# Alter Self > [!info] Spell Details > | | | > |---|---| > | **Level** | 2nd | > | **School** | [[Transmutation]] | > | **Casting Time** | 1 Action | > | **Range** | Self | > | **Components** | V, S | > | **Duration** | Concentration, up to 1 hour | > | **Classes** | Sorcerer, Wizard, Artificer | --- ## Description You assume a different form. When you cast the spell, choose one of the following options. While the spell lasts, you can end one option as an action to gain the benefits of a different one. **Aquatic Adaptation** — You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. **Change Appearance** — You transform your appearance. You decide what you look like, including height, weight, facial features, voice, hair length, and coloration. You can appear as a member of another race, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same. To discern that you are disguised, a creature can use its action to make an Intelligence (Investigation) check against your spell save DC. **Natural Weapons** — You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal **1d6 bludgeoning, piercing, or slashing damage**, as appropriate to the natural weapon, and you are proficient with them. The natural weapon is magic and you have a +1 bonus to attack and damage rolls with it. --- ## At Higher Levels This spell does not have an upcast effect.