11.14 Polymorph

Change the physical shape or outward form of objects and creatures.

Special Rules: This mystic sphere manipulates the physical bodies of creatures, objects, or both. Anything that does not have a physical body, such as an intangible creature, is immune to all abilities from this mystic sphere.

11.14.1 Cantrips

Alter Appearance

Usage time: Standard action.

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This spell functions like the disguise creature ability, except that that you gain a +4 bonus and you cannot change the appearance of your equipment, species, creature type, or number of limbs (see Change Appearance). This is a physical change to your body, so no amount of inspection will reveal your true form. A successful Awareness check that beats your Disguise check only reveals that your body’s appearance has been magically altered.

This ability lasts until you use it again.

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Rank 2: The bonus increases to +5.

Rank 4: The bonus increases to +6.

Rank 6: The bonus increases to +8.

Alter Object

Usage time: Standard action.

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Choose one unattended, nonmagical object you touch. You make a Craft check to alter it (see Craft), except that you do not need any special tools to make the check (such as an anvil and furnace). The maximum damage resistance of a material you can affect with this ability is equal to your power.

Each time you cast this spell, you can accomplish work that would take up to two rounds with a normal Craft check.

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Rank 2: The amount of work you accomplish with the spell increases to five rounds.

Rank 4: The amount of work you accomplish with the spell increases to one minute.

Rank 6: The amount of work you accomplish with the spell increases to two minutes.

Natural Weapon

Usage time: Standard action.

Attune

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You gain either one bite natural weapon or two claws. For details, see Table 9.6: Natural Weapons.

11.14.2 Rank 1 Spells

Armblade

Rank 1

Usage time: Standard action.

Attune

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When you cast this spell, you choose a weapon you are proficient with. One of your free hands shapeshifts into that weapon.

The weapon functions like an ordinary manufactured weapon, with two exceptions. First, it cannot leave your body, so you cannot throw it or drop it. Second, you can treat it as a natural weapon, a manufactured weapon, or both, depending on what is more beneficial for you.

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Rank 2: The weapon can be made of any special material other than cold iron and silver (see Weapon Special Materials). Its rank cannot exceed your spellcasting rank with this spell.

Bleed

Rank 1

Usage time: Standard action.

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Make an attack vs. Fortitude against one living creature within Short (30 ft.) range.

Hit: 1d6 damage +1 per 2 power. If the target loses hit points, it takes this damage again during your next action.

Critical hit: All instances of damage are doubled, not just the initial damage.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Camouflage

Rank 1

Usage time: Standard action.

Attune

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If you have Stealth as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Cripple

Rank 1

Usage time: Standard action.

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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: The target’s body deteriorates as a condition. While it is below its maximum hit points, it is slowed (half speed, -2 Armor and Ref).

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Eyes of Darksight

Rank 1

Usage time: Standard action.

Attune

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You gain darkvision with a 30 foot radius, allowing you to see in complete darkness (see Darkvision). If you already have darkvision, the range of that ability increases by this amount instead.

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Rank 3: The radius increases to 60 feet.

Rank 5: The radius increases to 90 feet.

Rank 7: The radius increases to 120 feet.

Fleshspike

Rank 1

Usage time: Standard action.

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You must have a free hand to cast this spell.

Make an attack vs. Armor against an adjacent creature.

Hit: 1d8 damage +1 per power.

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The attack’s accuracy increases by +1 for each rank beyond 1.

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Your arm transforms into a hideous spike that you use to impale your enemy.

Minor Bodymorph

Rank 1

Usage time: Standard action.

Attune

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If you have Flexibility as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Stoneskin

Rank 1

Usage time: Standard action.

Attune

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You gain a +4 enhancement bonus to your damage resistance.

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Rank 3: The bonus increases to +8.

Rank 5: The bonus increases to +16.

Rank 7: The bonus increases to +32.

Sudden Liquification

Rank 1

Usage time: Standard action.

Attune

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When you would suffer a critical hit from a strike, this spell automatically activates. When it does, your body liquifies in an instant, limiting the damage to vital areas. This causes the critical hit to become only a regular hit. However, this rapid liquification also interferes with your own bodily functions. You are briefly dazzled (20% miss chance, no special vision) and stunned (-2 defenses), and this ability ends.

11.14.3 Rank 2 Spells

Alter Self

Rank 2

Usage time: Standard action.

Sustain (attuneable, minor)

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This spell functions like the disguise creature ability, except that that you gain a +4 bonus and you cannot change the appearance of your equipment (see Change Appearance). This is a physical change to your body, so no amount of inspection will reveal your true form. A successful Awareness check that beats your Disguise check only reveals that your body’s appearance has been magically altered.

Duplicate Organ

Rank 2

Usage time: Standard action.

Sustain (attuneable, minor)

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When you cast this spell, you choose your eyes, nose, mouth, or ears. You gain a duplicate copy of that organ anywhere on your body. You can only use one of them at a time, but you can change which one is active once per round as a free action.

You can sustain or attune to this spell multiple times. Each time, you must choose a different organ to copy.

Extended Claw

Rank 2

Usage time: Standard action.

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This spell has no somatic components.

Make a mundane melee strike using natural weapons. The strike gains the Long and Sweeping (1) weapon tags (see Weapon Tags).

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The attack’s accuracy increases by +1 for each rank beyond 2.

Form of the Snake

Rank 2

Usage time: Standard action.

Sustain (attuneable, minor)

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You shapeshift into a Small snake. As a snake, you have a 20 foot land speed, a 20 foot climb speed, and a bite natural weapon. You cannot speak and have no free hands, but you do not need hands to climb.

Mending

Rank 2

Usage time: Standard action.

Swift

Cost: One fatigue level from the target if it is a creature.

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Chose yourself, one ally, or one unattended object within Short (30 ft.) range. The target regains 1d8 damage resistance +1 per power if it is a creature, or that many hit points if it is an object.

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The recovery increases by +2 for each rank beyond 2.

Physical Enhancement

Rank 2

Usage time: Standard action.

Attune

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When you cast this spell, choose a physical attribute: Strength, Dexterity, or Constitution. You gain a +2 enhancement bonus to checks using the chosen attribute. In addition, if you choose Strength, you gain a +1 enhancement bonus to Strength for the purpose of determining your weight limits (see Weight Limits).

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Rank 4: The bonus increases to +3.

Rank 6: The bonus increases to +4.

Power Claw

Rank 2

Usage time: Standard action.

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This spell has no somatic components.

Make a mundane melee strike with a -3 accuracy penalty using natural weapons. The strike deals double weapon damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Regeneration

Rank 2

Usage time: Standard action.

Sustain (attuneable, standard)

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At the end of each round, you regain 1d6 hit points. This healing cannot increase your hit points above half your maximum hit points.

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The healing increases by +1 for each rank beyond 2.

Shrink

Rank 2

Usage time: Standard action.

Attune

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Your size decreases by one size category, to a minimum of Tiny. Reducing your size gives you a -1 penalty to Strength for the purpose of determining your weight limits, a +1 bonus to your Reflex defense, and a +5 bonus to Stealth. It also reduces your base speed (see Size Categories).

Spikeform

Rank 2

Usage time: Standard action.

Attune (deep)

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Whenever a creature makes a melee attack against you using a free hand or non-Long weapon, make a reactive attack vs. Armor against them.

Hit: 1d6 damage +1 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 2.

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Your body grows large spikes that impale creatures who attack you.

Twisting Claw

Rank 2

Usage time: Standard action.

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This spell has no somatic components.

Make a mundane melee strike using natural weapons. The attack is made against the target’s Reflex defense instead of its Armor defense.

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The attack’s accuracy increases by +1 for each rank beyond 2.

11.14.4 Rank 3 Spells

Absorb Object

Rank 3

Usage time: Standard action.

Sustain (attuneable, minor)

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You absorb Medium or smaller unattended object into your body. Your weight is increased by the weight of the object, but the object’s presence cannot be otherwise physically detected. You must bear the weight of the object as if you were carrying it, not as if it was part of your body. A reactive object, such as alchemist’s fire or poison, continues reacting inside your body, which may be harmful to you. You cannot absorb only part of a larger object.

When this effect ends, the object appears in a free hand, if you have one available, or drops to the floor.

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Rank 5: The maximum size of the object increases to Large.

Rank 7: The maximum size of the object increases to Huge.

Bloody Fleshspike

Rank 3

Usage time: Standard action.

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You must have a free hand to cast this spell.

Make an attack vs. Armor against an adjacent creature.

Hit: 1d6 damage per 2 power. If the target loses hit points, it takes this damage again during your next action.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Brief Regeneration

Rank 3

Usage time: Standard action.

Cost: One fatigue level from the target.

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Choose yourself or one living ally within Short (30 ft.) range. The target briefly regains 1d8 hit points +1 per power at the end of each round.

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The healing increases by +2 for each rank beyond 3.

Climber

Rank 3

Usage time: Standard action.

Attune

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You gain a climb speed 10 feet slower than the base speed for your size. If you already have a climb speed, you gain a +10 foot enhancement bonus to your climb speed.

Enlarge

Rank 3

Usage time: Standard action.

Attune

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Your size increases by one size category, to a maximum of Huge. Increasing your size gives you a +1 bonus to Strength for the purpose of determining your weight limits, a -1 penalty to your Reflex defense, and a -5 penalty to Stealth. It also increases your base speed (see Size Categories).

This spell makes you slightly clumsy in your new size. You take a -10 foot penalty to your speed with all of your movement modes.

Flesh-Rending Claw

Rank 3

Usage time: Standard action.

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This spell has no somatic components.

Make a mundane melee strike using natural weapons. If the target is living and your attack result beats its Fortitude defense, it bleeds. During your next action, it takes extra damage equal to your power.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Form of the Wolf

Rank 3

Usage time: Standard action.

Sustain (attuneable, minor)

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You shapeshift into a Medium wolf. As a wolf, you have a 40 foot land speed, are multipedal, and have a bite natural weapon. You cannot speak and have no free hands. You also gain the scent ability.

Malleable Body

Rank 3

Usage time: Standard action.

Attune (deep)

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Your body and equipment becomes highly flexible and malleable, allowing you to compress your body or contort yourself into odd shapes. This has the following effects:

You can suppress or resume this effect as a free action.

Mass Stoneskin

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the stoneskin spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The bonus increases to +8.

Rank 7: The bonus increases to +16.

Scent

Rank 3

Usage time: Standard action.

Attune

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You gain the scent trait, which reduces the difficulty value of scent-based Awareness checks by 10 (see Awareness).

Swimmer

Rank 3

Usage time: Standard action.

Attune

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You gain a swim speed 10 feet slower than the base speed for your size. If you already have a swim speed, you gain a +10 foot enhancement bonus to your swim speed.

11.14.5 Rank 4 Spells

Cleansing Bodymorph

Rank 4

Usage time: Standard action.

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You remove a condition of your choice. This cannot remove conditions caused by Compulsion or Emotion abilities.

Disintegrate

Rank 4

Usage time: Standard action.

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Make an attack vs. Fortitude against something within Short (30 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power. This damage is doubled if the target is an object. If this damage reduces an object to zero hit points, or gives a creature a vital wound that knocks it unconscious, the target is completely disintegrated. Only a fine dust remains. A disintegrated creature’s equipment is unaffected.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Draconic Senses

Rank 4

Usage time: Standard action.

Attune

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You gain darkvision with a 60 foot radius, low-light vision, and blindsense with a 30 foot radius. If you already have darkvision or blindsense, the range of that ability increases by the given amount instead.

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Rank 6: The radius of both senses increases by 30 feet.

Dragon Breath

Rank 4

Usage time: Standard action.

Attune

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Choose one of the following tags: Acid, Cold, Electricity, or Fire. For the duration of this spell, you can breath that type of energy like a dragon as a standard action. When you do, make an attack vs. Reflex against everything within a Large (60 ft.) cone from you. After you use this ability, you briefly cannot use it again.

Hit: 1d8 damage +1 per power. The damage is of the chosen type.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Mass Physical Enhancement

Rank 4

Usage time: Standard action.

Attune (target)

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This spell functions like the physical enhancement spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 6: The bonus increases to +3.

Mass Shrink

Rank 4

Usage time: Standard action.

Attune (target)

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This spell functions like the shrink spell, except that it affects up to five creatures of your choice from among yourself and your Small or larger allies within Medium (60 ft.) range.

Reforge Armor

Rank 4

Usage time: Standard action.

Attune

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Choose one nonmagical suit of body armor you touch. The armor becomes composed of a special material of your choice other than cold iron (see Table 9.11: Armor Special Materials). The special material chosen must not cause the item’s total rank to exceed your spellcasting rank with this spell. You can only change the target into a special material appropriate for its base composition of either leather or metal. For example, you cannot create mithral hide armor with this spell.

Runner

Rank 4

Usage time: Standard action.

Attune

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You gain a +10 foot enhancement bonus to your land speed.

11.14.6 Rank 5 Spells

Baleful Polymorph

Rank 5

Usage time: Standard action.

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Make an attack vs. Fortitude and Mental against one Huge or smaller creature within Short (30 ft.) range.

Hit: If the target has no remaining damage resistance, it shapeshifts into a Tiny squirrel as a condition. Squirrels have a 30 foot land speed, a 20 foot climb speed, and a bite natural weapon. They cannot speak and have no free hands.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Empowered Mending

Rank 5

Usage time: Standard action.

Swift

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This spell functions like the mending spell, except that the recovery increases to 2d8 plus 1d8 per 3 power.

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The recovery increases by 1d8 for each rank beyond 5.

Empowered Regeneration

Rank 5

Usage time: Standard action.

Sustain (attuneable, standard)

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At the end of each round, you regain 2d8 hit points. If you gained a vital wound this round, this healing is doubled. This healing cannot increase your hit points above half your maximum hit points.

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The healing increases by 1d8 for each rank beyond 5.

Form of the Raven

Rank 5

Usage time: Standard action.

Sustain (attuneable, minor)

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You shapeshift into a Small raven. As a raven, you have a 30 foot fly speed with a height limit of 60 feet (see Flight). You cannot speak and have no free hands. You are also unable to take any standard action other than movement.

Impaling Fleshspike

Rank 5

Usage time: Standard action.

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You must have a free hand to cast this spell.

Make an attack vs. Armor against an adjacent creature.

Hit: 1d8 damage plus 1d8 per 2 power. If the target loses hit points, it becomes slowed (half speed, -2 Armor and Ref) as a condition.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Intense Cripple

Rank 5

Usage time: Standard action.

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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: The target’s body deteriorates as a condition. While it is below its maximum hit points, it is immobilized (-4 Armor and Ref, cannot use movement speeds).

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mass Enlarge

Rank 5

Usage time: Standard action.

Attune (target)

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This spell functions like the enlarge spell, except that it affects up to five creatures of your choice from among yourself and your Large or smaller allies within Medium (60 ft.) range.

Mighty Bleed

Rank 5

Usage time: Standard action.

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This spell functions like the bleed spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mighty Power Claw

Rank 5

Usage time: Standard action.

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This spell has no somatic components.

Make a mundane melee strike with a -2 accuracy penalty using natural weapons. The strike deals triple weapon damage.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mighty Spikeform

Rank 5

Usage time: Standard action.

Attune (deep)

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Whenever a creature makes a melee attack against you using a free hand or non-Long weapon, make a reactive attack vs. Armor against them.

Hit: 1d6 damage per 2 power.

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Your body grows large spikes that impale creatures who attack you.

Vital Regeneration

Rank 5

Usage time: Standard action.

Attune (target)

Cost: See text.

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At the end of each round, if the target’s fatigue level does not exceed its fatigue tolerance, it automatically removes one of its vital wounds. It can choose to stop this regeneration if it is conscious, but the regeneration happens automatically if it is unconscious due to vital wounds. For each vital wound removed in this way, it increases its fatigue level by three.

11.14.7 Rank 6 Spells

Efficient Malleable Body

Rank 6

Usage time: Standard action.

Attune

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This spell functions like the malleable body spell, except that it has the Attune tag instead of Attune (deep).

Empowered Brief Regeneration

Rank 6

Usage time: Standard action.

Cost: One fatigue level from the target.

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Choose yourself or one living ally within Short (30 ft.) range. The target briefly regains hit points equal to 1d10 per 2 power at the end of each round.

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The healing increases by 2d8 for each rank beyond 6.

Extruding Spikes

Rank 6

Usage time: Standard action.

Attune (deep)

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As a minor action, you can extend spikes to make an attack vs. Armor with a -2 accuracy penalty against all enemies adjacent to you.

Hit: 1d6 damage per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 6.

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Your body grows small spikes that you can consciously extrude to impale nearby foes.

Greater Shrink

Rank 6

Usage time: Standard action.

Attune

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Your size decreases by two size categories, to a minimum of Tiny. This gives you a -2 penalty to Strength for the purpose of determining your weight limits, a +2 bonus to your Reflex defense, and a +10 bonus to Stealth. It also reduces your base speed (see Size Categories).

Mass Draconic Senses

Rank 6

Usage time: Standard action.

Attune (target)

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This spell functions like the draconic senses spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Massive Claw

Rank 6

Usage time: Standard action.

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This spell has no somatic components.

Make a mundane melee strike using natural weapons. The strike deals double weapon damage, and it gains the Massive (10) weapon tag (see Weapon Tags).

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The attack’s accuracy increases by +1 for each rank beyond 6.

11.14.8 Rank 7 Spells

Efficient Regeneration

Rank 7

Usage time: Standard action.

Sustain (attuneable, standard)

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At the end of each round, you regain 2d10 hit points. If you lost hit points this round, this healing is doubled. This healing cannot increase your hit points above half your maximum hit points.

Flense

Rank 7

Usage time: Standard action.

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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power. If the target loses hit points, it becomes vulnerable (-4 defenses) to all damage as a condition.

Greater Enlarge

Rank 7

Usage time: Standard action.

Attune

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Your size increases by two size categories. This gives you a +2 bonus to Strength for the purpose of determining your weight limits, a -2 penalty to your Reflex defense, and a -10 penalty to Stealth. It also increases your base speed (see Size Categories).

This spell makes you slightly clumsy in your new size. You take a -10 foot penalty to your speed with all of your movement modes.

Sludgeform

Rank 7

Usage time: Standard action.

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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, its physical form loses coherence and partially collapses into a sludgelike mass as a condition. This has the following effects:

Critical hit: The condition must be removed an additional time before the effect ends.