Transmutation [Evil or Good]
Level: Cleric 9, Competition 9, Mysticism 9, Purification 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
This spell functions like lesser visage of the deity, except that you take on many qualities of a half-celestial or half-fiendish creature.
Your creature type changes to outsider for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form.
Good clerics undergo the following transformations.
- You grow feathered wings that allow you to fly at twice your normal speed (good manoeuvrability).
- You gain +1 natural armour.
- You gain low-light vision.
- You gain resistance to acid 10, cold 10 and electricity 10.
- You gain immunity to disease.
- You gain a +4 racial bonus on saving throws against poison.
- You gain damage reduction 10/magic.
- You gain spell resistance 25.
- You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.
Evil clerics undergo the following transformations.
- You grow bat-like wings that allow you to fly at your normal speed (average manoeuvrability).
- You gain +1 natural armour.
- You gain bite and claw attacks. If you are size Medium or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage. If you are Small, your bite deals 1d4 points of damage and each claw attack deals 1d3 points of damage.
- You gain darkvision out to 60 feet.
- You gain immunity to poison.
- You gain resistance to acid 10, cold 10, electricity 10 and fire 10.
- You gain damage reduction 10/magic.
- You gain spell resistance 25.
- You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.
Source: Spell Compendium (Page 231)