All week long we are previewing Book of Heroic Races: Seedlings. So far we explained What a Seedling Is as well as shared the Switcher Archetype for the fighter. Today we share spells and magic items.
Seedlings possess a special connection to nature and their magic reflects that. Their spells revolve flowers and plants. For example, this first spell is emblematic of their specialized magic:
School illusion (phantasm) [mind-affecting]; Level druid 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one intelligent creature
Duration 1d4 rounds
Saving Throw Will partial, see text; Spell Resistance yes
Flowers sprout under the target’s feet and release a cloud of light pollen. On a failed save, the target becomes confused for 1d4 rounds. If save is successful, it is fascinated for 1d4 rounds instead.
Yesterday, we described the switcher archetype for the fighter. However, they are not the only class that can use their switches in combat. This spell helps for some classes.
Whip With A Switch
School transmutation; Level druid 3, ranger 2
Casting time: 1 standard action
Components: V, S
Duration: 1 round/level
The switches on your head begin to act with a mind of their own, whipping around you. Once per round for the duration of the spell, you may make a touch attack against all opponents within 5 ft. On a successful hit, you deal 2d6 points of slashing damage. Additionally, you threaten all squares within 5 ft. as long as the effect lasts. If you possess hair on your head instead of switches, the damage dealt is reduced to 1d6. If you are bald, the spell automatically fails.
Seedlings are skilled at magic item creation. Below are two of their specialized magic items.
Aura strong abjuration; CL 17th
Slot neck; Price 137,700 gp; Weight –
Once per day, upon speaking the command word, this iridescent pendant briefly flashes with light. When the light dissipates, the wearer is encased in a sphere. This sphere acts in all ways as prismatic sphere except there is no blindness effect, and it remains centered on the wearer. This effect lasts for one hour.
Requirements Craft Wondrous Item, prismatic sphere; Cost 68,850 gp
Aura strong conjuration; CL 13th
Slot –; Price 78,000 gp; Weight –
These four reddish-orange seeds hang from a section of vine. As a standard action, you can pull one of the seeds off the vine and throw it at a target within 30 ft. as a ranged touch attack. On a hit, the seed inflicts 7d6 points of fire damage on impact. Creatures within 5 ft. of the target take 7d4 points of fire damage; a Reflex save (DC 19) reduces this damage by half. Creatures that are within 10 ft. (but further than 5 ft.) of the target sustain 7 point of fire damage. A Reflex save (DC 19) reduces this damage to 3 point of fire damage. The seeds regrow at dawn.
Requirements Bouncing Spell, Craft Wondrous Item, fire seeds; Cost 39,000 gp
Download Book of Heroic Races: Seedlings today from DriveThruRPG/RPGNow or Paizo.com
One thought on “Pathfinder: Seedling Spells and Magic Items”
I am excited about this race. I will need to pick it up next week when I get paid.