Alter Life

Transmutation Tarot - The Tower Level: 9

Components: V, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level)

Area: One type of living creature or plant within a 50-ft. radius of the spell center (see text) Duration: 1 hour/level Saving Throw: Fortitude negates Spell Resistance: Yes

THE Tower,

This spell allows the caster to warp natural, living things to his her desire. The spell has no effect against monstrous creatures, aberrations or outsiders. When the spell Is cast, the spellcaster begins altering the life form of a creature or plant type within the area of effect. The caster can affect 2 HD/level of sentient creatures and unlimited number of a non-sentient life form, such as a type of plant, within the area of effect. Unlike the more specific polymorph other, which targets a single creature and allows for very exacting and radical changes, the alter life spell groups types of living things and alters ' them somewhat. For example, where polymorph other could change a person into a fish, the alter life, while unable to accomplish such a radical change, could alter the physical makeup of a group of humans to give them gills. The different types that can be effected are: grasses, vines, trees, bushes, fish, birds, mammals, reptiles, insects, goblinoids, halflings, humans, elves, dwarves, half ores, etc. The spellcaster must specify which type of creature or plant is to be altered and what kind of change is to affected at the beginning of the casting. A maximum of two (2) types of change, of those listed below, can be achieved with a single casting of the spell.

The changes possible depend on the type of life form affected.

Plant

Tactile movement: The plant can now move tendrils or its body to grab a creature within its reach (equivalent to entangle); thorn growth: the plant develops sharp thorns that can do ld2 points of damage/5 ft. to creatures moving through the thorn area; remove thorn: plants that normally have thorns lose them; natural armor: increase or decrease natural armor by ld6 points of armor (the spell cannot reduce natural armor below 0); movement: the plants develop the ability to move ld3 x 10 ft./round.

Bird

Wings: increase the size of wings, increases speed, decrease wing size, decrease or remove the ability to fly; talons: increase natural weapon damage +ld6 points of damage; natural armor: increase or decrease natural armor by ld6 points of armor (the spell cannot reduce natural armor below 0).

Mammal

Appendages: Increase the number of appendages, ld4 appendages added (arms or legs), she can also increase the number of possible attacks; decrease the number of appendages, this can decrease the number of attacks; natural armor: increase or decrease natural armor by ld6 points of armor (the spell cannot reduce natural armor below 0); gills: the mammal can now breath while underwater; wings: grants the ability to fly (creatures not used to flying have poor flying ability).

Fish

Lungs: the fish can now breath air; appendages: ld4 appendages added (arms or legs), the Increased appendages can allow land movement or Increase num

ber of attacks; natural armor: increase or decrease natural armor by ld6 points of armor (the spell cannot reduce natural armor below 0); wings: grants the ability to fly (creatures not used to flying have poor flying ability).

Reptile

Warm blooded: the reptile generates its own body warmth and can live in cold climes; natural armor: increase or decrease natural armor by ld6 points of armor (the spell cannot reduce natural armor below 0); gills; the reptile can now breath while underwater; wings: grants the ability to fly (creatures not used to flying have poor flying ability).

0 0

Post a comment