Primal Prepared Spells
Cantrips
Guidance◆ConcentrateYou ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw…
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Spell Effect: Guidance
Effect: Guidance Immunity
Healing Plaster◆EarthManipulateYou purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used i…
You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.
Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.
Read Aura1 minuteConcentrateDetectionManipulateYou focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is ma…
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Slashing Gust◆◆AirAttackConcentrateManipulateYou slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free,…
You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.
Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes (@item.level)d4[bleed] damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.
Critical Success The target takes double damage and 1d4 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.
Take Root◆ManipulatePlantWoodRoots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creat…
Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance bonus to their Fortitude DC against attempts to Shove them and a +1 circumstance bonus to their Reflex DC against attempts to Disarm or Trip them. This bonus also applies to saving throws against spells or effects that would attempt to remove a held item from their grasp.
Spell Effect: Take Root
Rank 1
Flourishing Flora◆◆ConcentrateManipulatePlantWoodPlants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant y…
Plants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.
• Cacti Piercing damage, and (@item.level) bleed damage on a critical failure.
• Flowers Poison damage, and Dazzled for 2 rounds on a critical failure.
• Fruits Bludgeoning damage, and Clumsy 1 for 2 rounds on a critical failure.
• Roots Bludgeoning damage, and the affected creatures fall Prone on a critical failure.
Heightened (+1) The damage increases by 1d4, and the persistent bleed damage from cacti increases by 1.
Heal◆–◆◆◆HealingManipulateVitalityYou channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. I…
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 (concentrate) You disperse vital energy in a type:emanation|distance:30. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Horizon Thunder Sphere2 to 2 roundsAttackConcentrateElectricityManipulateYou gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thun…
You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is Dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.
2 This spell has a range of 30 feet.
3 This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.
Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing (@item.rank*2)d6 electricity damage to all other creatures in a type:emanation|distance:10 around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing (@item.rank) electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.
Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.
Rank 2
Exploding Earth◆◆AttackConcentrateEarthManipulateYou throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the…
You throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the target's AC. If you hit, you deal 4d6 bludgeoning damage plus 1d6 bludgeoning splash damage. On a critical hit, double the initial damage, but not the splash damage, and the target you hit must succeed at a Fortitude saving throw or fall Prone.
Heightened (+2) The damage increases by 2d6, and the splash damage increases by 1d6.
Horizon Thunder Sphere2 to 2 roundsAttackConcentrateElectricityManipulateYou gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thun…
You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is Dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.
2 This spell has a range of 30 feet.
3 This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.
Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing (@item.rank*2)d6 electricity damage to all other creatures in a type:emanation|distance:10 around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing (@item.rank) electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.
Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.
Heal◆–◆◆◆HealingManipulateVitalityYou channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. I…
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 (concentrate) You disperse vital energy in a type:emanation|distance:30. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Rank 3
Cleanse Affliction◆◆ConcentrateHealingManipulateGentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse,…
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it's completely cured. Although the reduction can't occur again, heightened versions of this spell attempt to counteract with each casting.
Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Moonlight Ray◆◆AttackColdConcentrateHolyLightManipulateYou unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target has the unholy trai…
You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target has the unholy trait, you deal an extra 5d6 spirit damage.
Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like.
Critical Success The target takes double cold damage, as well as double spirit damage if a fiend or undead.
Success The target takes full damage.
If the light passes through an area of magical darkness or targets a creature affected by magical darkness, moonlight ray attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.
Heightened (+1) The cold damage increases by 2d6, and the spirit damage against fiends and undead increases by 2d6.
Heal◆–◆◆◆HealingManipulateVitalityYou channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. I…
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 (concentrate) You disperse vital energy in a type:emanation|distance:30. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Rank 4
Cloak of Light◆◆ConcentrateHealingLightManipulateVitalityYou surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim lig…
You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. Living creatures that begin their turn adjacent to you recover 4d6 Hit Points. Undead creatures that begin their turn adjacent to you take 4d6 vitality damage (basic Fortitude save).
Heightened (+2) The healing increases by 2d6, and the damage to undead increases by 2d6.
Elemental Gift◆◆ConcentrateManipulateAn elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibil…
An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element.
• Air The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus.
• Earth While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it Prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement.
• Fire The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit.
• Metal The target's Strikes using a metal weapon or an unarmed attack deal an additional 1d4 electricity damage on a hit and get a +1 status bonus to the attack roll if the target is made of metal or wearing metal armor.
• Water The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.
• Wood The target gains a number of temporary Hit Points equal to the spell's rank, then gains half that number of temporary HP at the start of each of its turns.
Spell Effect: Elemental Gift
Heightened (8th) You can target up to 5 willing creatures.
All 17 spells in this entry
Healing Plaster◆EarthManipulateYou purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used i…
You purify some dirt or mud into a pliable, claylike plaster that can aid in clotting and healing. This restorative substance can be used in lieu of healer's tools for Medicine checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.
Heightened (3rd) The plaster grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.
Slashing Gust◆◆AirAttackConcentrateManipulateYou slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free,…
You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.
Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes (@item.level)d4[bleed] damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.
Critical Success The target takes double damage and 1d4 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.
Guidance◆ConcentrateYou ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw…
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Spell Effect: Guidance
Effect: Guidance Immunity
Read Aura1 minuteConcentrateDetectionManipulateYou focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is ma…
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect's rank is lower than the rank of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Take Root◆ManipulatePlantWoodRoots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creat…
Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance bonus to their Fortitude DC against attempts to Shove them and a +1 circumstance bonus to their Reflex DC against attempts to Disarm or Trip them. This bonus also applies to saving throws against spells or effects that would attempt to remove a held item from their grasp.
Spell Effect: Take Root
Clear Mind◆◆ConcentrateHealingManipulateMentalYou drive mental contamination from the target's mind. Attempt to counteract an effect of your choice imposing one of these conditions on t…
You drive mental contamination from the target's mind. Attempt to counteract an effect of your choice imposing one of these conditions on the target: Fleeing, Frightened, and Stupefied. If you failed to counteract the effect but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed. This spell can't counteract or suppress conditions that are part of curses, diseases, or a natural state of the target.
Heightened (4th) Add Confused, Controlled, and Slowed to the list of conditions.
Heightened (6th) Add Doomed to the list of conditions.
Heightened (8th) Add Stunned to the list of conditions.
Horizon Thunder Sphere2 to 2 roundsAttackConcentrateElectricityManipulateYou gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thun…
You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is Dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.
2 This spell has a range of 30 feet.
3 This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.
Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing (@item.rank*2)d6 electricity damage to all other creatures in a type:emanation|distance:10 around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing (@item.rank) electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.
Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.
Flourishing Flora◆◆ConcentrateManipulatePlantWoodPlants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant y…
Plants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.
• Cacti Piercing damage, and (@item.level) bleed damage on a critical failure.
• Flowers Poison damage, and Dazzled for 2 rounds on a critical failure.
• Fruits Bludgeoning damage, and Clumsy 1 for 2 rounds on a critical failure.
• Roots Bludgeoning damage, and the affected creatures fall Prone on a critical failure.
Heightened (+1) The damage increases by 1d4, and the persistent bleed damage from cacti increases by 1.
Heal◆–◆◆◆HealingManipulateVitalityYou channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. I…
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 (concentrate) You disperse vital energy in a type:emanation|distance:30. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Invisibility◆◆IllusionManipulateSubtleIllusions bend light around the target, rendering it Invisible. This makes it Undetected to all creatures, though the creatures can attempt…
Illusions bend light around the target, rendering it Invisible. This makes it Undetected to all creatures, though the creatures can attempt to find the target, making it Hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.
Heightened (4th) The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.
Exploding Earth◆◆AttackConcentrateEarthManipulateYou throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the…
You throw a hard-packed ball of earth and stone at a creature, and the projectile explodes upon impact. Attempt a spell attack against the target's AC. If you hit, you deal 4d6 bludgeoning damage plus 1d6 bludgeoning splash damage. On a critical hit, double the initial damage, but not the splash damage, and the target you hit must succeed at a Fortitude saving throw or fall Prone.
Heightened (+2) The damage increases by 2d6, and the splash damage increases by 1d6.
Moonlight Ray◆◆AttackColdConcentrateHolyLightManipulateYou unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target has the unholy trai…
You unleash a holy beam of freezing moonlight. Make a ranged spell attack. The ray deals 5d6 cold damage; if the target has the unholy trait, you deal an extra 5d6 spirit damage.
Moonlight ray's cold damage is silver damage for the purposes of weaknesses, resistances, and the like.
Critical Success The target takes double cold damage, as well as double spirit damage if a fiend or undead.
Success The target takes full damage.
If the light passes through an area of magical darkness or targets a creature affected by magical darkness, moonlight ray attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.
Heightened (+1) The cold damage increases by 2d6, and the spirit damage against fiends and undead increases by 2d6.
Soothing Blossoms◆◆ConcentrateManipulatePlantWoodBlossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area roll…
Blossoms grow from the ground in a small area, soothing away afflictions and persistent pains and harm. When any creature in that area rolls a successful save against a poison or disease effect, it gets a critical success instead. The blossoms grant assisted recovery to everyone in the area to end their persistent damage, both when the spell is cast and at the start of each of your turns. Once the duration ends, the flowers lose their magical effect, but a few of them might survive in the area as long as they can naturally. This spell doesn't give a benefit on a save against an affliction unless the stage lasts 10 minutes or less.
Spell Effect: Soothing Blossoms
Cleanse Affliction◆◆ConcentrateHealingManipulateGentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse,…
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it's completely cured. Although the reduction can't occur again, heightened versions of this spell attempt to counteract with each casting.
Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Earthbind◆◆ConcentrateEarthManipulateUsing the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safel…
Using the weight of earth, you hamper a target's flight, with effects based on its Fortitude save. If the creature reaches the ground safely, it doesn't take falling damage.
Critical Success The target is unaffected.
Success The target falls safely up to 120 feet.
Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.
Critical Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.
Cloak of Light◆◆ConcentrateHealingLightManipulateVitalityYou surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim lig…
You surround yourself in holy light that restores the living and rebuffs undead. You glow with bright light in a 30-foot radius and dim light to the next 30 feet. Living creatures that begin their turn adjacent to you recover 4d6 Hit Points. Undead creatures that begin their turn adjacent to you take 4d6 vitality damage (basic Fortitude save).
Heightened (+2) The healing increases by 2d6, and the damage to undead increases by 2d6.
Elemental Gift◆◆ConcentrateManipulateAn elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibil…
An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element.
• Air The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus.
• Earth While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it Prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement.
• Fire The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit.
• Metal The target's Strikes using a metal weapon or an unarmed attack deal an additional 1d4 electricity damage on a hit and get a +1 status bonus to the attack roll if the target is made of metal or wearing metal armor.
• Water The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.
• Wood The target gains a number of temporary Hit Points equal to the spell's rank, then gains half that number of temporary HP at the start of each of its turns.
Spell Effect: Elemental Gift
Heightened (8th) You can target up to 5 willing creatures.