Sepulchrave II
Legend
Seed: Fortify Creature
Transmutation
Root Spell: Bull’s strength, barkskin, heroism, stoneskin, spell resistance, etc.
Spellcraft Prerequisite: 14+
The problem here is that the root spell is no longer bull's strength - it is a hypothetical 5th-level greater bull's strength which has different level caps and a different initial bonus (+10 vs. +4). The same applies to the other roots (subseeds? subroots? nodules?)
Bear in mind that I'm aiming for maximum transparency here, and I'm really trying to avoid non-core spells. I'm not saying its not logical or necessarily unbalanced. It just doesn't sit within the design parameters of the system I'm trying to achieve.
And that's not to say that I'm unwilling to change the design parameters, either. It might be desirable for the root spell to be more 'representative', rather than directly inform the Spellcraft Prerequisite. It makes extrapolation of new seeds somewhat harder, though.
The caster can choose to develop a spell which grants a +10 enhancement bonus to any ability score. The ability score to be enhanced must either be chosen during spell development, or the spell flexibility factor included in development to allow such an enhancement to be determined when the spell is cast.
Factor: For each additional +1 bonus, increase the Spellcraft Prerequisite by +2.
(A Spellcraft Prerequisite of 14 corresponds to a 5th level spell. Bull’s strength gives a base +4 enhancement as a 2nd level spell; I extrapolate this to a +10 bonus at 5th level, and halve the rate thereafter.)
If you base it directly off of bull's strength (at SP 8 instead of SP 14) with the same factor progression (+1 per +2 SP) it will net you 3 points less to your ability score. I think that the transparency here is worth it, unless there is a really compelling balance argument to suggest that an SP 24 spell should grant a +15 enhancement bonus to Str rather than +12; or why an SP 50 spell should grant you +28 instead of +25.
The fortify creature seed can also be used to grant 5 temporary hit points per hit dice of the target.
Factor: For each additional temporary hit point bestowed per target’s hit dice, increase the Spellcraft Prerequisite by +4.
(A +10 Con bonus grants this many hit points. Rather than also give a Fortitude save bonus, the hit points are made temporary.)
I agree with the principle and the progression (I made changes to fortify earlier today), but I think the initial bonus should be +2 not +5, for the same reasons as noted above.
Same issues with barkskin and stoneskin.
The fortify ability seed can grant spell resistance 32.
Factor: Each additional point of spell resistance increases the Spellcraft Prerequisite by +1.
(Spell resistance)
No problem here

Grant a +4 morale bonus to attack rolls, saving throws and skill checks.
Factor: For each additional +1 bonus assessed to all three of these categories, increase the Spellcraft Prerequisite by +2.
(Heroism is +2 at 3rd level. +1 per spell level to 5th level, then slow down.)
It's a shame that greater heroism conflates temporary hp and [fear] immunity with its +4 bonus as well as having a 1 min/level (as opposed to 10 min/level) duration. It's sor/wiz 6 or bard 5. Whilst I'd be comfortable equating it without the temp hp and [fear] immunity at sor/wiz 5 and a 20 minute duration, it's still a hypothetical spell. +1 per +2 SP is certainly viable, though - I'm inclined to snag that. Even though +1 per +3 SP is based on the gap between heroism and greater heroism it seems overly punitive.
Grant a +6 morale bonus to either attack rolls, saving throws or skill checks.
Factor: For each additional +1 bonus assessed to one of these categories, increase the Spellcraft Prerequisite by +2.
(Narrowing the focus of the spell is equivalent to a -4 mitigating factor)
Superior resistance (6th level, SC: p. 174) grants a +6 resistance bonus to saves for 24 hrs. This one is a morale bonus which lasts 20 mins. Seems OK - they're stackable so +1 per 2 SP looks fair.
Skill checks are fine, as Spellcraft was only ever the problem, anyway.
Your 20-minute true strike now has a USP of 42.
Though if you're going to split the provision into attack, saving throws and skill check bonuses, maybe you should go the whole hog and make them insight bonuses, resistance bonuses and competence bonuses respectively.
Fortify creature cannot be made permanent.
amen.
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