Ändern Spell in Eberron | World Anvil
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Ändern

2nd-level transmutation   Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Artificer, Druid, Sorcerer, Wizard   The creature touched assumes a different form. When you cast the spell, you can choose one of the following options, the effects of which last for the duration of the spell. While you conentrate on the spell, you can end one option as an action to gain or grant the benefits of a different one.
When casting the spell, you can choose one option to last for the duration. In that case, the spell does not require concentration.  
  • Aquatic Adaptation: The target's body adapts to an aquatic environment, sprouting gills and growing webbing between their fingers. They can breathe underwater and gain a swimming speed equal to their walking speed.
  • Change Appearance: The target's appearance changes. You decide what they look like, including their height, weight, facial features, sound of their voice, hair length, coloration, and distinguishing characteristics, if any. You can make them appear as a member of another race, though none of their statistics change. They also can't appear as a creature of a different size, and their basic shape stays the same; if they're bipedal, you can't use this spell to make them quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change their appearance in this way again.
  • Enhanced Senses: One of the target's sensory organs becomes animal-like, granting it darkvision out to a range of 60 ft., blindsight or tremorsense out to a range of 10 ft. or advantage on Perception checks using one sense.
  • Natural Weapons: The target grows claws, fangs, spines, horns, or a different natural weapon of your choice. Their unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and they are proficient with unarmed strikes. Finally, the natural weapon is magic and they have a +1 bonus to the attack and damage rolls they make using it.
  • Terrain Adaptation: The target grows claws, fur patterns, hooves, small wings, or other traits that aid their movement through a terrain, gaining a +10 ft. increase to their speed, a burrow or fly speed equal to half, or a climb speed equal to their walking speed, advantage on Acrobatics, Athletics or Stealth checks or tripling their jump distance.
  After 5 to 30 castings during a month to a year (depending on complexity), changes can become permanent, making it useful for countless cosmetic and surgical procedures. Unforeseen side-effects can occur.   You can target one additional creature or choose one additional option for every slot level above 2nd. At 5th level, the change lasts for 8 hours without concentration and the targets can use their action to switch options.

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