Homebrew transmutation (polymorph) spells - requesting input and advice, please


Homebrew and House Rules


So... I hate when I do this. I'm running Ashes at Dawn and chose to tweak the module to fit a more, ahem, intrigue-oriented play style. In the process, I managed to give the villain access to a spell which... apparently doesn't exist! WHOOPS! Now, I could default to the rule of cool, or "because I'm the GM and I said so", but that's not how I roll. To make up for this blunder, I've decided to develop a few spells which do what this non-existent spell should have done, with progressive degrees of effectiveness. The intent of these spells (specifically the lowest level version) is to allow a creature to masquerade as another creature of its creature type, as a temporary transformation which removes all of their initial abilities and replaces them with those of the new form.

So, without further ado, I present:

Viscera Vicissitude:

School: Transmutation (polymorph)
Level: Alchemist (3), Bard (3), Magus (3), Sorcerer/Wizard (3), Witch (3)
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Target: you
Duration: special (D) (see text)

Fully transform yourself into another form of your base type.

When you cast this spell, you completely alter your form, assuming another form within your creature type. All racial traits (inleveluding Ability Score Racial Traits) and abilities attributed to your natural form are lost, being replaced by all racial traits and abilities attributed to your newly adopted form. Your new form must be of the same Type (Dragon, Humanoid, Outsider, Undead, etc) as your natural form. This spell cannot be used, for example, to change a human into an aasimar, because humans are humanoids (human subtype) and aasimar are outsiders (native subtype). This spell could, however, allow a vampire (undead, enhanced subtype) to assume the form of a spectre (undead, incorporeal subtype). Your features in the new form resemble those of your natural form as levelosely as is reasonably possible, but a drastic form change (such as from elf to ratfolk) may grant up to a +10 disguise bonus, at the GM’s discretion. This bonus is not cumulative with disguise bonuses gained from other sources, such as the Disguise Self spell. In such cases, only apply the highest bonus.

Exceptions:
• A human using this spell to become another form does not lose their racial bonus feat or skilled traits. Alternate racial traits, however, which would replace these traits, such as Awareness and Comprehensive Education, are lost for the duration of the transformation.
• Humanoids (non-human) who transforms into a human do not gain the bonus feat or skilled traits attributed to being human.
• Humanoids whose natural form possesses a uniform Ability Score Racial Trait; such as dwarf, elf, gnome, and halfling; who assume a form with a flexible Ability Score Racial Trait; such as human, half-elf, and half-orc; must select one of the ability scores which received an increase to benefit from the new form’s Ability Score Racial Trait. For example: An elf taking the form of a human must select Dexterity or Intelligence as their new Ability Score Racial Trait (essentially losing the +2 racial modifier to the other ability score, but also losing the -2 penalty to Constitution for the duration of the spell.)
• A creature whose natural form gains a flexible Ability Score Racial Trait; such as human, half-elf, and half-orc; transforming into another form with a flexible Ability Score Racial Trait cannot shift this modifier to another ability score.
• Humans with the Dual Talent alternate racial trait who assume another form which naturally benefits from a flexible Ability Score Racial Trait, such as half-elf and half-orc, may choose only one of their racially modified abilities to keep modified. The other ability score loses the benefit of the Dual Talent race trait.
• Newly adopted forms cannot render the caster mindless. If a new form is naturally such, the caster simply loses any Ability Score Racial Trait granting an increase to intelligence.

The following table illustrates the duration of the spell based on factors of the new form as the compare to the base form:

Spell Duration | Subtype | Size | CR Adjustment
24 hours | Same as base form | Same as base form | Same as base form or less
1 hour/level | Different from base form | Same as base form | Same as base form or less
1 hour/level | Same as base form | One size larger or smaller | Same as base form or less
1 hour/level | Same as base form | Same as base form | Up to base form +1
10 minutes/level | Different from base form | One size larger or smaller | Same as base form or less
10 minutes/level | Different from base form | Same as base form | Up to base form +1
10 minutes/level | Same as base form | One size larger or smaller | Up to base form +1
10 minutes/level | Same as base form | Same as base form | Up to base form +2
1 minute/level | Different from base form | One size larger or smaller | Up to base form +1
1 minute/level | Different from base form | Same as base form | Up to base form +2
1 minute/level | Same as base form | One size larger or smaller | Up to base form +2
Invalid Combo | Different from base form | One size larger or smaller | Up to base form +2

If the base form and the new form do not share the same corporeality, the spell duration decreases by 2 categories (from 24 hours to 10 min/level, from 1 hour/level to 1 min/level, from 10 min/level or less to Invalid). Additionally, if the base form and new form do not share the same corporeality, the spell is not dismissible. The caster may, instead, define the duration (up to maximum possible) at the time of casting, but then must allow the spell to run its full (pre-determined) duration. The predetermined duration must be defined by the duration increments -- 10 minute or 1 minute increments, as applicable. This could potentially make this spell quite a gamble for a creature which is naturally incorporeal!

With the above exception, forms which do not have a subtype (ex, Zombie is type undead with no subtype) count as “same as base form” when calculating spell duration. Aside from the “Invalid Combo” listing, this spell cannot be employed if it would alter the caster’s size by more than one category, or if it has a CR adjustment more than 2 greater than the caster’s base form. Choosing a form with a CR adjustment below your own does not offset any of the other spell duration factors. For example, a Dread Wraith Sovereign (CR Adjustment +4, undead with incorporeal subtype) employing this spell to take on the form of a standard zombie (CR Adjustment +0, corporeal undead with no subtype) would have a (maximum) spell duration of 10 minutes/level. Any form adopted must be basically the same shape as the caster’s base form.

Employing this spell does not change any of the caster’s class-based abilities or racial hit dice (as applicable), unless ability score adjustment serve to disqualify the caster from using said abilities. The caster’s alignment does not change, even if the new form has a form-specific alignment. This spell does not work in conjunction with other polymorph spells. Thus, a humanoid caster could not employ an Undead Anatomy spell to change their type to undead, and then employ Viscera Vicissitude to augment or alter this temporary undead form. Viscera Vicissitude would essentially “see through” the other spell, allowing the caster to become a different type of humanoid.

Finally, Viscera Vicissitude may not be used to stack templates on the new form. An undead caster could become a zombie, but not a fast zombie, for example.

I need serious help with brevity, here! Whenever I write stuff like this, I get very long winded. UGH!!! Anyway, moving onward, next up is:

Viscera Vicissitude, Improved:

School: Transmutation (polymorph)
Level: Alchemist (6), Bard (6), Magus (6), Sorcerer/Wizard (6), Witch (6)
Components: V, S, M (A vial of blood of the caster’s creature type mixed with black and white pearl dust worth at least 500 gp)
Duration: 4 hours (D) (see text)

This spell functions as Viscera Vicissitude, except the duration is always 4 hours, regardless of subtype, size, and CR adjustment differential combinations. Casters may select forms with a CR Adjustment up to +3 greater and/or up to two size categories larger or smaller than their base form. Casters may also apply any templates available to this new form (even if said template would change their creature type, such as with Celestial and Infernal), provided they don’t increase the new form’s CR Adjustment above +3 greater than that of their base form. Swarm, horde, and similar templates which would cause the caster to assume the form of multiple creatures are prohibited. Finally, the caster may change their form, within the constraints of this spell as it applies against their base form, up to once every 10 minutes as a full-round action which provokes attacks of opportunity. Changing form in this manner reduces the duration of this spell by 10 minutes. The caster can choose to return to their base form (unenhanced) as a free action which does not provoke attacks of opportunity, while still maintaining the spell. Changing to base form does not reduce the duration of the spell, but changing from base form to another again functions as previously described.

Note: It is theoretically possible to adopt the form of a creature not normally of the caster’s creature type, provided templates are available which could alter the creature’s base type to that of the caster. GM’s are encouraged to exercise discretion when employing or allowing players to employ this spell.

... and finally:

Viscera Vicissitude, Greater:

School: Transmutation (polymorph)
Level: Alchemist (8), Bard (8), Magus (8), Sorcerer/Wizard (8), Witch (8)
Components: V, S, M (A flask of the caster’s blood mixed with sapphire (caster good), emerald (caster neutral), or ruby (caster evil) dust worth at least 1,000 gp)
Duration: 10 minutes/level (D)

This spell functions as Viscera Vicissitude, Improved, except as follows: the duration is always 10 minutes/level, casters may select forms up to +4 CR Adjustment and/or up to 3 size categories larger or smaller than their base form, newly adopted forms can be of any shape (not restricted to the caster’s general shape, as described in Viscera Vicissitude), there are no prohibited templates, the caster may change form up to once per round as a swift action that does not provoke attacks of opportunity, and changing forms does not reduce the duration of this spell.

Any input is appreciated. Are they too powerful? Too weak? Too weird? Too confusing? Is there some loophole I missed which could put these over the top? Did I make this available to too many spell caster lists, or not enough, or to the wrong combination? Do you have suggestions to make them (especially the first) more concise and less wordy?

Any help/input/feedback would be greatly appreciated. I want to make these available to my players, but I don't want to break Pathfinder. Hahaha!

Thanks in advance!

RPG Superstar 2015 Top 8

I wouldn't sweat it. Even in published adventures you sometimes need to adjust an encounter because the monster's abilities don't work the way the author assumed they would. It shouldn't happen, but as long as it stays the exception, nobody will care. And a creature variant/template is a perfectly reasonable way to give your creatures new abilities without making them available as PC options.

I'm not familiar with the module. What are you trying to achieve that can't be achieved with existing transmutation spells?


So, the main villain (well, for the first portion) is a vampire. In the module, as written, a nosferatu (basically a vampire variant) is presented to the players as a (wrongful) suspect in a series of vampire slayings. Rather than just railroad the players and force-feed them the information, I took an alternative approach of giving all of the (cleverly concealed) vampires... PERSONALITIES! *GASP*

And rather than just say "Hey, this ugly vampire variant is a suspect. Interrogate him", I chose to have the actual killer stage a murder just for the PCs (he's been spying on them... and he's their "friend", hahaha!) disguised as the nosferatu (portrayed as the creepy mortician... the players didn't care for him. Perfect setup, right!?)

In order to pull off this dastardly deed, the killer employs a couple of spells and magic items. He uses a Hat of Disguise to make himself look like the nosferatu. And he employs a spell scroll to temporarily change himself from a standard vampire to a nosferatu, with all the abilities in question.

So, that last part was the tricky part. I thought for sure there was a spell that (specifically) allowed an undead to take the form of another undead. I was convinced I ran across such a spell, so I just ran with it as if it existed. But it doesn't exist. So, rather than use GM Fiat (I hate "because I said so"), I thought I'd just create a spell (more versatile than the mythical one that I thought existed) and present it to the party for their own use, once the killer is caught (which should be within the next two Saturdays).

RPG Superstar 2015 Top 8

You might want to put that information between spoiler-brackets.

Spoiler:
So how did you create the impression that the murderer is a nosferatu and not a normal vampire? Swarm form and telepathy seem like the most iconic abilities for a nosferatu. These are indeed hard to replicate.
I would suggest a different approach. In place of using a spell, maybe the real murderer used a ritual involving nosferatu blood to temporarily gain the creature's abilities. That offers a reasonable explanation and could even offer additional clues for the PCs to figure out that something is not as it seems.


I didn't actually give much away that the players wouldn't find out very early in the game. The way the module opens (knowledge the players are given right out of the gate after getting to Caliphas)...

Kinda Spoiler-ish:
...the day after arriving at Caliphas a town crier is heard shouting something to the effect "There's been another murder...", and the PCs are expected to investigate the murder. When they do, they quickly and easily discover clues the victim was a vampire (when it's dragged out into the light, it instantly burns to ash (hence the name of the module, Ashes at Dawn. A little (very little) more investigation reveals there were, in fact, a total of three vampires killed. They had been staked to the roof of a building, and two more stakes (and the ashen silhouettes of bodies) can be found on the roof. The constable unflappably denies the existence of vampires in Caliphas, despite the overwhelming evidence. (He's human, but no good reason is given for his denial of the evidence.)

In short order, after a few minor distractions, the PCs will find themselves heading into the vampire underground to meet with the head of the vamps. They (the vampire underground) will already have caught and imprisoned a suspect, a nosferatu, who the PCs are tasked to interrogate (they will find he is innocent, but has useful information regarding the Whispering Way cult, the PCs main quest.)

Given that information...

Actual Spoilers:
...the PCs will continue their investigations, which will lead them to the real killer, who is actually a vampire working for the Whispering Way. He's a lesser noble who is eliminating more influential vampires. Also, he's using a special drug to give vampire thralls "free will", though, as the drug dealer, this makes them loyal to him!

My reasons...

More Spoilers:
...is because the real killer is not a spell caster of any kind. He's a mid-high level rogue with the spy archetype who has high ranks in UMD (among other deception-centric skills), and utilizes a Wand of Halt Undead to keep his prey from getting away and make his task of killing them that much easier.

Because I took a different approach to the game, I didn't have the nosferatu NPC be a suspect in the murders out of the gate. Instead, I had the *ahem* SPY/killer (who, in my game, befriended the PCs) spy upon the PCs to always be one step ahead. When they started getting enough clues, they decide to set up a sting operation (using other vampires they've befriended) as bait. The spy, being aware of this, decides to "play along", but only to throw them off his trail and eliminate a potential loose end. So, he decides to disguise himself as the nosferatu, setting him up as the patsy for his murders. The PCs don't like the nosferatu, anyway, information the killer is also privy to, so he's the perfect fall guy. The killer figures the players (who actually LOATHE undead), will "shoot first and ask questions... never."

Since the killer is not a spellcaster, he can't simply cast spells to emulate the abilities of a Nosferatu. However, he does have a high UMD, so he could use scrolls, wands, and potions to assist in his disguise. This is where my spells above come in. As the spell I thought existed actually does not, I needed a spell that would temporarily strip the killer of his normal vampire abilities, and bestow upon him the abilities of another type of undead (a nosferatu). To play it up, he goes out of his way to not only let his face be seen (as the nosferatu NPC), but he also utilizes nosferatu-specific abilities to augment his stolen identity! Telekinesis (on one of the PCs) and Swarm Form (as his means of escape), specifically. The suggestion of the ritual is good, but doesn't fit with the villain, being a non-caster, a cold-blooded killer, and basically a pompous noble. A (preferably) potion-able spell is the optimal route, though any spell which could be used through a potion, scroll, wand, or similar device with UMD would do the trick.


Since I avoid at all costs the use of DM Fiat ("Because I'm the GM and I said so), and prefer to utilize spells and tactics I would permit my players to use, in similar circumstances, I wanted to create a spell (or series of spells) which would do the trick, then let the players get their hands on the spell(s) themselves.

So... I'm looking for feedback on my spells. I want to make sure everything seems balanced, logical, and... well, etc, etc.


So, I'm gonna bump this real quick. Any feedback on my homebrew spells would be appreciated, even if that feedback is to let me know the spells seem balanced.

If they do not appear balanced, if anything is off about them, or if anyone has suggestions on how I can make them less wordy, I would greatly appreciate the feedback.

Thanks!


I just realized, while editing my spells I had Word replace "CL" with "level". Apparently it replace all iterations of the "CL" letter combination, not just the two independent letters, so some of the words appear confusing. For example, the word "levelosely" is actual supposed to be "closely", but the "cl" portion was replaced with "level". I'll fix that when I get home. I'm sure there are other example. I'll fine-tooth-comb the spells when I get the chance.

RPG Superstar 2015 Top 8

I see. Simulacrum might do the trick, but it's fairly high level.

There is a reason why polymorph spells are not only restricted by creature type, but also limited in the selection of abilities that can be obtained. It keeps things simple and it insures that you can't exploit these spells. Take a look at the polymorph subschool in the Magic section of the CRB. Your spells break established baselines for polymorph spells (no templates, no specific creatures). It can't be a polymorph spell, since it doesn't follow the rules for polymorph. Even shapechange doesn't let you do these things.

I get that you want to fix a mistake and I find it laudable that you want to ensure that both the GM and the players use the same set of rules. But your solution makes things a lot messier. Your players will notice that you created that spell for the sole purpose of explaining what happened. It's not different from using GM fiat, except that you point out that you made a mistake (and set it in stone by creating a spell that is available to everyone). As a player, I wouldn't question a vampire with some unique ability to mimic the abilities of other vampires, as long as it is somehow plausible (a certain bloodline, ritual, or other ability that gets explained at some point). Creating a flawed spell to cover up logical flaws is far less forgivable.

If you want it to be a spell, you could make it a necromancy spell that affects only undead. Then it wouldn't have to follow the polymorph rules, you would have less cornercases to cover, and you wouldn't have to worry about your players getting access to the spell.


Thank you for not helping me at all.

A response that of "just use GM fiat", essentially, when I WILL NOT do that, is not helpful. Telling me that my spells are so broken they cannot be fixed in anyway is not only not helpful, it's a big a slap in the face. I have NO PROBLEM telling my players I messed up. I'm fallible. I was 100% certain there was a spell that did what I needed, and I was 100% wrong.

There are a lot of obscure rules in Pathfinder. We (my group) find new things all the time. I already told them it was an obscure spell. Now I pretty much have to create said obscure spell. If I can't get feedback regarding these spells, then I guess I cross my fingers and hope for the best. The only feedback that was in any way useful was how my spell was breaking the rules. *sigh* Sometimes I miss the old days, when polymorph spells changed you into actual creatures, rather than just giving you a handful of abilities that might not suit your intents.

RPG Superstar 2015 Top 8

Sorry if I wasn't helpful. It is obvious that you put some thought and effort into designing this spell. But it is my honest opinion that it is not a good way to address your problem and that the spell breaks some established baselines which I would rather avoid. It's your game and you know your players best. If you are willing to deal with the ramifications, nobody is going to stop you.


In the end, I think what I was really trying to get at, is it doesn't really matter WHY I'm creating these spells; and I realize that prefacing my original post with the why of it could be cause for confusion; rather, whatever my reasons, what I was really looking for was feedback on the spells themselves, not alternative options for the why of them. It's been a long time (3.0 D&D) since I've created custom content for a game, and even longer (2nd Ed. AD&D) since I delved into spell creation. As such, I'm a little rusty and not familiar with all the rules on spell creation, let alone the specific rules which may or may not apply to a given spell specialty (such as Transmutation (polymorph) spells).

I really just wanted feedback and advice on the spells I designed. Consider what I posted to be the "rough draft" phase of their development. I'm looking for advice on how to make the spells actually work without skirting the rules (too much), how to make them balanced against other spells (not OP), what caster classes should have access to them and at what levels, etc. All this, and still make them function in the way that suited my needs. If I strip away the core reason for why I'm creating the spell(s), and in the end they don't cover that reason, then why did I even bother making them in the first place, right?

I apologize for getting snippy earlier. I was already having a rough day, so I was already on the defensive when I logged in. I was hoping to finally get some constructive criticism regarding the spells, so your response was very upsetting. I realize there are holes in my spells. Heck, my highest level version refers to caster levels of classes which can never attain said caster levels, and that's just a minor observation of my own!

I'm feeling like it's either back to the drawing board, scrapping the entire thing and starting over, or I'm going to have to hope I can find all the holes myself and figure out how to patch them. I'm going to assume the first option is my best bet, and go read up on the guidelines for spell creation so I can pull my hair out at how restricting it seems those guidelines must be.

Ugh.

RPG Superstar 2015 Top 8

Alright. So lets focus on the spell. If I understand it correctly, the spell
a) allows the caster to transform into a specific creature,
b) allows the caster to duplicate the creature's abilities,
c) is restricted by type, size, and CR, and
d) includes the option to transform into creatures with templates (in its higher versions).

I think it tries to do too much at the same time.

A spell that only does a) would be pretty powerful on its own. It should be at least 4th level (the same level as lesser simulacrum, which does something similar). By the way, I think it would be more elegant to make it an illusion (shadow) spell with thematic ties to simulacrum than transmutation (polymorph).

Concerning b): You remove the restrictions of polymorph and reintroduce new limitations with c). That makes your spell overly complicated and possibly very broken. PCs aren't supposed to have general access to powerful monster abilities. From now on, whenever you build an encounter, you have to ask yourself: can my PCs break the game when they us this spell? I'm pretty sure I wouldn't want to see a player with a tiefling sorcerer running around as a succubus at character level 6.
If you want to do it anyway, my suggestion would be--going with the simulacrum theme--to limit it to nonmagical (extraordinary) abilities. Another option would be to have them work like shadow conjuration spells (you infuse yourself with shadow stuff, therefore your newly-gained abilities are only partially real). The spell should be at least 6th level and probably be limited by duration (rounds/level).

For similar reasons, I would definitely avoid d). I like using templates to make my monsters more interesting (so much that I wrote a whole bunch of them) and I don't want to have to ask myself every time how my players could break the game if they would have access to these abilities.
If you want to do it anyway, my suggestion would be to create a spell (or a series of spells) that only grants a specific (selected) template. Vampire form could turn you into a vampire, fiend-form grants you the fiendish template, etc. That way, you have a better control over the abilities your players can access.


Well, there are definitely holes in my design, which is why I requested feedback.

Regarding your succubus example, as there is no template for a succubus as a character, I had to apply the succubus to the rules for Creating New Races. Before even getting past the "Defenses" stat block, I was already at approximately 32 build points, putting this at a CR +2 before moving forward. Combined with the fact the succubus has multiple different subtypes not shared by the tiefling (which is just "native"), this combination (+2 (min) CR AND different subtype) invalidates the succubus as an option. If you figure each "at will" SLA is worth approximately Spell Level +2 build points (based on the Drow Noble example), the succubus has approximately 35 build points worth of at-will SLA, putting it now at approximately 67 build points! If you figure every 10 build points over 10 is worth 1 CR, that puts the succubus at around CR +5, before delving into energy drain, 1/day SLA, Shape Change special quality, Profane Gift special attack, estimated ability score modifiers, flight speed, and natural attacks... there is no way the base version of Viscera Vicissitude would allow the caster to become such a powerful creature! ;)

(I am aware that a lot of approximating would have to be involved with certain creatures, such as the succubus example! And the GM always has the final say on what they will allow, so players should always ask before attempting something which may be construed as too powerful.)

A player using this spell would have to do a LOT of work to determine what creatures it's type would qualify for, and a good GM will not stop the game mid-fight for a player to spend hours pouring over creatures to figure out what they can qualify for. That should be research done outside of game (and perhaps role-played in as something they do when they're not dungeon delving).


Theoretically, I could restrict the spell to allowing creatures to apply templates to themselves for which their type would qualify (as applying templates to creatures via Summon Monster, Animate Dead, and similar spells), within the limits of the spell (no changing your base type with base Viscera Vicissitude, for example), while simultaneously (for the duration of the spell) removing any templates which they may already have (if applicable). That's a little cleaner, but detracts from the spirit of the spell (as many creatures do not have templates). Making such an alteration would eliminate a player being able to, for example, have a human wizard take the form of an elf. I'm fairly certain there is no elf template.

Yes, I realize this is a complex endeavor. But it could be a cool spell (or series of spells) if it can be made to work within the rules (or very closely skirting them).


There are other aspects of these spells which, while not expressed, are implied. These spells do not change the caster's level, hit dice, hit die type, skill ranks, feats, languages spoken, selected traits (not to be confused with inherent racial traits), or anything else which would be attributed to knowledge gained via experience and being a character (or creature) with levels in classes.

None of those "learned" traits are lost or gained, so becoming a creature which normally has, say, Toughness would not confer that feat to the caster. You don't suddenly get Multiattack because monsters of that type have it... it's generally understood monsters have feats as part of learning how to be what they are, or as part of their inherent nature. The caster isn't naturally whatever it's transforming into, and didn't grow up as that kind of creature, so they won't benefit from that education/nature.

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