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
Description

Other Information
Note: The SRD differs significantly from the actual Player's Handbook.

The SRD:
- No limitations on the new form a target takes.
- Initial Fortitude save to negate the spell, otherwise they lose all special abilities of their natural form and gain the physical and mental attributes of the new form. They retain the ability to understand language, their normal memories, and their natural hit points and HD. Any items worn fall to the ground.
- After 24 hours, must make a Will save or lose the ability to understand language, and their memories, and their hit points and HD become those of the new form.

Player's Handbook:
- States that the new form must be an animal of small size (or smaller) with no more than 1 HD.
- Initial Fortitude save to negate the spell. If they fail the Fortitude save, they immediately must make a Will save or else they lose all special abilities of their natural form and gain the physical and mental attributes of the new form. They retain the ability to understand language, their normal memories, and their natural hit points and HD. No mention of what happens to items worn.

Pros:
  • Permanent.

    Cons:
  • Two saves (Fort negates, Will partial).
  • If going by the Player's Handbook, new form must be a) small size, b) an animal, and c) have no more than 1 HD.
  • If a new form would prove fatal (turning a flying creature into a toad while it is airborne) they get a +4 bonus on the save.

    Tricks/Combos:
  • Since the new form is an animal, a polymorphed target can be subjected to spells or abilities that normally target only animals.
  • You can also target yourself or an ally, since you can voluntarily fail your saves. If using the Player's Handbook rules this is a large risk, since if you fail the Will save you lose your regular mental state. If using the SRD, not only does this not arise until 24 hours have passed, but it also does not list any sort of "new-form" restrictions. This means no HD limit, no creature type limitations, nothing.

    Overall:
    The varying rules make this tricky. If going by the SRD, then this spell is a killer in battle; turn any foe into something harmless and you're laughing. You can also use it to turn a group on itself; turning the orc lord into a fat gnome could have fantastic results when the other orcs spot him. If used in a combat situation the Will save is mostly irrelevant, since most times either you or the target won't be around in 24 hours to care about the secondary effect.

    If using the Player's Handbook rules, you are a bit more limited. You must choose a small animal form, so the above-mentioned orc-into-gnome trick would not be possible. Also, if a creature fails their Fortitude save and turns into a cat or something, but then passes their Will save, they retain all special abilities of their natural form. This means you could be facing a regenerating cat, or one that can fly, or one that can still use its natural spell-like abilities. Not quite as dominant as the SRD version, but obviously still very good.

    Note: I believe the SRD version is horribly written and is very broken. You could cast it on yourself and then run around rampant as a Titan for 24 hours. Have someone dispel it before the 24 hour point to avoid any negative effects, and repeat. I would not allow this version in my games.

    Recommended for Druids?
    Yes. Useful to directly negate one opponent in combat, or trick enemies into battling each other, or when interrogating a prisoner (turn them into an animal and then unleash your many animal-targeting spells on their new body). Can also be used as a last-resort buff spell, though this is risky due to the terrible mental side effects if the Will save fails. Also nice in that you don't necessarily have to kill the affected target; you can take them prisoner, or use it to force someone to realize that you are not hostile towards them, by returning them to normal once they've calmed down.

    Recommended for Sorcerers?
    Yes. Useful to directly negate one opponent in combat, or trick enemies into battling each other, or when interrogating a prisoner. Nothing screams "evil and powerful person" like turning someone into a frog. Can also be used as a last-resort buff spell, though this is risky due to the terrible mental side effects if the Will save fails. Also nice in that you don't necessarily have to kill the affected target; you can take them prisoner, or use it to force someone to realize that you are not hostile towards them, by returning them to normal once they've calmed down.

    Recommended for Wizards as an initial spell choice?
    Yes. Useful to directly negate one opponent in combat, or trick enemies into battling each other, or when interrogating a prisoner. Nothing screams "evil and powerful person" like turning someone into a frog. Can also be used as a last-resort buff spell, though this is risky due to the terrible mental side effects if the Will save fails. Also nice in that you don't necessarily have to kill the affected target; you can take them prisoner, or use it to force someone to realize that you are not hostile towards them, by returning them to normal once they've calmed down.

    Recommended as a scroll?
    Yes. It's a very useful combat spell, but the roleplaying applications from casually turning people into pets is very dramatic and effective in itself.
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