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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Vancouver <-> Dublin
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    Default Re: Transmutation (Polymorph). A new subschool (& new spells) with template mechanics

    New Spells (Cont'd)

    Spoiler: Polymorph: Magical Beast
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    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 [Incorporeal], [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:

    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.

    Spoiler: Polymorph: Monstrous Humanoid
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    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 [Incorporeal], [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:

    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.

    Spoiler: Polymorph: Ooze
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    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. 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.

    Spoiler: Polymorph: Outsider
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    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. 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.

    Spoiler: Polymorph: Plant
    Show
    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. 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.

    Spoiler: Polymorph: Undead
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    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. 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 (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.

    Spoiler: Polymorph: Vermin
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    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.

    Spoiler: Shapechange
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    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.)
    Last edited by rferries; 2018-04-04 at 04:17 AM.