Level
9th
Casting Time
1 Action Ritual
Range/Area
Unlimited
Components
V, S, M *
Duration
Until Dispelled
School
Transmutation
Attack/Save
WIS Save
Damage/Effect
Buff (...)

Choose up to 6 creatures or nonmagical objects that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object can't be worn or carried by another creature if the end result is heavier than 50lbs/restrictive or damaging to the wearer or carrier). The spell lasts for the duration, and if the target hits 0hp, there is a 2 percent chance of turning back. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw with disadvantage and if it succeeds, it isn't affected by this spell.The affected creature can only be reverted by a wish spell or a dispel magic of 8th level or 9th. 

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating).

  • The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. You can shift either one core aspect of it's personality, or three minor aspects, and you can shift it's alignment along the spectrum of chaotic to lawful, and can hide memories from them, but not replace them. 
  • You can also choose to either have the subjects frightened, charmed, or completely obey you, and if they completely obey you, each command you give to them will control their bodies, but it is up to them if they agree with your orders (eg. you can tell them to kill their parents, and they will do it, but they most likely won't want to). 
  • The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed, and goes unconscious for 1d4-1 days. 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 won't have to make death saves, but still goes 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 its new form is capable of such actions.
  • The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment, but can take off it's equipment then put it back on.

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower.

  • The creature is friendly to you and your companions. It acts on each of your turns, but it has a mind of it's own, and is controlled by the DM.
  • If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, unless specifically stated (eg. you could turn them into a pickled jar of eyeballs, and they could see stuff and float around, but only that), after the spell ends and it returns to its normal form.

* - (a drop of mercury, a dollop of gum arabic, one electrum ground into powder per creature/object, and a wisp of smoke)

Spell Tags: Control Buff Shapechanging

Available For: Druid (Legacy) Wizard (Legacy) Cleric (Legacy) - Life Domain (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Blood Hunter - Order of the Profane Soul (INT)

KidHacksmith

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