A highly specialized form of polymorph other, this spell allows the caster to fuse two creatures together into one unique, amalgamated form, allowing a number of traits from each creature to remain dominant in its new singular form. The polymorphed creature acquires the following basic traits from one or the other of the animals involved in the merge: body shape, size, movement modes, speed, diet, INT, attacks, resistances, immunities, special attacks, and AC. If the caster is a wizard from the School of Transmutation, the caster can choose which traits are adopted in the new form; if not, the creature created is randomly determined by the DM.
When the spell is cast, both animals must be within twenty feet of each other, and the final animerged creature will emerge in the former location of the larger of the two animals. Both animals make a constitution saving throw (DC 12) to survive the transformation; if one fails, the spell fails and both animals die. If a caster attempts to merge opposing blooded creatures (warm vs. cold blooded), the CON DC increases to 14. Should either creature have intelligence greater than 4, there is a chance that the creature’s mind will shatter, creating an uncontrollable mad animal. The creature must pass a intelligence saving throw (DC 15) to not go mad. If the creature fails its intelligence save, the creature will use every physical ability it has to escape and attack anything that moves, perceiving movement as something causing it pain.
This spell will not work on any creatures that have special magical adaptions such as plane shifting powers or fire breath. If the spell is used on such creatures, both target creatures will perish due to the spell conflicting with their innate magics.
Level
6th
Casting Time
10 Minutes
Ritual
Range/Area
15 ft.
Components
V, S, M *
Duration
Special
School
Transmutation
Attack/Save
None
Damage/Effect
Comments