seedspell (how many spell points it costs), then defining the seedspell's characteristics (type, casting time, range, targeting, and duration), and finally choosing one or more seed effects from known spell seeds.
The total value of the seedspell's characteristics may not exceed the seedspell's cost. Likewise, the total value of all seed effects used cannot exceed the seedspell's cost. The values of each group (characteristics and seed effects), however, are independent.
A seedspell must always use at least one seed effect, and must always have a cost of at least 1 spell point.
A seedcaster cannot create a seedspell that she would not be able to cast.
Sidebar: Designing a SeedspellThe specified process for creating a seedspell may seem a little counterintuitive from a player perspective. You probably want to figure out what a spell does before you lock in how strong it is or what targets it has. That's fine. Expected, even. The order in the rules above is what it is because it makes the rules themselves simple and concise (well, more so than the alternative). Locking in the spell's cost, then its characteristics, then finally its effects means that nothing about any stage depends on decisions to be made later on in the process. There is no backtracking.
As a person using this system, however, you may find it much more intuitive to go in roughly the opposite order. First, choose what seed effects you want the spell to you. Then choose the spell's characteristics, the range, duration, targeting, and casting time, which define how the spell applies those effects. Finally, adjust the strengths of each of the seed effects and different spell characteristic choices until their costs match with how many spell points you're willing to spend. Since the spell's cost defines the limit for both the spell's characteristics and its seed effects independently (ex: a 20 SP spell can have both 20 SP of seed effects and 20 SP of casting time, range, duration, and targeting), you may find yourself with a surplus spell point budget for one side or the other, and thus you may want to go back and change some of your earlier choices.
School of MagicMost spell seeds impose a school of magic on the seedspells they produce. While they usually manipulate magical energy in a less codified manner than traditional spells, the underlying methods by which they manipulate magical energies and the physical world still fit into the categories codified by later magical development, and thus produce spells that are functionally of one school or another.
A seedspell is of the school and subschool of its seeds. If it has multiple seeds from multiple schools, it is a multi-school spell (PHB2) from each of them.
A seedspell using only seeds that are not from any schools of magic is a universal spell, belonging to no school.
DescriptorsA seedspell has all of the descriptors of the spell seeds it uses.
Spell LevelA seedspell's level is equal to 1/2 the seedspell's spell point cost (rounded up), to a maximum of 9th-level for a seedspell that costs 17 or more spell points. Thus, a seedspell with a cost of 1 or 2 points is 1st-level spell, one that costs 3 or 4 points is 2nd-level, and so on.
Table: Spell Level by Spell Point CostSP Cost | Spell Level |
1 | 1 |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 3 |
7 | 4 |
8 | 4 |
9 | 5 |
10 | 5 |
11 | 6 |
12 | 6 |
13 | 7 |
14 | 7 |
15 | 8 |
16 | 8 |
17 or higher | 9 |
ComponentsA seedspell has both verbal and somatic components. Some seed effects may add additional components.
Casting TimeA seedspell's casting time can be as little as 1 immediate action to as long as several hours.
RangeA seedspell's range must be compatible with each of its seed effects.
Aiming a SpellA seedspell's targeting must be compatible with each of its seed effects.
Some special targeting options combine seeds of multiple targeting categories. Even if a seed effect can be used with more than one of these categories, it only counts for one of them.
DurationA seedspell's duration must be compatible with each of its seed effects.
Some targeting options produce a secondary effect with its own independent duration, separate from the spell's main duration. If the secondary effect directly carries the effects of any seed effects, it must be compatible with those seed effects. Otherwise, it can have any duration.
Saving ThrowsA seedspell's save DC is equal to 10 + its level + its caster's relevant ability modifier (or Charisma if unspecified and for spell-like abilities).
Spell ResistanceA seedspell is normally affected by spell resistance.
Some seed effects ignore spell resistance. A spell containing only seed effects that ignore spell resistance is not subject to spell resistance.
A spell containing a mixture of seeds that are subject to spell resistance and that ignore spell resistance still checks against spell resistance. Only the seed effects that are subject to spell resistance are negated by it. Those that ignore spell resistance still apply, even if the spell failed to bypass the subject's spell resistance.
Spells with Multiple Seed EffectsA single seedspell can make use of multiple spell seeds and seed effects (although always at least one). While a seedspell must make use of at least one seed, and at least one seed effect from each seed, there is no upper limit to the number of spell seeds it can draw from, nor to the number of seed effects from each of them. Each seed effect used produces its effects as part of the spell. If order is important, the seedcaster can determine the order when creating the spell.
A seedspell can make use of the same seed effect multiple times. Each instance of the seed effect counts against the maximum spell point value of seed effects, and can potentially have a different spell point value assigned to it. However, multiple instances of the same seed effect that do essentially the same thing do not stack with each other; only the strongest applies.
Seed effects that require the same type of saving throw and that would be made at essentially the same time combine to use a single save. A subject making saves against a seedspell with multiple seed effects makes no more than one saving throw of each type (Fortitude, Reflex, and Will), each of which is used for the effects of all seeds in the seedspell applying at essentially the same time that require a saving throw of that type. Some special saving throws are always made independently of saves against other seed effects, however.
Casting a SeedspellA seedcaster can cast any seedspell that they have access to. Most seedcasters can spontaneously create and cast seedspells as needed, although some create their seedspells in advance.
Spell Point CostCasting a seedspell requires the seedcaster to expend a number of spell points equal to its cost. A seedcaster cannot cast a seedspell that would require her to spend more spell points than she has available. Spell points are expended at the beginning of casting, and are not recovered if the seedspell is aborted, disrupted, countered, or otherwise lost.
A seedcaster can only spend up to her caster level in spell points to cast a spell. She cannot cast seedspells that cost more spell points than that, even if the cost she must pay to cast them is reduced. Some effects modify the number of spell points a seedcaster must spend to cast a spell. Generally, these do not count towards or against this limit (just like cost reductions).
Some spellcasters can cast seedspells using spell slots instead of from spell points. A seedcaster can use spell slots to cast any seedspell of the appropriate level or lower, just like with traditional spells. Seedspells cast from spell slots do not require the payment of spell points to prepare or cast; the magical energy the spell slot itself represents serves as payment to fuel the spell.
MetamagicMetamagic feats alter a seedspell's effects. They must be applied at the time of casting (for spontaneous seedcasters) or at the time of preparation or retrieval (for prepared and retrieved seedcasters), not when the spell is created.
Since Arhosan magic is more fluid than traditional magic, it takes more easily to metamagic. Unlike with traditional spells, metamagic applied at the time of casting to Arhosan spells does not inherently increase its casting time.
Metamagic usually alters the spell point cost to cast a spell. Unlike most other adjustments, metamagic's effects on a spell's cost apply when determining whether or not the spell costs more than the spellcaster's caster level, and thus whether or not she can cast it.
Metamagic that alters a spell's required spell slot level cannot be used with seedspells cast directly from spell points. Similarly, metamagic that alters a seedspell's spell point cost cannot be used with traditional spells, nor with seedspell cast from spell slots.
ComponentsA seedcaster must provide all of the components of a seedspell to cast it.
Arcane seedspells with somatic components are subject to arcane spell failure (usually from armor and shields), as normal.
ConcentrationInjury and other distractions can disrupt a seedcaster's ability to cast a spell, just like a traditional spell.
CounterspellingSeedspells can be used to counterspell each other just like traditional spells. Seedspells are more fluid, however. The requirements to disrupt one are less stringent, although the process sometimes requires a higher minimum threshold of power. Rather than using the exact same seedspell, a counterspeller can use any seedspell containing the exact same spell seeds with an equal or greater spell point cost. The specific details of the two seedspells, such as their seed type, targeting, the distribution of power between their component seed effects, even which or how many seed effects they use from those seeds, is irrelevant.
Like with traditional spells, several spell seeds have specific exceptions, allowing them to counterspell seedspells using other spell seeds and sometimes even traditional spells.
Multiclassed SeedcastersCharacters with the ability to cast seedspells from multiple sources (whether from class levels, racial abilities, or other sources) track each seedcasting ability separately. Each source of seedcasting has its own pool of spell points, its own spell seeds (or premade spells) known, its own caster level, etc. A seedcaster cannot mix spell seeds known through different sources of seedcasting, nor pay for them with the spell point pool of another source. She may, however, learn the same spell seed multiple times as part of different seedcasting abilities. Each seedcasting ability functions entirely separately from all other seedcasting abilities.