Enhancement Sphere
From Titan's Teeth
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Contents
- 1 Enhance
- 2 Base Talents
- 3 Advanced Talents
You may place enhancements on creatures and objects, altering their properties.
Enhance
If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect.
When you gain the enhancement sphere, you gain the following enhancement: a
Enhance Equipment: You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item.Base Talents
Enhancement Talents (General Enhance)
These grant you new enhancements you may bestow on items or creatures.
Bestow Intelligence
You may spend a spell point to enhance an animal, plant, or object, granting it temporary intelligence.
The target becomes a magical creature (or intelligent item if an object), and gains an Intelligence, Charisma, and Wisdom score of 3d6 each (or its original score, whichever is higher), as well as an alignment equal to your own, and the ability to speak and understand one language of your choice which you also speak and understand, +1 language you know per point of Intelligence bonus. It also gains normal senses to 60 ft if it did not previously possess any.
The creature or object has a beginning disposition of Friendly towards you, but does not gain greater insight into its surroundings before it gained intelligence (thus, an intelligent rock could not tell you who passed by it before it gained sentience, nor an intelligent tree describe a creature who climbed it the day before), nor does it automatically obey your commands, although it will usually provide favors and aid that is not too dangerous.
This does not grant the target extra abilities nor the ability to move. You may bestow intelligence on an animated object under your control, in which case the object still continues to obey you explicitly even though it is now intelligent.
Lighten
You may enhance an item or creature, reducing its weight or even making it weightless.
The maximum sized object you can affect is given on the table below:
Caster Level |
Tiny | Small | Medium | Large | Huge |
---|---|---|---|---|---|
1 | weightl. | 1/2 weight | — | — | — |
3 | float | weightl. | 1/2 weight | — | — |
5 | float | float | weightl. | 1/2 weight | — |
8 | float | float | float | weightl. | 1/2 weight |
An enhanced object weighs half as much as normal, but if you choose, you may make objects up to one size category smaller than your limit completely weightless, or up to 2 size categories smaller float up or down as you choose at a rate of 20 ft per round.
While you cannot make an object or creature move any direction other than up or down, this can easily be combined with telekinesis, wind power, or pushing off a wall (at half the target’s usual speed) to create flight-like effects.
Unwilling creatures are allowed a new saving throw each round to negate this effect, but they may suffer falling damage if successful.
1/2-weight creatures suffer a -2 penalty to their CMD vs bull rush, drag, and reposition combat maneuvers. This penalty is doubled for weightless or floating creatures.
Magic Sink
You may enhance creatures or objects, protecting any other magic they might be subject to.
Creatures cannot use Counterspell on any other sphere effect of equal or lower caster level the creature or object is subject to without first removing Magic Sink. When this talent is incorporated into a spell, that spell ignores the first attempt to use Counterspell on it; this replaces the normal benefits of Magic Sink.
Muffle Sound
You may enhance a creature or object, muffling any sound it creates. Perception checks made to hear any sounds it makes suffer a penalty equal to your caster level (to a maximum of -20 at 20th level).
Enhancement Talents (Enhance Creature)
These grant you new enhancements you may bestow to enhance creatures.
Enhance Focus
You may enhance creatures, allowing them a higher standard of consistency. Whenever the creature takes 10 on a skill check, they may treat the die as if it had rolled 10 + 1/2 your caster level (minimum 11, to a maximum of 20 at 20th caster level) instead.
False Energy
You may apply an enhancement to a creature, either suppressing a pre-existing fatigued condition or to reduce the exhausted condition to fatigued for the duration.
Alternatively, you may spend a spell point to suppress a pre-existing exhausted condition entirely. You are still considered to be suffering those conditions for the purposes of effects that render you fatigued or exhausted.
Either way, the creature adds your caster level to their Constitution score for the purpose of how long it may hold its breath or run before making Constitution checks.
As a side effect, applying this enhancement to a sleeping creature causes it to immediately wake up.
Improved Flexibility
You may enhance a creature, allowing it to make Escape Artist checks that normally require a full minute to perform as a fullround action.
At 6th caster level, it ignores all penalties while squeezing through narrow spaces, and may move through such spaces at full speed.
Improved Strength
You may enhance creatures, letting them calculate their carrying capacity, as well as which weapons they may wield, as if they were one size category larger.
This increases to two size categories larger at 7th caster level.
Increase Speed
You may enhance creatures, granting them a +10 ft. enhancement bonus to one movement speed, as well as a +2 enhancement bonus to any Acrobatics, Climb, Fly, or Swim checks they might make while using that movement speed.
These bonuses increases by +10 and +2, respectively, at 5th caster level, and every 5 caster levels thereafter (maximum of +50 ft. and a +10 bonus at 20th caster level).
Mental Enhancement
You may enhance creatures, granting them a +2 enhancement bonus to either their Intelligence, Wisdom, or Charisma scores.
This increases to +4 at 7th caster level and +6 at 14th caster level.
Physical Enhancement
You may enhance creatures, granting them a +2 enhancement bonus to either their Strength, Dexterity, or Constitution scores.
This increases to +4 at 7th caster level and +6 at 14th caster level.
Staunch Resistance
You may enhance creatures, granting them a +2 bonus to one saving throw. This bonus increases by +1 at 5th caster level, and every 5 caster level thereafter (to a maximum of +5 at 20th level).
Superior Reflexes
You may enhance creatures, giving them a +1 bonus to initiative and allowing them to make an additional attack of opportunity each round. In addition, they may make attacks of opportunity while flat-footed.
At 5th caster level, and every 4 levels thereafter, increase to bonus to initiative by +1 and the number of additional attacks of opportunity by 1 (to a maximum of +5 and 5, respectively, at 17th caster level).
Supply Vigor
You may enhance creatures, allowing them to ignore 2 points of ability damage, drain, or penalty they have suffered to one of their ability scores (chosen when using this talent), and reducing any such damage or drain they would suffer by half this amount.
This reduction does not affect any ability damage or drain taken as part of a cost.
This increases to 4 points at 7th caster level, and to 6 points at 14th caster level.
Enhancement Talents (Hinder Creature)
These grant you new enhancements you may bestow to hinder creatures.
Cripple
You may apply an enhancement to a creature, giving it a -1 penalty to all of the creature’s d20 rolls (attack rolls, saving throws, ability checks and skill checks). This penalty increases by 1 for every 5 caster levels you possess.
Cripple Movement
You may enhance creatures, halving their base land speed.
Alternatively, you may use this talent to remove one of a creature’s special movement speeds, such as flight or burrow; if the creature in question has a natural flight speed, they glide safely to the ground.
Render Clumsy
You may enhance creatures, forcing them to suffer a -4 penalty on all attack rolls. In addition, they provoke an attack of opportunity whenever they make a 5 ft. step unless they make a successful Acrobatics check against your MSD.
Steal Senses
You may apply an enhancement to a creature, causing it to become either blind or deaf (your choice), or to lose one special sense such as the scent ability, Tremorsense, Blindsense, Blindsight, etc.
Still Tongue
You may apply an enhancement to a creature or object, rendering it incapable of speech. If it has telepathy or some other means of communicating without speech (including sign language or writing), you may render one such means of communication impossible instead.
Enhancement Talents (Enhance Object)
These grant you new enhancements you may bestow on objects.
Animate Object
You may spend a spell point to enhance an object, bestowing movement and a semblance of life.
The object obeys your command and understands your language, but as it is not intelligent, it can only obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, etc.
If you animate an enemy’s weapon, the weapon cannot move and attack while it is being held, but the wielder must pass a Reflex save (DC 10 + 1/2 caster level + casting ability modifier) each round they hold the item or lose their action fighting their weapon for control.
If you animate an enemy’s armor or clothing, the enemy becomes entangled and must pass a Reflex save each round or also be staggered that round.
Animated objects are constructs, and gain Hit Dice according to their size. The maximum sized object you may animate depends on your caster level, according to table below:
Caster Level |
Size | Sample Object | Hit Dice | Maximum Construction Points |
---|---|---|---|---|
1 | Tiny | Candelabra | 1d10 | 1 |
3 | Small | Chair | 2d10 + 10 | 1 |
5 | Medium | Cage | 3d10 + 20 | 2 |
8 | Large | Statue | 4d10 + 30 | 3 |
11 | Huge | Wagon | 7d10 + 40 | 4 |
Harden
You may enhance an item to increase its hardness, or enhance a creature to grant it DR/adamantine. The bonus is equal to your half your caster level (minimum: 1).
Make Fragile
You may apply an enhancement to an item, giving it the Fragile quality if it doesn’t already have it. In addition, it takes a penalty to its Hardness equal to 1/3 of your caster level (minimum -1; to a maximum of -6 at 18th caster level).
Enhancement Talents (Enhance Poison)
These grant you new enhancements you may bestow on poisons.
Corrosive Poison
You may enhance a dose of poison, rendering it corrosive. Whenever a creature fails a saving throw against that poison, it also takes acid damage equal to your caster level.
Emphasize Virulence
You may enhance a dose of poison, increasing the number of successful saving throws necessary to cure the poison by 1.
Enhancement Talents (Enhance Weapon)
These grant you new enhancements you may bestow on weapons.
Deadly Weapon
You may enhance a weapon, granting it the keen special quality if it does not already possess it and a +1 bonus to critical hit confirmation rolls for every 3 caster levels possessed (to a maximum of +6 at 18th caster level).
Energy Weapon
You may enhance a weapon, granting it the corrosive, flaming, frost, or shock special weapon qualities. The weapons deal an extra point of damage for every 2 caster levels possessed.
Pursuant Ammunition
You may enhance a ranged weapon, granting ammunition fired out of it a rudimentary mind. Ranged attacks with that weapon ignore 2 points of the AC bonus from cover. At 6th caster level, and every 6 levels thereafter, the weapon ignores 2 additional points of AC bonus from cover (to a maximum of ignoring a +8 bonus at 18th caster level). In addition, the wielder may treat creatures behind total cover as if the cover granted a +8 bonus to AC rather than being invalid targets for attack; however, there must be a gap in the cover large enough to fit the ammunition through.
Ragged Edges
You may apply an enhancement to an item, causing attacks made with it to deal additional bleed damage equal to half your caster level (minimum 1 bleed damage). You may spend a spell point to have the weapon deal additional bleed damage equal to your caster level instead.
Versatile Weapon
You may enhance a weapon, causing it to ignore an amount of damage reduction equal to your caster level.
This only works against damage reduction that can be bypassed (thus, it would work against DR 5/ cold iron, but not against DR 5/-).
Enhancement Talents (Modifiers)
Deep Enhancement
When you spend a spell point to make an enhancement last 1 minute per caster level without concentration, it lasts for 10 minutes per caster level instead.
Dual Enhancement
Whenever you use an enhancement that gives you multiple options, you may spend a spell point to select two options.
For example, you could use Physical Enhancement to provide a bonus to Strength and Constitution simultaneously.
Greater Enhancement
When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1.
Lingering Enhancement
When you enhance an object or creature, the enhancement remains for 2 rounds after you stop concentrating.
Mass Enhancement
When bestowing an enhancement, you may spend an additional spell point to enhance an additional target per 2 caster levels (minimum: 1 additional). All targets must be within range and must receive the same enhancement (thus, if using the Deadly Weapon talent, you could only target weapons with this ability).
Natural Enhancement
You may enhance a creature with enhancements that normally only apply to weapons or armor.
If it applies to weapons, it applies to one of the creature’s natural weapons, as well as its unarmed strikes; if it applies to armor, it applies to any natural armor bonus that the creature possesses (creatures without natural armor are considered to have a natural armor bonus of +0).
Ranged Enhancement
You may enhance targets within Medium range.
You may take this talent multiple times. Each time it is taken, increase the range by an additional step (Close to Medium, Medium to Long).
Advanced Talents
Enhancement Talents (Enhance Area)
These grant you new enhancements you may bestow on an area.
Reverse Gravity
Prerequisite: Lighten, 15th caster level or higher.
You may spend 2 spell points to enhance an area of up to 10 cubic ft per caster level, arranged contiguously. Unlike most enhancements, you can only maintain this effect through concentration for up to 1 round per caster level. Spending an additional spell point to allow it to become self-sustaining lasts for 1 round per caster level, not 1 minute per caster level.
Within this area, gravity reverses. Unattached objects and creatures in the area fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the effect ends. At the end of the duration, affected objects and creatures fall downward.
Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself and not fall upward. Creatures who can fly or levitate can keep themselves from falling.
Enhancement Talents (Other)
Bestow life
Prerequisites: Bestow Intelligence, Animate Object, 10th caster level or higher.
You may spend 3 spell points and 24 hours to bring a plant, animal, or object to life. This is an instantaneous effect, and as such is a permanent change and cannot be dispelled. This has no effect on a creature with an Intelligence of 3 or higher.
This ability may manifest in one of the following ways:
- You transform a tree into an intelligent animated object, granting it the benefits of your animate object and bestow intelligence enhancements. The target’s type changes to magical creature.
- You transform an animal into an awakened animal.
The target’s type changes to magical creature, and its mental ability scores change to 3d6 each. At the GM’s discretion, the animal may be recreated using whatever character creation rules the campaign has employed.
- You grant life to an empty body. This could be a body created through the Fleshcraft and Create Raw Materials Creation advanced talents or a body crafted from parts of other recently slain bodies sewed together. (Assembly requires a minimum of six different bodies—one for each limb, the torso including head, and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required.) The target becomes a living 1st level commoner of whatever race its body was crafted to mimic, but may retrain as usual.
- You transform a magical object into an intelligent item with a 10 Intelligence, Wisdom, and Charisma. The item must be a permanent magical item (thus scrolls, wands, potions, etc. cannot be enhanced in this way), and the item does not gain any powers automatically; abilities and attribute bonuses must be crafted into the item as usual.
Creatures and magic items created in this fashion possess your alignment and can speak one language that you know plus one additional language that you know per point of Intelligence bonus (if any). An animal affected in this manner can’t serve as an animal companion, familiar, or special mount, and a caster needs to possess the leadership feat to take a creature as a cohort.
With the exception of Intelligent items (which follow the intelligent item rules), the affected creature serves you as a faithful companion. However, as it is a living, intelligent being, it will expect good treatment in return (indeed, an animal that was treated harshly before it was enhanced in this way may feel no particular loyalty to the caster at all). A caster may only have one companion of this sort at any one time; if a second creature is awakened, the first remains friendly, but no longer undertakes tasks for the caster unless it is in its own best interests.