Transformation is an Alteration 6  2  ritual that transforms the caster into a random monster or animal for 8
2  ritual that transforms the caster into a random monster or animal for 8 . The spell has a higher likelihood of succeeding in
. The spell has a higher likelihood of succeeding in  luck scales; if it fails, the caster either transforms into a critter, a  feebleminded Foul Spawn, or simply dies. Aside from magic paths, no properties are carried over from the original caster into their transformed body. Their age is also set to the default age of whichever monster or animal they transformed into. Any items that they can no longer carry due to their new equipment slots are returned to the inventory.
 luck scales; if it fails, the caster either transforms into a critter, a  feebleminded Foul Spawn, or simply dies. Aside from magic paths, no properties are carried over from the original caster into their transformed body. Their age is also set to the default age of whichever monster or animal they transformed into. Any items that they can no longer carry due to their new equipment slots are returned to the inventory.
The possible transformation results are highly variable, ranging from size 1 to 6 with traits and equipment slots specific to that particular chassis. A mage may transform into a stealthy but highly fragile Winged Monkey or luck into a supercombatant-tier Ettin with an extra head and arm slot. To add to the variability, many transformation results have a chance of gaining additional magic paths. However, most results have only two misc slots due to being animals, rendering them incapable of equipping the majority of magic boosters. If a mage casts Transformation underwater, the result is selected from a different pool of mostly aquatic chassis.
The most straightforward application of Transformation is to remove undesirable traits from  nature mages, such as the high upkeep of Pans and Pearl Kings or the homesickness of Naiads. The variability of chassis stats and traits means that transforming for a better chassis alone is unreliable and likely to waste gems. For nations with small
nature mages, such as the high upkeep of Pans and Pearl Kings or the homesickness of Naiads. The variability of chassis stats and traits means that transforming for a better chassis alone is unreliable and likely to waste gems. For nations with small  death
death  nature mages, transformation may be of particular consideration due to its interaction with Twiceborn.
nature mages, transformation may be of particular consideration due to its interaction with Twiceborn. 
Transformation has a (20 +  misfortune)% chance to fail. If the caster fails this check, they make the same check again. Succeeding on this second check gives a bad result from the table below (and feebleminds the caster if the new form is not mindless), while failing again kills the mage.1)
misfortune)% chance to fail. If the caster fails this check, they make the same check again. Succeeding on this second check gives a bad result from the table below (and feebleminds the caster if the new form is not mindless), while failing again kills the mage.1)
If the caster succeeds on the first roll, they are transformed into a random chassis depending on whether they are underwater or on land. While many of the results are undisciplined due to being animals, they will still follow scripts as normal during combat. Most results also have subpar magic resistance, making them more vulnerable to spells like Soul Slay and Mind Hunt.
 What are the bad transformation results underwater?
 What are the bad transformation results underwater?
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Foul Spawn and 8 other variations | Variable. One gains amphibious, some have different attacks, but none stand out. | Will be feebleminded, but has full slots. | 
|   | Foul Spawn | Will be feebleminded. No body or hand equipment slots, but five attacks, size 5 and a reasonable amount of hitpoints. | |
|   | Freak |  Fear (5)  Trample  Adept Cross Breeder (10)  Mindless | Will not lose paths due to being mindless. Has only 2 misc slots despite the pictured limbs. Trample, fear, and crossbreeding can all be situationally useful. | 
|       | Dragonfly Frog Large Ant Large Beetle Large Spider |  Stealthy (40)  Poor Amphibian (Frog only)  Animal  Magic Being  Flying (Dragonfly and large beetle)  Need not Eat  Mindless  Swamp Survival (Dragonfly and Frog)  Forest Survival (Ant, Beetle and Spider) | Will not lose paths due to being mindless. All die to a stiff breeze, but being stealthy makes them more difficult to catch. | 
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Dog |  Stealthy (40)  Animal | |
|   | Winged Monkey |  Animal  Magic Being  Flying  Forest Survival | Chance for bonus  astral magic: 75% Ridiculously mobile at 34 map move with flying, with full slots just for fun. Good chance at getting the astral crosspath. | 
|   | Wolf |  Stealthy (40)  Animal  Mountain Survival  Forest Survival  Snow Move | |
|   | Boar |  Animal  Forest Survival | |
|   | Crocodile |  Animal  Cold Blooded  Swamp Survival  Swimming | Cold blooded can be pretty debilitating for casters. | 
|   | Dire Wolf |  Cold Resistance (15)  Darkvision (50)  Stealthy (40)  Animal  Mountain Survival  Forest Survival  Snow Move | Chance for bonus  death magic: 50% A better version of the Wolf. | 
|   | Great Boar |  Animal  Trample  Forest Survival | A better version of the Boar with trample. | 
|   | Great Hawk |  Animal  Flying  Mountain Survival  Forest Survival | Chance for bonus  air magic: 10% Highly mobile at 28 map move with flying. | 
|   | Great Lion |  Darkvision (50)  Animal | |
|   | Hydra Hatchling |  Regeneration (10%)  Fire Vulnerability (10)  Poison Resistance (25)  Poison Cloud (4)  Eyes (6)  Unsurroundable (2)  Blunt Resistance  Pierce Resistance  Animal  Cold Blooded  Swamp Survival  Swimming  Recuperation Wounded shape: Hydra Hatchling, Hydra Hatchling | Chance for bonus  nature magic: 30% Costs  28 per year in upkeep. Be aware of the poison aura when positioning within an army. | 
|   | Jade Lizard |  Animal  Cold Blooded  Forest Survival | |
|   | Leogryph |  Animal | |
|   | Lioness |  Darkvision (50)  Animal Female | |
|   | Salamander |  Fire Resistance (25)  Heat Aura (6)  Fire Power (25)  Animal  Wasteland Survival | Chance for bonus  fire magic: 60% Costs  40 per year in upkeep. Has a fire aoe attack. Be aware of the fire aura when positioning. | 
|   | Serpent |  Animal  Cold Blooded  Swamp Survival  Swimming  Stupid | Chance for bonus  nature magic: 20% | 
|   | Tiger |  Darkvision (50)  Animal  Forest Survival | |
|   | Troll Seithberender |  Regeneration (10%)  Fire Resistance (-5)  Darkvision (50)  Need not Eat  Forest Survival | Of the results that cost upkeep, this is the most expensive at a ridiculous  216 per year. Full slots, but comes at a hefty price. | 
|   | Amphiptere |  Poison Resistance (15)  Animal  Flying  Cold Blooded | Chance for bonus  air magic: 30% Chance for bonus  nature magic: 20% A durable, poison resistant chassis with great flying mobility. | 
|   | Bog Beast |  Poison Resistance (25)  Poison Cloud (4)  Animal  Cold Blooded  Swamp Survival  Swimming | Chance for bonus  water magic: 20% Poison clouds can be a dangerous source of friendly fire. | 
|   | Giant Spider |  Poison Resistance (15)  Animal | |
|   | Great Bear |  Animal  Mountain Survival  Forest Survival | |
|   | Great Bear Great Bear |  Sacred  Animal  Mountain Survival  Forest Survival  Snow Move | Sacred opens up some interesting possibilities, but these are otherwise unremarkable. | 
|   | Ice Drake |  Cold Resistance (15)  Animal  Snow Move | Chance for bonus  water magic: 50% Has a neat ice breath attack. | 
|   | Moose |  Cold Resistance (5)  Stealthy (40)  Animal  Forest Survival  Snow Move | Chance for bonus  nature magic: 100% Like a cheaper and permanent Thistle Mace that can sneak around. | 
|   | Swamp Drake |  Poison Resistance (15)  Poison Barbs (5)  Animal  Cold Blooded  Swamp Survival  Swimming | Chance for bonus  water magic: 30% Chance for bonus  nature magic: 20% | 
|   | Yeti Shaman |  Cold Resistance (15)  Chill Aura (5)  Mountain Survival  Snow Move | High magic resistance, hit points and a moderate chill aura on top of full equipment slots. Be aware of the cold aura when positioning within an army. | 
|   | Giant Shaman |  Forest Survival | A larger, beefier Yeti without the chilly theme. | 
|   | Great Spider |  Poison Resistance (15)  Eyes (8)  Animal  Forest Survival | |
|   | Gryphon |  Animal  Flying  Wasteland Survival  Mountain Survival | Chance for bonus  air magic: 50% Decent magic resistance and can good flying mobility. | 
|   | Manticore |  Poison Resistance (15)  Fear (5)  Flying  Wasteland Survival  Mountain Survival | Notably not an animal. A Gryphon made much nastier by the addition of fear and poison. | 
|   | Monster Boar |  Stealthy (40)  Inept Researcher (-4)  Cause Unrest (+15 Per Month)  Animal  Trample  Forest Survival | Chance for bonus  nature magic: 50% The same boar as the one generated by unlucky events and the Monster Boar spell, which means that it increases unrest and is somehow stealthier than its smaller cousins. | 
|   | Chimera |  Eyes (8)  Unsurroundable (3)  Animal  Flying  Mountain Survival  Forest Survival | Chance for bonus  air magic: 50% A flying monster with poison and fire. | 
|   | Ettin |  Ambidextrous (6)  Eyes (4)  Unsurroundable (1)  Mountain Survival  Forest Survival | One less misc slot is a small price to pay for an extra arm and head slot, along with moderately high magic resistance. Eminently suitable for both solo operator and army support roles. | 
|   | Giant Sorcerer |  Supply Bonus (-5)  Mountain Survival | Another a very tough chassis. Can grab and swallow opponents | 
|   | Great Eagle |  Siege Bonus (10)  Patrol Bonus (10)  Animal  Flying  Mountain Survival | Chance for bonus  air magic: 50% A ridiculously mobile flyer with moderately high magic resistance and very high morale. | 
|   | Hydra |  Regeneration (10%)  Fire Vulnerability (10)  Poison Resistance (25)  Poison Cloud (8)  Fear (5)  Eyes (10)  Unsurroundable (4)  Blunt Resistance  Pierce Resistance  Animal  Cold Blooded  Swamp Survival  Swimming  Recuperation Wounded shape: Hydra, Hydra, Hydra, Hydra | Chance for bonus  nature magic: 50% Costs  140 per year in upkeep, the second most expensive transformation result. A scary and durable chassis that is even more of a gas grenade than the juvenile Hydra Hatchling. | 
If the transformed mage is underwater, the result is selected from the table below instead. Except for the Sea Dog, all are fully aquatic and will need an Amulet of the Fish or something similar to go above water. Gaining an extra magic path is much more common than transforming on land, but path gain is largely restricted to  nature and
nature and  water.
water.
| Sprite | Unit Name | Special Attributes | Comments | 
|---|---|---|---|
|   | Small Shark |  Stealthy (40)  Animal  Aquatic  Need not Eat | Chance for bonus  water magic: 20% | 
|   | Hippocampus |  Animal  Aquatic  Recuperation | Chance for bonus  nature magic: 50% | 
|   | Sea Dog |  Animal  Amphibious | Chance for bonus  nature magic: 20% The only amphibious underwater result. | 
|   | Sea Stag |  Animal  Aquatic | Chance for bonus  nature magic: 20% | 
|   | Leocampus |  Animal  Aquatic | Chance for bonus  nature magic: 20% | 
|   | Giant Lobster |  Animal  Trample  Aquatic | Chance for bonus  water magic: 20% | 
|   | Kraken King |  Darkvision (100)  Stealthy (60)  Blunt resistant  Animal  Aquatic  Recuperation | Chance for bonus  astral magic: 50% Unlike the Ancient Kraken pretender chassis, this kraken has a meagre 2 misc slots. Still stealthy, however. | 
|   | Shark |  Stealthy (40)  Animal  Aquatic  Need not Eat | Chance for bonus  water magic: 10% | 
Dominions 5 - Transformation and Twiceborn by Attica
| Notable Spells | ||
|---|---|---|
| Rituals | Personal Enchantments | Divine Name/Gift of Reason • Transformation • Twiceborn • Cure Disease | 
| Strategic | Domes • Globals • Magic Phase Movement • Remote Attacks | |
| Summons | Cross Breeding • Elemental Royalty • Hidden Underneath/in Snow/in Sand • Infernal Breeding • Reanimation • Release Lord of Civilization • Ritual of Rebirth • Tartarian Gate | |
| Other | Wish | |
| Combat Magic | Battlefield Enchantments | |
| Buffs | Hell Power • Life after Death • Mossbody • Pain Transfer • Phoenix Pyre • Returning • Soul Vortex • Strength of Giants • Time Stop | |
| Debuffs | Armor of Achilles • Earth Grip • False Fetters | |
| Direct Damage | Divine Magic • Magic Duel • Soul Slay | |
| Summons | Reanimation | |
| Other | Communions • Enslave Mind | |