Transmutation • Shapechanging Magic

Alter Self

Alter Self spell transforming a caster's body and appearance

Alter Self reshapes your own body without replacing your mind. The modern fifth-edition spell offers aquatic adaptation, changed appearance or natural weapons; Pathfinder 1e and D&D 3.5e use different polymorph frameworks and must stay edition-pure.

Alter Self at a Glance

5.5e / 2024 Level 2 Transmutation; Sorcerer, Wizard; Action; Self; Concentration up to 1 hour.
5e / 2014 2nd-level Transmutation; Sorcerer, Wizard; 1 action; Self; Concentration up to 1 hour.
Pathfinder 1e 2nd-level polymorph spell including Witch 2; personal; 1 minute/level.
D&D 3.5e Bard 2, Sorcerer/Wizard 2; personal; 10 minutes/level.
Witch archive The Pathfinder Witch can prepare Alter Self at 2nd level; the legacy archive also links it here.

Spell Rules by Edition







Alter Self — 5.5e / 2024

School Level 2 Transmutation
Classes Sorcerer, Wizard
Casting Time Action
Range Self
Components V, S
Duration Concentration, up to 1 hour
Saving Throw None
Spell Resistance Not used in this edition

Choose one option when you cast the spell. While it lasts, you can take a Magic action to replace that option with another.

  • Aquatic Adaptation: you can breathe underwater and gain a Swim Speed equal to your Speed.
  • Change Appearance: alter height, weight, facial features, voice, hair, coloration and other identifying details. You can resemble another species, but your statistics, size and basic body plan do not change.
  • Natural Weapons: grow claws, fangs, horns or hooves. The new growth changes the damage of your damaging Unarmed Strike to 1d6 of the appropriate physical type, and you use your spellcasting ability modifier for its attack and damage rolls.

Alter Self — 5e / 2014

School 2nd-level Transmutation
Classes Sorcerer, Wizard
Casting Time 1 action
Range Self
Components V, S
Duration Concentration, up to 1 hour
Saving Throw None
Spell Resistance Not used in this edition

Choose Aquatic Adaptation, Change Appearance or Natural Weapons. The 2014 natural-weapon option gives a magical 1d6 natural weapon and a +1 bonus to its attack and damage rolls. You can switch options with an action while the spell lasts.

Alter Self — Pathfinder 1e

School Transmutation (polymorph)
Level Alchemist 2, Bard 2, Magus 2, Psychic 2, Shaman 2, Sorcerer/Wizard 2, Summoner 2, Witch 2 and other listed occult/variant classes
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range Personal
Target You
Duration 1 minute/level
Saving Throw None
Spell Resistance No

You assume the form of a Small or Medium humanoid. Depending on the chosen form, the spell can grant darkvision 60 feet, low-light vision, scent or a 30-foot swim speed. A Small form grants +2 Dexterity; a Medium form grants +2 Strength. Pathfinder’s polymorph subschool rules govern the rest of the transformation.

Alter Self — D&D 3.5e

School Transmutation
Level Bard 2, Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S
Range Personal
Target You
Duration 10 minutes/level (D)
Saving Throw None
Spell Resistance No

You assume the form of a creature of the same type as your normal form, within one size category of your normal size. The assumed form can have Hit Dice up to your caster level, to a maximum of 5 HD.

You retain your own core statistics and class abilities while gaining the new form’s broad physical qualities, including size, mundane movement modes, natural armour, natural weapons, racial skill bonuses and racial bonus feats. You do not gain supernatural or spell-like abilities merely from the chosen form.

Equipment either remains usable or melds into the new form. When used as a disguise, the spell grants the legacy +10 Disguise bonus.

What Changed?

  • 2024: Natural Weapons now uses your spellcasting ability for attack and damage rather than the 2014 +1 magical-weapon bonus.
  • 2014: the spell keeps the three familiar self-transformation options but uses the older natural-weapon rules.
  • Pathfinder 1e: Alter Self is explicitly a polymorph spell and is available to Witches at 2nd level.
  • D&D 3.5e: the spell is broader, form-based and lasts much longer than the fifth-edition versions.

Using Alter Self in Play

Exploration: aquatic adaptation can turn a water obstacle into a route. Infiltration: change appearance is strongest when clothing, behaviour and knowledge support the disguise. Combat: natural weapons give an unarmed caster a credible close-range option, but concentration and self-only range keep the spell from replacing dedicated martial magic.

Counterplay and Related Magic

Fifth-edition versions require concentration, so damage and other concentration pressure can end the transformation. The spell changes your body but does not automatically grant another creature’s memories, class features or supernatural powers. Compare Polymorph for more dramatic transformations and Disguise Self for purely visual impersonation.

Rules Sources and Licensing

5.5e / 2024 follows the D&D Free Rules / SRD 5.2.1 form. The 2014 panel follows the 2014 Basic Rules / SRD 5.1. Pathfinder 1e uses the Core Rulebook polymorph version. D&D 3.5e mechanics remain edition-specific legacy rules.

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