Illusion Magic • Legacy Disguise Spell

Change Self

Transformation mask representing the legacy Change Self spell

Change Self is a D&D 3.0 illusion that alters the caster’s apparent appearance and equipment. Later editions replaced the spell rather than carrying this exact rules text forward.

Change Self at a Glance

5.5e / 2024 No spell named Change Self; use the edition’s disguise magic
5e / 2014 No spell named Change Self
Pathfinder 1e No spell by this name; Disguise Self fills the role
D&D 3.5e Replaced by Disguise Self
D&D 3.0 Legacy 1st-level Sorcerer/Wizard spell

Spell Rules by Edition




Change Self — 5.5e / 2024

Status: no spell by this name. Use the edition’s current disguise or illusion spells.

Change Self — 5e / 2014

Status: no spell by this name. Do not import the D&D 3.0 duration or Disguise bonus.

Change Self — Pathfinder 1e

Status: the name is obsolete; Pathfinder uses Disguise Self for the equivalent low-level glamer.

Change Self — D&D 3.5e

Status: D&D 3.5e replaced Change Self with Disguise Self. The preserved rules below are D&D 3.0 legacy material.

D&D 3.0 Legacy Rules

School Illusion (Glamer)
Level Sorcerer/Wizard 1
Components V, S
Casting Time 1 action
Range Personal
Target You
Duration 10 minutes/level (D)

You alter the apparent look of yourself, clothing, armour, weapons and carried equipment. You can appear roughly a foot shorter or taller, heavier or thinner, or like another generally humanoid person, but the spell does not grant the abilities or mannerisms of the chosen appearance.

Objects still function as their real forms: a battleaxe disguised as a dagger remains a battleaxe. When used to create a disguise, the original spell granted a +10 bonus on the Disguise check. A creature interacting with the illusion could make the edition’s normal disbelief save.

What Changed?

  • Change Self is specifically a D&D 3.0 spell name.
  • D&D 3.5e and Pathfinder use Disguise Self instead.
  • Fifth-edition disguise spells use different mechanics and should be read from their own edition pages.

Using Change Self in Play

Change Self is best treated as legacy disguise magic: useful for infiltration, misdirection and passing as another humanoid type, but not a source of new combat abilities. The disguise works best when clothing, voice, mannerisms and background knowledge support the altered appearance.

Counterplay and Related Magic

The legacy effect changes appearance rather than identity, memories or behaviour. Later editions replaced this spell with Disguise Self and broader transformation magic such as Alter Self.

Rules Sources and Licensing

The preserved rules above are D&D 3.0 legacy material. Later-edition panels are status guidance only.

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