[alteration; polymorph]
Caster Level 12
Range 0
Area of Effect The wearer
Duration See description
Save See description
Aura Strong/Strong
Class Requirement none
Encumbrance 5-lbs.
XP Vale/GP Value 2,000 XP/12,500 g.p.
This cloak allows the wearer to transform into a manta ray when immersed in salt water.
Description. This hooded cloak appears to be made of fine, soft, dark fabric. Once activated for the first time by an attuned wearer, it transforms thereafter into a supple black leather cloak.
While the cloak radiates a magical aura, it will not operate unless worn while totally immersed in salt water.
Once immersed, the wearer polymorphs (no save; similar to a polymorph self spell) into a form that appears almost identical to a typical manta ray (d%; 01-90). Once no longer fully immersed in salt water, the wearer can return to their original form as an immediate action.
The wearer has the following statistic changes: Base AC 6* (see Armor Class Adjustments); MV swim 180-ft.; tail spine (1d6); The wearer gains water breathing, underwater vision, and immunity to water depth pressure; The wearer can swim up to half speed as a minor action.
Unlike a polymorph self effect, the wearer can disengage their arms (appearing in front or under the creature as desired) and these may be used normally (for melee or manipulating objects). The arms can access gear by reaching into the trunk of the body (activity time is equal to that of normally accessing gear). The arms cannot wield missile weapons or shields unless permitted by the GM.
The wearer can attack with the tail spine in melee as part of their primary attack routine (without any penalty due to multiple weapons). The tail attack does not need to target the same opponent as other attacks and cannot attack opponents directly in front of the wearer (assuming the wearer is surrounded).
While in manta ray form, if the wearer charges the surface of the water (using at least 50-ft. of movement), they can glide/fly for the rest of the round, using their remaining movement (Class E). If the wearer begins the next round no longer immersed, they will immediately return to their original form. The wearer can use this ability to make dramatic landings without fear of stumbling.
While in the form of a manta ray, the wearer's Strength and Constitution scores remain as per their original form, while their Dexterity score is considered to be a 10.
Armor Class Adjustments. In manta ray form, the wearer has no armor defense adjustments. In addition, no matter the armor worn or shield carried, the wearer's base AC is 6. This is further adjusted for any magical protections from items granting "protection" bonuses, spells (per the GM), and/or magical armor bonuses (not including any magical bonuses due to shields).
Cloak Sizing
As a general rule, magical cloaks do not resize to fit the wearer. The GM will determine the size of the cloak found. If needed, the following method will determine the size of the cloak (d%): The cloak fits Man-sized wearers (01-75); the cloak fits Small-sized wearers down to 2.5 feet tall (76-97); or the cloak fits Large wearers (roughly humanoid-shaped) that are 7-10-ft. tall (98-00). Cloaks do not function on a creature with wings (located on the creature's back) or those not at least roughly humanoid in shape.