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WizardLv. 4

Elemental Form

This spell has four forms, one for each element. The caster must choose which form will be assumed when memorizing the spell: air, earth, fire, or water. In each form, the recipient can move and act without hindrance in a specific elemental environment at a rate of 12. The creature retains its hit points, THAC0 and any spellcasting ability. It also gains a minimum base Armor Class of 4 and an element-based hand-to-hand attack for 1d8 points of damage. Magical weapons are required to hit the creature. Unwilling creatures are entitled to a saving throw vs. spell.

A small vial of the essence of the appropriate type of elemental is required to cast the spell; this must either be researched and distilled as a potion or bargained for with the genies.

Notes: Common in Arabian settings; very rare elsewhere, but most likely in the hands of Elemental mages.

Sources: Wizard's Spell Compendium

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