This spell transforms creatures that you can see within range into forest critters. Roll 12d6. The total is how many hit points of creatures this spell can affect. Creatures within 15 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than 1/4. The target's game statistics, except mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech, unless the DM thinks it would be funny.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. Some magical effects from very powerful sources can bypass this suppression.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, roll an additional 2d6 for each slot level above 3rd.
* - (a pinch of powdered mushroom and a tuft of yordle hair)Previous Versions
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