Skill Check: Knowledge (arcane lore) DC 31, 5 successes, and Knowledge (earth and life sciences) DC 31, 1 success; Failure: Two consecutive failed skill checks; Components: V, S, M, F; Casting Time: 60 minutes (minimum); Range: Touch; Target: Willing creature touched; Duration: 12 minutes; Saving Throw: Fortitude negates; Spell Resistance: Yes
The polymorph incantation gives a creature another form that you designate, which must be within one size category of the subjectís normal size. The new form can have no more Hit Dice than you or the subject has (whichever is greater), and in any case the assumed form cannot have more than 15 Hit Dice. You can transform the subject into an average member of its own species. The new form cannot be an elemental, outsider, or undead unless the subject is that type already. The new form canít be incorporeal or gaseous.
The subjectís Strength, Dexterity, and Constitution scores change to the average scores for the new form.. The subject doesnít gain or lose any hit points, regardless of its new Constitution score.
The subject retains its own Intelligence, Wisdom, and Charisma scores. The subjectís class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The subject also retains all extraordinary, supernatural, and spell-like abilities, as well as any spellcasting ability.
You can freely designate the new formís minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new formís significant physical qualities (such as height, weight, and gender) are also under your control, but must fall within the norms for the new formís species. The subject is effectively disguised as an average member of the new formís race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
The subject acquires the physical qualities of the new form while retaining its own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, up to a maximum speed of 120 feet for flying or 60 feet for nonflying), darkvision and/or low-light vision, natural armor bonus, natural weapons (such as claws, bite, and so on), species skill bonuses, species bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal.
The subject also gains any extraordinary special qualities possessed by the new form. You do not gain any extraordinary special qualities not listed above under physical qualities, such as blindsight, fast healing, regeneration, energy resistance, scent, or spell resistance. You do not gain any supernatural abilities or spell-like abilities of the new form.
If the new form is capable of speech, the subject can communicate normally. Though the subject retains any spellcasting ability he had in his original form, the form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have humanlike hands to use somatic or material components.
When the polymorph occurs, the subjectís equipment, if any, either remains worn or held by the new form (if the new form is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When the subject reverts to his true form, any objects previously melded into the new form reappear in the same locations they previously were and are once again functional. Any new items he wore in polymorphed form and canít wear in his normal form fall off and land at his feet; any that he could wear in either form or carried in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its original form.
Options: If you have a living, helpless creature that can serve as a model for the target creature, the DC on the Knowledge (arcane lore) checks for this incantation is reduced by Ė2.
Material Component: Part of the kind of creature that the target will turn into, such as a hair, scale, or feather.
Focus: Laboratory equipment (purchase DC 25).
Failure: Damage. The target takes 12d6 points of damage.