Elemental Polymorph Spell in Zoetrope | World Anvil

Elemental Polymorph

9th level transmutation
Casting Time: 1 action
Range: Self or Touch
Components: None
Duration: Concentration, up to 1 hour
Classes: Druid, Sorcerer, Wizard
You or a willing creature you touch assume the form of an elemental creature for the duration. The new form can be any average example of an elemental creature of your choice without any class levels or the Spellcasting trait and with a challenge rating equal to the transformed creature's level or lower.
The transformed creature's game statistics are replaced by the statistics of the chosen creature, except for alignment, Intelligence, Wisdom, and Charisma scores. The transformed creature retains all of their skill and saving throw proficiencies, in addition to gaining those of the selected elemental creature, If the selected elemental creature has the same proficiency whith a higher bonus than the transformed creature has, the selected elemental creature's bonus is used instead. The transformed creature can't use any legendary actions or lair actions of the new form.
The transformed creature assumes the hit points and Hit Dice of the new form. When the transformed creature reverts to their normal form, they return to the number of hit points they had before being transformed. If the transformed creature reverts as a result of dropping to 0 hit points, any excess damage carries over to their normal form. As long as the excess damage doesn't reduce their normal form to 0 hitpoints, the transformed creature isn't knocked unconscious.
The transformed cretures retains the benefit of any features from their class, race, or other source and can use them, provided that the new form is physically capable of doing so. The transformed creature can't use any special senses they have (for example, darkvision) unless the new form also has that sense. The transformed creature can only speak if the selected elemental creature can normally speak.
The transformed creature chooses whether their equipment falls to the ground, merges into the new form, or is worn by the new form. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. The transformed creature's equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into the new form. Equipment that merges has no effect in that state.
During this spell's duration, the transformed creature can use their action to assume a different form following the same restrictions and rules for the original form, with one exception: if the new form has more hit points than the current one, the transformed creature's hit points remain at their current value.

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