Polymorph spells still lacking. . .


Combat & Magic


Pathfinder made improvements with the separate beast shape, dragon, and plant spells but I feel there is still room for improvement. The polymorph spells just seem to be missing a lot of things you find in fantasy movies and books.

Specifically:


  • There is no way to turn yourself or another creature into a fine or gargantuan (or colossal for that matter) size creature. A high level spellcaster should be able to turn into a really big giant something. And becoming insect-sized has its advantages.
  • There is no way to turn an unwilling creature into anything other than a 1 hd animal. What about turning a beautiful princess into an ugly ogre or turning the strong barbarian into a weak goblin?
  • No ability to change into vermin. No ability to turn into giant scorpions or monstrous spiders or force enemies to turn into regular sized flies or beetles.
  • No mass polymorph for any class except the druid's animal shapes. Why isn't there a higher level baleful polymorph to turn a group of enemy soldiers into mice? Or allies into gnolls?
  • You can't impersonate a specific individual. Why? Isn't that a common fantasy element? Like Crouch impersonating Moody in Harry Potter and the Goblet of Fire.
  • I'm not clear if Polymorph Any Object has been removed from Pathfinder. If not, does it still function the same way?
  • No ability to change into oozes. Why?
  • No ability to change into fey. Why?
  • No ability to change into aberrations. Why?
  • It's unclear if Alter Self and the like allow you change into monstrous humanoids.


Hm. Since part of the goal is to maintain back-compatibility with previous OGL material and supplements, might this be more or less what you want? This is the general template for the construction of Polymorph spells from The Practical Enchanter and, per the general design principles, should be compatible.

Since I'm copying over a sizable block of material... Per the usual legal notes, reference the Open Game License 1.0a. "The Practical Enchanter", Copyright 2004-2005, Paul M. Melroy, Published by Distant Horizons Games. If you should want the entire book (and the rest of the examples and such) its a free download over at RPGNow.

Shapeshifting Spell Template (Various)
Transmutation
Level: 0+
Components: V, S
Casting Time: One standard action
Range: Personal
+1 level to change Range to “Touch” and Target to “One Willing Creature”
+1 additional level per additional range category
+4 additional levels for a “Mass” variant. Mass variants automatically possess “short” range
Target: You
Duration: One minute per level, +1 level for ten minutes per level, +2 levels for one hour per level (D)

The various Shapeshift spells allow you to transform yourself in an immense variety of ways. You can alter your physical form, magical nature, and even mind in ways ranging from adding a few phony scars through becoming a creature of pure energy. All such spells are designed using the basic template below.
The basic Shapeshift spell is temporary, allows a single shift to a specified alternate form, and starts off calculation with a base level of “-1,” although the minimum final spell level is zero.
Spells which allow multiple shifts take a +1 level modifier. Such spells normally allow shifting up to once per round as a free action.
Spells which allow a choice of forms at the time of casting take a +1 level modifier.
Spells which allow a choice of forms at the time of shifting take a +2 level modifier. This is almost always combined with the “multiple shift” modifier, but some spellcasters use it for a delayed-effect spell.
The basic level of the spell depends on the degree of transformation it allows as listed below.

While any such form is arguably “unique,” one can only shapeshift into a generic species form, not into a specific individual, without a very powerful spell. This is simply because with a unique individual, it’s impossible to distinguish precisely between learned, acquired, and inherent abilities. While a shapeshifting spell may allow you to disguise yourself as a particular god, no version of the spell actually turns you into that entity.
Transformation Level

+0 Superficial Physical: The spell may alter skin and hair coloration, fingerprints, facial contours, retinal prints, eye color, weight by up to 20%, and similar features. All except coloration are limited to alterations within the usual limits for the user’s species. This can provide a +5 bonus on any attempt to impersonate a specific individual (of the same or similar species), make it nearly impossible to recognize the user, or grant a +10 bonus on attempts to beat specific security systems using a specialized spell such as Duplicate Fingerprint. Equipment is mostly unaffected, although most such spells extend to its coloration and fit.
A creature with the shapechanger subtype may revert to its normal form as a free action.

+1 Minor Physical: The spell may make minor physical structural alterations to bones and body structure while remaining within the same type and subtype (if any). Forms which require radical metabolic alterations (including undead, elementals, and constructs for most characters) are not available.
You replace the physical qualities of your own form with those of the new form while retaining your own mind and ability scores. Such qualities include natural size (+/- one category maximum; only the normal size range for the new form is available), mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor, natural weapons, racial skill bonuses, racial bonus feats, sex, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). Sadly, extra limbs do not grant you more (unless you have Multiattack) or better attacks and the new abilities replace any similar abilities derived from your original physical form. You do not replace any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
Your supernatural, spell-like, spellcasting, and class-based special abilities remain unchanged, although any which require a body part your new form lacks are unavailable for the duration. For example, a gaze attack requires eyes, verbal communication or components a mouth or voice, somatic and material components limbs capable of fine manipulation, and so on. Hit points, class and level, alignment, BAB, and your base saving throws all remain unchanged.
You cannot take the form of any creature with a template, and all other factors remain unaltered. If you use this to help disguise yourself, it’s worth a +10 bonus when impersonating someone. You will certainly elude ordinary recognition, although a perceptive observer might note that something is wrong about you.
You cannot use this to take the form of a creature with more than one base hit die per level of the caster or more than five in any case, unless it’s your natural form. You can use such a spell to look like another member of your own species no matter how many base hit dice you have.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

+2 Major Physical: The spell may now replace the user’s racial physical ability modifiers with those appropriate to his or her new form or those of the species he or she adds features from. While such spells will allow mixing features from another creature type, it is necessary to maintain a working body plan. For most player characters, this restricts such spells to adding features from a single type of mammal or reptile, although exotic base creatures (e.g., an elemental using a shapeshifting spell) have equally exotic options.
You cannot use this to take the form of a creature with more than one base hit die per level of the caster or the recipient, or more than ten in any case. The effects are otherwise similar to those of “minor” physical transformations.

+3 Deep Physical: The spell may completely reshape the physical body, although it does not alter its magical aspects. Extraordinary special qualities, spell-like abilities, supernatural abilities, and forms that require radical metabolic alterations are still out of reach, but the shift now extends to replacing the user’s original physical attribute scores with the average for the new body type. It also provides all extraordinary special attacks possessed by the form and a new type and subtype, if applicable. Subjects may be reduced to a minimum size of Fine and enlarged by a maximum of one size category (additional enlargement can be obtained by combining the shapeshift effect with a size enhancing effect as per combining spells).
Upon changing for the first time the subject regains lost hit points as if it had rested for a night, though this healing does not restore temporary ability damage or provide other benefits of resting. Changing back does not heal the subject further. If slain, the subject reverts to its original form, though it remains dead.
At this rating or higher, shapeshifting effects extend to whatever passes for physical “genes” in d20 universes. Supernatural inheritances will only be affected by higher-level shapeshifting however.
You cannot use this to take the form of a creature with more than one base hit die per level of the caster or more than fifteen in any case. The effects are otherwise similar to those of “major” physical transformations.

+4 Major Magical: The spell can now alter the user’s metabolism on both the physical and magical level. Such spells can give the user any desired type, subtype, or template, including incorporeal or gaseous forms and the appearance of being inanimate. They replace all extraordinary abilities and qualities derived from the user’s species with those of the new form. Abilities derived from class levels or other enhancements, provided that the new form permits their use, are not affected. Subjects may be reduced to a minimum size of Fine or enlarged by a maximum of one size category.
At this point creatures with the Shapechanger subtype may not be able to automatically revert to their base forms any longer. If it replaces that subtype, it eliminates their shapechanging ability. Even if it grants them a similar spell-like or supernatural ability, it will not be the same.
You cannot use this to take the form of a creature with more than one base hit die per level of the caster or the recipient, or more than twenty in any case. The effects are otherwise similar to those of “deep” physical transformations.

+5 Deep Magical: The spell can now alter the user’s physical structure down to the deepest levels. The user replaces all of his or her own inherent physical, extraordinary, and supernatural abilities (both attacks and qualities) with those of the new form. For an additional +1 level modifier the new form can be from Fine to Colossal size.
You cannot use this to take the form of a creature with more than one base hit die per level of the caster or the recipient, or more than twenty-five in any case. The effects are otherwise similar to those of “major” magical transformations.

+6 Major Mental: While all shapeshift spells normally include sufficient mental adjustments to make their users comfortable and effective in their new forms, spells at this level begin to restructure the user’s mind. At this level such spells can either replace the subject’s mental attribute modifiers with those of the new form or replace his or her mental attributes entirely with the average mental attributes of the new body type. While the subject’s basic personality and memories remain his or her own, he or she can expect to receive a sizable dose of new instincts.

You cannot use this to take the form of a creature with more than one base hit die per level of the caster or the recipient, or more than thirty in any case. The effects are otherwise similar to those of “deep” magical transformations.

+7 Deep Mental: At this point a transformation is essentially total, extending to the deep levels of the mind. The subject may retain his or her memories, but their personality, interpretation and understanding of those memories, alignment, and behavior may change totally. In practice, this usually turns them into a (hopefully) temporary NPC. Still, this does give the user access to his or her new form’s spell-like abilities, although it will be necessary to rest before any with uses-per-day limitations become available.
Such spells are extremely hazardous. Not only are the subject’s actions likely to become unpredictable while “under the influence,” if the new form possesses sufficient magical power to avoid returning to its previous form, it will likely choose not to.
You cannot use this to take the form of a creature with more than one base hit die per level of the caster or the recipient, or more than thirty-five in any case. The effects are otherwise similar to those of “major” mental transformations.

+8 Transfiguration: At this point such spells no longer have a “duration.” They become instantaneous instead, and the new form becomes the subject’s true form. Mighty powers occasionally use such effects to create dedicated minions, they generally aren’t something that player characters want to fool with. Using such a spell essentially means being reincarnated as the new creature, and usually leaves very little trace of the subject’s original identity.
Such spells cannot be used to take the form of a creature with more than one base hit die per level of the caster or the recipient, or more than forty in any case. The effects are otherwise similar to those of “deep” mental transformations. There may or may not be an XP cost at the option of the GM. In general, of course, your XP is meaningless to your new form, since you forget most prior experiences.

Druids are normally limited to “Deep Physical” changes. The game master may opt to allow them to expend feats to raise this limit or to expand their size range. We recommend caution in allowing this.

Other Notes

Shapeshift does not duplicate the effects of offensive polymorph spells, such as Baleful Poly- morph or some applications of Polymorph any Object. This is simply because Shapeshift spells are normally designed to be temporary and to preserve as much of the original creature’s essence as possible. This is not a primary consideration in offensive magic.

Shapeshifting is an extremely complicated effect, so a selection of spells generated using this template are included below.

I'm not copying over all of those: the spell names - as usual - are not OGL and the section is fairly lengthy. Here are a couple of the first ones though, with their names changed around...

Face of Fear: This simple charm gives the user a horrifying selection of scars, mostly in highly-visible locations. This provides a +3 circumstance bonus on Intimidation checks and makes an excellent disguise. Superficial physical transformation (base L0), +1 level for 10 minutes per level duration, +0 levels (one shift with a fixed effect), -1 level (base adjustment), for a net total level of 0.

Copying the Eye: This simple charm allows the user to duplicate someone’s retinal pattern by momentarily meeting their eyes. This is a superficial physical change (base L0), lasts ten minutes per level (+1 level), allows a single shift specified at the time of casting (+1 level), and takes the -1 level base adjustment, for a net total level of 1. It provides a +10 bonus on attempts to beat any appropriate security system.
Copying the Thumbprint uses the same basic formula.

Sovereign Court

Here was my improvements of the Beast Shape and Form of the Dragon chains:

Expanded Spell: Beast Shape IV

-add Gargantuan and Fine animals to the forms that can be assumed

-Fine animal: -6 Str, +8 Dex, +1 natural armour
-Gargantuan animal: +8 Str, -6 Dex, +8 natural armour

New Spells:

Beast Shape V

Level: Sor/Wiz 7

-as Beast Shape IV except that Diminutive and Huge magical beast forms can be assumed
-if form has any of the following you gain the ability: burrow 90 ft, climb 90 ft, fly 150 ft (good), swim 150 ft, blindsense 90 ft, darkvision 90 ft, immunity to an energy type if the creature has that immunity, as well as all the other abilities listed for Beast Shape IV
-Diminutive magical beast: -4 Str, +12 Dex, +4 natural armour
-Huge magical beast: +8 Str, -4 Dex, +8 natural armour

Beast Shape VI

Level: Sor/Wiz 8

-as Beast Shape V except Fine and Gargantuan magical beast forms can be assumed
-if form has any of the following you gain the ability: burrow 90 ft, climb 90 ft, fly 180 ft (good), swim 180 ft, blindsense 120 ft, darkvision 120 ft, as well as all the abilities listed for Beast Shape IV
-Fine magical beast: -6 Str, +16 Dex, +5 natural armour
-Gargantuan magical beast: +10 Str, -6 Dex, +10 natural armour

Form of the Dragon IV

Level: Sor/Wiz 9

-as Form of the Dragon III except that it allows you to assume the form of a Gargantuan chromatic or metallic Dragon
-gain: +16 enhancement to Str, +16 to Con, +10 natural armour, fly 150 ft (poor), blindsense 60 ft, darkvision 120 ft, breath weapon, DR 15/magic, frightful presence and immunity to element (same type Form of the Dragon I grants resistance to)
-gain: bite (4d6), 2 claws (2d8), 2 wing attacks (2d6), tail slap (2d8), tail sweep (2d6)
-breath weapon: wait 1d4 rounds between uses-deals 18d8 points damage (Reflex save for ½); lines increase to 120 ft, cones to 60 ft

HTH, Sentinel


One could do vermin form spells and it did actually irk me a little that vermin wasn't allowed in any of the polymorph spells, but I haven't worked out the mechanics yet although I figure using the beast shape chain as a base would work.


darth_borehd wrote:

Pathfinder made improvements with the separate beast shape, dragon, and plant spells but I feel there is still room for improvement. The polymorph spells just seem to be missing a lot of things you find in fantasy movies and books.

Specifically:

*snip*

Actually I've been working on something like this, for a spell point variant, but we'll do it "Vancian" here.

Start with the original PHB 3.5 Polymorph Spells. Polymorph and Polymorph Any Object. Polymorph is 4th level and Polymorph Any Object is 8th level.

With Polymorph you have to have a willing subject, but we all know the potential for abuse in it. Add spell slots to the cost of casting the spell for changes beyond the basic. The extra costs compensate for the extra perks in the change. Add spell slots for:

Size difference: +1 per size difference
Type difference: +1 per type (i.e. giant, etc.)
Special ability (Ext): +1 each
Sp abilities (spell like): +1 per 6 spell like abilities
Sp Ability (supernatural): +2 each
Extra movement type: +1 (i.e. flying)
Attacks over 2: +1

Example 1: Turn from human into a Troll: 4th level spell, +1 slot for size (Large), +1 for type (Giant), +5 for special abilities (darkvision, low light vision, regeneration, scent, rend), +1 for multiple attacks = Polymorph spell + 8 extra spell slots.

Example 2: Turn from human into a Pixie: 4th level spell, +2 size (tiny), +1 type (Fey), +5 special abilities (spell like abilities, damage reduction cold iron, low light vision, spell resistance), +2 for supernatural special abilities (greater invisibility), +1 for extra movement type (flying) = Polymorph spell + 11 extra spell slots. And you're out of luck on the Pixie bow and special arrows unless you hang out with the Pixies and get lucky...

Example 3: Turn from human to Orc: 4th level spell, +1 darkvision = Polymorph + 1 extra slot. I just didn't think it was right to charge for the extra ability of "Light Sensitive", it being a defect...

The spell slots could be required to be used when the spell was memorized (for casters that prepare ahead of time) or burned when used for spontaneous casters. The spell slots could be required to come from the highest level spells / slots of 4th level or lower available that don't overrun the costs -- if you're an evil DM (i.e. that +8 for Troll could be 2x4th level spells, or if no 4th level slots were available; 2x3rd level and 1x2 level, but not, if they had it, a 5th level and extras to = 8).

In short you'd have to plan ahead on how big a change you want to make. You could be required to choose the Polymorph form when memorized, or not. Oh, and if not any extra spell slots memorized for Polymorph but not used are burnt. That covers the polymorph self / willing others bit. Someone wants to be a collosal dragon with all kinds of nifty abilities, it'll cost them bigtime... but be "doable" for high level casters.

The same deal for Polymorph Any Object, except they get a saving throw. The costs could be raised here (doubled?) to account for an unwilling recipient (if living) as well. In this case I'd say let them pick the Polymorph form on the fly, but only if they have enough slots burned to cover it...

Hope this is useful. I know it's "another mechanic" to add to a bunch, but it seems to allow Polymorph and control it's use.

Have fun, and let me know what you think. I've left in the supernatural and spell like abilities cut out by the original spell btw, it's simpler if you cut them out too.

Needs more work but it's a start...

*edit* spelling, grammar, clarification and all the usual minor sins...


R_Chance wrote:
darth_borehd wrote:

Pathfinder made improvements with the separate beast shape, dragon, and plant spells but I feel there is still room for improvement. The polymorph spells just seem to be missing a lot of things you find in fantasy movies and books.

Specifically:

*snip*

Actually I've been working on something like this, for a spell point variant, but we'll do it "Vancian" here.

Start with the original PHB 3.5 Polymorph Spells. Polymorph and Polymorph Any Object. Polymorph is 4th level and Polymorph Any Object is 8th level.

Bad form to quote oneself, but I was in the middle of editing my post (again) submitted it and suddenly it decided I couldn't edit it. Annoying, to say the least.

Anyway, up the costs as follows I think:

Size difference: +1 for 1 size difference, +3 for 2, +6 for 3, etc.
Type difference: +1 for a different type (i.e. giant, etc.)
Special ability (Ext): +1 each
Sp abilities (spell like): +1 per 6 spell like ability uses
Sp Ability (supernatural): +3 each
Extra movement type: +1 (i.e. flying)
Attacks over 2: +1 per two attacks extra

The cost for a Troll or Pixie form is now 13 slots.

The cost for that Great Wyrm Red Dragon they all want to turn into is:

Polymorph spell +10 for size (collosal), +1 for type (draconic), +13 for special abilities (all types), +1 for extra movement type (flying) and +3 for attacks over 2 (8, all told) = Polymork spell + 28 extra spell slots. Assuming they have the hit dice to match the Dragons (part of the requirement), of course. All for 1 minute per level as a Great Wyrm Red Dragon. That'll win you any given encounter, but the equivalent to 8 4th level spells (32 spell slot / levels) probably would anyway...


And yes, I was joking about the Great Wyrm Red Dragon, no one has 41 hd. It was a DM type of joke about the averice of power gamers. And it occured to me, that somewhere, someone would take it seriously and point out the "flaw". *sigh* And yes, I know I left in the supernatural and spell like abilities too. That was done on purpose. I think they should cost (probably more than I have down above) but they are part of the package. Even the defects...


R_Chance wrote:
And yes, I was joking about the Great Wyrm Red Dragon, no one has 41 hd. It was a DM type of joke about the averice of power gamers. And it occured to me, that somewhere, someone would take it seriously and point out the "flaw". *sigh* And yes, I know I left in the supernatural and spell like abilities too. That was done on purpose. I think they should cost (probably more than I have down above) but they are part of the package. Even the defects...

I was in a 3.5 game that went to level 41. . .

But that would be a discussion for whenever Pathfinder Epic Level rules come out.

Maybe there should be a whole series of polymorph spells for specific kinds of monsters. Humanoid Shape I, II, III, etc or Fey Shape I, II, III, etc

All of the polymorph spells can be cast on a willing creature with no ill effect or can be cast offensively and require a Save to resist transformation and a save to resist losing your mind to the new shape.

Then they ditch the general Polymorph spells.


darth_borehd wrote:

Maybe there should be a whole series of polymorph spells for specific kinds of monsters. Humanoid Shape I, II, III, etc or Fey Shape I, II, III, etc

All of the polymorph spells can be cast on a willing creature with no ill effect or can be cast offensively and require a Save to resist transformation and a save to resist losing your mind to the new shape.

Then they ditch the general Polymorph spells.

A good idea, except for the quantity of spells which would replace the basic Polymorph spell. I agree on the save for hostile polymorphing too as opposed to having Polymorph / Baneful Polymorph variations. It would be nice to nail the one spell and call it a job well done though.

Sovereign Court

I think that without adding too much complexity, the Shape spells are definitely the right way to go, but they do lack power against other shapeshifting single-creature spells from outside sources. I know compatibility with other products isn't meant to override the rules fixes, but I don't want to ban spells like Body of War, Bite of the Weretiger, or Trollshape just to keep my wizard from turning into something better than the last of the Plant Shape spells, which so far boasts the best bonuses.

The Shape spells are a great solution, just not quite potent enough yet. Polymorph is obviously broken, but trading away some of the enormous stat bumps the spell gave in favor of some of the more logical shape-based abilities is a good balancing mechanism. At this point, it's probably shifted a little too far into underpowered.

Should casters be able to get several stat bumps better than +4 AND special abilities from one spell at 4th level... probably not. Should the Shape spells be leveled and denied to 4th level casters... again, the pendulum seems to have swung a little too far. With much more potent options available from other sources... spells that aren't as game-breaking as Polymorph and are usually leveled to match their capabilities (Body of War is 7th and mimics a CR 8 creature, while the Bite spells just give some stat adjusts and no real creature powers, similarly at progressively higher levels), the Pathfinder Shape spells are only going to matter to druids in any game that allows other sourcebooks unless they get boosted a little bit.

(although the spells, ironically, are a much more balanced alternative for wildshaping druids... though many druids will just stop wildshaping and cast the Bite spells or something similar if they want the power boost, as the one in my group did)


I haven't been able to start play-testing a Druid under the Alpha (soon to be Beta) rules yet, but I do agree with the following points:

darth_borehd wrote:

Pathfinder made improvements with the separate beast shape, dragon, and plant spells but I feel there is still room for improvement. The polymorph spells just seem to be missing a lot of things you find in fantasy movies and books.

  • There is no way to turn yourself or another creature into a fine or gargantuan (or colossal for that matter) size creature. A high level spellcaster should be able to turn into a really big giant something. And becoming insect-sized has its advantages.

  • No ability to change into vermin. No ability to turn into giant scorpions or monstrous spiders or force enemies to turn into regular sized flies or beetles.

  • You can't impersonate a specific individual. Why? Isn't that a common fantasy element? Like Crouch impersonating Moody in Harry Potter and the Goblet of Fire.

  • I'm not clear if Polymorph Any Object has been removed from Pathfinder. If not, does it still function the same way?

  • No ability to change into oozes. Why?

  • No ability to change into fey. Why?

  • No ability to change into aberrations. Why?

  • It's unclear if Alter Self and the like allow you change into monstrous humanoids.

The ability to transform into Vermin, Fey, Oozes, and Aberrations are going to be very important for all of the Children of Winter and Masters Of Many Forms out there...

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