School transmutation (polymorph); Level alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4; Elemental School air 4, earth 4, fire 4, water 4 CASTING
Casting Time 1 standard action EFFECT
Range personal |
DESCRIPTION
When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.
- Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.
- Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.
- Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.
- Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.
Elemental Body II
School transmutation (polymorph); Level alchemist 5, magus 5, sorcerer/wizard 5; Subdomain rivers 5; Elemental School air 5, earth 5, fire 5, water 5
DESCRIPTION
This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air elemental, Medium earth elemental, Medium fire elemental, or Medium water elemental. The abilities you gain depend upon the elemental.
- Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
- Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.
- Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.
- Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.
Elemental Body III
School transmutation (polymorph); Level alchemist 6, magus 6, sorcerer/wizard 6; Elemental School air 6, earth 6, fire 6, water 6
DESCRIPTION
This spell functions as elemental body II, except that it also allows you to assume the form of a Large air elemental, large earth elemental, large fire elemental, or large water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.
- Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.
- Earth elemental: As elemental body I except that you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.
- Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
- Water elemental: As elemental body I except that you gain a +2 size bonus to your Strength, a -2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.
Elemental Body IV
School transmutation (polymorph); Level sorcerer/wizard 7; Domain air 7, earth 7, fire 7, water 7; Elemental School air 7, earth 7, fire 7, water 7
DESCRIPTION
This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air elemental, Huge earth elemental, Huge fire elemental, or Huge water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
- Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).
- Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a -2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.
- Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.
- Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a -2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.
Mythic Elemental Body (All)
Each mythic elemental body spell must be learned individually, and you must know the respective non-mythic elemental body spell to learn its mythic version. You don't have to learn them in order, and aren't required to know a lower-level mythic elemental body spell before you learn A higher-level one (for example, you can learn mythic elemental body II if you know elemental body II, even if you don't know mythic elemental body I).
Each mythic elemental body spell adds the following benefits to its respective non-mythic version.
The spell's bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties 92 decrease by 2 (minimum penalty of 0). There is a 50% chance any critical hit or sneak attack against you is treated as a normal hit, as if you were wearing medium fortification armor.
Augmented (3rd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. You can also, a number of times equal to your tier, add half your tier to the DC of one spell you cast with an energy descriptor that matches your elemental type (air: electricity, earth: acid, fire: fire, water: cold).
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.