Wild Shape IX (Druid Spell)

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Level: Druid 9
School: Transmutation

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, F (The antler of a greater elk spirit, shed during its prime, worth 1,000 gp.)

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 random, sized-medium natural animal. You do not get to choose exactly what this animal is; the Green chooses for you. 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.
Natural Attacks (No Ranged)
CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10
CR 11 CR 12 CR 13 CR 14 CR 15 CR 16 CR 17 CR 18 CR 19 CR 20
CR 21 CR 22 CR 23 CR 24 CR 25 CR 26 CR 27 CR 28 CR 29 CR 30
CR 31 CR 32 CR 33 CR 34 CR 35
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 new form's template, you also gain one random movement ability, and one random bonus ability. Roll 1d20+8 once for each table, and look up your results. You may either accept the results you rolled, or you can modify your result by up to plus or minus three (+/-3), if you prefer. For example, if you rolled a 9+8 = 17 on the movement table, you could select either Vaulting 60 ft. (result 14), Greater Flight 30 ft. (result 15), Lesser Teleport 20 ft. (result 16), Greater Swim 90 ft. (result 17), Walk 75 ft. (result 18), Hover 40 ft. (result 19), or Walk 90 ft. (result 20). You could similarly choose to keep what you rolled on the bonus abilities table, or adjust its result by + or - 3. Regardless of which results you pick, you may only end up with 1 movement power and one bonus ability.

Movement Powers

d20+8 Result Ability
1 No bonus movement
2 Walk 40 ft.
3 Greater Swim 30 ft.
4 Greater Climb 30 ft.
5 Vaulting 30 ft.
6 Walk 50 ft.
d20+8 Result Ability
7 Greater Swim 45 ft.
8 Greater Climb 45 ft.
9 Vaulting 45 ft.
10 Hover 20 ft.
11 Walk 60 ft.
12 Greater Swim 60 ft.
d20+8 Result Ability
13 Greater Climb 60 ft.
14 Vaulting 60 ft.
15 Greater Flight 30 ft.
16 Lesser Teleport 20 ft.
17 Greater Swim 90 ft.
18 Walk 75 ft.
d20+8 Result Ability
19 Hover 40 ft.
20 Walk 90 ft.
21 Greater Flight 45 ft.
22 Lesser Teleport 40 ft.
23 Walk 120 ft.
24 Greater Climb 90 ft.
d20+8 Result Ability
25 Vaulting 90 ft.
26 Greater Flight 60 ft.
27 Hover 60 ft.
28 Lesser Teleport 60 ft.
29 Greater Flight 90 ft.
30 Lesser Teleport 90 ft.

Bonus Abilities

d20+8 Result Ability
1 No bonus ability
2 Darkvision 60 ft.
3 +4 Perception; can make an active perception check as a free action once per encounter
4 May make a 5-foot step each round, even if you have moved (not a second 5-foot step, just a guaranteed first one)
5 Automatically succeed on a single FORT saving throw up to once per round. Must declare this before rolling.
6 Combat Reflexes (Feat)
7 Ranged attack equal to your claw attack, 50' increment, max range 250'
8 Once per round, auto-swap positions with target of successful melee attack
9 Immune to Dazzled, Blind, Fogged conditions
10 Automatically succeed on a single WILL saving throw up to once per round. Must declare this before rolling.
11 Lifesense 60 ft.
12 Ranged attack equal to your claw attack, 50' increment, max 250'; may make 3 ranged attacks w/full attack action
13 Once per round, auto Bull Rush 5 feet w/successful melee attack, and step into space
14 Immune to Sickened, Afflicted, Nauseated conditions
15 You have Inclusive Reach out to 10 feet.
d20+8 Result Ability
16 Your bite attacks are rolled as a melee touch attack instead of a normal attack.
17 Once per round, can pass through a single enemy's space (must end in open space, provokes, auto-succeeds)
18 Tremorsense 60 ft.
19 Immune to Ability Dilution, Ability Damage, and Ability Drain.
20 You can pass through ally spaces when charging.
21 Automatically succeed on a single REFL saving throw up to once per round. Must declare this before rolling.
22 Ignore difficult terrain
23 Immune to Bruised, Bleed, Ruptured conditions.
24 Grant no to-hit bonus to enemies while flanked.
25 Your form has Spell Resistance equal to your form's Maneuver Defense.
26 Immune to Quelled, Prone, Splayed conditions
27 Gain DR x/Common, where x = your Druid level; does not stack with other sources of DR
28 Blindsense 60 ft.
29 Immune to all fear-based status conditions
30 Gain ER x/Common, where x = your Druid level; does not stack with other sources of ER


This spell always makes you into a sized-medium Natural Animal, even if the animal form chosen for you 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, based on the result of these rolls. 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 powers you receive from rolling on the tables above. That is, even if you declare yourself to be a giant bat, because you rolled a 15 and received "Greater Flight 30 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.
Related Spells:   I   II   III   IV   V   VI   VII   VIII   IX

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30