Tempest FormFocus 6
Source Pathfinder Advanced Player's Guide
Cast (somatic, verbal)
Duration sustained up to 1 minute
Your body becomes fluid to better suit your surroundings.
When you cast this spell, choose whether to become air, water, or mist. The spell gains the air trait if you choose air or mist, and the water trait if you choose water or mist.
You become amorphous, as does your armor. You lose any item bonus to AC and use your proficiency bonus for unarmored defense to determine your AC. You also gain resistance 10 to physical damage and become immune to precision damage. You can slip through tiny cracks and don't need to breathe. You can't cast spells, activate items, or use actions that have the attack or manipulate trait, except those granted by this spell. You also gain the following effects based on your form.
- Air
- You gain a Fly Speed of 20 feet and become Invisible while you are in the air.
- You can create the effects of a Gust of Wind from your space as a 2-action activity, which has the manipulate trait.
- Mist
- You gain a Fly Speed of 20 feet, and it becomes hard to see through you.
- Any creature on one side of your space who is targeted by a creature on the opposite side is Concealed to the targeting creature.
- Water
- You gain a Swim Speed of 20 feet and become Invisible while you are in the water.
- You can electrically charge yourself by taking a single action, which has the manipulate trait. If you do, you are no longer Invisible in the water due to electricity indicating your location, but any creature that makes a melee attack against you takes 1d6 electricity damage; this is cumulative with the damage from your major curse in situations where both apply.
Heightened (+2) Increase the resistance by 5 and the electricity damage from the charged water form by 1.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
TransmutationEffects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.
CurseboundSpells with this trait increase the severity of your oracular curse when cast. Usually, only revelation spells have this trait. You can't cast a cursebound spell if you don't have an oracular curse.
OracleThis indicates abilities from the oracle class.
PolymorphThese effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph 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 specifically 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, but rather just a generic creature of a general type or ancestry. 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.