Shapeshift
An ability by which the user changes its own body into another form, such as an animal, monster, or empowered state, gaining and losing capabilities with the form until a duration ends, a resource runs out, or it changes back.
Also known as: Polymorph Self, Shape Change, Wild Shape, change shape, Shape Alteration, transformation masks, Bear Form, Cat Form, Travel Form, transformation spells
Definition
Shapeshift changes the user’s own body into another form, such as an animal, a monster, or an empowered self, and the user gains and loses capabilities with the form until it ends. Polymorph imposes a lesser form on a target as control; turned on the caster, it is shapeshift in effect. Disguise changes appearance only. Haste and bless improve the user without a change of form, and flight covers the airborne movement a form can carry. An involuntary transformation, such as the 1974 lycanthrope’s infection, belongs to status effects, and swapping between party members is not shapeshift.
Behaviour
The user picks a known form, or the game fixes it (Altered Beast). The form replaces movement, attacks, defences, and often hit points, and usually takes something away: Polymorph Self in 1974 grants no combat abilities, Wild Shape bars spellcasting. The form ends on a duration, a screen change (Zelda II), at will, or when its own health or meter empties (Black Myth: Wukong).
Variations
- Locomotion-only form (Dungeons & Dragons, 1974): the form’s movement, such as flight, without its combat abilities.
- Full-capability form (Greyhawk Shape Change; AD&D druid; Wild Shape, 2024): the form’s statistics and attacks, with the user’s mind kept.
- Stage-locked pickup form (Altered Beast): pickups advance the user to a beast fixed by the round.
- Mask form (The Legend of Zelda: Majora’s Mask): a worn item gives each form its own moves and weaknesses; the ordinary masks are the disguise side.
- Stance forms (World of Warcraft): each form swaps the resource bar and the ability set.
- Empowered state (Altered Beast’s superman stage): the user stays itself but grows stronger; when the gain is a combat bonus paid for by a drawback, as with Tenser’s Transformation, the ability is a rage.
- Healing on change (AD&D druid and Polymorph Self; Wild Shape, 2024): changing form repairs damage or adds temporary hit points.
Gating
Tabletop forms began with spell slots, potions, and a 100-charge wand (1974). Greyhawk’s druid (1975) changes shape three times a day; Eldritch Wizardry’s psionic Shape Alteration (1976) spends psionic points. In AD&D the magic-user’s form gains power with slot level, from locomotion at 4th to all abilities at 9th. The 2024 Wild Shape spends a Bonus Action and one of two uses restored by rests. Video games use other bounds: MAGIC points and the screen edge in Zelda II, an enemy drop in Altered Beast, free masks with one restricted to boss rooms in Majora’s Mask, mana and a per-form resource in World of Warcraft, and Might built by attacking in Black Myth: Wukong.
History and provenance
The earliest documented use is Polymorph Self in Men & Magic (Dungeons & Dragons, 1974), separate from Polymorph Others; Monsters & Treasure adds a potion, a wand, and vampires that become a bat or gaseous form at will. Chainmail’s second edition (1972) lists lycanthropes with no transformation rule, and its third, usually dated 1975, has a self-only Polymorph. Folklore is the obvious antecedent, with no designer statement cited. Greyhawk (1975) added the full-ability Shape Change and the druid monster’s daily changes; Eldritch Wizardry (1976) gave the change to the druid player class. The earliest cited video instance is Zelda II’s FAIRY spell (1987); Altered Beast (1988) built its play around transformation.
Notable examples
| Game | Year | Medium | Gating | How the ability behaves |
|---|---|---|---|---|
| Dungeons & Dragons Gary Gygax and Dave Arneson (Tactical Studies Rules) | 1974 | Tabletop RPG | Spell slots, Consumable, Charges | Polymorph Self, a 4th-level Magic-User spell, lets the user take "the shape of anything he desires" for 6 turns plus caster level, with the form's movement but not its combat abilities; as a dragon "he will not gain the ability to fight and breathe, but he will be able to fly". A potion lasts 6 turns plus 1d6, and a 100-charge Wand of Polymorph can project Self. |
| Advanced Dungeons & Dragons, Players Handbook Gary Gygax (TSR) | 1978 | Tabletop RPG | Per rest, Spell slots | A 7th-level druid can change form "up to three times per day", once each into a reptile, bird and mammal from bullfrog to black-bear size, becoming the creature "in all respects save the mind"; each change heals 10% to 60% of damage taken. Polymorph Self (4th level, 2 turns per level) gives a form's locomotion only and restores 1d12 hit points on return. |
| Zelda II: The Adventure of Link Nintendo | 1987 | Video | Mana | The FAIRY spell, learned in a town, turns Link into a fairy that can fly, which the manual advises for dangerous terrain such as cliffs. It spends MAGIC points from the shared meter, and the form wears off when the display changes to another screen, so it lasts one screen. |
| Altered Beast Sega (Makoto Uchida) | 1988 | Video | Consumable | Spirit Balls dropped by white three-headed wolves drive the change. The first makes the centurion "a superman with rippling muscles"; the next turns him into the round's beast, such as a weredragon "with the power of flight", whose attacks replace those of both buttons, and the boss appears. The Master System version needs two balls; the arcade reportedly three. |
| The Legend of Zelda: Majora's Mask Nintendo | 2000 | Video | At will | Three transformation masks let Link inhabit a Deku Scrub, Goron or Zora, each with its own moves and weaknesses; the Deku hovers from flowers and skips on water but burns, the Goron rolls and pounds, the Zora swims and throws fins. Masks are worn and removed like items, some form moves spend magic, and the Fierce Deity's Mask works "only in boss rooms". |
| World of Warcraft Blizzard Entertainment | 2004 | Video | Mana | Druid forms are learned by level, Bear Form at 10, Aquatic Form at 16, Cat Form at 20, Travel Form at 30 and Dire Bear Form at 40. Bear Form adds 30 attack power, armour and health and opens bear abilities; Cat Form adds 40 attack power. Forms carry a mana cost and run on Rage or Energy, so the druid returns to caster form to heal. |
| Last Epoch Eleventh Hour Games | 2024 | Video | Cooldown | Werebear Form turns the Primalist Druid into a bear with skills of its own, such as Maul. Rage replaces Mana while transformed; a 2021 developer post says it is restored to full on entering a form and then drains slowly, and a build guide advises waiting out the form's cooldown once Rage runs out. |
| Dungeons & Dragons, 2024 edition Wizards of the Coast | 2024 | Tabletop RPG | Per rest, Action cost | Wild Shape, from druid level 2, takes a Bonus Action and turns the druid into a known Beast for hours equal to half its druid level, with temporary hit points equal to that level and the Beast's statistics; it keeps its hit points, mind and class features but cannot cast spells. Two uses, one back on a Short Rest and all on a Long Rest; fly forms come at level 8. |
| Black Myth: Wukong Latest Game Science | 2024 | Video | Ultimate charge | Transformation spells, each won from a boss or quest (Red Tides from Guangzhi), turn the Destined One into that creature. Entry needs enough Might, built by attacking; the form has its own health bar and Might gauge, its skills drain Might, and it ends when either gauge empties. One transformation is equipped at a time, out of ten. |
Provenance
Earliest documented use: Dungeons & Dragons (1974), tabletop rpg. Confidence: high. Men & Magic (1974) prints Polymorph Self as a 4th-level Magic-User spell, separate from Polymorph Others, giving "the shape of anything he desires" with the form's movement but not its combat abilities. Monsters & Treasure (1974) adds a potion and a wand that can project Self, and vampires that polymorph into a bat or a gaseous form at will. Chainmail's second edition (1972) lists lycanthropes as "Shape Changers" with no transformation rule and has no polymorph spell; its third edition, usually dated 1975, has a self-only Polymorph and follows Men & Magic. Greyhawk (1975) adds the full-ability Shape Change and the druid monster's three changes a day, and Eldritch Wizardry (1976) gives the shape change to the druid player class. Folklore is the obvious antecedent, with no designer statement cited, and pre-publication campaign play remains unsurveyed. The earliest cited video instance is Zelda II's FAIRY spell (1987).
Sources
- Gary Gygax and Dave Arneson (Tactical Studies Rules). (1974). Dungeons & Dragons, Volume 1, Men & Magic. Rulebook Magic-User spells, 4th level list, p. 21; Polymorph Self, p. 26. Accessed 2026-10-24. The earliest wording of Polymorph Self and its limit to the form's movement.
- Gary Gygax and Dave Arneson (Tactical Studies Rules). (1974). Dungeons & Dragons, Volume 2, Monsters & Treasure. Rulebook Potions table, Polymorph (Self), p. 24; Potions, duration and Gaseous Form, p. 31; Wands, Polymorph, p. 34; Lycanthropes (infection), c. p. 14. Accessed 2026-10-24. The potion and wand forms, the gaseous form, and lycanthropy as an infection.
- Gary Gygax and Rob Kuntz (TSR). (1975). Dungeons & Dragons Supplement I: Greyhawk. Rulebook Magic-User spells, 9th level, Shape Change, p. 28; Monsters, Druids, p. 34. Accessed 2026-10-24. The full-ability Shape Change and the druid monster's three changes a day.
- Gary Gygax and Brian Blume (TSR). (1976). Dungeons & Dragons Supplement III: Eldritch Wizardry. Rulebook Druids (class section); Psionic abilities, Shape Alteration, c. p. 20. Accessed 2026-10-24. The druid player class's shape change with its healing, and the point-cost psionic Shape Alteration.
- Gary Gygax (TSR). (1978). Advanced Dungeons & Dragons, Players Handbook. Rulebook Druids, 7th-level powers, p. 21; Polymorph Self, p. 79; Shape Change (9th level), c. p. 94. Accessed 2026-10-24. The three-a-day druid form, the locomotion-only spell, and the full-ability spell.
- Gary Gygax and Jeff Perren. (1972). Chainmail: Rules for Medieval Miniatures, 2nd edition. Rulebook Fantasy Supplement, Lycanthropes (Shape Changers), c. p. 30. Accessed 2026-10-24. Lycanthropes as a creature type with no transformation rule, and no polymorph spell.
- Gary Gygax and Jeff Perren (TSR). Chainmail: Rules for Medieval Miniatures, 3rd edition. Rulebook Fantasy Supplement, Wizards, Spells, 12. Polymorph, p. 32. Accessed 2026-10-24. The self-only Chainmail Polymorph, from a black-and-white reprint.
- Nintendo. (1988). Zelda II: The Adventure of Link instruction booklet (NES, US). Rulebook Game Data, magic list (FAIRY), pp. 41-43. Accessed 2026-10-24. The FAIRY form, MAGIC points, and magic wearing off when the display changes.
- Sega of America. (1989). Altered Beast instruction manual (Sega Master System, US). Rulebook Becoming an Altered Beast, p. 5; Rounds 1-4, pp. 6-9; Three-Headed Wolves, p. 11. Accessed 2026-10-24. Spirit Balls, the superman stage, the beast of each round, and the changed button attacks, for the Master System version.
- Jack Yarwood (Time Extension). (2023). Anniversary: Sega's Altered Beast Celebrates Its 35th Anniversary Today. Article Accessed 2026-10-24. The Japanese arcade release on 14 June 1988, the team led by Makoto Uchida, and the orb-driven transformation.
- Nintendo of America. (2000). Nintendo Player's Guide: The Legend of Zelda: Majora's Mask. Book Transformation Masks; Shape-Shifting; Deku, Goron and Zora Masks; The Fierce Deity's Mask. Accessed 2026-10-24. The three forms, their moves and weaknesses, the disguise masks, and the boss-room restriction.
- Michael Lummis and Danielle Vanderlip (BradyGames). (2004). World of Warcraft Official Strategy Guide. Book Druid, Feral Combat, Aquatic, Bear, Cat, Dire Bear and Travel Form tables; Cat Form and Bear Form tips. Accessed 2026-10-24. The form levels, the Bear and Cat Form effects, the mana column, and switching forms to heal.
- Wizards of the Coast. (2025). System Reference Document 5.2. Rulebook Druid, Level 2: Wild Shape, Beast Shapes table, Rules While Shape-Shifted, p. 42; Level 5: Wild Resurgence. Accessed 2026-10-24. The 2024-edition Wild Shape, its uses per rest, the Bonus Action, temporary hit points, and the bar on spellcasting.
- Tenkiei (Maxroll). (2024). Black Myth Wukong Spell Guide. Website Accessed 2026-10-24. Might in place of mana, built by attacking; the separate health bar; one transformation equipped.
- Ben Chard, Shane Williams, and Matt Chard (Gamer Guides). (2024). Black Myth: Wukong, All Transformations Locations. Website Accessed 2026-10-24. The ten transformations, entry once enough Might is built, and the form ending when either gauge empties.
- EHG_Dodo (Eleventh Hour Games). (2021). Druid Overhaul - Werebear Form. Last Epoch forums (Eleventh Hour Games). Website Accessed 2026-10-25. Rage in place of mana for all Druid transforms, restored to full on entering a form and draining slowly over time; Maul as a Werebear skill.
- LizardIRL (Maxroll). Earthquake Werebear Druid Guide. Website Accessed 2026-10-25. Mana replaced by Rage while transformed, Maul available only in form, and waiting for Werebear Form's cooldown when Rage runs out.
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West, James, Jr. (2026). "Shapeshift." Game Mechanic Compendium, updated 2026-10-25. http://localhost:4321/abilities/shapeshift
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