Shade used CR+X as a placeholder until we figured out the CR. Then he went back and put in the specific value at the end (except when he forgot).
That's OK by me, so I guess I might as well put it in the Working Drafts:
Updating the
Walking Egg Working Draft and
Wingless Wonder Working Draft.
How about this for the
In Faerun text:
In Faerûn
In recent years it has been fashionable for powerful wizards to use
polymorph any object to transform their rivals into wingless wonders. Such transformed wonders cannot speak or perform precise gestures so are unable to cast spells with verbal or somatic components, so most are stuck in alkada form until they can find someone to break the enchantment upon them.
Given that a typical wingless wonder is SR 23, I'd go for a flat SR 23 in the spell also.
That's my preferred solution.
Revising...
Wonderform
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent (D)
This spell functions like
shapechange, except it enables you to assume the form of a wingless wonder. You gain all extraordinary and supernatural abilities of a wingless wonder, including its continuous
mind blank and spell resistance 23, but you lose your own supernatural abilities.
While in
wonderform, alignment detection abilities register you as chaotic neutral. Other alignment-dependent effects, such as a
chaos hammer spell or an
axiomatic weapon bestowing a negative level on chaotic creatures, will affect you according to your actual alignment.
The
wonderform spell ends instantly if you assume the form of another creature but is otherwise permanent until the spell is broken, you even remain in
wonderform should you be killed. Any parts of your body that are cut from you (i.e. the wingless wonder's tentacles) do not revert to their original forms.
You can cast spells and use spell-like abilities while in
wonderform. Material components that melded into your body when you assumed
wonderform can be used to cast spells but are otherwise nonfunctional. Wingless wonders are incapable of meaningful speech, any verbal spell components you utter sound like high-pitched chittering but still function normally. You use your tentacles to perform any somatic components a spell might have.
Other creatures who observe you spellcasting have a -20 penalty on Spellcraft check to identify a spell you cast, due to the
wonderform's perturbation of the spell's components.
The alien structure of a wingless wonder's brain puts great strain on your mind. At the end of every 24 hours you spend in
wonderform you must succeed at a Will save (DC 15 +1 per day after the first) or take 1d4 Intelligence damage. This damage cannot reduce your Intelligence to below Int 6 (the average score of a wingless wonder), but if your Intelligence is reduced to 6 or lower you lost the ability to dismiss the
wonderform spell and will remain a wingless wonder permanently unless another effect breaks the
wonderform spell.
There are tales of spellcasters wandering for decades in the shape of a wingless wonder before encountering a helpful creature able to use
break enchantment or
polymorph to return them to normal.