7.2 Form of ...


Beast Shape I
School transmutation (polymorph); Level wizard/sorcerer 3
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
Description
When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, lowlight
vision, and scent.
Small animal: If the form you take is that of a Small animal, you gain a +2 enhancement bonus to your Dexterity and a +1 natural armor bonus.
Medium animal: If the form you take is that of a Medium animal, you gain a +2 enhancement bonus to your Strength and a +2 natural armor bonus.

Beast Shape II
School transmutation (polymorph); Level wizard/sorcerer 4
Description
This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, improved grab, pounce, and trip.
Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 enhancement bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.
Large animal: If the form you take is that of a Large animal, you gain a +4 enhancement bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.

Beast Shape III
School transmutation (polymorph); Level wizard/sorcerer 5
Description
This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, improved grab, jet, poison, pounce, rake, trample, trip, and web.
Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 enhancement bonus to your Dexterity, a –4 penalty to your Strength, and a +1 natural armor bonus.
Huge animal: If the form you take is that of a Huge animal, you gain a +6 enhancement bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.
Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 enhancement bonus to your Dexterity and a +2 natural armor bonus.
Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 enhancement bonus to your Strength and a +4 natural armor bonus.

Beast Shape IV
School transmutation (polymorph); Level wizard/sorcerer 6
Description
This spell functions as beast shape III except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, improved grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.
Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –2 penalty to your Strength, a +8 enhancement bonus to your Dexterity and a +3 natural armor bonus.
Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +2 enhancement bonus on your Constitution, and a +6 natural armor bonus.

Elemental Body I
School transmutation (polymorph); Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
Description
When you cast this spell, you can assume the form of a Small air, earth, fire or water elemental. The abilities you gain depend upon the type ofelemental you change into. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform
into to determine their effect.
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 enhancement bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 enhancement bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, the push ability, and the ability to earthglide.
Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 enhancement bonus to your Dexterity and a +2 natural armor bonus. Your base land speed also increases by 10 feet. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small water elemental, you gain a +2 enhancement bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, and the ability to create a vortex.

Elemental Body II
School transmutation (polymorph); Level sorcerer/wizard 5
Description
This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental you change into.
Air elemental: As elemental body I except that you gain a +4 enhancement bonus to your Dexterity and a +3 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +4 enhancement bonus to your Strength and a +5 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 enhancement bonus to your Dexterity and a +3 natural armor bonus.
Water elemental: As elemental body I except that you gain a +4 enhancement bonus to your Constitution and a +5 natural armor bonus.

Elemental Body III
School transmutation (polymorph); Level sorcerer/wizard 6
Description
This spell functions as elemental body I, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental you change into. You are also immune to critical hits and sneak attacks while in
elemental form.
Air elemental: As elemental body I except that you gain a +2 enhancement bonus to your Strength, +4 enhancement bonus to your Dexterity, and a +4 natural armor bonus.
Earth elemental: As elemental body I except that you gain a +6 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +2 enhancement bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +4 enhancement bonus to your Dexterity, a +2 enhancement bonus to your Constitution, and a +4 natural armor bonus.
Water elemental: As elemental body I except that you gain a +2 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +6 enhancement bonus to your Constitution, and a +6 natural armor bonus.

Elemental Body IV
School transmutation (polymorph); Level sorcerer/wizard 7
Description
This spell functions as elemental body I, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental you change into. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/—.
Air elemental: As elemental body I except that you gain a +4 enhancement bonus to your Strength, +6 enhancement bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
Earth elemental: As elemental body I except that you gain a +8 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 natural armor bonus.
Fire elemental: As elemental body I except that you gain a +6 enhancement bonus to your Dexterity, a +4 enhancement bonus to your Constitution, and a +4 natural armor bonus. Your base land speed also increases by 20 feet.
Water elemental: As elemental body I except that you gain a +4 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +8 enhancement bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

Form of the Dragon I
School transmutation (polymorph); Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a scale of the dragon type you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
Save see below; SR no
Description
When you cast this spell you assume the form of a Medium chromatic or metallic dragon. You gain the following abilities: a +4 enhancement bonus to Strength, a +2 enhancement bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon that you transform into. You can only use the breath weapon once per casting of this spell. All breath
weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities as noted below.
Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet
Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet
Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active)
Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire

Form of the Dragon II
School transmutation (polymorph); Level sorcerer/wizard 7
Description
This spell functions as form of the dragon I except that it also allows you to assume the form of a Large chromatic or metallic dragon. You gain the following abilities: a +6 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, a +6 natural armor bonus, fly 90 feet (poor), darkvision 60 feet, a breath weapon, DR 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell, and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.

Form of the Dragon II
School transmutation (polymorph); Level sorcerer/wizard 8
Description
This spell functions as form of the dragon I except that it also allows you to assume the form of a Huge chromatic or metallic dragon. You gain the following abilities: a +10 enhancement bonus to Strength, a +8 enhancement bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element (of the same type form of the dragon I grants resistance to). You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.

Giant Form I
School transmutation (polymorph); Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to
assume)
Range personal
Target you
Duration 1 min/level (D)
Description
When you cast this spell you can assume the form of any Large creature of the giant type. You gain the following abilities: a +6 enhancement bonus to Strength, a –2 penalty to Dexterity, a +4 enhancement bonus to Constitution, a +4 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, rend (2d6 damage), regeneration 5, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

Giant Form II
School Transmutation (polymorph); Level sorcerer/wizard 8
Description
This spell functions as giant form I except that it also allows you to assume the form of any Huge creature of the giant type. You gain the following abilities: a +8 enhancement bonus to Strength, a –2 penalty to Dexterity, a +6 enhancement bonus to Constitution, a +6 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. If the form you assume has any of the following abilities, you gain the listed ability: swim 60 feet, darkvision 60 feet, rend (2d8 damage), regeneration 5, rock catching, and rock throwing (range 120 feet, 2d10 damage). If the creature has immunity or resistance to one element, you gain that immunity or resistance. If the creature has vulnerability to an element, you gain that vulnerability.

Plant Shape I
School transmutation (polymorph); Level wizard/sorcerer 5
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min/level (D)
Description
When you cast this spell you can assume the form of any Small or Medium creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, improved grab, poison, and shriek. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all
other forms of movement. If the creature has vulnerability to one element, you gain that vulnerability.
Small plant: If the form you take is that of a Small plant, you gain a +2 enhancement bonus to your Constitution and a +2 natural armor bonus.
Medium plant: If the form you take is that of a Medium plant, you gain a +2 enhancement bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 natural armor bonus.

Plant Shape II
School transmutation (polymorph); Level wizard/sorcerer 6
Description
This spell functions as plant shape I except that it also allows you to assume the form of a Large creature of the plant type. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. You are also immune to critical hits and sneak attacks while in plant shape. If the creature has vulnerability to one element, you gain that vulnerability.
Large plant: If the form you take is that of a Large plant, you gain a +4 enhancement bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +4 natural armor bonus.

Plant Shape II
School transmutation (polymorph); Level wizard/sorcerer 7
Description
This spell functions as plant shape I except that it also allows you to assume the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, DR, improved grab, poison, regeneration 5, shriek, and trample. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. You are also immune to critical hits and sneak attacks while in plant shape. If the creature has vulnerability to one element, you gain that vulnerability.
Huge plant: If the form you take is that of a Huge plant, you gain a +8 enhancement bonus to your Strength, a –2 penalty to your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 natural armor bonus.

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