Spell: Trick of the Chameleon

Alteration | Arcane | Concentration⚙️ | Illusion | Primal

 

Stats

  • Tradition; Ability Rank: Alteration, Illusion; 1
  • Availability: u.Spell List: Arcane
  • Complexity: Simple
  • Cost: 1
  • -
  • Use Time : 2 actions / ◈◈
  • Components: Verbal, Somatic
  • Display: Concentration
  • -
  • Range: Self
  • Target: Self
  • Duration: 1 hour
  • Saving Throw: None

Ability Description

You change yourself or your appearance, altering yourself to look different. Augmenting this spell with a 2nd rank or above spell slot actually changes you.

1st Rank

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, distinguishing characteristics (if any and your clothing, armor, weapons, and other belongings on your person. You can make yourself appear as a member of another ancestry that you share a trait with, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use an action / ◈ to change your appearance in this way again.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Insight, Perception, or Appraise check vs spell save DC or a Deception check (your choice)

2nd Rank and up

Inspecting creatures make this check against the DC at disadvantage. Additionally, the changes gain a bit of solidity, adding to the realism.

You can, also, use one of the following effects for the spell's duration on top of making yourself look different.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your base Movement.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice; or improve a natural weapon you already have. Your Unarmed strikes deal bludgeoning, piercing, or slashing damage (as appropriate to the natural weapon you chose) equal to 1d6 + Half-Proficiency, and you gain proficiency with the Unarmed Weapon Group if you do not have such already. Additionally, your innate Natural Weapons deal additional damage of one of their damage types equal to 2 + 1d4 .

Augmentation + other notes

⤴/Augment Up: hen you cast this spell using a spell slot of 2nd level or higher, the spell is altered (see above).

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