- "My friends — Jake, Rachel, Cassie, and Tobias — and I had the distinct misfortune to stumble upon a dying Andalite warrior prince who told us about the Yeerks and their invasion of our planet. He gave us the gift and curse of morphing, an Andalite technology that allows us to acquire the DNA of any animal and become — morph — that animal. This is our most spectacular weapon."
- "As an Andalite, I have the power to morph. It's not something we're born with – it's a technology. But we invented it, and we are the only race in the galaxy that has it. Except for my human friends, that is. They can morph, too. But it's thanks to Andalite science. And thanks to the fact that my brother broke our own laws to give them this power."
Morphing technology is still relatively recent, and very unpredictable. Any damage or injury sustained by the acquired animal or while in morph will be healed, as the body is based purely on the DNA. Some, like the Animorphs, have found success in integrating very small amounts of skintight clothing into morphs. Usually this would consist of things such as leotards or similarly tight clothes, although they are unable to morph items such as coats or shoes.
If one stays in morph longer than two hours, they become trapped in that morph, turning into a nothlit. A nothlit cannot return to their original form, with very few exceptional circumstances, such as natural metamorphosis, time travel or through the intervention of powerful beings such as the Ellimist. While in morph, the morpher is capable of using thought-speak, a telepathic form of communication. One also has the drawback/advantage of being confronted with the morphed creature's mind and instincts. This can be both beneficial and detrimental depending on the situation. There is no known limit as to how many morphs one can possess.
Method of OperatingEdit
- "Morphing technology allows a person to absorb the DNA of any creature he touches. It takes concentration and focus, because the biotechnology of morphing is triggered by thought commands."
- "When you morph something smaller than yourself, your body mass must go somewhere. So it goes into Zero-space. Zero-space is the space that ships travel through when they are going faster than light. It's not very likely to happen, but sometimes a ship traveling in Z-space will intersect with a temporarily parked mass."
The leftover mass in Z-space may run a marginally low risk of coming across any faster-than-light spaceship traveling through Zero-space. If the leftover mass is hit by the ship, it would be incinerated, although if the mass is merely swept alongside the ship's wake, it may result in the morpher's original bodies being sent to Z-space. Should the morpher survive in Zero-space, they may undergo a 'snapback effect' in which they would be sent back to whence they came after a certain amount of time, with their original morphed mass remaining in Zero-space until they demorph. It is unknown what happens to the original mass of a morpher who has trapped themselves in a much smaller morph.
- "Morphing is a powerful weapon, but it has rules. 1) You can't change directly from one morph to another without first returning to your natural body. 2) You have to acquire DNA directly from an animal. You can't acquire it from another morph. 3) You can't stay in morph for more than two hours at a time, because if you do, you stay permanently. You become what the Andalites call a nothlit."
- You cannot morph directly from one morph to another, and therefore must return to your base form first.
- However, it is not impossible to do so, as a morph-capable individual suffering from a morphing allergy or stress can go from one morph to another. Additionally, talented morphers such as estreens are capable of doing so in dire circumstances, meaning that while the morphing technology doesn't easily allow for morphing from one form to another, it is possible in certain situations due to controllable talent or uncontrollable physical and/or psychological issues.
- You cannot 'acquire' a morph directly from another person's morph or acquire a morph while you are in a morph.
- There is a time limit equal to two Earth hours. If one stays in morph for more than two hours, they are stuck, becoming a nothlit.
- The time limit is not exactly 120 minutes, as the Animorphs have managed to successfully demorph shortly after passing the 120-minute mark, although with significant difficulty.
- Additionally, if one acquires a creature that undergoes natural metamorphosis (ex. caterpillar), the natural morphing would reset the clock, allowing them to demorph.
- ↑ The Andalite Chronicles
- ↑ The Invasion, page 22
- ↑ The Decision
- ↑ The Diversion
- ↑ The Discovery, page 12
- ↑ The Andalite Chronicles, page 300
|Andalite technology||Dome Ship | Escafil Device | Hirac delest | Mirrorwave call | Z-space transponder | Morphing | Mag-Hover Truck | Quantum Virus | Shredder | Gleet Bio-Filter | Prion Virus|
|Yeerk Technology||Anti-morphing ray | Dracon beam | Gleet Bio-Filter | Kandrona | Kandrona Rays | Nova-class Empire Ship | Pool ship | Blade ship | Mag-Lev Train | Hunter Robot | Yeerk Pool | Bug fighter|
|Ketran Technology||Explorer | Time Matrix | Mapping Crystal Quadrant 3 | Uninet | Adge|
|Other||Dropshaft | Ixcila (Arn) | Pemalite crystal | Pemalite ship | Skrit Na Saucer | Hawjabran Colony Ship | Hawjabran Freighter|