Transmutation spell reference
Polymorph Spell — D&D 5.5e, Pathfinder 1e and D&D 3.5e
Polymorph changes a creature’s physical form, but the spell operates through three substantially different rules systems. D&D 2024 uses a Beast stat block and Temporary Hit Points, Pathfinder 1e applies defined form packages, and D&D 3.5e replaces physical ability scores while inheriting much of Alter Self. Use only the panel for the edition being played.
Quick Rules Reference
The three editions share a transformation theme, not interchangeable mechanics.
Beast form and Temporary Hit Points
- Level
- 4th
- Range
- 60 feet
- Save
- Wisdom
- Duration
- Concentration, up to 1 hour
- Forms
- Beasts within the target’s CR or level limit
Willing subject and form package
- Level
- Adept 4; listed arcane classes 5
- Range
- Touch
- Target
- One willing living creature
- Duration
- 1 minute per level
- Forms
- Alter Self, Beast Shape II or Elemental Body I
Creature form and replaced physical scores
- Level
- Sorcerer/Wizard 4
- Range
- Touch
- Target
- One willing living creature
- Duration
- 1 minute per level
- Form limit
- Lower of caster level or subject HD; maximum 15 HD
Mechanics by Edition
All three panels remain readable when JavaScript is unavailable or delayed. Once the lightweight tab script runs, D&D 2024 opens first and the remaining editions are accessible by mouse, touch and keyboard.
Polymorph
Transformation and legal forms
Choose a Beast stat block whose Challenge Rating is no higher than the target’s Challenge Rating. When the target has no Challenge Rating, use its level instead. The target makes a Wisdom saving throw and shape-shifts on a failed save.
The chosen form must have the Beast creature type. The spell does not permit Monstrosities, Dragons, Plants, Elementals or other creature categories merely because their bodies resemble animals. Casting with a higher-level spell slot does not increase the form limit, duration or number of targets.
Statistics retained and replaced
| Retained from the target | Taken from the Beast stat block |
|---|---|
| Alignment, personality, creature type, current Hit Points and Hit Point Dice | All other game statistics, including ability scores, Armor Class, speeds, senses, proficiencies, traits, attacks and actions, subject to the spell’s restrictions |
The transformed target remains its original creature type. An Undead, Construct, Fiend or other creature therefore does not become a Beast for effects that inspect creature type, even though most of its game statistics come from a Beast stat block.
Temporary Hit Points and ending the spell
The target gains Temporary Hit Points equal to the Hit Points listed in the Beast stat block. Damage is applied to those Temporary Hit Points first. Damage exceeding the remaining Temporary Hit Points carries into the target’s retained Hit Points under the normal Temporary Hit Point rules.
The spell ends early on the target when it has no Temporary Hit Points. Any Temporary Hit Points granted by Polymorph that remain when the spell ends also vanish. Ending or losing Concentration restores the target’s normal statistics but does not restore lost Hit Points.
Do not use the 2014 hit-point model
The 2024 spell does not replace the target’s Hit Points with the Beast’s Hit Points. It preserves the target’s current Hit Points and adds a separate pool of Temporary Hit Points.
Speech, spellcasting, actions and equipment
- The new anatomy limits which actions the target can perform.
- The target cannot speak while transformed.
- The target cannot cast spells while transformed.
- Worn and carried equipment melds into the Beast form.
- Melded equipment cannot be used and provides no benefit.
- Use the Beast stat block’s actions rather than the target’s normal weapon attacks or class actions.
Counters and interactions
Dispel Magic
Polymorph is an ongoing 4th-level spell. A Dispel Magic cast with a 3rd-level slot requires a spellcasting-ability check against DC 14. A Dispel Magic cast with a 4th-level or higher slot ends Polymorph automatically when the transformed creature or the ongoing magical effect is the chosen target.
Countering the casting
Polymorph can be interrupted while it is being cast through the 2024 Counterspell rules. Counterspell does not remove a transformation that has already taken effect; use Dispel Magic, break Concentration or apply another effect that specifically ends shape-shifting.
Moonbeam
A shape-shifted creature that fails the 2024 Moonbeam Constitution saving throw returns to its true form and cannot shape-shift again until it leaves the spell’s cylinder. This interaction belongs to the 2024 Moonbeam text and must not be imported into Pathfinder 1e or D&D 3.5e.
Practical adjudication
- Have the complete Beast stat block ready before the spell is cast.
- Record the target’s retained Hit Points separately from the Temporary Hit Point pool.
- Check the form’s creature type and Challenge Rating rather than relying on its name or appearance.
- Track Concentration even when the transformed target is far from the caster.
- When the Temporary Hit Points reach zero, apply any excess damage and end the transformation immediately.
Polymorph
Willing subject and chosen form
The spell affects only a willing living creature. The caster chooses the new form. The subject may communicate a preference, but it cannot determine the final form beyond expressing those wishes to the caster.
The subject may return to its normal form as a full-round action, immediately ending the spell for itself. The caster may also dismiss the effect because the duration is dismissible.
Form packages
Pathfinder Polymorph does not replace the subject with a complete monster stat block. The selected category directs the spell to another polymorph spell, which supplies the legal sizes, ability adjustments, natural-armor bonus, movement, senses and special abilities.
| Chosen form | Governing rules | Core effect |
|---|---|---|
| Humanoid | Alter Self | Small or Medium humanoid form, with the ability adjustment and limited senses or movement authorised by Alter Self. |
| Animal | Beast Shape II | Tiny, Small, Medium or Large animal form, with the appropriate size package and only the listed movement, senses and special abilities. |
| Elemental | Elemental Body I | Small air, earth, fire or water elemental form, using the package assigned to that element. |
Printed magical-beast wording
The spell’s opening sentence permits animal, humanoid and elemental forms. Its next sentence also mentions an animal or magical beast but directs that transformation to Beast Shape II, whose form permissions are animal forms. The rules-safe approach is to apply the exact permissions of Beast Shape II unless the GM deliberately resolves the printed inconsistency another way.
Humanoid forms through Alter Self
| Humanoid size | Ability adjustment | Possible additional benefits |
|---|---|---|
| Small | +2 size bonus to Dexterity | Darkvision 60 feet, low-light vision, scent or swim 30 feet when the selected form possesses the relevant ability |
| Medium | +2 size bonus to Strength | Darkvision 60 feet, low-light vision, scent or swim 30 feet when the selected form possesses the relevant ability |
Animal forms through Beast Shape II
| Animal size | Ability adjustments | Natural armor bonus |
|---|---|---|
| Tiny | +4 Dexterity; −2 Strength | +1 |
| Small | +2 Dexterity | +1 |
| Medium | +2 Strength | +2 |
| Large | +4 Strength; −2 Dexterity | +4 |
A qualifying animal form may grant climb 60 feet, fly 60 feet with good manoeuvrability, swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce and trip. When the selected creature has a weaker version of a listed benefit, the subject gains that weaker version rather than the maximum value.
Elemental forms through Elemental Body I
| Element | Adjustments | Movement and abilities |
|---|---|---|
| Air | +2 Dexterity; +2 natural armor | Fly 60 feet with perfect manoeuvrability, darkvision 60 feet and whirlwind |
| Earth | +2 Strength; +4 natural armor | Darkvision 60 feet and earth glide |
| Fire | +2 Dexterity; +2 natural armor | Darkvision 60 feet, fire resistance 20, vulnerability to cold and burn |
| Water | +2 Constitution; +4 natural armor | Swim 60 feet, darkvision 60 feet, vortex and water breathing |
Pathfinder polymorph-subschoool rules
- The subject gains a +10 bonus on Disguise checks to appear as the assumed kind of creature.
- The subject gains only abilities authorised by the governing spell, not every ability in the creature’s stat block.
- The subject gains the base creature’s natural attacks and is proficient with them.
- Natural attacks use the subject’s base attack bonus and the appropriate Strength or Dexterity modifier.
- The new form’s base speed replaces the subject’s normal base speed.
- Size modifiers apply to Armor Class, attack rolls, CMB and Stealth.
- Ability scores change only where the governing spell supplies a bonus or penalty.
- A specific individual, templated creature or advanced creature is not a legal form.
- Only one polymorph effect can affect the subject at a time.
- The subject decides whether a new polymorph effect replaces the existing effect.
- Other effects that change size have no effect while the polymorph effect remains active.
Subjects outside the normal size range
When the subject begins smaller than Small or larger than Medium, first adjust its ability scores to a Small or Medium baseline, then apply the bonuses and penalties supplied by the chosen form spell.
| Original size | Strength | Dexterity | Constitution | Adjusted baseline |
|---|---|---|---|---|
| Fine | +6 | −6 | — | Small |
| Diminutive | +6 | −4 | — | Small |
| Tiny | +4 | −2 | — | Small |
| Large | −4 | +2 | −2 | Medium |
| Huge | −8 | +4 | −4 | Medium |
| Gargantuan | −12 | +4 | −6 | Medium |
| Colossal | −16 | +4 | −8 | Medium |
Original abilities, equipment and spellcasting
The subject loses extraordinary and supernatural abilities, natural attacks, movement modes and class features that depend on its original form. The new form restores an ability only when the governing spell grants that ability.
Animal and elemental forms cause equipment to meld into the body. Constant bonuses that require no activation continue to function, except for armor and shield bonuses. Activated items cannot be used while melded. A humanoid form normally allows equipment to resize instead.
Material components remain unavailable when equipment has melded unless another rule, such as Eschew Materials or Natural Spell, removes the requirement. Verbal and somatic components require a form physically capable of speech and the necessary movements.
Counters and interactions
Dispel Magic
A targeted dispel makes a caster-level check of 1d20 + caster level, with a maximum bonus of +10, against DC 11 + the Polymorph caster’s level. Success ends the transformation. A caster automatically succeeds when dispelling a spell that caster personally cast.
Other polymorph effects
Another polymorph spell or Wild Shape effect does not stack with Polymorph. The subject decides whether the new effect replaces the existing transformation. This is a Pathfinder subschool rule, not a D&D 2024 or D&D 3.5e rule.
Size-changing effects
Enlarge Person, Reduce Person and other effects that change size do nothing while the subject remains under the Pathfinder polymorph effect.
Do not import D&D 3.5e score replacement
Pathfinder applies the specific ability bonuses, penalties, natural-armor bonuses and listed abilities supplied by its polymorph rules. It does not replace Strength, Dexterity and Constitution with the creature’s printed ability scores.
Polymorph
Inherited Alter Self framework
Polymorph functions like Alter Self except where its own description replaces or expands those rules. This means the full result depends on both spell descriptions rather than the short Polymorph entry alone.
Permitted forms and Hit Dice
The caster may transform the willing subject into a living creature of the subject’s original type or into an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant or vermin.
The assumed form can have no more Hit Dice than the lower of the caster’s caster level or the subject’s Hit Dice, to a maximum of 15 HD at caster level 15. The form cannot be smaller than Fine, incorporeal or gaseous, and cannot possess a template.
The subject’s creature type and subtypes change to match the assumed form. Type-dependent spells and abilities therefore examine the new type while the transformation remains active.
Statistics retained, changed and excluded
| Retained from the subject | Changed or gained from the form | Not gained from the form |
|---|---|---|
| Class and level, current Hit Points, alignment, base attack bonus, base saving-throw bonuses, Intelligence, Wisdom and Charisma | Strength, Dexterity, Constitution, size, creature type and subtypes, ordinary movement, natural armor, natural weapons, racial skill bonuses, racial bonus feats, gross physical qualities and extraordinary special attacks | Extraordinary special qualities, supernatural abilities and spell-like abilities belonging to the assumed form |
The subject retains its own supernatural and spell-like abilities when the new anatomy can support them. It also retains extraordinary attacks and qualities derived from class levels, while losing non-class extraordinary abilities that depend on its original form.
The new Constitution score does not recalculate the subject’s current or maximum Hit Points. The spell expressly retains the subject’s Hit Points while replacing its physical ability scores.
Physical qualities and attacks
Physical qualities inherited from Alter Self include size, ordinary movement, natural armor, natural weapons, racial skill bonuses, racial bonus feats and gross anatomy. Flight gained from the form is limited to 120 feet, while other movement modes are limited to 60 feet.
The subject gains the new form’s extraordinary special attacks but not its extraordinary special qualities. Extra limbs alone do not grant additional attacks or a more advantageous two-weapon routine beyond what the normal attack rules permit.
Healing, death and reversion
- When the transformation occurs, the subject regains lost Hit Points as though it had rested for one night.
- The healing does not restore temporary ability damage or provide the other benefits of resting.
- Returning to the original form does not grant another healing.
- If the subject is slain, it returns to its original form and remains dead.
- An incorporeal or gaseous creature is immune to Polymorph.
- A creature with the shapechanger subtype may resume its natural form as a standard action.
- The caster may dismiss the spell because its duration is dismissible.
Speech, spellcasting and equipment
The subject retains its spellcasting ability, but verbal components require intelligible speech and somatic or material components require limbs capable of fine manipulation. A new form can therefore prevent spellcasting without removing the underlying class feature.
Equipment remains worn or held when the assumed form can use it. Otherwise it melds into the body and becomes nonfunctional. Merged equipment reappears in its former position when the subject returns to its true form.
Items added while transformed fall to the ground on reversion when the original body cannot wear or hold them. A separated body part or separated piece of equipment returns to its true form.
Counters and interactions
Dispel Magic
A targeted dispel makes a check of 1d20 + caster level, with a maximum bonus of +10, against DC 11 + the Polymorph caster’s level. A successful check ends the spell as though its duration had expired. The original caster automatically succeeds when dispelling that caster’s own spell.
Counterspelling
Another prepared Polymorph can counter the spell during casting through the normal same-spell counterspell procedure. Dispel Magic can also be used as a counterspell, but it requires the appropriate dispel check.
Shapechange
Shapechange is a separate 9th-level spell with broader creature access, a higher Hit Dice ceiling, repeated form changes and access to extraordinary and supernatural abilities. Polymorph does not inherit those benefits.
Keep this version separate from Pathfinder
D&D 3.5e replaces Strength, Dexterity and Constitution with the assumed form’s scores and grants extraordinary special attacks. Pathfinder applies defined bonuses and a restricted list of authorised form abilities instead.
Transformation in Folklore and Art
The existing illustration is retained once because it is relevant, visually strong and clearly public domain.
Cross-Edition Comparison
The same tactical idea produces very different character sheets at the table.
| Question | D&D 2024 | Pathfinder 1e | D&D 3.5e |
|---|---|---|---|
| Who can be targeted? | One visible creature; Wisdom save | One willing living creature touched | One willing living creature touched |
| How is the form limited? | Beast CR no higher than target CR or level | Named form spell and its size permissions | Creature type list and HD limit, maximum 15 HD |
| What happens to Hit Points? | Original Hit Points retained; Beast Hit Points become Temporary Hit Points | No replacement Hit Point pool | Original Hit Points retained; transformation grants one night’s healing |
| How do ability scores change? | Most statistics come from the Beast stat block | Specific bonuses and penalties from the governing spell | Strength, Dexterity and Constitution become those of the form |
| What ends it? | Concentration, dispelling, loss of Temporary Hit Points or a specific counter | Duration, dismissal, subject’s full-round reversion or dispelling | Duration, dismissal, shapechanger reversion, death or dispelling |
Running Polymorph at the Table
Most disputes can be prevented by preparing the selected form before combat begins.
Confirm legality
Check the form’s creature category, Challenge Rating, Hit Dice, size and edition-specific restrictions. A creature that looks suitable is not necessarily a legal form.
Record only granted abilities
Write down the movement, senses, attacks and special abilities the spell actually grants. This is especially important in Pathfinder, where a form does not grant the entire creature stat block.
Separate retained statistics
Keep the subject’s retained Hit Points, mental scores, class information, creature type or other unchanged statistics visible beside the chosen form.
Form checklist
- Is the creature category permitted?
- Is its CR or Hit Dice within the correct limit?
- Which ability scores change?
- Which statistics remain with the subject?
- Which attacks and special abilities are actually granted?
- Can the anatomy speak or supply spell components?
- What happens to worn and carried equipment?
- What precise event ends or dispels the transformation?
Polymorph Magic in the World
Transformation magic changes capability, recognition and social identity as well as outward appearance.
Courts, guilds and magical colleges treat polymorph magic cautiously because ordinary recognition becomes unreliable. A transformed spy may retain memory and purpose while acquiring another body’s movement, natural weapons or senses. A warrior may become a siege beast, while a prisoner may take a form small enough to escape restraints or pass through a narrow opening.
Experienced transmuters study anatomy alongside incantation. They learn how wings carry weight, how paws manipulate objects, how unfamiliar lungs breathe and how altered senses affect judgement. A powerful form can still be useless in a confined room, at a negotiation table or before a locked door requiring delicate hands.
The spell also raises questions of consent. Some magical traditions treat willing transformation as healing, initiation or identification with a sacred animal. Others regard it as a dangerous surrender of bodily autonomy. Hostile transformation magic is feared because it makes the victim’s body answer another person’s design.
Historical and Occult Development
Historical traditions of transformation combine mythology, literature, ritual symbolism, medicine, theology and legal testimony. They do not describe one continuous real-world spell tradition.
Classical metamorphosis often expresses an unequal relationship between mortals and divine powers. Transformation may serve as punishment, escape, protection, concealment or the creation of a sacred animal or plant. Homer’s Circe gives transformation the pattern of hostile enchantment, magical resistance and eventual restoration, while Ovid’s Metamorphoses gathers many different transformations into an extended meditation on bodies and identity.
Medieval North Atlantic literature preserves deliberate shapeshifting, inherited animal forms, magical skins and transformations imposed by curses. Learned writers also debated whether such accounts represented physical change, deceptive appearance, spiritual danger, natural processes or a disturbance of perception.
Early modern writing about werewolves and witchcraft linked transformation with charms, herbs, salves, ritual acts and disputed confession. Courts and theologians disagreed over whether an accused person had physically changed, imagined the change or been deceived. Modern fantasy roleplaying turns those unstable traditions into a repeatable spell with a fixed level, range, duration, legal forms and methods of reversal.
Medieval shapeshifting
Introduction: Medieval Thought and Shapeshifting examines magical, moral, natural and spiritual explanations for transformation in medieval culture.
Early modern werewolves
Metamorphosis and Civility: Werewolves in Politics, Print and Parish examines werewolf narratives in early modern English and Scottish culture.
Literary transformation
An Historical Study of the Werwolf in Literature traces recurring associations between transformation, charms, herbs, salves and ritual reversal.
Mythological Parallels
These stories demonstrate different narrative purposes for transformation. They are cultural parallels rather than game rules.
Circe and Odysseus’s companions
Circe transforms members of Odysseus’s crew into swine. Hermes gives Odysseus protection against her enchantment, and the transformed men are eventually restored. The episode resembles hostile transformation with a specialised defence and reversal.
Actaeon
Actaeon becomes a stag after seeing Artemis or Diana at her bath and is hunted by his own hounds. The transformation destroys his social identity and turns familiar animals into the agents of his death.
Daphne
Daphne’s transformation into a laurel ends Apollo’s pursuit and gives the new form a lasting sacred identity. The change acts simultaneously as escape, permanence and an origin story.
Rules Sources and Licensing
The rules panels are separated because each edition uses a different transformation system.
D&D 5.5e / 2024
Pathfinder 1e
D&D 3.5e
Rules and trademark notice: Dungeons & Dragons, D&D and related marks are trademarks of Wizards of the Coast. Pathfinder and related marks are trademarks of Paizo Inc. The D&D 2024 panel is an independent summary and commentary rather than a reproduction of the complete copyrighted spell text.
Open Game Content: The D&D 3.5e and Pathfinder 1e rules material summarised here derives from Open Game Content released under the Open Game License v1.0a. Product Identity is omitted.
Section 15: System Reference Document Copyright 2000–2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid and James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook Copyright 2009, Paizo Publishing, LLC; Author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook and Skip Williams.
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