Critique this Spell: Elf Form

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Jem
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Critique this Spell: Elf Form

If this spell looks decent to my GM and reasonably interesting, I have an NPC ranger that is likely to research it ('s right, ranger spell research!). The main question is whether it ought to be Rgr 2 or Rgr 3, and probably Drd 2 either way. Comments are invited. For comparison, there is a Drd 4/Rgr 4 spell in the Spell Compendium called wild runner which changes the caster physically into a centaur (Str/Dex/Con mods, physical form, land speed, darkvision, no mental change). For a humanoid, it also seems like the two classes getting one limited facet of alter self.

Most spells are pretty humanoid-centric, for the obvious non-objectionable reason that that's what most people play. The purpose of this spell is primarily for centaurs, bariaurs, and other monstrous humanoids to take on a convenient bipedal shape; elves are chosen because of their traditional connection to nature, since a centaur is more likely to be a druid or ranger than a sorceror or wizard (who get alter self and polymorph, though interestingly, alter self also won't let a centaur (monstrous humanoid) change into an elf (humanoid)!).

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Elf Form
Transmutation
Level: Drd 2, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level

In order to cast this spell, you must be a Small, Medium, or Large aberration, dragon, fey, giant, humanoid, or monstrous humanoid.

Your shape changes into that of an elf of the same age class and gender as yourself (choosing deliberately if you do not natively have a gender). You can specify minor physical details such as hair color and height, within racial norms. You gain +2 to Dexterity and -2 to Constitution for the duration, lowering your maximum hit points by 1 hit point per HD, possibly reducing your actual hit points (which are not restored at the end of the spell). Your base land speed is 30 feet.

You gain low-light vision and a +2 on Listen, Search, and Spot checks. You gain a +10 to Disguise checks and Use Magic Device checks to pass as an elf, including as a specific elf; spells and spell-like abilities treat you as an elf unless the caster passes a Spellcraft check with the DC of 12 + your Wisdom bonus.

Kobold Avenger's picture
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factotums
Joined: 2005-11-18
Re: Critique this Spell: Elf Form

I think that's a spell that I would never pick as a PC, when I could just use Alter Self and get some of those special abilities.

Though the monstrous humanoid restriction is lame and something I would drop right away as a DM, I'm sure that there are ways around it such as disguising yourself as another sort of monstrous humanoid that has an elf form.

schpeelah's picture
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Joined: 2007-01-13
Re: Critique this Spell: Elf Form

This spell is very, very 'meh', especially since you most likely lose a bunch of your own racial advantages. Make it either 1st level, 24hr duration or 2nd level, duration Permanent(D), touch range. Otherwise it's fine.

Alternately, just give the monster this feat (copypaste the url):
http://dungeons.wikia.com/wiki/Harmless_Form_(3.5e_Feat)

Edit: Considering the purpose of the spell, it should probably always grant a given target the same form each time it is cast.

Jem
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Re: Critique this Spell: Elf Form

Heh. So both comments are that it's underpowered for a Rgr 2 spell. Okay, that was my main worry. Thanks guys. Perhaps my GM will take this as a "work in progress" and eventually she can prepare it as a Rgr 1 one she's worked out some of the bugs or something.

Bob the Efreet's picture
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Re: Critique this Spell: Elf Form

I don't see any reason why the lost hp shouldn't come back when the spell ends and the Con is restored.

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schpeelah's picture
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Re: Critique this Spell: Elf Form

The hp thing seconded.

I understand you are playing a centaur ranger and need to overcome the limitation that you essentially can't dismount (the "Bill the pony can't go into Moria" syndrome)? I would place yet more limitations on the spell and then get a cheap item of it.

Example:
You should probably lose some of the racial traits of your own race. For centaurs, definitely lose the +8 Str, since that's from size, as well as natural armour. After that, I don't think the +2 Dex, -2 Con are needed - centaur already have a +4 Dex, more than elves, and losing 8 Str means the spell makes you much weaker anyway. Believe me, the less hp recalculation you do the better. Same for the skill +2s, they aren't worth keeping track of.
Further, the upper half of a centaur is humanoidal - just keep the same face (and general appearance) plus the elf traits like long ears, with the lower half extrapolated from that. No need for the +10 Disguise - you are an elf version of yourself now.
Keep old type, gain elf subtype. Same as above for the +10 UMD.
Works only specifically on centaurs.

Since i know nothing about your campaign I can't write you any appropriate fluff (I strongly suggest you do so - a flavourful explanation of why the item exists and why you have it would greatly increase the chances of the GM accepting it; alternately give us some background info and we'll give you a few pointers). Anyway, a use-activated item that allows change as a full-round action at will should cost between 500 and 750 - using it weakens you mechanically and grants nothing but the ability to deal with smaller spaces better - something the rest of the party has for free! Bonus points if it doesn't require wearing - you can have a sidequest based around losing the item and getting stuck in either form, GMs like having more adventure hooks available.

Jem
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Re: Critique this Spell: Elf Form

Losing the natural armor is a good point, as well as the rest of the centaur template, albeit not the HD and associated feats/hp/skills/etc. The idea was, of course, "you now look like an elf," nothing else fancy. We'll note that, and making it strictly a centaur/bariaur-to-elf spell might also get in to it. As I'm not the kind of player to abuse weird corner interpretations of rules that obviously weren't intended, this is looking pretty safe now. Dunno if it will drop to Rgr 1, but it works well enough for fun. Once again, thanks for your help on this.

schpeelah's picture
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Re: Critique this Spell: Elf Form

Well, "weird corner interpretations" I deal with a lot (I AM an optimizer), so I know where they come from and how to avoid them. Thus:
- all effects are spelled out - what we don't want is the usual polymorph rules insanity where you replace part of your character sheet with part of someone else's, tempting players to try and have the spell replace all of their weaknesses with someone's strengths

- to do the above, it's good to limit who can change into what, so we know what all the changes are

- we are not interested in what Disguise Person does, so we remove the ability to customize your apperance

So to sum up:

Elf Form
Transmutation
Level: Drd 1, Rgr 1
Components: V, S
Casting time: 1 round
Range: Personal
Target: You
Duration: 24h(D)
Saving throw: None (harmless)
Spell resistance: None (harmless)

This spell allows to change a centaur or a briaur into an elf. You can choose what race of elf you become, but the spell only adjusts what is neccesary - much of the target's appearance is unchanged and you can easily be recognised as the same person. Gear worn at the time of casting shrinks to fit if needed, and stays shrinked for as long as the item is in character's posession.

The spell applies the following changes:
Grant elf subtype. You are now considered an elf for purposes of activating items and being targeted by magic effects.
Reduce base land speed to 30ft.
Lose the the quadrupedal trait, reducing carrying capacity by 1/3. You also lose the +4 vs. trip and bullrush.

Briaurs also lose the Powerful charge ability.
A centaur's size is reduced to medium. For that reason they lose their +8 bonus to Strength, the -1 attack/AC penalty, the -4 Hide penalty, +4 Intimidate bonus, +4 bonus on size-dependant checks, the damage dice of their weapons are decreased and so is their carrying capacity. In addition, centaurs lose their +3 natural armor bonus.

There are no effects beyond what is spelled out here.

And I still say getting a 500gp item that casts this on you at will be more practical.

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