Air, Earth, Fire, and Water divine spheres all have the same level 5 power. Transform the caster, his clothes, weapons, and armor into the related element.
In all four cases, these powers become standard:
-The character is immune to pretty much all Transmutation or equivalent theurgy that changes the body.
The Transformation removes all non-permanent Transmutation or Illusion spells that were present before the casting. New Illusions spells affecting the caster are at +2 difficulty.
-The character is immune to almost all poisons.
-The character becomes fully energized and immune to fatigue (though it frequently hits really hard and fast when the transformation ends).
-The character does not have to breathe and therefore is temporarily immune to drowning and suffocation.
-The character doesn’t hunger or thirst either though again the character is likely to be very hungry and thirsty when the transformation ends.
-The number of successes the character rolls casting the Elemental Transformation is the "Base Pool". Anytime a description says “half the Base Pool”, round down.
Air form
-The caster can fly very fast, faster than any other mortal can move in Scarterra. But also, loudly, quiet flying is not possible, at least not fast quiet flying. Exactly how fast the caster can fly depends on environment. Flying through water is slowest, flying underground or indoors is a bit faster, and flying under the open sky is fastest.
-Half the caser’s Base Pool is added to his Willpower for resisting mental compulsion attacks.
-Caster gains the effects of the Energy Shield spell equal to half her base pool.
-Half the caster’s Base Pool is added to any Alertness roll to spot something touched by air.
-The caster’s Base Pool is added to her Dex + Wits Initiative base modifier.
-The character can breeze under doors and through small spaces, though they take a level of unsoakable bashing damage whenever they do this. More bashing damage is received if they go through a long or complicated blow through.
-Half the character’s Base Pool is added all dodge and melee parry dice rolls.
-Half the character’s Base Pool is added to all Brawl dice rolls.
-The caster is immune to falling damage
-Half the caster’s Base Pool is added to soak rolls against energy attacks. The full Base Pool is added to soak against energy air component (wind, ice and lightning)
-The caster is not difficult to hear, but he is difficult to see. Ranged attacks against him are at +1 difficulty to hit.
Earth form
-The caster adds his Base Pool to all soak rolls against physical attacks and falling damage.
-The caster adds half his Base Pool to his all Strength rolls and Feat of Strength checks.
-The caster is a lot heavier. Among other complications, this adds +2 to Stealth rolls to move quietly.
-The caster cannot swim, and sinks like a stone in water. He can’t drown, so he can walk along the bottom of a lake or sea floor safely, but if he’s underwater when the transformation expires, he could be in grave danger.
-The characters adds his Base Pool to Willpower rolls against mental attacks and compulsions.
-Despite the great weight and density, the caster is just as fast as he was while in flesh.
Fire form
-The character can burn (or not burn) anything she touches. If distracted, the caster may have to make a reflexive Wits roll to not burn an ally or item he wants undamaged. This means the caster can accept touch based spells while in fire form and not damage his allies..
-The caster’s brawling attacks have a damage pool equal to his Base Pool plus their unmodified Strength attribute.
-The caster has bonus soak dice against all energy attacks equal to his Base Pool, this stacks with armor but it does not stack with Energy Shield spells.
-Enemies who strike the caster with relatively short weapons take damage dice equal to half the caster’s Base Pool, round down plus
the damage successes that the attacker rolls. Grappling or bodily attacks don’t half the Base Pool
-The characters weapons are automatically treated as if Flaming Weapon was cast on them, with the Base Pool per successes.
-Half the character’s Base Pool, is added to his Willpower for resisting mental compulsion attacks.
-The caster is immune to damage from his own fire, but he is not completely immune to other fires, taking bashing damage though this bashing damage is subject to the energy shield augmented soak pool. The caster has no special protection against fire-adjacent energy attacks (magma, steam, lightning) beyond his Energy Shield and armor.
-Water is not really damaging, but it stings. Water in contact with the caster turns to steam and a normal soak is applied (subject to the caster’s energy shield. The caster can even survive going for a swim though it would be a very unpleasant swim.
-Half the caster’s base pool (rounded down) is added to the caster’s Willpower for resisting any magical attack resisted by Willpower. The same bonus applies to magic resisted by Stamina or Wits.
-Stealth is functionally impossible, and enemy ranged attacks are at -1 difficulty to hit the caster.
Water Form
-Half the character’s Base Pool is added all dodge and melee parry dice rolls.
-Half the character’s Base Pool is added to soak rolls for physical attacks or fall damage.
-Half the character’s Base Pool is added to all Brawl dice rolls.
-Half the character’s Base Pool is added to his Willpower for resisting mental compulsion attacks.
-Caster gains the effects of the Energy Shield spell equal to half her base pool.
-The caster can move through the water as fast as a galloping horse.
-The character can flow under doors and through small spaces, though they take a level of unsoakable bashing damage whenever they do this. More bashing damage is received if they go through a long or complicated flow through.
-The character can try to drown enemies who they engage with grapples with.
-The character can smother fires, though it hurts. Doing so inflicts lethal damage, soakable by the character’s full Stamina pool plus half their Base Pool.
-Cold and water based attacks (including steam, ice, and ooze) go down a category in damage. Persistent damage becomes lethal damage, lethal damage becomes bashing damage, bashing damage becomes harmless.
-The character adds half their Base Pool to Lifting and Feat of Strength checks. They add their full Base Pool to Feat of Strength checks with an obvious water element such as pushing a boat.
The caster is not quite invisible in water, but she is very hard to spot. The character adds half their Base pool to Stealth rolls in damp areas (like mud), or their full Base Pool when hiding in bodies of water.
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