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  1.  
  2. Elemental Guise
  3.  
  4. School transmutation (polymorph); Level magus 6, sorcerer/wizard 6
  5.  
  6. CASTING
  7. Casting Time 1 standard action
  8. Components S, F (A small diamond, ruby, sapphire, and emerald, each worth 25 GP and set in a single object) EFFECT
  9. Range personal
  10. Target you
  11. Duration 2 min/level (D)
  12.  
  13. DESCRIPTION:
  14. Manipulates elemental makeup of your body to affect appearance. Your gear is included in the spell and you retain any bonuses from them according to the polymorph rules for transformation into a monster. You maintain access to your inventory, spell components, and foci when under the effect of this spell. Any action that would cause an invisibility spell to end also ends this spell. You do not lose any attributes that came from your form, but you do not gain any from your new one (except those noted). The form you have when casting this spell counts as your current disguise for your first change.
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  16. After casting this spell (you can also immediately assume an elemental guise or begin making a disguise, though the latter extends the casting time to a full round action), and as a standard action thereafter, you can change your form to that of a humanoid creature of your current size class. You can transform into a creature that is not usually your size class, but your new form appears shrunken or grown, as if by an enlarge or reduce person spell. You can affect the general appearance of your new form (male or female, tall or short, gaunt or stocky, etc.). This change only changes your appearance. Your new form’s voice is one appropriate for its appearance, but you cannot choose a specific voice unless you disguise it (see below). You can change your new form’s garb to a general type of outfit (noble clothes, a prisoner’s tattered rags, etc.). This outfit may not give any bonuses to AC, or have any magical effects. You can also choose the specific gear you had equipped when you cast this spell. This allows you to keep gear-based bonuses. Your gear automatically shifts to fit your form. If you choose the same race that you are currently disguised as, you can manipulate your features such that you appear to be a different member of the same race.
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  18. You can also attempt to assume a specific form. This takes one full round for each of the following differences between your desired form and current form: Race, Voice, and Appearance (including clothes). You can attempt to assume a specific form even if you choose to retain the bonuses from your gear, but your new form will have the same clothes as you did when you cast this spell.
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  20. By focusing the elemental balance of your body towards a specific element as a standard action, you can obtain a movement bonus and ability related to that element. Your appearance shifts to the form you had when you cast this spell, but made up of your element. If you already have the form of movement granted, add it to your speed.
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  22. Air: You appear as a shape made out of cloud or mist. You gain fly 30 ft (perfect) and can sense disturbances in the air around you, gaining blindsight 15 ft (this blindsight does not work without air). If you have a fly speed with a maneuverability of less than perfect, you may add this bonus to it, but your maneuverability does not change. If you move 30 feet or less using flight, you may choose to treat your maneuverability as perfect.
  23. Earth: You appear as if an animate statue of yourself. The materials of this statue can be nearly any type of stone or dirt, and need not be smooth. However, you must be composed of a uniform material. You gain burrow 30 ft and the ability to earth glide. When earth gliding, you move using your burrow speed. You can also raise or lower 5-foot cubes, one per two caster levels at a time, as long as there is enough material to work with. By placing your hand on a large amount of earthy materials such as stone, soil, or sand and concentrating for a full round, you can raise or lower a number of 5-foot squares(equal to one for every 6 caster levels) 5 feet from their original positions on the surface of the source. All such squares must be within 10 feet of the point of contact. You must have line of sight to the area(s) of effect. You can change the height more than 5 feet, but it requires another round of concentration that takes the new shape as the starting point. Surfaces that are not horizontal(such as walls) are a valid target of this ability. You can use this ability a number of rounds per spell equal to your caster level.
  24. Fire: You appear as a form made of crackling fire and darker patches or sections similar to sunspots or cinders. You gain land 30 ft, and can wrap yourself in or dismiss a mirage as a minor action. The mirage works like invisibility except that you are surrounded by a wavy distortion and a noticeable heat, and thus perception checks made to notice you get a base DC of 10 (15 if the sensing creature is unable to sense heat.) The DC is affected by modifiers as usual and your location can be pinpointed automatically by a creature aware of your presence and able to see your location.
  25. Water: You appear as a mass of water, which may appear to be from a clear, wavy sea, a deep, murky swamp, or anywhere in between. You gain swim 30 ft and the ability to breathe water. You also gain the ability to cast Create Water at will. If you have more than one class with a caster level, use the class that you cast this spell with.
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