Giant Form I

School transmutation (polymorph); Level alchemist 6, sorcerer/wizard 7; Bloodline boreal 7
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)

When you cast this spell you can assume the form of any Large humanoid creature of the giant subtype (those are: frost giant, fire giant, cyclops, ettin, hill giant, ogre, stone giant, or troll). Once you assume your new form, you gain the following abilities:

  • +6 size bonus to Strength
  • -2 penalty to Dexterity
  • +4 size bonus to Constitution
  • +4 natural armor bonus
  • low-light vision

If the form you assume has any of the following abilities, you gain the listed ability:

darkvision 60 feet
rend (2d6 damage)
regeneration 5
rock catching
rock throwing (range 60 feet, 2d6 damage)

If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements.

If the creature has vulnerabilityto an element, you gain that vulnerability.

Giant guide

Just something we wrote up that helps players find what giant form gives what

Frost Giant: Cold Resist 20, rock catching, rock throwing, low-light vision, vulnerability To Fire
Fire Giant: Fire Resist 20, rock catching, rock throwing, low-light vision, vulnerability To Cold
Cyclops: low-light vision
Ettin: low-light vision
Hill Giant: rock catching, rock throwing, low-light vision
Ogre: darkvision 60 feet
Stone Giant: darkvision 60 feet, rock catching, rock throwing
Troll: darkvision 60 feet, regeneration 5, rend (2d6 damage)

Giant Form II

School transmutation (polymorph); Level sorcerer/wizard 8

This spell functions as giant form I except that it also allows you to assume the form of any Huge creature of the giant subtype (cloud giant and storm giant are the only core Huge creatures with giant subtype). You gain the following abilities:

  • +8 size bonus to Strength
  • -2 penalty to Dexterity
  • +6 size bonus to Constitution
  • +6 natural armor bonus
  • low-light vision
  • +10 foot enhancement bonus to your speed

If the form you assume has any of the following abilities, you gain the listed ability:

Swim 60 feet
darkvision 60 feet
rend (2d8 damage)
regeneration 5
rock catching
rock throwing (range 120 feet, 2d10 damage)

If the creature has immunity or resistance to one element, you gain that immunity or resistance.

If the creature has vulnerability to an element, you gain that vulnerability.

Giant guide

Just something we wrote up that helps players find what giant form gives what

Cloud Giant: rock catching, rock throwing, low-light vision
Storm Giant: rock catching, rock throwing, low-light vision, Immune to electricity

Things of note

Large, Huge, Gargantuan, and Colossal Creatures: Large or larger creatures using reach weapons can strike up to double their natural reach but can’t strike at their natural reach or less.

You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

We don't allow size stacking on this game

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