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Seed: Fortify

Transmutation

Spellcraft DC: 17 (see text)

Components: V, S

Casting Time: 1 minute

Range: Touch

Target: Creature touched

Duration: 20 hours; permanent for age adjustment

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

Spells using the fortifyseed grant a +1 enhancement bonus to whichever one of the following the caster chooses:

-Any one ability score.

-Any one kind of saving throw.

-Spell resistance.

-Natural armor.

The fortifyseed can also grant energy resistance 1 for one energy type or 1 temporary hit point. For each additional +1 bonus, point of energy resistance, or hit point, increase the Spellcraft DC by +2.

The fortifyseed has a base Spellcraft DC of 23 if it grants a +1 bonus of a type other than enhancement. For each additional +1 bonus of a type other than enhancement, increase the Spellcraft DC by +6. If the caster applies a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5.

The fortifyseed has a base Spellcraft DC of 27 if it grants a creature a +1 bonus to an ability score or other statistic it does not possess. For each additional +1 bonus, increase the Spellcraft DC by +4. If a spell with the fortifyseed grants an inanimate object an ability score it would not normally possess (such as Intelligence), the spell must also incorporate the lifeseed.

Granting spell resistance to a creature that doesn’t already have it is a special case; the base Spellcraft DC of 27 grants spell resistance 25, and each additional point of spell resistance increases the Spellcraft DC by +4 (each –1 to spell resistance reduces the Spellcraft DC by –2).

The fortifyseed can also grant damage reduction 1/magic. For each additional point of damage reduction, increase the Spellcraft DC by +2. To increase the damage reduction value to epic, increase the Spellcraft DC by +15.

A special use of the fortifyseed grants the target a permanent +1 year to its current age category. For each additional +1 year added to the creature’s current age category, increase the Spellcraft DC by +2. Incremental adjustments to a creature’s maximum age do not stack; they overlap. When a spell increases a creature’s current age category, all higher age categories are also adjusted accordingly.