Source: Spells That Don't Suck
You touch a creature, modifying it for a specific environment. The target chooses one of the following options for the duration. It can end one option as an action to gain the benefits of a different one. The spell ends if you cast it again or dismiss it as an action.
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The creature grows gills and webbing between its digits. It can breathe underwater and gains a swimming speed equal to its walking speed.
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The creature grows a membrane between its limbs. When the creature falls, it can use its reaction to subtract up to 100 feet from the fall when calculating falling damage and can glide horizontally a number of feet equal to its walking speed.
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The creature grows a prehensile tail. The tail has a 5-foot reach and can lift a number of pounds equal to five times the creature’s Strength score. It can grasp, lift, drop, hold, push, or pull an object or a creature, open or close a door or a container, grapple someone, or make an unarmed strike.
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The creature’s appearance changes. For the duration, it can use an action to change its height, weight, facial features, voice, hair length and coloration, and distinguishing characteristics. It cannot change its size or number of limbs.
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The creature grows a natural weapon. Unarmed strikes with the weapon deal 1d6 bludgeoning, piercing, or slashing damage as appropriate. The natural weapon is magical and has a +1 bonus to its attack and damage rolls.
When you cast this spell using a spell slot of 4th level or higher, the natural weapon’s bonus increases to +2. When you use a spell slot of 6th level or higher, the natural weapon’s bonus increases to +3. Additionally, the target can select one additional option for every two slot levels above 2nd.
About Adaptation
Adaptation is a Level 2 level spell from the school of Transmutation.
This spell has a casting time of action , and a range of Touch . It has a duration of Instantaneous.
Spell Details
Complete details
Spell Details
Complete details about this spell:
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At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the natural weapon’s bonus increases to +2.
Casting Tips
1 tips
Casting Tips
Consider these tips when casting this spell:
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Tactical Use: Ideal for low-level encounters and utility situations. Consider environmental interactions for creative problem-solving.
School of Magic: Transmutation
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School of Magic: Transmutation
Transmutation spells change the properties of creatures, objects, or the environment.
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