Welcome once again to another fantastic edition of Obscure Arcana, where we delight in providing you with spells of the highest quality. Today we’re talking about druid spells—not much more to say about it than that, so let’s get started.
With a touch, you pour your consciousness into a friendly animal, allowing you to control its faculties for a time. During this time, your life force occupies the host body, and the host's life force is transferred into your own body, which falls unconscious for the duration of this spell. You keep your Intelligence, Wisdom, Charisma scores, your class levels, base attack bonus, base saving throw bonuses, alignment, and mental abilities. The animal’s body retains its Strength, Dexterity, and Constitution scores, as well as its hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The animal's spells and spell-like abilities (if any) do not stay with the body. Additionally, while inhabiting the animal’s body, you may speak with animals of its kind in a fashion similar to a wizard’s familiar, and can also speak normally (provided that the target animal’s body is capable of vocalization).
As a swift action, you may return your life force to your body. If you do, the host creature’s life force returns to its body. When your life force reenters your body, you automatically awaken and the spell ends.
If the target’s body is slain, your consciousness dies with the body, and the animal’s mind lives on within your body indefinitely. Alternatively, if your body is destroyed while you are under the effects of this spell, the animal’s consciousness dies, and your mind remains in the animal’s body indefinitely.
Many druids forbid the use of this spell except in the most dire of circumstances. With a simple gesture, you grant the target the ability to speak and understand Druidic for the spell’s duration.
You infuse an elemental with magic power, making it a paragon of its type. Alternatively, this spell can affect characters who have assumed the form of an elemental (such as with the elemental shape spell) for as long as they remain within that form. The exact effects of this spell depend on the type of elemental creature affected, as indicated below.
Air elemental: Air elementals affected by this spell become more ethereal and insubstantial. For the spell’s duration, the target can choose to gain or lose the ethereal special quality as a swift action.
Earth elemental: Earth elementals affected by this spell become solid and difficult to damage. The target gains damage reduction equal to 1/4 its Hit Dice (minimum 1) and can pass through any type of mineral, including metal, when using its earth glide ability, however, doing so causes it to move at only 5 feet per round.
Fire elemental: Fire elementals affected by this spell radiate an aura of intense heat to a range of 10 feet. Whenever a creature enters the affected area or begins its turn within this area, it takes 1d6 points of fire damage per 4 Hit Dice the elemental possesses.
Water elemental: Water elementals affected by this spell become chilled to the core, causing their touch to drain the body heat from living creatures. The water elemental’s natural attacks deal an additional 1d6 points of cold damage for every 4 Hit Dice it possesses.
You form a special bond with the land, allowing you to move about more easily. For the spell’s duration, as long as you remain in the affected area, you can sense the presence of living creatures, speak with native animals, and find easy paths through what would otherwise be difficult terrain. This translates into a +4 bonus on initiative checks, a +2 insight bonus to AC and saving throws, the ability to speak with animals native to the area as though using the speak with animals spell, and the ability to move through difficult terrain within the spell’s area as though it were not difficult terrain.
This potent spell allows you to change the target’s form as often as you like for the spell’s duration. This spell functions as though it were the spell shapechange, except that you choose which form the target assumes, and may alter that creature’s form once per round as a swift action. Whenever you attempt to change the target’s form, he may attempt an additional Fortitude save (same DC) in order to remain in his current form, instead.