Transmutation [Element]
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/Power point
Minimum Power Points: 5
You can enter a single object composed of a discrete element. This spell enables
you to meld your body and possessions into the object, which must be large enough
to accommodate your body in all three dimensions. When the casting is complete,
you and not more than 100 pounds of nonliving gear per Power point merge with
the object, becoming invisible. If either condition is violated, the spell fails
and is wasted.
While in the object, you remain in contact, however tenuous, with the face of
the object through which you melded. You remain aware of the passage of time
and can cast spells on yourself while hiding in the object. Nothing that goes
on outside the object can be seen, but you can still hear what happens around
you. Minor physical damage to the object does not harm you, but its partial
destruction (to the extent that you no longer fit within it) expels you and
deals you 4 points of damage per Power point expended (Fortitude save reduces
this to half). The object's complete destruction expels you and deals you 8
points of damage per Power point expended (Fortitude save reduces this to half).
Any time before the duration expires, you can step out of the object through
the surface that you entered. If the spell's duration expires or the effect
is dispelled before you voluntarily exit the object, you are violently expelled
and take 4 points of damage per Power point expended (Fortitude save reduces
this to half).
Restriction: Choose one element when you learn this spell.
This spell only creates that element. Different elements have different effects.
Air: You disappear into the air around you, but do not change location
because of air currents. A moderate wind (11+ mph) causes partial destruction
and expels you after 2 rounds; a strong wind (21+ mph) causes complete destruction
after 1 round; a severe wind (31+ mph) causes complete destruction immediately.
Water: You disappear into the water around you, but do not change location
because of water currents.