All Spells | Mythic | Custom Search | Definitions

Adept | Alchemist | Antipaladin | Arcanist | Bard | Bloodrager | Cleric | Druid | Hunter | Inquisitor | Investigator | Magus | Medium | Mesmerist | Occultist | Oracle | Paladin | Psychic | Ranger | Red Mantis Assassin | Sahir-Afiyun | Shaman | Skald | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Warpriest | Witch | Wizard

Occult Rituals


Elemental Body I

Source PRPG Core Rulebook pg. 275
School transmutation (polymorph); Level alchemist 4, arcanist 4, bloodrager 4, investigator 4, magus 4, redmantisassassin 4, sorcerer 4, wizard 4

Casting

Casting Time 1 standard action
Components V, S, M (the element you plan to assume)

Effect

Range personal
Target you
Duration 1 min./level

Description

When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.

Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.

Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

Mythic Elemental Body I

Source Mythic Adventures pg. 92
Each mythic elemental body spell must be learned individually, and you must know the respective non-mythic elemental body spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic elemental body spell before you learn a higher-level one (for example, you can learn mythic elemental body II if you know elemental body II, even if you don’t know mythic elemental body I). Each mythic elemental body spell adds the following benefits to its respective non-mythic version. The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). There is a 50% chance any critical hit or sneak attack against you is treated as a normal hit, as if you were wearing medium fortification armor.

Augmented (3rd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. You can also, a number of times equal to your tier, add half your tier to the DC of one spell you cast with an energy descriptor that matches your elemental type (air: electricity, earth: acid, fire: fire, water: cold).

Elemental Body II

Source PRPG Core Rulebook pg. 276
School transmutation (polymorph); Level alchemist 5, arcanist 5, investigator 5, magus 5, sorcerer 5, wizard 5

Casting

Casting Time 1 standard action
Components V, S, M (the element you plan to assume)

Effect

Range personal
Target you
Duration 1 min./level

Description

This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.

Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.

Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.

Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.

Mythic Elemental Body II

Source Mythic Adventures pg. 92
Each mythic elemental body spell must be learned individually, and you must know the respective non-mythic elemental body spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic elemental body spell before you learn a higher-level one (for example, you can learn mythic elemental body II if you know elemental body II, even if you don’t know mythic elemental body I). Each mythic elemental body spell adds the following benefits to its respective non-mythic version. The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). There is a 50% chance any critical hit or sneak attack against you is treated as a normal hit, as if you were wearing medium fortification armor.

Augmented (3rd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. You can also, a number of times equal to your tier, add half your tier to the DC of one spell you cast with an energy descriptor that matches your elemental type (air: electricity, earth: acid, fire: fire, water: cold).

Elemental Body III

Source PRPG Core Rulebook pg. 276
School transmutation (polymorph); Level alchemist 6, arcanist 6, investigator 6, magus 6, sorcerer 6, wizard 6

Casting

Casting Time 1 standard action
Components V, S, M (the element you plan to assume)

Effect

Range personal
Target you
Duration 1 min./level

Description

This spell functions as elemental body II, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.

Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.

Earth elemental: As elemental body I except that you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.

Water elemental: As elemental body I except that you gain a +2 size bonus to your Strength, a –2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.

Mythic Elemental Body III

Source Mythic Adventures pg. 92
Each mythic elemental body spell must be learned individually, and you must know the respective non-mythic elemental body spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic elemental body spell before you learn a higher-level one (for example, you can learn mythic elemental body II if you know elemental body II, even if you don’t know mythic elemental body I). Each mythic elemental body spell adds the following benefits to its respective non-mythic version. The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). There is a 50% chance any critical hit or sneak attack against you is treated as a normal hit, as if you were wearing medium fortification armor.

Augmented (3rd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. You can also, a number of times equal to your tier, add half your tier to the DC of one spell you cast with an energy descriptor that matches your elemental type (air: electricity, earth: acid, fire: fire, water: cold).

Elemental Body IV

Source PRPG Core Rulebook pg. 277
School transmutation (polymorph); Level arcanist 7, sorcerer 7, wizard 7

Casting

Casting Time 1 standard action
Components V, S, M (the element you plan to assume)

Effect

Range personal
Target you
Duration 1 min./level

Description

This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.

Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).

Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.

Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a –2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

Mythic Elemental Body IV

Source Mythic Adventures pg. 92
Each mythic elemental body spell must be learned individually, and you must know the respective non-mythic elemental body spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic elemental body spell before you learn a higher-level one (for example, you can learn mythic elemental body II if you know elemental body II, even if you don’t know mythic elemental body I). Each mythic elemental body spell adds the following benefits to its respective non-mythic version. The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). There is a 50% chance any critical hit or sneak attack against you is treated as a normal hit, as if you were wearing medium fortification armor.

Augmented (3rd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. You can also, a number of times equal to your tier, add half your tier to the DC of one spell you cast with an energy descriptor that matches your elemental type (air: electricity, earth: acid, fire: fire, water: cold).