<thing id="pDivVesCel" name="Divine Vessel: Celestial aspect" description="You accept otherworldly energies into your body and transform. Your height doubles and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of logic, a creature of primal chaos, an angelic presence, or a fiendish monster, as chosen by you. You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision 60 ft., and SR of 12 + your caster level{I}(Use Counter to set your CL){/i}. These modifiers replace the normal modifiers for increasing your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category. This spell doesn’t change your base speed. Determine space and reach as appropriate for your new size.\n\nIf insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see page 175 of the Core Rulebook for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you--the spell cannot crush you by increasing your size.\n\nAll equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.\n\n{B}Celestial aspect:{/b} You gain the following abilities: a +2 bonus to Dexterity, damage reduction 10/evil, resist acid 10, cold 10, and electricity 10, a +4 bonus on saves against poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage resistance." compset="InPlay">
<fieldval field="pDuration" value="1 round/level (D)"/>
<fieldval field="pMinimum" value="16"/>
<fieldval field="pMaximum" value="20"/>
<usesource source="APG"/>
<tag group="Helper" tag="AdjSpell" name="Spell Adjustment" abbrev="Spell Adjustment"/>
<bootstrap thing="xDamRsElec"></bootstrap>
<bootstrap thing="xFly">
<autotag group="Maneuver" tag="Good"/>
</bootstrap>
<bootstrap thing="wSlam">
<containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
<autotag group="wMain" tag="1d4_4"/>
<autotag group="Helper" tag="NatSizeDmg"/>
<autotag group="Value" tag="2"/>
</bootstrap>
<bootstrap thing="xDamRdEvil"></bootstrap>
<bootstrap thing="xDamRsAcid"></bootstrap>
<bootstrap thing="xDamRsCold"></bootstrap>
<bootstrap thing="xSplRs"></bootstrap>
<bootstrap thing="raLowLight">
<containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
</bootstrap>
<bootstrap thing="raDarkVis">
<containerreq phase="First" priority="500"><![CDATA[fieldval:pIsOn <> 0]]></containerreq>
</bootstrap>
<eval phase="First" priority="20000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ Apply DR 10/evil to the hero
#applydr[xDamRdEvil,10]
~ Apply Energy Resistance
#applyresist[xDamRsCold, 10]
#applyresist[xDamRsAcid, 10]
#applyresist[xDamRsElec, 10]
~ Apply Spell Resistance
field[abValue].value = 12 + field[pAdjust].value
#applysr[field[abValue].value]
~ Add to size - must come after race and template size set
herofield[tSize].value += 1
~ Increase the size of all our equipment by 1 apart from
~ unarmed strike, which changes automatically
foreach pick in hero from MyGear where "!wCategory.Unarmed"
eachpick.field[gSizeMod].value += 1
nexteach
~change the size of our natural weapons
foreach pick in hero from BaseNatWep where "!Helper.NatSizeDmg"
perform eachpick.assign[Helper.DamageUp]
nexteach
~ Bonus to Str, Con and Dex
hero.child[aSTR].field[Bonus].value += 6
hero.child[aCON].field[Bonus].value += 6
hero.child[aDEX].field[Bonus].value += 2
~ Increase Natural AC by 3
hero.child[ArmorClass].field[tACNatural].value += 3
~ Give Fly speed
#applyvalue[xFly, 60]]]></eval>
</thing>