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|This material is published under the OGL 1.0a.|
|Level:||Animal 9, Drd 9, Sor/Wiz 9|
|Components:||V, S, F|
|Casting time:||1 action|
The caster can assume the form of any single creature of less than deity status or any single object. The assumed form can be no smaller than a flea and no larger than 200 feet in its largest dimension. This spell allows incorporeal forms to be assumed.
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 character 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. The character gains the type of the new form. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, attack routines and similar gross physical qualities. 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 remains polymorphed.
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 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 of the new creature. The character does gain the extraordinary abilities of the new form.
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.
The character can become just about anything the character is familiar with. The character can change form once each round as a free action. The change takes place either immediately before the character's regular action or immediately after it, but not during the action. The character regains hit points as if having rested for a day only from the initial transformation, however.
Focus: Worth at least 1,500 gp.
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