Divine VesselSpell 7
Source Pathfinder Core Rulebook
Traditions Divine
Cast (somatic, verbal)
Duration 1 minute
You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity's servitors. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.
If you were Medium or smaller, you become Large, as the effects of Enlarge. You must have space to expand into, or the spell is lost. You also gain the following benefits.
- 40 temporary Hit Points.
- A fly Speed equal to your Speed.
- Weakness 10 to the alignment opposite the one you chose.
- A +1 status bonus to saves against spells.
- Darkvision.
- Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type.
- One or more unarmed melee attacks. If you chose good or lawful, your fist attacks deal 2d8 damage. If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage. If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the agile and finesse traits.
Spell Effect: Divine Vessel (Chaotic)
Spell Effect: Divine Vessel (Evil)
Spell Effect: Divine Vessel (Good)
Spell Effect: Divine Vessel (Lawful)
Heightened (9th) The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes.
Spell Effect: Divine Vessel 9th level (Chaotic)
Spell Effect: Divine Vessel 9th level (Evil)
Spell Effect: Divine Vessel 9th level (Good)
Spell Effect: Divine Vessel 9th level (Lawful)
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.
MorphEffects that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described in that trait). Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. The GM determines which morph effects can be used together and which can't.