Transmutation [Element]
Casting Time: 1 standard action
Range: Close
Area: One object; see text
Duration: 1 round/Power point
Saving Throw: See text
Spell Resistance: Yes
Minimum Power Points: 0
You can move an object composed of one element. Magical objects are immune
to this spell.
Restriction: Choose one element when you learn this spell.
This spell only creates that element. Different elements have different effects.
Air: You can make a moderate wind with a 50% chance of extinguishing
a small unprotected flame, such as a candle.
Earth: You can use telekinesis
(as if you cast that spell with an equivalent number of Power points expended)
on a stone or metal object. A creature being dragged by an item it is carrying
can let go. A creature being dragged by a shield can loose it as a move action
and drop it as a free action.
Fire: You can make a fire move into an adjacent 5-ft square.
Plant: You can use telekinesis
(as if you cast that spell with an equivalent number of Power points expended)
on a wooden object object or a non-sentient plants. A creature being dragged
by an item it is carrying can let go. A creature being dragged by a shield can
loose it as a move action and drop it as a free action.
Water: You can make water move into an adjacent 5-ft square.
Heightened: Each additional Power point increases the duration
of the spell by 1 round, and allows fire or water to move to a square a further
5 ft away or expand into an additional adjacent 5-ft square. You must expend
1 Power point to cast this spell before you can heighten it or enhance it with
metamagic feats.
At 3 Power points, air can make a strong wind that automatically extinguishes
unprotected flames, -2 penalty on ranged attack rolls and Notice checks to hear,
can knock down a tiny creature (Fort DC 10 negates), and disperses fog in 1
round.
At 5 Power points, air can make a severe wind that automatically extinguishes
unprotected flames, has a 50% chance of extinguishing protected flames, -4 penalty
on ranged attack rolls and Notice checks to hear, can blow away a tiny creature,
knock down a small creature, or check a medium creature (Fort DC 15 negates).
At 9 Power points, air can make a windstorm that automatically extinguishes
unprotected flames, has a 75% chance of extinguishing protected flames, makes
ranged weapon attacks impossible, -4 penalty on melee weapon and siege engine
attacks, -8 penalty on Notice checks to hear, can blow away a small creature,
knock down a medium creature, or check a large creature (Fort DC 18 negates).
At 13 Power points, air can make a hurricane that automatically extinguishes
all flames, makes ranged weapon attacks and Notice checks to hear impossible,
-8 penalty on melee weapon and siege engine attacks, can blow away a medium
creature, knock down a large creature, or check a huge creature (Fort DC 20
negates).
At 17 Power points, air can make a tornado that automatically extinguishes all
flames, makes all weapon attacks and Notice checks to hear impossible, can blow
away a large creature, knock down a huge creature, or check a gargantuan creature
(Fort DC 30 negates). Creatures that are blown away are picked up and sucked
towards the funnel cloud at the centre of the tornado.
At 17 Power points, earth can make an earthquake.
At 17 Power points, water can make a whirlpool.