Alteration [polymorph, psionic*]
Level Magic-user 4
Components V
Casting Time 3 segments
Range Self
Area of Effect The caster
Duration 20 rounds per caster level (D)
Save nil
This spell allows the caster to transform into the forms of other creatures over the course of the spell's duration.
Shape change. (declared; major, 5 segments) When the casting time of spell completes, the caster can immediately change form. Thereafter, the caster can declare changes in form, each taking 5 segments to perform. A change in form cannot be interrupted and the caster is not immobile when changing form. Any change back to the caster's original form* will heal the caster 1d12 hit points of damage and this action will end the spell early. While under the effects of the spell, the caster is considered a shape-changer (creature sub-type).
Important Note. Because of the "open-endedness" of the spell and variability in forms, it pays to work with the Game Master to agree on how certain forms work to avoid surprises when a caster selects a new form in the middle of a conflict.
* Note. The caster can assume a form that mimics their original form (exactly in terms of statistics with all gear available) without ending the spell if desired.
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).
Polymorph self 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 humanoid cannot polymorph into a plant. Constructs, creatures with the ooze sub-type, swarm creatures, true elementals, and incorporeal creatures are immune to polymorph effects.
The caster can become almost any living corporeal form, as small as 4-inches to as long/tall as 15-ft. Forms made of energy or only formed through magical energy (such as elementals) cannot be formed. A caster cannot transform into non-contiguous forms (e.g. swarms).
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. The spell will fail if the caster is encumbered past the overloaded category. Otherwise, there is no encumbrance for subsumed gear. Subsumed gear does not operate.
The caster 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 caster 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 caster can use the form's natural senses in order to see. Forms with eyes allow the caster 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 caster standard vision (but not echolocation), insect forms grant standard vision, most plant forms are blind unless the GM gives them some movement sense, etc.
The caster 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 caster 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 caster does not gain any innate or magical abilities. However, the caster will keep certain non-physical innate, magic, or spell-like abilities of their original form. If a form can speak (even through mimicry), verbal spells can be cast. If the form has hands (four fingers and a thumb, even if clawed), the caster can cast somatic spells. Examples. A caster with infravision becoming a form that has eyes will retain infravision. A caster with keen senses will retain this ability when in any form with ocular organs. A caster 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 caster 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.
Example. A single-class human magic-user changes into the form of a fire giant. All their equipment is subsumed and they become a fire giant with no gear. The form's Strength rating is equivalent to a 22 Strength. The GM rules that the fire giant achieves its listed AC, in part, due to armor and assigns the fire giant an AC of 5 (as a general rule, a giant's natural armor classes are stone: AC 0; storm: AC 1; cloud: AC 2; fire/frost/hill: AC 5). The GM rules that the giant form can attack with a fist doing 2d6 damage and the magic-user does not suffer a proficiency penalty for such a strike. However, there are no Strength benefits to such a strike. If the magic-user picks up a usable weapon (a two-handed sword, polearm, or the like), the magic-user can attack with the weapon gaining a Strength bonus (+4 to attack and +10 to damage) but also a non-proficiency penalty (-5 for a magic-user). The magic-user cannot see in the dark and is not immune to fire. The form can move at 120 ft. per round. The GM determines that the magic-user can throw an appropriately sized rock, but the rock attack suffers the non-proficiency penalty and will only do 2d6 damage if it hits. The magic-user can cast spells without material components. The caster can open doors (90% success; or can push open locked doors with a 70% chance of success) and they can bend metal bars or the like with an 80% chance of success. The caster can carry up to 785 lbs. in encumbrance weight without becoming encumbered. Ten rounds later, the caster declares their intent to become a rat and enters a rat tunnel. The caster gains an AC 7 and can scuttle along at 150 feet per round. Being human, the caster cannot see in the dark. The caster creeps along blindly for a while until the rat tunnel is exited. The caster then becomes an owl and notes they are in a hallway lit with torches. The caster flies down the hallway moving at a speed of 270-ft. The GM determines the flight is quiet (if not totally silent like a real owl).