Angel FormSpell 7
Source Pathfinder Secrets of Magic
Traditions Divine
Cast (somatic, verbal)
Duration 1 minute
Invoking the celestial realms, you transform into a Medium angel battle form. When you cast this spell, choose balisse, choral, monadic deva, or movanic deva. The battle form is Small if you choose choral. While in this form, you gain the angel and celestial traits. You have hands in this battle form and can use manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of the form that you choose:
- AC = 22 + your level. Ignore your armor check's penalty and Speed reduction.
- 40 temporary Hit Points and weakness 10 to evil damage.
- Darkvision.
- One or more attacks specific to the battle form you choose. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example), and ranged attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead.
- Athletics modifier of +25, unless your own modifier is higher.
You also gain specific abilities based on the type of angel you choose:
- Balisse Speed 30 feet, fly 40 feet; Perception modifier of +26 to detect lies and illusions unless your own modifier is higher;
- Melee scimitar (forceful, sweep), Damage 2d6+12 slashing plus 1d6 fire and 1d6 good.
Spell Effect: Angel Form (Balisse)
- Choral Speed 30 feet, fly 40 feet; +1 status bonus to AC and saves against sonic and auditory;
- Melee fist (agile), Damage 2d6+12 bludgeoning plus 1d6 good;
- Ranged piercing hymn (range 90 feet), Damage 1d6+12 sonic plus 1d6 good, and Deafened for 1 round on a critical hit.
Spell Effect: Angel Form (Choral)
- Monadic Deva Speed 30 feet, fly 40 feet; +2 status bonus on saves against death effects and effects that manipulate souls;
- Melee holy mace (shove), Damage 2d6+12 bludgeoning plus 1d6 force and 1d6 good.
Spell Effect: Angel Form (Monadic Deva)
- Movanic Deva Speed 30 feet, fly 40 feet; resistance 10 to negative;
- Melee bastard sword (two-hand d12), Damage 1d8+12 slashing plus 1d6 fire and 1d6 good.
Spell Effect: Angel Form (Movanic Deva)
Heightened (9th) Your battle form is Large. You must have space to expand, or the spell is lost. You instead gain 60 temporary Hit Points, weakness 15 to evil damage, attack modifier +30, damage bonus +20, and Athletics +33.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
TransmutationEffects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
GoodGood effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. An ability with this trait can be selected or used only by good creatures.
PolymorphThese effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.