True Polymorph
LEVEL: 9th
CASTING TIME: 1 Action
RANGE/AREA: 30 ft
COMPONENTS: V, S
DURATION: Concentration 1 Hour
SCHOOL: Transmutation
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Buff
- Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the spell lasts until it is dispelled.
- This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
- If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
- The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
- The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
- The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
- You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature's statistics and resolves all of its actions and movement.
- If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
- If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Concentration
- Some Spells require you to maintain Concentration in order to keep their magic active. If you lose Concentration, such a spell ends.
- If a spell must be maintained with Concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end Concentration at any time (no action required).
- Normal activity, such as moving and attacking, doesn’t interfere with Concentration. The following factors can break concentration:
- Casting another spell that requires Concentration. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two Spells at once.
- Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
- Being Incapacitated or killed. You lose Concentration on a spell if you are Incapacitated or if you die.
- The GM might also decide that certain environmental phenomena, such as a wave Crashing over you while you’re on a storm--tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain Concentration on a spell.
Components
- A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), or somatic (S). If you can't provide one or more of a spell's components, you are unable to cast the spell.
- Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.
- Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
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