3e SRD:Polymorph Any Object
This material is published under the OGL 1.0a. |
Transmutation | |
Level: | Sor/Wiz 8, Trickery 8 |
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Components: | V, S, M/DF |
Casting time: | 1 action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature or object |
Duration: | See text |
Saving Throw: | Will negates (object) (see text) |
Spell Resistance: | Yes (object) |
This spell changes one object or creature into another. The new form can range in size from Diminutive to one size larger than the subject's normal form. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature or object reverts to its original form, though it remains dead.
The target acquires the physical and natural abilities of the creature or object it has been polymorphed into while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. The subject also takes the Intelligence score of the creature or object it has been polymorphed into. Natural abilities include armor, natural weapons, and similar gross physical qualities. A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, but not magical flight and other magical forms of travel. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained.
Any part of the body or piece of equipment that is separated from the whole reverts to its original form.
The creature's new scores and faculties are average ones for the race or species into which it has been transformed.
The subject retains its Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) If the original form didn't have a Wisdom or Charisma score, it gains those scores of the new form.
The subject retains its own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The subject can cast spells for which it has components. It needs a humanlike voice for verbal components and humanlike hands for somatic components. The subject does not gain the spell-like abilities of its new form. The subject does not gain the supernatural abilities or the extraordinary abilities of the new creature.
The new form can be disorienting. Any time the polymorphed creature is in a stressful or demanding situation (such as combat), the creature must succeed at a Will save (DC 19) or suffer a 2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Creatures who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM's discretion).
When the polymorph occurs, the creature's equipment, if any, transforms to match the new form. If the new form is a creature that does not use equipment, the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment, the subject's equipment changes to match the new form and retains its properties.
The character can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new forms significant physical qualities (such as height, weight, and gender) are also under the character's control, but must fall within the norms for the new forms species. The subject can be changed into a member of its own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.)
The subject is effectively disguised as an average member of the new form's race. If the character uses this spell to create a disguise, the character get a +10 bonus on the character's Disguise check.
Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action.
The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The DM determines the duration by using the following guidelines:
Changed Subject Is: | Increase to Duration Factor* |
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Same kingdom (animal, vegetable, mineral) | +5 |
Same class (mammals, fungi, metals, etc.) | +2 |
Same size | +2 |
Related (twig is to tree, wolf fur is to wolf, etc.) | +2 |
Same or lower Intelligence | +2 |
*Add all that apply. Look up the total on the next table. |
Duration Factor |
Example | Duration |
---|---|---|
0 | Pebble to human | 20 minutes |
2 | Marionette to human | 1 hour |
4 | Human to marionette | 3 hours |
5 | Lizard to manticore | 12 hours |
6 | Sheep to wool coat | 2 days |
7 | Shrew to manticore | 1 week |
9+ | Manticore to shrew | Permanent |
This spell cannot create material of great intrinsic value.
This spell can also be used to duplicate the effects of polymorph other, flesh to stone, stone to flesh, transmute mud to rock, transmute water to dust, or transmute rock to mud.
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