Wild Shape

Animal Forms
At levels 2 and 5 a druid may use their 'Wild Shape' feat to change into an animal.
 * You are considered an animal. This renders you immune to spells and abilities that only work on humanoid targets, and Warforged will no longer suffer from the penalty to healing.
 * You have a -2 penalty to Intelligence and Charisma.
 * While in animal form, you will no longer use your equipped weapons for attacking, removing any benefits and drawbacks you would have from attacking with them, but use natural attack "weapons" specific to the form you are in. However you still get most of the additional effects from your equipped weapons:
 * The ability that determines your attack and damage bonus will be the same as the one used for your equipped weapons. This is especially useful when casting Flame Blade, which uses your Wisdom bonus as attack and damage modifier.
 * The main hand will transfer any treasure effects to your natural attacks, e.g. the Flaming effect. The off-hand/shield will not transfer such effects, also shield Bash doesn't proc while in animal form.
 * Stat bonuses, skill bonuses, stunning, etc.
 * AC and other bonuses from any shields you may be using.
 * Feats that grant bonuses to Unarmed weapons, such as Weapon Focus: Bludgeoning will apply to your natural weapons.
 * You cannot use wands or scrolls while in animal form.
 * Animal forms increase the cooldown times of your non-animal form spells to 2.5 times their normal length.
 * Animal form special attacks are considered spells, so to use them you must first prepare them in your spell book.

Wolf

 * Your base attack speed is 30% faster, you gain a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a +10% enhancement bonus to movement speed.
 * Your natural attacks do 1d6 damage, do both piercing and slashing damage, and critically hit for double damage on a roll of 19-20.
 * Form specific spells: Takedown, Baiting Bite, Harrowing Pack, Howl of Terror

Bear

 * You gain a +2 racial bonus to constitution and +10% AC.
 * Your natural attacks do 1d8 damage, do both slashing and bludgeoning damage, and critically hit for double damage on a roll of 20.
 * Form specific spells: Maul, Roar, Shred, Rising Fury, Tremor

Magical Beast Forms
At levels 8 and 11 a druid may use their 'Wild Shape' feat to change into a magical beast.

See animal form above.

Winter Wolf

 * You attack 30% faster, you gain a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 15% enhancement bonus to movement speed.
 * Your natural attacks do 1d10 damage, do both piercing and slashing damage, and critically hit for triple damage on a roll of 19 or 20.
 * Form specific spells: Takedown, Baiting Bite, Harrowing Pack, Cold Breath, Frostbite, Jaws of Winter, Howl of Terror, Snowslide

Dire Bear

 * You gain a +4 racial bonus to constitution, and +15% AC.
 * Your natural attacks do 1d12 damage, do both slashing and bludgeoning damage, and critically hit for triple damage on a roll of 20.
 * Form specific spells: Maul, Roar, Shred, Rising Fury, Tremor, Relentless Onslaught, Unstoppable

Elemental Forms
At levels 13 and 17 a druid may use their 'Wild Shape' feat to change into an elemental.
 * You are considered an elemental.
 * You gain a +10 racial bonus to your saving throws against magical poisons
 * You have racial immunity to natural poisons, sleep, paralysis and stun, and 100% bonus to fortification.
 * Elemental forms keep their equipped weapons after the transformation.
 * You must prepare your elemental form spells as normal and do not receive additional spell preparation slots for them.

Water Elemental

 * You gain +1 bonus to caster level and max caster level to water and cold spells, a +10 racial bonus to cold resistance, and -10 electric resistance.
 * You have +20 swim skill
 * Your air/earth/fire spells get a -3 penalty to caster level and max caster level.
 * Form specific spells:Elemental Toughness, Freezing Spray, Ice Flowers, Mantle of the Icy Soul

Fire Elemental

 * You gain +1 bonus to caster level and max caster level to fire spells, a +10 racial bonus to fire resistance, and have -10 cold resistance.
 * Your air/earth/water spells get a -3 penalty to caster level and max caster level.
 * Form specific spells: Body of the Sun, Elemental Toughness, Fires of Purity, Anger of the Noonday Sun