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Disambiguation icon Not to be confused with Shapeshift.

When Shapechange is cast, the wizard is able to assume the form of a powerful creature selected from a list of six choices.

Description[]

With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creature <PRO_HESHE> wishes and has almost all of its abilities. Thus, <PRO_HESHE> can change into a mind flayer to stun <PRO_HISHER> opponents and then become an earth elemental to crush <PRO_HISHER> foes. These creatures have whatever Hit Points the wizard had at the time of the shapechange. Each alteration in form requires only a second, and no system shock is incurred.

Gameplay[]

Forms table[]

Forms Scores Combat Defenses Immunities Special
Mind Flayer Str10
Dex10
  • Enchantment 2
  • Range 1 ft
  • Apr 4
  • 1d2 crushing, -5 int for 30 secs (bypass MR, no save) on hit
  • Speed 0
  • Psionic Blast (SPIN974.spl): "NONE" school, 8.75 ft radius stun for 1 turn (bypass MR, save vs. Spell neg), ability renewed when assuming form
Iron Golem Str24
Dex9
  • Enchantment 4
  • Range 2 ft
  • Apr 1
  • 4d10 crushing
  • Speed 0
  • Base AC 3
  • Resistances to fire (125%), cold (100%), electricity (100%), acid (100%), magic (100%), slashing (20%), crushing (20%), piercing (20%), missile (20%)
Backstab weapons of +2 enchantment or less, sleep, fear, hold, charm, paralysis, poison
Giant Troll Str18
Dex20
  • Enchantment 2
  • Range 1 ft
  • Apr 3
  • 2d6 piercing
  • Speed 1
Stun, sleep, hold creature, paralyze
  • Regeneration 1 hp/sec
Greater Wolfwere Str19
Dex19
  • Enchantment 1
  • Range 1 ft
  • Apr 3
  • 1d12 slashing
  • Speed 0
  • Base AC 2
  • Resistances to fire (50%), cold (50%), electricity (50%), acid (50%)
Enchantment 1 weapons & lower
  • Regeneration 6 hp/sec 8 hp/sec
Fire Elemental Str9
Dex9
  • Enchantment 4
  • Range 1 ft
  • Apr 1
  • 3d8 crushing + 1d6 fire
  • Speed 0
  • Base AC 2
  • Resistance to fire (100%)
Enchantment 2 weapons & lower
Earth Elemental Str19
Dex9
  • Enchantment 4
  • Range 1 ft
  • Apr 1
  • 4d8 crushing
  • Speed 0
Enchantment 2 weapons & lower

Notes[]

Form Details[]

All Forms...[]

  • ... are activated via innate ability menu, much like Polymorph Self.
  • ... have a transformation casting time of 0, casting instantly and difficult to interrupt.
  • ... are limited to once per round, and a caster cannot cast a spell in the same round as a form transformation; Improved Alacrity removes these limitations.
  • ... grant some (but not necessarily all) of the assumed form's abilities, resistances, and status immunities. Noticeable ommissions include the Mind Flayer's magic resistance and the Iron Golem's many status immunities.
  • ... prevent spell casting, though spell buffs (e.g. Stoneskin) cast while in Natural Form will persist between transformations.
  • ... ignore dead magic, wild magic, and silence effects.
  • ... allow innate abilities (e.g. Set Spike Trap), item-granted abilities (e.g. Illbratha's Mirror Image) and consumables (e.g. potions, scrolls, or wands) to be used.
  • ... benefit from shields as normal, as long as the shield is equipped before the transformation (otherwise it can't be equipped).
  • ... benefit from effects and statuses granted by worn items (including armor to set Base AC after transformation), with the following caveats: several items will need to be re-equipped to apply to any form besides Natural Form; e.g. transforming into a Mind Flayer and then equipping a Girdle of Hill Giant Strength will overwrite a Mind Flayer's Strength of 10 to 19. Item-granted abilities are still castable when transformed. Effects from equipped offhand weapons (eg +1 APR from Belm) require saving the game and reloading to be applied after transforming, except for the case of the Giant Troll form, that gets those bonuses without requiring a reload.
  • ... benefit from Sword and Shield Style when equipped with a shield, Single Weapon Style when the offhand is empty and no weapon style at all when a weapon is in the offhand.
  • ... do not override base THACO, meaning pure mages will have a hard time hitting with their attacks.

Mind Flayer[]

  • Normally, Mind Flayers have 90% MR and 100% elemental resistance; this is absent from the corresponding Shapechange form.
  • The Mind Flayer's melee attack will drain 5 points of Intelligence per hit; combined with the Mind Flayer's 4 APR, an enemy in the Helpless state (e.g. affected by Psionic Blast or Time Stop) will be automatically drained of 20 INT per round with no save, killing most enemies in a single round once their Intelligence drops below 1.
    • Note enemies killed in such a manner will not grant experience, and some enemies are immune to ability scores falling below a minimum, such as Kangaax in EE.
  • Psionic Blast is party-friendly, has a (small) area of effect, ignores MR, and bypasses spell protections like Globe of Invulnerability, making it a great option for immobilizing enemy mages. If paired with Improved Alacrity and the Amulet of Power, casters can rapidly switch to and from the Mind Flayer form, casting and renewing Psionic Blast instantly and repeatedly. Doing these enough times (20+) guarantees that opponents susceptible to stun are immobilized for a full turn, even with low Saves vs Spell and especially if paired with Greater Malison.

Iron Golem[]

  • Normally, Iron Golems possess a variety of status effect immunities, such as immunity to fear and sleep; these are absent from the respective Shapechange form.
  • This form's 100% MR makes the caster effectively immune to a Beholder's eye-rays, making this form useful when dealing with these enemies.
  • Thieves in this form can backstab, which can result in some incredibly high backstab damage, especially when paired with Kai and/or Righteous Magic.
  • Blades can utilize Offensive Spin to maximize this form's massive amounts of variable damage.

Greater Wolfwere[]

  • While possessing relatively poor physical protections and attack skills, the Greater Wolfwere form is most notable for its incredibly high regeneration rate of 8hp/second, which is doubled to 16 hp/second while under the effects of (Improved) Haste.
    • Fighter/Mages might benefit from having access to this form's regeneration on-demand: if low on health, transforming into this form and running around kiting enemies for a round will net the caster 96 hit points from regeneration if Hasted. Given that most Fighter/Mages will probably be affected by some form of Haste and that Shapechange lasts for 5 turns, having the option available to effectively "cast" an uninterruptible 96 point heal once a round for 5 turns bears consideration.

Where to obtain its scroll[]

BG2[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising its duration, effects, and description. See below:

Shapechange
Level: 9
School: Alteration
Range: Personal
Duration: 5 turns
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None

With this spell, a wizard is able to assume the form of a powerful creature: that of an iron golem, a mind flayer, a greater wolfwere, or a spirit troll. The spellcaster becomes the creature he wishes, and gains almost all of its natural abilities. The caster’s mental attributes are not affected, but physical attributes are changed to adhere to the new form. All clothes and equipment he was wearing will mold into the new form and continue to function, unseen. When the wizard returns to his natural form, they will also return to their previous state. Each alteration in form requires only a second, and no system shock is incurred.

Iron Golem
STR 24, DEX 9, CON 9; AC 3, THAC0 -2
2 Attacks Per Round, 2d10+16 Crushing Damage (Fist +4)
Immune to weapons lower than +3 enchantment
Immune to backstab & poison effects
Magic Resistance 100%
Acid, Cold, & Electrical Resistance 100%, Fire Resistance 125%
Slashing, Piercing, & Missile Resistance 40%, Crushing Resistance 20%

Greater Wolfwere
STR 21, DEX 20, CON 25; AC -4, THAC0 1
3 Attacks Per Round, 2d8+12 Slashing Damage (Paw +3)
Immune to weapons lower than +1 enchantment
Regeneration: 2 hp/sec
Magic Resistance 40%; Elemental Resistance 50%

Mind Flayer
STR 12, DEX 14, CON 12; AC 3, THAC0 9
1 Attack Per Round, 1d4+2 Damage + Devour Brain (Touch +2)
Devour Brain: -4 to target’s intelligence
Psionic Blast: stuns opponents within 15’ radius (save vs. spell negates)
Magic Resistance 90%
Spellcasting isn’t disabled while in this form

Spirit Troll
STR 19, DEX 18, CON 2; AC -4, THAC0 8
2 Attacks Per Round, 2d4+9 Slashing Damage + Drain (Claw +2)
Ability Score Drain: -1 to target’s strength (save vs. death negates)
Improved Invisible; Immune to normal weapons
Regeneration: 3 hp/round; Cold Resistance 100%

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