Pathfinder Codex

Mythic Elemental Body IV Mythic

Transmutation ( Polymorph)

Available to

Classes Arcanist 7, Sorcerer 7, Wizard 7
Domains Air 7 (air only) , Earth 7 (earth only) , Fire 7 (fire only) , Water 7 (water only)
Casting Time
1 standard action
Components
V, S, M (the element you plan to assume)
Range
personal
Target
you
Duration
1 min./level
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 variant: 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).

Variants