Gleaming Papilio Metamorphosis

**Level:** Belebog 9

**Spell Resistance:** No

Massive wings erupt from your shoulderblades, gleaming and made of solidified mana, shining and shimmering in the air as mana breaks free from the wings and takes flight in the shape of butterflies. The mana coalesces around the blades emerging from your arms and empowers them to a greater degree.

As a full round action, you entomb yourself within a mana cocoon. While entering the cocoon you heal hitpoints equal to your normal attack damage. You can remain within the cocoon for up to 10 rounds before emerging. This does not take away from the technique’s duration. The cocoon has 100 hitpoints per level and you cannot be damaged until the cocoon is destroyed. However whenever it is destroyed you are removed from the cocoon and the technique ends immediately having only healed you. If you remain within the cocoon for 3 or more rounds it cures you of any bleed effect, as well as blinded, sickened, deafened, fatigued, dazzled, and staggered. If you remain for 6 rounds it cures you of any ability damage or drain, nauseated, exhausted, Paralyzed, confused, Depraved, Abyss, Negative levels, Dazed, or stunned. If you remain for all 10 rounds you regenerate any lost limbs, and also regain 1d4+1 technique slots. The time you spend in the cocoon does not apply to the duration of any effect you have ongoing on yourself, and it resumes as if no time had passed once you emerge.

While within the cocoon, you can take actions, but not that effect the outside world.

After emerging from the cocoon by your own free will, you gain a +1 bonus to all ability scores, as well as a +10 bonus to move speed and a fly speed of the same as your move speed. This increases by +1 and +10 feet for every round you spend in the cocoon (Max +10 and +100).

This technique grants abilities based on the duration you stay within the cocoon. Some abilities, or strange surges of energy can cause other capabilities to emerge faster than likely, such as those from a wild magic surge or a primal magic event, or fate defiant power.

1.      If emerging after 1 round, While in this form, all attacks made are considered to be touch attacks, and therefore strike on an opponent’s touch armor class, bypassing armor, shield, and natural armor bonuses. In addition you can select Confusion and Crushing despair as effects for the Sele Heilende Klinge technique which last 1d4 rounds for confusion and 1d10 rounds for Crushing despair.

2.      If emerging after 2 rounds, if you attack a creature that has an ability that applies an alternative ability modifier to a saving throw or armor class, such as a monk, or shinigami, or from a spell, you bypass that bonus. In addition you deal +1d6 divine damage against all evil creatures.

3.      If emerging after 3 rounds, The technique “Shining Godray” now has additional abilities when it’s used. It can be used on a creature, to cause it to remain within the aura (Will saving throw DC: 19+Relevant modifier resists and keeps it stationary) Or it can be used on you and allow it to keep centered on you at all times. In addition, when using it, it creates 3 circles instead of 1. The penalty they possess against saves from good creatures becomes -1 for every 5 levels you possess, and the fast healing a creature possesses is lowered by an additional amount equal to your relevant modifier.

4.      If Emerging after 4 rounds, when using the Shining Godray technique, immortals effected by it, such as undead, Gods, and similar beings who cannot die save for being killed by certain circumstances. Cannot heal while within the aura, and their fast healing is cut in half before the penalty is applied to it. Damage dealt to them through Shining Godray cannot be healed for as long as Papilio Metamorphosis is active. The save DC for this ability is now the save DC for this technique, 19+relevant modifier.

5.      If Emerging after 5 rounds, your damage reduction increases by 5/-. In addition you gain Regeneration 5.

6.      If emerging after 6 rounds, your reach increases by 10 feet with all weapons. In addition, You can use caterpillar silk to make a touch attack at a range of 60 feet as an attack action. If it hits, you move the enemy adjacent to you. All damage you deal now deals an additional +1d6 divine damage.

7.      If Emerging after 7 rounds, your Seele Heilende Klinge technique is empowered when active. If granting fast healing or dealing bleed with it, it becomes a cumulative 3 instead of 1. When you end the technique and strike a creature, the amount becomes 15 per level and has no cap. If used on an enemy and they fail their saving throw, they take any three of the following, 2d6 to all ability scores, 1d8 negative levels, and they are stunned for 1d8 rounds, sickened for 1d12 minutes, Shaken for 1d12 minutes, Nauseated for 1d4 rounds, And Paralyzed for 1d4 rounds, Dazzled for 1d12 minutes, Dazed for 1d4 rounds, Suffers from a -12 penalty to a single kind of d20 roll or armor class for 2 minutes, their fast healing Is lessened by 3/level (Max -60) and any additional is taken as damage, or their damage reduction is lessened by 3 per level. For every 4 levels the target possesses you gain another option from this list. The ability damage can be selected multiple times, it’s effects stack. In addition, you effect the creature with a modify memory spell, even if it would normally be immune. This brings to the forefront of it’s mind all of it’s past sins and emotional trauma and causes them to be permanently effected by crushing despair as if it were a curse. This stacks with the normal crushing despair ability.

8.      If Emerging after 8 rounds, The Deathsight ability of the Shinigami has it’s bonus doubled. In addition if a creature has positive karma, you deal additional damage on every attack equal to their Karma. Your fast healing becomes equal to your own negative Karma.

9.      If Emerging after 9 rounds, Your Seele Heilende Klinge and shining Godray techniques activate at no cost upon emergence. You can choose to lessen the duration of Seele Heilende Klinge by 2 rounds instead of ending the technique to gain it’s additional effect.

10.  If Emerging after 10 rounds, You no longer need to expend Seele Heilende Klinge to gain it’s other effect so long as you target an evil creature. Your regeneration becomes equal to your relevant modifier, and if you lose a limb during combat, it will regrow instantly the next round so long as you aren’t completely dead. (If someone vorpals you, it still uses your hitpoints and doesn’t count the vorpal as your head grows back in the following round. If you wish to expend Seele Heilende Klinge, you can do so and gain the effects of a dimension slash technique, that also applies the Seele Heilende Klinge’s abilities to it, allowing 1 ability to be selected for every level you possess instead of every 4. Evil creatures gain no saving throw to this ability unless they possess more mythic ranks than you.

This technique lasts for 1 round per level after emerging from the cocoon.