Transmutation [Element]
Casting Time: 1 standard action
Range: Close
Area: 10-ft cube/Power point; see text
Duration: Instantaneous
Saving Throw: None and Yes (object)
Spell Resistance: Yes (object)
Minimum Power Points: 13
You can change all objects of one element throughout the area of the spell
into another element. You cannot add or remove an object, only change it to
another element. Attended objects are entitled to a Fortitude saving throw and
spell resistance. Magical objects are immune to this spell.
Each elemental creature within the area of the spell changes to the new element
(no save,but spell resistance applies).
Restriction: Choose two elements when you learn this spell.
This spell only changes the first element into the second element. The spell
descriptor is set to the second element, not the first.
Earth, Water or Plant to Air: Whatever was being held up by the previous
element falls.
Fire to Air: The air remains extremely hot for 1 round per Power point
expended. Breathing air in these temperatures deals 4 points of lethal damage
per minute (no save).
Air, Fire or Water to Earth: Creatures in air, fire or water that is
being changed to stone or metal can attempt a Reflex save to avoid
being trapped in the stone or metal once it forms.
Plant to Earth: Non-magical and non-sentient plants die. Wooden weapons
and armour are treated as if they are made of ironwood.
Air or Water to Fire: Whatever was being held up by the previous element
falls. Creatures in air or water that is being changed to fire automatically
take 4 points of fire damage, and can attempt a Reflex save to avoid having
their clothes, hair, or attended objects being set on fire by the flames once
they form. They continue to take 4 points of fire damage per round for as long
as they remain in the area of the fire, which burns without accelerant for 1
round per Power point expended.
If a creature's clothes or hair catch fire, they take 4 points of fire damage
immediately, and may attempt another Reflex save in each subsequent round. Success
means the fire has gone out, and the creature stops taking damage (though may
catch fire again if they stay in the area of effect). Failure means the character
takes another 4 points of fire damage. A creature on fire may automatically
extinguish the flames by jumping into enough water to douse itself. If no body
of water is at hand, rolling on the ground or smothering the fire with cloaks
or the like permits the creature another save with a +4 bonus.
Earth or Plant to Fire: Whatever was being held up by the previous
element falls. Creatures holding metal or wooden objects can drop them to avoid
being set on fire. Creatures wearing metal or wooden objects are automatically
set on fire, but can attempt to extinguish the fire in the following rounds.
Air, Fire and Water to Plant: Creatures in air or water that is being
changed to plants or wood can attempt a Reflex save to avoid being
trapped in the plants or wood once it forms.
Earth to Plant: Metal weapons converted to wood take a -2 penalty on
attack and damage rolls. The armor bonus of any armor converted from metal to
wood is reduced by 2.
Air, Earth and Plant to Water: Whatever was being held up by the previous
element falls. Creatures in water must make a DC 10 Athletics (swimming) check
every round to stay in place, or a DC 15 Athletics (swimming) check to move
5 feet in whatever direction is desired. If a character fails this check by
5 or more, they sink below the surface and begin to drown once they can no longer
hold their breath. Characters below the surface may swim back to the surface
with a successful Athletics (swimming) check (DC 15, +1 per consecutive round
of being under the surface).
Fire to Water: The water remains boiling hot for 1 round per Power
point expended. Being scalded by boiling water causes 4 points of fire damage
(no save); being immersed in boiling water causes 40 points of fire damage.per
round of exposure (no save).
Heightened: Each additional Power point increases the area
of the element affected by a 10-ft cube.