Elemental Form
- SchoolAlteration, Province: Flame, Sand, Sea, Wind (Air, Earth, Fire, Water)
- ComponentsV, S, M
- RangeTouch
- AreaCreature touched
- Casting time4
- Duration1 turn +1 turn/level
- SaveNeg.
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