# 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.