Alter Self

A
Utility

Alter Self is a Utility spell. Utility spells solve problems outside of combat or provide unique situational advantages.

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spell for shape-shifting into another form, gaining swim speed, a new look, or natural weapons, with swift
on-demand changes

Alter Self is a Action Economy spell. Action Economy spells grant you more choices on future turns.

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and
greater mobility

Alter Self is a Mobility spell. Mobility spells augment or allow for new ways of moving.

See all Mobility spells →
.

2024 Rules

Level & School
2nd-level transmutation
Casting Time
Action
Range
Self
Components
V, S
Duration
Concentration, up to 1 hour
Classes
Sorcerer, Wizard

You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.

Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.

Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.

Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.

2014 Rules

Level & School
2nd-level transmutation
Casting Time
Action
Range
Self
Components
V, S
Duration
Concentration, 1 hour
Classes
Sorcerer, Wizard

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Alter Self 5.5e 2024 vs. 5e 2014 edition differences

2024 breaks out the options mechanically: Aquatic Adaptation now gives underwater breathing and a swim speed equal to your Speed; Change Appearance can be used again with a Magic action; Natural Weapons deal 1d6 damage and use your spellcasting ability for attack and damage instead of Strength.

Alter Self popularity

Alter Self is a commonly chosen level 2 spell. Choosing it adds an established option to your spellbook.

Spells similar to Alter Self

  • Disguise Self 1st-level illusion

    It directly overlaps the appearance-changing option by letting you alter how you look for an extended time without changing your statistics.

  • Polymorph 4th-level transmutation

    Both reshape your physical form with game-changing effects, making Polymorph a higher‑power analogue focused on transforming your body for tactical purposes.

  • Gaseous Form 3rd-level transmutation

    Like Alter Self, it is a self-targeted transmutation that changes your physiology to gain new movement and interaction options for up to an hour.

  • Invisibility 2nd-level illusion

    This spell is another low‑level self utility that alters how others perceive you to enable stealthy or social approaches similar to the appearance option.

  • Spider Climb 2nd-level transmutation

    Spider Climb matches the mobility-focused option by changing your body to gain a new movement capability that lasts for a similar duration.