Darmanicus said:
Great idea.
Yeah. Nothing like the classic debate:
"Well, my druid has a 16 Int, 24 Wis and 12 ranks in Knowledge Nature (along with a +4 synergy bonus and +4 circumstance from my magic items)."
"Sorry, you've still never seen a dire bear."
I think that a DM approved list of 10-20 creatures for the basic pollymorph spell (why did they make alter self have to be based on pollymorph now? It was such an elegant spell in 3.0) works best. Though it's the most work for the DM. The trend towards 1 spell 1 effect is honestly in my top 5 problems of 3rd edition, and in the top 3 of 3.5 (no emotion, no symbol, no reversible spells). It's a pain for a wizard to need to learn 6 pollymorphs and it makes it a terrible option for a sorcerer.
Allowing SU and EX abilities is usually where you get into trouble (Choker and Balor, I'm looking at you!) Rich's shapechange template is a very good starting place, with specific spells that can retain
specific abilities (his dracomorph, for example).
This is my 3E rules, 2E feel version of the classic polly. Retains the non-combat utility but allows for some classic flexibility as well:
Transmutation [Shapechangeing]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 round
Range: Self
Target: You
Duration: 1 hour/level (see text)
Saving Throw: None
Spell Resistance: No
You transform, gaining the Shapechanged template for the duration of the spell. You regains hit points as if having rested for one day upon casting of this spell and changing form the first time. The assumed shape is subject to the following restrictions:
(standard size, type and HD limits go here)
For the duration of the spell, you can continue to change forms. Doing so is a full round action and each time you change forms the total remaining duration of the spell is reduced by 1 hour. If you attempt to change forms and the remaining duration is less than 1 hour the spell ends and you revert to your natural form. Reverting to your natural form counts as changing forms.
Material components: the cocoon of a caterpillar.
And an example variant polymorph I'm happy with.
Fiendform
Transmuation [Evil, Shapechanging]
Level: Sor/Wiz 8
Duration: 10 min / level
As pollymorph, except you must choose forms of the Outsider type with the (Evil) subtype, you gain the Spell Resistance, Energy Resistance, Damage Reduction and ability to overcome Damage Reduction of your chosen form and each subsequent change reduces the duration by 10 min instead of 1 hour. You also gain up to three spell-like abilities of a form. These abilities can not replicate spells higher level than 1/4th your caster level, you use your caster level for the caster level of the ability and the key ability score modifier for save DCs is your Intelligence modifier or Charisma modifier (for wizards and sorcerers, respectively).
In addition you gain some benefits (and drawbacks) of the outsider type: you are immune to effects that rely on your normal type (such as charm person for humans), but you are subject to banishment and similar effects, such a spell sends you to the home plane of your current form (DM's choice for creatures that are native to more than one plane).
Material Component: A pinch of dirt or drop of water from en evil aligned plane.