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The Counterspell focused arcane school from the Advanced Player's Guide grants the Disruption ability, which allows the abjurer to touch an enemy spellcaster and force them to make a concentration check to cast spells.

I wanted to make this ability have a stronger effect on the target, so I thought of an arcane discovery that could go with it.

Gastric Disruption
When a spellcaster fails a concentration check while under the influence of your Disruption ability, they must make a Fortitude save. If they fail, they are nauseated for 1d4+1 rounds; if they succeed, they are merely sickened for 1 round.

What sort of prerequisites would be appropriate for this discovery?


The mythic Blind-Fight feat allows you to expend one use of mythic power to ignore all miss chances due to concealment or total concealment for a number of rounds equal to your mythic tier. Would this allow you to make sneak attacks against creatures with concealment?

I was thinking of a mythic shadow demon with assassin levels being able to hide inside a wall, activate the mythic Blind-Fight feat, study an adjacent enemy for 3 rounds, then perform a death attack from inside the wall. That would be incredibly awesome — if he could really do it, that is.


The half-construct template from the Advanced Race Guide has 7 RP and grants a number of useful abilities. However, I'd like to bump it up a bit by granting it the Constructed qualities of the Bestiary 5 android.

The half-construct gets a +2 racial bonus to saves against poison, disease, fatigue, exhaustion, and mind-affecting effects. Androids get a +4 racial bonus to saves against poison, mind-affecting effects, paralysis, and stun effects, plus immunity to disease, fatigue, and exhaustion. They're also considered both humanoids and constructs for the purpose of special abilities that target creature types.

So, if I increased the half-construct's saving throw bonuses to match the android's and granted them the additional immunities (not the fear and emotion immunity, though), how many RP would this bring it up to?


On p. 226 of Mythic Adventures, it says that mythic monsters gain a natural armor bonus equal to their mythic rank. However, this doesn't make sense if the monster is incorporeal. Does an incorporeal mythic monster gain an increased deflection bonus to AC instead?


If an assassin takes the feat Ability Focus (death attack) to increase the DC of his death attack by 2, does this also increase the DC of the caster level check to bring an assassinated target back from the dead from the assassin's true death ability?


The spell know customs was a 2nd Edition spell from the Tome of Magic. Originally, it was a 3rd-level priest spell, but, in Pathfinder, I feel it should belong to the bard.

Know Customs
School divination; Level bard 2
Casting Time 1 standard action
Components V, S
Range personal and close (25 ft. + 5 ft. / 2 levels); see text
Target you and one humanoid
Duration instantaneous
Saving Throw Will negates; Spell Resistance no

This spell allows you to gain general knowledge of the customs, laws, and social etiquette of a village or city by casting it on a citizen of the village within close range. The target need not be an actual citizen by law, but must be a long-time resident who is thoroughly immersed in the local culture. The spell fails if the target makes a successful Will save, or if the target lacks basic cultural knowledge (such as if he is an infant or mentally unstable).

If the spell succeeds, you gain a basic knowledge of the village’s local laws and customs that would be commonly known by an average adult with Intelligence 10 and no skill ranks. If the target is a child or has a lower Intelligence score, the knowledge gained will be reduced accordingly; no additional knowledge is gained from targets with higher Intelligence.

Typical information revealed by know customs includes common courtesies (e.g. outsiders must avert their eyes when addressing local officials), local restrictions (no animals or unaccompanied elves within the city limits), important festivals, and common passwords that are known by the majority of citizens (such as a phrase necessary to pass the guards at the main gate).

This spell does not grant skill ranks, nor does it grant language proficiency. It does not grant bonuses to social skills such as Diplomacy, but it may reduce or negate penalties to such skills caused by cultural unfamiliarity. If this spell is cast on a target who comes from a culture that is profoundly different from your own (GM’s discretion), you must make a Will save to avoid being disoriented by a sudden culture shock. If the save fails, you suffer a -2 penalty to Charisma for 1d6 x 10 minutes.

Future Shock: If this spell is cast on a target who comes from a civilization with a higher technology level than your own, you must make a Will save to avoid culture shock as above. The GM may impose a penalty on your Will save if the target comes from a vastly more advanced civilization or may simply rule that the spell fails. For example, the basic cultural knowledge of a modern or even Renaissance-era human may be beyond the ability of a Stone Age orc skald’s mind to effectively comprehend. On the other hand, the GM may rule that sufficiently advanced technology is indistinguishable from magic. After all, a science fiction force field is perfectly understandable to a character who has seen a wizard cast wall of force.

Remember! This spell grants basic, everyday knowledge only! A medieval character will know what a gun is, but will not automatically become proficient in firing one. He will know what a car is, but will not — repeat, not — know how to drive one any better than a teenager on his first day of drivers’ ed class.


I'm creating a mythic night hag named Grandmother Sorrow using the Mythic Adventures rules, and I just wanted to see what people thought about the mythic abilities I selected for her.

She has the advanced template, so that increases her to CR 10; adding 5 mythic tiers should boost her to CR 13. Five mythic tiers means six mythic abilities.

Legendary Heartstone (Su): Grandmother Sorrow’s heartstone is a legendary item and is considered a minor artifact (because the legendary item ability is taken twice.)

The heartstone has five legendary abilities: dedicated bond, dual souls, eternal bond, rejuvenating, and undetectable.

Dual Souls: Grandmother Sorrow’s heartstone can hold two souls at once. She often uses this ability to keep one soul trapped to enhance perfect mimic (see below), while keeping the second slot open to trap a victim.

As a minor artifact, Grandmother Sorrow’s heartstone can only be destroyed by placing it inside a piece of candy which is then eaten by a child who has never shed tears of sorrow. (This means that the child cannot have experienced a loss such as the death of a loved one or beloved pet.)

Mythic Dream Haunting (Su): Unlike non-mythic night hags, Grandmother Sorrow can haunt the dreams of non-evil and non-chaotic creatures, and her victims suffer 2 points of Constitution drain upon awakening instead of 1.

If Grandmother Sorrow expends one use of mythic power, she can cause horrific dreams at a distance by casting the mythic nightmare spell (Will DC 22 negates).

Mythic Magic (Sp): Up to three times per day, Grandmother Sorrow can expend one use of mythic power to cast mythic deep slumber or mythic magic missile.

Perfect Mimic (Su): When Grandmother Sorrow uses her change shape ability, she can assume the appearance of specific individuals. If she does so, those familiar with the individual receive only half the normal bonus from familiarity to see through her disguise.

If Grandmother Sorrow expends one use of mythic power when creating a disguise to impersonate an individual, she can read that creature’s mind as if using detect thoughts with a range of 1 mile. This allows her to better mimic the individual, granting her a further +10 bonus on opposed Disguise skill checks. The target of her impersonation receives a Will saving throw (DC 22) to negate the detect thoughts aspect of this ability.

If Grandmother Sorrow has the soul of a humanoid trapped in her heartstone, she can automatically read its thoughts to gain the +10 bonus without expending mythic power; the trapped soul does not receive a saving throw.

Pestilential Breath (Su): If Grandmother Sorrow expends one use of mythic power, she can use her disease ability as a breath weapon that affects all targets in a 15-foot cone.


The spell lesser animate dead from Ultimate Magic can create a single Small or Medium skeleton or zombie; it's 2nd level for clerics and 3rd level for wizards.

The spell animate skeleton from Rite Publishing's 1001 Spells can create a single Small or Medium skeleton only; it's 1st level for both clerics and wizards.

The main difference with this spell is that the skeleton it creates doesn't count towards your HD limit for controlled undead, but you can only control a single skeleton made by this spell; casting it again frees the previous skeleton from your control.

Now, what I want to do here is have a 3rd-level necromancer who can animate a humanoid skeleton. I personally think lesser animate dead could be kicked down a level, allowing the necromancer to cast it. But would it be better to do that or use animate skeleton instead? I think the spells are too similar to use both in the same game.


What do you think about a variant of the simulacrum spell that allowed the duplicate to have the full HD and abilities of the original, but with the restriction that the original's HD could be no greater than half the caster's level?

Such a spell couldn't really be overpowered, since any duplicates created by this spell would be no more powerful than a standard simulacrum of the caster himself. But what level should it be? Should it remain at 7th level with the standard simulacrum spell?


The shapechange spell needs to be updated, thanks to the new polymorph spells included in Ultimate Magic. Instead of naming specific spells that shapechange can emulate, it should simply emulate any personal-range polymorph spell of 8th level or lower.

It's a simple enough change to make in your own game, of course, but I wonder if such a thing will ever be made official.


9 people marked this as FAQ candidate. Answered in the FAQ.

Despite searching this forum, I was unable to find a thread that covered this topic previously. It seems every other thread was devoted to whether or not alchemists could make potions out of personal range spells. I say no, but that's not what I'm interested in.

An alchemist can, of course, make personal range extracts for his own use. But, if he has the infusion discovery, can he make personal range infusions for others to drink?

I mean, everyone in the party will want to try some of that polypurpose panacea, especially the repressed wizard girl with 8 Charisma who really wants a lucid dream of having her way with the muscle-bound barbarian (or the repressed wizard guy who wants that hot elf chick.) But can they, or does the alchemist get to keep all the lucid dreams for himself?


The Master of the Unseen Hand prestige class from the 3.5 supplement Complete Warrior allows a caster to gain more versatility and power while using telekinesis. It seems like the perfect class to add to, say, a shadow demon, which can use telekinesis at will.

The problem is, the class as originally written grants a full BAB and a d4 Hit Die. That's not quite compatible with the Pathfinder rules. So, what BAB and Hit Die would be best for this class? Perhaps d8 and 3/4 BAB?


1 person marked this as FAQ candidate.

If you add class levels to a monster with spell resistance, does the resistance increase according to its new CR, or does it stay the same? For instance, let's say you take a babau (CR 6, SR 17) and add 5 levels of rogue to it. Rogue is a key class for the babau, so it is now a CR 11 monster. Does it still have SR 17, or does it now have SR 22?


In the Pathfinder Bestiary, night hags can use soul bind at will as long as they have their heartstones. Do they still require a gem of the appropriate value to use this ability, or does it work like the daemons' soul trapping ability (from Bestiary 2) that creates a gem when the soul is trapped?


If you cast levitate on yourself, can you grab someone else and levitate them up with you? If so, would the person's weight be limited by your maximum load or double your maximum load (you can stagger around with that much weight, but you can't lift it over your head)?


3 people marked this as FAQ candidate. Staff response: no reply required.

If a spellcaster takes Improved Familiar and selects a celestial or fiendish animal as a familiar, does it gain increased energy resistance and damage reduction as the master's HD increases? That is, if the master is a 10th-level wizard, does the familiar have the template abilities of a 10 HD creature?

Do the master's HD also apply to the creature's smite damage? And what about the SR? It's based on challenge rating rather than HD, so what should it be for these improved familiars?


I think that it would be interesting to have a variant of the Summoner class that used psionics instead of magic. That way, he would be a master of creating astral constructs instead of summoning monsters. The number of powers known and power points for a psionic summoner would probably be the same as a psychic warrior.

The psionic eidolon could be called a tulpa instead; it would be a living construct instead of a standard construct because it has its own intelligence. There would probably have to be a few other changes because even a living construct has a number of immunities that a standard eidolon doesn't have.

So, what changes do you think would be needed to make the summoner into a psionic class? And what should we call this new variant, anyway?


I was reading the Living Greyhawk Gazeteer to stock up on Greyhawk lore, and there were three things that I'd like to find out more about.

1) What is the "Egg of Coot" that rules Blackmoor? I think it's supposed to be some kind of robot from a crashed spaceship; is that correct?

2) What happened to Ivid V and the city of Rauxes when the Great Kingdom finally split up? It says that the city suffered some kind of magical calamity and that Ivid may have become undead (possibly an animus like his generals). Is there any more information about this calamity?

3) How did Iuz become a demigod? I believe it has something to do with lore Iggwilv found in the Lost Caverns of Tsocjanth.


Right now, I'm working on a story in which Harry Potter characters meet Planescape characters (using Pathfinder rules, of course). Now, obviously, I'm not going to try and create a whole Harry Potter d20 game just to write a story; however, I figured I needed a few basic stats for the HP characters (such as hit points and saving throws) so that I could have some idea how Pathfinder spells would affect them.

I start with the assumption that Harry Potter wizards (which I call "wandmages") have the same d6 Hit Die, BAB, and base saving throws as Pathfinder wizards. I also figured that when a student arrives at Hogwarts, they're not yet 1st level, but rather a sort of "half" level. The idea is they have the ability to do magic, but haven't got any training yet. If a wandmage can meet the required standards at the end of his first year, then he is considered 1st level. The same thing goes for the other years, so a wandmage who can pass his OWLs at the end of his 5th year is 5th level.

Now, Harry, Ron, and Hermione are not your average Hogwarts students, seeing as how they've had a lot more opportunities to pick up some XP than most of their peers. I decided that Harry is 8th level, while Ron and Hermione are 7th. Draco Malfoy is 6th; he's a little ahead of the curve because of his father's ruthless demands of excellence. Lucius Malfoy and Bellatrix Lestrange are 16th level, since they are in Voldemort's inner circle. Of course, Dumbledore and Voldemort are both 20th level.

Here's the interesting part: ability scores. What I did was to give Harry an 18-point buy, Hermione and Draco the elite array, and Ron a 15-point buy (which has the same number of points as the elite array, but I wanted to avoid any 8s for him.) They all get their human +2 as well as level increases. Dumbledore uses a 20-point buy and has modifiers for old age.

Harry Potter: Str 11, Dex 16, Con 12, Int 13, Wis 10, Cha 17
Ron Weasley: Str 12, Dex 14, Con 16, Int 12, Wis 10, Cha 13
Hermione Granger: Str 8, Dex 10, Con 12, Int 18, Wis 13, Cha 14
Draco Malfoy: Str 8, Dex 15, Con 12, Int 14, Wis 10, Cha 16
Albus Dumbledore: Str 7, Dex 8, Con 9, Int 20, Wis 16, Cha 20

What do you think? Do these ability scores seem appropriate?


In Pathfinder, a night hag can use soul bind at will as long as she has her heartstone. Does the night hag have to have gems of the appropriate value to trap the souls as the spell would normally require, or does she simply trap the souls in her heartstone?


2 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

The alchemist's Explosive Bomb discovery says "The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet." Is this meant to apply to all bombs rather than just explosive bombs? It would appear so, since discoveries such as smoke bomb say "double the splash radius" rather than just 10 feet. However, if one of those discoveries did have a radius of 20 feet, that would make life difficult for an alchemist who could only throw the bomb 20 feet in the first place. What's the correct rule here?


I'm creating a Lawful Good alchemist character who is a member of the Fraternity of Order from Planescape. Now, D&D tradition has always held that poison is Evil™ and good guys should never use it. Even the Book of Exalted Deeds says so — right before it introduces the concept of "ravages." :)

Characters with the Poison Use ability are few and far between, so there's no way I'm creating an alchemist that doesn't use poison. Personally, I think a Lawful Good character (who is not a paladin, of course) could use poison under the following conditions:

  • Follow all applicable laws and regulations, such as obtaining a writ of attorage from the Fraternity of Order.
  • No ingested poisons, as these are clearly tools of assassination, not battle. (Oil of taggit is an exception, since it only causes unconsciousness.)
  • Any situation in which it is both moral and legal to stab someone with a dagger is also a situation in which the dagger can be poisoned.
  • Poisons that cause unconsciousness are actually a moral good, since they can end a battle quickly with a minimum of bloodshed. (Provided, of course, that no coups de grace accompany them.)

So, LG alchemists, remember: venenum non est malum.

That either means "poison is not evil" or "poison is not an apple." Of course, if an apple is poisoned, it is evil, so, yeah.


Pathfinder Assassin Devil:

Original 3.5 stats on p. 114 of Fiendish Codex II: Tyrants of the Nine Hells

  • Change AC to 28, touch 20, flat-footed 28 (Dodge feat now grants flat +1 dodge bonus to AC, plus the assassin devil has improved uncanny dodge, so it doesn't lose its Dodge or Dex bonuses to AC when flat-footed. This corrects an error in the original.)
  • Change hit points to 119 due to new outsider Hit Die
  • Change Will save bonus to +12 (Fort and Ref are good saves, Will is now poor)
  • Change SR to 22 (11 + CR standard)
  • Change Melee to +1 cold iron rapier +27/+22/+17 (1d6+7/15-20)
  • Add CMB +18, CMD 37
  • Change nondetection and tongues spell-like abilities to Constant instead of At Will
  • Change Improved Critical and Weapon Focus feats to rapier instead of longsword
  • Add Iron Will and Weapon Finesse feats
  • Skills: Acrobatics +28, Bluff +20, Climb +21, Escape Artist +25, Intimidate +20, Perception +23, Sense Motive +23, Sleight of Hand +28, Stealth +28 (+32 shadow form)


Diverse Performance

Prerequisites: Perform (any) 1 rank, Versatile Performance class feature.

If you have ranks in any one of Perform (act, comedy, dance, or oratory), you may use your bonus in this skill to make checks in any of the other Perform skills in this list.

If you have ranks in any one of Perform (keyboard, percussion, sing, string, or wind), you may use your bonus in this skill to make checks in any of the other Perform skills in this list.

This feat does not stack with the Versatile Performance ability. For example, if you have ranks in Perform (act), you may use your Perform (act) bonus to make checks in Perform (comedy, dance, or oratory), but you can't use it to make Diplomacy or Sense Motive checks, even if you have Versatile Performance (oratory).


First, go here to see the 3.5 SRD stats for elans.

I think that they are fine for Pathfinder as-is, except for the fact that their only ability modifier is -2 Cha. What other modifiers do you think elans should have?


The Pathfinder Bestiary says that the half-fiend template adds +3 to the CR of a creature with 11 HD or more. However, I think it would make sense to reduce this to +2 for a half-fiend dragon. If you start out with a young adult black dragon, for example, you'll see that the dragon already has many of the abilities that the template grants, such as bite, claws, spell resistance, and flight. (I also think the template should only improve maneuverability of such a dragon to average instead of good.) So, a young adult black dragon has CR 10, and a half-fiend version should have CR 12. Do you think that makes sense?


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TRANSFIGURINE
School transmutation; Level sorcerer/wizard 4
CASTING
Casting Time 1 standard action
Components V, S, M (25 gp of ivory or jade)
EFFECT
Range touch
Target one willing creature of Large size or smaller
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
This spell transforms a willing creature into a Fine figurine that resembles the creature. The figurine appears to be made of ivory or jade, depending on the material component, but a DC 10 Appraise check reveals that it is not the real thing. The figurine has the same hit points as the creature and hardness 5. Any damage inflicted on the figurine breaks the spell.

The idea behind this spell is that it can be used to allow a paladin to bring their mount along even when this would be impractical. It could also be used to smuggle a party member into a secure area disguised as a knick-knack. Do you think the parameters of the spell are reasonable?


If a creature with natural armor and natural attacks uses alter self to turn into a human, they lose their natural attacks for the duration, but keep all of their other abilities, correct? But do they keep or lose their natural armor bonus?


I was looking over the stats for night hags in 3.5 and comparing them to the 2E Planescape version. Most of the stats are the same, although some of them seem to be poorly converted. I noticed that in 2E, they have Exceptional (15-16) Intelligence, but only Int 11 in 3.5. Night hags are good mid-level schemers, not just dumb monsters, so I think the old Int would be better for the Pathfinder version.

2E night hags can use know alignment. Since that spell doesn't exist in 3.5, they have detect chaos, detect evil, detect good, and detect law. It seems an awkward way to convert this ability. Detect good is probably sufficient. Night hags are Neutral Evil; they don't care if you're lawful or chaotic.

2E night hags can use sleep once per turn, but they can affect creatures up to 12 HD (save vs. spells). 3.5 night hags can use sleep at will, but it's just the regular 4 HD sleep, which would have no effect on any party powerful enough to fight a night hag. Perhaps the Pathfinder version should have the regular sleep at will and deep slumber 3/day.

I'm also working on a unique, advanced night hag for a story I'm writing. She is supposed to be CR 13, so I've taken the base night hag and added 4 HD (total 12 HD.) That brings her up to CR 11, so I've also added some extra abilities. The idea is for her to be the "grandma from hell."

Spell-Like Abilities: 3/day — bestow curse, atrophy, wrack.

Those last two are 5th level wizard spells. Atrophy is from Dragon #300; it inflicts 1d8 Dex and Con damage and weakens the target's limbs, cutting the target's base speed in half and causing a 25% chance of failure for any action that requires the use of its arms. These penalties persist until the ability damage is healed. A successful Fort save halves the ability damage and negates the limb damage.

Wrack is from the Book of Vile Darkness and the abishai entry in Fiendish Codex II. It causes a single humanoid target to suffer horrible pain, rendering it blind, helpless, and prone for 1 round/level and shaken for 3d10 minutes afterward (Fort save negates.) Note that a CR 7 blue abishai can use this 3/day.

Gaze of Decay (Su): Granny can fix her gaze on a single creature, causing it to view her as a horrifying apparition of age, decay, and death. This works like the spell phantasmal killer (CL 12th, DC 17), but with a few exceptions. If the target is slain by this power, it appears to age centuries in a few seconds, leaving behind a nearly skeletal corpse covered with bits of desiccated flesh. This does not actually age the target; a resurrection will restore them to full health as normal. In addition, a helm of telepathy cannot be used to turn the effect back on Granny. This is a Necromancy [death, evil, fear, mind-affecting] effect.

Grandmotherly Gaze (Su): Any living creature that meets Granny's gaze and fails a Will save (DC 17) while she is in the form of an elderly female humanoid regards her as a completely harmless old grandmother who must be loved and protected. This works like the spell charm monster (CL 12th). The effect is broken if she changes form or reverts to her true form, even if the targets don't see her change.

The DCs for the gaze attacks are not final since they reflect the base night hag's Cha 12; the advanced version will have a higher Cha. Just to clarify, the first gaze must be targeted on a specific creature, while the second gaze works on any creature that can see the hag's eyes. The range on both should probably be 30 feet or so.

I think the second gaze should possibly work like charm person instead of charm monster. This wouldn't change anything as far as most PCs are concerned, but it seems strange to me that the grandma hag should be able to charm her fellow fiends in this way. The ability is tied to the night hag's ability to assume a humanoid form, after all, and since night hags can only shapeshift into humanoid forms, it seems reasonable for this ability to only affect humanoids.

Does this sound reasonable for a CR 13 creature? I'm mainly comparing it to the pleasure devil in Fiendish Codex II. That also has 12 HD, super-high ability scores, and a boatload of at-will spell-like abilities; it's CR 11. What do you think?

(Feel free to comment on the regular night hag as well.)


In the Pathfinder Beta, it says that a cleric can use spontaneous casting with any prepared spell that is not an orison. However, in 3.5, you could not use spontaneous casting with domain spells. Since a Pathfinder cleric gets multiple uses of their 1st-level domain spells, it would give them a major boost if they were allowed to use them for spontaneous casting. Was this an intentional change or an oversight?


I believe that Eberron's warforged, who are living constructs, have LA +0. Also, the modron outcast from Dragon #354 is a living construct with LA +1. The question is, is that LA enough?

Suppose you started out with one of the base Pathfinder races and changed it to a living construct. Would that make it LA +1, +2, or more? Living constructs have a lot of immunities. They don't need to breathe, which means they can grapple a living target underwater and drown them. Plus, they're constructs, so they aren't affected by charm person spells. (Unlike most constructs, they are affected by other mind-affecting spells.)

So, I ask you: how powerful should living constructs be considered?


Oh, and I almost forgot. Does something polymorphed into an object have its original hit points or the hit points of a normal object?


Sorry I posted this again. I already posted a thread on this topic, but it didn't appear after an hour, so I thought it had been lost.


It seems that one polymorph spell has been left out of Pathfinder so far — polymorph any object. How about this?

POLYMORPH ANY OBJECT
School transmutation (polymorph); Level Wiz/Sor 8
Casting Time 1 standard action
Components V,S,M (piece of creature or piece of object material)
Range Close (25 ft. + 5 ft./2 levels)
Target One creature, or one nonmagical object of up to 100 cu. ft./level
Duration see text
Saving Throw Fortitude negates (object); Spell Resistance yes (object)

This spell functions as greater polymorph, except that it can also be used to transform a creature into an object, an object into a creature, or an object into another object.

An object used as a target or result of this spell must be solid and continuous, though a target object may be part of a larger object, such as a section of a wall.

An object transformed into a creature has the stats of an average member of the creature's species, though its special abilities are still limited as per greater polymorph.

This spell cannot transform a target into a substance of great intrinsic value, such as precious metals or gems, nor can it transform a target into cold iron. This spell cannot transform a target into a magic item, nor can a magic item be a target.

Transforming a creature into a creature or an object into a creature has a duration of 1 min/level. Transforming a creature into an object has a duration of permanent. Transforming an object into an object has a duration of permanent (but see below.)

This spell can be used to duplicate the effects of baleful polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud. If used in this manner, it has the same duration as the duplicated spell.

This spell can also be used to duplicate the effects of fabricate, but with a volume limit of 100 cu. ft./level (or 10 cu. ft./level for minerals.) Since this use merely reshapes the material, it can be used on valuable materials. The spell still takes only 1 standard action to cast, but its duration for this use is instantaneous.


Oh, and can I just add that the new polymorph spells are MUCH better than the old 3.5 version. In 3.5, a 8th-level wizard can polymorph into a digester and squirt 20-foot cones of 4d8 (Ex) acid damage at enemies every 1d4 rounds for EIGHT MINUTES with a 4th-level spell. That's insane.

Full Name

Rohlo

About Rohlo

I am Rohlo. I like to GM and write adventures, but I really enjoy making new characters to roleplay.