Yes any spell caster may do so, including Druids and Cleric's however not LvL 5 spells as that LvL of spells were taken over by Cone of Colds except for Haila as she was not included in the cast of those spells.
I still think we need a bunch of "polymorph other" spells. We only have two Druids that can change but only bird, mamaul or reptile and it will take a very large strong flying creature to lift and carry a armored human. I don't that Tann will allow a Gold dragon, which would match a druid aliegnment and be large enough to carry heavy humans. If we do polymorph then the armor and personal items just become part of the creature.
Fly is our other option, which has less physical effect on the person. Ulthok can cast 3 and has two Fly potions, Maggot can cast 3, Sirene can cast 6, so there enough to cover everyone.
So here are the spells, take a look and let's decide.
Range: 5 yds./level Components: V, S, M
Duration: Permanent Casting Time: 4
Area of Effect: 1 creature Saving Throw: Neg.
The polymorph other spell is a powerful magic that completely alters the form and ability, and possibly the personality and mentality, of the recipient. Of course, while a creature with a lower Intelligence can be polymorphed in form into something with a higher Intelligence, it will not gain that creature's mental ability. The reverse polymorphing a higher Intelligence creature into one of significantly lower Intelligence
results in a creature much more intelligent than appearances would lead one to believe.
The polymorphed creature must succeed on a system shock (see Table 3) roll to see if it
survives the change. After this, it must make a special Intelligence check to see if it retains its personality (see following).
The polymorphed creature acquires the form and physical abilities of the creature it has been polymorphed into, while retaining its own mind. Form includes natural Armor Class (that due to skin toughness, but not due to quickness, magical nature, etc.), physical
movement abilities (walking, swimming, and flight with wings, but not plane shifting, blinking, teleporting, etc.), and attack routines (claw/claw/bite, swoop, rake, and
constriction, but not petrification, breath weapons, energy drain, etc.). Hit points and saving throws do not change from the original form. Noncorporeal forms cannot be
assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher level druids, etc.)are affected for but one round, and can then resume their normal form.
If slain, the polymorphed creature reverts to its original form, though it remains dead.
(Note that most creatures generally prefer their own form and will not willingly stand the
risk of being subjected to this spell!) As class and level are not attributes of form, abilities derived from either cannot be gained by this spell, nor can exact ability scores be specified.
When the polymorph occurs, the creature's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a
ring of protection, to continue operating effectively). The creature retains its mental abilities, including spell use, assuming the new form allows completion of the proper
verbal and somatic components and the material components are available. Creatures not used to a new form might be penalized at the DM's option (for example, -2 to attack rolls)until they practice sufficiently to master it.
When the physical change occurs, there is a base 100% chance that the subject's personality and mentality change into that of the new form (i.e., a roll of 20 or less on
1d20). For each 1 point of Intelligence of the subject, subtract 1 from the base chance on
1d20. Additionally, for every Hit Die of difference between the original form and the form it is assuming, add or subtract 1 (depending on whether polymorphed form has
more Hit Dice [or levels] or fewer Hit Dice [or levels] than original, respectively). The chance for assumption of the personality and mentality of the new form is checked daily until the change takes place.
A subject acquiring the mentality of the new form has effectively become the creature whose form was assumed and comes under the control of the DM until recovered by a
wish spell or similar magic. Once this final change takes place, the creature acquires the new form's full range of magical and special abilities.
For example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a white dragon with 6 Hit Dice, it is 85% (20 - 8 Intelligence + 5 level difference [6-1] = 17 out of 20 = 85%) likely to actually become one in all respects, but in any case it has the dragon's physical and mental capabilities. If it does not assume the personality and mentality of a white dragon, it knows what it formerly knew as well.
The wizard can use a dispel magic spell to change the polymorphed creature back to its
original form, and this requires a system shock roll. Those who have lost their individuality and are then converted back maintain the belief that they are actually the
polymorphed creature and attempt to return to that form. Thus, the orc who comes to believe he is a white dragon, when converted back to his orc form, steadfastly maintains he is really a white dragon polymorphed into the shape of an orc. His companions will most likely consider him mad.
The material component of this spell is a caterpillar cocoon.
Range: Touch Components: V, S, M
Duration: 1 turn/level + 1d6 turns Casting Time: 3
Area of Effect: Creature touched Saving Throw: None
This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B. Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (found in the "Aerial Combat" section of Chapter 9 of the DMG). The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM. The material component of the fly spell is a wing feather of any bird.
Steelight Sage of the Realms Karma: 44/9 1024 Posts
I had assumed that there really wasn't any real day or night in the cavern. That the light was constantly eminated from the pyramid. Is that incorrect? Do we have some semblance of a normal day-night cycle?
Is the party all agreed to resting before continuing?? And if so then I need a watch order from Steelight.
Also Skye your first post was ok I had no problems with it. Sometimes it takes people unfamilier with online posting games, myself at one time included, a little time to get the hang of it. So have no fear your post was ok the fact that you posted at all is good enough for me
Posted on 2011-04-25 at 04:04:01.
Edited on 2011-04-25 at 04:06:31 by TannTalas
Steelight Sage of the Realms Karma: 44/9 1024 Posts
4 hour watches
12 hour rest period (to allow all casters to fully rest)
Ulthok, Conall and Maggot
If Ulthok has any trap-type abilities that he can use during his watch to make the camp a bit safer, or make it easier to detect intrusion, by all means use them.
Althena, Alasdair and Kenji (I want a chance to talk with the samurai.. you know... build relations... build trust, that sort of thing)
Haila, Sirene and Cor
Rayne is lucky enough to get the "night" off of watch (unles she chooses to stand watch with one of the other groups).
I think these groups balance fighting capability with observational and magical abilities. I expect we will be ambushed at some point. Loud noise is always a good way to wake comrades.
By the way, what are the 2nd edition rules regarding sleeping in your armor?
It appears my post was misunderstood. I was backposting a bit stating the sleep we had taken in the middle of the plant trek. But oh well guess we slept again The spells I had posted had been for the last sleep we had. That we were discussing and you had to run away from me