Elemental Mastery

School transmutation [see text]; Level bloodrager 4, druid 4, magus 4, ranger 4, sorcerer/wizard 4

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range personal
Target you
Duration 1 minute/level

DESCRIPTION

You gain mastery over the element matching the elemental essence in your blood (fire for ifrits, earth for oreads, air for sylphs, and water for undines). If you are a suli, you can choose any one of the four options as you cast this spell, but the duration is reduced to 1 round per level. Your mastery gives you an insight bonus to your speed or a new movement mode, depending on the element you master, and grants one additional benefit. This spell’s descriptor matches the chosen element.

Element (Race) Movement Benefit
Air (suli, sylph) Fly 30 ft. (average) +1 circumstance bonus on attack rolls when both you and your foe are airborne.
Earth (oread, suli) Burrow 15 ft. +1 circumstance bonus on attack rolls when both you and your foe are touching the ground.
Fire (ifrit, suli) +20 ft. to all speeds +1 circumstance bonus on attack rolls when your foe is on fire.
Water (suli, undine) +30 ft. swim +1 circumstance bonus on attack rolls when both you and your foe are touching water.
Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Races © 2015, Paizo Inc.; Authors: Ross Byers, John Compton, Adam Daigle, Crystal Frasier, Matthew Goodall, Alex Greenshields, James Jacobs, Amanda Hamon Kunz, Ron Lundeen, Rob McCreary, Jessica Price, David N. Ross, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Jerome Virnich.

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