Giant Vermin
School: Transmutation Level: Clr 4, Drd 4
Components:   V, S, DF   Casting Time:   1 action  
Range:   Close (25 ft. + 5 ft./2 levels)   Target:   Up to three vermin, no two of which can be more than 30 ft. apart  
Effect:      Area:     
Duration:   1 minute/level   Saving Throw:   None  
Spell Resistance:   Yes   XP Cost:     
Focus:      Material Components:     

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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002