Paths of Magic Teaser #2 - Aberrant Anatomy

Aberrant Anatomy, by Rastislav Le

Aberrant Anatomy, by Rastislav Le

Another quick teaser! Today we spotlight a new series of polymorph spells that let you turn into aberrations, called aberrant anatomy.

Transforming into aberrations always seemed like a missed opportunity in Pathfinder, so with Paths of Magic I wanted to make that a possibility. The thing is, aberrations have WEIRD abilities, and also a huge number of them, given how varied the aberration type is. So these spells end up having quite the feature set!

These spells are also used in two new archetypes for the book. The mutationist archetype for the new cabalist class gives scaling slam attacks and the ability to mutate your physique in minor ways as needed. The shifter also gets an aberrant shifter archetype that replaces their animal-based abilities with those of aberrations, including their wild shape using aberrant anatomy. Check out the spells below!


ABERRANT ANATOMY I

School transmutation (polymorph); Level alchemist 4, cabalist 4, occultist 4, psychic 5, spiritualist 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)

When you cast this spell, you assume the form of any Small or Medium creature of the aberration type. Your base speed changes to match the new form’s base speed, with a maximum of 60 feet (even if the chosen aberration has a higher movement speed). If the form you assume has any of the following abilities, you gain those abilities: climb speed 30 feet, fly speed 30 feet (average maneuverability), swim speed 30 feet, all-around vision, darkvision 60 feet, low-light vision, scent, expert climber, deaf, float, grab, tentacles, and trip. If the form you assume has the aquatic subtype, you can breathe air and water. If the creature has any weakness, you gain those weaknesses.
You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.
Small Aberration: If the form you take is that of a Small aberration, you gain a +2 size bonus to your Dexterity and Constitution scores.
Medium Aberration: If the form you take is that of a Medium aberration, you gain a +2 size bonus to your Strength and Constitution scores.

ABERRANT ANATOMY II

School transmutation (polymorph); Level alchemist 5, cabalist 5, occultist 5, psychic 6, spiritualist 5, sorcerer/wizard 6

This spell functions as aberrant anatomy I, except it also allows you to assume the form of a Tiny or Large creature of the aberration type. Your base speed can’t increase above 90 this way. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 30 feet, climb speed 60 feet, fly speed 60 feet (good maneuverability), swim speed 60 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, barbed carapace, bleed, blood drain, blood siphon, compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, expert climber, faceless (does not grant any senses), ferocity, float, grab, heat adaptability, lashing strike, marrow drain, mimic object, muddy cloud, no breath, penetrating jaws, poison, pounce, pull, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, and undersized weapons. If the creature has immunity to mind-affecting effects or poison, you can a +4 resistance bonus on saves against those effects. If the creature has any weakness, you gain those weaknesses.
Tiny Aberration: If the form you take is that of a Tiny aberration, you gain a +6 size bonus to your Dexterity score and a -2 penalty to your Strength score.
Large Aberration: If the form you take is that of a Large aberration, you gain a +4 size bonus to your Strength and Constitution scores and a -2 penalty to your Dexterity score.

ABERRANT ANATOMY III

School transmutation (polymorph); Level alchemist 6, cabalist 6, occultist 6, psychic 7, spiritualist 6, sorcerer/wizard 7

This spell functions as aberrant anatomy II, except it also allows you to assume the form of a Huge creature of the aberration type. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 90 feet (good maneuverability), swim speed 90 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, scent metals, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, amorphous, barbed carapace, bleed, blood drain, blood siphon, compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, deflecting winds, DR 5 (any type except DR/– and DR/epic), expert climber, faceless (does not grant any senses), fear aura, ferocity, float, frightful presence, grab, heat adaptability, lashing strike, light lure, marrow drain, mimic object, muddy cloud, no breath, penetrating jaws, poison, pounce, pull, rust, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, undersized weapons, unnatural aura, and web. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has any weakness, you gain those weaknesses.
Huge Aberration: If the form you take is that of a Huge aberration, you gain a +6 size bonus to your Strength and Constitution scores and a -4 penalty to your Dexterity score.

ABERRANT ANATOMY IV

School transmutation (polymorph); Level psychic 8, sorcerer/wizard 8

This spell functions as aberrant anatomy III, except it doesn’t limit your base speed and also allows you to use more abilities. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, lifesense, low-light vision, scent, scent metals, see in darkness, sense blood, sin-scent, tremorsense 30 feet, acid injection, adhesive, amorphous, barbed carapace, bleed, blood drain, blood siphon, change shape (humanoids only), compression, constrict, corpse lure, corrosive blood, crab walk, deadly pincers, deaf, devastation, DR 5 (any), DR 10 (any type except DR/– and DR/epic), faceless (does not grant any senses), fast healing 5, fear aura, ferocity, float, frightful presence, grab, heat adaptability, lashing strike, light lure, marrow drain, mimic object, muddy cloud, no breath, partial invisibility, penetrating jaws, poison, pounce, pull, rend, rust, sinful bite, sinkhole, slashing scales, slippery, sound mimicry, strangle, tentacles, trample, trip, undersized weapons, unnatural aura, and web. If the creature has immunity or resistance to any energy types, you gain resistance 30 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has Spell Resistance or magic immunity, you gain Spell Resistance 6 + your caster level. If the creature has any weakness, you gain those weaknesses.