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[Polymorph], [Word] and [Aura]

Cheiromancer

Adventurer
Poly-[polymorph]

Here's a version which can affect multiple subjects, subject to the same CR limit. We'll have to define "group CR" in a glossary or appendix.

[sblock=Maybe the old version is better]

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[Polymorph]
Transmutation (Polymorph)

Root Spell: Dragonshape
Preferred Mitigation: Power Components, XP Burn
Components: V, S
Casting Time: 1 standard action
Range: 1200 ft.
Target: Willing corporeal creatures within range; see text
Duration: 200 minutes
Saving Throw: None
Spell Resistance: None

Spells which use this seed can effect the transformation of one or more willing creature into other creatures - by including the relevant factors, incorporeal forms and creatures of the construct, plant and undead type are within the remit of this seed.

The caster can transform a single subject into a specific corporeal creature of up to CR 20, the nature of which is determined during the spell development process. A group of creatures can be transformed into other creatures provided the group CR of the resulting forms is less than 20; the assumed forms can be of different creatures. The maximum number of creatures must be specified when the spell is developed, but fewer than this number can be affected if the caster chooses. If the form(s) and number of targets are to be determined when the spell is cast, the appropriate flexibility factor must be included. A target of a spell developed with this seed takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:

• A target retains its own alignment (and personality, within the limits of the new form's ability scores).

• A target retains its own hit points, but gains a number of temporary hit points equal to the bonus hit points that the new form would normally have by virtue of its Constitution. These temporary hit points disappear at the end of the spell's duration.

• A target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.

• A target retains the ability to understand the languages it understands in its normal form. If a new form is normally capable of speech, the target retains the ability to speak these languages as well. It can write in the languages it understands, but only if the new form is capable of writing in some manner (even a primitive manner, such as drawing in the dirt with a paw).

• A target does not gain any spellcasting ability of its new form, although it can use at will spell-like abilities if the new form possesses them. Spell-like abilities that have a restricted number of uses per day cannot be used.​

In all other ways, a target's normal game statistics are effectively replaced by those of the new form. The target loses all of the special abilities it has in its normal form, including its class features (even if the new form would normally be able to use these class features).

If a new form's size is different from the target's normal size, its new space must share as much of the original form's space as possible, squeezing into the available space if necessary. If insufficient space exists for the new form, the spell fails.

Any gear worn or carried by a target melds into the new form and becomes nonfunctional. This eliminates continuous effects due to items. Other effects, such as from previously cast spells, continue to affect the new form. When a target reverts to its true form, any objects previously melded into the new form reappear in the same location on its body they previously occupied and are once again functional. Any new items worn in an assumed form fall off and land at the target's feet.

The spellcaster can freely designate a new form's minor physical qualities (such as hair color and skin color) within the normal ranges for a creature of that kind. A new form's significant physical qualities (such as height, weight, and gender) are also under the spellcaster's control, but they must fall within the norms for the new form's kind. A target of a polymorph spell is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

If a target of a polymorph spell is slain or rendered unconscious, the spell ends. Any part of the body that is separated from the whole remains polymorphed until the effect ends.

Incorporeal or gaseous creatures, constructs, undead and creatures of the plant type cannot normally be affected by polymorph spells. A creature with the shapechanger subtype (such as a lycanthrope or doppelganger) can revert to its natural form as a standard action.

Factors: For each additional +1 CR beyond CR 20 of the assumed form, increase the Spellcraft Prerequisite by +2. If the assumed form has a CR below 20, reduce the Spellcraft Prerequisite by the same amount. Multiple subjects use group CR for this calculation.

Mitigating Factor: To restrict the use of at will spell-like abilities to only one use each, reduce the Spellcraft Prerequisite by -4. To eliminate the use of spell-like abilities entirely, reduce the Spellcraft Prerequisite by -8. This applies to all forms assumed.

Mitigating Factor: If the spell does not grant temporary hit points, reduce the Spellcraft Prerequisite by -8.

Flexibility: To develop a spell which allows a target to assume the form of a creature with the incorporeal subtype, and to extend the [polymorph] seed to affect incorporeal creatures, increase the Spellcraft Prerequisite by +2. To develop a spell which allows a target to assume any form, or which can effect the change of any object or creature into any other object or creature from size fine to colossal, increase the Spellcraft Prerequisite by +6.

Factor: To decrease the casting time from a standard action to a swift action, increase the Spellcraft Prerequisite by +4.

Flexibility: To develop a spell which allows the caster to choose a form at the moment it is cast, increase the Spellcraft Prerequisite by +4; to develop a spell which also allows a target to change its form as an immediate action at the beginning of its turn, increase the Spellcraft Prerequisite by a further +6: these factors are cumulative.[/sblock]
 
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I think a straight CR cap might be too punitive.

Say you wanted to change 1000 soldiers into trolls (CR 158); this would be close to impossible to accomplish. I don't think that this is too much to expect from a medium-power epic spell.

Something which incorporated a net CR change might be possible: say you wanted to change 1000 2nd-level fighters (CR 63) into trolls - that's a +95CR swing. Even this is too high, though.

I think that we have several issues. Lore of Circe is too powerful: it grants +40 in factors, plus a conditional bonus to your saves if you've fed the targets. Its prereqs are pretty light, however: I think that the permanence should be free, but you should still pay the full value of the perniciousness. Either that and/or, like baleful polymorph, the target forms should be 1HD or less - this would prevent its use as an area buff.

I would be tempted to remove [polymorph] as a viable seed for Arcane Accoutrement, and either up the bonus given by the feat, or allow it to extend to [fortify] instead - which might be a better fit, anyway.

The mass polymorph buff-effect is still achievable, but the caster pays full value with no mitigating feats.
 

Cheiromancer

Adventurer
The perniciousness doesn't really affect Abyssal Army. I'll fix Lore of Circe accordingly.

Circe could turn people into lions and things- CR 5 would be an appropriate limit. Or the group CR limit could be imported into this feat.

You are right about Arcane Accoutrement; there should be a way to buff items (especially armor and weapons).

[edit] Just a second- with lore of Circe you pay 20 SP for the privelege of affecting unwilling subjects- that was given for free in the original version of the seed. The spell is permanent, but that 20 SP value was already paid for. If she chooses to, she can get a 20 SP saving with pernicious. If she prepares a meal she gets a +5 DC (a +10 SP value). And this also helps overcome spell resistance (+5 SP) and opposed caster level checks to dispel it (+5 SP). So yeah, it is 40 SP, but 20 SP are under very strange circumstances; where you prepare a meal. The saving for pernicious is rather specialized as well.

In fact, I just realized that I forgot to apply the 20 SP. Abyssal Army is 20 points more expensive than I have it there!

[edit2] OK. Lore of Circe fixed to be more explicit. You are still right about Arcane Accoutrement, though; it shouldn't apply to [polymorph].

[edit3] Does Lore of Circe still seem too powerful? It is only affecting one seed, and in a rather strait-jacketed kind of way.
 
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