3e SRD:Polymorph Self
This material is published under the OGL 1.0a. |
Transmutation | |
Level: | Rgr 4, Sor/Wiz 4 |
---|---|
Components: | V |
Casting time: | 1 action |
Range: | Personal |
Target: | The character |
Duration: | 1 hour/level (D) |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
The caster is changed into another form of creature. The new form can range in size from Diminutive to one size larger than the casters normal form. Upon changing, the character 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 caster further). If slain, the character reverts to his or her original form, though the creature remains dead.
The polymorphed character acquires the physical and natural abilities of the creature he or she has been polymorphed into while retaining his or her own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. 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 characters new scores and faculties are average ones for the race or species into which he or she has been transformed.
The character retains his or her Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in the characters Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The character retains his or her own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The character can cast spells for which he or she has components. The character needs a humanlike voice for verbal components and humanlike hands for somatic components. The caster does not gain the spell-like abilities of the new form. The character does not gain the supernatural abilities or the extraordinary abilities of the new creature.
The new form can be disorienting. Any time the polymorphed character is in a stressful or demanding situation (such as combat), the caster 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. Characters who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DMs discretion).
When the polymorph occurs, the characters 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 casters equipment changes to match the new form and retains its properties.
The character can freely designate the new forms 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 character can be changed into a member of his or her 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 character is effectively disguised as an average member of the new forms race. If the character uses this spell to create a disguise, the character gets 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 character can change form as often as desired for the duration of the spell simply by willing it so. Each change is a full-round action. The character regains hit points as if having rested for a day only from the initial transformation, however.
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