Alteration [polymorph]
Level Magic-user 4
Components V, S, M
Casting Time 4 segments
Range 5-ft. per caster level
Area of Effect One creature
Duration Permanent until dispelled
Save vs. Petrify (save negates)
This spell causes another creature to undergo a transformation into a creature of the caster's choosing.
The caster casts the spell and selects a target creature in range.
The target must make a saving throw or undergo an involuntary and immediate shape change.
The creature may choose to forgo the save, allowing the spell to take effect. However, see below.
An involuntary shape change effect requires the affected creature to make an immediate system save or it will die (save avoids death).
Once in the new form, any change back to original form requires the polymorphed creature to make an immediate system save or it will die (save avoids death).
Shape change (involuntary). (immediate) When the casting time of spell completes and a target misses or forgoes it's saving throw, the target will immediately change form. While under the effects of the spell, the caster is considered a shape-changer (creature sub-type). The effect lasts until it is subject to a successful dispel magic check. An involuntary shape change effect requires the affected creature to make an immediate system save or it will die (save avoids death).
Mentality Loss. An involuntary shape change requires an immediate mentality check for the polymorphed creature to keep it's mentality. After this immediate check, another check must be made every 24 hours until the check is failed.
Base check to keep one's own mentality = 0%
Per point of Intelligence: +5%
Per difference in hit dice, original creature vs. new form (positive result for higher original creature hit dice): +/-5%
The maximum value for any mentality check is 99% (i.e. a result of 01 always means mentality is lost).
Effects of mentality loss. While the polymorph effect is in effect, the creature's mentality—mental ability scores (Int, Wis, Cha) become those of the new form. All memories are lost and the creature behaves in every way a typical member of other of the same form. All of the original form's abilities, of any type, are lost.
Once the original form's mentality is lost, the polymorphed creature gains the mentality of the new form along will all of it's abilities. Spell casting ability or psionics are only granted if all creatures of that type have the ability (if variable, determine as if generating a random creature). The polymorphed creature retains the original creature's creature types, hit dice, saving throws and hit points for 24 hours after mentality loss. After this, the polymorphed creature becomes the new creature with the new form's creature types, hit dice, saving throws, and (average) hit points.
Limitations
The new form must be familiar to the spell caster. i.e. Been encountered and/or deeply studied (or the caster makes a DC 20 Educated check).
All attributes of a new form will be average for the type and any form chosen must have at least 1 hit point. e.g. A humanoid forms will possess average ability scores (for the type of creature).
No creature can be polymorphed into a form with a higher Intelligence rating. Use the actual Intelligence score for the original form (if one exists) and use the typical rating for the new form. If the lowest score in the new form's Intelligence rating is higher than the original form's Intelligence score, or the new form's Intelligence rating is higher than the original creature's Intelligence rating, the spell fails.
Polymorph other is limited to changing within type. In this regard, excluding creatures immune to polymorph, this means "Animalia" and Plants. Animalia means all corporal non-plant creatures. Thus, a plant creature can be polymorphed, but only into another plant creature (and remember that non-creature plants are considered objects as it pertains to game rules).
Creatures with the shape changer sub-type can use a major action to end the effect of the spell and are never subject to mentality loss or system saves.
Constructs, creatures with the ooze sub-type, swarm creatures, true elementals, and incorporeal creatures are immune to polymorph effects.
The target can become almost any living corporeal form, as small as 4-inches to as long/tall as 15-ft. (Excluding forms immune to polymorphing effects and subject to the limitations above)
If changing into a humanoid form with more than a 20% change in size from the original, or a non-humanoid form, all equipment worn or carried is subsumed into the new form. Carried objects or gear will fall away if the target is encumbered past the overloaded category. Otherwise, there is no encumbrance for subsumed gear. Subsumed gear does not operate.
If mentality is lost, the polymorphed creature gains the mentality of the new form along will all of it's abilities (but within 24 hours of changing, not hit dice or hit points, see Effects of Mentality Loss above).
If mentality is not lost, the following rules apply. Cf. the polymorph self spell.
Abilities Granted of the New Form if Original Form's Mentality is Kept
The polymorphed creature can use any physical form of locomotion possessed by the creature. Examples. Natural flight using wings able to support the creature's mass, a natural ability to climb, a natural ability to swim, a natural ability to burrow, etc. Magical means of locomotion, such as levitation, will not work, possibly causing the form to become immobile. Certain creatures (per the GM), require magical assist to flight and without such magic, cannot fly.
The polymorphed creature can use any physical form of breathing possessed by the creature. Examples. A form with gills can breathe water (but may suffocate in air!).
The polymorphed creature can use the form's natural senses in order to see. Forms with eyes allow the polymorphed creature to see as if possessing normal vision of the original form. Thus, a spider form grants only standard vision. A form without ocular organs does not grant sight at all—the GM will determine if anything can be sensed at all. Examples. Bat forms offer the polymorphed creature standard vision (but not echolocation), insect forms grant standard vision, etc.
The polymorphed creature does not gain other natural abilities possessed by the form unless these were possessed by the creature's original form. Examples. exceptional or keen hearing, exceptional sense of smell, keen senses, etc.
A humanoid polymorphed creature is typically considered to be untrained in a non-humanoid's natural attack modes. If a creature possesses a limb attack (and the limb is similar to a humanoid's limb) or bite attack, one such attack can be made per round without a weapon proficiency penalty. If attempting multiple natural weapon attacks, non-proficiency penalties apply to all attacks as do penalties for fighting with more than one weapon. Non-humanoid types of limbs, such as tentacles, fronds, tails, etc. operate with a penalty for non-proficiency.
No matter the form chosen, the polymorphed creature does not gain any innate or magical abilities. However, the polymorphed creature will keep certain non-physical innate, magic, or spell-like abilities of their original form. Examples. A polymorphed creature's original form possessed infravision and becomes a form that has eyes will retain its infravision. A polymorphed creature with keen senses will retain this ability when in any form with ocular organs. A polymorphed creature with the giant-fighter trait does not gain this protection unless their form is a small humanoid.
The form has whatever natural physical attributes in terms of natural armor class or natural strength. Many creatures possess an armor class bolstered by magical ability, particularly extraplanar creatures. The Game Master will assign such creatures a "natural" armor class for the purposes of this spell. In some cases, this armor class will include armor defense as well. Similarly, some creatures have a Strength rating bolstered by magical ability. The GM will adjust these as well. Examples. A polymorphed creature becoming a hill giant will gain a natural AC 5 (not wearing it's normal selection of hides and skins) and will have a Strength rating of 19. Attacks will not include the giant-sized special attack feature.
Polymorph Other, Allies and Morality
No NPC or non-player creature will willingly be subject to polymorphing given the risks. The process is painful even for shape changers (and, in any case, would be uncomfortable in a non-standard form).
Tricking an ally into dropping their ability to resist using a saving throw is (typically considered) an evil act. A good caster using this spell on ally at all gains the caster a performance rating mark.
Material Components. A caterpillar cocoon. The component is consumed in the casting of the spell. Cost/Scarcity. Free/common.
Known Additions/Substitutions. None.
Examples
The caster polymorphs a hill giant into a small fish on a dry dungeon floor. The hill giant makes it's system save (the GM determines the save is 99%). The hill giant-fish begins to suffocate. The GM rules it can hold its breath for 18 segments before starting to asphyxiate and will die once that process ends.
The caster polymorphs a previously charmed wild dog into a bulette. The GM determines it's system save is 70%. The dog makes the save. The dog automatically fails the mentality check (being -25%). The resulting creature is a bulette with 1+1 HD and 5 hit points. The GM decides the effect of the spell grants it another saving throw versus the charm (and the dog was previously pretty hungry...).