Element Embodied.json 10 KB

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  1. {
  2. "actions": "Two Actions",
  3. "bloodline_markdown": "",
  4. "breadcrumbs_spa": [],
  5. "category": "spell",
  6. "component": [
  7. "somatic",
  8. "verbal"
  9. ],
  10. "deity_markdown": "",
  11. "domain_markdown": "",
  12. "duration": 60,
  13. "duration_raw": "1 minute",
  14. "exclude_from_search": false,
  15. "heighten_level": [
  16. 10
  17. ],
  18. "id": "spell-900",
  19. "level": 10,
  20. "lesson_markdown": "",
  21. "markdown": "<title level=\"1\" right=\"Spell 10\" pfs=\"Standard\">[Element Embodied](/Spells.aspx?ID=900)</title>\n\n<traits>\r\n<trait label=\"Polymorph\" url=\"/Traits.aspx?ID=127\" />\r\n<trait label=\"Transmutation\" url=\"/Traits.aspx?ID=157\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\n\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 101 <sup>1.1</sup></row>\n\n**Tradition**\r\n[Primal](/SpellLists.aspx?Tradition=4)\r\n\r\n**Spell Lists**\r\n[Elemental](/SpellLists.aspx?Tradition=5)\n\n<row gap=\"medium\">\r\n\r\n<row gap=\"tiny\">\r\n<row>**Cast**</row>\r\n<row><actions string=\"Two Actions\" /></row>\r\n<row>[somatic](/Rules.aspx?ID=283), [verbal](/Rules.aspx?ID=284)</row>\r\n</row>\n\n</row>\r\n\r\n<row gap=\"medium\">\n\n</row>\r\n\r\n<row gap=\"medium\">\n\n**Duration** 1 minute\r\n</row>\r\n\r\n</column>\r\n\r\n---\r\n\r\nDrawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the [elemental](/Traits.aspx?ID=57) trait and the trait for the element you choose. You can Dismiss the spell.\n\n You gain the following statistics and abilities regardless of which battle form you choose: \n<ul><li>AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.</li><li>30 temporary Hit Points.</li><li>[Darkvision](/Rules.aspx?ID=415).</li><li>One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the [enfeebled](/Conditions.aspx?ID=13) and [clumsy](/Conditions.aspx?ID=3) conditions, for example). If your [unarmed](/Traits.aspx?ID=199) attack modifier is higher, you can use it instead.</li><li>[Acrobatics](/Skills.aspx?ID=1) modifier of +36 for air or fire elemental or [Athletics](/Skills.aspx?ID=3) modifier of +36 for earth or water elemental, unless your own modifier is higher.</li></ul> You also gain specific abilities based on the type of elemental you choose:\n\n- **Air Elemental** fly Speed 80 feet; **High Winds** ([air](/Traits.aspx?ID=5), [aura](/Traits.aspx?ID=206)) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the [air](/Traits.aspx?ID=5) trait; **Swiftness** Your movement doesn't trigger reactions; **Melee** <actions string=\"Single Action\" /> gust (reach 25 feet), **Damage** 3d12+11 bludgeoning plus [Push](/MonsterAbilities.aspx?ID=25) 10 feet; **Ranged** <actions string=\"Single Action\" /> lightning lash ([range increment 80 feet](/Traits.aspx?ID=248)), **Damage** 3d12+4 electricity.\r\n- **Earth Elemental** 30 feet, burrow 20 feet; resistance 5 to physical; **Spike Stones** ([aura](/Traits.aspx?ID=206), [earth](/Traits.aspx?ID=55)) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the [earth](/Traits.aspx?ID=55) trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; **Rocky Toughness** You gain 40 temporary Hit Points when you choose this form instead of 30; **Melee** <actions string=\"Single Action\" /> fist ([reach 25 feet](/Traits.aspx?ID=192)), **Damage** 3d12+15 bludgeoning; **Ranged** <actions string=\"Single Action\" /> rock ([range increment 40 feet](/Traits.aspx?ID=248)), **Damage** 4d8+6 bludgeoning.\r\n- **Fire Elemental** 50 feet; immunity to [fire](/Traits.aspx?ID=72); weakness to [cold](/Traits.aspx?ID=27) 10; **Intense Heat** ([aura](/Traits.aspx?ID=206), [fire](/Traits.aspx?ID=72)) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a [basic](/Rules.aspx?ID=329) Reflex save against your spell DC. A creature can take damage from the aura only once per round; **Melee** <actions string=\"Single Action\" /> tendril ([reach 25 feet](/Traits.aspx?ID=192)), **Damage** 3d10+12 fire plus 2d6 [persistent fire](/Conditions.aspx?ID=29); **Ranged** <actions string=\"Single Action\" /> fire mote ([range increment 60 feet](/Traits.aspx?ID=248)), **Damage** 4d8+6 bludgeoning.\r\n- **Water Elemental** 40 feet, swim 80 feet; resistance 10 to [fire](/Traits.aspx?ID=72); **Vortex** ([aura](/Traits.aspx?ID=206), [water](/Traits.aspx?ID=165)) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for [Swimming](/Actions.aspx?ID=39) creatures that don't have the [water](/Traits.aspx?ID=165) trait; **Melee** <actions string=\"Single Action\" /> wave ([reach 25 feet](/Traits.aspx?ID=192)), **Damage** 3d12+18 bludgeoning plus [Push](/MonsterAbilities.aspx?ID=25) or Pull 10 feet; **Ranged** <actions string=\"Single Action\" /> water spout ([range increment 60 feet](/Traits.aspx?ID=248)), **Damage** 4d8+6 bludgeoning.",
  22. "mystery_markdown": "",
  23. "name": "Element Embodied",
  24. "patron_theme_markdown": "",
  25. "pfs": "Standard",
  26. "rarity": "common",
  27. "release_date": "2021-09-01",
  28. "resistance": {},
  29. "school": "transmutation",
  30. "search_markdown": "<traits>\r\n<trait label=\"Polymorph\" url=\"/Traits.aspx?ID=127\" />\r\n<trait label=\"Transmutation\" url=\"/Traits.aspx?ID=157\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 101 <sup>1.1</sup></row>\r\n\r\n**Tradition**\r\n[Primal](/SpellLists.aspx?Tradition=4)\r\n\r\n**Spell Lists**\r\n[Elemental](/SpellLists.aspx?Tradition=5)\n\n<row gap=\"medium\">\r\n\r\n<row gap=\"tiny\">\r\n<row>**Cast**</row>\r\n<row><actions string=\"Two Actions\" /></row>\r\n<row>[somatic](/Rules.aspx?ID=283), [verbal](/Rules.aspx?ID=284)</row>\r\n</row>\r\n\r\n \r\n\r\n \r\n</row>\r\n\r\n<row gap=\"medium\">\r\n \r\n\r\n \r\n\r\n \r\n</row>\r\n\r\n<row gap=\"medium\">\r\n \r\n\r\n**Duration** 1 minute\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nTurn into a massive elemental.\r\n</summary>",
  31. "source": [
  32. "Secrets of Magic"
  33. ],
  34. "source_raw": [
  35. "Secrets of Magic pg. 101"
  36. ],
  37. "source_category": "Rulebooks",
  38. "source_markdown": "<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 101 <sup>1.1</sup></row>",
  39. "speed": {},
  40. "summary": "Turn into a massive elemental.",
  41. "summary_markdown": "Turn into a massive elemental.",
  42. "text": " Element Embodied Source Secrets of Magic pg. 101 1.1 Tradition Primal Spell Lists Elemental Cast Two Actions somatic, verbal Duration 1 minute --- Drawing upon the deepest wells of magic in an elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, or water elemental. Your battle form is Gargantuan, and you must have enough space to expand into or the spell is lost. While in this form, you gain the elemental trait and the trait for the element you choose. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: AC = 25 + your level. Ignore your armor's check penalty and Speed reduction. 30 temporary Hit Points. Darkvision. One or more attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Dexterity based if you choose an air or fire elemental, or Strength based if you choose an earth or water elemental. (This distinction doesn't change the statistics, but matters for the enfeebled and clumsy conditions, for example). If your unarmed attack modifier is higher, you can use it instead. Acrobatics modifier of +36 for air or fire elemental or Athletics modifier of +36 for earth or water elemental, unless your own modifier is higher. You also gain specific abilities based on the type of elemental you choose: - Air Elemental fly Speed 80 feet; High Winds (air, aura) 30 feet. Air within the emanation is difficult terrain for flying creatures that don't have the air trait; Swiftness Your movement doesn't trigger reactions; Melee Single Action gust (reach 25 feet), Damage 3d12+11 bludgeoning plus Push 10 feet; Ranged Single Action lightning lash (range increment 80 feet), Damage 3d12+4 electricity. - Earth Elemental 30 feet, burrow 20 feet; resistance 5 to physical; Spike Stones (aura, earth) 30 feet. The area is difficult terrain and hazardous terrain. A creature without the earth trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; Rocky Toughness You gain 40 temporary Hit Points when you choose this form instead of 30; Melee Single Action fist (reach 25 feet), Damage 3d12+15 bludgeoning; Ranged Single Action rock (range increment 40 feet), Damage 4d8+6 bludgeoning. - Fire Elemental 50 feet; immunity to fire; weakness to cold 10; Intense Heat (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes 5d6 fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; Melee Single Action tendril (reach 25 feet), Damage 3d10+12 fire plus 2d6 persistent fire; Ranged Single Action fire mote (range increment 60 feet), Damage 4d8+6 bludgeoning. - Water Elemental 40 feet, swim 80 feet; resistance 10 to fire; Vortex (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is difficult terrain for Swimming creatures that don't have the water trait; Melee Single Action wave (reach 25 feet), Damage 3d12+18 bludgeoning plus Push or Pull 10 feet; Ranged Single Action water spout (range increment 60 feet), Damage 4d8+6 bludgeoning.",
  43. "tradition": [
  44. "Primal",
  45. "Elemental"
  46. ],
  47. "tradition_markdown": "[Primal](/SpellLists.aspx?Tradition=4), [Elemental](/SpellLists.aspx?Tradition=5)",
  48. "trait": [
  49. "Polymorph",
  50. "Transmutation"
  51. ],
  52. "trait_markdown": "[Polymorph](/Traits.aspx?ID=127), [Transmutation](/Traits.aspx?ID=157)",
  53. "trait_raw": [
  54. "Polymorph",
  55. "Transmutation"
  56. ],
  57. "type": "Spell",
  58. "url": "/Spells.aspx?ID=900",
  59. "weakness": {}
  60. }