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Fluid Form

School transmutation; Level sorcerer/wizard 4


Casting Time 1 standard action
Components V


Range personal
Target you
Duration 1 minute/level (D)


You transform your body and items carried into a liquid form. You and your equipment melt into a liquid form that has the same volume as your normal form (a Medium creature creates a 5-foot-square pool).

You become amorphous, gaining immunity to poison, sleep, paralysis, polymorph, and stunning effects. If already poisoned, fluid form does not prevent the poison’s effects. You are not subject to critical hits and, having no clear front or back, cannot be flanked.

While in this state your movement decreases by 10 feet but to no less than 5 feet. You may flow up slanted surfaces as long as the surface is relatively flat and slither between any crack and crevasse of any size.

While in fluid form, your Strength drops to 1 and any equipment carried at the time of casting is negligible as it becomes part of the new form.

You may not climb or use any other Strength-based skills. You gain a +20 circumstance bonus to Escape Artist and Stealth checks.

You may not speak or attack while in fluid form. Although you gain damage reduction 5/—, magical attacks still affect you normally. While in fluid form you take double damage from cold-based spells. You cannot be divided, but may be held in a container providing that it is large enough to hold your total mass. If you are in a confined space at the end of this spell’s duration, you and the container holding you automatically take 5d6 points of bludgeoning damage.

Section 15: Copyright Notice

Book of Lost Spells – Copyright 2015, Frog God Games, LLC