Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Polymorph any object and swallowed whole-what happens?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="frankthedm" data-source="post: 1474168" data-attributes="member: 1164"><p><span style="color: cyan"><span style="font-size: 9px">Polymorph Any Object</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Transmutation</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Level: Sor/Wiz 8, Trickery 8</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Components: V, S, M/DF</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Casting Time: 1 action</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Range: Close (25 ft. + 5 ft./2 levels)</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Target: One creature or object</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Duration: See text</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Saving Throw: Will negates (object) (see text)</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Spell Resistance: Yes (object)</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">This spell changes one object or creature into another. The new form can range in size from Diminutive to one size larger than the subject’s normal form. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature or object reverts to its original form, though it remains dead.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The target acquires the physical and natural abilities of the creature or object it has been polymorphed into while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. The subject also takes the Intelligence score of the creature or object it has been polymorphed into. Natural abilities include armor, natural weapons, and similar gross 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. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Any part of the body or piece of equipment that is separated from the whole reverts to its original form.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The creature’s new scores and faculties are average ones for the race or species into which it has been transformed.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The subject retains its Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) If the original form didn’t have a Wisdom or Charisma score, it gains those scores of the new form.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The subject retains its own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The subject can cast spells for which it has components. It needs a humanlike voice for verbal components and humanlike hands for somatic components. The subject does not gain the spell-like abilities of its new form. The subject does not gain the supernatural abilities or the extraordinary abilities of the new creature.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The new form can be disorienting. Any time the polymorphed creature is in a stressful or demanding situation (such as combat), the creature must succeed at a Will save (DC 19) or suffer a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Creatures who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM’s discretion).</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">When the polymorph occurs, the creature’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. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment, the subject’s equipment changes to match the new form and retains its properties.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The character can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges 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 subject can be changed into a member of its own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.)</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The subject is effectively disguised as an average member of the new form’s race. If the character uses this spell to create a disguise, the character get a +10 bonus on the character's Disguise check.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The DM determines the duration by using the following guidelines:</span></span></p><p><span style="color: cyan"><span style="font-size: 9px"> Increase to</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Changed Subject Is: Duration Factor*</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">------------------- ----------------</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Same kingdom (animal, vegetable, mineral) +5</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Same class (mammals, fungi, metals, etc.) +2</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Same size +2</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Related (twig is to tree, wolf fur is to wolf, etc.) +2</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Same or lower Intelligence +2</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">*Add all that apply. Look up the total on the next table.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Duration</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Factor Example Duration</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">-------- ------- --------</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">0 Pebble to human 20 minutes</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">2 Marionette to human 1 hour</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">4 Human to marionette 3 hours</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">5 Lizard to manticore 12 hours</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">6 Sheep to wool coat 2 days</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">7 Shrew to manticore 1 week</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">9+ Manticore to shrew Permanent</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">This spell cannot create material of great intrinsic value.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">This spell can also be used to duplicate the effects of polymorph other, flesh to stone, stone to flesh, transmute mud to rock, transmute water to dust, or transmute rock to mud.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px"></span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Polymorph Other</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Transmutation</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Level: Sor/Wiz 4</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Components: V, S, M</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Casting Time: 1 action</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Range: Medium (100 ft. + 10 ft./level)</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Target: One creature</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Duration: Permanent</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Saving Throw: Fortitude negates</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Spell Resistance: Yes</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Polymorph other changes the subject into another form of creature. The new form can range in size from Diminutive to one size larger than the subject’s normal form. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature reverts to its original form, though it remains dead.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The polymorphed creature acquires the physical and natural abilities of the creature it has been polymorphed into while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross 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. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Any part of the body or piece of equipment that is separated from the whole reverts to its original form.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The creature’s new scores and faculties are average ones for the race or species into which it has been transformed. </span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The subject retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The subject retains its own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The subject can cast spells for which it has components. It needs a humanlike voice for verbal components and humanlike hands for somatic components. The subject does not gain the spell-like abilities of its new form. The subject does not gain the supernatural abilities or the extraordinary abilities of the new creature.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The new form can be disorienting. Any time the polymorphed creature is in a stressful or demanding situation (such as combat), the creature must succeed at a Will save (DC 19) or suffer a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Creatures who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM’s discretion).</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">When the polymorph occurs, the creature’s equipment, if any, transforms to match the new form. If the new form is a creature who does not use equipment, the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment, the subject’s equipment changes to match the new form and retains its properties.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The character can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges 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 subject can be changed into a member of its own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.)</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The subject is effectively disguised as an average member of the new form’s race. If the character uses this spell to create a disguise, the character get a +10 bonus on the character's Disguise check.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px"></span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Polymorph Self</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Transmutation</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Level: Rgr 4, Sor/Wiz 4</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Components: V</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Casting Time: 1 action</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Range: Personal</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Target: The character</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Duration: 1 hour/level (D)</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Saving Throw: Fortitude negates</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Spell Resistance: Yes</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The caster is changed into another form of creature. The new form can range in size from Diminutive to one size larger than the caster’s normal form. Upon changing, the character regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the caster further). If slain, the character reverts to his or her original form, though the creature remains dead.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The polymorphed character acquires the physical and natural abilities of the creature he or she has been polymorphed into while retaining his or her own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross 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. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Any part of the body or piece of equipment that is separated from the whole reverts to its original form.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The character’s new scores and faculties are average ones for the race or species into which he or she has been transformed. </span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The character retains his or her Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in the character’s Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The character retains his or her own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The character can cast spells for which he or she has components. The character needs a humanlike voice for verbal components and humanlike hands for somatic components. 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.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The new form can be disorienting. Any time the polymorphed character is in a stressful or demanding situation (such as combat), the caster must succeed at a Will save (DC 19) or suffer a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Characters who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM’s discretion).</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">When the polymorph occurs, the character’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. Material components and focuses 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.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The character can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges 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 or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.)</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The character is effectively disguised as an average member of the new form’s race. If the character uses this spell to create a disguise, the character gets a +10 bonus on the character's Disguise check.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action.</span></span></p><p><span style="color: cyan"><span style="font-size: 9px">The character can change form as often as desired for the duration of the spell simply by willing it so. Each change is a full-round action. The character regains hit points as if having rested for a day only from the initial transformation, however.</span></span></p><p></p><p>Kaiju....very nasty critters. Think of them as a Godzilla template. </p><p></p><p></p><p>I would say that the dead cleric and goodies are possesions [specificly food] of the critter at time of casting and so change as appropriate. </p><p></p><p>as for problems....</p><p></p><p>you now have to FIND a very dinky centapede in a place likely strewn with rubble from a collosal critters devastation. </p><p></p><p>whatever attack you kill the centapede with will be on a scale to likely devastate the clerics equipment. shrunk or melded that gear is gonna smear!</p><p></p><p>Death of the centapede will result in a messy kaiju corpse meaning you have to find the equipment as it soaks in the acid.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 1474168, member: 1164"] [COLOR=cyan][SIZE=1]Polymorph Any Object Transmutation Level: Sor/Wiz 8, Trickery 8 Components: V, S, M/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or object Duration: See text Saving Throw: Will negates (object) (see text) Spell Resistance: Yes (object) This spell changes one object or creature into another. The new form can range in size from Diminutive to one size larger than the subject’s normal form. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature or object reverts to its original form, though it remains dead. The target acquires the physical and natural abilities of the creature or object it has been polymorphed into while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. The subject also takes the Intelligence score of the creature or object it has been polymorphed into. Natural abilities include armor, natural weapons, and similar gross 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. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained. Any part of the body or piece of equipment that is separated from the whole reverts to its original form. The creature’s new scores and faculties are average ones for the race or species into which it has been transformed. The subject retains its Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) If the original form didn’t have a Wisdom or Charisma score, it gains those scores of the new form. The subject retains its own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The subject can cast spells for which it has components. It needs a humanlike voice for verbal components and humanlike hands for somatic components. The subject does not gain the spell-like abilities of its new form. The subject does not gain the supernatural abilities or the extraordinary abilities of the new creature. The new form can be disorienting. Any time the polymorphed creature is in a stressful or demanding situation (such as combat), the creature must succeed at a Will save (DC 19) or suffer a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Creatures who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM’s discretion). When the polymorph occurs, the creature’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. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment, the subject’s equipment changes to match the new form and retains its properties. The character can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges 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 subject can be changed into a member of its own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.) The subject is effectively disguised as an average member of the new form’s race. If the character uses this spell to create a disguise, the character get a +10 bonus on the character's Disguise check. Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The DM determines the duration by using the following guidelines: Increase to Changed Subject Is: Duration Factor* ------------------- ---------------- Same kingdom (animal, vegetable, mineral) +5 Same class (mammals, fungi, metals, etc.) +2 Same size +2 Related (twig is to tree, wolf fur is to wolf, etc.) +2 Same or lower Intelligence +2 *Add all that apply. Look up the total on the next table. Duration Factor Example Duration -------- ------- -------- 0 Pebble to human 20 minutes 2 Marionette to human 1 hour 4 Human to marionette 3 hours 5 Lizard to manticore 12 hours 6 Sheep to wool coat 2 days 7 Shrew to manticore 1 week 9+ Manticore to shrew Permanent This spell cannot create material of great intrinsic value. This spell can also be used to duplicate the effects of polymorph other, flesh to stone, stone to flesh, transmute mud to rock, transmute water to dust, or transmute rock to mud. Polymorph Other Transmutation Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes Polymorph other changes the subject into another form of creature. The new form can range in size from Diminutive to one size larger than the subject’s normal form. Upon changing, the subject regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the creature further). If slain, the polymorphed creature reverts to its original form, though it remains dead. The polymorphed creature acquires the physical and natural abilities of the creature it has been polymorphed into while retaining its own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross 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. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained. Any part of the body or piece of equipment that is separated from the whole reverts to its original form. The creature’s new scores and faculties are average ones for the race or species into which it has been transformed. The subject retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The subject retains its own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The subject can cast spells for which it has components. It needs a humanlike voice for verbal components and humanlike hands for somatic components. The subject does not gain the spell-like abilities of its new form. The subject does not gain the supernatural abilities or the extraordinary abilities of the new creature. The new form can be disorienting. Any time the polymorphed creature is in a stressful or demanding situation (such as combat), the creature must succeed at a Will save (DC 19) or suffer a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Creatures who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM’s discretion). When the polymorph occurs, the creature’s equipment, if any, transforms to match the new form. If the new form is a creature who does not use equipment, the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment, the subject’s equipment changes to match the new form and retains its properties. The character can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges 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 subject can be changed into a member of its own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.) The subject is effectively disguised as an average member of the new form’s race. If the character uses this spell to create a disguise, the character get a +10 bonus on the character's Disguise check. Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action. Polymorph Self Transmutation Level: Rgr 4, Sor/Wiz 4 Components: V Casting Time: 1 action Range: Personal Target: The character Duration: 1 hour/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The caster is changed into another form of creature. The new form can range in size from Diminutive to one size larger than the caster’s normal form. Upon changing, the character regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the caster further). If slain, the character reverts to his or her original form, though the creature remains dead. The polymorphed character acquires the physical and natural abilities of the creature he or she has been polymorphed into while retaining his or her own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross 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. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained. Any part of the body or piece of equipment that is separated from the whole reverts to its original form. The character’s new scores and faculties are average ones for the race or species into which he or she has been transformed. The character retains his or her Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in the character’s Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The character retains his or her own type, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The character can cast spells for which he or she has components. The character needs a humanlike voice for verbal components and humanlike hands for somatic components. 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 new form can be disorienting. Any time the polymorphed character is in a stressful or demanding situation (such as combat), the caster must succeed at a Will save (DC 19) or suffer a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Characters who are polymorphed for a long time (years and years) grow accustomed to their new form and can overcome some of these drawbacks (DM’s discretion). When the polymorph occurs, the character’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. Material components and focuses 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. The character can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges 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 or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.) The character is effectively disguised as an average member of the new form’s race. If the character uses this spell to create a disguise, the character gets a +10 bonus on the character's Disguise check. Incorporeal or gaseous forms cannot be assumed, and incorporeal or gaseous creatures are immune to being polymorphed. A natural shapeshifter can take its natural form as a standard action. The character can change form as often as desired for the duration of the spell simply by willing it so. Each change is a full-round action. The character regains hit points as if having rested for a day only from the initial transformation, however.[/SIZE][/COLOR] Kaiju....very nasty critters. Think of them as a Godzilla template. I would say that the dead cleric and goodies are possesions [specificly food] of the critter at time of casting and so change as appropriate. as for problems.... you now have to FIND a very dinky centapede in a place likely strewn with rubble from a collosal critters devastation. whatever attack you kill the centapede with will be on a scale to likely devastate the clerics equipment. shrunk or melded that gear is gonna smear! Death of the centapede will result in a messy kaiju corpse meaning you have to find the equipment as it soaks in the acid. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Polymorph any object and swallowed whole-what happens?
Top