When Polymorph Self is cast, the wizard gains the ability to assume a variety of forms.
Effects[]
“ | Polymorph Self When this spell is cast, the wizard ia able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. When the spell is cast, for the duration of the spell, the caster may transform into any new forms at any time, and as many times as he wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, however all physical attributes are attained from the new form. Also, any natural protections that the new form offer are conferred to the wizard, such as the resistance to missile and crushing damage possessed by the slime. |
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Forms[]
Forms | Scores | Combat | Defenses | Immunities | Special |
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Flind | STR 17
DEX 17 |
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Ogre | STR 18/00
DEX 9 |
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Spider (Enhanced Edition version) | STR 15
DEX 17 |
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Web types of AoEs |
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Mustard Jelly More thorough description here |
STR 14
DEX 9 |
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Non-magical weapons, Berserk, Fatigue, Slay,Stun, Sleep, Panic, Poison (not poison damage), Petrification, Confusion, Charm Creature, Paralyze, Level drain. |
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Brown/Black Bear | STR 18/00
DEX 12 |
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Wolf | STR 15
DEX 18 |
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Forms overview[]
- Baldur's Gate:
Enhanced Edition (2012)
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign. All forms except the Flind and Mustard Jelly allow offhand weapons and shields to be used as normal. The Mustard Jelly form can use shields as normal, but can only use weapon charge abilities (eg 1x/day Sunray from the Daystar) and the Flind form can only use charge abilities from both offhand shields or weapons. All forms except the Flind and Mustard Jelly benefit from Sword and Shield Style while using shields and Single Weapon Style otherwise (even while equipped with an offhand weapon), while the Flind form benefits from the Two-Handed Weapon Style and the Mustard Jelly form benefits from no style at all. In all forms, reequipping armor only provides bonuses (eg AC modifiers against damage types or Fire Resistance), it doesn't alter the character's Base AC. - Baldur's Gate II: Enhanced Edition – Shadows of Amn (2013)
This icon indicates content from the Shadows of Amn campaign of the Baldur's Gate II: Enhanced Edition.In all forms except the Flind and Mustard Jelly, shields may be used as normal (if equipped before transforming), but offhand weapons cannot attack, they only provide bonuses (eg +1 APR from Belm or +50% Fire Resistance from Icingdeath) and charge abilities (eg 1x/day Summon Spectral Blade from the Spectral Brand). The Mustard Jelly form can use shields as normal, but can only use weapon charge abilities (eg 1x/day Sunray from the Daystar) and the Flind form can only use charge abilities from both offhand shields or weapons. All forms except the Flind and Mustard Jelly benefit from Sword and Shield style while equipped with a shield, Single Weapon Style while the offhand is empty and no weapon style while the offhand has a weapon, while the Flind form benefits from the Two-Handed Weapon Style and the Mustard Jelly form benefits from no style at all. In all forms, reequipping armor provides full benefits, including altering the character's Base AC (if better).
- Both the in-game descriptions for the forms and UI information when using them are not entirely accurate.
- Damage/AC values mentioned on the table don't include potential bonuses from high strength/dexterity.
- Each form sets the Attack(s) per round. To increase APR beyond the default, the following spells and abilities can be used: Haste, Improved Haste, Offensive Spin, Boon of Lathander. Items that increase APR include Belm, Kundane (see bullet-point above) and Gauntlets of Extraordinary Specialization. Passive bonuses for Fighters at level 7 / 13 each grant +1/2 APR.
- Despite carrying a halberd, halberd proficiency does not affect the Flind form (at least in the EEs).
- Despite carrying a morning star, flails & morning stars proficiency does not affect the Ogre form (at least in the EEs).
- Dying in Ogre form causes a special morning star (PLYMSTAR) to drop. When in use, the weapon will transform the user into an Ogre with the same attributes as Ogre form. This weapon cannot be equipped except through scripts.
- You can still use abilities from equipped weapons (eg Sunray from the Daystar) while polymorphed, just be sure to equip them before polymorphing.
- The Black & Brown bear forms are exactly the same, except the Black Bear has worse AC.
- The extremely high damage of the Ogre form, 4d6+1 (crushing), is effective with abilities that set damage rolls to their maximum, such as Kai, Righteous Magic and Offensive Spin. This high damage is also effective when multiplied by Backstab.
- While the spell is active, a set of special abilities is added which allows unlimited shifting between the different forms (and back to humanoid form). Spellcasting is disabled while in one of the polymorphed forms.
- In Enhanced Editions, Enchanted Weapon has been updated to treat the existing weapon as +3 enchantment for purposes of striking. This spell can allow polymorph forms to damage monsters and protections that are otherwise immune.
- A lawful evil spellcaster's Imp Familiar can use this spell starting from level 1.
Where to obtain its scroll[]
Baldur's Gate and Tales of the Sword Coast[]
Sold by[]
Found in[]
The Black Pits[]
Sold by[]
- Dinguer the Mad (×3)
Baldur's Gate II: Shadows of Amn[]
Found in[]
- The Planar Sphere (Navigator room)
Sold by[]
Baldur's Gate II: Throne of Bhaal[]
The Black Pits II
Sold by[]
- Book Merchant (×6)
Bugs[]
Gallery of icon portraits[]
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
The Sword Coast Stratagems mod (V35) makes revisions to this spell. Excerpt from the mod's Readme:
Fairly substantial revision to Polymorph Self: the druid-overlapping forms are removed, along with the ogre and flind; the spider form gets a minor web-spinning power; four new forms are added (Hill Giant Barbarian, Ogre Mage, Hell Hound, Rat); in addition, you get to choose your first form at time of casting rather than having to wait a round. This is mostly about rebalancing a spell I find underwhelming, but also about thematic distance from druid shapeshifting (and about removing the idea that a polymorph spell lets you create a powerful magic weapon!)
Spell Revisions mod has changed this arcane spell, revising its effects, duration, polymorph form abilities and description. See below for description:
Polymorph Self
Level: 4
School: Alteration
Range: Personal
Duration: 5 turns
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
When this spell is cast, the wizard is able to assume the form of another creature: that of a flind, an ogre, a mustard jelly, a sword spider, or a winter wolf. The caster also gains the form’s physical mode of locomotion and breathing. This spell does not give the caster access to the new form’s other abilities such as special attacks or magic, nor does it run the risk of the wizard changing personality and mentality.
For the duration of the spell, the caster may transform into any of the new forms at any time, as many times as he wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The wizard’s mental attributes are not affected, but physical attributes are changed to adhere to the new form. Also, any natural protections that the new form offers are conferred to the wizard.
Flind
Str 17, Dex 17, Con 16; AC 1, THAC0 10
2 Attacks Per Round, 1d10+3 Piercing +1d6 Fire Damage (Halberd +2)
Ogre
Str 18/00, Dex 9, Con 18; AC 3, THAC0 8
2 Attacks Per Round, 1d10+8 Crushing Damage (Morning Star +2)
Mustard Jelly
Str 14, Dex 9, Con 16; AC 4, THAC0 10
1 Attack Per Round, 5d5 Acid Damage + Slow (Corrosive Spore +2)
Slow: target is slowed for 3 rounds (save vs. polymorph negates)
Immune to backstab, poison, charm, confusion, & hold effects
Immune to normal weapons
Electrical Resistance 100%, Cold Resistance 50%
Sword Spider
Str 17, Dex 10, Con 15; AC 3, THAC0 14
4 Attacks Per Round, 1d6+3 Piercing Damage + Poison (Legs & Bite +1)
Poison: 4 hp/round for 4 rounds (save vs. poison negates)
Immune to web and poison effects
Winter Wolf
Str 18, Dex 17, Con 15; AC 2, THAC0 10
2 Attacks Per Round, 1d6+3 Piercing + 1d6 Cold Damage (Frostbite +2)
Cold Resistance 100%
External links[]
- Polymorph Self on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Polymorph self on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.