Form of the Vermin
Level: Transmuter 4, Vermin 4
Casting Time: 1 standard action
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None; see text
Spell Resistance: No
Spell Points: 7
The subject assumes the form of a gigantic insect, arachnid, crustacean or other generally repugnant creature.
The subject undergoes the following changes:
Its size changes to medium.
Its base strength score changes to 18.
It gains a sting attack that deals 2d6 points of damage + 11 / 2 times its strength modifier, which is a primary natural attack. The stinger is poisonous, dealing 1d6 points of primary and secondary dexterity damage. The poison’s save DC is equal to this spell’s save DC. If the spell ends, all poison the subject has secreted immediately disappears, including poison that has been injected into a creature but has yet to deal its secondary damage. However, any damage the poison may already have inflicted remains. Using this poison against a sapient creature (intelligence score of 3 or above) is an evil act.
Its land speed changes to 40’.
The form has multiple pairs of legs, granting the subject a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. It gains a climb, swim or burrow speed of 20’, chosen at the time of casting.
The form has no hands, preventing the subject from using weapons and items requiring fine manipulation. It cannot provide somatic components.
Augment: You can Augment this spell in one or more of the following ways:
If you spend 2 additional spell points, the subject’s size becomes large (long) when casting the spell, and its strength score changes to 20. The sting attack (and claw or slam attacks, if you have them) has its base damage die increased by one step.
If you spend 6 additional spell points, the subject’s size becomes huge when casting the spell, and its strength score changes to 24. The sting attack (and claw or slam attacks, if you have them) has its base damage die increased by two steps. The poison’s primary and secondary dexterity damage increases to 1d8.
If you spend 2 additional spell points, the subject gains two slam or claw attacks (your choice). These secondary attacks deal 1d6 points of damage + 1 / 2 the subject’s strength modifier.
For every additional spell point you spend, the stinger’s poison save DC increases by 1 above and beyond that normally offered by a spell of this power.