Fey FormSpell 4
Source Pathfinder Secrets of Magic
Traditions Occult, Primal
Cast (somatic, verbal)
Duration 1 minute
Channeling the mischievous fey, you transform into a fey battle form, which is Medium unless stated otherwise. When you cast this spell, choose dryad, elananx, naiad, redcap, or unicorn. If you choose unicorn, the battle form is Large and you must have space to expand or the spell is lost. While in this form, you gain the fey trait. Unless you choose elananx or unicorn, 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 = 19 + your level. Ignore your armor's check penalty and Speed reduction.
- 15 temporary Hit Points and weakness 5 to cold iron.
- Low-light vision.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +16, and you use the listed damage. These attacks are Dexterity based. If your attack modifier is higher for the given unarmed attack or weapon, you can use it instead.
- Acrobatics modifiers of +16, unless your own modifier is higher.
You also gain specific abilities based on the type of fey:
- Dryad Spell Effect: Fey Form (Dryad)
- The temporary HP gained increases to 30;
- Speed 25 feet; weakness 5 to fire;
- Melee branch, Damage 1d12+8 bludgeoning.
- Elananx Spell Effect: Fey Form (Elananx)
- Speed 30 feet;
- resistance 5 to fire;
- Melee jaws, Damage 1d6+8 piercing plus 1d6 fire;
- Melee claw (agile), Damage 1d6 slashing.
- Naiad Spell Effect: Fey Form (Naiad)
- Speed 25 feet, swim 25 feet;
- resistance 5 to fire;
- Melee aqueous fist (water),
- Damage 1d8+8 bludgeoning.
- Redcap Spell Effect: Fey Form (Redcap)
- Speed 40 feet;
- Size Small;
- Melee scythe (deadly d10, trip), Damage 1d10+8 slashing;
- Melee boot (agile, versatile B), Damage 1d6 piercing.
- Unicorn Spell Effect: Fey Form (Unicorn)
- gain the beast trait in addition to fey;
- Speed 40 feet;
- resistance 5 to poison;
- Size Large;
- Melee horn, Damage 1d10+8 piercing plus 1 good;
- Melee hoof (agile), Damage 1d8 bludgeoning; all Strikes have the effects of a Ghost Touch property rune.
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.
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.