Level: Sor / Wiz 4
components: V, S, M
Casting time: 1 standard action
Aim: Willing creature touches
duration: 1 min./stage (D)
Saving Throw: none
Spell Resistance: No
You turn the willing subject into another form of living entity. You can not make a subject take on a form that is smaller than fine, or you can not make a subject assume an intangible or gaseous form. The assumed form can not contain more hit dice than the level of your caster (or the subject's lower HD) up to a maximum of 15 HD at the 15th level. The new form may be of the same type as the subject or one of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, mud, plant or vermin.
When switching, the subject recovers lost hit points as if they were rested one night (though this healing does not restore transient capability damage and provides other benefits of rest, and the change back does not heal the subject). The subject receives ratings for strength, dexterity, and constitution of the new form, but retains its own ratings of intelligence, wisdom, and charisma. The subject's class and level, hit points, targeting, base attack bonus and basic rescue bonus all remain the same.
The subject retains all the supernatural and magical peculiar attacks and features of his normal form, except those who need a part of the body that the new shape does not have (such as a mouth for a breath weapon or eye for an eye attack). The subject retains all the extraordinary special attacks and properties derived from class levels, but it loses all of its normal form, not derived from class levels. It also receives all the extraordinary special attacks that the shape possesses, but not the exceptional special qualities possessed by the new form or supernatural or magical abilities.
If the new form is capable of speech, it can communicate normally. The subject retains all the magic abilities it had in its original form, but the new form must be able to speak intelligibly (ie speak a language) to use verbal components, and limbs must be capable of fine manipulation be to use somatic or material components.
The subject acquires the physical qualities of the new form while maintaining his own mind. Physical features include natural size, worldly movement abilities (such as digging, climbing, walking, swimming and flying with wings, up to a maximum speed of 120 feet for flies or 60 feet for non-flying movement), natural armor bonus, natural weapons (such Claws, bites, etc.), bonuses for racial skills, racial bonuses, and all gross physical traits (presence or absence of wings, number of extremities, etc.). A body with extra limbs does not allow the subject to perform more attacks (or more beneficial two-weapon attacks) than normal.
The subject does not receive any particular features not mentioned above among the physical characteristics, such as obscurantism, low vision, blindness, blindness, rapid healing, regeneration, smell and so on. The subject does not receive supernatural special attacks, special qualities or enchanting abilities of the new form.
The creature type and subtype of the subject (if any) change to match the new form. The creative can not take on the shape of a creature with a template, even if that template does not change the creature type or subtype. Incorporal or gaseous creatures are immune to transformation, and a creature with the subtype form-shifter can return to its natural form as a standard action.
You can freely set the minor physical properties of the new shape (such as hair color, hair texture, and skin color) within the normal ranges for a creature of this type. The essential physical characteristics of the new form (such as height, weight and gender) are also under your control, but they must comply with the standards for the new form. The subject is effectively disguised as the average member of the race of the new form. If you use this spell to create a disguise, you will receive a +10 bonus on your disguised check.
When the change occurs, the subject's equipment, if any, will either remain supported or held by the new form (if it is able to carry or hold the item) or merge in the new form and become inoperative. When the subject returns to its true form, all the objects previously fused into the new form appear in the same place on their body that they were before, and are functional again. All new objects which the subject wore in the assumed form and can not wear in his normal form fall down and land at his feet. Anything that could carry it in any form or carry it in a part of the body that is common to both forms at the time of the reversal is still held in the same way.
Any part of the body or piece of equipment that is separate from the whole returns to its true form. When killed, the subject returns to its original form, though it remains dead.