Fire Seeds

The Fire Seeds spell creates four Fire Seed missiles able to explode on impact, causing fire damage to all within range. They are placed in the caster's inventory.
==Description==
==Gameplay==
The caster applies this spell to self, and upon completion of the spell a stack of 4 fire seed missiles is placed into the general "backpack" Inventory of the caster.
A text is displayed, reading "Fire Seeds Created", and a sound effect is audibled.
If the caster's inventory is full, then the Fire Seed stack appears at the caster's feet on the ground, appearing as a small grey sack.
These seeds will last for 3 turns, and then disappear, along with a sound effect- as a temporary magically created item, a stack or individual seed can be selected and moved to a container, given to another party member, and shifted around as desired.
To use a fire seed, place one or more seeds in one the character's main hand weapon slots, then select a target, and attack with the seed, just like one would do with a dart, or throwing dagger, etc.
The character must roll to hit a target for the fire seed to apply any damage, but even if the seed misses, a fiery explosion graphic still renders, but zero damage is applied.
The seed bestows a 2-point THAC0 bonus, and any of the user's Dexterity modifications apply to the missile's to-hit attack roll.
If a seed strikes a target, the ensuing burst of fire inflicts 2d8 Fire damage to the initial target, and any other creatures within about 10 feet of the target - a Saving throw versus spells is allowed by each creature in the bursting area to halve the damage.
The fire damage applied by the seed can be thwarted in several ways - including:
* Magic resistance
* Spell Immunity: Evocation
* For the initial target only - any Spell protections type defense with a capacity to deflect/turn a Power level 6 spell effect.
==Notes==
*Seeds are not affected by weapon proficiency or lack thereof.
*The seeds are +6 magical weapons (darts) that deal no physical damage to the target.
*Unlike normal darts, they do not set APR to 3, but can be used by any character, including Kensai and Cavaliers.
*Also unlike normal darts, Fire Seeds roll against piercing armor modifiers to armor class, not missile ones; so, for example, enemy Monks don't get any extra AC against it from "deflect missiles".
*They need to hit and not be ineffective in order to inflict any damage effects.
*The explosion is a typical on-hit side effect that just happens to have an AoE. Once triggered, an on-hit effect doesn't need separate attack rolls or vulnerability to +X weapons in order to harm target(s), so the seed's explosion can be considered a regular AoE spell with one difference: It carries with it any extra on-hit effect applied to the weapon by external sources, such as Deathblow's instant death or Wizard Slayer-borne spell failure.
*As an attack of the Evocation school and Offensive damage type, the explosion's core effect can be blocked by Spell Immunity or the Cloak of Mirroring, except on the seed user. External effects carried by the explosion retain their own school and type though.
*Invokers apply their specialist penalty when throwing the seeds at enemies.
*The explosion's 2d8 fire damage bypasses Mirror Image in Enhanced Edition.
*The seeds are not affected by generic sources of additional attack damage like Bless, the Archer or Kensai kits' or a Priest of Tyr's Divine Favor. But a character wearing the Robe of Red Flames will inflict bonus fire damage when attacking with the seeds.
*Unlike the vast majority of magically-created weapons, the seeds are duplicated when a character equipped with them is cloned (eg via Simulacrum or Vhailor's Helm).
*See this article's talk page linked Here for further tips/tricks applicable to the Fire Seed.
==Trivia==
The Advanced Dungeons and Dragons 2nd Edition Fire Seed priest spell creates special missiles or timed incendiaries that burn with great heat. The spell can be cast to create either fire seed missiles or fire seed incendiaries, as chosen when the spell is cast.
The caster empowers either a single acorn into a fire seed missile, or a holly berry to produce a fire seed incendiary.
There are explanations and rules of what each type can do and how they are used.
All fire seeds lose their power after a duration equal to one turn per experience level of the caster—e.g., the seeds of a 13th-level caster remain potent for a maximum of 13 turns after their creation, and no other material components beyond acorns or holly berries are needed for this spell.
== Gallery ==
OG Fireseeds 1.png|Jaheira casts Fire Seeds while invisible and receives four seed missiles in her inventory - she remains invisible.
OG Fireseeds 2.png|The Harper spots a group of foul undead clustered together ahead. A perfect opportunity to use some seeds!
OG Fireseeds 3.png|She aims at a Ghast and hurls a fire seed at it - the missile streaks to the target.
OG Fireseeds 4.png|A hit was achieved, and the seed explodes, burning all the undead to a varying degree - perhaps she has time to throw another one?
==Mod content==
Spell Revisions mod has changed this divine spell, revising its effects, duration, scaling, and saving throw. See below for description:
Fire Seeds
Level: 6
School: Conjuration
Sphere: Elemental (Fire)
Range: Personal
Duration: 5 turns
Casting Time: 6
Area of Effect: Special
Saving Throw: Breath half
This spell enables the druid to create a number of fire seeds, one for every 2 experience levels the druid has attained (up to a maximum of 10 fire seeds at 20th level). When thrown at an enemy, these will explode into small fireballs, causing 4d6 points of damage to all within a 10-foot radius (save vs. breath at -4 for half damage). The seeds are treated as missiles hurled by the caster with a +4 bonus to the attack roll and each has an enchantment level of +4. These seeds will appear in the caster’s hands and remain in existence for 5 turns. The druid may discharge up to five of them per round.
==External links==
*
*Advanced D&D 2nd Edition Wiki - Fire Seeds (Priest Spell)
Category:Druid 6th level spells
Category:Fire damage