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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Vancouver <-> Dublin
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    Male

    Default Re: Transmutation (Polymorph). A new subschool (& new spells) with template mechanics

    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.

    Spoiler: Polymorph: Aberration
    Show
    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. 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.

    Spoiler: Polymorph: Animal
    Show
    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.

    Spoiler: Polymorph: Construct
    Show
    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. 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.

    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.

    Spoiler: Polymorph: Dragon
    Show
    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).

    Spoiler: Dragon Size and Natural Weapon Damage
    Show
    Size Space/Reach 1 Bite 2 Claws 2 Wings 1 Tail Slap 1 Crush 1 Tail Sweep
    Tiny 2 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.

    Spoiler: Dragon Size and Breath Weapon Area
    Show
    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.

    Spoiler: Polymorph: Elemental
    Show
    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. 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 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.

    Spoiler: Polymorph: Fey
    Show
    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.

    Spoiler: Polymorph: Giant
    Show
    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. 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 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 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.

    Spoiler: Polymorph: Humanoid
    Show
    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.
    Last edited by rferries; 2018-04-04 at 01:16 AM.