Transformation

Originally posted by Spell Discription: The caster is transformed into a random monster. Some monsters, such as fire drakes, are closely attuned to an element or other magical path. If the caster successfully transforms into such a being he might gain magical power. Also the caster's new body is young and healthy. The transformation is not without risk, however, as the caster's mind and body may be damaged in the process. A luck scale increases the chance that the transformation is successful. Sometimes a failed transformation can result in the form of a mindless being and usually mind and magic abilities are lost as a result. But sometimes a being with powerful magic can retain his magic ability as the magic is too strong to let the absence of a mind stop it.

Bad Effects Luck 0 Luck 3 Underwater luck 3 Dead 3% 0.5% 1% Foul spawn 7.5% 9% 12.5%

Attributes Luck 0 Luck 3 Underwater luck 3 Magic gained 17% 25.5% 22.5% 0 upkeep 88% 87% 100% Stealth 16.5% 13% 36.5% Flying 15% 14% 0% Cold blooded 16.5% 16% 0% Poison resistant 21.5% 15.5% 0% Poison aura 5% 3.5% 0% Amphibian 4% 5.5% 18% 50 HP or more 19% 21.5% 11% 10 HP or less 14% 9% 12.5%

Interesting chassis Luck 0 Luck 3 Underwater luck 3 Ettin 1.5% 3% 0% Giants* 3% 5% 0% Freak** 3.5% 0.5% 0% Monster boar 2% 4% 0% Hydra 3% 2% 0% Giant foul spawn*** 1% 1.5% 0% Shark**** 0% 0% 12.5% Kraken king 0% 0% 11%

So I got a little obsessed with this spell awhile back and did a butt-load of tests to try and plumb its secrets; 200 in luck-0, 200 in luck-3 and 200 in luck-3 while underwater, but before we get to the maths, a litle discussion on what exactly this spell does and does not.Transformation is a nature spell found at Alteration 6, it requires an N2 mage to cast and costs 8 gems, the caster is transformed into a random creature, usually an animal but sometimes into something much more powerful and sometimes it just blows up in your face. Contrary to what the discription may allude to, the spell will not heal afflictions but it will put you in a new body that is not in old age. Aside from afflictions, the only stats/attributes that carry over are magic paths, experience, curses/horror marks and magical statuses like global enchantment and twiceborn, so trying to get an immortal ettin by casting it on a worm mage will only end in sadness. As the flavour text tells us, there are chances to gain more magic and chances for things to go awry; magic path gains are tied to the creature the caster becomes, N is by far the most common gain, being associated with most of the generic animals but all paths are represented by at least 1 chassis, D on wolves, W on sharks, S on winged monkeys etc. On the down side there is a small chance that the mage will outright die and a somewhat larger chance that he/she will turn into a feebleminded foulspawn. There are plenty of other chassis that mod inspector has labeled as "bad result", these are overwhelmingly the 1hp insects that come about from the swarm spell (or a 2hp small shark if underwater), but all is not lost as those bugs all have stealth and many are also flying. As a last note, if a mage with twiceborn up dies in the transformation they will come back as a wight mage as expected but will, without fail, have the crippled, mute and feebleminded afflictions, often other bonus ones too.If you've made it through that wall of text, congratulations. Here's some numbers.*These results are combined numbers for the Giant Shaman and Giant Sorcerer. Wish I handn't done that as the latter is much better, a third more HP and a bonus insta-kill attack against small enemies that could maybe even boost his magic?**The thing the freak lord pretender rides, still has the bonus to crossbreeding. For some reason this is considered a "bad result"***54 HP, size 5 w/ 5 attacks, could make a decent thug if you can cure the feeblemind****45 HP, size 6, stealthy. Mention this mostly because giving it an amulet of the fish sounds like a hilarious, if not terribly paracticle idea.As for practical applications, I think the major benefit here is the reduction of upkeep it can bring, in an MP game as the always cash-strapped Neifelhiem I am having some success with it by transforming 180gp/year upkeep gygjas into mostly upkeep 0 animals, even a boar or crocodile can still research or hold a dowsing rod, with some of the better results helping with ferrying flying demons/undead or the occaisional stealth S moving with an army as a mind hunt trap. Neif hardly wants for thug chassis, but the occaisional ettin or giant doesn't hurt. Though the ultimate candidate may be Ur's cripplingly expensive enkidu shaman and losing inept researcher doesn't hurt either. I'm interested in what the community thinks may be a paractical application for this spell (if any), so please share.