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Dungeons & Dragons Spells

DnD Spell L3 Elemental Shape

Dungeons and Dragons – Mystara

Spells – L3 – Elemental Shape

5e-wiz-ph DnD Players Handbook
5e-wiz-ph – D&D 5E Players Handbook

Elemental Shape

  • 3rd Level Transmutation
  • Secret Crafts: Airologist, Darkologist, Earthologist, Elementologist, Fireologist, Waterologist
  • Casting time: 1 action
  • Range: touch
  • Components: V, S, M (a wing feather from any bird)
  • Duration: Concentration, up to 10 minutes
  • The elemental you can change into depends on which elemental secret crafts you know.
  • You transform someone into an elemental creature and gain the following traits depending on which element (or elements) your creature type has.
    • Air – Gain a fly speed equal to twice your base move. Can squeeze through narrow spaces without reducing movement and gains resistance to non-magical weapons. Suffers a -2 penalty to saves and armour class against earth-based attacks.
    • Darkness – Gain insubstantial, and can fey step through shadows or dim light. Suffers a -2 penalty to saves and armour class against radiant-based attacks.
    • Earth – Moves at half its speed but gains a +1 natural armour bonus to AC. gain resistance to slashing and piercing damage. Suffers a -2 penalty to saves and armour class against air-based attacks.
    • Fire – Every melee or unarmed attack does 1d6 points of additional fire damage and gains resistance to non-magical weapons. Suffer a -2 penalty to saves and armour class against water-based attacks.
    • Water – Gain a swims speed at double its base move and ignores all penalties for fighting underwater. Can breathe as if benefiting from the water breathing spell and gains resistance to bludgeoning and piercing damage. Suffer a -2 penalty to saves and armour class against fire-based attacks.
  • Secret Craft Bonus: If you have advanced in the Elementologist secret craft, you can use this spell with multiple elements you have learnt to combine in that craft.

Available Spell Lists

Spell List – Secret CraftAirologist

R – Ritual Spells. Sourcebooks: bls, br, mgp1008, mhh, ph, scag, xge

* detail to come. R – Ritual Spells. Sourcebooks: bls, br, mgp1008, mhh, ph, scag, xge

Spell ListSecret CraftEarthologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, ea08 (converted), mhh, ph, xge

R – Ritual Spells. Sourcebooks: xge

Spell List – Secret CraftFireologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, ea08 (conversion), ph, xge

Spell ListSecret CraftWaterologist

* details to come. R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, mw, ph, scag, xge

Design changes for Spells

  • Original Spell Lists: Cleric, Druid, Sorcerer, Wizard
  • One thing to note, is that all spells that I am adding into this blog have the Spell list removed from them, besides anything I might be doing to tweak them for my home campaign. There is a source there if you want to look up the original version of the spell for your own campaigns, but mine does not need that information.
  • What has been added is the Secret Crafts, which replace the spell lists, as all spells not from the players handbook will only be available as part of the secret crafts of the world.

3rd Edition Version

  • Elemental Shape
  • Transmutation [Air, Earth, Fire or Water]
  • Level: Clr 3, Drd 4, Sor/Wiz 3
  • Components: V, S, M/DF
  • Casting Time: 1 action
  • Range: Touch
  • Target: One creature.
  • Duration: 10 minutes/level (D)
  • Saving Throw: Fortitude Negates
  • Spell Resistance: Yes

You can transform a creature’s body, including your own, into pure elemental matter. The target og this spell retains all its special attacks and abilities, including spellcasting, and gains some of the abilities of the element it transforms into:

  • Air – Flies at double its speed with perfect manouverability. Can squeeze through narrow spaces and gains damage reduction of 5/+1. Suffers a -2 penalty to saves against earth-based attacks.
  • Earth – Moves at half its speed but gains a +4 natural armour bonus to AC. Takes half damage from slashing and piercing weapons. Suffers a -2 penalty to saves against air-based attacks.
  • Fire – Every melee or unarmed attack deoes 1d6 points of additional fire damage and gainst a damage reduction of 5/+1. Suffer a -2 penalty to saves against water-based attacks.
  • Water – Swims at double its speed and ignores all penalties for fighting underwater. Can breathe as if benefiting from the water breathing spell and takes half damage from bludgeoning and piercing weapons. Suffer a -2 penalty to saves against fire-based attacks.

The creature can return to normal at will before the spell ends but cannot take the elemental shape again. Casting this spell on an elemental of the opposite element does 3d6 points of damage to it. When you use this spell to transform a creature into an air, earth, fire or water creature, it is a spell of that type. For example, transforming a creature into water means you cast a water spell.

Material Component: A fan (air), a fistful of sand (earth), dry tinder (fire), a few drops of water (water).

Content Updates

  • 2021-08-16 – Update to layout, tags and menu.


D&D 5E Rules Reference

Encounters: NPCs, Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrocity, Oozes, Plants, Undead

Spells: Rituals Spells, Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation

Crafts: Air, Blood, Bureau, Celestial, Craft, Crypt, Dark, Dragon, Earth, Element, Elven, Fire, Mech, Nature, Preserve, Sail, Shade, Skald, Sky, Wagon, Water, Weapon, Void

Library of Books

B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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