The character turn one or more normal-sized insects,
arachnids, or other vermin into larger forms resembling giant
vermin. Only one type of vermin can be transmuted (so a single
casting cannot affect both an ant and a fly), and all must be
grown to the same number of HD. The number of vermin and the HD
to which they can be grown depends upon the character's level;
see the accompanying table.
Caster Target's New Armor Attack/ --------------- Saves --------------
Level New HD Size Class Damage Fortitude Reflex Will
7-9 3d8+6 Large 14 +4/1d8+4 +5 +0 +1
10-12 4d8+16 Huge 14 +8/2d6+8 +8 +0 +1
13-15 5d8+20 Huge 14 +8/2d6+8 +8 +0 +1
16-18 6d8+24 Huge 14 +9/2d6+8 +9 +1 +2
19-20 7d8+28 Huge 14 +9/2d6+8 +9 +1 +2
Any giant vermin created by this spell do not attempt to harm
the character, but the character's 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 whoever or whatever is near them.
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