Element EmbodiedSpell 10
Source Pathfinder Impossible Magic
Traditions Primal
Cast

Duration 1 minute
Drawing upon the elemental plane, you transform into a spectacular elemental. You can choose between an air elemental, earth elemental, fire elemental, metal elemental, water elemental, or wood 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 Strike with. You're trained with them. Your attack modifier is +34, and your damage bonus is +15. These attacks are Dexterity based if you choose an air, fire, or metal elemental, or Strength based if you choose an earth, water, or wood 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, fire, or metal elemental, or Athletics modifier of +36 for earth, water, or wood elemental, unless your own modifier is higher.
You also gain specific abilities based on the type of elemental you choose:
Air Elemental Speed fly 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 1 gust (reach 25 feet), Damage 3d12 bludgeoning plus Push 10 feet
Ranged 1 lightning lash (range increment 80 feet), Damage 3d10 electricity.
Earth Elemental Speed 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 1 fist (reach 25 feet), Damage 3d12 bludgeoning
Ranged 1 rock (range increment 40 feet), Damage 3d8 bludgeoning.
Fire Elemental Speed 50 feet; immunity to fire; weakness 10 to cold
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 1 tendril (reach 25 feet), Damage 3d10 fire plus 2d6 persistent fire
Ranged 1 fire mote (range increment 60 feet), Damage 3d8 fire.
Metal Elemental Speed 40 feet, fly 40 feet; resistance 10 to electricity
Arcing Electricity (aura, electricity, metal) 30 feet. A creature that enters the aura or starts its turn in the aura takes 2d12 electricity damage with a basic Reflex save against your spell DC; a creature made of metal, with the metal trait, or wearing metal armor takes a –1 circumstance penalty on this save. A creature can take damage from the aura only once per round
Melee 1 blade (reach 25 feet, versatile S), Damage 3d12 piercing
Ranged 1 metal shard (range increment 40 feet, versatile S), Damage 3d8 piercing.
Water Elemental Speed 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 1 wave (reach 25 feet), Damage 3d12 bludgeoning plus Push or Pull 10 feet (Monster Core 359)
Ranged 1 water spout (range increment 60 feet), Damage 3d8 bludgeoning.
Wood Elemental Speed 30 feet, climb 35 feet; resistance 5 to physical; weakness 10 to axes
Lush Growth (aura, wood) 30 feet. Ground in the area is difficult terrain, and any time a creature in the area regains HP from a healing vitality effect, the aura grants a +5 status bonus to the healing
Woody Toughness You gain 40 temporary Hit Points when you choose this form instead of 30
Melee 1 branch (reach 25 feet), Damage 3d10 bludgeoning
Ranged 1 seed (range increment 40 feet), Damage 3d8 bludgeoning.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
PolymorphThese effects completely transform the target into a new form. A target can't be under the effect of more than one polymorph at a time. If it comes under the effect of another, the second effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. You lose your Speeds and gain those of the battle form. If a polymorph effect causes you to increase in size, you must have space to expand into or the effect is disrupted.