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Polymorph self was an arcane alteration spell that allowed the caster to transform his body into another creature's.[3][7]

EffectEdit

The caster could polymorph into the shape of any creature in size from a wren to a hippopotamus, while his or her mind would stay unchanged. He or she would gain any movement and respiration abilities of the new body, like flight in bird shape, or swimming and breathing water in the body of a fish, but not special abilities like a poisonous bite when transformed into a viper. For the duration of the spell, shape could be changed multiple times. If the caster changed back to his or her own body before the spell ended, some wounds would be healed in the transformation.[3][7]

ComponentsEdit

This spell required verbal components only.[3][7]

HistoryEdit

The polymorph self spell was developed by variator arcanist Quantoul in 1838 NY (−2021 DR) under the name Quantoul's selfmorph.[1][9]

By the 1360s DR polymorph self was a common spell in the magical community of both Faerûn[10] and Zakhara.[4][11][note 2]

Around 1372 DR, the Year of Wild Magic, the spell fell out of use when the more versatile polymorph was introduced in the Realms.[12][note 1]

AppendixEdit

See AlsoEdit

NotesEdit

  1. 1.0 1.1 Polymorph self was included in the Player's Handbook 3rd edition, but in the 3.5 edition update the similar but distinct polymorph spell was used instead.
  2. Canon material does not provide dating for the Al-Qadim campaign setting. For the purposes of this wiki only, the current date for Al-Qadim products is assumed to be 1367 DR.

ReferencesEdit

  1. 1.0 1.1 1.2 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 22, 24. ISBN 0-7869-0437-2.
  2. Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), p. 237. ISBN 0-7869-1551-4.
  3. 3.0 3.1 3.2 3.3 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 161–162. ISBN 0-88038-716-5.
  4. 4.0 4.1 Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  5. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 122–123. ISBN 0-7869-0437-2.
  6. Mark Middleton et al. (1999). Priest's Spell Compendium Volume Two. (TSR, Inc), pp. 453–454. ISBN 9780786914210.
  7. 7.0 7.1 7.2 7.3 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 78. ISBN 0-9356-9601-6.
  8. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 66. ISBN 0-8803-8099-3.
  9. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 26, 112. ISBN 0-7869-0437-2.
  10. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 152. ISBN 0-8803-8828-5.
  11. Sam Witt (January 1994). The Complete Sha'ir's Handbook. (TSR, Inc), p. 124. ISBN 978-1560768289.
  12. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 263. ISBN 0-7869-2886-7.
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