Mythic Giant Vermin Mythic
Transmutation
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, DFV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.DF (Divine Focus): An item of spiritual significance — e.g. a holy symbol appropriate to your faith, or a druid's or ranger's sprig of holly.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- 1 or more vermin, no two of which can be more than 30 ft. apartHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 min./levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
Giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whomever or whatever is near them.
| Caster Level | Centipedes | Scorpions | Spiders |
| 9th or lower | 3 | 1 | 2 |
| 10th-13th | 4 | 2 | 3 |
| 14th-17th | 6 | 3 | 4 |
| 18th-19th | 8 | 4 | 5 |
| 20th or higher | 12 | 6 | 8 |
Mythic variant: The vermin you transform with this spell gain DR 5/magic and either the advanced creature template or the giant creature template (Pathfinder RPG Bestiary 294, 295).
Augmented (6th): If you expend two uses of mythic power, any vermin you transform also gains either the agile (see page 224) or savage mythic template (see page 224) while the spell lasts.
If you’re at least 9th tier and expend three uses of mythic power, the duration changes to instantaneous, meaning the vermin retain their giant size. After a number of days equal to your tier, you lose control over the vermin unless you have some other way of controlling them, and they lose the agile or savage mythic template but retain the advanced or giant creature template.
Variants
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Giant Vermin
- Mythic Giant Vermin