A Deep Dive into AD&D 2e Spells: Change Self

Level: 1
Range: 0
Components: V, S
Duration: 2d6 rounds + 2 rounds/level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None

In the world of arcane espionage, Change Self is the ultimate low-level asset. While other spells focus on hiding the wizard entirely, this Illusion/Phantasm staple allows the caster to hide in plain sight. It is the spell of the infiltrator, the actor, and the diplomat—a tool that transforms the wizard’s physical presence to fit any social or tactical environment.

Functional Overview

This spell creates a visual-only illusion that completely alters the appearance of the wizard, including their clothing and gear.

  • Dimensional Limits: The caster can appear up to one foot taller or shorter. They can adjust their build (thin, fat, or muscular) and transform into any generally “man-shaped” bipedal creature.
  • No Specific Mimicry: You can look like a city guard, but you cannot duplicate the specific face of a specific NPC.
  • Purely Visual: The spell does not grant the abilities, voices, or mannerisms of the form. Most importantly, it does not change the tactical properties (touch) of the caster; someone bumping into an “ogre” will still feel a wizard in robes.
  • Variable Duration: The spell lasts for a base of 2d6 rounds, plus an additional 2 rounds per level, making it highly unpredictable for long-term infiltration.

1. The Disbelief Factor

While the stat block says “Saving Throw: None,” the description clarifies that the DM can allow a saving throw for disbelief. This is the core of playing an Illusionist: if you look like a grizzled orc but speak with the refined accent of a high-society sage, or if you walk through a puddle without making a splashing sound, you invite suspicion. Success depends as much on the player’s roleplaying as it does on the magic.

2. Tactical Height Advantage

The ability to appear one foot shorter or taller is a massive boon for hiding in crowds or peering over obstacles. A wizard could appear as a small goblin to hide behind a low crate or as a tall, imposing mercenary to command authority in a tavern (potentially mitigating a poor Reaction Adjustment from Table 6).

3. Equipment Camouflage

The spell alters the appearance of your equipment. This is vital for concealing “wizardly” items. Your staff can look like a simple walking stick, your spellbook can look like a ledger, and your brightly colored robes can appear as common drab tunics. This allows the wizard to enter restricted areas (like a temple or a guarded barracks) without immediately being identified as a high-threat spellcaster.

4. The Physical Breach

Because the spell has no tactile component, it is incredibly vulnerable to physical contact. A simple handshake or a crowded street can reveal the ruse instantly. Wizards using Change Self should prioritize staying at a distance from NPCs to avoid the “Perceived Tactile” discovery.

Research & Acquisition

Change Self is a cornerstone for Illusionists and a highly valued utility spell for any wizard who deals in intrigue.

  • Research Time: 1d10 + 1 weeks.
  • Financial Investment: 100–1,000 gp.
  • Components: Verbal and Somatic. Like Burning Hands, it requires no material components, making it a reliable tool even if the wizard is imprisoned or stripped of their gear.

Theoretical Variants

Advanced study into personal illusions can solve some of the base spell’s inherent weaknesses:

  • Tactile Mask (Level 2): A variant that includes a minor kinetic component, allowing the illusion to feel “real” to a casual touch (though a hard strike would still reveal the truth).
  • Vocal Shift (Level 2): This version incorporates a minor auditory glamor, allowing the wizard to shift their voice to match the gender or size of the chosen form.
  • Stable Image (Level 2): Replaces the unpredictable 2d6 duration with a fixed 1 turn per level, allowing for more reliable planning during long infiltration missions.

The Verdict

Change Self is a spell that scales with the player’s cleverness. It is the perfect counter to low-intelligence guards and a masterstroke for social engineering. While it requires careful management of physical proximity and behavioral consistency, its potential to bypass entire encounters without a single die roll makes it an S-tier utility choice.