magical, morph, transmutation
- Casting Time: 2 actions; Somatic and Verbal
- Duration: 1 minute per Proficiency Score (C)
- Save: see text
When you imbue your body with magic with this spell, you must select one of the following options:
- Flame
- Description: Flames race across your body, harmless to you but dangerous to others.
- Defenses: Gain immunity against effects with the fire tag. Gain Resistance against effects with the cold tag equal to your Proficiency Score.
- Aura: Any creature that moves adjacent to you or begins their turn next to you takes a number of d6s fire damage equal to a quarter of your Proficiency Score.
- Attack: As a single action, you can create a 15-foot line of fire extending out from you which deals a number of d8s fire damage equal to half your Proficiency Score. All creatures in the line must make a Reflex save. On a success a creature takes half damage, on a failure a creature takes full damage, and on a critical failure a creature takes double damage.
- Additional: You shed bright light in a 30-foot aura and dim light for an additional 30 feet out.
- Ice
- Description: Ice rimes your body, harmless to you but dangerous to others.
- Defenses: Gain immunity against effects with the cold tag. Gain Resistance against effects with the fire tag equal to your Proficiency Score.
- Aura: The ground in a 10-foot aura is coated with slippery ice, causing it to become Difficult Terrain.
- Attack: As a single action, you can create a 15-foot line of icy winds extending out from you which deals a number of d6s cold damage equal to half your Proficiency Score and inflicts the Slowed condition. All creatures in the line must make a Fortitude save. On a success a creature takes half damage, on a failure a creature takes full damage and is Slowed 1, and on a critical failure a creature takes double damage and is Slowed 2.
- Additional: You ignore all Difficult Terrain caused by ice or snow, even if it has the Magical tag.
- Stone
- Description: Stones form along your body, granting you protection and alternative abilities.
- Defenses: Gain immunity against effects with the acid tag. Gain Resistance against effects with the electricity tag equal to your Proficiency Score.
- Aura: The ground in a 10-foot aura is covered with sharp stones and loose shale, causing it to become Difficult Terrain.
- Attack: As a single action, you can shake the ground in a 10-foot aura around you. All creatures standing in the aura must make a Reflex save or become Prone and takes a number of d8s slashing damage equal to half your Proficiency Score from the razor-sharp terrain. On a success a creature takes half damage, on a failure a creature takes full damage and gains the Prone condition, and on a critical failure a creature takes double damage and gains the Prone condition.
- Additional: You can pass through stone which is no more than 5 feet thick as if it were air.
- Wind
- Description: A fierce wind springs up to whirl around you, granting you protection and alternative abilities.
- Defenses: Gain immunity against effects with the electricity tag. Gain Resistance against effects with the acid tag equal to your Proficiency Score.
- Aura: All items of Light Bulk or less within a 15-foot aura, which are not held or otherwise secure, are whipped into the air to circle around you at a random height between 5 to 20 feet. This inflicts disadvantage to all ranged attacks which use ammunition, such as arrows, bolts, and bullets, which pass through the aura.
- Attack: As a single action, you cause winds to whip around in a 5-foot burst within 60 feet of you. All creatures in the area must make a Fortitude save or take a number of d6s bludgeoning damage equal to half your Proficiency Score. On a success a creature takes half damage, on a failure a creature takes full damage, and on a critical failure a creature takes double damage.
- Additional: You gain a Fly Speed of 60 feet. If you are flying when the spell ends, you fall as normal.
Investiture is on the Arcane, Occult, and Primal Spell Lists.