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rferries
2018-04-04, 12:37 AM
0. Polymorph Subschool and Polymorph Rules
1. New Spells (polymorh: animal - polymorph: humanoid) (http://www.giantitp.com/forums/showsinglepost.php?p=22967883&postcount=2)
2. New Spells (polymorph: magical beast - polymorph: vermin) (http://www.giantitp.com/forums/showsinglepost.php?p=22967887&postcount=3)

Polymorph Subschool
Polymorph spells are transmutation spells that grossly transform creatures or objects (by altering their size, shape, or even transforming them into entirely different creatures or objects). The spells listed under Revised Spells now belong to the Polymorph subschool. These spells alter only specific properties of creatures or objects, and function just as they did before. However, certain spells (shapechange and all the new polymorph spells) involve complex changes (see Polymorph Rules and New Spells).

Revised Spells
The following spells no longer exist: alter self, polymorph. Additionally, shapechange has been radically altered (see New Spells).

The following spells now belong to the Polymorph subschool: animal growth, animal shapes, baleful polymorph, barkskin, changestaff, control water, diminish plants, enlarge person (and mass enlarge person), fabricate, flesh to stone, gaseous form, giant vermin, iron body, ironwood, meld into stone, move earth, passwall, plant growth, polymorph any object, reduce person (and mass reduce person), reduce animal, righteous might, rusting grasp, shapechange, shrink item, soften earth and stone, spike growth, spike stones, statue, stone shape, stone to flesh, transformation, transmute mud to rock, transmute rock to mud, tree shape, warp wood, water breathing (at the caster's option, if it involves granting gills or similar), wind walk, wood shape.

Other transmutations have also been altered (at the DM's discretion):

-disintegrate is now an Evocation ([Force]) spell that deals force damage
-ethereal jaunt and etherealness are now Conjuration (Teleportation) spells.
-command plants is now an Enchantment (Charm) spell, and control plants is now an Enchantment (Compulsion) spell; both spells ignore the normal immunity of plant creatures to mind-affecting effects.
-animate objects, animate plants, and awaken are now Enchantment (Compulsion) spells (or Conjuration (Healing) spells, or even Evocation or Necromancy spells, at the DM's option).
Polymorph Rules
The polymorph spells (not to be confused with the Polymorph subschool itself) are governed by complex rules, similar to templates. Polymorph spells may be cast on any willing creature (referred to hereafter as the base creature), even those that would normally be immune to Polymorph effects. The base creature retains all of its original statistics and abilities except as mentioned below, or unless otherwise noted in individual spell descriptions. When the polymorph spell ends (or if the creature is slain), all changes described below and by the individual spell are reversed.




Type
Hit Die
Attack Bonus
Good Saving Throws
Special Senses


Aberration
d8
HD ×¾ (as cleric)
Will
Darkvision 60 ft.


Animal
d8
HD ×¾ (as cleric)
Fort, Ref
(and sometimes Will)

Low-light vision


Construct
d10
HD ×¾ (as cleric)

Darkvision 60 ft.,
low-light vision



Dragon
d12
HD (as fighter)
Fort, Ref, Will
Darkvision 60 ft.,
low-light vision



Elemental
d8
HD ×¾ (as cleric)
Ref (Air, Fire),
or Fort (Earth, Water)

Darkvision 60 ft.


Fey
d6
HD ×½ (as wizard)
Ref, Will
Low-light vision


Giant
d8
HD ×¾ (as cleric)
Fort
Low-light vision


Humanoid
d8
HD ×¾ (as cleric)
Varies (any one)
-


Magical beast
d10
HD (as fighter)
Fort, Ref
Darkvision 60 ft.,
low-light vision



Monstrous humanoid
d8
HD (as fighter)
Ref, Will
Darkvision 60 ft.


Ooze
d10
HD ×¾ (as cleric)

Blind
(see polymorph: ooze)



Outsider
d8
HD (as fighter)
Fort, Ref, Will
Darkvision 60 ft.


Plant
d8
HD ×¾ (as cleric)
Fort
Low-light vision


Undead
d12
HD ×½ (as wizard)
Will
Darkvision 60 ft.


Vermin
d8
HD ×¾ (as cleric)
Fort
Darkvision 60 ft.



Size and Type
The base creature's type changes to the type indicated by the spell. It loses all subtypes other than the following magical subtypes: alignment subtypes ([Angel], [Archon], [Chaotic], [Evil], [Good], [Lawful]), elemental subtypes ([Air], [Cold], [Earth], [Fire], [Water]), and the [Extraplanar], , [Native], or [Shapechanger] subtypes. It gains the [Augmented] subtype and any subtypes indicated by the spell.

Size is unchanged, unless noted otherwise by the spell.

Hit Dice
The base creature's Hit Dice (both racial and from class levels) change to the Hit Die of its new type (see Creature Type Quick-Reference Table). If this would increase its hit points, any new hit points are gained as temporary hit points (i.e. they are lost first to damage). If this would decrease its hit points, any lost hit points are regained when the spell ends.

Speed
Unchanged, unless noted otherwise by the spell.

Armour Class
The base creature loses the natural armour bonus of its original form (but often gains a new bonus; see individual spell descriptions). The base creature does not gain the armour or shield proficiencies of its new type.

Attacks
The base creature retains all of its weapon proficiencies. It does not gain the weapon proficiencies of its new type.

The base creature loses all its natural weapons and gains those of its new form. It is not proficient with its new natural weapons unless it was proficient with natural weapons of the same type (e.g. slams, claws, etc.) in its original form, or unless it possesses the [Shapechanger] subtype.

The base creature's base attack bonus is calculated as for a creature of its new type (see Creature Type Quick-Reference Table).

Natural weapons are always considered secondary natural weapons for a creature that is also attacking with manufactured weapons.

Damage
Manufactured weapons deal damage normally. Natural weapons deal damage as a creature of the base creature's new size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size).

Special Attacks
The base creature loses all of its exceptional attacks, except for those derived from class features, and retains the supernatural attacks and spell-like abilities of its original form. It does not gain any special attacks except as noted in the individual spell description.

Special Qualities
The base creature loses all of its exceptional special qualities, except for the Mindless special quality and those derived from class features, and retains the supernatural special qualities of its original form. It gains any special qualities mentioned in the individual spell description plus those described below.

[I]Impaired Attacks (Ex)
If the base creature has been polymorphed into a specific kind of creature (e.g. a xill) they do not necessarily gain full use of the new form's natural weapons. Such a creature may not make more attacks during a full attack than the number of manufactured weapon attacks that they would be permitted by their attack bonus (i.e. one attack, plus one additional attack for every five points of base attack bonus above +1). Creatures with the [Shapechanger] subtype ignore this special quality.

Impaired Spellcasting (Ex)
Unless otherwise noted, the base creature cannot cast spells while polymorphed - it lacks the necessary speech, has insufficient limbs to make spellcasting gestures, or is otherwise too uncomfortable in its new "skin" to produce the somatic and verbal components of spells. Creatures with the [Shapechanger] subtype ignore this special quality.

At the DM's option, a creature polymorphed into a creature roughly similar to its original form (e.g. a human wizard polymorphed into a medusa, night hag, or frost giant) might also be able to ignore the Impaired Attacks and/or Impaired Spellcasting special qualities.
Limited Natural Armour (Ex)
If the base creature has been polymorphed into a specific kind of creature (e.g. a gorgon) they do not necessarily gain the new form's full natural armour bonus. The new natural armour bonus is either the new form's natural armour bonus or the armour bonus granted by the spell, whichever is lower.

Metamorph-Blooded (Ex)
The base creature is treated as a creature of both its new form and its original form the the purpose of all effects related to race. For example, a bard transformed into a medusa by polymorph: monstrous humanoid would be immune to the petrifying gazes of true medusas, even though she lacks that gaze herself.

Mindful (Ex)
Regardless of its new type, the base creature retains its own mind. It never gains the Mindless special quality (unless subject to permanency, see New Spells), and never become immune to mind-affecting effects by virtue of its new type.

Special Senses (Ex)
The base creature retains the senses of its original form and gains the special senses of its new type (see Creature Type Quick-Reference Table).

Saves
The base creature's base saving throws are calculated according to its new type (see Creature Type Quick-Reference Table).

Abilities
A base creature with a physical nonability (e.g. an undead creature with no Constitution score) gains a score for that ability equal to 10 + 1/2 its Hit Dice when polymorphed (unless the new form has the same nonability). Otherwise unchanged, except as noted by the spell.

Skills
The base creature retains the skill points of its original form, even if its new type would otherwise be permitted more.

A creature polymorphed into a form with a climb speed gains a +8 racial bonus on Climb checks and may always take 10 on Climb checks, even if rushed or threatened.

A creature polymorphed into a form with a swim speed gains a +8 racial bonus on Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

A creature polymorphed into a specific kind of creature (see individual spell descriptions) gains that creature's racial skill bonuses on Listen, Spot, and Survival checks, as well as any racial bonuses on Constitution-based, Dexterity-based, and Strength-based skill checks.

Feats
The base creature gains any racial bonus feats of its new form. Otherwise unchanged, except as noted by the spell.

Equipment
Any weapons or shields wielded by the base creature remain held (assuming the new form can wield them). Player creativity and DM generosity is encouraged (e.g. a fighter polymorphed into an ooze could still concievably wield a sword and shield with psudopods).

Any armour or magic items worn on the body either remain worn (if the new form can wear them) or merge into the new form and remain functional (e.g. an armoured ranger polymorphed into a serpent might have metallic scales providing the same armour bonus as her original full-plate, the helm of brilliance of a paladin polymorphed into a scarab might manifest as a bejewelled golden marking on the back of his new carapace that retains its powers, etc.).

When the target reverts to its true form, any objects previously melded into the new form reappear in the same location on the target's body they previously occupied. Any new items the target wore in the assumed form and can’t wear in its normal form fall off and land at its feet; any that it could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
Adept Shapechanger
You can cast spells even while in a different shape.

Prerequisites
Eschew Material Components, Silent Spell, Still Spell, caster level 6th.

Benefits
You may cast spells while you are in a different form (e.g. a druid's wild shape, a polymorph spell, etc). It is assumed that you produce sounds and body movements in your new form that duplicate the somatic and verbal components of your spells, or are otherwise comfortable enough in your new body to produce such components.

While in a different form, you are proficient with any natural weapons of that form.

You gain the [Shapechanger] subtype.

You may take [Monstrous] (http://www.d20srd.org/indexes/monsterFeats.htm) feats even if you do not meet the prerequisites. You gain the benefits of those feats only while in a form that meets the prerequisites.

rferries
2018-04-04, 12:38 AM
New Spells
The following are new or altered spells for the Polymorph subschool.

All polymorph spells (even shapechange) may be rendered permanent with the permanency spell. The spellcaster must pay 500 XP per level of the spell, and the target loses one level permanently for every level of the spell. If the spellcaster is targeting herself, she loses the levels first before paying the XP cost. These lost levels cannot be recovered by any means, including wish or restoration spells.

Whenever permanency is applied to a creature polymorphed into a specific kind of creature, that creature must make a Will save (DC 20 + caster's relevant spellcasting modifier) or be transformed into an actual creature of the chosen type (permanently losing almost all memories of its former life, including all class levels). Only a greater restoration or more powerful spell can restore such a creature's mind.

Polymorph: Aberration
Transmutation (Polymorph) [Chaotic][Evil]
Level: Sor/Wiz 6, Madness 6
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The wizard no longer looks even remotely human - his arms have become a mass of writhing green-black tentacles, and his legs have fused into a long slimy tail. A great pair of membranous wings stretch from his shoulders, and his face now resembles nothing so much as the head of a fanged octopus.

A voice echoes in your mind - *Behold, I am mortal no longer! I am become Star-Spawn, DESTROYER OF PLANES!*

The target's type changes to aberration (d8 Hit Dice, 3/4ths base attack bonus, good Will save) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature gains the [Aquatic] subtype.

Speed
The base creature gains burrow and climb speeds each equal to one-half its base land speed. It also gains a fly speed (with average maneuverability) and a swim speed each equal to twice its base land speed.

Armour Class
The base creature's natural armour bonus (if any) becomes equal to 1/2th its Hit Dice.

Attacks
The base creature gains tentacle attacks (one attack, plus one additional attack for every five points of base attack bonus above +1) and one tail slap as a creature of its size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The tentacles are primary natural attacks and the tail slap is a secondary natural attack. The tail slap has reach. The target may use all these attacks freely (it ignores the Impaired Attacks special quality for this purpose).

Special Attacks
The base creature gains the following special attacks:

Constrict (Ex)
The base creature deals automatic tentacle or tail slap damage with a successful grapple check.

Improved Grab (Ex)
To use this ability, the base creature must hit with a tentacle or tail slap. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Maddening Visage (Su)
Any creature looking at the base creature takes 1d4 points of Wisdom damage (Will save negates, DC 10 + 1/2 the target's Hit dice + the target's Charisma modifier). This is a mind-affecting gaze attack.

Special Qualities
The base creature gains the following special qualities:

Amphibious
Although the base creature is now aquatic, it can survive indefinitely on land.

Chrysalis (Su)
By spending 10 minutes the target can spin itself a crystalline cocoon and enter a state of suspended animation, as if by temporal stasis. The cocoon has hardness 20, 40 hitpoints, and can survive indefinitely in the depths of the earth, the ocean, or outer space. Time spent in the chrysalis does not count towards the duration of the spell.

Fast Healing (Ex)
The target gains fast healing 5, and the ability to regenerate a severed tentacle or tail (see Natural Weapons, below) after 1d4 rounds.

Telepathy (Su)
The target gains telepathy out to 300 feet.

Abilities
The target gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice.

Specific Aberrations
You may use this spell to transform a creature into a specific kind of aberration instead of granting the above effects. If you do so, the target's type changes to aberration as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except magical subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen aberration, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules. It also gains an enhancement bonus to its Strength score as described above, save that this bonus may not exceed the chosen aberration's racial Strength modifier.

Focus
A scroll, small idol, or tome devoted to a deity of evil and madness.
Polymorph: Animal
Transmutation (Polymorph)
Level: Animal 3, Druid 3, Ranger 3, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The spell's power flows over you and you take to the air, transforming into a mighty roc. Your foe awaits below with raised claws, already in the form of a dire bear.

The target transforms into a specific kind of standard animal. The target's type changes to animal (d8 Hit Dice, 3/4ths base attack bonus, good Fort and Ref saves) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature gains the size and nonmagical subtypes of the chosen animal.

Speed
As the chosen animal.

Armour Class
The base creature's natural armour bonus becomes equal to one-half its Hit Dice (to a maximum of the chosen animal's natural armour bonus).

Attacks
As the chosen animal.

Special Attacks
The base creature gains all the special attacks of the chosen animal.

Special Qualities
The base creature gains all the special qualities of the chosen animal, including Scent. It does not gain the Impaired Attacks special quality.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice (to a maximum of the chosen animal's racial Strength modifier).

Skills
The base creature gains racial skill bonuses as the chosen animal.

Feats
The base creature gains bonus feats as the chosen animal.

Extraordinary Animals
At 11th level, you may also use this spell to transform a creature into a dire animal (n.b. dire animals have good Fort, Ref, and Will saves) or a similar extraordinary animal (e.g. a roc, a dinosaur, an animal [Swarm], etc.).

Focus
A small talisman incorporating a tuft of fur, piece of hide, fang, claw, or similar item originating from the chosen animal.
Polymorph: Construct
Transmutation (Polymorph)
Level: Artifice 8, Sor/Wiz 8
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The mad artificer's menagerie is quite at odds with the surrounding forest - the lions, bears, deer, and mice have all been transformed into clockwork creatures of burnished brass, stone, crystal, or other unliving materials.

The target's type changes to construct (d10 Hit Dice, 3/4ths base attack bonus, no good saves) as described under Polymorph Rules, with the following additional changes:

Speed
The base creature's base land speed is reduced by -10 ft.(to a minimum of 10 ft.).

Armour Class
The base creature's natural armour bonus (if any) becomes equal to 1/2th its Hit Dice.

Attacks
The base creature gains slam attacks (one attack, plus one additional attack for every five points of base attack bonus above +1) as a creature of its size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The slams are primary natural attacks. The target may use these attacks freely (it ignores the Impaired Attacks special quality for this purpose).

Special Qualities
The base creature gains the following special qualities:

Bonus Hit Points (Ex)
The base creature gains bonus hit points as a construct of its size (http://www.d20srd.org/srd/typesSubtypes.htm#constructType).

Construct Immunities (Ex)
The base creature gains immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It gains immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The target is not at risk of death from massive damage and is immediately destroyed when reduced to 0 hit points or less. The target cannot heal naturally or through effects that do not specifically heal constructs, though it still benefits from the fast healing special quality. It does not need to sleep, eat, or breathe.

Hardness (Ex)
The base creature gains hardness 10, as though it were forged of iron. Do not halve or quarter energy damage or damage from ranged weapons before applying this hardness.

Spell Resistance (Ex)
The base creature gains spell resistance equal to its Hit Dice + 20.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice. It loses its Constitution score.

Specific Constructs
You may use this spell to transform a creature into a specific kind of construct instead of granting the above effects. If you do so, the target's type changes to construct as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except magical subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen construct, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules. It also gains an enhancement bonus to its Strength score as described above, save that this bonus may not exceed the chosen construct's racial Strength modifier.

Focus
A small clockwork or mechanical toy or figurine.
Polymorph: Dragon
Transmutation (Polymorph)
Level: Druid 8, Sor/Wiz 8
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The sorceress trembles with rage - the castle's battlements are strewn with the corpses of her slain minions, and her erstwhile prisoners are already fleeing swiftly into the distance on their stolen mounts. She incants a spell and hurls herself from the walls - assuming the form of a tremendous crimson-scaled dragon as she begins her pursuit.

The target's type changes to dragon (d12 Hit Dice, full base attack bonus, all good saves) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature's size changes to Tiny, or up to one size category larger for every three Hit Dice (to a maximum of Colossal at 18 Hit Dice). The caster may choose for the base creature to assume a smaller size than the maximum. The caster may also choose for the base creature to gain any one of the [Air], [Cold], [Earth], [Fire], or [Water] subtypes.

Speed
The base creature gains a fly speed equal to twice its base land speed with clumsy maneuverability (or poor maneuverability if it has the [Air] subtype).

If the base creature gains the [Earth] subtype, it also gains a burrow speed and a climb speed each equal to one-half its base land speed.

If the base creature gains the [Cold] or [Water] subtype, it also gains a swim speed equal to twice its base land speed.

Armour Class
The base creature's natural armour bonus (if any) becomes equal to 1/2th its Hit Dice.

Attacks
The target gains natural attacks as a true dragon of its size (see below). The bite attack is a primary natural attack and has reach as though the target were one size category larger (30 feet for a Colossal target). All other attacks are secondary natural attacks. The target may use all these attacks freely (it ignores the Impaired Attacks special quality for this purpose).



Size
Space/Reach
1 Bite
2 Claws
2 Wings
1 Tail Slap
1 Crush
1 Tail Sweep


Tiny
2½ ft./0 ft.
1d4
1d3






Small
5 ft./5 ft.
1d6
1d4






Medium
5 ft./5 ft.
1d8
1d6
1d4





Large
10 ft./5 ft.
2d6
1d8
1d6
1d8




Huge
15 ft./10 ft.
2d8
2d6
1d8
2d6
2d8



Gargantuan
20 ft./15 ft.
4d6
2d8
2d6
2d8
4d6
2d6


Colossal
30 ft./20 ft.
4d8
4d6
2d8
4d6
4d8
2d8



The base creature's natural weapons and any weapons it wields are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks
The base creature gains the following special attacks:

Breath Weapon (Su)
The target gains a breath weapon with dimensions (either a line or a cone, at the caster's option) as for a true dragon of the target's size (see below). The breath weapon may be used once every 1d4 rounds and deals 1d6 points of energy damage per two Hit Dice of the base creature (minimum 1d6, Reflex half, save DC 10 + 1/2 target's Hit Dice + target's Constitution modifier). If the base creature gains the [Cold] subtype the breath weapon must deal cold damage, whereas if it gains the [Fire] subtype the breath weapon must deal fire damage. Otherwise, the breath weapon's energy type is the caster's choice of acid, cold, electricity, fire, or sonic.



Size
Line1 (Length)
Cone2 (Length)


Tiny
30 ft.
15 ft.


Small
40 ft.
20 ft.


Medium
60 ft.
30 ft.


Large
80 ft.
40 ft.


Huge
100 ft.
50 ft.


Gargantuan
120 ft.
60 ft.


Colossal
140 ft.
70 ft.


1. A line is always 5 feet high and 5 feet wide.
2. A cone is as high and wide as its length.
Special Qualities
The base creature gains the following special qualities:

Damage Reduction (Ex)
The base creature gains damage reduction/magic equal to 3/4ths of its Hit Dice.

Draconic Immunities (Ex)
The base creature gains immunity to magic sleep effects and paralysis effects.

Energy Resistance/Immunity (Ex)
The base creature gains resistance 30 against the energy type of its breath weapon (or immunity to that energy type if it gains the [Cold] or [Fire] subtype).

Energy Vulnerability (Ex)
If the base creature gains the [Cold] subtype it gains vulnerability to fire, and if it gains the [Fire] subtype it gains vulnerability to cold.

Spell Resistance (Ex)
The base creature gains spell resistance equal to its Hit Dice + 10.

Abilities
The target gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice.

Specific Dragons
You may use this spell to transform a creature into a specific kind of dragon instead of granting the above effects. If you do so, the target's type changes to dragon as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except magical subtypes other than elemental subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen dragon, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules. It also gains an enhancement bonus to its Strength score as described above, save that this bonus may not exceed the chosen dragon's racial Strength modifier.

Whenever you use this spell to transform a creature into an [Air], [Cold], [Earth], [Fire], or [Water] creature it is a spell of that type.

Focus
A small golden figurine of a dragon or a small dragon's egg set in golden filigree.
Polymorph: Elemental
Transmutation (Polymorph)
Level: Air 4, Druid 4, Earth 4, Fire 4, Ranger 4, Sor/Wiz 5, Water 4
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The power of the Elemental Plane of Water surges through you, and you've never felt so alive. Your forms swells into a great wave of sparkling emerald-sapphire water that towers over the city walls, and your tiny mortal subjects cower in your shadow.

The target's type changes to elemental (d8 Hit Dice, 3/4ths base attack bonus, good Fort saves for [Earth] and [Water] elementals and good Ref saves for [Air] and [Fire] elementals) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature's size changes to Small, or up to one size category larger for every five Hit Dice (to a maximum of Colossal at 25 Hit Dice). The caster may choose for the base creature to assume a smaller size than the maximum. The caster must also choose for the base creature to gain any one of the [Air], [Earth], [Fire], or [Water] subtypes.

Speed
If the base creature gains the [Air] subtype, it also gains a fly speed equal to twice its base land speed with perfect maneuverability.

If the base creature gains the [Earth] subtype, it also gains a burrow speed and a climb speed each equal to its base land speed.

If the base creature gains the [Fire] subtype, its base land speed is doubled.

If the base creature gains the [Water] subtype, it also gains a swim speed equal to twice its base land speed.

Armour Class
The base creature's natural armour bonus (if any) becomes equal to 1/2th its Hit Dice.

Attacks
The base creature gains slam attacks (one attack, plus one additional attack for every five points of base attack bonus above +1) as a creature of its size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The slams are primary natural attacks. The target may use all these attacks freely (it ignores the Impaired Attacks special quality for this purpose).

Special Attacks
The base creature gains the following special attacks:

Elemental Attacks (Ex or Su)
The base creature gains the special attacks (air mastery, burn, drench, earth mastery, fire mastery, push, water mastery, or vortex) corresponding to the elemental subtype it gains and shares with an elemental (http://www.d20srd.org/srd/monsters/elemental.htm) of its size.

Special Qualities
The base creature gains the following special qualities:

Damage Reduction (Ex)
The base creature gains damage reduction/- equal to 1/2th its Hit Dice.

Earth Glide (Ex)
If the base creature gains the [Earth] subtype, it gains the Earth Glide special quality as an earth elemental.

Elemental Immunities (Ex)
The base creature gains immunity to poison, sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking. It does not need to breathe, eat, or sleep.

Fire Immunity (Ex)
If the base creature gains the [Fire] subtype, it gains immunity to fire.

Cold Vulnerability (Ex)
If the base creature gains the [Fire] subtype, it gains vulnerability to cold.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice.

Feats
If the base creature gains the [Air] or [Fire] subtype, it gains Improved Initiative and Weapon Finesse as bonus feats.

If the base creature gains the [Earth] or [Water] subtype, it gains Improved Critical (slam) and Improved Natural Attack (slam) as bonus feats.

Specific Elementals
You may use this spell to transform a creature into a specific kind of elemental instead of granting the above effects. If you do so, the target's type changes to elemental as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except magical subtypes other than elemental subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen elemental, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules. It also gains an enhancement bonus to its Strength score as described above, save that this bonus may not exceed the chosen elemental's racial Strength modifier.

Whenever you use this spell to transform a creature into an [Air], [Cold], [Earth], [Fire], or [Water] creature it is a spell of that type.

Focus
A censer, bowl, brazier, or gemstone (corresponding to the [Air], [Water], [Fire], and [Earth] versions of this spell, respectively.
Polymorph: Fey
Transmutation (Polymorph)
Level: Bard 4, Druid 4, Ranger 4, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The knight is obviously under an enchantment - although he was once human his features are now almost elfin and he bears a magnificent pair of butterfly wings. He glances in your direction in your direction briefly but without fear - and you sense that he is protected with powerful magic.

The target's type changes to fey (d6 Hit Dice, 1/2th base attack bonus, good Ref and Will saves) as described under Polymorph Rules, with the following additional changes:

Size and Type
At the caster's option, the base creature's size can be reduced up to one step per five Hit Dice (to a minimum of Fine at 20 Hit Dice).

Speed
The base creature gains a fly speed equal to twice its base land speed, with good maneuverability.

Armour Class
See Unearthly Grace, below.

Attacks
Unchanged.

Special Attacks
The base creature gains the following special attacks:

Pixie Dust (Su)
The base creature constantly generates a cloud of glitterdust around itself (as the spell, caster level = base creature's Hit Dice, save DC 10 + 1/2 base creature's HD + base creature's Charisma modifier). Any creature within 10 feet of the base creature must save each round or be affected for the duration (even if it moves beyond 10 feet from the base creature). The base creature can suppress or reactivate this ability as a free action.

Special Qualities
The base creature gains the following special qualities:

Damage Reduction (Ex)
The base creature gains damage reduction/cold iron equal to 1/2th its Hit Dice.

Hide In Plain Sight (Su)
The base creature may use the Hide skill even while being observed and even if there is nothing nearby to hide behind.

Unearthly Grace (Su)
The base creature adds its Charisma bonus to all its saves and as a deflection bonus to its Armour class.

Wild Empathy (Su)
As the druid class feature, save that the base creature gains a +6 racial bonus on the check.

Abilities
The base creature's Charisma and Dexterity scores each increase to 12.

Specific Fey
You may use this spell to transform a creature into a specific kind of fey instead of granting the above effects. If you do so, the target's type changes to fey as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except magical subtypes other than elemental subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen fey, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules.

Whenever you use this spell to transform a creature into an [Air], [Cold], [Earth], [Fire], or [Water] creature it is a spell of that type.

Size Alteration
You may use this spell to reduce a creature's size instead of any of the above effects. If you do so, you may reduce the target's size by up to one step per five caster levels (to a minimum of Fine at 20th level) but do not otherwise affect the creature. This version of the spell counters and dispels polymorph: giant.

Focus
A small silver charm in the shape of a butterfly or toadstool.
Polymorph: Giant
Transmutation (Polymorph)
Level: Sor/Wiz 5, Strength 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Your cruel laughter booms over the battlefield. With one great hand your pluck up the enemy leader (and his horse!), before tossing them contemptuously through the air.

The target's type changes to giant (d8 Hit Dice, 3/4ths base attack bonus, good Fort save) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature's size changes to Large, or up to one size category larger for every six Hit Dice (to a maximum of Colossal at 18 Hit Dice). The caster may choose for the base creature to assume a smaller size than the maximum (to a minimum of Large). The caster may also choose for the base creature to gain any one of the [Cold], [Earth], [Fire], or [Water] subtypes.

Speed
The base creature's base land speed increases by +10 ft.

If the base creature gains the [Water] subtype, it also gains a swim speed equal to its (new) base land speed.

Armour Class
The base creature's natural armour bonus (if any) becomes equal to 1/2th its Hit Dice.

Attacks
The base creature gains slam attacks (one attack, plus one additional attack for every five points of base attack bonus above +1) as a creature of its size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The slams are primary natural attacks. The target may use all these attacks freely (it ignores the Impaired Attacks special quality for this purpose).

Special Attacks
The base creature gains the following special attacks:

Rock Throwing (Ex)
The base creature gains the Rock Throwing special attack as a giant (http://www.d20srd.org/srd/monsters/giant.htm) of its size.

Special Qualities
The base creature gains scent and the following special qualities:

Energy Immunities (Ex)
If the base creature gains the [Cold] subtype, it gains immunity to cold. If the base creature gains the [Fire] subtype, it gains immunity to fire.

Energy Vulnerability (Ex)
If the base creature gains the [Cold] subtype, it gains vulnerability to fire. If the base creature gains the [Fire] subtype, it gains vulnerability to cold.

Rock Catching (Ex)
The base creature gains the Rock Catching special attack as a giant (http://www.d20srd.org/srd/monsters/giant.htm) of its size.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice.

Specific Giants
You may use this spell to transform a creature into a specific kind of giant instead of granting the above effects. If you do so, the target's type changes to giant as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except magical subtypes other than elemental subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen giant, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules. It also gains an enhancement bonus to its Strength score as described above, save that this bonus may not exceed the chosen giant's racial Strength modifier.

Size Alteration
You may use this spell to increase a creature's size instead of any of the above effects. If you do so, you may increase the target's size by up to one step per five caster levels (to a maximum of Colossal at 20th level) but do not otherwise affect the creature. This version of the spell counters and dispels polymorph: fey.

Whenever you use this spell to transform a creature into an [Air], [Cold], [Earth], [Fire], or [Water] creature it is a spell of that type.

Focus
A handful of magic beans, or a small golden harp or goose.
Polymorph: Humanoid
Transmutation (Polymorph)
Level: Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Your party is now perfectly disguised as drow. With any luck, you'll be able to infiltrate the underground city quickly and smoothly.

The target transforms into a specific kind of humanoid. The target's type changes to humanoid (d8 Hit Dice, 3/4ths base attack bonus, one good save (varies)) as described under Polymorph Rules, except that Hit Dice, base attack bonus, and saves are recalculated only for the target's racial Hit Dice (if any), not its class levels. Make additional changes as follows:

Size and Type
The base creature gains the racial subtype ([Dwarf], [Elf], [Gnome], [Goblinoid], [Halfling], [Human], [Orc], or [Reptilian]) of the chosen humanoid.

Speed
As the chosen humanoid.

Armour Class
The base creature's natural armour bonus is reduced to +0.

Attacks
As the chosen humanoid.

Special Attacks
The base creature gains no additional special attacks beyond those described under Polymorph Rules.

Special Qualities
The base creature gains no additional special qualities beyond those described under Polymorph Rules, other than scent if the chosen humanoid possesses it. A humanoid polymorphed into another humanoid may ignore the Impaired Spellcasting special quality.

Saves
As the chosen humanoid, not including racial bonuses e.g. a dwarf's bonus on saves against poison. Most humanoids have good Reflex saves.

Abilities
As the base creature.

Skills
The base creature gains racial skill bonuses as the chosen humanoid.

Feats
The base creature gains bonus feats as the chosen humanoid (but not a human's bonus feat).

Focus
A map depicting territory primarily populated by the chosen humanoid race.

rferries
2018-04-04, 12:39 AM
New Spells (Cont'd)

Polymorph: Magical Beast
Transmutation (Polymorph)
Level: Druid 5, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The mad hermit cackles and is abruptly obscured from view by a swirling green mist. You ready your weapons but are too late - a manticore pounces from the cloud and attacks!

The target transforms into a specific kind of magical beast. The target's type changes to magical beast (d10 Hit Dice, full base attack bonus, good Fort and Ref saves) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature gains the subtypes of the chosen magical beast (other than , [Shapeshifter], or [Swarm]).

Speed
As the chosen magical beast.

Armour Class
The base creature's natural armour bonus becomes equal to one-half its Hit Dice (to a maximum of the chosen magical beast's natural armour bonus).

Attacks
As the chosen magical beast.

Special Attacks
The base creature gains the following special attacks:

[I]Magical Beast Special Attacks (Ex)
The base creature gains any of the following special attacks possessed by the chosen magical beast: Constrict, Improved Grab, Poison, Pounce, Powerful Charge, Rake, Rend, Swallow Whole, and Trample.

Special Qualities
The base creature gains no additional special qualities beyond those described under Polymorph Rules, other than Scent if the chosen magical beast possesses it.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice (to a maximum of the chosen magical beast's racial Strength modifier).

Skills
The base creature gains racial skill bonuses as the chosen magical beast.

Feats
The base creature gains bonus feats as the chosen magical beast.

Whenever you use this spell to transform a creature into an [Air], [Cold], [Earth], [Fire], or [Water] creature it is a spell of that type.

Focus
A map depicting wilderness or otherwise uncivilised terrain.
Polymorph: Monstrous Humanoid
Transmutation (Polymorph)
Level: Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Your hands caress the bard's hair, and the hissing of snakes suddenly fills the air. She stands and examines the fine scales that now cover her hands, and the serpents coiling around her head where once she had golden tresses.

The target transforms into a specific kind of monstrous humanoid (d10 Hit Dice, full base attack bonus, good Fort and Ref saves) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature gains the subtypes of the chosen monstrous humanoid (other than , [Shapeshifter], or [Swarm]).

Speed
As the chosen monstrous humanoid.

Armour Class
The base creature's natural armour bonus becomes equal to one-half its Hit Dice (to a maximum of the chosen monstrous humanoid's natural armour bonus).

Attacks
As the chosen monstrous humanoid.

Special Attacks
The base creature gains the following special attacks:

[I]Monstrous Humanoid Special Attacks (Ex)
The base creature gains any of the following special attacks possessed by the chosen monstrous humanoid: Constrict, Improved Grab, Poison, Pounce, Powerful Charge, Rake, Rend, Swallow Whole, and Trample.

Special Qualities
The base creature gains no additional special qualities beyond those described under Polymorph Rules, other than Scent if the chosen monstrous humanoid possesses it.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice (to a maximum of the chosen monstrous humanoid's racial Strength modifier).

Skills
The base creature gains racial skill bonuses as the chosen monstrous humanoid.

Feats
The base creature gains racial bonus feats as the chosen monstrous humanoid.

Whenever you use this spell to transform a creature into an [Air], [Cold], [Earth], [Fire], or [Water] creature it is a spell of that type.

Focus
A scrolldepicting images of harpies, medusae, minotaurs, and similar creatures.
Polymorph: Ooze
Transmutation (Polymorph)
Level: Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Your party races to the prison cell but it is too late - the evil wizardress is already slithering between the bars in the form of a pulsing gelatinous mass. Beyond her garishly-coloured, translucent bulk you can see the corpses of her former cellmates and guards, partially-digested by powerful acids.

The target's type changes to ooze (d10 Hit Dice, 3/4ths base attack bonus, no good saves) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature's size changes to Small, or up to one size category larger for every four Hit Dice (to a maximum of Colossal at 20 Hit Dice). The caster may choose for the base creature to assume a smaller size than the maximum.

Speed
The base creature's base land speed decreases by -10 ft. (to a minimum of 10 ft.)

The base creature gains a climb speed equal to its (new) base land speed.

Armour Class
The base creature's natural armour bonus (if any) becomes equal to 1/2th its Hit Dice.

Attacks
The base creature gains slam attacks (one attack, plus one additional attack for every five points of base attack bonus above +1) as a creature of its size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The slams are primary natural attacks. The target may use all these attacks freely (it ignores the Impaired Attacks special quality for this purpose).

Special Attacks
The base creature gains the following special attacks:

Acid (Ex)
The base creature's natural weapons (including its Constriction) deal extra acid damage (equal to the same damage die as the base attack, but without adding the Strength bonus to damage). A magic item is permitted a Reflex save (DC 10 + 1/2 base creature's Hit Dice + base creature's Constitution modifier) to halve this damage, before applying hardness.

Constrict (Ex)
The base creature deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex)
To use this ability, the base creature must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Special Qualities
The base creature gains the following special qualities:

Blind (Ex)
The base creature becomes blind. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight, and cannot perceive any creature or effect beyond the range of its blindsight.

Blindsight (Ex)
The base creature gains blindsight out to 60 feet.

Damage Reduction (Ex)
The base creature gains damage reduction/bludgeoning equal to 1/2th its Hit Dice.

Flow (Ex)
The base creature can squeeze through any opening that a Fine creature could fit through.

Ooze Immunities (Ex)
The base creature gains immunity to poison, sleep effects, paralysis, polymorph, and stunning. It is not subject to critical hits or flanking.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice.

Specific Oozes
You may use this spell to transform a creature into a specific kind of ooze instead of granting the above effects. If you do so, the target's type changes to ooze as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except magical subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen ooze, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules. It also gains an enhancement bonus to its Strength score as described above, save that this bonus may not exceed the chosen ooze's racial Strength modifier.

Focus
A handful of powdered animal hoof or a vial of swamp water.
Polymorph: Outsider
Transmutation (Polymorph)
Level: Adept 5, Chaos 8, Cleric 8, Evil 8, Good 8, Law 8, Paladin 4, Sor/Wiz 8
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The wizened old priest emerges from his chapel to confront the ogres. With every step he takes he seems to grow taller and straighter, radiating golden light and suddenly spreading a pair of white-feathered wings.

The target's type changes to outsider (d10 Hit Dice, full base attack bonus, good Fort, Ref, and Will saves) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature gains the alignment subtypes ([Chaotic], [Evil], [Good], [Lawful]) matching its alignment. It also gains the [Native] subtype.

Speed
The base creature gains a fly speed equal to its twice its base land speed, with good maneuverability.

Armour Class
The base creature's natural armour bonus (if any) becomes equal to 1/2th its Hit Dice.

Attacks
The base creature gains slam attacks (one attack, plus one additional attack for every five points of base attack bonus above +1) as a creature of its size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The slams are primary natural attacks. The target may use all these attacks freely (it ignores the Impaired Attacks special quality for this purpose).

The base creature's natural weapons, as well as any weapons it wields, are treated as magic weapons with the alignment of the creature's alignment subtypes for the purpose of overcoming damage reduction.

Special Attacks
The base creature gains the following special attacks:

Aura (Su)
The base creature radiates an aura of power. All creatures within 30 feet must make a Will save each round (DC 10 + 1/2th base creature's Hit Dice + base creature's Charisma modifier) or be charmed as if by charm monster (caster level = base creature's Hit Dice). The base creature can suppress or reactivate this ability as a free action. This is a charm gaze effect.

Special Qualities
The base creature gains the following special qualities:

Damage Reduction (Ex)
The base creature gains damage reduction equal to 1/2th its Hit Dice. This damage reduction is overcome by weapons of an alignment opposed to each of the base creature's alignment subtypes (e.g. good weapons for an evil base creature, or chaotic good weapons for a chaotic evil base creature), or by weapons of any extreme alignment (e.g. chaotic evil, lawful good) if the base creature is true neutral.

Telepathy (Su)
The base creature gains telepathy out to 300 feet.

Unearthly Grace (Su)
The base creature adds its Charisma modifier as a bonus on all its saves and as a deflection bonus to its Armour Class.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice. Its Charisma score increases to 20.

Specific Outsiders
You may use this spell to transform a creature into a specific kind of outsider instead of granting the above effects. If you do so, the target's type changes to outsider as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except the [Angel], [Archon], [Incorporeal] and [Swarm] subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen outsider, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules. It also gains an enhancement bonus to its Strength score as described above, save that this bonus may not exceed the chosen outsider's racial Strength modifier.

When this spell grants a creature the [Chaotic], [Evil], [Good], or [Lawful] subtype, it is a spell of that type.

Focus
A holy (or unholy) symbol of a deity sharing the target's alignment.
Polymorph: Plant
Transmutation (Polymorph)
Level: Druid 4, Ranger 4, Plant 4, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Your armour is bark, your weapons are thorns. The air is full of the fragrance of your blossoms - and the virulence of your spores.

The target's type changes to plant (d10 Hit Dice, 3/4ths base attack bonus, good Fort save) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature's size changes to Small, or up to one size category larger for every four Hit Dice (to a maximum of Colossal at 20 Hit Dice). The caster may choose for the base creature to assume a smaller size than the maximum.

Speed
The base creature's base land speed is reduced by -10 ft. (to a minimum of 10 ft.).

Armour Class
The base creature's natural armour bonus (if any) becomes equal to 1/2th its Hit Dice.

Attacks
The base creature gains slam attacks (one attack, plus one additional attack for every five points of base attack bonus above +1) as a creature of its size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The slams are primary natural attacks. The target may use all these attacks freely (it ignores the Impaired Attacks special quality for this purpose).

Special Attacks
The base creature gains the following special attacks. Unless otherwise specified, the save DC is 10 + 1/2 the base creature's Hit Dice + the base creature's Constitution modifier.

Armour of Thorns (Ex)
Any creature striking the base creature with natural weapons in melee automatically takes damage as though they had been hit by one of the base creature's slams (though the damage is piercing instead of bludgeoning). They must also save against the base creature's Poison (see below).

Poison (Ex)
Injury (armour of thorns only), Fortitude negates, initial damage 1d6 Str, secondary damage 1d6 Str.

Spores (Ex)
The base creature is surrounded by a 10-foot cloud of harmful spores. Any creature within the area must make a Fortitude save every round or take 1d4 points of Constitution damage. A creature that is immune to disease or that successfully saves against this ability is immune.

Special Qualities
The base creature gains the following special qualities:

Damage Reduction (Ex)
The base creature gains damage reduction/slashing equal to 1/2th its Hit Dice.

Fire Vulnerability (Su)
The base creature gains vulnerability to fire.

Plant Immunities (Su)
The base creature gains immunity to poison, sleep effects (and does not need to sleep naturally), paralysis, polymorph, and stunning. It is not subject to critical hits.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice.

Specific Plants
You may use this spell to transform a creature into a specific kind of plant instead of granting the above effects. If you do so, the target's type changes to plant as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except magical subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen plant, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules. It also gains an enhancement bonus to its Strength score as described above, save that this bonus may not exceed the chosen plant's racial Strength modifier.

Focus
A seed of a rare plant, or a cutting from the chosen plant creature.
Polymorph: Undead
Necromancy [Evil]
Level: Cleric 5, Death 5, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The wizard's flesh is withering before your very eyes - crumbling into dust and leaving only his grinning skeleton. A dark radiance dances in his empty eye sockets as he begins incanting another spell.

Although this spell belongs to the school of Necromancy, it functions much as a Transmutation (Polymorph) spell.

The target's type changes to undead (d12 Hit Dice, 1/2th base attack bonus, good Will save) as described under Polymorph Rules, with the following additional changes:

Armour Class
The base creature's natural armour bonus (if any) becomes equal to 1/2th its Hit Dice.

Attacks
The base creature gains slam attacks (one attack, plus one additional attack for every five points of base attack bonus above +1) as a creature of its size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size). The slams are primary natural attacks. The target may use all these attacks freely (it ignores the Impaired Attacks special quality for this purpose).

Special Attacks
The base creature gains no additional special attacks beyond those described under Polymorph Rules.

Special Qualities
The base creature gains the following special qualities:

Necropolitan Traits (Ex and Su)
The base creature gains the traits of a revised necropolitan (http://www.giantitp.com/forums/showthread.php?551740-Necropolitans-Revised-(base-race)&p=22864389#post22864389) (except level adjustment). They must choose a necropolitan subrace for this purpose.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice. It loses its Constitution score.

Specific Undead
You may use this spell to transform a creature into a specific kind of undead instead of granting the above effects. If you do so, the target's type changes to undead as described under Polymorph Rules, with the following additional changes: the creature gains the size, subtypes (except magical subtypes), movement speeds, natural armour bonus, and natural weapons of the chosen undead, as well as any special attacks or special qualities described above and any racial skill bonuses or racial bonus feats as listed under Polymorph Rules. It also gains an enhancement bonus to its Strength score as described above, save that this bonus may not exceed the chosen undead's racial Strength modifier.

Focus
A piece of ivory, a small urn of ashes, and a chip of bloodstone.
Polymorph: Vermin
Transmutation (Polymorph)
Level: Animal 3, Druid 3, Ranger 3, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Snapping your pincers and arching your venomous tail, you make a formidable sight indeed.

The target transforms into a specific kind of vermin. The target's type changes to vermin (d8 Hit Dice, 3/4ths base attack bonus, good Fort) as described under Polymorph Rules, with the following additional changes:

Size and Type
The base creature gains the size and nonmagical subtypes (other than [Swarm]) of the chosen vermin. It can assume the size of a Tiny vermin or a vermin that is one size category larger per three Hit Dice (to a maximum of Colossal at 18 hit Dice). The caster may choose for the base creature to assume a smaller size than the maximum.

Speed
As the chosen vermin.

Armour Class
The base creature's natural armour bonus becomes equal to one-half its Hit Dice (to a maximum of the chosen animal's natural armour bonus).

Attacks
As the chosen vermin.

Special Attacks
The base creature gains all the special attacks of the chosen vermin.

Special Qualities
The base creature gains all the special qualities of the chosen vermin, including Scent. It does not gain the Impaired Attacks special quality.

Abilities
The base creature gains an enhancement bonus to its Strength score equal to 1/2th its Hit Dice (to a maximum of the chosen vermin's racial Strength modifier).

Skills
The base creature gains racial skill bonuses as the chosen vermin.

Feats
The base creature gains bonus feats as the chosen vermin.

Extraordinary Animals
At 11th level, you may also use this spell to transform a creature into a vermin with the [Swarm] subtype.

Focus
A small talisman incorporating a bit of beeswax, wing, chitin, or similar item originating from the chosen vermin.
Shapechange
Transmutation (Polymorph)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One willing creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The favoured spell of wizard duels, this potent transmutation allows wizards to test their intellects and creativity rather than their magical might.

The target gains the ability to use any polymorph spell (except polymorph: undead) once per round as a free action. Each time they change form, the spell's duration is reduced by one minute.

Focus
A jade circlet worth no less than 1,500 gp, which you must place on the target's head (or similar important body part) when casting the spell. (The focus melds into the target's new form when it changes shape.)

rferries
2018-04-04, 12:41 AM
Themes/Goals
1) Along the lines of Pathfinder's polymorph fix. I broke polymorph , shapechange, and alter self down, by controlling precisely how many natural attacks, special abilities, etc each spell can grant.
2) Brew spells reflecting the "essence" of each creature type - aberrations are all Cthulhu, fey are all fairies, etc.
3) Balance the spells - the caster now loses spellcasting (without a huge feat investment), but also gets new BAB, saves, etc. Conversely, a martial class might be better off in their own form than being polymorphed into a giant (keep their own BAB etc.).
4) Make a spell for each creature type... which really became a flavourless chore! Wizards transform into animals, dragons, giant snakes etc in popular fiction but I've never seem a wizard become a fire elemental :p

To Do
-tighten up subtype definitions (magical vs nonmagical), make sure there's no Incorporeal or Swarm abuse.

-allow "elemental" outsiders (e.g. djinn) via polymorph: elemental

-implement other houserules about undead/constructs having Constitution scores, and reducing the power of creature types (e.g. making undead, plants, constructs susceptible to mind-affecting effects). This will help balance the spells too.

-do even more specialised spells as with the generic dragon form of polymorph: dragon - perhaps a polymorph: medusa? polymorph: manticore? etc.

-clean up the paragraphs for polymorphing into a specific creature, or provide only certain options for each spell e.g. polymorph: monstrous humanoid allows centaur, harpy, medusa, or minotaur forms.

Questions for the Forum
-The spell levels are all over the place - shapechange should go at 9th level of course, but where should the others be placed? I wanted rangers to have access to animal, elemental, and vermin spells (and for paladins to have access to the outsider version) but that can be sacrificed if necessary.

-The spells are quite "busy" - e.g. I like the Chrysalis ability for polymorph: aberration but should I just dump it?

-Spell durations - I hugely buffed the durations of these (to help survival when infiltrating other races or surviving in the wild), but the practical benefit might be too good, the flavour notwithstanding?

-In general, which of these strike you as overpowered? Which are underwhelming?

-Any helpful examples I could illustrate? e.g. "what happens when a wizard polymorphs the 20th-level party cleric into a hummingbird?"

Climowitz
2018-04-04, 08:25 AM
Looks pretty good. I will look at it closely once i got that laptop