Polymorphism (D&D)

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Unofficial rules compendium

Transformation spells that change form and the new polymorphism subschool are a headache that is not well resolved in 3.5.

Shape-Changing Subschool

Shapechange is a new subschool of spells based on the polymorph template.

  • The following spells fall in this category: alter self, animal growth, animal shapes, aspect of the earth hunter, aspect of the worlf, bite of the werebear, bite of the wereboar, bite of the wererat, bite of the weretiger, bite of the werewolf, celestial aspect, enlarge person, polymorph, polymorph any object, reduce person, and shapechange as well as the druids Wild Shape ability and abilities based on any of these. There are most likely more shapechange spells that remain to be classified as such.
  • Note that the spells in the polymorph subschool are not included; the two subschools are mutually exclusive.

I base my rules on those of Rich Burlew of Order of the Stick fame. Details can be found through the link. The following is a short summary.

  • You keep your original type, but in most cases your subtype is replaced with that of the new form.
  • Your physical abilities change. You apply the racial ability modifiers of the race you change into to your own attributes, and remove the attribute modifiers for your own race.
  • You get most extraordinary abilities of the assumed form, and lose those of your own. Speech is considered an extraordinary ability in this case.
  • You get the natural armor of the creature, which cannot be greater than your caster level.
  • Supernatural and spell-like abilities do not change. Neither do spells, but they can be difficult to use in the new form.
  • As far as it can be used in the new form with a simple size change, any equipment changes to match the new form. All other gear is subsumed into the new form and its effect is suppressed. You do not gain any of the gear of the assumed form.

The following changes apply to Rich Burlew's rules:

  • If the creature you wish to change into has physical attribute modifier or natural armor greater than your caster level, you cannot assume that form.
  • You can assume the form of an advanced creature, as long as that advancement is by hit dice alone. You cannot assume the form of a creature with a template, character class or other special advancement, such as a familiar or special mount.
  • Spells from the shapechange subschool are incompatible with each other, with the higher-level spell taking precedence and countering any lower-level spells in the group.
  • If a shapechange spell is used to permanently assume another form, the target must make a Will save each day or become a creature of that form, assuming all abilities of that form as well as it's ECL modifier.
  • The spells remain the same; alter self, polymorph, polymorph any object, and shapechange, only the rules for what the spells do change. The polymorph spell has been slightly rewritten.
  • Rich Burlew's aeromorph, geomorph, hydromorph, necromorph, planomorph, and pyromorph spells can be used as written. In fact, all his spells can be used, just that they do not replace the original spells but become alternatives to them.

Polymorph Subschool

The spells from the polymorph subschool change you into a typical example of the creature in question, including hit points and abilities.

  • All gear you wear is absorbed by the new form.
  • All spells on you are suppressed except the polymorphism school spell.
  • Any damage you have taken is temporarily ignored.
  • Any gear worn or carried by a typical creature of the type appears with your new form, except treasure.
  • You lose all your normal abilities, including class and racial abilities and hit points.
  • You keep your personality, motivation and alignment, as modified by your new mental ability scores.

A polymorphism spell ends when the assumed form is killed or you are otherwise transformed, such as if the spell is suppressed or you are polymorphed again. When it ends, you instantly revert to your own form, including all equipment and any spells whose duration is still running.

  • Any damage you had taken in your own form returns.
  • All spells or conditions applied to the new form disappear, including death, level drain, or disintegration. The one exception is polymorphism and shapechange school spells, spell-like and supernatural abilities, whose effects remain.
  • If you are standing in an effect that affects an area, any continuing area effect will continue to affect you. Examples include entangleand incendiary cloud.
  • Any parts of your assumed form or gear that appeared along with your new form disappears, including items and body parts lost or separated from you.
  • Any items or objects picked up in your new form falls to the ground in your space.
  • If you return to your own form in a space that cannot accommodate your body, such as inside a solid stone, you are violently expelled into the nearest suitable space, taking 1d6 damage per 5 ft.