Wild Shape I (Druid Spell): Difference between revisions
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| Druid=<onlyinclude>{{#ifeq:{{{transcludesection|Druid}}} | | Druid=<onlyinclude>{{#ifeq:{{{transcludesection|Druid}}} | ||
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: {{smaller|( | :: {{smaller|'''Related Spells:''' [[Wild Shape I (Druid Spell)|I]] [[Wild Shape II (Druid Spell)|II]] [[Wild Shape III (Druid Spell)|III]] [[Wild Shape IV (Druid Spell)|IV]] [[Wild Shape V (Druid Spell)|V]] [[Wild Shape VI (Druid Spell)|VI]] [[Wild Shape VII (Druid Spell)|VII]] [[Wild Shape VIII (Druid Spell)|VIII]] [[Wild Shape IX (Druid Spell)|IX]]}} | ||
}} | }} | ||
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| Description = When you cast this spell, you change yourself into a | | Description = When you cast this spell, you change yourself into a sized-medium natural animal. You choose what this animal is, for the most part, but sometimes the Green will provide additional assistance of an unexpected nature. Once you have transformed into this shape, you may not change the form unless you change back to your normal form and cast this spell again. When you cast this spell, your body is utterly transformed into the new animal form, and all of your character's abilities become those of your new form. | ||
: The base abilities of your new animal form are based upon the template below. You gain all of the abilities of the template whose CR (challenge rating) matches your character level at the time you cast this spell. | : The base abilities of your new animal form are based upon the template below. You gain all of the abilities of the template whose CR (challenge rating) matches your character level at the time you cast this spell. | ||
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: This spell converts you completely and utterly into the form of the animal, and grants you a one-time bonus to a [[Disguise]] skill roll if you wish to blend in with others of that sort (see the Blend In ability in the template you choose for details). Regardless of which animal you become, your actual type becomes Protean for the duration of the spell (and, as a result, you gain a vulnerability to silvered weapons, taking 50% extra damage from them). | : This spell converts you completely and utterly into the form of the animal, and grants you a one-time bonus to a [[Disguise]] skill roll if you wish to blend in with others of that sort (see the Blend In ability in the template you choose for details). Regardless of which animal you become, your actual type becomes Protean for the duration of the spell (and, as a result, you gain a vulnerability to silvered weapons, taking 50% extra damage from them). | ||
: In addition to the abilities listed on your animal form's template, | : In addition to the abilities listed on your animal form's template, you may select one movement ability from the table below. | ||
::* [[Walk]] 40 ft. | |||
::* [[Lesser Climb]] 30 ft., [[Walk]] 20 ft. | |||
::* [[Lesser Swim]] 30 ft., [[Walk]] 20 ft. | |||
::* [[Lesser Flight]] 20 ft., [[Walk]] 20 ft. | |||
: This spell always makes you into a sized-medium Natural Animal, even if the animal form | : This spell always makes you into a sized-medium Natural Animal, even if the animal form you choose is normally smaller than sized-medium. There are no size-based bonuses or penalties applied to sized-medium creatures. The exact type and description of the animal form is up to the druid casting the spell, but because of the random nature of the powers assigned each time you cast this spell, it may be desirable to declare what your animal form actually is after seeing the result of the roll. Choose a natural animal that fits the result (your GM gets final ruling on this, but should generally let you choose). Note that you do not gain any of the abilities of the animal form you declare yourself to be, except for those listed in the template, or the movement power you choose from the table above. That is, even if you declare yourself to be a giant bat and picked "Lesser Flight 20 ft., Walk 20 ft.", your form does '''not''' gain the Echolocation sense that most bats typically have. | ||
: Wild Shape cannot transform you into anything other than an actual Animal-type creature. You cannot claim you have transformed into a Monstrous Humanoid, Vermin, Undead, Magical Beast, or any other type or subtype of monster, except a creature with the Animal type or subtype. | : Wild Shape cannot transform you into anything other than an actual Animal-type creature. You cannot claim you have transformed into a Monstrous Humanoid, Vermin, Undead, Magical Beast, or any other type or subtype of monster, except a creature with the Animal type or subtype. |
Latest revision as of 20:18, 3 January 2021
- Level: Druid 0
- School: Transmutation
Casting
- Casting Time: Standard Action, or the first attack of a Full Attack Action
- Components: V, S
Effect
- Range: Self
- Target or Area: you
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level - Spell Resistance: Yes
Description
- When you cast this spell, you change yourself into a sized-medium natural animal. You choose what this animal is, for the most part, but sometimes the Green will provide additional assistance of an unexpected nature. Once you have transformed into this shape, you may not change the form unless you change back to your normal form and cast this spell again. When you cast this spell, your body is utterly transformed into the new animal form, and all of your character's abilities become those of your new form.
- The base abilities of your new animal form are based upon the template below. You gain all of the abilities of the template whose CR (challenge rating) matches your character level at the time you cast this spell.
- This spell converts you completely and utterly into the form of the animal, and grants you a one-time bonus to a Disguise skill roll if you wish to blend in with others of that sort (see the Blend In ability in the template you choose for details). Regardless of which animal you become, your actual type becomes Protean for the duration of the spell (and, as a result, you gain a vulnerability to silvered weapons, taking 50% extra damage from them).
- In addition to the abilities listed on your animal form's template, you may select one movement ability from the table below.
- Walk 40 ft.
- Lesser Climb 30 ft., Walk 20 ft.
- Lesser Swim 30 ft., Walk 20 ft.
- Lesser Flight 20 ft., Walk 20 ft.
- This spell always makes you into a sized-medium Natural Animal, even if the animal form you choose is normally smaller than sized-medium. There are no size-based bonuses or penalties applied to sized-medium creatures. The exact type and description of the animal form is up to the druid casting the spell, but because of the random nature of the powers assigned each time you cast this spell, it may be desirable to declare what your animal form actually is after seeing the result of the roll. Choose a natural animal that fits the result (your GM gets final ruling on this, but should generally let you choose). Note that you do not gain any of the abilities of the animal form you declare yourself to be, except for those listed in the template, or the movement power you choose from the table above. That is, even if you declare yourself to be a giant bat and picked "Lesser Flight 20 ft., Walk 20 ft.", your form does not gain the Echolocation sense that most bats typically have.
- Wild Shape cannot transform you into anything other than an actual Animal-type creature. You cannot claim you have transformed into a Monstrous Humanoid, Vermin, Undead, Magical Beast, or any other type or subtype of monster, except a creature with the Animal type or subtype.
- While you are polymorphed, you do not gain access to any of your normal abilities, or any of the abilities of any creature type you are emulating, unless it is part of your ability to change your shape. You cannot use feats or skills based upon your normal self, you do not gain or lose any modifiers for any Stats, you gain no benefit or penalty for any normal magic item, you do not have your normal armor class, hit points, maneuver offense or defense, saving throw bonuses, class abilities, or anything else. For all intents and purposes, the polymorph has 'overwritten' your entire self, and the only abilities you have are those of your assumed form, and any abilities granted to you by the change into this new shape. Your animal form prevents you from speaking or casting spells, using magic items, or even using many skills while you remain transformed (unless you have a class feature or feat that allows you to do one or more of these things).
- Any time you dismiss this spell and revert to your normal form (either because the encounter ends, you voluntarily dismiss it, or you are reduced to zero or fewer hit points in your polymorphed form), you temporarily gain the Secured status condition. Then, all damage your polymorphed form suffered prior to being dismissed is transferred over to your normal form's hit points (this is added to any damage your normal form had suffered prior to casting this spell). Because of the Secured condition, this transfer can never cause you to be reduced below zero hit points, but you can certainly be reduced to zero hit points. Once the damage from your polymorphed form has been transferred to your natural form's hit points, the Secured condition ends.
- Because of this effect, it is impossible for the caster of this spell to be killed while in their polymorphed form, or by the act of exiting their polymorphed form. As a result, it can sometimes be useful to cast this spell purely to avoid being killed. Just be aware that, once unconscious, you have no protection against being Coup-de-graced (since the Secured condition wears off immediately after the hit points are moved over to your normal form).
- If the caster is suffering from any status condition, poison, or disease, when they cast this spell, that condition is also present in the polymorphed form. Similarly, if your polymorphed form was suffering from any disease, poison, or any other condition of any sort when the spell ends (or is dismissed), then that condition transfers to your natural form as well.
- While you are polymorphed, you may still be healed by your allies, and you still count as their ally for any abilities they possess.
- This spell lays a divine charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays a divine charge on you, the caster. Targets which already have a divine charge present must choose which to keep when the new spell is cast. Only one divine charge can ever be present on a target at a time.