Alter Self

Alter Self

2nd-rank - Wizard Spell: Transmutation

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
Components: V, S
Materials:
Auditory Sensory Effects: Moderate
Visual Sensory Effects: Medium
Olfactory Sensory Effects: None
Casting Perception Mod +2
Effect Perception Mod +5

You are surrounded by a greenish aura that pulses and hums as you assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.   Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another humanoid race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. You are surrounded by the greenish aura whenever you change appearance.   Environmental Adaptation. You adapt your body to a new environment and mode of locomotion:

  1. An aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed
  2. An underground environment, gaining a Climbing and burrowing speed equal to your walking speed, and gaining Blindsight out to a 60 foot radius
  3. An aerial environment, sprouting wings from your arms and fingers and gaining a flying speed equal to half your walking speed.
You have Disadvantage on attack rolls while using an underground or aerial adaptation.   Mobility Enhancement: Your muscles bulge and lengthen, and your joints gain incredible flexibility. Your walking speed and jump distance double.   Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d8 Bludgeoning Damage, Piercing Damage, or Slashing Damage, as appropriate to the natural weapon you choose, and you are proficient with your natural weapon strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

At higher ranks:


 

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