You choose one Creature you can see within 30 ft. That creature makes a constitution saving throw against your Spell-DC. On a fail the creature takes 2d8 force damage and you roll on the list below (1d12). If the rolled creature type matches the targets current type, you reroll until it doesn't. The target than transforms into a misfigured abomination that somewhat resembles the rolled creature type, counts as such and the described effect happens. The target may repeat the saving throw at the end of each of its turns, though on a fail it shifts again, while it will keep shape, if it does not try. On a success the spell ends and the target slowly shifts back over the course of 1d4 hours. While not in its natural form, it has advantage on intimidation- and disadvantage on persuation-checks and may be viewed as a threat by communities of any kind at DMs discretion (towns, cities, camps,...). It may choose to shift back within 1d4 turns during each of which it will take the 2d8 force damage and shift again until it returns to its natural state with the last shift. Shapeshifters have advantage on saving throws against this spell.
1 - Abberation - The target's mind becomes to alien to decern friend from foe. It attacks the creature closest to it until the next shift.
2 - Beast - The target loses it's sencience. It can't use any Magic actions, use gear or talk until the next shift.
3 - Celestial - The target is filled with a holiness its body cannot contain. It shines bright light out 10 ft. and dim light for 10 ft. more. It and all creatures within the bright light take 2d8 radiant damage and are blinded until the next shift.
4 - Construct - The target's goals and motives seem senseless to this soulless machine. It becomes stunned in idleness until the next shift.
5 - Dragon - The target's mind becomes clouded with the arrogance of a dragon. It gains a flight speed of 30 ft. until the next shift and if it can, has to use this fly speed to fly it's full movement speed straight into the air, before taking any actions.
6 - Elemental - The target becomes flooded with elemental energy. roll 1d4 (1 fire, 2 cold, 3 lighning, 4 bludgeoning). It takes 2d8 damage of rolled type and then becomes vulnerable to that type until next shift.
7 - Fey - The targets morale understanding gets twisted to those of a fey. It is charmed by the spellcaster and protects them to the best of their ability until next shift.
8 - Fiend - The target overwhelms itself with fiendish influence. It is frightened of itself, has 0 movement speed and goes prone until next shift.
9 - Giant - The target swells to larger sizes in unnatural ways. It grows one size larger by bloating up and ripping open. It takes 3d8 slashing damage that also reduces the targets maximal hit points until the next long rest. It returns to it's normal size on next shift.
10 - Ooze - The target melts into a shapeless blob of flesh. It takes 2d8 acid damage and becomes incapacitated until next shift.
11 - Plant - The target grows roots into the ground. It becomes restrained until next shift. If it moves in any way during this turn it also takes 3d8 slashing damage.
12 - Undead - The target is drained of it's lifeforce. It takes 4d8 necrotic damage and can't be healed until next shift.
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