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Occult Rituals


Vermin Shape I

Source Ultimate Magic pg. 246
School transmutation (polymorph); Level alchemist 4, arcanist 4, bloodrager 4, druid 3, hunter 3, investigator 4, magus 4, redmantisassassin 4, sorcerer 4, witch 3, wizard 4

Casting

Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)

Effect

Range personal
Target you
Duration 1 minute/level

Description

When you cast this spell, you assume the form of any Small or Medium creature of the vermin type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You don’t gain full immunity to mind-affecting effects, but you do gain a +2 resistance bonus on all saving throws against such effects.

Small vermin: If you take the form of a Small vermin, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus.

Medium vermin: If you take the form of a Medium vermin, you gain a +2 size bonus to your Strength and a +3 natural armor bonus.

Mythic Vermin Shape I

Source Mythic Origins pg. 13
Each mythic vermin shape spell must be learned individually, and you must know the respective non-mythic vermin shape spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic vermin shape spell before you learn a higher-level one (for example, you can learn mythic vermin shape II if you know vermin shape II, even if you don’t know mythic vermin shape I). Each mythic vermin shape spell adds the following benefits to its respective non-mythic version.

The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, the ability score penalties decrease by 2 (minimum penalty of 0), and the resistance bonus on saving throws against mind-affecting effects increases by 2. Choose one natural attack type the vermin form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).

Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, you can act as if you had the Natural Spell feat for 1 round a number of times equal to your tier. For example, if you are 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic vermin shape.

Vermin Shape II

Source Ultimate Magic pg. 246, Book of the Damned - Volume 2: Lords of Chaos pg. 49, Inner Sea World Guide pg. 297
School transmutation (polymorph); Level alchemist 5, arcanist 5, druid 4, hunter 4, investigator 5, magus 5, sorcerer 5, witch 4, wizard 5

Casting

Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)

Effect

Range personal
Target you
Duration 1 minute/level

Description

This spell functions as vermin shape I, except it also allows you to assume the form of a Tiny or Large creature of the vermin type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, tremorsense 30 feet, scent, blood drain, constrict, grab, lunge, poison, pull, trample, and web. You don’t gain full immunity to mind-affecting effects, but you do gain a +4 bonus on all saving throws against such effects.

Tiny vermin: If you take the form of a Tiny vermin, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Large vermin: If you take the form of a Large vermin, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +5 natural armor bonus.

Mythic Vermin Shape II

Source Mythic Origins pg. 13
Each mythic vermin shape spell must be learned individually, and you must know the respective non-mythic vermin shape spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic vermin shape spell before you learn a higher-level one (for example, you can learn mythic vermin shape II if you know vermin shape II, even if you don’t know mythic vermin shape I). Each mythic vermin shape spell adds the following benefits to its respective non-mythic version.

The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, the ability score penalties decrease by 2 (minimum penalty of 0), and the resistance bonus on saving throws against mind-affecting effects increases by 2. Choose one natural attack type the vermin form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).

Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, you can act as if you had the Natural Spell feat for 1 round a number of times equal to your tier. For example, if you are 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic vermin shape.