This Old Rule: Polymorph, Part 2

At long last, I have finished the other components necessary for my Polymorph Revision. I have also gone back and revised the original article to reflect feedback and things I just plain forgot the first time around. If you haven't read that yet, I suggest you do so now, since this won't make a lick of sense otherwise.

Additional Spells:

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Alter
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature
Duration: 1 hour./level (D)
Saving Throw: None
Spell Resistance: No

You alter the surface features of the target creature to look different in some way. You need not limit your alterations to what would be the natural range of choices for the target creature; indeed, you may alter the creature's appearance so dramatically (within the guidelines presented below) that it appears to be a member of another species entirely--even a species that does not exist! You must stay within the general range of the creature's type, however; you cannot make a human look exactly like a bear, for example, but you could make him look like a bear-like humanoid, even if you have no knowledge of such a humanoid race existing.

You may change the target's coloration, skin texture, facial features, or other topographical details as you wish. You may lengthen or shorten their hair, or cause the appearance of hair or fur to grow where it did not before. You may increase or decrease their height slightly, as long as they remain within the same size class. You may cause them to appear to gain or lose body fat or muscle, giving them the appearance of being up to 25% heavier or lighter, though their actual mass does not change. You may make the creature appear to be of the opposite gender, or of no gender. You may shape the creature's flesh to give it imitation claws, horns, or fangs, or other features, though any such changes are nonfunctional and cannot be used as natural weapons. You can even make the creature look as if it has additional limbs, such as a tail or wings or an extra arm, but they cannot be used (or even moved) by the subject unless they normally possess such a limb. You may not create additional working hands from feet or other limbs, nor can you reduce the number of limbs on the creature. You may not make any changes to the creature's skeleton or internal organs at all.

Alter does not change the target's existing equipment or possessions in any way. However, you can create the appearance of equipment that does not exist, as long as the creature does not have any equipment filling that body slot. For example, you could make the creature appear to be wearing a helmet if it is not, but if the creature were wearing an actual hat or helmet, you could not hide the fact. No equipment mimicked in this way can be used to make an attack or provide any AC, skill, or save bonuses of any kind; it is completely nonfunctional. It i, in fact, a part of the creature, and cannot be removed or separated from it.

Alter counts as a disguise on the target creature, and grants +6 shapechanging bonus and a +4 circumstance bonus to your Disguise check. You may alter a creature that has been granted the Polymorphed template, but note that alter cannot change a creature's size or fundamental structure, so that you cannot anthromorph oneself into a troll and then use alter to appear human. Applying the Polymorphed also template dispels alter, if the subject is under this spell's effects. A true seeing spell reveals the target's natural appearance.

Material Component: A tiny lump of blue clay.


Animorph, Mass
Transmutation
Level: Animal 7, Druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one willing living creature per level, all within 30 ft. of each other.
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

As animorph, except that you apply the Polymorphed template to up to one willing creature per caster level. You must choose the same assumed shape for all of the targets, and it must be of the Animal type (not the Magical Beast type). Recipients remain in the animal shape until the spell expires or you choose to dismiss it for all targets. In addition, each subject may choose to remove the template (and thus return to their true form) as a full-round action.


Necromorph
Transmutation
Level: Clr 5, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing undead creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

You may change the shape of an undead creature, granting it the Polymorphed template. This spell works exactly as Animorph, except as noted above and in the choice of assumed shape, which must be that of an untemplated creature of the Undead type, or else an Animal, Giant, Humanoid, Magical Beast, or Monstrous Humanoid with the Skeleton or Zombie template.

Material Component: A mummified caterpillar.


Turn to Frog
Transmutation
Level: Druid 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 day/level (D)
Saving Throw: Fortitude negates, Will partial (see text)
Spell Resistance: Yes

You turn one creature into a frog (or, at DM's discretion, a similar inoffensive Diminutive creature with a Challenge Rating less than 1). The creature gains the Polymorphed template with frog as the assumed shape. None of the creature's equipment or carried objects are changed or meld into its new form.

If the target fails its initial Fortitude save, it must also immediately make a secondary Will save. If this also fails, the target cannot use any extraordinary, supernatural, or spell-like abilities for the duration of the spell, and gains the Intelligence, Wisdom, and Charisma scores of a frog.

Material Component: A live insect and a tiny gold crown worth 5 gp.


Transmogrification
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical object of up to 100 cu. ft./level, or one willing construct
Duration: 1 day/level (for objects) or 10 min./level (for construct creatures) (D)
Saving Throw: Fortitude negates (see text)
Spell Resistance: No

You may change any object into any other object, or a creature into an object. You may not increase the size of the target, though you may decrease it as much as you like. The final object must be composed entirely of the same substance, even if the target is not, and you may only create a single object. For example, you could turn a horse into a simple longsword (composed entirely of steel), but not a crossbow (composed of wood, string, and metal). You also could not create a pile of copper coins, though you could create either a single copper coin or a large block of copper.

A creature turned into an object has no Intelligence, Wisdom, or Charisma scores for as long as the spell is in effect. They are not dead, and cannot be raised, reincarnated, or resurrected. However, they are no longer living creatures, either, and cannot be targeted by spells that do not target objects. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

Certain metals have resonances that cannot be duplicated by this spell: gold, silver, platinum, adamantine, mithral, mercury, gemstones, and certain other metals (at the DM's discretion) cannot be created by this spell, though they can be turned into something else. This is part of the reasons why these metals have their value in the first place, and why so many wizards search for the means to turn lead into gold. While iron is viable, any iron objects created do not have the special properties of cold iron. You can create dead organic material, such as wood, rope, bone, or leather, but the object must still be entirely of the same substance, which means you cannot create a complete corpse (which contains dead flesh, bone, blood, hair, etc.).

Because the spell is permanent, the object created radiates magic and can be dispelled. You cannot create magic items or creatures of any kind (living or not). Magic items cannot be targeted, but any spell cast on the target (even permanently) continues to be active. Only creatures or objects attended by a creature receive a saving throw.

You may also use this spell to grant the Polymorphed template to one willing construct. You may give the construct the shape of any Aberration, Animal, Construct, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin type. The construct retains the appearance of the substance that it is constructed from, so that an iron golem transmogrified into a griffon looks like an iron griffon. Unlike most applications of the Polymorphed template, the construct may keep its own natural armor bonus if it is higher than that of the assumed shape.

Material Component: A bit of gum arabic and a drop of mercury.



Spell Changes: The following are minor changes that need to be applied to existing spells to bring them in line with the new Polymorph rules:
  • Alter Self: This spell is deleted and replaced by alter.
  • Animal Growth: This spell cannot target a creature that has had the Polymorphed template applied.
  • Animal Shapes: This spell is deleted and replaced by mass animorph.
  • Baleful Polymorph: This spell is deleted and replaced by turn to frog.
  • Enlarge Person: This spell cannot target a creature that has had the Polymorphed template applied.
  • Polymorph: This spell is deleted.
  • Polymorph Any Object: This spell is deleted and partially replaced by transmogrification. Other effects are deliberately removed as problematic, such as the ability to turn pebbles into humans.
  • Reduce Person: This spell cannot target a creature that has had the Polymorphed template applied.
  • Righteous Might: If the target of the spell has the Polymorphed template, they do not increase in size. They do not gain size bonuses to Strength or Constitution. If the creature already has been targeted by righteous might when it acquires the Polymorphed template, the size increase effect is suppressed for as long as the creature has the template. They still gain the damage reduction and natural armor enhancement effects.
  • Shapechange: This spell is deleted and replaced by infinimorph.



The Druid
Replace the druid's existing wild shape, elemental wild shape, and thousand faces abilities with the following:

Wild Shape (Su): At 5th level, the druid gains the ability to change its shape into that of an animal once per day. The druid may apply the Polymorphed template to himself, as long as the assumed shape is that of an Animal of Small or Medium size. The effect lasts for 1 hour/druid level, or until he chooses to change back. Changing form is a standard action that does not provoke attacks of opportunity. Use the druid's class level for all effects related to caster level, rather than total Hit Dice; any other class that grants wild shape abilities stack with druid levels to determine caster level. This ability otherwise functions exactly like the Animorph spell.

The druid gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, a Huge animal at 15th level, and a Diminutive animal at 17th level. At 12th level, the druid can take the form of a Plant (such as a shambling mound) or a Vermin, with the same size restrictions as for Animals. At 19th level, the druid may take the form of an Animal or Vermin with the Swarm subtype. The druid gains additional uses of the wild shape ability at 6th, 7th, 10th, 14th, and 18th levels.

Elemental Shape (Su): At 16th level, the druid gains the ability to take the form of an elemental. Similar to wild shape, they may apply the Polymorphed template to himself, as long as the assumed shape is that of a Small, Medium, or Large elemental (air, earth, fire, or water). They may use this ability once per day, and the effects last 10 min./level or until he chooses to change back. This ability otherwise functions exactly like the wild shape ability. The druid gains additional uses of the elemental shape ability at 18th and 20th, and may take the form of Huge elementals at 20th level as well.

A Thousand Faces (Su): At 13th level, the druid may change his appearance at will as a standard action, as if casting the alter spell on himself. Unlike the spell, however, the druid may only use this ability while he does not possess the Polymorphed template.

Monster Changes
The following are notes on how to alter monsters with natural polymorph abilities using the new rules. Technically, most of these notes could be figured out on one's own, but I thought it might be helpful to have them written down. This list only includes monsters in the SRD, but you can figure out the rules for other monsters based on these.

As a rule of thumb, if the creature can polymorph only itself and/or has a limited selection of assumed shapes, it gains the Shapechanging supernatural special ability, described below for a number of creatures. This allows it to use its Hit Dice as the caster level, and to maintain a shape indefinitely. Creatures with a large number of spell-like abilities that can polymorph other creatures as well simply replace that spell with a thematically appropriate selection of the replacement spells. Generally, I assumed that no creature should be able to naturally take the form of an Outsider, Elemental, Construct, or Undead without the use of spells. Finally, creatures capable of replicating specific individuals flawlessly get the Alter Shape ability, described below for the doppelanger.

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  • Doppelganger: Replace the text of the Change Shape ability with the following:
    [indent]Alter Shape (Su): The doppelganger can alter its appearance at will as a standard action, as if casting the alter spell on itself. Because the doppelganger does not carry equipment, it can duplicate the appearance of any worn clothing or armor. The doppelganger can keep its appearance altered as long as it wishes, though it reverts to its natural appearance when killed.
  • Demon (Marilith): The marilith can cast animorph, anthromorph, or xenomorph at will instead of polymorph.
  • Demon (Quasit): Replace the text of the Alternate Form ability with the following:
    Shapechanging (Su): A quasit can change shape as a standard action, applying the Polymorphed template at will. The quasit only knows one possible assumed shape per Hit Dice (usually three). Each known assumed shape must be a creature of the Animal, Fey, Humanoid, or Vermin type, and can be up to Medium size.
  • Demon (Succubus): Replace the ability to use polymorph as a spell-like ability with the following:
    Shapechanging (Su): A succubus can change shape as a standard action, applying the Polymorphed template at will. The succubus can choose to assume the shape of any Fey or Humanoid of Small or Medium size and of the same gender, and can maintain that shape until she chooses to apply a different Polymorphed template or end the effect.
  • Devil (Imp): Replace the text of the Alternate Form ability with the following:
    [indent]Shapechanging (Su): An imp can change shape as a standard action, applying the Polymorphed template at will. The imp only knows one possible assumed shape per Hit Dice (usually three). Each known assumed shape must be a creature of the Animal, Fey, Humanoid, or Vermin type, and can be up to Medium size.
  • Dragon (Bronze, Gold, and Silver): Replace the text of the Alternate Form ability with the following:
    Shapechanging (Su): A (bronze, gold, silver) dragon can change shape as a standard action, applying the Polymorphed template up to three times per day. The dragon can choose to assume the shape of any Animal or Humanoid of Medium size or smaller, and can maintain that shape until it chooses to apply a different Polymorphed template or end the effect.
  • Efreet: Replace the ability to use polymorph as a spell-like ability to use anthromorph as a spell-like ability once per day. The efreet also gains the ability to use pyromorph three times per day.
  • Guardinal (Leonal): The leonal can cast animorph, anthromorph, or xenomorph at will instead of polymorph.
  • Lycanthropes: A lycanthrope uses its own rules for changing shape, and does not gain the Polymorphed template. If a lycanthrope gains the Polymorphed template, however, it is always based off of the lycanthropes non-animal form, even if the creature gains the template while in hybrid or animal form.
  • Night Hag: Replace the ability to cast polymorph at will as a spell-like ability targeting herself only with the following:
    Shapechanging (Su): A night hag can change shape as a standard action, applying the Polymorphed template to herself at will. The hag can choose to assume the shape of any Animal, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin of Large size or smaller, and can maintain that shape until she chooses to apply a different Polymorphed template or end the effect.
  • Ogre Mage: The ogre mage can cast animorph, anthromorph, or xenomorph at will instead of polymorph.
  • Phasm: Replace the text of the Alternate Form ability with the following:
    Shapechanging (Su): A phasm can change shape as a standard action, applying the Polymorphed template to itself at will. The phasm can choose to assume the shape of any Aberration, Animal, Dragon, Fey, Giant, Humanoid, Ooze, Plant, Magical Beast, Monstrous Humanoid, or Vermin of Large size or smaller, and can maintain that shape until it chooses to apply a different Polymorphed template or end the effect.
  • Rakshasa: Replace the text of the Change Shape ability with the following:
    Alter Shape (Su): The rakshasa can alter its appearance at will as a standard action, as if casting the alter spell on itself. The rakshasa can keep its appearance altered as long as it wishes, though it reverts to its natural appearance when killed.
  • Pixie: Replace the ability to cast polymorph on itself once per day as a spell-like ability with the following:
    Shapechanging (Su): A pixie can change shape as a standard action, applying the Polymorphed template to itself once per day. The pixie can choose to assume the shape of any Animal, Humanoid, Magical Beast, or Vermin of Small size or smaller, and can maintain that shape until it chooses to apply a different Polymorphed template (on a subsequent day) or end the effect.
  • Titan: Replace the ability to cast polymorph on itself at will as a spell-like ability with the following:
    Shapechanging (Su): A titan can change shape as a standard action, applying the Polymorphed template to itself once per day. The titan can choose to assume the shape of any Giant, Humanoid, or Monstrous Humanoid type of Huge size or smaller, and can maintain that shape until it chooses to apply a different Polymorphed template or end the effect.
  • Vampire: Replace the Alternate Form ability with the following:
    Shapechanging (Su): A vampire can change shape as a standard action, applying the Polymorphed template to itself at will. The vampire can choose to assume the shape of a bat, dire bat, wolf, or dire wolf, and can maintain that shape until it chooses to apply a different Polymorphed template or end the effect.



Looking Back...
I felt pretty good about writing an extensive polymorph revision when there were several rounds of official errata on related spells and abilities, including a whole article explaining some of the exact points I made in the introduction. Unfortunately, I still don't think the fixes do enough to address the problems with the polymorph spell.

A more comprehensive fix (and one that I think is on the right track) was incorporated into the Pathfinder® rules. This is basically the same core idea as I had, just taken even further. Like my fix, it splits the ultra-powerful polymorph ability into several different spells based on the type of form chosen. But rather than allow you to assume any form with level-based limits on how high your numerical bonuses can be, as my version does, the Pathfinder® version simply spells out exactly what you get for each spell, giving fixed ability score and natural armor bonuses and then a list of special abilities that can be granted by that spell. Each creature type then has a series of 2-4 spells that grant increasing bonuses and abilities with each higher-level iteration. Even though this adds about a dozen new spells to the game, it's still an elegant solution. More so than mine, frankly; I didn't go far enough. They did. Credit where credit is due. Just about the only decision I disagree with is keeping the problematic polymorph any object spell, specifically its ability to turn pebbles into humans and the like. That's just confusing.

The main drawbacks to my fix above is that it still takes a lot of time to figure out what your new form can do. You need to first look through the monster books, then figure out racial bonuses, then determine if those bonuses need to be reduced, then compare the list of Special Attacks and Special Qualities to those allowed by the spell, etc. Does it work from a balance point of view? I think it still does, yes. Does it work from a gameplay point of view? No. It's just too awkward for around-the-table play. I realized that not long after this was first posted, when the sorcerer in the campaign that I instituted this rule chose not to learn polymorph rather than be saddled with the complexities involved! I believe the rule would still work in a play-by-post game, where there's no shortage of time to figure these things out between posts, but for regular tabletop play, I recommend the Pathfinder® version.

The spells necessary to understand the Pathfinder methodology are alter self, baleful polymorph, beast shape, elemental body, form of the dragon, plant shape, polymorph, shapechange.