Shapechange

Transmutation
Level: Animal 9, Transmuter 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Spell Points: 17

“My mother always said I could be anything I wanted to be. So I did.”

Shapechange is a special spell in the way that it has no effect on its own, but an enabler for the form-changing magic you already possess.

For the duration of the spell, you can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. The form taken is according to the effects of one “Form of the X” spell you know, augmented as if cast using a number of spell points equal to the number spent on casting the Shapechange spell. You do not have to select the same augments each time. You can use this free action to revert to your original form, if desired.

For example, a 17th-level Transmuter who knows Form of the Fish and Form of the Dragon could take the shape of a gargantuan fish with a swim speed of 40’ (using the second augment only) at the end of the round in which he cast the spell, change into a dragon with a strength score of 32 (using the first augment only) at the start of the next round, and end his third round by turning into a small fish with a swim speed of 100’ (using the first augment only).

In addition, you gain an additional ability corresponding to your current form.

  • Form of the Avian: Your form’s aerial maneuverability increases to perfect, and you gain a competence bonus on spot checks equal to the number of spell points spent on this spell.

  • Form of the Predator: You gain the Pounce and Rake extraordinary abilities of a lion. Your rake attacks deal 1d4 points of damage + 1 / 2 your strength modifier, and benefit from size increases normally.

  • Form of the Dragon: You gain a breath weapon. The breath weapon fills a 40’ cone, and deals 1d6 points of fire damage per spell point you spent on the Shapechange spell, reflex half. Usable as a standard action once every 1d4+1 rounds (changing from the Form of the Dragon and back again does not reset the counter). This is a supernatural ability.

  • Form of the Elemental: You simultaneously gain the benefits of all the elemental forms, and none of the drawbacks.

  • Form of the Fish: You gain the Improved Grab (for your bite attack) and Swallow Whole special abilities. The damage required to cut out of your gullet is equal to 1 / 4 your HP total. These are extraordinary abilities.

  • Form of the Horror: You gain the Frightful Presence special ability out to 60’. It activates whenever you attack or perform a grapple check. Opponents who fail are Frightened for 6d6 rounds. The save DC is equal to the Shapechange spell’s save DC, rather than as normal for the Frightful Presence special ability. This is an extraordinary ability.

  • Form of the Iron Golem: You gain a breath weapon. The breath weapon fills a 10’ cube with a poisonous gas lasting 1 round. Usable as a free action once every 1d4+1 rounds (changing from the Form of the Iron Golem and back again does not reset the counter). The gas is transparent and lasts for 1 round. Initial damage 1d4 Con, secondary damage 3d4 Con. This is a supernatural ability.

  • Form of the Scout: Creatures with the Blindsense, Blindsight, Scent, or Tremorsense special abilities cannot use those abilities to detect you.

  • Form of the Treant: You gain the Regeneration 1 special ability. Fire deals normal damage to you. Limb reattachment and regrowth happens too slowly for it to be possible to accomplish while the spell lasts.

  • Form of the Vermin: You gain the Tremorsense special ability out to 100’. If your form has claws, they gain the Improved Grab special ability.

  • Form of the Viper: You gain the Improved Grab (for your bite attack) special ability, and the Blindsense special ability out to 60’.