Concentrate Manipulate Polymorph Source Player Core pg. 328Duration 1 minute
You call upon the power of the planes to transform into a Medium elemental battle form. When you Cast this Spell, choose a listed element. While in this form, you gain the corresponding trait and the
elemental trait. You have hands in this battle form and can take
manipulate actions. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
- AC = 19 + your level. Ignore your armor's check penalty and Speed reduction.
- 10 temporary Hit Points.
- Darkvision.
- One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air, fire, or metal) or Strength based (earth, water, or wood). If your corresponding unarmed attack modifier is higher, you can use it instead.
- Acrobatics (air, fire, or metal) or Athletics (earth, water, or wood) modifier of +20; ignore this change if your own modifier is higher.
You gain specific abilities based on the element you choose:
- Air fly 80 feet, movement doesn't trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning.
- Earth Speed 20 feet, burrow 20 feet; Melee [one-action] boulder, Damage 2d10 bludgeoning.
- Fire Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; Melee [one-action] tendril, Damage 1d8 fire plus 1d4 persistent fire.
- Metal Speed 40 feet, fly 20 feet; Melee [one-action] blade (versatile piercing), Damage 1d8 slashing plus 1d4 electricity.
- Water Speed 20 feet, swim 60 feet; fire resistance 5; Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.
- Wood Speed 20 feet, climb 30 feet; Melee [one-action] branch, Damage 2d10 bludgeoning.
Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23.
Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25.
Legacy Content
Healing Necromancy Source Core Rulebook pg. 364Cast 1 minute (
somatic,
verbal)
Range touch;
Targets 1 creature
Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast
restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one
restoration spell each day, and it can't benefit from
restoration more than once to reduce the stage of the same exposure to a given toxin.
- Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.
- Reduce a Condition Reduce the value of the target's clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's doomed value by 1. You can't use this to reduce a permanent doomed condition.
Heightened (6th) As the 4th-level
restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.
Suggestion [two-actions] Spell 4
Concentrate Incapacitation Linguistic Manipulate Mental Subtle Source Player Core pg. 360Range 30 feet;
Targets 1 creature
Defense Will;
Duration varies
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.
Critical Success The target is unaffected and knows you tried to control it using a spell.
Success The target is unaffected.
Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical Failure As failure, but the base duration is 1 hour.
Heightened (8th) You can target up to 10 creatures.