Elemental Join
(Alteration, Elemental, Enchantment/Charm)

Range:  5 yards per level
Components:  V, S
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  One elemental
Saving Throw:  Special

With this spell, the wizard physically joins his body with an elemental. A saving throw is possible only if the elemental is not one the wizard has conjured. Once the wizard's body has joined with the elemental, the wizard can use all the abilities of the elemental's body as his own, including Hit Dice, THAC0, damage, movement and invulnerability to non-magic weapons. However, as the wizard's body and any equipment on it are transformed into the appropriate element and joined with the elemental's body, this equipment cannot be used in any way while inside the elemental's body. The only spells that can be cast are those not requiring material components (those components are stuck inside the elemental's body), and even then the elemental must be able to speak (I don't think most can).
The wizard may end the spell at any time. The wizard's body appears anywhere within 10 feet of the elemental. If the elemental is one the wizard has conjured, he may dismiss it at the same time; if not, the elemental is likely to be furious, so the wise wizard will be cautious. Note that both caster and elemental will be confused and disoriented (no action) for 1 round after the separation. The maximum duration in any case is 1 turn per level of the caster.
There are several important things to note about this spell. First, if the elemental's body is slain with the wizard inside, the wizard dies. Second, if the spellcaster is attempting to take over an elemental conjured by another wizard, the elemental gets the saving throw of its conjuring wizard or its own (whichever is better); in either case, there is a +2 bonus (representing the prior claim of control by the conjurer). Third, the new body takes some getting used to; the caster is at -2 to-hit for the first 2 strikes he takes against an opponent.

