Polymorph Self (spell)

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Polymorph Self is a spell that grants the caster the ability to assume the form of any creature within certain size limits, shifting freely between shapes at will for the duration of the spell. The transformation is physical but does not alter the caster's mind or identity, nor does it impose any risk of permanently adopting the behaviours or instincts of the assumed form.

Polymorph Self
Range self
Duration 5 rounds per level
Area of Effect self
Casting Time 2 rounds
Saving Throw none
Level mage (4th)

The caster may take the shape of any creature that is at least large enough to be seen yet no greater in size than twice the caster's own hit dice. This means that while the spell allows for a significant range of transformations, the caster cannot assume the form of creatures vastly more powerful than themselves.

While the caster's appearance, movement and physical attributes change to match the chosen form, their hit points remain unchanged — damage sustained in polymorphed form is still measured against the caster's normal resilience.

Shapechanging

The spell's most defining feature is the ability to shift forms repeatedly, provided time allows. The caster may change into as many different creatures as desired, but each transformation requires one full round, during which time the caster is unable to act in any way, including movement. During this time, the caster's body undergoes a gradual but visible shift, altering flesh, bone and structure in accordance with the chosen form.

The transformation occurs smoothly but deliberately, during which the caster remains motionless and incapable of taking any other action. Muscles stretch or shrink, bones compress or expand, and external features such as wings, fur, scales or gills emerge in a fluid but methodical fashion. The process is not instantaneous, meaning an observer may recognize the shift as it happens, providing a brief but crucial window to react before the transformation is complete.

The clothing and non-magical equipment of the caster do not transform with them, unless they are somehow naturally incorporated into the new form. If the caster assumes a shape significantly smaller than their original form, loose clothing or armour will fall away, while expanding into a larger body may cause garments to tear. Magical items retain their properties but may become inaccessible or unusable if the new form lacks the appropriate limbs, dexterity or anatomy to wield them.

Acquired Abilities

Upon assuming a new form, the caster immediately gains its physical structure, including appendages, natural weaponry and body shape. However, the ability to use these features effectively requires a period of adaptation. Until the caster fully masters the movement or attack methods of a given form, their actions suffer when attempting to perform them. The length of time required to adapt depends on the nature of the form's movement and attack mechanisms.

  • Basic movements and attacking with limbs, 20 rounds minus intelligence. This includes aspects such as walking on four legs, the use of horns, tusks, claws, fangs, pincers and so on.
  • Non-attacking unfamiliar movements, 25 rounds minus intelligence. Flying, swimming, burrowing, even grasping at ceilings with claws like a bat, each requires a certain amount of practice to achieve.
  • Unfamiliar attack strategies, 30 rounds minus intelligence. This includes striking with a tail, where the whole body is involved, constricting or entangling with specialised limbs, delivering poison or releasing physical attacks such as breath weapons.

Until the sufficient amount of time has been spent "practicing," the caster receives a -2 action point and -4 to hit penalty. Once the caster has acquired a familiarity with the form, however (which should be noted), this is thereafter retained; if they assume the same form again in the future, they may move, fight and interact using that shape without penalty or delay. Capability is specific to each individual form, meaning that learning to fly as a bat does not automatically translate to proficiency in flying as an eagle or wyvern — each must be learned separately. This includes different species of dragon, as each is differently shaped and breathes in it's own fashion. However, once a particular shape has been fully understood, the caster may shift into it at will with no further need for adaptation. Obviously, the caster can practice in their own time, learning one shape a day as part of their polymorphing education.

Abilities not Bestowed

The spell does not bestow any mental faculties, supernatural abilities or spell-like powers associated with that creature. The caster retains their own intelligence, instincts and reasoning, meaning they do not inherit the inherent knowledge or magical aptitude of the form they assume. A caster who polymorphs into a dragon gains the body, wings and physical endurance of that form, but does not acquire its intelligence, spellcasting ability or capacity to speak languages unless these are already known.

Inherent, at-will abilities that are not purely physical in nature cannot be accessed, even if the creature can normally perform them freely. A basilisk's petrifying gaze, a will-o'-wisp's natural invisibility or a salamander's body heat are not functions of physical shape alone but are intrinsic to the creature's nature and mind. The caster, even in those forms, cannot use these abilities because they require a magical or supernatural element beyond simple anatomy.


See also,
Penetrate Disguise (spell)
Polymorph Other (spell)