magical, polymorph, transmutation
- Casting Time: 2 actions; Somatic and Verbal
- Duration: 1 minute per Proficiency Score (C)
You transform into a Medium elemental form. You count as an elemental in addition to your normal tags. Your gear is absorbed into you and their constant abilities still function, but you cannot activate them. Reduce your number of actions per turn by 1. When you cast this spell, you chose one of the following and gain the attacks, Speeds, and special abilities listed:
- Air (Medium)
- Speed: Fly 80 feet
- Ability: your movement does not trigger reactions
- Melee Attack: Gust (unarmed) with a number of d4s bludgeoning damage equal to half your Proficiency Score
- Earth (Medium)
- Speed: 20 feet, Burrow 20 feet
- Melee Attack: Fist (unarmed) with a number of d10s bludgeoning damage equal to half your Proficiency Score
- Fire (Medium)
- Speed: 50 feet
- Resistance: 10 against effects with the fire tag
- Weakness: effects with the cold or water tags
- Melee Attack: Tendril (unarmed) with a number of d8s fire damage equal to half your Proficiency Score plus 1 Persistent Damage for each damage die
- Water (Medium)
- Speed: 20 feet, Swim 60 feet
- Resistance: 5 against effects with the fire tag
- Melee Attack: Wave (unarmed) with a number of d12s damage equal to half your Proficiency Score and you can spend an action immediately after a successful hit to use a Combat Maneuver to Shove the target 5 feet
You also gain the following statistical changes:
- Ability Score (Air or Fire): +4 Dexterity bonus
- Ability Score (Earth or Water): +4 Strength bonus
- Armor Class (Air or Fire): +1 Natural Armor, ignore Armor Check Penalty and Speed Penalty from gear
- Armor Class (Earth or Water): +3 Natural Armor, ignore Armor Check Penalty and Speed Penalty from gear
- Immunity: Critical or precision damage
- Hit Points: +10 temporary Hit Points
- Attacks: Proficient with the listed attack(s), +5 damage
- Senses: Gain dark vision 60 feet
- Skills (Air or Fire): Gain advantage to Acrobatics checks
- Skills (Earth or Water): Gain advantage to Athletics checks
These special statistics can be adjusted only by Insight bonuses, Assist bonuses, advantage, and disadvantage. Your form prevents you from casting spells, speaking, or taking most manipulate actions that require hands. The GM decides if there is doubt about an action. Elemental Form is on the Arcane and Primal Spell Lists.
Heighten (+2): For each Spell Slot of the Heightened Spell Levels (7, 9), your form increases a size step, your Natural Armor increases by 1, your temporary Hit Points increase by 10, and your damage bonus increases by 3. If your size is Large, your attacks gain Reach of 10 feet. You must have enough space to expand, or the spell is lost. Each size has a Size bonus or penalty to AC: –1 for Large, –2 for Huge, –4 for Gargantuan, –8 for Colossal.
Level 7 or 8 Spell Slot. The following are instead of lower-level versions:
- Size: Large (–1 AC)
- Natural Armor: +2 (Air or Fire) or +4 (Earth or Water)
- Hit Points: +20 temporary hit points
- Attacks: +8 damage
Level 9 Spell Slot and higher. The following are instead of lower-level versions:
- Size: Huge (–2 AC)
- Natural Armor: +3 (Air or Fire) or +5 (Earth or Water)
- Hit Points: +30 temporary hit points
- Attacks: +11 damage