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The Everfull MoonSpell 2


UniqueConcentrateImpossibleManipulatePolymorph
Source Pathfinder Impossible Magic
Traditions Occult, Primal
Cast One Action
Cost moondust or moonrock worth 100 gp × the spell's rank
Duration 1 minute

A Linnorm King once defended her kingdom from Irriseni invaders with a casting of this spell. You call upon the secret moon, who's always whole, to shine upon yourself, granting you the form of a mighty werewolf without letting the curse touch you. You transform yourself into a Large hybrid wolf battle form. While in this form, you gain the beast trait. This battle form doesn't prevent you from speaking, casting spells, or using your hands. You gain the following abilities.

You gain the following abilities.

When you Fuel The Everfull Moon, you gain 20 temporary Hit Points.


Lethologic Mark During any night that isn't the new moon, you gain a weakness to silver equal to your level. The mark is healed if you become a true werewolf and become cured of said curse.


Heightened (+2) The temporary Hit Points granted by this spell when you cast or Fuel it increase by 20. All unarmed Strikes granted by this spell deal an additional die of damage. Your attack modifier increases by +6. Finally, your AC increases by 2.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Impossible

All impossible spells have the impossible trait, which labels them as spells that can be cast only once in a creature's existence. After casting a spell with the impossible trait, the same creature can't cast any spell with the impossible trait ever again. An hour after casting the spell, the caster starts experiencing the consequences detailed under the spell's lethologic mark entry. The entry also includes how the effects of the mark can be healed. Spells with this trait are also more difficult to counteract. Any counteract check against the spell gets an outcome one degree of success worse than was rolled, and any effect that would automatically counteract the spell fails. Spellshape effects cannot be applied to impossible spells.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Polymorph

These effects completely transform the target into a new form. A target can't be under the effect of more than one polymorph at a time. If it comes under the effect of another, the second 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 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. 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. You lose your Speeds and gain those of the battle form. If a polymorph effect causes you to increase in size, you must have space to expand into or the effect is disrupted.