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Occult Rituals


Fey Form I

Source Ultimate Wilderness pg. 229
School transmutation (polymorph); Level alchemist 3, arcanist 4, bloodrager 3, druid 3, hunter 3, investigator 3, magus 4, shaman 3, sorcerer 4, witch 4, 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 (D)

Description

You assume the form of a Small or Medium creature of the fey type. Your base speed changes to match the new form’s base speed, with a maximum speed of 60 feet (even if the chosen fey form has a base speed in excess of that speed). If the form you assume has any of the following abilities, you gain those abilities: climb speed 30 feet, fly speed 30 feet (average maneuverability), swim speed 30 feet, darkvision 60 feet, low-light vision, scent, and boot stomp. If the form you assume has the aquatic subtype, you can breathe air and water. If the creature has any weaknesses, you gain those weaknesses. If a listed ability depends on an item (as is the case with boot stomp), this spell transforms the nearest counterpart among your worn gear into that item.

You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.

Small Fey: If you assume this form, you gain a +2 size bonus to your Dexterity and Constitution scores.

Medium Fey: If you assume this form, you gain a +2 size bonus to your Strength and Constitution scores.

Fey Form II

Source Ultimate Wilderness pg. 229
School transmutation (polymorph); Level alchemist 5, arcanist 6, druid 5, hunter 5, investigator 5, magus 6, shaman 5, sorcerer 6, witch 6, wizard 6

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 (D)

Description

This spell functions as fey form I, except it also allows you to assume the form of a Tiny or Large creature of the fey type. Your base speed can’t increase above 90 feet this way. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 30 feet, climb speed 90 feet, fly speed 60 feet (good maneuverability), swim speed 60 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, see in darkness, abduct, animated hair, bleed, blood rage, boot stomp, burn, compression, constrict, crushing leap, DR 2/cold iron, grab, heavy weapons, icewalking, kneecapper, nasal spray, no shadow, oversized weapons, poison, putrid vomit, rock throwing (50 feet, 1d6 damage), sound mimicry, trackless step, trample, tree meld, undersized weapons, and woodland stride. If the creature has immunity to mind-affecting effects or poison, you gain a +4 resistance bonus on saves against those effects. If the creature has any weaknesses, you gain them.

Tiny Fey: If you assume this form, you gain a +6 size bonus to your Dexterity score and take a –2 penalty to your Strength score.

Large Fey: If you assume this form, you gain a +4 size bonus to your Strength and Constitution scores and take a –2 penalty to your Dexterity score.

Fey Form III

Source Ultimate Wilderness pg. 230
School transmutation (polymorph); Level alchemist 6, arcanist 7, druid 6, hunter 6, investigator 6, shaman 6, sorcerer 7, witch 7, wizard 7

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 (D)

Description

This spell functions as fey form II except it allows you to assume the form of a Diminutive or Huge creature of the fey type. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 90 feet (good maneuverability), swim speed 90 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, see in darkness, tremorsense 60 feet, abduct, animated hair, bleed, blood rage, boot stomp, burn, compression, constrict, crushing leap, DR 5/cold iron, fear aura, frightful presence, grab, heavy weapons, icewalking, kneecapper, luminous, nasal spray, no shadow, oversized weapons, poison, putrid vomit, rend, rock throwing (100 feet, 2d6 damage), sound mimicry, supernatural speed, tear shadow, trackless step, trample, tree meld, undersized weapons, and woodland stride. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has any weaknesses, you gain those weaknesses.

Diminutive Fey: If you assume this form, you gain a +8 size bonus to your Dexterity score and take a –4 penalty to your Strength score.

Huge Fey: If you assume this form, you gain a +6 size bonus to your Strength and Constitution scores and take a –4 penalty to your Dexterity score.

Fey Form IV

Source Ultimate Wilderness pg. 230
School transmutation (polymorph); Level arcanist 9, druid 8, shaman 8, sorcerer 9, witch 9, wizard 9

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 (D)

Description

This spell functions as fey form III except it doesn’t limit your base speed and also allows you to use more abilities. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, see in darkness, tremorsense 60 feet, abduct, animated hair, beguiling aura, bleed, blood rage, boot stomp, burn, compression, constrict, crushing leap, DR 5/cold iron, fast healing 5, fear aura, frightful presence, grab, heavy weapons, hide in plain sight, icewalking, kneecapper, luminous, nasal spray, no shadow, oversized weapons, poison, putrid vomit, rend, rock throwing (120 feet, 2d10 damage), sound mimicry, supernatural speed, tear shadow, trackless step, trample, transparency, tree meld, undersized weapons, vault, and woodland stride. If the creature has immunity or resistance to any energy types, you gain resistance 30 to those energy types. If the creature has immunity to mindaffecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has spell resistance, you gain spell resistance 6 + your caster level. If the creature has any weaknesses, you gain those weaknesses.