Polymorph alteration for Midnight

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Polymorph[edit]

Transmutation
Level: Cha 4
Components: V,S
Casting Time: 1 standard action
Range: Touch
Target: Willing Living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell transforms a living creature into the shape of another creature. The new shape must appear as a creature to a casual observer. The new form takes the shape of any other creature with any appearance that the caster can conceive, but cannot be smaller than Tiny or larger than Huge. This spell can be used to create disguises, in which case it grants the subject a +10 to disguise checks.

The subject retains its own ability scores, classes and levels, hit points, alignment, base attack bonus, base save bonuses, and creature type. The subject's supernatural spell-like special attacks and qualities that do not rely on a body part that the new form lacks remain the same. All extraordinary special attacks and qualities derived from class levels are retained, but those that are derived from another source are not.

If the new form is capable of speech, the subject can communicate normally. The subject retains spellcasting abilities, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

If the subject's new shape is a different size that the subject's original form, the subject's physical ability scores (Strength, Dexterity, and Constitution), as well as the subject's natural armor, natural weap on damage, and size modifiers to attack bonuses and Armor Class, all change according to Table 4-2 in the Monster Manual. The base land speed of the new shape changes to the normal speed for the new size and method of movement as given in Table 5-2 in the Monster Manual. Furthermore, the subject gains a +1 enhancement bonus per caster level that can be applied to the new shape's physical ability scores. These can be spread over any of these three abilities as the caster chooses.

The new form may be quadrupedal (regardless of the actual number of feet that it uses for locomotion), but this changes the new shape's size to (long) for the purposes of reach. This will affect the new shape's reach, stability, and carrying capacity.

When the change occurs, the subject's equipment (if any) melds into the new form and becomes non-functional. When the subject reverts back to its true form, any objects previously melded into the new form reappear in the same location on the body they previously occupied and are once again functional. Any new items it wore in the new form that it cannot wear in the normal form fall off and land at its feet. Any part of the body or piece of equipment that is separated from the whole reverts to its true form. The only equipment that does not meld into the new form is that which is held in the caster's hands, but only if the new form has a grip.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger (such as a lycanthrope or doppelganger) can revert to its natural form as a standard action.

The new form can either have a grip or two natural attacks. Having a grip allows the new shape to wield weapons, but not more weapons than it could in its normal shape. The natural attacks can be of any type (bite, claw, gore, slam, sting, or tentacle, as appropriate for the new shape) and each deal 1d6 damage if the creature is Medium (adjust damage for different sizes according to Table 4-3 in the Monster Manual). T he new shape's claw or tentacle attacks can be paired primary attacks (as could the new shape's slam attacks if the shape is Large or bigger), but if a bite, claw, gore, or sting attack is selected then one of the two attacks is a primary attack and the other is secondary.

Furthermore, the new form has a number of traits equal to 1 + 1 per 3 caster levels, selected from the following list.

Agile: The subject gains an additional +4 enhancement bonus to Dexterity. Aquatic Adaptation: This trait grants the subject a swim speed equal to its base land speed, and grants it the ability to breathe underwater.
Awesome Blow: The subject gains the Awesome Blow feat while in the new shape. However, the subject can only gain the benefits of this feat if the new shape is Large or bigger and modifies the subject's Strength score to at least 25.
Breath Attack: This trait grants an emanating breath attack, which can be performed once every 1d4 rounds. It can be either a 30-ft. cone or 60-ft. line that deals 1d6 damage per three caster levels, Reflex save for half as normal for a breath weapon. The damage can be either acid, cold, fire or electricity. While the trait is called "breath attack", the attack does not need to originate from the subject's mouth.
Burrow: This trait gives a burrow speed of 20 ft.
Constrict: On a successful grapple, the subject deals damage equal to 1d6 for every four caster levels, plus its Strength bonus, plus damage from the elemental strike and poison traits, if applicable.
Darkvision: This trait gives the new shape darkvision out to 60 feet.
Elemental Strike: This trait adds 1d6 acid, cold, electricity or fire damage (chosen upon casting) to any natural attacks that the shape has. This damage increases to +2d6 at level 12 and +3d6 at level 18.
Elemental Type: This trait gives the subject Resistance 10 to a chosen energy type (acid, cold, electricity, fire) and gives it that subtype. The resistance increases to 20 at 13th level. If this trait is chosen, then the elemental strike trait and breath attack trait must match this elemental energy type.
Flight: This trait gives a fly speed appropriate for the new shape's size, as given in Table 5-2 of the Monster Manual. This improves from Average to Good maneuverability at caster level 12.
Forceful: The subject gains an additional +4 enhancement bonus to Strength.
Hearty: The subject gains an additional +4 enhancement bonus to Constitution.
Improved Grab: Whenever the subject hits with a natural weapon, the subject can automatically make a grapple check without provoking an attack of opportunity.
Low-Light Vision: This trait gives the new shape low-light vision.
Multiattack: The subject gains the Multiattack feat while in the new shape.
Multiple Appendages: This grants two extra arms (or tentacles) or one extra tail or head. The new body part cannot be used to wield more weapons, but if the Natural Weapon trait is selected, the new body part could be used for this new attack (even if it is an additional paired attack such as an extra claw or bite attack). This trait can be taken multiple times.
Natural Armor: This trait gives a natural armor bonus equal to +1 for every two caster levels.
Natural Weapon: This traits gives the new shape an additional natural weapon that deals 1d6 damage if the creature is Medium (adjust damage for different sizes according to Table 4-3 in the Monster Manual). If the new shape already has natural weapons, the caster must chose whether this attack is primary or secondary. This attack may only be primary if it is the sole primary attack, or if it is paired with a claw, tentacle, or slam attack and the new shape has enough limbs to allow for the additional attack. This trait may be selected multiple times.
Phasing: This trait grants the shape concealment, granting it a 20% miss chance.
Poison: This trait adds poison to a single natural attack that deals piercing or slashing damage. The save DC for the poison is 10 + 1 per two caster levels. The primary and secondary damage are either 1d6 Strength, 1d6 Dexterity, or 1d3 Constitution (decided upon casting).
Resilient Body: This trait gives the subject all the immunities of the Plant type. However, the new shape takes a -4 penalty to Dexterity. If the new shape has the flight trait, the fly speed is reduced to 20 feet. Resilient Body cannot benefit from the Speed Boost trait.
Skill Bonus: This trait grants the subject a bonus to certain skills based on the new shape's physiology. The trait grants a bonus equal to +1 per caster level that can be distributed among any of the following skills: Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently, Spot, Survival, Swim, and Tumble.
Speed Boost: This trait changes the new shape's base land speed to what would be considered Fast for the shape's size and method of movement as given in Table 5-2 in the Monster Manual.
Spell-Like Ability: This trait grants the target one of the following spell-like abilities, to be used as indicated. When the polymorph spell ends, any effect produced by this trait also ends, even if it would normally still have a remaining duration. This trait can be taken multiple times. Light (at will), Mage Hand (at will), Shield (1/casting, appears like a solid object), Grease (2/casting), Web (1/casting), Darkness (1/casting).