Transmutation

Elemental Body

4th Level Transmutation
Casting Time: 2 Actions
Range: Self
Components: V, S, M (The element you plan to assume.)
Duration: 1 minute

You magically assume the shape of a elemental - air, earth, fire or water. When the duration ends, you revert to your normal form, unless you expend further mana. You can revert to your normal form earlier by using 1 action on your turn. You automatically revert if you fall unconscious, drop to 0 stamina, or die.

While you are transformed, the following rules apply all forms that you take:

  • You retain all of your attribute scores and walking speed, though they can be modified as shown below depending on the chosen form. You also retain all your skill and defence proficiencies.
  • You can speak as normal while in this form, though the sound of your voice may be altered by the elemental you have chosen.
  • You can cast spells if they contain only a verbal component. Transforming doesn’t prevent you from sustaining a spell that you’ve already cast, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your talents, species, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as low-light vision, unless your new form also has that sense.
  • Your gear is absorbed into your new form. Any persistent magical bonus granted by the gear still applies, however you cannot use any feature of your gear that requires you to activate it.

When cast using 4 mana the following apply:
You transform into a small-sized elemental and gain darkvision to a range of 60 feet. Air, fire and water elementals can enter a hostile creature’s space and stop there, and can move through a space as narrow as 1 inch wide without squeezing.

Your form has a natural unarmed Strike. Make a melee weapon attack roll using your unarmed proficiency. Choose your Dexterity or Strength bonus to add to the attack and damage rolls. On a hit, you do damage equal to 2d8 plus your chosen modifier of an appropriate type - slashing (air), bludgeoning (earth), fire (fire) or cold (water).

  • Air Elemental. You gain a +2 bonus to your Dexterity score and a +2 natural DR bonus. You gain a fly speed of 60 feet. You can perform the Whirlwind special ability.
  • Earth Elemental. You gain a +2 bonus to your Strength score and a +4 natural DR bonus. You can perform the Earth Glide special ability and deal double damage against objects and structures.
  • Fire Elemental. You gain a +2 bonus to your Dexterity score and a +2 natural DR bonus. You have Resistance I to fire damage and Vulnerability I to cold damage. You can perform the Burn special ability. You shed bright light in a 20-foot radius and dim light in additional 20 feet.
  • Water Elemental. You gain a +2 bonus to your Constitution score and +4 natural DR bonus. You gain a swim speed of 60 feet and the ability to breathe underwater. You can perform the Whelm special ability.

When cast using 5 mana the following apply:
The spell functions as above with the following exceptions:

You transform into a medium-sized elemental. The damage for your natural unarmed Strike increases by 1dM, 2d8 + 1dM total.

  • Air Elemental. As above, except that you gain a +4 bonus to your Dexterity score and a +3 natural DR bonus.
  • Earth Elemental. As above, except that you gain a +4 bonus to your Strength score and a +5 natural DR bonus.
  • Fire Elemental. As above, except that you gain a +4 bonus to your Dexterity score and a +3 natural DR bonus.
  • Water Elemental. As above, except that you gain a +4 bonus to your Constitution score and +5 natural DR bonus.

When cast using 6 mana the following apply:
The spell functions as above with the following exceptions:

Critical hits made against you are reduced by one hit.

  • Air Elemental. As above, except that you gain a +2 bonus to your Strength score, +4 bonus to your Dexterity score and a +4 natural DR bonus.
  • Earth Elemental. As above, except that you gain a +6 bonus to your Strength score, a -2 penalty to your Dexterity score, a +2 bonus to your Constitution score and a +6 natural DR bonus.
  • Fire Elemental. As above, except that you gain a +4 bonus to your Dexterity score, a +2 bonus to your Constitution score and a +4 natural DR bonus.
  • Water Elemental. As above, except that you gain a +2 bonus to your Strength score, a -2 penalty to your Dexterity score, +6 bonus to your Constitution score and +6 natural DR bonus.

When cast using 7 mana the following apply:
The spell functions as above with the following exceptions:

You transform into a huge-sized elemental. The damage for your natural unarmed Strike increases by 2dM, 2d8 + 2dM total.

  • Air Elemental. As above, except that you gain a +4 bonus to your Strength score, +6 bonus to your Dexterity score and a +4 natural DR bonus. You gain a fly speed of 120 feet.
  • Earth Elemental. As above, except that you gain a +8 bonus to your Strength score, a -2 penalty to your Dexterity score, a +4 bonus to your Constitution score and a +6 natural DR bonus.
  • Fire Elemental. As above, except that you gain a +6 bonus to your Dexterity score, a +4 bonus to your Constitution score and a +4 natural DR bonus.
  • Water Elemental. As above, except that you gain a +4 bonus to your Strength score, a -2 penalty to your Dexterity score, +8 bonus to your Constitution score and +6 natural DR bonus. You gain a swim speed of 120 feet.

Role Reversal

4th Level Transmutation
Casting Time: 2 Actions
Range: 60 Feet
Components: V, S, M (A sugar pill.)
Duration: Sustained, up to 1 hour

The universal muse comes over you, inspiring you to break it all down.

Choose two willing humanoids that you can see within range. The targets exchange one talent (other than spellcasting) with each other, losing their ability but gaining access to the other party’s talent for the duration. For example, you could choose barbarian and bard talents, granting the Bardic Inspiration feature to the barbarian and Rage to the bard. A creature cannot gain an ability that it already has through this spell, and abilities that have limited uses are not recharged at any point: the creature gaining the ability inherits however many uses were remaining at the time the spell was cast, and the original owner of the ability is left with only as many uses as were unspent at the end of the spell’s duration.