Elemental Spell (Magic)

You shift what kind of damage your spell deals, harming your foes and bypassing their resistances.

Prerequisite(s): 5 Ranks in Spellcraft

Benefit(s): You can shift your spell's damage to an alternate energy type as listed below. The harder to resist the energy type is, the costlier the spell. Spells made of the Slashing, Piercing, or Bludgeoning elements are subject to DR.

Spells which originally start with different element types (example: a Fireball starts as Fire which is an Arcane element) cost 1 more MP when trying to change the element outside of the original type unless the chosen type is a Physical element. (The aforementioned Fireball cast as a Psychokinetic spell would cost 6 MP instead of 4 plus the original spell's cost of 1).

To make a spell Holy or Unholy, you must choose the type siding with your alignment. For neutral characters, they must choose between Holy or Unholy similar to a Neutral Priest, and stick with it.

Changing the element also changes the descriptor on a spell. If a spell lists (Fire) as an elemental descriptor and is changed to Psychokinetic damage, it attains the (Mind-Affecting) descriptor and loses the (Fire) one. The opposite would also be true.

(Divine) Element Type

Holy

Unholy

(Psychic) Element Type

Psychokinetic

Cost (in MP)

4

4

Cost (in MP)

4