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“The magics contained herein all pertained to transformations of flesh and bone, some most unwholesome, and others quite wondrous to behold.” The sage confided. “Truly, I fear what madness would ensue if the most powerful of these magics were used frivolously, as beasts would walk like men among us! Would men plow the fields while oxen sat at table? Madness, I tell you! Would chickens decide the fate of nations while courtiers cluck and coo and peck at each other in the yard? Hmm. Bad example, that, but you get my meaning.”
Crippling Transformation
Transmutation
Level: Sor/Wiz 2
Components: V, S, M (a butterfly chrysalis)
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Effect: Ray
Duration: 1 round / level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Crippling transformation represents a failed attempt at producing a baleful polymorph variant. What it does successfully do is cause the target to suffer excruciatingly painful transformations throughout the spell duration. The target is nauseated by pain, unless a Fortitude save is made, but the wracking transformations continue throughout the spell’s duration, and a new save must be made each round to avoid being nauseated and rendered helpless by the pain. Even on rounds where the saving throw is made, the target is still Sickened, although otherwise able to function normally. When the spell ends, the target suffers no lingering pain, although in rare cases (when a natural 1 is made on one of the saving throws) some cosmetic change may remain (mismatched eyes, scaly patches of skin, extra fingers or toes, etc.) that can be removed by a heal or restoration spell.
Fleshforge
Transmutation
Level: Druid 2, Sor/Wiz 3
Components: V, S, M (hide, scale, shell or chitin from a non-magical animal or vermin with an armor bonus and a claw or fang from any animal or vermin of at least large size)
Casting Time: 1 standard action
Range: Touch
Effect: One living creature
Duration: 1 minute / level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
Fleshforge enhances the natural weapons and armor of a single living creature, causing its natural weapons to inflict damage as if the creature were one size class larger, and its natural armor to increase by +2. Note that the natural weapons of a human are fists, which normally inflict 1d3 damage. The effect of this spell not only increases that damage to 1d4, but also allows the individual to strike as if armed, not provoking attacks of opportunity, and also to inflict lethal damage with unarmed attacks.
Wrack
Transmutation
Level: Sor/Wiz 2
Components: V, S, M (some fine bones snapped during the casting)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A single target
Duration: 1 minute / level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Wrack causes the limbs of a single creature to become ravaged, reducing its movement in all categories to one half and inflicting a -2 to attack and damage rolls with physical attacks.
If the target saves, it is unaffected.
Shuddersome Sojourn
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: 10 minutes / level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes
You can cause a recipients arms and legs to transform to allow one of the following movement options; x2 land speed, a swim speed equal to land speed, a climb speed equal to ½ land speed, a burrow speed equal to ½ land speed (earth, sand or snow only, not ice or stone) or a fly speed equal to land speed. In all cases, speed is based off of the individuals unmodified base speed (and not including enhancements from class features, spells or feats), modified afterwards for any encumbrance (or other effects). The alteration cannot be changed once selected if cast upon another person, but if you cast it upon yourself, you can select a different movement type as a standard action up to once per round. Note that arms and legs are not usable for non-movement purposes during the duration of this effect (arms elongate and posture changes to quadripedal movement to gain the x2 land speed, for instance), although you can choose to end the spell early.
Chimerical Transformation
Transmutation
Level: Sor/Wiz 5
Components: V, S, M (herbs and oils worth 2500 gp, one pint of humanoid blood)
Casting Time: 1 hour
Range: Close
Effect: One creature of the animal or vermin type
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Chimerical transformation changes the animal or vermin selected into an anthropomorphic animal, using the attributes presented in Savage Species.

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cool stuff. Say, what do you do when your not posting your new creations? Anyway, by all means; don't stop!
Work is mind-numbing, so I end up creating stuff in my head to stave off the boredom. Usually it's stuff that will never leave my skull, because they can't all be gems (and there's some ideas I've had that would be considered cruel to animals to call dogs or turkeys), but occasionally something polish-able washes ashore amidst the free-association detritus.
I spend more time bolding and italicizing stuff, trying to get the formatting professional looking, than actually coming up with this stuff!
Glad ya like it!
And, somehow, that inspired a Goblin 'turducken' recipe that involves stuffing a giant rat into a dog into a horse, and slow-roasting the whole shebang! The eternal mystery that is my brain...