Casting Time 1 standard action
Components V, S, M (a bit of an ooze)
Duration 1 minute/level (D)
When you cast this spell, you assume the form of a Small or Medium ooze-like creature. While in ooze shape, you cannot speak. You cannot cast spells with verbal, material, or focus components. You move at half your base speed (minimum 5 feet).
You are blind but have the blindsight special quality with a range of 30 feet. This grants immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. You are also immune to poison, sleep effects, paralysis, polymorph, and stunning. You are not subject to critical hits or flanking, and you do not take additional damage from precision-based attacks, such as sneak attack. You cannot be tripped.
You gain a slam attack that does 1d6 points of damage (1d4 if Small) plus a like amount of acid damage. You add 1-1/2 times your Strength modifier to damage. Your acid does not damage stone. You gain any two of the following traits:
If you take the form of a Small ooze, you gain +2 size bonus to your Constitution. If you take the form of a Medium ooze, you gain a +2 size bonus to both your Strength and Constitution. In either case, you halve your Dexterity.
This spell functions as ooze shape I except that it also allows you to assume the form of a Large ooze-like creature. Your blindsight range increases to 45 feet. You gain any two of the traits from the ooze shape I list plus any one of the following traits:
If you take the form of a Large ooze, you gain a +4 size bonus to Strength and a +2 size bonus to Constitution. You halve your Dexterity. You gain a slam attack that does 1d8 points of damage plus a like amount of acid damage. You add 1-1/2 times your Strength modifier to damage. Your acid does not damage stone.
This spell functions as ooze shape I except that it also allows you to assume the form of a Huge ooze-like creature. Your blindsight range increases to 60 feet. You gain any two of the traits from the ooze shape I list plus any two of the following traits:
If you take the form of a Huge ooze, you gain a +8 size bonus to your Strength and a +4 size bonus to your Constitution. You halve your Dexterity. You gain a slam attack that does 2d6 points of damage plus a like amount of acid damage. You add 1-1/2 times your Strength modifier to damage. Your acid does not damage stone.
References to traits within a specific trait apply on if you have that trait. For example, if you are transparent but do not have the engulf trait, then you cannot automatically engulf a creature that blunders into you.
You secrete a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from your acid, its clothing and armor take the same amount of damage from the acid. A Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes you takes acid damage unless the weapon’s wielder succeeds on a Reflex save. If you remain in contact with a wooden or metal object for 1 full round, it inflicts your maximum points of acid damage (no save) to the object. The save DCs are 10 + 1/2 caster level + Constitution modifier.
An opponent that is being constricted by you suffers a -4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Although you move slowly, you can simply engulf creatures your size or smaller that are in your path as a standard action. You cannot make a slam attack during a round in which it engulfs. You merely have to move over the opponents, affecting as many as you can cover. Opponents can make attacks of opportunity against your, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed; on a success, they are pushed back or aside (opponent’s choice) as you move forward. Engulfed creatures are subject to your paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within your body until they are no longer pinned. The save DC is 10 + 1/2 caster level + Strength modifier.
You secrete an anesthetizing slime. A target hit by your slam or engulf attack must succeed on a Fortitude save or be paralyzed for 3d6 rounds. You can automatically engulf a paralyzed opponent. The save DC is 10 + 1/2 caster level + Constitution modifier.
You can create powerful suction against any surface as you climb, allowing you to cling to inverted surfaces with ease. You can establish or release suction as a swift action, and as long as you are using suction, you move at half speed. Because of the suction, your CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move you from your location.
Due to your lack of coloration, you are difficult to discern. A DC 15 Perception check is required to notice you when you are motionless. Any creature that fails to notice you and walks into you is automatically engulfed.
Section 15: Copyright Notice – Quid Novi? Issue XIII, Volume I