Mass Polymorph: Chump Change
Usable By: Bard, Sorcerer, Wizard
Spell Level: 9
School: Transmutation
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a caterpillar cocoon)
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s 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 chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form.
The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
Review by Sam West, Twitter:@CrierKobold
9th level wizard spells are some of the most competitive features in all of 5e; when you’re deciding what spells you want for your top end wizard fantasy you’ve got Meteor Swarm, True Polymorph, Time Stop, and Wish. These are some real heavy hitters, and each can have wild implications for the world going forward. Mass Polymorph is good, but its not THAT good, plus it does require a bit more effort than I personally want. Still, if you love polymorphing enemies into toads and allies into giant apes or t-rexes, Mass Polymorph will do that for you.
In order for this to be “worth it” over something like Animal Shapes, you have to really want to both transform a lot of enemies into worthless dung beetles, and sometimes turn allies into big monkeys. The CR for beasts in the books we’re currently working with (Volo’s Guide to Monsters, Mordenkainen Presents Monsters of the Multiverse, and the Monster Manual) there just aren’t that many decent creatures above CR 4. The classic choice is the giant ape, but by 17th level I’d HOPE most of your fellow party members could outperform a giant ape in combat. That leaves it as something you’d do to get a few bonus temporary hit points on a martial character in a pinch, but predominantly is going to be used to transform as many hostile forces as possible into tiny little harmless creatures for up to an hour.
A mass save or die for up to ten creatures can be game changing, but not on the same scale as its competition. Area of effect control tools like Prismatic Wall even offer a niche use that can do something close enough to Mass Polymorph alongside being a giant damaging wall. Giant areas of conditional effects like Sunburst and Maddening Darkness over similar tools for debilitating large groups of creatures, can affect any number in their respective areas, and come with damage, and are lower level. These won’t entirely remove some threats, but you know what can? Polymorph!
A lot of encounters won’t have enough targets to justify a Mass Polymorph; if you’re hitting a handful of meaningful creatures with it, you’d probably rather just use regular Polymorph, Banishment, or some other single target save or die to get the job done.
Mass Polymorph is undoubtedly a powerful effect, but isn’t on the same level as the top tier 9th level spells. Bards may be more inclined than sorcerers and wizards to take it, as their 9th level selections are far more restricted. Outside of that case, unless you really love the idea of turning a bunch of wyrms or golems into ducks, you’ll probably want a 9th level spell that breaks the game open a bit more.
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