Alter Preceptions of Alter Self

The fine print of Alter Self can create conflict in your game, but with some specificity, it can be the best spell in your arsenal.

There are some odd addendums in the spell description of Alter Self. The challenge of using this spell for both GMs and players is that the rules as written confines us from the places where our imaginations naturally go. What a pain. With some minor clarifications and gentle relaxing of the rules, we can find some middle ground that both sides of the table can love.

In the Kinship Camp, we'll look at some of the tricky language in the spell description and provide some more concrete clarifications that remove the source of conflict when using one of our favorite sorcerer, wizard, and artificer spells. Then of course, we go to some weird and wild places when imagining what could be done with this must-have 2nd level spell.

As always, huge thanks to the support of our patrons for making this episode a reality.

Deadman, Kirk T., Ninja Duckie, PseuArt, Blackthorne, First Law, Peacockdreams, DM Thunderbum, Marley R., Timewarp, Dangerous Marmalade, Zach G., NoMaam, Michelle T., Adlerious, Chris F., The Senate, Lucas D., Lyla G., The GM Tim, Nevermour, Thomas W., Ty N., Heavyarms, Aldrost, Leprecan, and Will H-P.