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)
Description

Other Information
You gain physical attributes (natural armor, natural attacks, natural size, movement capabilities, racial skill bonuses, racial feats. You do not gain extraordinary special attacks, special qualities, spell-like abilities, etc. Worn equipment remains active if still applicable. Minimum duration is 30 minutes (3rd level caster).

Pros:
  • Very versatile.
  • Can be used effectively for combat or for spying/infiltration.

    Cons:
  • 5 HD limit.
  • Personal range.
  • Limited to changing into something of the same creature type.

    Tricks/Combos:
  • Multiclassing: For only 3 levels of Wizard, many other classes can greatly benefit from Alter Self. Any class could benefit from being able to grow wings, gills, or burrowing claws. Barbarians could wear no armor at all, and just Alter Self into something with a high natural AC. This works even better once they cannot be caught flat-footed. Rogues could find great value in being able to change into another race for sneaking around, and if they are small already, could Alter Self into something tiny to be even harder to catch. They would also have access to other spells to aid sneaking such as Invisibility and Spider Climb. Rangers could get good use out of a form with natural attacks, since numerous Ranger spells enhance natural or claw attacks. Druids probably won't need this spell, since they already get Wild Shape, and Clerics, Paladins and Fighters would probably prefer being able to wear heavy armor, which would present an arcane spell failure problem.
  • Silent Spell: Multiclassing Rogue characters might have to be able to cast this spell stealthily to escape a botched operation; the +1 spell level is worth it since it could mean the difference between escape and capture.
  • Still Spell: As Silent Spell.
  • Non-humanoids have some fantastic choices to change into.

    Overall:
    A superb spell. Extremely versatile and with a little research, almost always helpful in some way. The key to efficiently using this spell is knowing exactly what you can turn into, before you need to use it. Some good choices (from core sources) for humanoids are Lizardfolk (+5 natural AC, natural weapons of 2 claws and a bite, and racial feat Multiattack) or Troglodyte (+6 natural AC, natural weapons of 2 claws and a bite, and racial feat Multiattack). For swimming, Locathahs have +3 natural AC and a Swim speed of 60 feet.

    Outsiders (Aasimar, Tiefling, etc.) get some great choices; Lantern Archon or Quasits for perfect flight, Formian Warrior for +5 natural AC and four natural attacks (sting, 2 claws, bite), Ravid for +10 natural AC (but only one hand, and no flight), Juvenile Tojanida for +10 natural AC and swim 90 ft., etc.

    Recommended for Bards?
    Yes, although it depends on your role in your party. Almost anyone will find being able to suddenly improve their natural AC or improve/alter their natural movement speed a useful function. Mischievous Bards might greatly appreciate being able to change shape to escape capture.

    Recommended for Sorcerers?
    Yes. Almost anyone will find being able to suddenly improve their natural AC or improve/alter their natural movement speed a useful function. Even a pure blaster Sorcerer wouldn't complain about having a Troglodyte's +6 natural AC. Can be a great help for intimidation or diplomatic attempts, as well.

    Recommended for Wizards as an initial spell choice?
    Yes. Almost anyone will find being able to suddenly improve their natural AC or improve/alter their natural movement speed a useful function. Even a pure Enchanter or Illusionist wouldn't complain about having a Troglodyte's +6 natural AC. Can be a great help for intimidation or diplomatic attempts, as well.

    Recommended as a scroll?
    Yes. Even if you don't use the combat techniques, or use it to sneak around or hide, or intimidate prisoners, Alter Self is incredibly useful for the movement capabilities alone. Trapped in a collapsing tower? Turn into something with burrowing and dive into the ground. Aboard a sinking ship? Turn into something that can breathe water. About to fall off a high cliff? Turn into something with wings. You should always have Alter Self (and the knowledge of what forms you can take) available.
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