Spells: Difference between revisions
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:::When you cast a polymorph spell that changes you into a creature of the [[ | :::When you cast a polymorph spell that changes you into a creature of the [[animal]], [[Dragon Traits|dragon]], [[Elemental Traits|elemental]], [[Magical Beast Traits|magical beast]], [[Plant Traits|plant]], or [[Vermin Traits|vermin]] type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the [[Eschew Materials (Feat)]] or [[Natural Spell (Feat)]]), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size. | ||
:::While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as [[Scent]] and [[Darkvision]]), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form. | :::While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as [[Scent]] and [[Darkvision]]), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form. |