A spell developed with the
life seed will restore life and complete vigor to any deceased creature. The
condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a
disintegrate spell count as a small portion of its body.) The creature can have been dead for no longer than two hundred years. For each additional ten years, increase the
Spellcraft DC by +1. The creature is immediately restored to full
hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old
age.
An epic caster with 24 ranks in
Knowledge (arcana),
Knowledge (nature), or
Knowledge (religion) can cast a spell developed with a special version of the life seed that gives actual life to normally inanimate objects. The caster can give inanimate plants and animals a soul, personality, and humanlike sentience. To succeed, the caster must make a Will save (DC 10 + the
target's Hit
Dice, or the Hit
Dice a plant will have once it comes to life).
The newly living object, intelligent animal, or sentient plant is friendly toward the caster. An object or plant has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Animated objects and plants gain
the ability to move their limbs, projections, roots, carved legs and arms, or other appendages, and have senses similar to a
human's. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects, animals, and plants speak one language that the caster knows, plus one additional language that he or she knows per point of Intelligence bonus (if any).