DnD House Rules d20
This is a collection of House Rules I use in 3, 3.5, pathfinder and other d20 games.
Ability Scores
Choose from standard array or point buy system. These attributes values are before any race, class, or other character modifications. For example a Dwarf who gets +2 CON, -2 CHA, might allocate the standard array in the following way:
- STR 15, CON 14, DEX 13, INT 12, WIS 10, CHA 8
After applying the racial adjustments the final scores would be:
- STR 15, CON 16, DEX 13, INT 12, WIS 10, CHA 6.
Standard Array
- Choose one of these arrays.
- 17, 15, 13, 11, 9, 7 (Heroic Array)
- 15, 14, 13, 12, 10, 8 (Standard Array)
- 13, 13, 13, 13, 13, 13 (Vanilla Array)
- Place one of each value in one of the 6 Ability Scores
- Apply all ability score adjustments including racial ones after base ability scores
Point Buy
- Spend 27 points on ability scores per table below
- Apply all ability score adjustments including racial ones after buying base ability scores
Stat | Cost | Mod |
---|---|---|
8 | 0 | -1 |
9 | 1 | -1 |
10 | 2 | 0 |
11 | 3 | 0 |
12 | 4 | +1 |
13 | 5 | +1 |
14 | 7 | +2 |
15 | 9 | +2 |
16 | 12 | +3 |
17 | 15 | +3 |
18 | 19 | +4 |
Damage multipliers at low strength
Str damage penalties (from below 10 str) ignore multipliers for two handed or off handed use.
Using a weapon 2 handed always increases the damage bonus, or reduces the damage penalty, by at least 1.
Thus:
A character with a 6 STR wielding a weapon one handed would have a -2 to damage and wielding it two handed would make it -1
Damage Modifier Table for 1H, 2H, and Off-Hand Weapons
STR | 1 Hand | 2 Hand | Off Hand |
---|---|---|---|
1 | -5 | -4 | -5 |
2-3 | -4 | -3 | -4 |
4-5 | -3 | -2 | -3 |
6-7 | -2 | -1 | -2 |
8-9 | -1 | -0 | -1 |
10-11 | +0 | +1 | +0 |
12-13 | +1 | +2 | +0 |
14-15 | +2 | +3 | +1 |
16-17 | +3 | +4 | +1 |
18-19 | +4 | +6 | +2 |
20-21 | +5 | +7 | +2 |
22-23 | +6 | +9 | +3 |
+4 | +2 | +3 | +1 |
+2 | +1 | +1.5 | +0.5 |
Races
Gnome
- +2 CHA, -2 STR
- Preferred Class: Bard
Elf
- Racial Weapons: choose to treat two of the following weapons as
simple weapons:
- Long Sword, Rapier, Short Bow (and Composite), Long Bow (and Composite).
- Preferred Class: Ranger
Lizard Folk
Goblin
Classes
Cleric
Domain spells
A cleric does not have the ability to spontaneously substitute healing/harm spells. Instead the character can spontaneously substitute domain spells as spell level dictates. An effect of this is that the extra domain spell does not need to be selected since it could be easily substituted for the other domain spell.
Fighter
Feats
Instead of getting a feat at first and even levels, a feat is acquired at every level not divisible by 3 (1,2,4,5,7,8,10,11,13,14,16,17,19,20).
Wizard
Specialist Mage Prestige Classes
Skills
Feats
Power Attack
Power attack damage bonus is treated like damage bonus from a 2 point higher strength per point of -1 to hit. Thus it is only multiplied by 1.5 on two handed weapons and x0.5 on off hand attacks, but works with light and thrown weapons.
Shield Focus
Prerequisite
Shield Proficiency
Benefit
You gain a +1 bonus to your shield modifier to AC when using a shield.
Improved Shield Focus
Prerequisite
Shield Focus, Fighter lvl 6
Benefit
You gain an additional +1 bonus to your shield modifier to AC when using a shield.
Greater Shield Focus
Prerequisite
Imp. Shield Focus, Fighter lvl 10
Benefit
You gain an additional +1 bonus to your shield modifier to AC when using a shield.
Wild Familiar
Prerequisite
Animal Companion, Summon familiar
Benefit
Your animal companion and familiar can be traded for one arcane companion. The arcane companion is treated as an animal companion that gets the familiar bonuses as well. The level penalty for an alternate animal companion is only applied to the animal companion abilities. Like Bonuses (Natural Armor Adj) do not stack. If the Animal Companion would have less HP than a Familiar the Familiar HP are used, but the Animal companion HP total should be maintained if it switches back.
Arcane Companion
Prerequisite
Summon Familiar
Benefit
The character's familiar base animal can be selected from the Animal Companion list instead of normal familiar list. An animal from the Alternative Animal Companions list may be selected, but the level penalty applies against your familiar's abilities.
Improved Ambidexterity
Prerequisite
Two Weapon Fighting, BAB +2
Benefit
Character can treat any one-handed weapon in his off-hand as light weapon for the purposes of determining two weapon fighting penalty.
Strong off-hand
Prerequisite
Two Weapon Fighting
Benefit
Character can use full Strength Bonus to damage with off-hand attacks
Somatic Weaponry
You are adept at performing somatic spell components while your hands are occupied.
Prerequisite
Concentration 5 Ranks, Spellcraft 5 Ranks
Benefit
When holding a weapon (or object of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of the proper size.
This feat doesn't allow you to use somatic components while carrying a load, restrained, etc or grappling, regardless of the size of your foe.
Normal
You must have a hand free to cast somatic components.
Shielded Casting
You are skilled at covering yourself with your shield when casting spells in combat.
Prerequisite
Combat Casting, Concentration 5 ranks, Shield Proficiency
Benefit
As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.
Arcane Channeling
Prerequisite
Combat Casting, Melee BAB +3
Benefit
You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Normal
Touch spells must be delivered thru an unarmed touch attack or strike.
Arcane Channeling, Improved
Prerequisite
Arcane Channeling, Melee BAB +8
Benefit
You can cast any touch spell you know as part of a full attack action and deliver the spell through your weapon with your first melee attack that round. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Arcane Channeling, Greater
Prerequisite
Improved Arcane Channeling, Melee BAB +13
Benefit
When using Arcane Channeling to perform a full attack action, you may use one additional attack in the action to channel the same spell.
Arcane Channeling discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. Each additional successful strike consumes an equivalent number of spell points as the original casting. If you have insufficient spell points or when you choose to stop channeling the current and all remaining attacks in this round become ordinary attacks.
Special
You may select Greater Arcane Channeling an additional time for every 5 BAB ( i.e a second time at +18 and a third at +23 ).
Imbue Arrow
Prerequisite
Point Blank Shot, Precise Shot, Weapon Focus(appropriate ranged weapon), Arcane Caster, Ranged BAB +8
Benefit
You have the ability to place an area spell upon a piece of ammunition. When the ammunition is fired, the spell's area is centered on where the ammunition lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the ammunition. The ammunition must be fired in the round the spell is cast, or the spell is wasted.
Battle Casting
You have a knack for staying out of harm's way when casting spells.
Prerequisite
Dodge, Combat Casting, Concentration 5 ranks, DEX 13
Benefit
While casting a spell, you gain a +2 dodge bonus to your Armor Class. The bonus lasts until the beginning of your next turn. You cannot make attacks of opportunity while claiming the dodge bonus from this feat.
New Weapons And Equipment
New Weapons
Weapon Name | Group | Size | Cost | Damage | Crit | Range | Weight | Type |
---|---|---|---|---|---|---|---|---|
Dwarven Warhammer | Exotic | One-Handed | 30gp | 1d10 | x3 | 8 lb. | B | |
Greathammer | Martial | Two-Handed | 20gp | 2d6 | x3 | 10 lb. | B | |
Warspear | Martial | One-Handed | 2gp | 1d8 | x3 | 20 ft | 6 lb. | P |
Shortbow | Simple | * | * | * | 19-20 | * | * | * |
Shortbow, Comp | Martial | * | * | * | 19-20 | * | * | * |
Longbow | Martial | * | * | * | 19-20 | * | * | * |
Longbow, Comp | Martial | * | * | * | 19-20 | * | * | * |
Crossbow, Light | Simple | * | * | * | x3 | * | * | * |
Crossbow, Heavy | Simple | * | * | * | x3 | * | * | * |
Alchemical Ammunition (Target Spell)
This +1 arrow (or other ammunition) contains an ampule of alchemical elixir of varying types. If it strikes a foe so that it deals damage, it bursts into magical energy that effects the target as if they were the target of the contained spell effect. Similar to drinking a potion of the listed effect.
Craft: Requires Brew Potion and Craft Magical Arms and Armor, and Knowledge of Spell. Base Price: ( Spell Level x Caster Level x 50 ) + 40 gp + Any material component cost for spell
Example Sleep Arrow
Target with at most 4HD gets Will save vs DC 11 or falls asleep for 1 minutes. Base Cost: 90 gp
Alchemical Ammunition (Burst or Spread Spell)
This +1 arrow (or bolt or bullet) contains an ampule of alchemical elixir of varying types. If it strikes a foe so that it deals damage, it bursts into magical energy that effects the target as if they were at the center of the contained spell effect. The arrow can also be fired at a point (DC 10+Spell Level) resulting in the spell being initiated normally from that point.
Craft: Requires Brew Potion and Craft Magical Arms and Armor, and Knowledge of Spell. Base Price: ( Spell Level x Caster Level x 50 ) + 40 gp + Any material component cost for spell
Example Fireball Arrow
Does 5d6 Damage DC 14 Ref Save for half. Base Cost: 790 gp
Socket Weapons
A system for magical weapons to change their abilities. For the same cost as a master work weapon a weapon can instead be made with 3 sockets. All single ended weapons can have 3 sockets. A double weapon can have a set of three for each end. A set of sockets can have magical gems affixed to them to grant the weapon bonuses. There are 4 types of magical gems(Dull Quartz, Green Emerald, Purple Iolite and Yellow Amber). A set of sockets cannot have more than 1 gem of any one type. The Consumable stones effects are single use when used the stone cracks leaving a cracked sone that may still have some magical abilities.
Gems Price by type and effect
Stone effect | Dull Quartz | Green Emerald | Purple Iolite | Yellow Amber |
---|---|---|---|---|
Basic | 50 | 125 | 225 | 250 |
+1 | 2000 | 5000 | 9000 | 10000 |
+2 | 8000 | 20000 | 35000 | 40000 |
+3 | 18000 | 50000 | 90000 | 100000 |
Anarchic | 24000 | |||
Axiomatic | 24000 | |||
Holy | 24000 | |||
Unholy | 24000 | |||
Bane | 3000 | |||
Disruption | 24000 | |||
Ghost Touch | 3000 | 6000 | 6000 | 6000 |
Life Drinker | 96000 | |||
Vorpal | 150000 | |||
Flaming | 6000 | |||
Frost | 6000 | |||
Merciful | 6000 | |||
Shock | 6000 | |||
Shock+Thundering | 24000 | |||
Thundering | 6000 | |||
Vicious | 6000 | |||
Venom (Dagger of) | 6000 | |||
Flaming Burst | 24000 | |||
Icy Burst | 24000 | |||
Shocking Burst | 24000 | |||
Spell Storing (1-3) | 6000 | |||
Spell Storing (1-6) | 54000 | |||
Spell Storing (1-9) | 150000 | |||
Distance | 6000 | |||
Defending | 3000 | 6000 | ||
Dancing | 96000 | |||
Throwing | 500 | 1000 | ||
Wounding | 24000 | |||
Keen | 6000 | |||
Mighty Cleaving | 3000 | 6000 | 8000 | 10000 |
Ki Focus | 3000 | 6000 | ||
Returning | 3000 | 6000 | ||
Seeking | 3000 | 6000 | ||
Speed | 54000 | |||
Terror (Mace of) | 30000 | |||
Subtlety (Sword of) | 18000 | |||
Consumable Stones | ||||
-Wish (Luck blade) | 44000 | 44000 | 44000 | |
-Wish Cracked | 4000 | 4000 | 4000 | |
-Life Stealing | 2000 | |||
-Life Stealing Cracked | TBD | |||
-Slaying | 2000 | |||
-Slaying Cracked | TBD |
Socket Synergies
Some combinations of magical gems provide additional bonuses when socketted together or in a certain order.
For example: * All 3 Wish Stones in any order (even if cracked) grant +1 luck bonus to all saves, and one reroll per day. * Certain combinations cause the weapon to give off light of a specific color
Other Rules
Temporary Hit Points
Do not stack unless they are from a life or energy drain ability.
Health Levels and Metagaming
HP | Heath Level |
---|---|
MaxHP and above | Undamaged |
MaxHP/2 to MaxHp | Damaged |
1 to MaxHP/2 | Bloodied |
-Con Stat/2 to 0 | Disabled (Bleeding/Stable) |
-Con to Con/2 | Dying (Bleeding/Stable) |
below -Con Stat | Dead |
It is frowned upon to try to determine certain information in the game. Others are readily available, in general ask and the GM should just say "you can't determine that" if he feels it breaks immersion.
Here are some quick guidelines:
- Please don't look up enemy stats unless instructed to. Justification: This is what knowledge skills are for and the DM reserves the right to change any stat at any time.
- Don't try to determine exact number of enemy hit points, Ask for its health level instead like "is it bloodied?" or "how healthy does it look?". Justification: Exact number of hit points are a detail that is unlikely to be trackable by a character in combat, 1 HP is a very small quantity. The DM recourse is to randomize HP, but this would slow the game down.
Things you are encouraged to ask:
- The AC of enemies after you attack them once or get a good chance to look them over. Justification: Most player characters are warriors familiar with the combat and armors of their world and they could probably get within 5% estimates of how hard to hit something is, especially after trying a couple times, even more so when you consider that there are many unaccounted for swings, blows, etc in a d20 round. It also speeds up play a lot.
- Can I take a 10,or 20, on this? But ask before you roll. Taking a 10 is one of the best mechanics. Many player under utilize it for skill checks. It is the system mechanic for what your character can do naturally most of the time. Your sailor character should be able to tie a professional knot reliably, this lets them do that while staying in the system. As a DM I like when players remember to ask because it is one less thing I have to track and shows they understand the stakes of a situation and their character's strengths.
- Is there some specific mundane item in the room? Just make sure it broadly makes sense and mix it up don't always be looking for a chandelier in every room of the dungeon. As a DM it is often difficult to fully spell out every setting and this can help with that, while giving the player more room for creative actions.
Magically raising the dead
All the traditional raise dead spells except for True Resurrection are banned. The combination of Gentle Repose and the new Revivify and/or Breath of Life spells fill that hole.
Almost exclusively undead are evil by nature. Soul-less automatons powered by negative energy, they are driven only to evil even for its own sake. Only being bent by their master's desires to do otherwise. Even unintelligent undead may twist orders to the darkest interpretation. Always attacking to kill, and seeking to spread fear among the living. The exception to this is the lich and vampire, but the process needed to become and maintain that state is so unspeakably unnatural and self motivated that it can only be performed by the most evil of people.
Crafting
Magic Items
- Part Cost = Base Cost / 2 + Masterwork item cost if enhancing a weapon, armor, shield, etc
- XP Cost = Base Cost in gold / 25
Mundane Items
- Part Cost = Base Cost / 4
- XP Cost = Base Cost in gold / 25
Crafting and Downtime
Crafting can be performed at the normal costs when ever the party has a significant amount of downtime approximately a week or more. While traveling and adventuring a character can craft, but the XP cost is 10 times higher. The assumption being that the work is done during quiet and rest periods. Scribing scrolls without expensive material components and crafting mundane ammunition do not have the increased XP cost. Other handicrafts such as whittling or knitting maybe performed while adventuring without increased XP cost.
Mundane Crafting Enhanced Items
A smith with at least 7 Ranks (including Skill Focus) in the appropriate craft can get the Craft Magical Arms and Armor Feat, using 1/2 their total skill bonus as their caster level. Maybe limited in what they can make to normal enhancement bonuses, keen and vorpal. Maybe other effects could be added with high enough spell craft or Knowledge: Arcana and the appropriate formularies.
An Alchemist may be able to do something similar with Brew Potion and craft alchemy.
Maybe a scribe with Scribe Scroll, Decipher script and Craft.
New Spells
Oth Level Cantrips and Orisons
Restful Slumber
- Abjuration
- Level: Clr 0, Brd 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: Living creatures within a 10-ft.-radius burst
- Duration: 8-hours
- Saving Throw: Will negates (harmless); see text
- Spell Resistance: Yes (harmless); see text
You cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night’s sleep. If a subject completes a full night’s rest, it regains twice as many hit points as normal.
Transfer Health
- Conjuration (Healing)
- Level: Clr 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will half (harmless); see text
- Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel your own positive energy that cause you to lose 1 hit point and cures 1 point of damage to target.
Since undead are powered by negative energy, this spell deals 1d6 positive energy damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Stabilize
- Conjuration (Healing)
- Level: Clr 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will half (harmless); see text
- Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 0 points of damage. The target is still magically healed thus they stabilize.
Since undead are powered by negative energy, this spell deals 1 damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Malum Medicum
- Transmutation
- Level: Drd 0
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Fresh fruit touched
- Duration: One day
- Saving Throw: None
- Spell Resistance: Yes
Casting upon a piece of freshly picked fruit makes it magical. You can immediately discern the affected piece of fruit. Each transmuted fruit provides nourishment as if it were a normal meal for a Medium creature. The fruit also cures 1 point of damage when eaten, subject to a maximum of 1 point of such curing in any 24-hour period.
Ray of Lightning
- Evocation [Electricity]
- Level: Sor/Wiz 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Ray
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
A ray of lightning projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of electricity damage. This spell cannot be safely cast in metal armor. Doing so would result in the spell hitting the caster instead of the intended target.
Turn Undead
- Abjuration [Good]
- Level: Clr 1
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Effect: 60 ft Burst
- Duration: 1 minute or Instantaneous
- Saving Throw: None
- Spell Resistance: No
Cause 2d6 + Charisma modifier + 1 per level HD of undead to be turned. Undead with more HD than your level are immune to Turn Undead. Turned undead will flee if able and cower(+2 to hit) if not. If your level is more than double the undeads HD they are destroyed instead of turned. Note if you have 5 or more ranks in Knowledge: Religion you get a +2 bonus to the HD of undead that are immune to your turning.
Animate Object
- Transmutation
- Level: Lvl 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Targets: One inanimate object
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
As Animate Objects, except you only animate a single object sized by half your caster level. Full Text: You imbue an inanimate object with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You can change the designated target or targets as a move action, as if directing an active spell. The size of the animated object is spcifed in the table.
Level | Object Size |
---|---|
2 | Small |
4 | Medium |
8 | Large |
16 | Huge |
32 | Gargantuan |
64 | Colossal |
This spell cannot animate objects carried or worn by a creature.
Animate object can be made permanent with a permanency spell.
Revivify
- Conjuration (Healing)
- Level: Lvl 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Dead creature touched
- Duration: Instantaneous
- Saving Throw: None; see text
- Spell Resistance: Yes (harmless)
The diamonds vaporize from your hand as you cast this spell, and the vapors they give off wrap around your fallen companion, dragging her soul back into her mortal form.
Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead(PH 268), except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has -1 hit points (but is stable).
Material Component: Diamonds worth at least 500 gp.
Breath of Life
- Conjuration(Healing)
- Level: Clr 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Targets: Creature touched
- Duration: Instantaneous
- Saving Throw: Will half (harmless); see text
- Spell Resistance: Yes (harmless); see text
This spell functions like cure light wounds, except that it cures 5d8 points of damage + 1 point per caster level (maximum +25).
If cast upon a creature that has died within 1 round, unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. The target changes to the appropriate health status based on their new HP total after this spell (i.e. Dead, Dying, Disabled, etc). Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
Alter Self
- Transmutation
- Level: Brd 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 min./level (D)
You assume the form of a creature of a type based on the type of your normal form. The new form must be within one size category of your normal size. You can change into a member of your own kind or even into yourself.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check, ignoring penalties based on differences in gender, race or age between your normal and new form.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. Melded equipment can have adjustments to its minor physical qualities to match the new form. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
You retain all the statistics and abilities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth and lungs for a breath weapon, speech and air-breathing or eyes for a gaze attack or sight).
If your new form is smaller, this effect is the same as Reduce Person without the -2 Strength. If your new form is Larger, this effect is the same as Enlarge Person without the -2 Dexterity. If you are the same size you may add +2 bonus to either Strength or Dexterity.
For every two caster levels, you may aquire one ability of the new form from the following list: daylight vision, darkvision 60-ft, low-light vision, scent, air-breathing, water-breathing, scent, climb 30 feet, fly 30 feet (clumsy maneuverability), swim 30 feet, +1 natural armor, a natural weapon that does damage as an appropriate sized shortspear.
Base creature type | New form type | Example |
---|---|---|
Fey, Giant, Montrous Humanoid, Humanoid | Humanoid | Ogre Mage -> Human |
Dragon, Magical Beast, Animal, Vermin | Animal or Vermin | Chimera -> Elephant |
Undead, Constructs crafted of flesh, blood, bone | Unintelligent Undead | Mummy -> Zombie |
Construct | Animated Object | Inevitable -> Animated clock |
Outsider | same full subtype | Efreeti -> Salamander |
Abberation, Plant, Ooze | Ooze or Normal Plant | Treent -> Ochre jelly |
Templated [Group Type] | Templated [Type] | Ghost Elf -> Ghost Orc |
Alter Other
- Transmutation
- Level: Sor/Wiz 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Willing living creature touched
- Duration: 10 min./level (D)
This spell functions like Alter Self, except that it may be cast on willing other creatures.
Polymorph
- Transmutation
- Level: Sor/Wiz 4
- Components: V, S, M (a piece of the creature whose form you plan to assume)
- Casting Time: 1 standard action
- Range: Touch
- Target: Willing living creature touched
- Duration: 1 min./level (D)
- Saving Throw: None
- Spell Resistance: No
This spell changes the willing subject into another form of living creature.
The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
The new form can’t have more Hit Dice than the subject’s HD. The new form must have a challenge rating less than your level, to a maximum of CR 14 at 15th level. For example, an 8th level wizard could turn an 8-HD Rhinoceros, themselves or their own familiar into an eight-headed Hydra (CR 7; HD 8)
You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form.
The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
The subject retains its own alignment (and personality, within the limits
of the new form’s ability scores).
The subject retains its own hit points (plus temporary hit points as
listed below).
The subject is treated as having its normal Hit Dice for purpose of
adjudicating effects based on HD, such as the sleep spell, though it
uses the new form’s base attack bonus, base save bonuses, and all
other statistics derived from Hit Dice.
The subject is treated as having its normal creature type as well as the new
form for purpose of adjudicating effects based on creature type, such
as the charm person or charm animal spells.
The subject also retains the ability to understand (but not necessarily to
speak) the languages it understood in its original form. It can write
in the languages it understands, but only the form is capable of
writing in some manner (such as drawing in the dirt with a paw).
If the new form normally has regeneration, fast healing or shapechange
abilities the subject does not get those.
With those exceptions, the subject’s normal game statistics are replaced by those of the new form. The subject loses all the special abilities it has in its normal form, including its class features.
If the new form's max hit points is greater than the subject's max hit points, the subject gains a number of temporary hit points equal to the difference for the duration. For example, a 33 HP Medusa polymorphed into a 57 HP Manticore would gain 22 temporary hit points.
If slain, the subject reverts to its original form, though it remains dead.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. The subject is effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, it grants a +10 bonus on the Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When the subject reverts to their true form, any objects previously melded into the new form reappear in the same location on their body they previously occupied and are once again functional. Any new items they wore in the assumed form and can’t wear in their normal form fall off and land at their feet; any that they could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form. If the new form has more body parts of a given type and one is cut off determine randomly if is corresponds to the subject's original. For example, an elf polymorphed into a giant spider that loses a leg only has a 50% chance of losing a limb when it reverts.
Material Component: A pinch of material(feathers, fur, hair, scales,etc) from the creature of the new form. (Prices vary: a normal spell component pouch will contain parts for animals and magical beasts common to the area. In general prices will be less than (CR x HD x 10gp) per pinch).
Baleful Polymorph
- Transmutation
- Level: Drd 5, Sor/Wiz 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: Permanent
- Saving Throw: Fortitude negates, Will partial; see text
- Spell Resistance: Yes
This spell functions like Polymorph, except that targets need not be touched or willing, the duration is permanent, and the new form must be a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad).
All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.
If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.
As with any polymorh effect ff the subject remains in the new form for 24 hours within any period 48 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.
Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (i.e. doppelganger or werewolf) can revert to its natural form as a standard action, ending the spell’s effect.
Polymorph Any Object
- Transmutation
- Level: Sor/Wiz 8, Trickery 8
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature, or one nonmagical object of up to 100 cu. ft./level
- Duration: See text
- Saving Throw: Fortitude negates (object); see text
- Spell Resistance: Yes (object)
This spell functions like polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.
Changed Subject Is: | Duration Factor[1] |
---|---|
Same kingdom (animal, vegetable, mineral) | +5 |
Same class (mammals, fungi, metals, etc.) | +2 |
Same size | +2 |
Related (twig is to tree, wolf fur is to wolf, etc.) | +2 |
Same or lower Intelligence | +2 |
[1] Add all that apply. Look up the total on the next table.
Duration Factor | Duration | Example |
---|---|---|
0 | 20 minutes | Pebble to human |
2 | 1 hour | Marionette to human |
4 | 3 hours | Human to marionette |
5 | 12 hours | Lizard to manticore |
6 | 2 days | Sheep to wool coat |
7 | 1 week | Shrew to manticore |
9+ | Permanent | Manticore to shrew |
A non-magical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell.
This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.
This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.
Arcane Material Component Mercury, gum arabic, and smoke.
Shapechange
- Transmutation
- Level: Animal 9, Drd 9, Sor/Wiz 9
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 min./level (D)
This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed forms challenge rating is capped at 24 at level 25. Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on Disguise checks.
Focus A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)