Elemental Imbalance
(Alteration)(Elemental (All))

Range:  0
Components:  V, S, M
Duration:  2 rounds per level
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  Negates

The bodies of most creatures are composed of a mixture of all four elements (air, water, fire, and earth). With this spell, the caster creates a slight imbalance in the natural physical make up of the target by increasing the proportion of one element relative to the other three. For example, a priest of fire increases the amount of elemental fire in the target's body. Increasing the amount of elemental material has two effects.
First, the imbalance directly affects the target's abilities (statistics), strengthening some and weakening others. Specifically, four statistics are always affected:

	Element	Associated Statistics	Opposing Statistics
	Air	Wisdom, Dexterity	Strength, Constitution
	Fire	Dexterity, Strength	Constitution, Wisdom
	Earth	Strength, Constitution	Wisdom, Dexterity
	Water	Constitution, Wisdom	Dexterity, Strength

The caster improves each of the target's statistics associated with his element by 1 point per 3 levels of the caster (to a maximum of +6), and he weakens those statistics associated with the opposing element by 1 point per 3 levels. However, no ability can be reduced to 0 or increased beyond 24.
For example, Samantha, an 11th-level priest of the earth, casts elemental imbalance on Halminok whose original statistics are Strength 17; Dexterity 15; Constitution 15; Intelligence 10; Wisdom 10; and Charisma 11. Both Halminok's Strength and Constitution are increased by 3 points; his Dexterity and Wisdom are decreased by 3 points each. Thus, his statistics for the duration of the spell are Strength 20; Dexterity 12; Constitution 18; Intelligence 10; Wisdom 7; and Charisma 11. He enjoys all benefits (greater damage bonus, more hit points, etc.) and suffers all penalties (loss of Dexterity defensive adjustment, -1 magical defense adjustment, etc.) associated with his new statistics. When the spell ends, his statistics immediately return to normal, and thus his abilities return to normal (hit points gained as a result of increased Constitution are lost only if they exceed his normal limit).
The second effect of this spell is to provide modest protection against the element which has been increased. The target receives a +1 to Armour Class versus elementals from the protected plane and all saving throws against elemental-based attacks from this element. However, the target suffers a -1 to Armour Class versus elementals from the opposite plane and all saving throws against attacks from the opposing element. Thus, Halminok would save with a +1 against flesh to stone, but he would suffer a -1 penalty to his Armour Class in a battle against an air elemental. These bonuses are cumulative with non-magical bonuses (Dexterity reaction adjustment, for example) and with other magical protections (magical armour, for example).
This spell is traumatic for the target. At the end of the spell, he must make a system shock roll (using his normal Constitution). If he succeeds, nothing happens. If he fails, he instantly loses 4 HP per 3 levels of the caster (to a maximum of 24 HP) - that is 1 HP for each 3 levels of the caster for each ability modified. This loss is permanent and cannot be cured via natural means, nor do any of the usual curative spells (cure serious wounds, heal, regenerate, etc.) work. The damage can not be removed via remove curse or dispel magic. There are only two known means of restoring hit points lost in this manner: elemental bonding and wish. For the former to have the desired effect, the target must have been cured of all other wounds first (if not, elemental bonding will function normally, curing the existing wounds within three hit points of the post-drain level). In this case, the target is treated as if all damage was suffered from an elemental, and elemental bonding will restore drained hit points as per that spell.
An elemental priest can only increase the amount of elemental material from his plane of worship. A Dark Sun druid may only increase the elements associated with his guarded lands. For example, a druid who has access to the elemental spheres of fire and earth may increase the amount of either element. A templar may cast this spell in any form. The subject may be under the influence of only one elemental imbalance at a time; if he is the target of a second casting of this spell while the first is still in effect, both spells are instantly negated. If cast on an unwilling subject, the priest must succeed in touching the victim (make a successful attack roll). The victim is allowed a saving throw only if he is currently under the influence of an elemental imbalance spell or if he is currently protected against the element (for example, wearing a ring of fire resistance). In either case, the target is considered to be the target of an elemental attack and all normal rules apply (with respect to saving throw bonuses, for example).
This spell has no effect on beings native to the inner planes, nor does it affect undead. The material components are the caster's holy symbol and a small amount of the element to be increased.

