This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire, or sonic. The caster can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy. If the spell developed using the
energy seed releases a bolt, that bolt instantaneously deals 10d6 points of
damage of the appropriate energy type, and all in the bolt's
area must make a Reflex save for half
damage. For each additional 1d6 points of
damage dealt, increase the
Spellcraft DC by +2. The bolt begins at the caster's fingertips. To imbue another creature with
the ability to use an energy bolt as a spell-like ability at its option or when a particular
condition is met, increase the
Spellcraft DC by +25. The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy
damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of
damage emanated, increase the
Spellcraft DC by +2. The caster may also create a
wall, half-circle, circle, dome, or sphere of the desired energy that emanates the energy for up to 20 hours. One side of the
wall, selected by the caster, sends forth waves of energy, dealing 2d4 points of energy
damage to creatures within 10 feet and 1d4 points of energy
damage to those past 10 feet but within 20 feet. The
wall deals this
damage when it appears and in each round that a creature enters or remains in the
area. In addition, the
wall deals 2d6+20 points of energy
damage to any creature passing through it. The
wall deals double
damage to undead creatures. For each additional 1d4 points of
damage, increase the
Spellcraft DC by +2.
The caster can also use the
energy seed to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific
weather effects for a period of 20 hours. Using the
energy seed this way has a base
Spellcraft DC of 25. The
area extends to a two-mile-radius centered on the caster. Once the spell is cast, the
weather takes 10 minutes to manifest. Ordinarily, a caster can't directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs, blizzards-even a tornado that moves randomly in the affected
area. Creating targeted damaging effects requires an additional use of the
energy seed.