Alteration
Table of Contents
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Ultimate Spheres of Power
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You have the ability to change the physical makeup of creatures.

Shapeshift

As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. Shapeshifts are subject to spell resistance. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a standard action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.

When shapeshifting a target, the caster must choose a transformation and a series of traits for them. Transformations change a creature’s basic physical makeup (humanoids, dragons, land animals, birds, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Transformation (detailed below), placing a transformation on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, if the target changes their basic shape (for example, from humanoid to non-humanoid), the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 circumstance bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Transformation and the traits listed below. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.

  • Darkvision 60 feet
  • Low-light vision
  • Two claw attacks (primary, 1d4 Medium, 1d3 Small, requires arms or the front pair of at least 4 legs). You may grant this trait multiple times.
  • One bite attack (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.
  • One gore attack (primary, 1d6 Medium, 1d4 Small, requires head). You may grant this trait multiple times.
  • Two slam attacks (primary, 1d4 Medium, 1d3 Small, requires arms). You may grant this trait multiple times.
  • Two pincers (secondary, 1d6 Medium, 1d4 Small, requires arms). You may grant this trait multiple times.

Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Transformation

When a creature gains the Alteration sphere, they gain the ability to grant the Blank Transformation. Unlike other transformations, the Blank Transformation does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Transformation allows a caster to add traits to a creature without fundamentally changing the target first.

As a trait, you may change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, adding a purely cosmetic tail, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Transformation, as such changes are assumed with other forms.

Note: Legs

Creatures without legs are immune to being tripped. Creatures with 4 or more legs gain a +4 bonus to their CMD vs. trip for each pair of legs beyond the first, and are treated as quadrupeds for the purpose of their carrying capacity.

Creature Types and Alteration Talents

While assuming a creature’s form with the Alteration sphere generally does not cause the transformed creature to change their creature type or subtype, sometimes various abilities require correlating creature types and subtypes to their respective talents. The table below connects various creature types to the appropriate talent. In the case of the animal and magical beast types, general descriptions of their forms are used to better match the available talents. Note that there may be specific cases where an unusual creature fits poorly with the form granted by the talent corresponding to its type. In these cases it is up to the GM to discern the most suitable talent.

Table: Creature Types
Creature Type Alteration Sphere Talent(s)
Aberration Aberrant Body, Tentacles
Animal or magical beast (aquatic) Aquan Transformation
Animal or magical beast (avian) Avian Transformation
Animal or magical beast (burrowing) Subterranean Transformation
Animal or magical beast (quadrupeds) Animalistic Transformation
Animal or magical beast (serpentine) Serpentine Transformation
(Any) swarms Swarm Shape
Construct Object Transformation
Dragon Dragon Transformation
Humanoids Anthropomorphic Transformation
Fey Fey Body
Outsider (chaotic, evil, good, or lawful) Outsider Body
Outsider (elemental) Elemental Transformation
Ooze Ooze Transformation
Plant Plant Transformation
Undead Undead Body
Vermin or vermin-like magical beasts Vermin Transformation

Alteration Talent Types

Some Alteration talents are marked (transformation). These talents grant additional transformations. Some Alteration talents are marked (body). These talents grant themed sets of traits that mimic specific creature types.


Alteration Talents

Additional Limbs

You may apply the following traits to any form. You may grant each trait multiple times.

One extra arm. This arm does not come with any natural attacks nor provide additional attacks, but otherwise are as strong and capable as the creature’s other arms. If the base creature or form has no arms, this trait grants two arms the first time it is gained.

Two secondary arms. These arms do not come with any natural attacks nor provide additional attacks. Secondary arms may hold objects, but are not strong enough to be used to hold shields or make attacks, nor possess the dexterity needed to fulfill somatic requirements. Secondary arms do not count as arms or hands for the purposes of traits (or similar effects or abilities) which require arms or hands.

A prehensile tail, which may be used to hold objects as if it were a hand, and retrieve objects from a belt or pouch as a swift action.

Tail slap natural weapon (secondary, 1d6 Medium, 1d4 Small, requires tail)

Stinger natural weapon (primary, 1d4 Medium, 1d3 Small, requires tail)

A pair of legs. This grants a 20 feet land speed if the target did not possess one. If this is not the form’s first pair of legs, the target gains a +4 CMD bonus against trip attempts. If this causes the target to become a quadruped, they gain the related increase to carrying capacity and may serve as a mount for creatures smaller than itself.

An extra head. This extra head does not possess its own personality nor natural attacks. For each extra head granted, the target gains one of the following benefits, chosen by the caster:

  • The target gains a +1 bonus to all skill checks.
  • The target may treat a two-handed or one-handed weapon as a light weapon for the purpose of two-weapon fighting penalties.
  • The target cannot be flanked.
  • The target gains a +2 bonus on saving throws against enchantment effects, and gains a new save against such effects 1 round later at the same DC to throw off the effect. If the target possesses a similar ability already, it may only use one reroll per round per effect.

Agile

You may add the following traits to your forms:

Dodge: The target gains a +2 dodge bonus to AC.

Evasion: The target gains incredible reflexes. When the target succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavy armor.

Initiative: The target gains quickened reactions, granting a +4 competence bonus to initiative.

Uncanny Dodge: The target gains extraordinary reactions, granting uncanny dodge as the rogue ability. The target is no longer flat-footed at the start of combat nor loses Dexterity to AC against invisible attackers. If the target is granted this trait a second time or already has the uncanny dodge ability from another source, they instead gain improved uncanny dodge as the rogue ability. The target can no longer be flanked. This defense denies a rogue the ability to sneak attack the target by flanking, unless the attacker has at least four more rogue levels than the target has Hit Dice.

Animal Mind

You may apply the following trait to your forms:

Bestial Mind: The target must succeed at a Will save or have their mind become bestial. Their Intelligence is reduced to 2, and they are treated as an animal for skills such as Handle Animal and Diplomacy. While the target has an Intelligence score of 2 or less they cannot use any spells, skills based on mental ability scores, or magic sphere abilities, although they retain other aspects of their class levels such as base attack bonus and any other abilities.

Bestial Reflexes

You may add the following traits to your forms:

Lunge: Choose one natural attack the target possesses. As a full-round action, the target may make a single attack action at double its normal reach with that natural weapon with a +4 bonus to its attack roll.

Leaping Attack: As a standard action, the target may jump, making a single attack action at any point during the leap. It does not provoke an attack of opportunity for leaving a threatened square.

Pounce: The target may make a full-attack after a charge. Granting this trait costs an additional spell point.

Trample: As a full-round action, the target may move up to its move speed, moving over and dealing slam damage (1d6 + 1-1/2 Strength modifier Medium, 1d4 + 1-1/2 Strength modifier Small) to any creatures smaller than itself. Creatures affected by the trample can make an attack of opportunity, but at a –4 penalty.

If they forgo an attack of opportunity, they may attempt to avoid the target, attempting a Reflex save for half damage (DC 10 + 1/2 Hit Dice + Str modifier). A trampling creature can only deal trampling damage to each target once per round, no matter how many times it moves over that creature.

Bestial Spirit

You may add the following traits to your forms:

Ferocity: The target may stay conscious and continue to fight when at negative hit points, but loses 1 hit point per round they do so.

Rend: The target must possess claws. The target gains the rend universal monster ability, and no more than once per round, may deal damage equal to 1 claw + 1-1/2 times their Strength modifier when successfully striking a target with 2 or more claw attacks in the same round.

Roar: The target may roar, howl, growl, or make other threatening vocalizations as a standard action to attempt an Intimidate check to demoralize all foes within 30 feet that can hear the sound. This trait may be taken a second time to reduce this to a move action.

Speak with Animals: The target gains the ability to speak with and understand animals and vermin.

Trip: Choose one natural attack the target possesses. The target gains the trip universal monster ability, and may attempt a trip as a free action that does not provoke an attack of opportunity when they successfully hit with that attack. The creature is not tripped in return if the attempt fails by 10 or more. You may take this trait multiple times, but only once per natural attack.

Bully

You may add the following traits to your forms:

Powerful Charge: Choose one natural attack the target possesses. When charging, that attack deals damage as if it were one size larger and receives 1-1/2 times the target’s Strength bonus to damage instead of 1 times.

Push/Pull: Choose one natural attack the target possesses. On a successful attack against a creature of equal or smaller size, the target may attempt a bull rush, drag, or reposition check as a free action that does not provoke an attack of opportunity.

Extreme Adaptation

You may add the following traits to your forms:

Altitude Immunity: The target is acclimated to living at high altitudes and additionally can treat its altitude zone as one lower, +1 lower per 10 caster levels.

Breathless: The target may survive without air. The target becomes immune to effects that require breathing (such as inhaled poison), can survive underwater, or even in a vacuum (though does not provide protection from extreme cold or other conditions that may be encountered in such an environment). This does not give immunity to cloud or gas attacks that do not require breathing. Granting this trait costs an additional spell point.

Endure Weather: The target suffers no harm from being in a hot or cold environment and can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to attempt Fortitude saves. The creature’s equipment is likewise protected. This trait does not provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Pressure Immunity: The target is immune to the pressures of the ocean and takes no damage from water pressure.

Giant Traits

You may add the following traits to your forms:

Giant Fortitude: The target gains the hearty toughness of giants. The target gains a number of temporary hit points equal to your caster level and a bonus on Fortitude saving throws equal to 1 +1 per 10 caster levels. If the target does not take damage for one minute, the temporary hit points replenish. These temporary hit points are lost if the shapeshift ends or if the target loses this trait. [SA:EAO]

Rock Catching: Once per round the creature can catch a rock (or projectile of a similar shape) up to its size that it would normally be hit by. The creature must succeed at a Reflex save against a DC of 15 for a Small or smaller rock, +5 per size increase. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack in order to attempt a rock catching.

Rock Throwing: 2d6 Medium, 2d4 Small, this deals 1-1/2 times Strength damage, and has a range of 20 feet + 10 feet per 2 caster levels.

Greater Changes

Increase the number of traits you may apply with your shapeshift by 1.

Instill Shapeshift [instill]

As a standard action you may touch a small container of liquid and instill a shapeshift inside it, which functions as a potion or oil. You must spend a spell point to make the shapeshift endure without concentration.

An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible. You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

Lingering Transformation

Your shapeshift effects linger for 2 additional rounds after you stop concentrating. Additionally, when you spend a spell point to continue your shapeshift without concentration, the duration increases to 10 minutes per caster level. If your duration is already or becomes 10 minutes per caster level in certain situations due to another source, it instead increases to 1 hour per caster level when in those certain situations.

Mass Alteration [mass]

When bestowing a shapeshift, you may spend an additional spell point to shapeshift an additional 1 creature per 2 caster levels (minimum 1) at the same time. Each target must be within range and must gain the same shapeshift form and traits. Once created, each shapeshift is considered a separate sphere effect.

Mimicry

You may study a creature you can see as a full-round action or spend a spell point to instead study it as a swift action. For the next hour or until you study another creature, you gain a single Alteration talent corresponding to the creature or one of the creature’s apparent features. A creature you have studied with this talent counts as being familiar for the purposes of the Perfect Imitation talent.

Morphic Weapon

You may add the following traits to your forms:

Amorphous Weaponry: The target gains the ability to morph and shift their natural attacks. As a free action, the target can change the damage types of any number of their natural weapons to include any combination of bludgeoning, piercing, or slashing (e.g. spikes for piercing and/or sharp edges for slashing on a slam attack). At 5th caster level, the target may instead spend a swift action to add one weapon feature to one of their natural weapons, chosen from the brace, deadly, disarm, distracting, nonlethal, reach, sunder, or trip weapon features. The target may only apply one weapon feature to each natural attack they possess, and applying another weapon feature to a natural attack the target already modified overwrites the previous weapon feature. [SA:EAO]

Graft Weapon: Choose one limb capable of wielding a weapon that is holding a weapon that can be used in one hand. You may graft the weapon held by this limb into the limb itself. A grafted weapon cannot be disarmed and may be treated as a primary natural attack. The target loses other uses of this limb and may take skill check penalties as a result. A grafted weapon may be damaged and sundered as normal.

Shape Weapon: Choose one limb capable of wielding a weapon. You may transform this limb into a weapon the target creature is proficient with. This weapon cannot be disarmed and gains an enhancement bonus equal to 1/4 of your caster level (minimum 0, maximum +5). Ranged weapons produced this way do not come with ammunition. A two-handed weapon still requires an additional limb to wield. This weapon is treated as a manufactured weapon with hardness equal to your caster level. Treat the weapon as having its own hit points, normal for a weapon of its type, for purposes of effects that would damage or sunder it. If this weapon has the broken condition when the shapeshift ends, any attacks or skill checks made with the corresponding limb take a -2 penalty to attack rolls for 24 hours. A DC 15 Heal check or magical healing equal to the hit points the weapon possessed remove this penalty.

Odiferous

You may add the following traits to your forms:

Inured: The target gains a +2 competence bonus on any save to resist the sickened and nauseated conditions and against poison effects. This bonus increases by +1 per 4 caster levels.

Nauseating Spray: Once per minute, as a standard action the target may spray noxious chemicals in a 15-foot cone. Any creature in this cone must succeed at a Fortitude save with a DC of 10 + 1/2 Hit Dice + Constitution modifier or be sickened for 1d6 rounds. If you spend an additional spell point when granting this trait, the affected creatures are nauseated for 1d6 rounds on a failed save and sickened for 1 round on a successful save. The size of the cone increases by 5 feet per 5 caster levels. This counts as a poison effect.

Stench: The target secretes a stinking chemical offensive to most living things. Any creature adjacent to the target must succeed at a Fortitude save or be sickened until 1d6 rounds after they are no longer adjacent. A creature that saves against this effect is immune to any instance of it from the same caster for 24 hours. This is a poison effect.

Perfect Imitation

Your Alteration sphere abilities allow targets to imitate individual creatures with which you are familiar. The +10 circumstance bonus on Disguise checks provided by the Alteration sphere applies to Disguise checks to appear as that specific individual.

This bonus does not stack with the bonus to Disguise checks from similar effects (the disguise self spell, Illusionary Disguise from the Illusion sphere, the Realistic LikenessARG feat, etc.). Your control is detailed and specific enough to allow you to merge the target’s clothing and armor with their body and replicate the appearance of other clothes, armor, and even jewelry. Such articles cannot be removed from the creature’s possession, as they are formed from the target’s body. As usual, merged armor provides no AC and any merged equipment cannot be accessed. Additionally, the option to alter a target’s cosmetic appearance with Blank Transformation no longer requires a trait if not assuming the guise of a specific individual.

You may add the following traits to your forms:

Camouflage: The target may shift its coloration to mimic its environment, granting a +5 circumstance bonus to Stealth checks. This does not stack with invisibility.

Vocal Mimicry: The target may perfectly imitate voices and sounds with which it is familiar. The target gets a +10 bonus on Disguise checks to vocally imitate a creature type, individual, or object that they have listened to for at least 10 minutes. These 10 minutes do not have to have been during the duration of the shapeshift. This bonus does not stack with the bonus to Disguise checks from shapeshift, but does increase the bonus to Disguise to imitate a specific individual to +15. (Must be able to speak)

Powerful Limbs

You may add the following traits to your form:

Powerful Arms: Choose one pair of limbs the target possesses capable of wielding a weapon. With these limbs, the target may wield weapons of one size larger without penalty. This does not stack with other effects that allow the target to wield larger weapons without penalty, such as powerful build. Additionally, the target increases its overhead lifting capacity by 50%.

Powerful Claws: Choose one natural attack the target possesses (or pair of natural attacks if granted in pairs such as claws, talons, pincers, etc.). The selected attack or attacks deals damage as if it were one size larger. This size increase stacks with other effects that increase actual and effective size, such as the Size Change Alteration sphere talent or the Encompassing Light talent of the Light sphere.

Powerful Legs: The target is always considered to have a running start when attempting Acrobatics checks to jump and treat its move speed as if it were 10 feet + 5 feet per 5 caster levels higher when determining the bonus or penalty to jump checks from movement speed. Additionally, the target’s carrying capacity is increased by 50%.

Prickly

You may add the following traits to your forms:

Piercing Tail: The target’s tail slap becomes more powerful, becoming a primary natural attack that deals piercing damage (2d6 Medium, 1d8 Small). (Requires tail slap)

Razor Claws: Choose one type of natural attack that does piercing or slashing damage (bite, claw, etc.). This type of natural attack deals 1 point of bleed damage + 1 per 5 caster levels. This bleed damage stacks with itself but not other sources of bleed damage.

Spines: The target grows spines, quills, or thorns. These may be treated as armor spikes of their size (1d6 Medium, 1d4 Small, 20x2, piercing) but may be enhanced as natural weapons and may be wielded as a secondary natural weapon if beneficial.

Spines, Launch: The target may launch spines as a thrown weapon (1d6 Medium, 1d4 Small, 20x2, piercing) with a range increment of 20 feet. The target may draw the spines as a free action and throw them for any attacks it is entitled to normally. Launched spines regenerate at the end of the target’s turn. (Requires spines)

Ranged Alteration [range]

You may shapeshift creatures at close range instead of touch range. You may take this talent multiple times. Each time it is selected, increase the range by 1 step (close to medium, medium to long).

Retain Ability

Choose a number of extraordinary or supernatural abilities dependent on your target’s base form (darkvision, scent, racial breath weapon, etc.). You may choose to allow the target to retain these abilities in place of trait you would normally grant them as part of your shapeshift, at a cost of one trait per ability.

Catmera Form: [Catgirl HB addendum] You may spend 1 additional spell point as part of granting a shapeshift to one or more targets, causing the resulting shapeshift effect to blend with the target’s natural form. The resulting shapeshift causes the target to assume a hybrid form, gaining all limbs, natural attacks, special abilities, and movement moves of the shapeshift without changing the target’s base form or melding any of their equipment. The target may choose to retain limbs and movement speeds from their base form if the shapeshift lacks them or has lesser versions and may choose to forgo any additional limbs or heads when receiving this shapeshift and are able to effectively choose their body make-up resulting from this shapeshift. A shapeshift effect granted this way does not cause the target’s equipment to meld with this hybrid form.

If the shapeshift would grant the target additional legs, the target may instead gain them as arms, although they are treated as arms gained with the Additional Limbs “two secondary arms” trait.

Example: This talent is similar to the Hybrid Transformation feat, allowing a shapeshifted target to pick and choose their resulting form’s qualities. A humanoid being subject to a shapeshift modified by this talent could choose to keep their arms when assuming a hybrid form based on Serpentine Transformation or add legs to Aquan Transformation. A winged creature could retain their wings under an Animalistic Transformation.

Size Change

As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, +1 additional size category per 5 caster levels, enlarging or reducing the size of their equipment as well. You cannot enlarge beyond Large size nor reduce beyond Tiny size until caster level 10, and can never enlarge beyond Huge nor reduce beyond Diminutive.

Creatures gain a +1 bonus to attack rolls and to AC, as well as a +2 bonus to Fly checks and a +4 bonus to Stealth checks for every size category they are reduced, and suffer a -1 penalty to attack rolls and AC, as well as a -2 penalty to Fly checks and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the target’s new size; the target gains a +2 bonus to Strength and suffers a -2 penalty to Dexterity for every size increase, and a -2 penalty to Strength and a +2 bonus to Dexterity for every size category decrease. This cannot decrease an ability score beneath 1.

Table: Size and Reach
Size Category Space Reach
Diminutive 1 ft. 0
Tiny 2 1/2 ft. 0
Small 5 ft. 5 ft.
Medium 5 ft. 5 ft.
Large 10 ft. 10 ft.
Huge 15 ft. 15 ft.

Note: Unless stated otherwise, size changes affect CMB and CMD.

Steal Shape [3PP]

Source: Expanded Spheres: Baron's Lost Apocrypha

Whenever you successfully hit a creature with at least half as many Hit Dice as your character level with an attack that requires an attack roll, you may spend an additional spell point to use a shapeshift as a swift action on any creature within range. If the attack was a critical hit, knocked the target creature unconscious, or reduced the enemy to 0 or fewer hit points, you may use the shapeshift without spending the additional spell point required to use this talent. In either case, you must use the shapeshift to transform the target in such a way that it resembles the creature that was attacked (such as by making the target resemble the attacked creature or giving it traits analogous to the abilities of the attacked creature).

Swarm Shape

You may add the following traits to your forms:

Divided Self: The target gains a +4 bonus on saves against effects that target individual creatures. (Requires the Swarm trait)

Gaseous Body: You grant the target the ability to shift into or out of a gas-like form (e.g. fine mist, a cloud of insects, etc.) as a move action. While in this gas-like form, the target gains a fly speed of 10 feet with maneuverability (perfect), +5 feet per 5 caster levels, replacing all other movement the target may possess. Anything the target was wearing or holding transforms with the target, and the target loses its armor and natural armor bonuses. The target cannot manipulate or interact with objects, make attacks, speak, or cast spells with verbal, somatic, or focus components (unless the target possesses an ability to do so, such as the Silent Spell metamagic feat). Any traits or supernatural abilities the target possesses which alter or require its physical body are suppressed, including Alteration sphere traits. The target can pass through small holes, narrow openings, and even cracks. The target is still subject to the effects of wind and cannot enter water or other liquid. Granting this trait costs an additional spell point. [Gravecaller's HB]

Swarm: You may spend a spell point to turn the target into a swarm of creatures. The swarm can be composed only of Tiny creatures, with appearance and movement per the shapeshift. This size cannot be altered by the Size Change trait, enlarge person, or other effects. This does not affect the target’s movement modes. The target can move through small holes and openings that are large enough for the individual creatures. The swarm fills a 10-foot square (or cube if flying) and has a reach of 0. The target gains a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%.

The swarm has the distraction ability, forcing any creature that takes swarm damage to succeed at a Fortitude save with a DC of 10 + 1/2 Hit Dice + Constitution modifier or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of a swarm requires a magical skill check (DC 20 + 1/2 caster level). Using skills that involve patience and concentration while in the swarm requires a DC 20 Will save. The target may choose to ignore any creatures in its space, choosing to not deal the swarm damage, force magical skill checks to cast spells, or force Will saves to skills.

The swarm form is incapable of performing combat maneuvers and they cannot be bull rushed, dragged, grappled, repositioned, or tripped. Creatures in swarm form take 50% more damage from effects that affect an area. Creatures in swarm form do not threaten creatures, and do not make attacks of opportunity with their swarm attack. The swarm automatically deals 1d6 + Constitution modifier damage to any creature whose space it occupies at the end of its turn. This damage increases by 1d6 per 5 caster levels and may be modified by traits that require a natural attack (such as the Poison trait from the Vermin Transformation talent) but not those that modify natural attacks (such as the Powerful Claws trait from the Powerful Limbs talent). A creature that retains a natural attack (such as a shifter via a bestial trait) or is granted a natural attack by another trait cannot use it, but uses d8 for its swarm damage. Swarm attacks are not subject to a miss chance for concealment or cover.

Tentacles

You may add the following traits to your forms:

Constrict: The target gains the constrict universal monster ability, and deals 1d6 damage Medium (1d4 Small) + the target’s Strength modifier on every successful grapple check.

Grab: Choose one natural attack the target possesses. That natural attack gains the grab universal monster ability. You may grant this trait once per natural attack.

Tentacle Attack: (secondary 1d4 Medium, 1d3 Small) You may grant this trait multiple times. The effects stack.

Transforming Strike [strike]

As a standard action, you may make a single weapon attack in conjunction with making a shapeshift. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the shapeshift. If using a scatter weapon, the shapeshift only applies to a single target, chosen at the time of attack.

Twisted Shapeshift

You may spend a spell point to have your shapeshift deal 1d6 per two caster levels (minimum 1d6) untyped damage to all targets that fail their save against the shapeshift. You may add the following traits to your forms:

Flesh Pocket: You rearrange internal organs and muscles to create a pocket inside the target’s body, usually in the abdomen. The opening to the pocket resembles a large scar. The pocket can hold creatures and objects up to two sizes smaller than the target. The target gains a +20 circumstance bonus to concealing items in their flesh pocket.

Seal Eyes: The target must succeed at a Fortitude save or have its eyes sealed, blinding it.

Twist Legs: The target must succeed at a Fortitude save or have one movement speed reduced by 10 feet + 5 feet per 5 caster levels (minimum 5 feet).

Vocal Theft: The target becomes unable to speak and may not supply vocal spell components or attempt Perform checks that require singing or speaking.

Wrench Stomach: The target must succeed at a Fortitude save or be sickened while the shapeshift lasts or for a number of rounds equal to your caster level, whichever is shorter. If you spend an additional spell point, the target is instead nauseated on a failed save and sickened for one round on a successful save.

Vitality

You may add the following traits to your forms:

Fast Healing: You may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels.

Glow of Health: The target gains a +3 racial bonus on saves versus death effects, negative energy, poison, and disease, increasing by +1 per 10 caster levels.

Sleepless: The target gains immunity to magical sleep effects as the elf racial ability.


Body Talents

Aberrant Body (body)

You may add the following traits to your forms:

Acid Spit: As a standard action, the target may launch a glob of acid as a ranged touch attack out to close range, dealing 1d6 damage per 2 caster levels, +1 damage per d6 for a number of additional rounds equal to 1/2 your caster level (minimum 1). Spending a move action removing the acid stops the additional damage.

Gibbering: All creatures within 30 feet of the target take a -2 penalty on concentration checks. This penalty increases by 1 per 5 caster levels.

Many Eyes: The target cannot be flanked.

Mucus: The target gains the ability to release a mucus cloud as a standard action, with a radius of 5 feet + 5 feet per 5 caster levels that persists for 1 round per caster level unless dispersed by a strong wind. Once this ability is used, it cannot be used again for 1d4 rounds. Any creature that comes in contact with the cloud must succeed at a Fortitude save with a DC of 10 + 1/2 Hit Dice + Constitution modifier or become unable to breathe air but can breathe underwater for 1 round per caster level or until they spend a standard action removing the mucus. A creature unable to breathe air that remains out of water begins to suffocate.

Roper Strands: The target gains a roper strand. This trait may be granted multiple times, granting an additional roper strand per additional trait. As a standard action, (or full-round action if using multiple strands), the target may launch their strands, making one ranged touch attack per strand at a target within close range. Each strands clings to the target, causing 1 Strength damage each round they remain attached (increasing by 1 die size per 5 caster levels; i.e. 1, 1d2, 1d3, 1d4, 1d6, etc.).

A Fortitude save (10 + 1/2 Hit Dice + Constitution modifier) negates this damage for the round. A creature cannot be affected more than once per round. Strands have 1 hit point, and hardness equal to the effect’s caster level, and a Break DC, Escape Artist DC, and AC equal to 10 + the effect’s caster level. However, strands are instantly severed by any slashing damage, which bypasses its hardness automatically. Creatures connected by roper strands may not move away from each other, though may choose to move closer or laterally. Moving farther requires severing the strand with an attack, breaking it with a Strength check, or removing it with an Escape Artist check, or succeeding on a drag combat maneuver against the target they are connected to. When two targets are connected by a strand, they may attempt drag combat maneuver checks against each other at range without provoking attacks of opportunity. If a strand is broken, the target instantly regrows the strand, and may still make strand attacks.

Cosmic Body (body)

You may add the following traits to your forms:

Cosmic Form: The target’s body becomes only semi-corporeal, appearing as a mass of starstuff or lights congealed into a form, rather than a form made from flesh. The target gains a deflection bonus to AC equal to 1/4th their Hit Dice, rounded down.

Spirit’s Reach: The target’s limbs become able to project themselves further than their physical confines. When making an attack action using a natural weapon, delivering a touch attack, performing skill checks, or manipulating objects (such as picking up unattended objects, throwing switches, or dropping objects), the target’s reach increases by 5 feet + 5 feet for every 10 caster levels you possess. The target does not threaten this area.

Shadow Blend: At 5th caster level, you may make the target murky, giving it concealment (20% miss chance) even when in normal light. This does not work in bright light.

Spiritual Touch: At 6th caster level, you may cause the target’s weapons and natural weapons to all be treated as though they had the ghost touch weapon special ability.

Ethereal: At 15th caster level, you may make the target ethereal. This costs an additional spell point.

Fey Body (body)

You may apply the following traits to your forms:

Fey Skin: The target gains DR 3/cold iron. This improves by +1 per 5 caster levels.

Wild Empathy: The target may improve the initial attitude of an animal within 30 feet using Diplomacy. The target gains a bonus equal to half your caster level on this check. Typically domestic animals start as indifferent and wild animals start as unfriendly and the check takes 1 minute. This ability may be used to influence a magical beast with an Intelligence score of 1 or 2, but the check takes a -4 penalty. If you spend an additional spell point when granting this trait, this check may be performed as a standard action and the penalty for influencing magical beasts is removed.

Woodland Stride: The target may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed without taking damage or suffering impairment. This has no effect on magically manipulated terrain.

Muensterous Traits (body) [Jester's HB]

You may add the following traits to your forms:

Cheese Body: The target’s body becomes strengthened by artisanal aging techniques, gaining DR 5/slashing. This improves by 1 per 4 caster levels.

Dangerously Cheesy: Whenever a creature damages the target with a melee attack, they are overwhelmed by the pungent smell of cheese. That creature is sickened for a number of rounds equal to your casting ability modifier unless they succeed at a Fortitude save with a DC equal to the caster’s Alteration sphere DC. The target gains a +1 circumstance bonus to attack and damage rolls against creatures sickened by this trait.

Spray Fondue: Once per minute, as a standard action the target may spray thick, hot, sticky cheese in a 20-foot cone. Any creature in this cone takes 1d4 points of fire damage per 2 caster levels and is entangled for 1d6 rounds unless they succeed at a Reflex save with a DC equal to the caster’s Alteration sphere DC. A creature that succeeds at its save takes half damage and is not entangled.

Holey: At 11th caster level, choose either the holy or unholy special ability. Any weapon the target wields gains that special ability. This trait costs an additional spell point.

Outsider Body (body)

You may add the following traits to your forms. A single form cannot possess traits that grant opposed subtypes (for example, a target cannot possess both the Celestial Form and Fiendish Form traits), and some traits have specific requirements before they can be granted to a target.

Anarchic Form: The target gains the chaotic subtype, and gains a chaotic outsider’s aura for the purpose of detecting alignment. The target gains DR 2/lawful, which improves by +1 per 5 caster levels.

Axiomatic Form: The target gains the lawful subtype, and gains a lawful outsider’s aura for the purpose of detecting alignment. The target gains DR 2/chaos, which improves by +1 per 5 caster levels.

Celestial Form: The target gains the good subtype, and gains a good outsider’s aura for the purpose of detecting alignment. The target gains DR 2/evil, which improves by +1 per 5 caster levels.

Fiendish Form: The target gains the evil subtype, and gains an evil outsider’s aura for the purpose of detecting alignment. The target gains DR 2/good, which improves by +1 per 5 caster levels.

Angel Body: (Requires good subtype) The target gains a protective aura as a supernatural ability. The target and all creatures within 20 feet gain a +1 deflection bonus to AC and a +1 resistance bonus on saving throws, but only against attacks and effects that originate from evil creatures. These bonuses increase by +1 per 5 caster levels you possess.

Daemon Body: (Requires evil subtype) The target festers with disease as a supernatural ability. Choose one natural attack the target possesses. When the target successfully strikes a creature with that natural attack, that creature must pass a Fortitude save (DC 10 + 1/2 Hit Dice + Constitution modifier) or be inflicted with the fleshweep disease (injury; onset immediate; frequency 1/day; effect 1 Con damage and 1d3 Dex damage; cure 2 consecutive saves).

Inevitable Body: (Requires lawful subtype) The target counts as both its own creature type and a construct, such as when determining what magic can affect it. The target gains a +2 racial bonus to all Fortitude saves, except against effects that also work on objects. This bonus increases by +1 per 5 caster levels.

Protean Body: (Requires chaotic subtype) The target becomes supernaturally resistant to blockage. The target gains a +2 racial bonus to all saving throws vs. paralysis and the entangled or stunned conditions. This bonus increases by +1 per 5 caster levels. The target also gains a racial bonus equal to 1/2 your caster level to Escape Artist checks and combat maneuver checks made to escape a grapple or pin.

Protean Mastery (body)

You may add the following traits to your forms:

Belated Shift: You may spend an additional spell point to leave one trait option unassigned. You may assign any valid trait to this slot at any time as a swift action, or spend a spell point to do so as an immediate action, paying any spell points required for the chosen trait at that time. Once assigned, the trait persists for 1 minute and cannot be changed again until 1 minute after expiring. The target must be within close range or the range of your shapeshift for you to assign a trait in this fashion.

Close Wounds: The target gains the ability to end any ongoing bleed effects it suffers from as a swift action.

Lycanthropic Hide: The target gains DR 3/silver. This improves by +1 per 5 caster levels.

Shift Organs: The target gains a 25% ability to ignore critical hits and precision damage, which increases by 25% per 10 caster levels, to a maximum of 100%.

Undead Body (body)

You may grant the following traits to your forms:

Undead Form: The target counts as an undead creature when determining if it is healed or harmed by positive or negative energy, such as from a cleric’s channel energy class feature or the Life sphere.

Undead Resistances: The target gains a +2 racial bonus on saving throws against death effects, disease, mind-affecting effects, paralysis, poison, sleep, and stunning, increasing by +1 per 10 caster levels.

Undead Skin: The target gains DR 5/bludgeoning or DR 5/slashing. This improves by 1 per 5 caster levels. At 10th caster level, this may be changed to DR/silver or magic.

Blood Drain: At 10th caster level, the target may be granted the blood drain special quality (1d2 Constitution; this improves by 1 die size for each 5 caster levels beyond 10th).

Fear Aura: At 10th caster level, the target may be granted the fear aura special quality (30 feet, always active, creatures entering the area must succeed at a Will save against a DC of 10 + 1/2 Hit Dice + Charisma modifier or be shaken for as long as they are inside the aura; once a creature saves against this effect, they are immune for 24 hours).

Incorporeal: You must spend an additional spell point and have at least 15th caster level to apply this trait. The target may be made incorporeal with the following modifications: The target retains all worn equipment not exceeding his maximum load as well as the benefits from any magic items that grant a continuous effect, but gains no benefit from physical armor or shields, and cannot make attacks against corporeal creatures unless using a weapon with the ghost touch special ability. The target takes half damage from non-magic weapons instead of no damage, and non-force effects originating from corporeal sources that do not deal damage have a 20% chance to fail instead of the normal 50%. The target uses normal movement speeds (treat moving through solid objects as ground movement), and in open air the target falls slowly, and may glide with a speed of 30 feet with maneuverability (perfect), falling 1 foot for every 5 feet traveled (unless possessing a fly speed).


Transformation Talents

Each transformation talent lists information regarding the form they grant, including the number of limbs granted, whether or not the form has the ability to speak humanoid languages or possesses hands that can use weapons, perform dextrous skills and actions, or fulfill somatic components for magic, and other benefits the form grants.

Animalistic Transformation (transformation)

You grant the form of a land beast or magical beast with your shapeshift.
Limbs: 1 head, 4 legs
Speech: No; Hands: No
Speed: 40 ft. land speed, +20 ft. per 5 caster levels
Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster levels
Special: The target also gains the scent ability.

In addition, you may grant the following traits to any form:

  • A land speed as that granted by Animalistic Transformation (grants 2 legs if the target lacked a land speed).
  • Scent.
  • 2 hoof attacks (secondary, 1d4 Medium, 1d3 Small). This may be granted once per pair of legs beyond the first.
  • Sprint: Once per minute as a free action, the shapeshifted target can increase the base speed of one movement type it possesses (land, swim, burrow, fly, climb) by +10 feet + 5 feet per 2 caster levels for one round. [BTH]
  • Sticky Tongue: The shapeshifted target gains a tongue with a range of 10 feet which can be used to pick up items no greater than 10 lbs. per caster level, attempt Sleight of Hand checks, perform the steal or disarm combat maneuvers, or deliver melee touch attacks. The tongue is not a prehensile limb, and cannot otherwise be used or manipulated as one. If you spend an additional spell point when granting this trait, the tongue’s range becomes equal to 15 feet + 5 feet per 5 caster levels you possess and the tongue may be used as a primary natural attack. As a natural attack, the tongue attacks versus touch AC, deals no damage on a hit, but has the grab universal monster ability. The shapeshifted target does not gain the grappled condition when using the tongue’s grab property to grapple other creatures. [BTH]

Anthropomorphic Transformation (transformation)

You grant the form of a humanoid creature with your shapeshift.
Limbs: 1 head, 2 arms, 2 legs
Speech: Yes; Hands: Yes
Speed: 30 ft. land speed.
Natural weapons: none
AC: none
Special: The target can speak and gains knowledge of one language you also speak. If the target’s Intelligence is lower than 6 (including 0), it is increased to 6. If the target is normally immune to mind-altering effects due to not possessing a mind, this negates that immunity.

If you so choose, you may forgo applying additional traits to the target. Instead, you may allow the target to retain its natural attacks, special abilities, and movement types that were dependent on its previous form, in essence making the target a hybrid between a humanoid and its previous form.

If this form is being applied to a creature that is already an intelligent humanoid or a creature of a similar makeup, this instead works as the Blank Transformation, but the creature may undergo cosmetic changes without costing a trait. Additionally, you may choose up to two traits from Blank Transformation and/or a single (transformation) or (body) talent that you possess that do not grant natural attacks and apply them to the target, as if it were part of this form. These traits are for all purposes not considered to be traits.

Anthropomorphic Transformation offers the following traits, which you may apply to any form:

  • Gift of Hands: Up to two limbs the target possesses of a single category (arms, legs, tails, etc.) now end in grasping fingers, which can wield weapons, perform dextrous actions, and fulfill somatic components for magic. If used on a pair of legs belonging to a quadruped, the quadruped gains the ability to walk normally on only two legs.
  • Gift of Mind: If the target’s Intelligence is lower than 6 (including -), it is increased to 6. If the target is normally immune to mind-altering effects due to not possessing a mind, this negates that immunity.
  • Gift of Speech: The target may speak and supply verbal spell components normally, even if in a form that would normally prevent this.

Aquan Transformation (transformation)

You grant the form of a swimming animal or magical beast with your shapeshift.
Limbs: 1 head, tail
Speech: No; Hands: No
Speed: 5 ft. land speed, 40 ft. swim speed. The swim speed increases by +20 ft. per 5 caster levels.
Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster levels
Special: Darkvision 60 ft., the aquatic subtype (allowing the target to breathe water). If the target can breathe air normally, it also gains the amphibious special ability, and can breathe both water and air.

Aquan Transformation offers the following traits, which you may apply to any form:

  • Amphibious: The shapeshifted target gains a swim speed as that granted by Aquan Transformation. In addition, the target gains the aquatic subtype and amphibious special quality, allowing the target to breathe both water and air.
  • Aquatic Tail: The shapeshifted target gains a tail and a circumstance bonus on Swim checks equal to +1 + 1 per 5 caster levels. In addition, the shapeshifted target may use this tail to create a sudden riptide while underwater. As a standard action the shapeshifted target can create a 10 feet + 5 feet per 2 caster levels cone. Creatures in the cone’s area take 2d6 + 1d6 per 5 caster levels nonlethal bludgeoning damage and are pushed 10 feet + 5 feet per 5 caster levels directly away from the shapeshifted target (Reflex negates; DC equal to the caster’s Alteration sphere DC plus the circumstance bonus on Swim checks granted by this trait). This cone can extend onto land, extending 5 feet for every 10 feet in the water. Creatures on land fall prone on a failed Reflex save instead of being moved back. The shapeshifted target must wait 1d4 rounds between uses of this ability. Special: When granting this trait, you may choose to have this tail replace the shapeshifted target’s legs. If you do, the shapeshifted target’s base land speed is reduced to 5 feet and the target cannot be tripped. In addition, the shapeshifted target gains a 30 feet swim speed or increases their existing swim speed by +15 feet (whichever is more beneficial). If the shapeshifted target gains legs through another ability or Alteration sphere trait, such as the Additional Limbs “a pair of legs” trait, the shapeshifted target loses any benefits or adjustments from replacing their legs with this tail.
  • Blindsense 30 feet (only in water)
  • Ink Jet: Once per minute, the target may shoot a jet of ink as a standard action. In water, this creates a 10-foot radius sphere that provides total concealment and persists for 1 minute. On land, this is a ranged touch attack with a 10-foot range increment and a maximum range of 50 feet that forces a struck creature to succeed at a Reflex save (DC 10 + 1/2 Hit Dice + Constitution modifier) or be blinded for 1d6 rounds or until they spend a standard action removing the ink from their eyes.
  • Jet: The target can swim backwards as a full-round action at four times their swim speed. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so. This trait requires a swim speed.
  • Keen Scent: The target gains the keen scent universal monster ability.
  • Shock: As a standard action, the target may deal 1d8 + 1d8 per odd caster level electricity damage with a melee touch attack. This touch attack does not provoke attacks of opportunity. If a creature successfully grapples the target, the target may use this ability as an immediate action, inflicting the damage with no attack roll, but allowing a Fortitude saving throw for half damage. If the target is in water, this ability instead functions as a 10-foot radius burst centered on the target; affected creatures are allowed a Fortitude saving throw for half damage. Creatures beyond 10 feet but within a 30-foot radius takes half damage, with a Fortitude save for half damage. Once used, this ability cannot be used again for 1d4 rounds.

Avian Transformation (transformation)

You grant the form of a flying animal or magical beast with your shapeshift.
Limbs: 1 head, 2 legs, 2 wings
Speech: No; Hands: No
Speed: 20 ft. land speed, 30 ft. glide speed (the target takes no damage when falling and may glide, moving with a speed of 30 ft. with maneuverability (poor), but falling 1 ft. for every 5 ft. traveled.). At 5th caster level, the target gains a fly speed of 40 ft. with maneuverability (average). This improves by +20 ft. per 5 additional caster levels, and one maneuverability category per 10 additional caster levels.
Natural weapons: 2 talons (primary, 1d4 Medium, 1d3 Small)
AC: +2 natural armor bonus, +1 per 5 caster levels
Special: Darkvision 60 ft.

Avian Transformation offers the following traits, which you may apply to any form:

  • Two talon attacks as those granted by Avian Transformation. This may be granted once per pair of legs the creature possesses. The target must possess wings or another means of being airborne to attack with talons.
  • Two wings and its flight speed as that granted by Avian Transformation.
  • Two wing attacks (secondary, 1d4 Medium, 1d3 Small) May be given once per pair of wings possessed.
  • Hover: The target can halt its movement while flying, allowing it to hover without needing to attempt a Fly check. If the target is Large or larger and hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 feet to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature). (Requires wings and a fly speed)
  • Improved Maneuverability: The target’s flight maneuverability improves by one step, +1 per 10 caster levels. (Requires a fly speed)
  • Wingover: Once each round, the target can turn up to 180 degrees as a free action without attempting a Fly check. This free turn does not consume any additional movement. (Requires a fly speed)

Dragon Transformation (transformation)

You may grant the form of a dragon with your shapeshift.
Limbs: 1 head, 4 legs (front 2 end in hands1), 1 tail
Speech: Yes; Hands: Yes
Speed: 40 ft. land speed
Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster levels
Special: Darkvision 60 ft., a breath weapon. The breath weapon is a 60-ft. line or a 30-ft. cone, and deals either fire, electricity, acid, or cold damage as chosen at the time it is gained. The breath weapon deals 1d8 damage per 2 caster levels, and allows a Reflex save for half damage. The target must wait at least 1d4 rounds between uses of their breath weapon. A target may only possess one breath weapon from the Dragon Transformation talent at a time.

Dragon Transformation offers the following traits, which you may apply to any form:

  • Affinity for Treasure: The target gains the scent ability, except it can detect only precious metals (such as copper, silver, and gold), gemstones, and creatures primarily made of such materials. In addition, the target gains a bonus equal to half your caster level on Appraise checks.
  • Breath Weapon: Gains a breath weapon as given by the dragon base form.
  • Double the size of a breath weapon (must possess a breath weapon to gain this trait).
  • Draconic Resistances: The target gains a +2 racial bonus on saving throws made against magic sleep and paralysis, increasing by +1 per 5 caster levels. In addition, the target adds half your caster level (minimum 1) to the DC of any attempts to intimidate the target.
  • Warding Scales: 1/2 of the target's natural armor bonus to AC applies against touch attacks. [SA:EAO]

1: The hands granted by Dragon Transformation can fulfill somatic components and manipulate items, but they're not suitable for combat purposes and cannot wield weapons or shields.

Elemental Transformation (transformation) [RW HB]

Note: This talent has been errata'd and replaced Elemental Transformation, Dedicated.

You may grant the form of an elemental with your shapeshift.
Limbs: mutable (up to 1 head, 2 legs, 2 arms, chosen when form is granted)
Speech: Yes; Hands: Yes (if arms granted)
Speed: 20 ft. land speed
Natural weapons: 2 slams (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster levels
Special: Darkvision 60 ft. If you spend an additional spell point when granting this form, the target also gains a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%.

Additionally, the target gains one of the following packages depending on what kind of elemental is being mimicked. Each elemental package notes separately the granted movement, including abilities related to that movement, and abilities:

  • Air: Movement: The target takes no damage when falling and may glide, moving with a speed of 30 feet with maneuverability (good), falling 1 foot for every 5 feet traveled. At 5th level, this improves to a 30 feet fly speed with maneuverability (good). Abilities: The target gains energy resistance to electricity equal to your caster level and the Elemental Transformation’s whirlwind trait as a bonus trait (which does not count against the number of traits the caster may apply with their shapeshift).
  • Earth: Movement: The target gains a 30 feet burrow speed and tremorsense 20 feet. Abilities: The target gains energy resistance to acid equal to your caster level and the target gains a +2 natural armor bonus, which stacks with other sources of natural armor.
  • Fire: Movement: The target gains a 40 feet land speed (this replaces the land speed granted by the base form). Abilities: The target gains energy resistance to fire equal to your caster level and the Elemental Transformation’s burn trait as a bonus trait (which does not count against the number of traits the caster may apply with their shapeshift).
  • Water: Movement: The target gains a 30 feet swim speed and can breathe water freely. Abilities: The target gains energy resistance to cold equal to your caster level and the Elemental Transformation’s whirlwind trait as a bonus trait (which does not count against the number of traits the caster may apply with their shapeshift).

Elemental Transformation offers the following traits, which you may apply to any form:

  • Air Mastery: Airborne creatures take a penalty on attack and damage rolls against the target equal to -1 - 1 per 10 caster levels.
  • Burn: The target gains the burn universal monster ability (1d6, Reflex DC equal to the caster’s Alteration sphere DC) with their natural weapons, unarmed strikes, or manufactured weapons. The burn universal monster ability’s damage increases by 1 size per 5 caster levels (1d8, 2d6, 3d6, 4d6, etc.).
  • Earth Mastery: The target gains a bonus on attack and damage rolls if both the target and its opponent are touching the ground equal to +1 + 1 per 10 caster levels.
  • Elemental Empowerment: Choose acid, cold, electricity, or fire. The target’s first successful attack each round made with a natural weapon, unarmed strike, or manufactured weapon deals additional damage of the chosen energy type equal to your caster level.
  • Elemental Movement: Choose air, earth, fire, or water. The target gains the chosen elemental package’s movement from the Elemental Transformation talent and any abilities related to that movement (such as air’s glide, earth’s tremorsense, or water’s ability to breathe underwater). If fire is chosen and the target lacks a land speed, the target gains a base land speed of 40 feet. You may grant this trait multiple times, each time choosing a different elemental package’s movement.
  • Elemental Resistance: Choose acid, cold, electricity or fire. The target gains energy resistance to the chosen energy type equal to your caster level. You may grant this trait multiple times, each time choosing a different energy type. Energy resistance from this trait does not stack.
  • Water Mastery: The target gains a bonus on attack and damage rolls if both the target and its opponent are touching water equal to +1 + 1 per 10 caster levels.
  • Whirlwind: If the target possesses a fly speed, the target gains the whirlwind universal monster ability. If the target possesses a swim speed, the target gains the water elemental’s vortex ability. The target may use the whirlwind and vortex abilities at-will, and can transform as a standard action. If the target possesses both a fly speed and a swim speed, the target may freely enter and exit water while transformed and is considered to be in whichever form is most suitable for each space the whirlwind or vortex would occupy. The Reflex DC for the whirlwind and vortex abilities granted by this trait is equal to the caster’s Alteration sphere DC. The whirlwind and vortex is always 5 feet wide at its base, and its maximum height is equal to the target’s size + 1 size category larger per 5 caster levels (maximum Colossal) on Table: Whirlwind Trait Sizes. A whirlwind or vortex’s width at its peak is equal to half its height. The target can control the exact height, but it must be at least 10 feet high. If a target’s size is smaller than Small, the target is considered to be Small-sized for this trait. (Requires fly or swim speed)
Table: Whirlwind Trait Sizes
Size Whirlwind Height (Width)
Small 20 feet (10 feet)
Medium 30 feet (15 feet)
Large 40 feet (20 feet)
Huge 50 feet (25 feet)
Gargantuan 60 feet (30 feet)
Colossal 70 feet (35 feet)

Object Transformation (transformation) [Origin]

Limbs: None
Speech: No; Hands: No
Speed: 20 ft. land speed
Natural weapons: slam (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster levels
Special: Darkvision 60 ft. The target gains the appearance of a single simple object composed of vegetable matter such as wood, hemp, or cotton. The target retains its normal senses.

If you spend an additional spell point when granting this form, the target gains hardness equal to either half your caster level or the hardness of the mimicked material, whichever is lower and a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%.

You may take this talent twice. Upon taking it a second time, you gain the ability to emulate other materials per Table: Transformation Materials (Ultimate Spheres of Power pg. 234), and to grant the form of complex objects. Complex objects, such as those with moving parts, require an appropriate Craft check at the object’s craft DC.

Failure means the target is not usable as an object. A creature under the effect of this talent does not truly become an object, thus is not a valid target for the Enhancement sphere Animate Object talent or similar effects. A creature that takes the form of a ranged weapon must be supplied with ammunition as normal, but is capable of loading and firing itself. A creature under the effects of this talent that is used as ammunition is not destroyed when used as ammunition, but takes damage equal to the damage dealt by the attack it was used for. You cannot create a permanent change, such as with the Permanent Transformation talent, involving gems, precious metals (such as gold or silver) or rare metals (such as cold iron or mithril).

Table: Transformation Materials
Caster Level Material
1st Ice, stone
5th Basic metals (iron, steel, copper)
10th Precious metals (gold, silver)
15th Gems, specialty metals (cold iron, mithril)

Object Transformation offers the following traits, which you may apply to any form:

  • Construct Plating: The target gains DR 2/adamantine. This improves by 1 per 5 caster levels.
  • Freeze: The target may take 20 without a time increase on its Stealth check to hide in plain sight as an inanimate object that matches its shape. (Requires the form of an object or plant)
  • Luminescence: The target may choose to shed light from any part of its body, ranging in intensity from a soft glow of a candle (shadowy illumination in a 5-foot radius) to the full brightness of a torch (bright light in a 20-foot radius and shadowy illumination for an additional 20 feet). The target may duplicate any color of light, even creating multiple colors, and may cancel or resume use of this ability as a free action.
  • Material Weapons: The target’s unarmed strikes and natural weapons are treated as silver and cold iron for the purpose of bypassing damage reduction. At 10th level this improves to counting as adamantine.
  • Spell Resistance: The target gains spell resistance equal to 10 + caster level. This trait costs an additional spell point.

Ooze Transformation (transformation) [Origin]

Limbs: none
Speech: No; Hands: No
Speed: 20 ft. land speed
Natural weapons: slam (primary, 1d6 Medium, 1d4 Small, +1d4 acid)
AC: +4 natural armor bonus, +1 per 5 caster levels
Special: Additional limbs or natural attacks cannot be added to this form through traits. The target can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing. The target also gains the Amoeba, Gelatinous Cube, Jelly, or Pudding package depending on which ooze or slime is being mimicked. If you spend an additional spell point when granting this form, the target gains a 25% ability to ignore critical hits and precision damage, which increases by 25% per 5 caster levels to a maximum of 100%. This spell point also makes the target blind but grants blindsight out to 60 ft. (thus negating the blind condition’s normal penalties) and grants immunity to gaze attacks, visual effects, visual illusions, and other attack forms that rely on sight unless gaining eyes from another source.

The target also gains one of the following packages depending on which ooze or slime is being mimicked:

  • Amoeba: The target gains a 20 feet swim speed, a 10 ft. climb speed, and the ability to breathe underwater.
  • Gelatinous Cube: The target is transparent, granting a +5 circumstance bonus to Stealth checks that does not stack with invisibility. The target also gains resistance to electricity equal to the effect’s caster level.
  • Jelly: The acid damage from the target’s slam only affects organic material and not stone or metal. Unless a creature succeeds at a Reflex save (DC 10 + 1/2 Hit Dice + Constitution modifier), the acid damage affects any clothing and non-metal armor a creature is wearing on a successful attack, and also damages any wooden weapon that successfully attacks the jelly. This damage bypasses the material’s hardness. The target also gains a resistance to electricity equal to the effect’s caster level.
  • Pudding: The target’s acid damage only affects organic material and not stone or metal, and deals damage to clothing, armor, and wooden weapons as described under jellies above. Additionally, the target gains a climb speed of 20 feet, and the ability to suction. Activating or deactivating suction is a swift action, and as long as it is using suction, it moves at half speed, but may climb any surface with ease, even inverted ones. Suction also grants a +10 circumstance bonus to CMD vs. bull rush, awesome blows, and other attacks and effects that would physically move the target.

Ooze Transformation offers the following traits, which you may apply to any form:

  • Acidic Body: The target’s body is dangerous to the touch. The target’s unarmed strikes or one slam attack (if it possesses one) deals +1d4 acid damage, as detailed above under the Ooze Transformation. If the target already possesses this acid damage, such as through the Ooze Transformation, the damage instead increases by one size category (two die sizes).
  • Acidic Nature: The target must possess a slime’s acid damage, either through the Ooze Transformation or the acidic body trait, to gain this trait. The target’s acid only affects organic material and not stone or metal, and damages clothing and wood, as detailed under jellies above. If the target already possess this ability, such as through the jelly or pudding packages above, its acid now affects metal and can dissolve metal armor and metal weapons in addition to wood and cloth.
  • Engulf: The target must possess the form from Ooze Transformation, or else the fluid body trait, to gain this trait. As a standard action, the target may move up to its speed and attempt to engulf anything in its path. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 + 1/2 Hit Dice + Strength modifier) to avoid being engulfed - on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and take acid damage from the target each round if it possesses either the Ooze Transformation or the acidic body trait. An engulfed creature may attempt to escape as if escaping a pin.
  • Fluid Body: The target can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Orb Transformation (transformation)

You may grant the form of a floating sphere, helmet, or similar shape with your shapeshift.
Limbs: none
Speech: Yes; Hands: No
Speed: 5 ft. land speed, 30 ft. + 5 ft. per 5 caster levels float as the Float trait. At caster level 7, this speed becomes a fly speed with maneuverability (perfect). This levitation and flight is a supernatural ability.
Natural weapons: slam (primary, 1d6 Medium, 1d4 Small)
AC: +2 dodge bonus, +1 per 5 caster levels
Special: May benefit from traits requiring a head as if it had one and may not be tripped or beheaded (such as by a vorpal weapon) unless gaining legs or a head, respectively, from another source. A creature in the form of an orb counts as one size smaller for the purposes of stealth and squeezing into small places.

Orb Transformation offers the following traits, which you may apply to any form:

  • Aura of Fascination: The target projects a 30-foot aura that fascinates creatures which are near it. Such creatures must succeed at a Will save or be fascinated for as long as they remain in the aura. A creature that makes its save is immune to this effect for 24 hours. The target may choose to suppress or resume this ability as a free action. This ability ceases to function if the target is stunned, paralyzed, unconscious, dead, or otherwise incapacitated. This is a mind-affecting effect.
  • Beam: The target can fire a ray as a standard action. This ray is a ranged touch attack with a maximum range of 30 feet and deals 1d6 damage + 1d6 per 3 caster levels. The ray’s damage is untyped and overcomes damage reduction of any type, though hardness still applies. At 10th caster level, and every 10 caster levels thereafter, the ray’s maximum range increases by 30 feet. If you spend an additional spell point when granting this trait, the target can charge the ray as a full-round action. At any time after the ray is charged, the target can fire it as a standard action as a 100 feet line, dealing 1d6 per 2 caster levels (minimum 1d6) plus an additional amount of fire damage equal to twice your caster level (Reflex half; DC equal to the caster’s Alteration sphere DC). Firing the charged ray discharges it, and it must be charged to be fired in this manner again. [SA:EAO]
  • Float: The target may float up to 5 feet + 5 feet per 5 caster levels above the ground, moving at 30 feet + 5 feet per 5 caster levels. When falling the target may choose to descend at a slower rate to control its fall and to negate all falling damage it would take. Each round it descends 30 feet, and may move in another direction for 30 feet. It may choose to drift sideways, gliding forwards while descending, or down, safely increasing its rate of descent. It may even choose to drift ‘upwards’ to reduce its rate of descent, even allowing it to negate it entirely and hover midair.

Plant Transformation (transformation)

You may grant the form of a plant creature with your shapeshift.
Limbs: 2 arms (which may be tree limbs or vines)
Speech: No; Hands: No
Speed: 20 ft. land speed
Natural weapons: 2 slams (primary, 1d6 Medium, 1d4 Small)
AC: +4 natural armor bonus, +1 per 5 caster levels
Special: Darkvision 60 ft. The target is considered to have the plant creature type (in addition to their other creature types) for the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons).

Plant Transformation offers the following traits, which you may apply to any form:

  • Barkskin: You may grant the target a +2 natural armor bonus, which stacks with other sources of natural armor.
  • Pollen: As a swift action, the target can release a cloud of pollen with a radius up to 5 feet + 5 feet per 10 caster levels centered on the target which persists until the start of the target’s next turn. Creatures other than the target who begin their turn or enter the cloud of pollen are staggered for one round (Fortitude negates; DC equal to the caster’s Alteration sphere DC). A creature that succeeds at its saving throw is immune to this effect for 24 hours. The pollen trait’s effects are a poison effect; bonuses or immunities against inhaled effects function against this trait’s effects. [SA:EAO]
  • Rigid Body: You may grant the target a +2 natural armor bonus, +1 per 5 caster levels, which does not stack with other sources of natural armor.
  • Sporepod: Once per minute as a standard action, the target can launch a sporepod. Treat this as a splash weapon with a range increment of 20 feet. While a direct hit deals no damage, any creature within 10 + 5 feet per 5 caster levels from the sporepod’s point of contact is confused for 1+1d6 rounds (Will partial; DC equal to the caster’s Alteration sphere DC). A creature that succeeds at its save is sickened for 1 round instead. The sporepod is a mind-affecting poison effect. This trait costs an additional spell point. [SA:EAO]
  • Strong Roots: The target gains a bonus to CMD equal to 2 + 1 per 10 caster levels against bull rush, drag, reposition, and trip combat maneuvers or other effects which would attempt to knock the target prone or forcibly move them. This bonus doubles if the target starts and ends his turn in the same space.
  • Thorn Spray: As a standard action, the target can spray a volley of thorns dealing 1d4 piercing per 2 caster levels damage to all creatures in a 30-foot cone or 15-foot radius burst centered on the target (Reflex half; DC equal to the caster’s Alteration sphere DC). The target must wait at least 1d4 rounds between uses of this ability. Creatures who fail their save against this ability have thorns embedded in their body, taking a -2 penalty on Reflex saves and Dexterity-based skill checks. These penalties increase by 1 per 5 caster levels. Creatures may spend a move action that provokes an attack of opportunity to remove these thorns. [SA:EAO]

Serpentine Transformation (transformation)

You may grant the form of a serpent with your shapeshift.
Limbs: 1 head, 1 tail
Speech: No; Hands: No
Speed: 40 ft. land speed, 20 ft. climb speed
Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster level
Special: Low-light vision, treated as a quadruped for the purpose of carrying capacity.

In addition, the target gains one of the following packages depending on which serpent is being mimicked:

  • Constrictor: The target gains the grab universal monster ability attached to its bite natural attack, as well the constrict special attack (1d6 Medium, 1d4 Small, + Strength modifier). The target gains the normal +4 bonus on checks made to start and maintain a grapple from the grab ability, but this bonus increases by 1 per 5 caster levels.
  • Poisonous: When the target makes a successful bite attack, it automatically attempt to poison its target (save Fort DC 10 + 1/2 Hit Dice + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save).

Serpentine Transformation offers the following traits, which you may apply to any form:

  • Death Roll: Whenever you maintain a grapple and choose to deal damage to the target with a natural attack, you may attempt a second grapple combat maneuver check as a free action. If successful, the grappled creature is knocked prone. This additional grapple check does not count as maintaining the grapple and does not add any other effects on a successful grapple (such as constrict).
  • Serpentine Tail: The shapeshifted target gains a tail and a circumstance bonus on Acrobatics checks equal to +1 + 1 per 5 caster levels. In addition, the shapeshifted target may use this tail to perform trip combat maneuvers within their natural reach, gaining a bonus on trip combat maneuvers made this way equal to 1/2 the circumstance bonus granted to Acrobatics checks from this talent (minimum 1). If you gain the ability to use this tail with a tail slap natural attack, attacks made with this tail gain the trip universal monster ability. Special: When granting this trait, you may choose to have this tail replace the shapeshifted target’s legs. If you do, the shapeshifted target’s base land speed is reduced by 10 (to a minimum of 5 feet) and the target cannot be tripped. If the shapeshifted target gains legs through another ability or Alteration sphere trait, such as the Additional Limbs “a pair of legs” trait, the shapeshifted target loses any benefits or adjustments from replacing their legs with this tail.
  • Strangle: An opponent grappled by the target cannot speak or cast spells with verbal components.
  • Swallow Whole: The target gains the swallow whole ability, dealing 1d6 bludgeoning damage + an additional 1d6 acid damage per 3 caster levels. The target may swallow creatures up to one size smaller than themselves. This trait may be taken twice; the second time allows the target to swallow creatures up to their own size and grants a bonus to CMB and CMD equal to 1 + 1 per 3 caster levels on grapple checks made to swallow creatures or to prevent them from escaping once swallowed. More than one creature may be swallowed at a time, but may not exceed the maximum total size that can be swallowed, counting two Tiny creatures as one Small creature, two Small creatures as one Medium creature, etc. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, or it can just try to escape the grapple. The amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points. This damage is inflicted on the swallowing creature as normal. The AC of the interior of a creature that swallows whole is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. (You must possess a bite attack with the grab ability to gain this trait.)

Subterranean Transformation (transformation)

You may grant the form of a subterranean animal or magical beast with your shapeshift.
Limbs: 1 head, 4 legs
Speech: No; Hands: No
Speed: 30 ft. land speed, 15 ft. burrow speed + 15 ft. per 5 caster levels
Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster level
Special: Darkvision 60 ft., tremorsense 20 ft.

Subterranean Transformation offers the following traits, which you may apply to any form:

  • A burrow speed as granted by the Subterranean form.
  • Tremorsense 20 feet.
  • Armor Shredder: Choose one natural attack the target possesses when granting this trait. Whenever the target hits an opponent with the chosen natural attack, the target may attempt a free sunder combat maneuver attempt against one object worn or held by the opponent (e.g. armor, shield, belt) using the original attack roll as their combat maneuver check (Reflex negates; DC equal to the caster’s Alteration sphere DC). The target does not provoke an attack of opportunity for a sunder combat maneuver attempted this way. If you spend an additional spell point when granting this trait, the target’s chosen natural attack ignores an amount of hardness equal to your caster level when dealing damage to objects. (Requires a natural attack) [SA:EAO]
  • Burrowing Charge: The target can perform a special charge attack by burrowing. When the target charges, they may burrow as part of the charge, resurfacing at the end of their charge in any space which the target can attack the opponent. This allows the target to charge where they might otherwise be obstructed by terrain, and allows the target to end their charge in a further square than the closest square they would otherwise be required to move to. The target must still have a clear path and line of sight to the opponent to charge. When the target resurfaces as part of this special charge attack, they may choose to violently unsettle the ground as they surface before attacking. Creatures adjacent to the target fall prone (Reflex negates; DC equal to the caster’s Alteration sphere DC). (Requires a burrow speed) [SA:EAO]
  • Tunneling: When traveling using its burrow speed, the target can choose to leave a tunnel that is equal to the target’s size (for example, a Large creature will leave a 10-foot tall by 10-foot wide tunnel). The tunnel lasts for one minute before collapsing. (Requires a burrow speed) [SA:EAO]

Vermin Transformation (transformation)

You may grant the form of a spider, insect, or other such creature with your shapeshift.
Limbs: 1 head, 6 or 8 legs
Speech: No; Hands: No
Speed: 30 ft. land speed and 30 ft. climb speed, both + 15 ft. per 5 caster levels
Natural weapons: bite (primary, 1d6 Medium, 1d4 Small)
AC: +2 natural armor bonus, +1 per 5 caster level
Special: Darkvision 60 ft.

Vermin Transformation offers the following traits, which you may apply to any form:

  • Climb: The target gains a climb speed, as that granted by Vermin Transformation. In addition, the target does not need to attempt Climb checks to move across a vertical or horizontal surface (even if upside down). If the target already possesses a climb speed, you may instead increase the target’s existing climb speed by +5 feet per 5 caster levels. [Errata'd in Gravecaller's HB]
  • Poison: One natural attack deals poison on a successful attack. (Injury, save Fort DC 10 + 1/2 Hit Dice + Constitution modifier, frequency 1/round for 6 rounds, effect 1d2 Con damage, cure 1 save).
  • Web: Once per minute as a standard action, the creature may throw a web, as a net with a 10 feet range increment (total range 50 feet), which is effective against targets up to 1 size larger than the creature. The Escape Artist or Strength check DC to escape is 10 + 1/2 the creator’s Hit Dice + Constitution modifier, with targets already caught suffering a -4 penalty. These webs may also be laid as a trap (Perception DC 20), covering an area up to 3x larger than the creature creating it. A 5-foot section of web has hit points equal to the creator’s Hit Dice and DR 5/-. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. A web may support up to twice the weight of the creating creature.

Advanced Alteration Talents

Advanced talents are part of an optional rule and are only available with GM permission.

Diffuse Swarm

Prerequisites: Alteration sphere (Swarm Shape), caster level 10th.

When using the Swarm trait from Swarm Shape, you may reduce the size of the creatures in the swarm to Diminutive.

At 15th level, you may choose to reduce their size to Fine. Diminutive and Fine swarms are immune to weapon damage.

Elemental Purity [RW HB]

Your magic infuses the target’s new form with the speed of powerful elementals.

Prerequisites: Alteration sphere (Elemental Transformation (transformation)), caster level 7th.

When granting the form of an elemental or the elemental movement trait from the Elemental Transformation (transformation) talent, the effects of the granted form or trait improves:

  • Air: A target granted a fly speed with the air elemental package or air elemental movement trait increases the granted fly speed to 100 feet with maneuverability (perfect).
  • Earth: A target granted a burrow speed with the earth elemental package or earth elemental movement trait increases the granted burrow speed to 100 feet and gains the earth glide universal monster ability, as an earth elemental (Pathfinder RPG Bestiary, Bestiary 6).
  • Fire: A target granted a land speed with the fire elemental package or fire elemental movement trait increases the granted land speed to 100 feet.
  • Water: A target granted a swim speed with the water elemental package or water elemental movement trait increases the granted swim speed to 100 feet and gains a bonus on Swim checks equal to 1/2 your caster level (minimum 1).

Alternatively, when granting the elemental movement trait, instead of granting a movement type, you may choose to add half the elemental movement trait’s movement speed to a movement type of the same kind granted by that form (including the improvements from this talent).

Example: For example, when granting Avian Transformation as a form with the elemental movement trait for air, instead of granting a separate fly speed of 100 feet with maneuverability (perfect), you may instead grant an additional +50 feet fly speed to the Avian Transformation’s fly speed.

Energy Manipulation

Prerequisites: Alteration sphere (any talent granting energy resistance as a trait option), caster level 10th.

You may spend an additional spell point to add the following trait options to your forms:

Energy Immunity: You may grant the target immunity to one energy type to which it has resistance.

Vulnerability: You may grant the target vulnerability to one energy type. Calculate this effect after any existing resistance. If the target is immune to the energy type, this trait has no effect.

Extreme Changes

Prerequisites: Alteration sphere (Greater Changes), caster level 5th.

Increase the number of traits you may apply with your shapeshift by 1. This stacks with the increase from Greater Changes. This talent may be taken once, then one additional time at 10th caster level and every 10 caster levels thereafter. Its effects stack.

Fusion

Prerequisites: Alteration sphere (Mass Alteration), caster level 5th.

You may spend a spell point to target two creatures adjacent to each other with your shapeshift and merge them together into one amalgamated body. When doing so, choose one of the creatures to be the primary creature and one to be the secondary creature. Fusion counts as a shapeshift on the secondary creature which occupies the same space as the primary creature, but a different shapeshift can be applied to the primary creature as normal. You may choose to apply a different shapeshift to the primary creature with the same action as applying the fusion, which share concentration and duration. An amalgamated body can only have one creature merged into it at a time. The new amalgamated body possesses current and maximum hit points equal to those of both creatures combined.

The amalgamated body possesses the extraordinary and supernatural abilities, physical statistics, Fortitude and Reflex saves, initiative, and base attack bonus of the primary creature. The physical ability modifiers of the secondary creature are gained as bonuses to the primary creature’s physical ability scores (minimum 0, increases to Constitution do not increase hit points as those have already been merged together).

At the caster’s discretion, the shapeshift applied to the primary creature may be a Blank Transformation, granting it the limbs beyond what the primary creature already possesses as well as the natural attacks and special abilities of the secondary creature in place of other traits.

Unless also applying a (transformation) talent to the primary creature to merges its equipment, the amalgamated body gains the equipment of both creatures, but may only wear and benefit from one item per magic item slot as usual, and if both creatures were using an item that requires a slot (for example, both wearing armor), only one of those pieces of equipment can be used, with redundant equipment being merged into the amalgamated body.

Both of the base creature’s minds remain independent, retaining mental ability scores and Will saves and are capable of taking purely mental actions, but they act on the same initiative.

While weapon and armor proficiencies are shared between the two minds, only one mind can control the amalgamated body at a time, and only the feats, skills, and talents of that mind can be accessed. At the start of their turn, if the base creatures do not agree which is to be in control, they may make opposed Will saves to take control of the body that round, but the body is staggered and takes a -4 penalty to Reflex saves and AC from the confusion. Mindless creatures are unable to contest the control of an intelligent creature but two mindless creatures will always contest each other’s control when fused. Effects that allow a Will save target the mind currently controlling the body. Ongoing magical effects on the base creatures overlap.

Should this ability fail to affect either target (whether by successful save, spell resistance, or other cause), the effect fails. If the amalgamated creature is killed, the effect ends and both creatures die. The appearance of the merged body is mostly determined by the dominant body, but at the caster’s discretion its cosmetic appearance may include aspects of the merged creature.

If either target creature is suffering the effects of a disease, poison, or ongoing spell effect, the amalgamated body immediately receives a new save at a +4 bonus unless both creatures are under the same effect. If the dominant body possesses immunity to such an effect, the effect is suspended until the fusion ends, though its duration is expended as normal. Ability damage, drain, or penalty to the physical statistics of the dominant body are retained, but those to mental ability scores continue to affect each creature individually.

When this effect ends, any hit point damage, ability damage, ability drain, or other such penalty incurred is split evenly between the two creatures (round up). If this damage would be sufficient to reduce either creature to death, that creature is instead reduced to 1 hit point above its death threshold and is stable, with the excess damage transferred to the other creature.

If the transferred damage would kill that creature, then both creatures are reduced to 1 hit point above their death threshold and are stable. If it would reduce any ability score below 0, or 1 in the case of Constitution, or if the creature does not have that ability score (such as undead and constructs lacking a Constitution score), any excess is transferred to the other creature, to a minimum of 0, or 1 in the case of Constitution.

Any spell effects, poisons, diseases, or other effects that affected the amalgamated creature continue to affect both creatures, but durations are halved and any subsequent saves are made at a +4 bonus. If the space available at the end of this effect cannot accommodate both creatures, they may make opposed Will saves. The loser is shunted to the nearest empty space, taking 1d6 damage per 10 feet of solid material it passes through.

Homogenize

Prerequisites: Alteration sphere (Twisted Shapeshift), caster level 15th.

You may spend an additional spell point to increase the damage from Twisted Shapeshift to 10 damage per caster level, with a Fortitude save to negate this increase. A creature reduced to 0 hit points or below by this ability becomes a homogenous pool of organic material.

Manipulate Healing

Prerequisites: Alteration sphere (Vitality), caster level 10th.

You may spend an additional spell point to add the following trait options to your forms:

Block Healing: You may remove any fast healing or regeneration the target possesses. Additionally, any attempt to magically heal the target requires a magical skill check against your MSD.

Regenerate Flesh: In addition to the normal healing from the Fast Healing option of the Vitality talent, the target’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. The physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. This is an upgrade to, and does not stack with, the Fast Healing trait.

Mechanical Customization [3PP]

Source: Arcforge Campaign Setting: Spheres Left Behind
Prerequisite: Caster level 5th

You may add the following additional traits to your form

Mechanical Upgrade: The target gains a single mech enhancement of your choice. This trait can be applied multiple times.

Mechanical Downgrade: The target loses the benefit of a single mech enhancement of your choice. This trait can be applied multiple times.

Permanent Transformation

Prerequisites: Alteration sphere (Lingering Transformation), caster level 10th.

When applying a shapeshift, you may spend 2 spell points to change your shapeshift into an instantaneous effect, permanently changing the creature into the new form. Because this is an instantaneous effect, it cannot be dispelled once placed. The target is still under the effect of a shapeshift, however, and any caster attempting to apply a new shapeshift to the target (except the original caster himself) must succeed at a magic skill check as usual; the second shapeshift replaces the first instead of adding to it. When the second shapeshift’s duration expires, the first shapeshift returns. A second application of a Permanent Transformation can be used to counter the first Permanent Transformation, returning the target to its original form. The Make Whole advanced Life talent, as well as polymorph any object, can also restore the target to its original form.

Signature Trait [Alienist HB]

Prerequisites: Alteration sphere, caster level 10th.

Choose a single Alteration sphere trait that you may select as part of a shapeshift. That trait reduces its spell point cost by 1 (to a minimum of 0) and if this reduces it to 0 it does not count as having 1 additional spell point cost for the purposes of your other abilities. This reduction in spell points does not apply to using the trait outside of casting the shapeshift ability (such as with the Transformation feat).

This talent can be taken multiple times, selecting a different trait each time.

Size Mastery

Prerequisites: Alteration sphere (Size Change), caster level 15th.

When using the Size Change talent, you may spend an additional spell point to increase the maximum/minimum possible size to Gargantuan/Fine. At caster level 20th, you may instead spend two additional spell points to increase the maximum size to Colossal. Ability score changes follow the standard rules for the Size Change talent.

Star-Spawn Body (body)

Prerequisites: Alteration sphere (Aberrant Body (body) or Cosmic Body (body)), caster level 5th.

You may spend an additional spell point to add the following trait options to your forms:

Impossible Geometries: You may grant the target the appearance of impossible geometries, making its apparent and actual positions different. This grants a 2% miss chance per caster level against all attacks. The true seeing spell or True Seeing Divination sphere talent can defeat this miss chance, but any creature that looks upon the target while under the aforementioned effects must succeed at a Will save equal to your Alteration sphere DC or be staggered for 1d4 rounds (this is a mind-affecting effect). (requires caster level 10th)

If you possess the Mind sphere, you may spend an additional spell point to add the following traits to your forms:

  • Unspeakable Presence: You may grant the target a fear aura with a 30-foot radius. Hostile creatures must attempt a Will save against a DC of 10 + 1/2 the target’s Hit Dice + their Charisma modifier each round they end their turn within the aura. On a failure they become shaken until they leave the aura and 1d4 rounds after leaving it. This effect stacks with itself, shaken creatures become frightened and frightened creatures become panicked for the same duration. This is a mind-affecting effect.
  • Overwhelming Mind: You may alter the target’s mind to be overwhelming in its power and alien structure. The first time a creature other than an outsider (excluding native outsiders) or aberration makes mental contact with a creature with this trait, it must succeed at a Will save equal to your Alteration DC or be stunned for 1 round. On a successful save, the creature is merely staggered for 1 round. This effect can occur whether the target initiates mental contact (such as via a demand, dream, nightmare, or sending spell, certain Mind sphere effects or spell-like abilities, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or the Mind sphere). Once a creature is exposed to overwhelming mind, it is immune to this effect for 24 hours. This is a mind-affecting effect. (requires caster level 10th)

Starflight: You may grant the target the ability to survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM’s discretion). (requires fly speed, caster level 15th)

Transform Object

Prerequisites: Alteration sphere (Object Transformation (transformation)), caster level 1st.

You may spend a spell point to target objects with your shapeshift. (Note: Undead and constructs do not qualify as objects for the purpose of this talent.) You may not apply Blank Transformation to an object. Use the base statistics of an animated object of the object’s size to determine the resulting creature’s statistics. The object obeys your command and understands your language, but as it is not intelligent, it can only obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, etc. Transformed objects do not gain any construct points. They take full damage from attacks and energy effects, and lose any hardness they possess while transformed. The size of object you can transform is given in the table below:

CL Size Sample Object Hit Dice
1 Tiny Candelabra 1d10
5 Small Chair 2d10+10
10 Medium Cage 3d10+20
15 Large Statue 4d10+30
20 Huge Wagon 7d10+40
25 Gargantuan Catapult 10d10+60

Alteration Sphere Feats

Adaptive Resistance [Alienist HB]

Prerequisites: Alteration sphere (Protean Mastery (body)).

Benefit: When you would take damage while you are affected by a shapeshift, you may spend 1 spell point as an immediate action to exchange one trait from the shapeshift for another trait that grants damage reduction, energy resistance, or immunity to a single type of damage. This change takes place before the damage is resolved and the new trait remains for the duration of the shapeshift or until you exchange it again using this talent. You must be able to select the trait that you gain.

Altered Summons [Dual Sphere] [3PP]

Source: Expanded Spheres: Baron's Lost Apocrypha

Prerequisites: Alteration Sphere, Conjuration Sphere

Benefit: Whenever you summon a companion, you may spend one spell point to shapeshift them as part of the same action. If you do so, the shapeshift lasts for the full duration of the summoning effect.

Bioluminescent Transformation (Dual Sphere)

Prerequisites: Alteration sphere, Light sphere.

Benefit: When you shapeshift a target, you may also cause that target to glow. In addition you may maintain concentration on the shapeshift and the bright light of the glow with a single action. If you apply a (light) talent to a glow created and maintained this way, it counts against the number of traits you may grant with your shapeshift.

Companion Merger

Prerequisites: Alteration sphere (Mass Alteration); animal companion or familiar.

Benefit: You may merge your body with your adjacent animal companion or familiar. You may target your companion and yourself with a mass shapeshift, paying the normal spell point cost. The merged form counts as one creature and retains the physical form of your companion or familiar (physical statistics, natural attacks, supernatural and extraordinary abilities, movement speeds, initiative, etc.) but gains your mental ability scores, casting ability, feats, base attack bonus (if higher), and base saving throws (if higher). You may instead merge the companion or familiar with yourself, gaining the companion or familiar’s natural attacks (limited by the presence of suitable limbs), supernatural and extraordinary abilities, and movement speeds.

The merged body has the current and maximum hit points of either creature at your choice, increasing its current and maximum hit points by those of the other creature for the duration of the effect. You may add traits to the merged form as normal for your shapeshift. If the merged creature is killed, the effect ends and both you and your companion or familiar die. If either you or your companion is suffering the effects of a disease, poison, or ongoing spell effect, the amalgamated body immediately receives a new save at a +4 bonus unless both creatures are under the same effect.

When this effect ends, any hit point damage, ability damage, ability drain, or other such penalty incurred is split evenly between you (round up). If this damage would be sufficient to reduce either of you to death, that creature is instead reduced to 1 hit point above its death threshold and stabilized, and the excess damage is transferred to the other creature. If it would reduce an ability score below 0, or 1 in the case of Constitution, any excess is transferred to the other creature. Any spell effects, poisons, diseases, or other effects that affected the merged creature continue to affect both of you, but durations are halved and any subsequent saves are made at a +4 bonus. If the companion or familiar possesses immunity to an ongoing effect, the effect is suppressed until the merger ends. If the merger ends in a space too small to accommodate your body, you or your companion (your choice) is shunted to the nearest empty space, taking 1d6 damage per 10 feet of solid material passed through.

Cursed Form

Prerequisites: Alteration sphere, caster level 5th.

Benefit: You may grant your shapeshift effects the curse descriptor. They can only be removed by the Life sphere Break Enchantment talent, spells such as break enchantment, limited wish, miracle, remove curse, or wish, or similarly powerful magic or abilities. If you possess the Unnatural Transformation drawback, failing the save granted by the drawback still ends the effect. This feat does not affect the duration of the shapeshift, it only makes it more difficult to remove.

Deep Cover (Dual Sphere)

Prerequisites: Alteration sphere, Illusion sphere.

Benefit: In place of an Alteration trait you may apply the effects of your illusionary disguise to your form. This use of illusionary disguise no longer allows for a Will save to negate upon interaction, and lasts as long as the shapeshift does, requiring no additional spell points or concentration to maintain. This stacks with the Disguise bonus of the shapeshift and allows the shapeshift to attempt to assume the form of specific individuals.

Devourer (Combat)

Prerequisites: Alteration sphere (Serpentine Transformation (transformation)) or swallow whole ability, character level 10th.

Benefit: When you are grappling a creature, once per round you may attempt to use your swallow whole ability as a free action. You gain a +2 competence bonus to CMB and CMD to make and resist grapple checks relating to the swallow whole ability. This is an extraordinary ability.

Disarming Transformation (Combat)

Prerequisites: Alteration sphere (Transform Object).

Benefit: When targeted by an attack with a manufactured weapon within your shapeshift range, you may spend a spell point as an immediate action to briefly shapeshift the weapon into an animal, disarming your foe. You must be aware of the attack.

The target is allowed a Will save to negate this effect. On a failed save, the weapon immediately transforms into a Small animal or a group of Tiny animals and moves a short distance away before returning to its original form in a square of your choosing within 30 feet of the target. The weapon’s movement does not provoke attacks of opportunity. The transformed weapon will not pass through dangerous squares such as an energy wall, instead stopping in the previous square.

Alternatively, you may spend a spell point as a standard action to shapeshift a manufactured weapon in the range into a hostile serpent that whips around to attack its wielder. The weapon’s wielder must succeed at a Will save or the next time the weapon is used within 1 round per caster level for an attack, the damage of the attack is instead dealt to the wielder.

The wielder cannot willingly reduce or deal nonlethal damage with this attack. Once the damage has been dealt, the effect is discharged. If you spend an additional spell point, the effect persists for 1 round per caster level, each attack after the first granting a Will save to end the effect.

Favored Form

Prerequisite: Alteration sphere.

Benefit: Choose one (transformation) Alteration sphere talent that you possess. You may increase the number of traits granted by your shapeshift when granting that form by 1.

Special: You may take this feat more than once; each time it applies to another (transformation) Alteration talent you possess.

Fleshwarp Adept [EO3]

Prerequisites: Alteration sphere (Twisted Shapeshift), caster level 5th.

You gain the following additional traits you may add to your shapeshift attempts.

  • Exhaust Body: The target must succeed at a Fortitude saving throw or be fatigued while the shapeshift lasts or for a number of rounds equal to your caster level, whichever is shorter. If you spend an additional spell point, the target is instead exhausted on a failed save and fatigued for 1 round on a successful save.
  • Hand Twist: The target must succeed at a Fortitude save or have one of their hands become unusable, being unable to hold a weapon, supply somatic spell components, or perform any task that requires two hands. The target may attempt a new saving throw at the end of each of their turns to remove this trait’s effects.
  • Reave Flesh: The target halves any damage reduction they possess, rounded down.
  • Vitiate Body: The target has a single energy resistance they possess reduced by an amount equal to your caster level. This cannot reduce the resistance to below 0.

Merged Summons (Dual Sphere) [3PP]

Source: Expanded Spheres: Baron's Lost Apocrypha

Prerequisites: Alteration Sphere (Fusion), Conjuration Sphere (Extra Companion)

Benefit: Whenever you summon a companion, you may use fusion targeting both the companion and either yourself or another companion already summoned as part of the action to summon.

Mutagenic Enhancements (Dual Sphere)

Prerequisites: Alteration sphere, Enhancement sphere (any (enhance) ability).

Benefit: Whenever you enhance a creature, you may also give them a trait of your choice, just as if you had used shapeshift on them. Doing so makes the enhancement into a polymorph effect, but this can stack with other polymorph effects. A creature may only be under the effects of one enhancement modified in this way, but the trait they gained does not count towards the limit for your shapeshift.

Purrging Transformation (Dual Sphere) [Catgirl HB]

Prerequisites: Alteration sphere, Life sphere.

Benefit: Whenever you use the Alteration sphere shapeshift sphere ability, you may spend 1 additional spell point to affect each target of that shapeshift with a Life sphere ability (such as a cure, invigorate, or restore effect), spending any additional spell points as required. You may not use this feat to harm the shapeshifted target (such as using the Life sphere Affliction talent to inflict damage or a negative condition).

In addition, you may treat your Alteration sphere shapeshift sphere ability as though it were a Life sphere ability for the purposes of granting the benefits of a Life sphere (vitality) talent.

Shifting Disguise

Prerequisite: Alteration sphere.

Benefit: You may alter the shape, color, and texture of your body to mimic other creatures. As a full-round action, you may reshape your body, but not your clothes, armor, or equipment, to mimic another creature of your size, appearing to be of another race, sex, and build, though you cannot add or remove limbs or disguise major wounds, granting a +10 circumstance bonus on Disguise checks. This change persists until you change form again. The bonus on Disguise checks does not stack with that granted by the shapeshift ability of the Alteration sphere, a hat of disguise, the Realistic LikenessARG feat, or similar sources. You cannot assume the form of a specific individual unless you also possess the Perfect Imitation talent. This is a supernatural polymorph effect.

Special: You may gain traits from the Blank Transformation option of the shapeshift ability of the Alteration sphere while under the effects of this feat even though it is a polymorph effect. If you possess the Perfect Imitation talent, you may choose to merge your currently worn equipment and mimic clothing and armor per that talent.

Shifting Mastery

Prerequisite: Combat Casting.

Benefit: When targeting only yourself with a shapeshift effect, your casting does not provoke attacks of opportunity. Additionally, you may take 10 on any concentration checks related to casting Alteration sphere effects.

Swarm Coordination (Combat)

Prerequisites: Alteration sphere (Swarm Shape).

Benefit: When under the effects of the Swarm Shape talent, you may perform combat maneuvers in place of dealing swarm damage. You may choose individually to deal damage or perform a maneuver against each creature that would receive swarm damage and may perform different maneuvers against each creature. These maneuvers provoke attacks of opportunity as normal. You may also hold and carry objects while in swarm form, though may not wield weapons or activate magic items. You count as a Small creature for determining your size bonus on these maneuvers and for carrying capacity, increasing by one size per 5 caster levels. Additionally, you threaten the squares you occupy while in swarm form, but still may not deal swarm damage as an attack of opportunity.

Spirit Form (Dual Sphere)

Prerequisites: Alteration sphere, Nature sphere (any (spirit) talent).

Benefit: When you use shapeshift on a creature, you may also imbue the target with a non-instantaneous spirit ability. You must spend spell points as normal if required by the spirit ability, and when you apply a (spirit) talent to a target in this way, it counts against the number of traits you may grant with your shapeshift.

Transformation

See General Feats. (The Transformation feat is not a sphere-focused feat because it does not actually use the Alteration sphere - it only provides similar effects. For this reason, it is on the General feats page.)

Twisted Reanimation (Dual Sphere)

When you reanimate a corpse, its remains shift to suit your purposes.

Prerequisites: Alteration sphere (Undead Body), Death sphere; or Alteration sphere, Death sphere (Corpse Manipulation).

Benefit: When you reanimate a dead body, you may apply a single trait you have access to through the Alteration sphere to the new skeleton or zombie as a polymorph effect; this effect remains as long as the undead stays reanimated. When reanimating multiple bodies at once, you must grant each body the same trait. As a standard action, you can touch an undead you control benefiting from this effect to change the trait granted.

Two-Headed Adept (Combat)

Prerequisites: Alteration sphere (Additional Limbs) or multiple heads.

Benefit: When you have more than one head you do not take two-weapon fighting penalties.

Two-Headed Sight (Combat)

Prerequisites: Alteration sphere (Additional Limbs) or multiple heads.

Benefit: When you have more than one head you are immune to flanking.

Two Minds

Prerequisites: Alteration sphere (Additional Limbs) or multiple heads.

Benefit: When you have more than one head and are the target of a mind-affecting ability that allows a Will save, you may spend a spell point as a free action, even if it is not your turn, to reroll the save after the die is rolled but before the result is revealed.

Venom Spitter (Combat)

Prerequisites: Alteration sphere (Serpentine Transformation (transformation) or Vermin Transformation (transformation)), poison bestial trait, or racial poison ability.

Benefit: You may spit your poison as a ranged touch attack with a range of 20 feet. Treat the poison as a contact poison for this feat. This is an extraordinary (Ex) ability.

Venomous Ichor (Combat)

Prerequisites: Alteration sphere (Serpentine Transformation (transformation) or Vermin Transformation (transformation)), poison bestial trait, or racial poison ability.

Benefit: Any creature that confirms a critical hit against you with a piercing or slashing melee weapon is sprayed with your poison (treat the poison as a contact poison for this application). Melee weapons with reach do not endanger their users in this way. You cannot use this ability if you do not have poison.

Additionally, you can apply your poison to a weapon or natural attack by dipping it in your own blood as a swift action. This requires dealing 1d4 damage to yourself as part of the swift action unless you suffer from an ongoing bleed effect or are below half your maximum hit points. This is an extraordinary (Ex) ability.

Venomous Soul (Combat)

Prerequisites: Alteration sphere (Serpentine Transformation (transformation) or Vermin Transformation (transformation)), poison bestial trait, or racial poison ability.

Benefit: You gain a +2 bonus to the DC of the poison granted by your bestial trait, shapeshift, or race and the cure now requires an additional save. This is an extraordinary (Ex) ability.

Web Mastery (Combat)

Prerequisites: Alteration sphere (Vermin Transformation (transformation)) or web bestial trait.

Benefit: If you possess the web bestial trait, increase the number of times per day you may use the web bestial trait by twice your Constitution modifier. When you possess the Web Alteration trait, it may be used a number of times per minute equal to your Constitution modifier.

Additionally, as a full-round action, you may render a creature that is entangled by your web and within your reach helpless. Such a creature counts as being tied up, increasing the DC to escape to 20 + 1/2 of your Hit Dice + Constitution modifier. The helpless creature may still attempt Strength and Escape Artist checks to free themselves as normal.

Wound Manipulator (Dual Sphere)

Prerequisites: Alteration sphere, Life sphere.

Benefit: When you shapeshift a creature, you may spend a spell point as a free action to allow them to regain one hit point for every Hit Die they possess. The target regains an additional hit point per Hit Die for each (cure) talent you possess. This healing is not positive energy.



Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 The effect fails and the target or targets become immune to polymorph effects for 1 round per caster level.
2 The target switches sex. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent of the Life sphere or other similar magic.
3 There is a 50% chance each round that the shapeshift will have no effect that round. This does not end the effect or alter the effect’s duration.
4 All creatures within close range of the target gain the swallow whole ability for 1 round per caster level. They may swallow creatures up to one size smaller than themselves and deal 1d6 points of damage plus 1d6 per 5 caster levels acid damage. This stacks with other polymorph effects.
5 All creatures within close range of the target must succeed on a Fortitude save or switch sex. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
6 Any creature within close range of the caster must succeed on a Fortitude save or gain the form of a homogeneous glob for 1d4 rounds, retaining normal senses, gaining a 5 ft. land speed, and unable to speak, supply verbal or somatic components, or make any Strength or Dexterity ability checks or skill checks requiring those attributes.
7 Any creature within close range of the target must succeed on a Fortitude save at the original DC or gain the form of a homogeneous glob for 1d4 rounds, retaining normal senses, gaining a 5 ft. land speed, and unable to speak, supply verbal or somatic components, or make any Strength or Dexterity ability checks or skill checks requiring those attributes.
8 Any natural attacks granted to the target by the effect only deal nonlethal damage.
9 Any target must succeed on a Fortitude save gain the form of a homogeneous glob for 1d4 rounds, retaining normal senses, gaining a 5 ft. land speed, and unable to speak, supply verbal or somatic components, or make any Strength or Dexterity ability checks or skill checks requiring those attributes.
10 The caster gains the form of a homogeneous glob for 1d4 rounds, retaining normal senses, gaining a 5 ft. land speed, and unable to speak, supply verbal or somatic components, or make any Strength or Dexterity ability checks or skill checks requiring those attributes.
11 The caster chooses one random allied creature within range that would be a valid target. That creature becomes the target, receiving the same options the original target would have received. The original target is unaffected.
12 The caster chooses one creature or object in range that would be a valid target. That creature or object becomes an additional target, receiving the same options the original target would have received.
13 The GM chooses one random creature or object in range that would be a valid target. That creature or object becomes the target, receiving the same options the original target would have received. The original target is unaffected.
14 One random hostile creature within range that would be a valid target becomes the target, receiving the same options the original target would have received. The original target is unaffected.
15 One weapon wielded by the target becomes an animal of the GM’s choice per the Transform Object advanced talent for 1d6 rounds. The animal is hostile toward the target.
16 (Combat) The caster grows one size plus one size per 5 caster levels per the Size Change talent. This lasts 1d6 rounds, stacks with other polymorph effects, and overrides any other Size Changes from a polymorph effect.
17 (Combat) The caster shrinks one size plus one size per 5 caster levels per the Size Change talent. This lasts 1d6 rounds, stacks with other polymorph effects, and overrides any other Size Changes from a polymorph effect.
18 The caster switches sex. This effect is a permanent curse effect that can only be removed by the Break Enchantment talent or other similar magic.
19 The casting time decreases one step.
20 The casting time increases 1 step.
21 The duration of the effect increases as if cast with the Extend Spell metamagic feat.
22 The target gains an additional +2 bonus to natural armor for the duration of the effect.
23 The target grows additional arms for the duration of the effect. These arms are non-functional, granting no bonuses any abilities, cannot wield weapons or hold or manipulate objects, and impose a -2 penalty on all Dexterity-based checks.
24 The target grows an additional sets of legs for the duration of the effect. These legs are non-functional, granting no bonuses to speed, CMD, or other ability and impose a -2 penalty on all Dexterity-based checks.
25 The target is covered in ears for the duration of the effect, granting a +4 competence bonus to sound-based Perception checks, but imposing a -4 penalty on saves against sonic effects.
26 The target is covered in eyes for the duration of the shapeshift, granting a +4 competence bonus to vision-based Perception checks and immunity to flanking, but imposing a -4 penalty on saves against effects with the pattern and light descriptors and effects of the Light sphere.
27 The target loses most of its skin for the duration of the effect, taking a -4 penalty against effects with the pain descriptor or that cause disease.
28 The target may choose the granted form and traits, temporarily gaining knowledge of all available options when making the selection.
29 The target may decline any or all granted traits.
30 Effect receives a +2 bonus to caster level.
31 Effect receives a -4 penalty to caster level (minimum 1).
32 The caster is covered in mouths for the duration of the shapeshift, granting a +4 competence bonus to taste-based Perception checks, but imposing a -4 penalty on saves against effects that require breathing, such as gaseous attacks. Whenever the caster deals unarmed damage to a target, the damage dealt increases by 1d8 and becomes bludgeoning, slashing, and piercing.
33 For 1 hour per caster level, the caster’s appearance is hideously twisted, inflicting a -4 penalty on all Charisma-based skill checks except for Intimidate, which receives a +2 circumstance bonus.
34 The caster gains the plant creature type for 1 hour. Do not recalculate base attack bonus, saves, or skill points.
35 The caster makes a single magical skill check against all Alteration sphere effects and effects of the polymorph subschool within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
36 All creatures within close range of the caster must succeed on a Will save or be reduced to animal intelligence as the Animal Mind talent for 1 round per caster level.
37 All allied creatures within close range of the caster must succeed on a Will save or be reduced to animal intelligence as the Animal Mind talent for 1 round per caster level.
38 All hostile creatures within close range of the caster must succeed on a Will save or be reduced to animal intelligence as the Animal Mind talent for 1 round per caster level.
39 All creatures within medium range of the caster must succeed on a Fortitude save or grow as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
40 All creatures within medium range of the caster must succeed on a Fortitude save or shrink as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
41 (Combat) All hostile creatures within medium range of the caster must succeed on a Fortitude save or grow as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
42 (Combat) All hostile creatures within medium range of the caster must succeed on a Fortitude save or shrink as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
43 All allied creatures within medium range of the caster must succeed on a Fortitude save or grow as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
44 All allied creatures within medium range of the caster must succeed on a Fortitude save or shrink as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
45 The caster grows as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
46 The caster shrinks as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
47 The caster’s arms and legs are replaced by tentacles for 1 minute per caster level. These tentacles may supply somatic components, wield weapons and shields, and use items as the caster’s normal limbs. The caster’s speed is not changed. Each tentacle grants a tentacle natural attack (secondary, 1d4 medium, 1d3 Small).
48 The caster’s arms and legs are replaced by tentacles for 1 round per caster level. These tentacles may not supply somatic components, wield weapons and shields, nor use items. The caster’s base speed is 10 ft. and gains a climb speed of 20 feet. Each tentacle grants a tentacle natural attack (secondary, 1d4 medium, 1d3 Small) with the reach property.
49 All creatures of the animal type within long range are affected by the humanoid (not hybrid) option of the Anthropomorphic Transformation talent for 1 hour, appearing as the dominant humanoid race in the area. This does not grant any additional traits.
50 The caster makes a single magical skill check against all Alteration sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
51 The caster makes a single magical skill check against all Alteration sphere and polymorph subschool effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
52 The caster gains the form of a Tiny, harmless animal of the GM’s choice for 1 minute per caster level. Apply the Size Change and Animalistic Transformation talents to determine statistics.
53 The target appears as a juvenile version of the form it would have gained for the duration of the effect. Reduce size by 1 category per the Size Change talent. The target gains a +2 circumstance bonus on all Charisma-based skill checks while under this effect, except for Intimidate, which takes a -2 penalty.
54 The caster grows an additional head for 1 minute per caster level, allowing him to concentrate on a single effect as a swift action.
55 For 1 round, the caster’s eyes are sealed over, blinding him.
56 For 1 minute, the caster loses his vocal chords and is unable to speak.
57 For 1 minute per caster level, the caster’s ears (or equivalent) are deformed, rendering him deaf.
58 For 1 round per caster level, the caster’s body is twisted, staggering him.
59 For 1 round per caster level, the caster’s body is twisted, nauseating him.
60 For 1 round per caster level, the target’s body is twisted, staggering it.
61 For 1 round per caster level, the target’s body is twisted, nauseating it.
62 The target’s eyes are sealed over, blinding it for the duration of the effect.
63 The target loses its vocal cords and is unable to speak for the duration of the effect.
64 The target’s ears (or equivalent) are deformed for the duration of the effect, rendering it deaf.
65 The target’s arms and legs are replaced by tentacles for the duration of the effect. These tentacles may not supply somatic components, wield weapons and shields, nor use items. The target’s base speed becomes 10 ft. and it gains a climb speed of 20 feet. Each tentacle grants a tentacle natural attack (secondary, 1d4 medium, 1d3 Small) with the reach property.
66 The target shrinks as per the Size Change talent for 1 round per caster level. This stacks with other polymorph effects.
67 The caster’s skin thickens, granting a +2 natural armor bonus for 1 minute. This stacks with other sources of natural armor.
68 The target’s natural armor bonus is reduced by half the effect’s caster level (minimum 1) for the duration of the effect, to a minimum of 0 natural armor.
69 For 1 hour, the caster loses all traits (other than basic shape, speed, and normal vision) granted by his race as if under the effects of a polymorph effect that alters form (such as darkvision, natural armor, natural attacks, etc.), though his form does not change.
70 For 1 round per caster level, the caster loses his head (or equivalent), rendering him blind, deaf, and mute, but also making him immune to the effects of the vorpal weapon enchantment.
71 For the duration of the effect, the target grows a shiny carapace that makes clicking noises when it moves, imposing a penalty of Stealth checks equal to half of the effect’s caster level.
72 For 1 hour, the caster grows a shiny carapace that makes clicking noises when it moves, imposing a penalty of Stealth checks equal to half of the effect’s caster level.
73 For 1 minute, the caster has his Intelligence reduced as by the Animal Mind talent.
74 For 1 hour, any natural attacks the caster possesses become rounded and soft and deal only nonlethal bludgeoning damage with damage die reduced by one size.
75 The target loses any natural attacks it possesses or would be granted for the duration of the effect.
76 The caster loses any natural attacks he possesses or would be granted for 1 hour.
77 (Combat) All creatures within close range of the caster must succeed on a Fortitude save or lose any natural attacks they possesses for 1 round per caster level.
78 (Combat) All creatures within close range of the caster have any natural attack they possess become rounded and soft and deal only nonlethal bludgeoning damage with damage die reduced by one size.
79 All hostile creatures within close range of the caster must succeed on a Fortitude save or lose any natural attacks they possesses for 1 round per caster level.
80 (Combat) All allied creatures within close range of the caster must succeed on a Fortitude save or lose any natural attacks they possesses for 1 round per caster level.
81 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
82 The caster is fatigued.
83 The caster is exhausted.
84 (Combat) The caster is stunned for 1 round.
85 (Combat) The caster is dazed for 1 round.
86 (Combat) The caster is nauseated for 1 round.
87 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
88 Roll again on the Universal wild magic table.
89 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
90 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
91 The caster loses access to this sphere for 1d6 rounds.
92 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
93 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
94 The effect fails and the action is lost. Spell points or spell slots are lost.
95 The effect fails and the action is lost. Spell points or spell slots are not lost.
96 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
97 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
98 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
99 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
100 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.

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