Enhance (3.5e Epic Spell Seed)
The little sister of fortify, the enhance seed takes care of just about everything numerical that the fortify seed can't.
Transmutation | |
Spellcraft DC: | 17 (see text) |
---|---|
Components: | V, S |
Casting time: | 1 minute |
Range: | Touch |
Target: | Creature touched |
Duration: | 20 hours or less; see text |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
At its most basic, the enhance seed provides a +1 enhancement bonus to any one of the following:
- attack rolls (this enhancement bonus is applied to the subject, and thus stacks with any enhancement bonus provided by the subject's weapon)
- any one skill
- caster level
- manifester level
The enhance seed may also be used to provide a psionic character with 1 temporary power point, provide a soulmeld-using character with 1 temporary essentia point, add 1 temporary bio-energy charge to a xenotheric creature's bio-energy pool, or add 1 temporary blood point to a vampire's blood pool. To increase an enhancement bonus to attack rolls or a skill or increase the amount of temporary power points granted to a psionic character, increase the Spellcraft DC by +2 for every +1 bonus increase or additional temporary power point. To increase an enhancement bonus to caster/manifester level or increase the amount of temporary bio-energy charges granted to a xenotheric creature, increase the Spellcraft DC by +3 for every +1 bonus increase or additional temporary bio-essence charge. To increase the amount of temporary essentia points granted to a soulmeld user or temporary blood points granted to a vampire, increase the Spellcraft DC by +4 for every additional temporary essentia point or temporary blood point. Temporary points are depleted before "real" points are. Temporary power, bio-energy, essentia, or blood points granted by a spell developed with the enhance seed do not stack with each other or with temporary points granted by any other source. Instead, they overlap, so that when one effect expires (through dispelling, depletion, or simply running out of time), the next-oldest effect takes its place. (If a point expenditure is greater than the oldest pool of temporary points, then that pool is completely expended (and thus expires) and the remainder is subtracted from the character's real point reserve before the next effect becomes active.) Temporary points cannot be granted to a creature without the ability to use them, but the enhance seed can be used in conjunction with the life seed to grant a newly created creature a pool of power points, bio-energy charges, essentia points, or blood points just like the fortify seed can be used to grant Hit Dice. (The creature must also be provided with a way to use said pool of points, which may require the use of additional seeds and/or factors.)
The enhance seed can grant bonuses of a type other than enhancement. If this function is used, the base Spellcraft DC is changed to 21, the Spellcraft DC increase for each +1 bonus increase to attack rolls or skill rolls is changed to +6, and the Spellcraft DC increase for each +1 bonus increase to caster level or manifester level is changed to +8. This function cannot be used to grant temporary points.
The enhance seed can provide a +1 enhancement bonus to the subject's damage rolls; the base Spellcraft DC for this function is 19, and each additional +1 increase to the bonus increases the Spellcraft DC by +3. Like the attack roll function, the enhancement bonus granted by the enhance seed is applied to the character, not the weapon he/she wields, so it can stack with the weapon's enhancement bonus. To increase the bonus above +1, add +3 to the Spellcraft DC for each +1 bonus increase. The bonus can be changed to a type other than enhancement by changing the base Spellcraft DC to 23. To increase a non-enhancement bonus, add +8 to the Spellcraft DC for every +1 added to the bonus.
The enhance seed can also be used to increase a creature's effective HD or a character's effective class/character level by 1 (base Spellcraft DC = 21) for the purpose of defense against HD-dependent effects (such as sleep, circle of death, holy word, blasphemy, intimidation, or turning/rebuking) or for determining the save DC, power, duration, etc. of a single supernatural or extraordinary special attack or special quality (such as a monk's quivering palm, a dragon's breath weapon, a paladin's lay on hands ability, a vampire's dominating gaze, etc.) The decision whether to enhance defensive HD or special-ability HD must be made while the spell is being developed, and can't be changed once it's complete; however, if you choose to increase a character or creature's effective HD for a special ability, you can choose which special ability to affect when you cast the spell. If HD affects multiple aspects of a single ability (such as the DC and time limit for a monk's quivering palm), the effective HD increase granted by this spell applies to all of them. The effective HD increase is not an actual HD increase, so it does not affect base/epic attack bonuses, base/epic save bonuses, etc or allow for the acquisition or development of class features which follow a progression instead of a level-dependent formula (for example, the amount of hit points a paladin's lay on hands ability can restore per day (and/or damage that can be inflicted to undead) could be affected by this use of the spell, but the number of times he can smite evil per day could not.) The effective HD increase is considered an enhancement bonus, so it cannot stack with other enhancement bonuses to effective HD. To increase the bonus to effective HD, add +3 to the Spellcraft DC for every +1 you add to the bonus. To change the bonus to a type other than enhancement, change the base Spellcraft DC to 25. To increase a non-enhancement bonus, add +8 to the Spellcraft DC for every +1 you add to the bonus. To apply the effective HD increase to multiple abilities, you have two options; you can use the enhance seed multiple times to apply bonuses to more than one special ability, or you can apply the bonus to all of a creature's abilities by multiplying the Spellcraft DC by 4.
You can also use the enhance seed to grant a creature fast healing/1; the base Spellcraft DC is 25. This does not stack with fast healing from any other source. For each +1 added to the fast healing, increase the Spellcraft DC by +5.
The enhance seed can also be used (with a base Spellcraft DC of 25) to increase a creature's size category by one, adjusting all characteristics affected by size accordingly (Strength, Dexterity, Constitution, grapple modifier, attack bonus, Armor Class, Hide modifier, space, reach, natural weapon damage, etc.) Size modifiers cannot reduce a creature's Dexterity or Armor Class below 1. For each additional size category increase, the Spellcraft DC is increased by 10. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enhanced (size) item that leaves an enhanced (size) creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enhanced (size) items are not increased by this spell. Multiple spells that affect a creature's size do not stack.
Finally, you can use the enhance seed to temporarily grant a single feat to a character; the feat must be chosen when the spell is developed, and cannot be changed once the choice is made. The base Spellcraft DC for a general feat is 80; the base Spellcraft DC for an item creation feat is 40; the base Spellcraft DC for a metamagic feat is 60; and the base Spellcraft DC for an epic feat is 120. The duration of the spell is 10 hours for a general feat, 1 week for an item creation feat, 15 hours for a metamagic feat, or 5 hours for an epic feat. A character must meet a feat's prerequisites when gaining it via the enhance seed, or else it will have no effect and the spell will be wasted. An eligible subject will benefit from the feat just as if he actually had it for as long as the spell remains in effect. Once the spell's effect expires (including if it is dispelled), the feat will be lost. You can multiply the Spellcraft DC by 10 to change the duration of a feat-granting enhance spell to instantaneous, causing the subject to actually gain the feat for all intents and purposes once the spell is cast. A feat granted by an instantaneous enhance spell is essentially a feat gained for free - a bonus feat separate from feats gained through regular level progression (including bonus feats gained by class progression). However, the only instantaneous effect of the epic spell will be the granted feat; all other effects of the spell (if other seeds are used) will be treated as though their duration was permanent instead (and thus will be able to be dispelled or suppressed). (Note that the Spellcraft DCs for the feat-granting purposes of the enhance seed are exceptionally high; this is to make sure that any epic spell developed with them (especially to grant a general or epic feat) will be difficult to cast, and applying a factor to make the spell permanent or instantaneous will require the application of very strong mitigating factors - primarily a ritual - in order to make it so that the spell can be cast at all.)
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