Ok that one works.
First off we have polymorph from the 3.5 SRD:
Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Material Component: An empty cocoon.
And here is the C&C version:
Polymorph: This spell has two versions, polymorph self or polymorph other.
Polymorph Self: The caster takes the form of another creature. The new form can range in size from as small as a hummingbird to a size up to twice the caster's normal height. The caster can change his or her form as often as desired during the spell's duration. Each transformation takes one round.
The polymorphed character acquires the physical and natural abilities of the creature polymorphed into while retaining his or her own mind. Physical and natural abilities include natural size, armor, natural weapons, and similar physical qualities. A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, but not magical flight and other magical forms of travel. Other nonmagical abilities, such as vision, are considered natural abilities. The caster does not gain the spell-like abilities of the new form. The character does not gain the supernatural abilities or the extraordinary abilities of the new creature.
The character can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal rangers for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under the character's control, but must fall within the norms for the new form's species. The character can be changed into a member of his or her own species.
The caster retains his mental abilities, prime attribute designations, level and class, hit points, alignment, and base to hit bonus. New strength, dexterity, and constitution scores may affect final attack bonuses. The character retains his or her own type, extraordinary abilities, spells, and spell-like abilities. The character can cast spells, but needs a humanlike voice for verbal components and humanlike hands for somatic components.
When the polymorph occurs, the caster's equipment, if any, transforms to match the new form. If the new form is a creature that does not use equipment, the equipment melds into the new form and becomes nonfunctional. Components and foci melded in this way cannot be used to cast spells. If the new form uses equipment, the caster's equipment changes to match the new form and retains its properties. Incorporeal or gaseous forms cannot be assumed.
Upon changing, the character regains 1d4 hit points. If slain, the character reverts to his or her original form, but remains dead.
CT 1, D 10min/lvl, Comp V.
Polymorph Other: The caster causes another creature to assume the body, abilities and potentially the consciousness of another form of another creature. An unwilling target gets a Wis save to resist the spell. Additionally, a creature polymorphed into the form of another risks assuming the consciousness of the new form. For every 12 hours spent in the new form, the creature must succeed at a Wis save or become a member of the species in question in both form and consciousness, forgetting everything associated with the prior form, including friends, family, experiences, and training. If the magic is dispelled, any creature surviving the reverse transformation regains its former memories and personality.
In all other regards, this spell acts like polymorph self. Size can be no larger than twice the creature's normal height. The caster retains control over minor physical qualities and significant physical qualities Upon changing, the creature regains 1d4 hit points. If slain, the creature reverts to his or her original form, but remains dead. CT 1, R 50 ft, T one creature, D permanent, Sv Wis negates (h), SR yes, Comp V, S, M (butterfly wings).
So you actually picked one that is longer and more detailed but, in this case, I like the more detailed version as it answeres questions the 3.5 version does not. Of course, the fact that it's more like the 2e version of polymorph is also nice for me. In any case, generally speaking, spells in C&C are shorter than their 3e counterparts but this is one of the exceptions. Of course, also keep in mind that this spell is also two spells from 3e.
