You transform into an elemental of challenge rating 2 or lower. The transformation lasts for the duration, or until you drop to 0 hit points or die.
Your game statistics are replaced by the statistics of the chosen elemental, except you retain your alignment, personality, and spellcasting ability, if any, which uses your previous saving throw DC and spell attack bonus. You continue to benefit from only those class abilities, feats, or equipment that affect your spellcasting. Your gear melds into the new form. You can’t activate, use, wield, or otherwise benefit from any of your other equipment.
You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
* - (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
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