Transmutation [Element]
Casting Time: 1 standard action
Range: Close
Area: 10-ft cube/Power point; see text
Duration: Instantaneous
Saving Throw: None and Fortitude negates (object)
Spell Resistance: No and Yes (object)
Minimum Power Points: 5
You can change all objects of one element throughout the area of the spell.
You cannot add or remove an object, only modify it. Attended objects are entitled
to a Fortitude saving throw and spell resistance. Magical objects are immune
to this spell.
Restriction: Choose one element when you learn this spell.
This spell only creates that element. Different elements can have different
effects, but you must choose which effect will apply on casting the spell.
Air: You can change air into ether or ether into air; add or remove
fog (but not magical fog, like that created by a cloud
spell); add or remove smoke..
Earth: You can change wet soil into mud/quicksand; mud/quicksand into
wet soil; dry soil into dust or sand; dust or sand into dry soil; stone into
clay; clay into stone; rust or clean iron and steel (but not magical metal).
Fire: You can increase or decrease heat (but not magical heat) by one
step within the range of severe cold - cold - average - hot - severe heat; increase
fire (but not magical fire, like that generated by an element
or energy spell) so that it sheds more light
(+10 ft of bright light and dim light for each Power point expended).
Plant: You can increase or decrease the size of plants (but not magical
or sentient plants) by one step within the range of average - overgrown - heavy
overgrowth; straighten or warp wood (but not magical wood).
Water: You can increase or decrease humidity; change rain into sleet/snow
or sleet/snow into rain; change heavy snow into sleet/snow or sleet/snow into
heavy snow; change snow/heavy snow into ice or ice into snow/heavy snow.
Environmental Effects
Fog: Fog obscures all sight, including darkvision, beyond 5 feet. A
creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures
farther away have total concealment (50% miss chance, and the attacker can't
use sight to locate the target).
Smoke: Smoke obscures sight, including darkvision, providing concealment
(attacks have a 20% miss chance). A creature that breathes heavy smoke must
make a Fortitude save each round (DC 15, +1 per previous check) or spend that
round choking and coughing. A character who chokes for 2 consecutive rounds
takes 4 points of nonlethal damage.
Shallow Mud: Mud that is less than a quarter of the creature's height
(approximately 1 ft for a medium creature) creates difficult terrain (it costs
10 ft of movement to enter a 5-ft square covered with mud), and the DC of all
Acrobatics checks increases by 2.
Deep Mud/Quicksand: Deep mud that is less than half of the creature's
height (approximately 3 ft for a medium creature) creates even more difficult
terrain (it costs 20 ft of movement to enter a 5-ft square covered with mud),
and it is not possible to use Acrobatics. Creatures in deeper mud and quicksand
must make a DC 10 Athletics (swimming) check every round to simply stay out
of the mud and 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). Creatures in mud or quicksand that is being changed
to wet soil or stone can attempt a Reflex save to avoid being trapped in the
wet soil or stone once it forms.
Rust Metal: A rusted iron or steel object is corroded and pitted, effectively
destroyed. Metal armour loses 1 point of armour bonus for every 2 Power points
expended, while metal weapons are unusable.
Cold: Unprotected creatures in cold weather (below 40 degrees F) must
make a Fortitude save each hour (DC 15, +1 per previous check) or take 4 points
of nonlethal damage. This damage cannot be recovered until the creature is warmed
up, and if a creature is rendered unconscious through the accumulated of nonlethal
damage, the cold begins to deal lethal damage at the same rate.
Severe Cold: Unprotected creatures in severe cold (below 0 degrees
F) must make a Fortitude save (as for cold weather) every 10 minutes or take
4 points of nonlethal damage. A protected creature wearing suitable clothing only
has to check once per hour. A creature who takes any nonlethal damage from cold
exposure has frostbite or hypothermia, rendering them fatigued.
Extreme Cold: Extreme cold (below -20 degrees F) deals 4 points of lethal
damage per minute (no save), regardless of protection. In addition, a creature
must make a Fortitude save (as for cold weather) every 5 minutes or take 4 points
of nonlethal damage. After one minute, a creature has frostbite or hypothermia,
rendering them fatigued.
Hot: Creatures in hot conditions (above 90 degrees F) must make a Fortitude
save each hour (DC 15, +1 per previous check) or take 4 points of nonlethal damage.
Creatures wearing heavy clothing or armor of any sort take a -4 penalty on their
saves. This damage cannot be recovered until the creature is cooled down, and
if a creature is rendered unconscious through the accumulated of nonlethal damage,
the heat begins to deal lethal damage at the same rate.
Severe Heat: Creatures in severe heat (above 110 degrees F) must make
a Fortitude save (as for hot conditions) every 10 minutes or take 4 points of nonlethal
damage. Creatures wearing heavy clothing or armor of any sort take a -4 penalty
on their saves. A creature who takes any nonlethal damage from heat exposure
has heatstroke, rendering them fatigued.
Extreme Heat: Extreme heat (air above 140 degrees F or a fire) deals
lethal damage. Breathing air in these temperatures deals 4 points of lethal damage
per minute (no save), regardless of protection. In addition, a creature must
make a Fortitude save (as for hot conditions) every 5 minutes or take 4 points
of nonlethal damage. After one minute, a creature has heatstroke, rendering
them fatigued.
Light Overgrowth: Overgrown vegetation provides concealment (attacks
have a 20% miss chance), creates difficult terrain (it costs 10 ft of movement
to enter a 5-ft square covered with overgrowth), and the DC for all Acrobatics
checks and Sneak checks (only to move quietly) increases by +2.
Heavy Overgrowth: Very overgrown vegation provides improved concealment
(attacks have a 30% miss chance), creates more difficult terrain (it costs 20
ft of movement to enter a 5-ft square covered with heavy overgrowth), the DC
for all Acrobatics checks and Sneak checks (only to move quietly) increases
by +5, and all creatures receive a +5 bonus to Sneak checks (only to hide).
Warp Wood: Warped wood loses its straightness, form, and strength.
A warped door springs open (or becomes stuck, requiring a Strength check to
open, at your option). A boat or ship springs a leak. Warped ranged weapons
are useless. A warped melee weapon causes a -4 penalty on attack rolls
Rain: Rain obscures sight, reducing visibility ranges by half and imposing
a -4 penalty on Notice and Search checks. It has a 50% chance of extinguishing
open flames and fires each round, and ranged weapon attacks have a -4 penalty
on attack rolls.
Sleet/Snow: Sleet and snow have similar effects to rain, but have a
75% chance of extinguishing open flames and create difficult terrain (it costs
10 ft of movement to enter a 5-ft square covered with sleet or snow).
Heavy Snow: Heavy snow has similar effects to snow plus fog, and creates
more difficult terrain (it costs 20 ft of movement to enter a 5-ft square covered
with heavy snow).
Ice: Ice is difficult terrain (it costs 10 ft of movement to enter
a 5-ft square covered with ice), and the DC for all Acrobatics checks increases
by +5. Characters in prolonged contact with ice may run the risk of taking damage
from severe cold (see above).
Heightened: Each additional Power point increases the area
of the element affected by a 10-ft cube.
At 9 Power points, air can add or remove fog and smoke; earth can change mud/quicksand
into stone or stone into mud/quicksand; plant can change average growth into
heavy overgrowth or heavy overgrowth into average growth; water can change rain
into heavy snow or heavy snow into rain, and water into ice or ice into water;
fire can increase or decrease heat by two steps within the range of extreme
cold - severe cold - cold - average - hot - severe heat - extreme heat. Each
additional 4 Power points increases the range of heat that can be changed by
one step.