Polymorph Self

When Polymorph Self is cast, the wizard gains the ability to assume a variety of forms.
== Description ==
== Gameplay ==
The caster directs this spell upon oneself only.
When the spell casting is finished, a 3d graphic effects renders over the caster's sprite for a few seconds.
A text displays reading "Polymorph abilities have been added to your Special Abilities menu".
Selecting the Special Abilities menu using the cursor or the F12 key will have added the polymorph forms at the end of any other previously attained abilities.
The new abilities are selectable with the cursor or a F-key number (which varies depending on how many abilities the character now has).
From left to right are the following menu buttons - Shapeshift: Wolf, Brown Bear, Spider, Ogre, Mustard Jelly, Flind, Natural Form, and Black Bear.
The caster may select a form at will and change to another form at will by selecting from the menu. This includes reverting to the character's natural form as well. There is no limit to how many different forms can be selected, and when the spell expires the polymorph session is over with - however, only one form change per round is achievable. 
While shapechanged the caster may access their inventory screen as normal.
While shapechanged the caster may use items placed in the "Quick Items" slots, such as scrolls, potions or wands as normal.
While shapechanged the caster may not cast Wizard or Priest spells (except via scrolls).
Once shapechanged, the caster may not change or try to equip a main hand or off-hand weapon/shield, neither ammo - this is met with a text reading "You may not equip weapons while shapechanged".
While shapechanged the caster may unequip, reequip or change any of the following items: armor (when not in combat), gauntlets, helmet, amulet, rings, cloak and boots.
While shapechanged, the caster's Main-hand attack weapon is made dormant and replaced with the form's specific shapechanged weapon.
A shield equipped before shapechanging will provide its benefits after shapechanging, although there are exceptions (see the Notes).
All non main-hand weapon equipment items function as normal while shapechanged, off-hand weapons do not attack or roll for damage.
If the caster has a magically created weapon active, such as Melf's Minute Meteors, Phantom Blade, or from Chill Touch etc. then when shapechanged the magically created weapon is destroyed and replaced by the form's weapon.
== Forms ==
Forms 	Scores	Combat	Defenses	Immunities 	Special
Flind 	STR 17
DEX 17	
* Enchantment 3
* Range 2 ft
* Apr 2
* Halberd: , 
* Speed 8	
* Base AC 1	 	
* THAC0 -1 (bonus)
* Increased movement rate
Ogre 	STR 18/00
DEX 9	
* Enchantment 1
* Range 1 ft
* Apr 1
* Morning star: 
* Speed 7	
* Base AC 5	 	
* Increased movement rate
Spider (Enhanced Edition version) 	STR 15
DEX 17	
* Enchantment 1
* Range 1 ft
* Apr 2
* Bite: , Poison (1 damage per 2 seconds for 5 rounds; save vs poison at +1 bonus negates)
*Speed 2	
* Base AC 4	Web types of AoEs 	
* Increased movement rate
Mustard JellyMore thorough description here	STR 14
DEX 9	
* Enchantment 3
* Range 15 ft
* Apr 1
* Jelly Blob: , poison (1 damage per 2 seconds for 5 rounds; save vs poison at +2 bonus negates), Slow (200 seconds; Save vs breath at -2 penalty negates). Both on-hit effects bypass magic resistance.
* STR bonuses may apply to THAC0 and damage.
* Speed 3	
* Base AC 4
* Resistances to cold (50%), electricity (100%), slashing (30%), crushing (30%), piercing (100%), missile (85%)
* Magic resistance: 125%	Non-magical weapons, Berserk, Fatigue, Slay,Stun, Sleep, Panic, Poison, Petrification, Confusion, Charm, Paralyze, Level drain.	
* Increased movement rate
Brown/Black Bear 	STR 18/00
DEX 12	
* Enchantment 1
* Range 1 ft
* Apr 3
* Bite/claw: 
* Speed 3	
* Base AC 6 (Brown Bear) / 7 (Black Bear)	 	
* Increased movement rate
Wolf 	STR 15
DEX 18	
* Enchantment 1
* Range 1 ft
* Apr 2
* Bite: 
* Speed 3	
* Base AC 6
* Resistances to cold (100%), electricity (50%)	 	
* Increased movement rate
=== Notes ===
* When a form is assumed, the new shape change overrides the natural form's strength and dexterity.
* All forms except the Flind and Mustard Jelly allow offhand weapons and shields to be used as normal.
 
*The Mustard Jelly form can use shields as normal, but can only use weapon charge abilities (e.g. 1x/day Sunray from the Daystar) and the Flind form can only use charge abilities from both offhand shields and weapons. 
*All forms except the Flind and Mustard Jelly benefit from Sword and Shield fighting Style while using shields and Single Weapon Style otherwise (even while equipped with an offhand weapon), while the Flind form benefits from the Two-Handed Weapon Style and the Mustard Jelly form benefits from no style at all. In all forms, reequipping armor only provides bonuses (e.g. AC modifiers against damage types or Fire Resistance), it doesn't alter the character's Base AC.
* In all forms except the Flind and Mustard Jelly, shields may be used as normal (if equipped before transforming), but offhand weapons cannot attack, they only provide bonuses (e.g. +1 APR from Belm or +50% Fire Resistance from Icingdeath) and charge abilities (e.g. 1x/day Summon Spectral Blade from the Spectral Brand). The Mustard Jelly form can use shields as normal but can only use weapon charge abilities (e.g. 1x/day Sunray from the Daystar) and the 'Flind form can only use charge abilities from both offhand shields or weapons. *All forms (except the Flind and Mustard Jelly) benefit from Sword and Shield style while equipped with a shield, Single Weapon Style while the offhand is empty and no weapon style while the offhand has a weapon, while the Flind form benefits from the Two-Handed Weapon Style and the Mustard Jellyform benefits from no style at all. 
* Each form sets the Attack(s) per round. To increase APR beyond the default, the following spells and abilities can be used: Haste, Improved Haste, Offensive Spin, Boon of Lathander. Items that increase APR include Belm, Kundane (see bullet-point above) and Gauntlets of Extraordinary Specialization. Passive bonuses for Fighters at level 7 / 13 each grant +1/2 APR.
* You can still use abilities from equipped weapons (e.g. Sunray from the Daystar) while polymorphed, just be sure to equip them before polymorphing.
* The Black & Brown bear forms are exactly the same, except the Black Bear has worse AC.
* The extremely high damage of the Ogre form, 4d6+1 (crushing), is effective with abilities that set damage rolls to their maximum, such as Kai, Righteous Magic and Offensive Spin. This high damage is also effective when multiplied by Backstab.
== Where to obtain its scroll ==
=== Baldur's Gate and Tales of the Sword Coast ===
==== Sold by ====
* Sorcerous Sundries
====Found in====
* Durlag's Tower (Labyrinth Level Three)
=== The Black Pits ===
==== Sold by ====
* Dinguer the Mad 
=== Baldur's Gate II: Shadows of Amn ===
==== Found in ====
* The Planar Sphere (Navigator room)
==== Sold by ====
* Galoomp's Store
* City of Caverns
* Reirra's Shop
=== Baldur's Gate II: Throne of Bhaal ===
* Arcana Archives
* Watcher's Keep
The Black Pits II
==== Sold by ====
* Book Merchant 
== Bugs ==
*
* Dying in Ogre form causes a special morning star (PLYMSTAR) to drop. When in use, the weapon will transform the user into an Ogre with the same attributes as Ogre form. This weapon cannot be equipped except through scripts.
== Trivia ==
The Advanced Dungeons and Dragons 2nd Edition Wizard spell Polymorph Self allows the caster to take on any form from as small as a wren to as large as a hippopotamus. There are several limitations and restrictions based on polymorphing into another form, and some DM discretionary rules that may apply, such as not allowing or allowing magical equipment to function on the chosen form. For further reading, see the External links below.
== Gallery of icon portraits ==
Bearmorph.png
Grizzlymorph.png
Flindmorph.png
Jellymorph.png
Ogremorph.png
Spidermorph.png
Wolfmorph.png
==Gallery of spell uses screenshots==
OG PS 1.png|Gorion's Ward casts Polymorh Self upon himself before entering a probable hostile area
OG PS 3.png|The Ward enters a cavern and immediately Shapechanges to Mustard Jelly form.
OG PS 4.png|Pirates are unable to hit the jelly form, as they have normal weapons. The Pirate Captain has an enchanted sword. The Ward uses Daystar to cast Sunray even as a jelly.
OG PS 5.png|The Ward decides to try out the Flind form with its Halberd and extra fire damage.
OG PS 6.png|Even if shapechanged the Ward can try his innate bhaalspawn abilities and launches a Horror effect.
OG PS 7.png|Several pirates flee in terror, and a Potion of Extra Healing is used get some wounds mended.
OG PS 8.png|Once again the Ward shifts to natural form to make some adjustments to the offhand weapon.
OG PS 9.png|And then he changes to Black Bear to slash and rend the remaining pirates.
== Mod content ==
The Sword Coast Stratagems mod (V35) makes revisions to this spell. Excerpt from the mod's Readme:
Fairly substantial revision to Polymorph Self: the druid-overlapping forms are removed, along with the ogre and flind; the spider form gets a minor web-spinning power; four new forms are added (Hill Giant Barbarian, Ogre Mage, Hell Hound, Rat); in addition, you get to choose your first form at time of casting rather than having to wait a round. This is mostly about rebalancing a spell I find underwhelming, but also about thematic distance from druid shapeshifting (and about removing the idea that a polymorph spell lets you create a powerful magic weapon!)
Spell Revisions mod has changed this arcane spell, revising its effects, duration, polymorph form abilities and description. See below for description:
Polymorph Self
Level: 4
School: Alteration
Range: Personal
Duration: 5 turns
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
When this spell is cast, the wizard is able to assume the form of another creature: that of a flind, an ogre, a mustard jelly, a sword spider, or a winter wolf. The caster also gains the form’s physical mode of locomotion and breathing. This spell does not give the caster access to the new form’s other abilities such as special attacks or magic, nor does it run the risk of the wizard changing personality and mentality.
For the duration of the spell, the caster may transform into any of the new forms at any time, as many times as he wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The wizard’s mental attributes are not affected, but physical attributes are changed to adhere to the new form. Also, any natural protections that the new form offers are conferred to the wizard.
Flind
Str 17, Dex 17, Con 16; AC 1, THAC0 10
2 Attacks Per Round, 1d10+3 Piercing +1d6 Fire Damage (Halberd +2)
Ogre
Str 18/00, Dex 9, Con 18; AC 3, THAC0 8
2 Attacks Per Round, 1d10+8 Crushing Damage (Morning Star +2)
Mustard Jelly
Str 14, Dex 9, Con 16; AC 4, THAC0 10
1 Attack Per Round, 5d5 Acid Damage + Slow (Corrosive Spore +2)
Slow: target is slowed for 3 rounds (save vs. polymorph negates)
Immune to backstab, poison, charm, confusion, & hold effects
Immune to normal weapons
Electrical Resistance 100%, Cold Resistance 50%
Sword Spider
Str 17, Dex 10, Con 15; AC 3, THAC0 14
4 Attacks Per Round, 1d6+3 Piercing Damage + Poison (Legs & Bite +1)
Poison: 4 hp/round for 4 rounds (save vs. poison negates)
Immune to web and poison effects
Winter Wolf
Str 18, Dex 17, Con 15; AC 2, THAC0 10
2 Attacks Per Round, 1d6+3 Piercing + 1d6 Cold Damage (Frostbite +2)
Cold Resistance 100%
== External links ==
* 
* 
* Advanced D&D 2nd Edition Wiki - Polymorph Self (Wizard Spell)
Category:Shapechanging spells