The Elementalist
A spritual successor to the Pathfinder Kineticist class.
Created by BACE.

Version 1.0.1
Changelog:
 + Changed "spell with the blast trait" to "blast spell." This wording is more in line with official material released by Paizo.

The Elementalist

Some people have a primal connection to the land so fundamental that they can call on its raw energies. Rather than casting spells that manipulate these powers, the Elementalist manipulates the power itself, using them for both defensive and devastating offensive effects. For some Elementalists, these powers are channeled through their life force, potentially taking a toll on their body over time.

Key Ability: Wisdom or Other

At 1st level, your class gives you an ability boost to Wisdom or an option from elementalist's wellspring.

Hit Points:

8 plus your Constitution modifier

Roleplaying the Elementalist

During Combat Encounters...

You blast your opponents from a distance, combining infusions with blasts to deal with different situations, and using your focus spells for more powerful effects.

During Social Encounters...

You embody aspects of the elements. You might have a quicker temper if you're particularly fond of fire, or you might be very contemplative and slow to act if earth is your element of choice.

While Exploring...

Your connection with nature is quite powerful, allowing you to navigate the wilderness with ease.

In Downtime...

You might hone your abilities or craft magic items to pair with them, or try to earn money by performing incredible displays with your elemental magic.

You Might...

  • Have passionate feelings about a variety of topics.
  • Value and respect nature and life.
  • Feel a special bond with the elements that make up this world.
  • Develop strong familial ties to those you travel with for long periods of time.

Others Probably...

  • View you as a representative of nature, or perhaps think you’re secretly some kind of elemental.
  • Assume you’re quick to anger and hard to please due to the incredible manifestations of energy you can create.
  • Marvel at your ability to create magic from thin air, and assume that you’re unpredictable.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. you are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

  • Expert in Fortitude
  • Trained in Reflex
  • Trained in Will

Skills

  • Trained in Nature
  • Trained in a number of additional skills equal to 3 plus your Intelligence modifier.

Attacks

  • Trained in simple weapons
  • Trained in unarmed attacks

Defenses

  • Trained in light armor
  • Trained in unarmored defense

Spells

  • Trained in primal spell attacks
  • Trained in primal spell DCs

                                     Elementalist v1.0.1

Table 1-1: Elementalist Advancement
Your Level Class Features
1 Ancestry and background, initial proficiencies, wellspring, elemental repertoire, elemental attunement, wild talent spells
2 Elementalist feat, skill feat
3 Elemental defenses, general feat, skill increase, lightning reflexes
4 Elementalist feat, skill feat
5 Ability boosts, ancestry feat, skill increase, expert spellcaster
6 Elementalist feat, skill feat
7 Elemental specialization, wellspring focus, general feat, skill increase
8 Elementalist feat, skill feat
9 Ancestry feat, juggernaut, specialized infusion, skill increase
10 Ability boosts, elementalist feat, skill feat
11 General feat, alertness, simple weapon expertise, skill increase
12 Elementalist feat, skill feat
13 Light armor expertise, ancestry feat, skill increase, master spellcaster
14 Elementalist feat, skill feat
15 Ability boosts, iron will, general feat, skill increase, wellspring perfection
16 Elementalist feat, skill feat
17 Ancestry feat, legendary spellcaster, greater juggernaut
18 Elementalist feat, skill feat
19 General feat, nature’s guidance, skill increase
20 Ability boosts, elementalist feat, skill feat

Class Features

You gain these abilities as an elementalist. Abilities gained at higher levels list the requisite levels next to the features' names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in Chapter 2 of the Pathfinder Core Rulebook.

Initial Proficiencies

At 1st level you gain a number of proficiencies, representing your basic training. These are noted at the start of this class.


Wellspring

As an elementalist, you select one wellspring at 1st level. This wellspring determines the source of your elemental power, and how you connect to the world. Your wellspring shapes your methods of using elemental abilities as well as how you control your power.

Conduit

You channel your power through your body, draining your own life force to empower your abilities. You gain the Conduit’s Burn feat, you ignore the penalty to spell attack rolls and DCs from the drained condition, and you can choose Constitution as your key ability score.

Empath

You have an innate connection with nature that goes beyond the link to your powers. You understand it, feel it, in a way nobody else can. You gain the Empath’s Compassion feat.

Naturalist

You have studied nature, and your understanding has taught you how to form a bond with it. Now that you have, you have an unparalleled level of control over the elements, allowing you to switch out your affinity daily. You gain the Naturalist’s Study feat. You can choose Intelligence as your key ability score.

Elemental Repertoire

As an elementalist, you gain access to a number of elements based on your wellspring. These elements are added to your repertoire, and can be attuned to as outlined in your Elemental Attunemt class feature. See Table 1-2: Elemental Abilities for the list of elements you can choose from.

.

Elemental Attunement

As an elementalist, you can be attuned to a number of elements at a given time based on your wellspring. While attuned to an element, you have access to all abilities of that element listed in Table 1-2: Elemental Abilities as long as you also have the required feat or feature.

Conduit

You are always attuned to all elements in your repertoire.

Empath

You can be attuned to one element at a given time.

Naturalist

You can be attuned to two elements at a given time.

Table 1-2: Elemental Abilities
Element Basic Blast Elemental Defense Elemental Assistance* Elemental Gambit* Specialized Infusion
Earth Rock Toss Geodermis Intercept Quake Bowling Infusion
Water Hydroblast Flowing Form Elemental Healer Drown Hydraulic Infusion
Fire Firebolt Burning Body From the Ashes Explode Exploding Infusion
Air Buffeting Gust Whipping Winds Intercept Wings of Wind Lifting Infusion
Sound Screech Constant Vibration Reverberate Whispers of the Damned Ringing Infusion
Electricity Blitz Magnetic Alignment Lightning Quickness Opportune Blast Chain Infusion
Acid Bubbling Splash Stinging Surface Stinging Strikes Dissolve Sickening Infusion
Cold Winter's Flurry Frostbite Aura Frozen Fortress Freeze in Place Immobilizing Infusion
Aether Force Blast Force Ward Elemental Healer Telekinetic Brawl Dragging Infusion
* Elemental Assistance and Elemental Gambits are obtainable only through elementalist feats.

Wild Talent Spells

You can call upon the land to cast special spells, called wild talents. Wild talent spells are primal spells, you can use the Cast a Spell activity to cast them, and you can supply material, somatic, and verbal components when casting spells. Wild talents are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to meditate, convene with nature, or otherwise center yourself in your environment.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Taking feats can give you more focus spells, and you can access more focus spells as you level up depending on your attuned elements. The full rules for focus spells appear on page 300.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack rolls and spell DCs use your Constitution, Wisdom, or Intelligence modifier, depending on your wellspring. Details on calculating these statistics appear on page 447.

You learn the Wild Retort wild talent spell, protecting you against elements you're familiar with.

Wild Talent Cantrips

Wild Talent cantrips are special wild talent spells that don’t cost Focus Points, so you can use them as often as you like. Generally, only feats can give you more wild talent cantrips. You have access to the Basic Blast wild talent cantrip for each element you’re attuned to.

Elementalist Feats (2nd)

At 2nd level and every 2 levels thereafter, you gain an elementalist class feat.

Skill Feats (2nd)

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Elemental Defenses (3rd)

Your elemental attunement grants you additional effects. When you make your daily preparations or whenever you spend 10 minutes refocusing, choose an Elemental Defense of an element you're attuned to. You gain that defense until the next time you spend 10 minutes refocusing. You can suppress these effects or stop suppressing them using a single concentrate action. While suppressed, you are not under the effects of your Elemental Defenses.

General Feats (3rd)

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5 of the Pathfinder Core Rulebook.

Skill Increases (3rd)

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Lightning Reflexes (3rd)

Your reflexes are lightning fast. Your proficiency rank in Reflex saves increases to expert.

Ability Boosts (5th)

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats (5th)

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available can be found in your ancestry’s entry in Chapter 2 of the Pathfinder Core Rulebook.

Expert Spellcaster (5th)

Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.

Elemental Specialization (7th)

You’ve learned how to inflict greater injuries with your blasts. You deal 2 additional damage with blasts in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Wellspring Focus (7th)

Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Increase the number of Focus Points in your focus pool by 1.

Juggernaut (9th)

Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Specialized Infusion (9th)

While attuned to an element, you gain access to that element’s Specialized Infusion (see Table 1-2: Elemental Abilities).

Alertness (11th)

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Simple Weapon Expertise (11th)

Training and magic have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Weapon Specialization (13th)

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Light Armor Expertise (13th)

You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.

Master Spellcaster (13th)

You’ve mastered your elemental bond. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.

Iron Will (15th)

Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.


Wellspring Perfection (15th)

Your connection to nature allows you to recover focus at incredible speeds. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1. Increase the number of Focus Points in your focus pool by 1.

Greater Juggernaut (17th)

You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you fail a Fortitude save against an effect that deals damage, you halve the damage you take.

Legendary Spellcaster (17th)

Your command of elemental magic is the stuff of legends. Your proficiency ranks for primal spell attack rolls and spell DCs increase to legendary.

Nature's Guidance (19th)

You are completely in tune with nature, and you allow it to guide your attacks. When you Cast your first blast of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.

Elementalist Feats

At every level that you gain an elementalist feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1st Level

Conduit's Burn [A][A]                Feat 1

| elementalist | concentrate |


  • Prerequisites conduit wellspring
  • Requirements your drained condition is less than your Constitution modifier

You channel your elemental abilities through your body, and in doing so, can push your body beyond its limits to empower your blasts. You Refocus. If you aren't drained, you get the drained 1 condition. If you are already drained, instead increase the value of your drained condition by 1.


Empath's Compassion [A][A]         Feat 1

| elementalist | concentrate |


  • Prerequisites empath wellspring
  • Frequency a number of times per day equal to your Wisdom modifier

Your connection with nature allows you to change your elemental attunement. An element you’re attuned to is no longer attuned. Choose an element in your elemental repertoire. That element is now attuned.

If you are under the effects of an Elemental Defense from an element you’re no longer attuned to afterwards, you stay under the effects of that defense until it ends or you spend 10 minutes Refocusing.


Naturalist's Study                    Feat 1

| elementalist | concentrate |


  • Prerequisites naturalist wellspring

You have long studied the bonds between creatures and nature. During your daily preparations, you choose two elements in your elemental repertoire. You are attuned to those elements until the next time you make your daily preparations.


Exploiting Infusion [A]              Feat 1

| elementalist | infusion | substance |

You use the latent elemental energies you’re familiar with to add a small bit of elemental damage. Choose an element in your repertoire (attuned or not). The next time you cast a blast spell before the end of your turn, you add damage equal to half your level (minimum 1) of a type corresponding to that element’s basic blast cantrip, and the blast gains the trait corresponding to that damage type.


2nd Level

Empowering Infusion [A]             Feat 2

| elementalist | infusion | substance |

You can make your blasts even more powerful. The next time you cast a blast spell before the end of your turn, that blast deals an additional die of damage. If the blast deals multiple damage types, you choose which type this extra damage deals. The extra damage increases to two dice at 10th level and three dice at 18th level.

Flurry of Blasts [A]                  Feat 2

| elementalist | flourish |

You can deliver blasts at a rapid pace. Cast two blast cantrips. If both hit the same creature and deal the same type of damage, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blasts only once per turn.

Conic Blast [A]                       Feat 2

| elementalist | infusion | form |

You shape your blast into a cone rather than a single-target attack. The next time you cast a blast spell before the end of your turn, you don’t roll an attack roll and the blast loses its range. Instead, it has an area of a 30-ft cone, and each creature in the area makes a basic Reflex save.

4th Level

Discover Weakness [A]               Feat 4

| elementalist | concentrate | secret |

With careful observation, you determine an enemy’s elemental weaknesses. The GM rolls a secret Recall Knowledge check on an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Discover Weakness for 1 day.


  • Critical Success The GM picks an element in your repertoire that the target has a weakness to, if any, and tells you that element. Then the GM does this for a resistance the target has.
  • Success The GM picks an element in your repertoire that the target has a weakness to, if any, and tells you that element.
  • Critical Failure The GM picks an element in your repertoire that the target doesn't have a weakness to, and tells you that it has a weakness to that element.

Elemental Barrier                   Feat 4

| elementalist |

You learn the Elemental Barrier wild talent spell, which allows you to create a wall of elemental energy.

Extending Infusion [A]              Feat 4

| elementalist | infusion |

You can extend the range of your blasts. Choose form or substance. This action gains that trait. The next time you cast a blast spell before the end of your turn, increase that spell’s range by 60 feet or its area by 10 feet.

Dazzling Display                     Feat 4

| elementalist|

You learn the Dazzling Display wild talent cantrip, which distracts your foes.

6th Level

Emanating Infusion [A]              Feat 6

| elementalist | infusion | form |

You cause elemental energy to emanate from you in all directions, rather than focusing it on a single target. The next time you cast a blast spell before the end of your turn, you don’t roll an attack roll and the blast loses its range. Instead, it has an area of a 10-ft emanation, and each creature in the area makes a basic reflex save.

Lingering Infusion [A]               Feat 6

| elementalist | infusion | substance |

You cause fragments of elemental matter or energy to surround the target, constantly dealing damage. The next time you cast a blast spell before the end of your turn, any creatures dealt damage by the attack must make a Fortitude save in order to determine the spell’s effect on that creature.


  • Critical Success The target is unaffected.
  • Success The target takes additional damage equal to half your level (minimum 1) of that blast’s damage type.
  • Failure The target takes persistent damage equal to half your level (minimum 1) of the blast’s damage type.
  • Critical Failure The target takes persistent damage equal to your level of the blast’s damage type.

Naturalist's Substitution           Feat 6

| elementalist |


  • Prerequisites naturalist wellspring
  • Frequency once per day

You can spend 10 minutes to become unattuned from an element you’re currently attuned to. If you do, choose an element in your repertoire and attune to it.


Expanded Element                    Feat 6

| elementalist |

You expand your influence over the elements, gaining extra elements depending on your wellspring.


  • Conduit wellspring You add an additional element to your repertoire. You are always attuned to that element in addition to other elements in your repertoire.
  • Empath wellspring You add an additional element to your repertoire, then choose an element in your repertoire and become attuned to it in addition to the element you're already attuned to. You can be attuned to up to two elements at a time instead of just one.
  • Naturalist wellspring You add two additional elements to your repertoire. You can be attuned to up to three elements at a time instead of just two, and you choose three elements to attune to during your daily preparations.

8th Level

Exploit Weakness [F]                 Feat 8

| elementalist |


  • Prerequisites Discover Weakness, empath wellspring
  • Trigger You gain knowledge from Discover Weakness

You quickly attune to an element to defeat your foe more quickly. You use Empath’s Compassion, but you must use it to attune to an elemental weakness you learned about from your Discover Weakness.

Bursting Infusion [A]                Feat 8

| elementalist | infusion | substance |

You empower your blast to explode with energy when it connects. The next time you cast a blast spell before the end of your turn, the infused blast deals splash damage equal to your key ability modifier of the same damage type the spell dealt. If the spell had an area, it deals additional damage equal to your key ability modifier instead of splash damage.

Elemental Assistance                Feat 8

| elementalist |

While attuned to an element, you can use that element’s Elemental Assistance ability (see Table 1-2: Elemental Abilities).

10th Level

Bolster Defenses                    Feat 10

| elementalist |

You learn the Bolster Defenses wild talent spell, which allows you to protect yourself in the heat of battle.

Ride the Blast                       Feat 10

| elementalist |

You learn the Ride the Blast wild talent spell, letting you move swiftly around the battlefield.

Swift Recovery                      Feat 10

| elementalist |


  • Prerequisites conduit wellspring

When you rest for a night, you reduce the severity of your drained condition by 2 instead of by 1. If you decrease your drained value, you regain Hit Points lost for 1 level of drained. If you have the Fast Recovery feat, instead you reduce the severity of your drained condition by 3, and you regain Hit Points for 2 levels of drained.

Naturalist's Preparation           Feat 10

| elementalist |


  • Prerequisites naturalist wellspring

You have learned to allocate some energy to your focus spells before you need to use them. During your daily preparations, after you’ve chosen your elements for the day, choose an elementalist focus spell you have access to. The first time you cast it before your next daily preparations, you do so without expending any focus points. At 15th level, you can choose two different focus spells this way, and at 20th level you can choose three different focus spells this way.

12th Level

Elemental Gambit                  Feat 12

| elementalist |

While attuned to an element, you can use that element’s Elemental Gambit ability (see Table 1-2: Elemental Abilities).

Piercing Infusion [A]               Feat 12

| elementalist | infusion | substance |

You send a powerful shot capable of moving straight through both illusions and physical boundaries to strike true. The next time you cast a blast spell before the end of your turn, that spell ignores the target’s concealed condition and all cover.

Sustaining Infusion                Feat 12

| elementalist |

You learn the Sustaining Infusion wild talent spell, which allows you to repeat a blast and an infusion on it.

14th Level

Share Defenses                      Feat 14

| elementalist |

You learn the Share Defenses wild talent spell, which allows you to extend your elemental protection to an ally.

Elemental Deflection              Feat 14

| elementalist |

You learn the Elemental Deflection wild talent spell, which lets you absorb an elemental attack and focus it into your own attacks.


Linear Blast [A]                     Feat 14

| elementalist | infusion | form|

You cause elemental energy to rise up in a straight line instead of just hurling towards a target. The next time you cast a blast spell before the end of your turn, you don’t roll an attack roll and the blast loses its range. Instead, it has an area of a 30-foot line, and each creature in the area makes a basic Reflex save.

16th Level

Elemental Cage                     Feat 16

| elementalist |


  • Prerequisites elemental barrier

You learn the Elemental Cage wild talent spell, which allows you to trap your foes.

Empath's Intuition [F]              Feat 16

| elementalist |


  • Prerequisites empath wellspring
  • Trigger you roll initiative

You instantly switch up elements to better handle a foe. You may use your empath’s compassion.

Dual Infusion                       Feat 16

| elementalist |

You learn the Dual Infusion wild talent spell, which allows you to use two infusions at once.

Greater Expanded Element         Feat 16

| elementalist |


  • Prerequisites expanded element

You expand your influence over the elements, gaining extra elements depending on your wellspring.


  • Conduit wellspring You add an additional element to your repertoire. You are always attuned to that element in addition to other elements in your repertoire.
  • Empath wellspring You add one additional element to your repertoire, then choose an element in your repertoire and become attuned to it in addition to the elements you're already attuned to. You can be attuned to up to three elements at a time instead of just one.
  • Naturalist wellspring You add two additional elements to your repertoire. You can be attuned to up to four elements at a time instead of just two, and you choose four elements to attune to during your daily preparations.

18th Level

Prismatic Infusion                  Feat 18

| elementalist |


  • Prerequisites exploiting infusion

You learn the Prismatic Infusion wild talent spell, which allows you to infuse a blast with all the elements you can access.

Awaken the Leylines [A]            Feat 18

| elementalist | concentrate |


  • Frequency once per day

You calm your mind, willing the nearby leylines to lend you their stored power. You restore 10d6 Hit Points, decrease the severity of a single condition affecting you by 1, and you get a +1 status bonus to your DCs and checks until the end of the turn.

20th Level

Relentless Conduit                 Feat 20

| elementalist |


  • Prerequisites conduit wellspring
  • Area 60 foot emanation
  • Requirements Your drained condition is greater than 4

Even on the brink of death, your body continues to fight. Whenever you fail a recovery check, for each element you’re attuned to, each creature in the area takes 6d6 damage of that element’s Basic Blast damage type with a basic Reflex save. Whenever you succeed on a recovery check, each ally in the area gains the effects of your elemental defenses.

Infusion Adept                      Feat 20

| elementalist |

You can infuse your blasts without a thought. You’re permanently quickened. You can use your extra action only to use an action or cast a spell with the infusion trait.

True Compassion                    Feat 20

| elementalist |


  • Prerequisites empath wellspring

You have an unparalleled connection to nature. You can use empath’s compassion any number of times per day. When you use empath’s compassion, you can swap out any number of attuned elements instead of just one.

Well of Knowledge [A]             Feat 20

| elementalist |


  • Prerequisites naturalist wellspring
  • Frequency once per minute

You have a unique bond with nature, allowing you to use your connection with almost no effort. If your next action is to cast an elementalist focus spell, you spend 1 less focus to cast it.

Elemental Abilities

Each element has a list of abilities that it can grant, as noted in Table 1-2: Elemental Abilities. These abilities consist of a Basic Blast, an Elemental Defense, an Elemental Assistance, an Elemental Gambit, and a Specialized Infusion. Elementalists automatically get access to the Basic Blast, Elementalist Defense, and Specialized Infusions as they level up, but the Elemental Assistance and Elemental Gambit are gained through class feats.

Earth


Basic Blast

Rock Toss                         Cantrip 1

| attack | blast | cantrip | elementalist | evocation | earth | uncommon|


  • Cast [A] somatic
  • Range 30 feet; Targets 1 creature

You raise a chunk of rock from the ground or create one in thin air, hurling it at your opponent from afar. Make a spell attack. If you hit, you deal bludgeoning damage equal to 1d8 plus your spellcasting ability modifier.


  • Critical Success You deal double damage.
  • Success You deal full damage

  • Heightened (+2) The damage increases by 1d8.

Elemental Defense

Geodermis

| transmutation | earth | elementalist | uncommon |

Your skin is as hard as stone. You get a +3 status bonus to AC. Whenever you’re dealt damage, decrease this bonus by 1. When the bonus reaches 0, Geodermis ends.


Elemental Assistance

Intercept                            Focus 4

| abjuration | elementalist | earth | uncommon |


  • Cast [R] somatic
  • Range 30 feet
  • Trigger A creature in range would take damage

You quickly raise a piece of stone to block an attack. The target gains resistance 5 against the triggering damage.


  • Heightened (+2) The resistance increases by 5.

Elemental Gambit

Quake                               Focus 6

| elementalist | earth | evocation | uncommon|


  • Cast [A][A] somatic, verbal
  • Range 60 feet; Targets 1 creature

You shake the ground beneath a foe, causing them to lose their footing. The target attempts a Reflex saving throw.


  • Critical Success The target takes no damage
  • Success The target takes 6d12 bludgeoning damage and is flat footed until the end of your next turn.
  • Failure The target takes 6d12 bludgeoning damage and is knocked prone.
  • Critical Failure The target takes 12d12 bludgeoning damage and is knocked prone.

  • Heightened (+1) The damage increases by 1d12 on a success or failure and 2d12 on a critical failure.

Specialized Infusion

Bowling infusion [A]

| elementalist | earth | infusion | substance | uncommon |

The next time you cast a blast spell before the end of your turn, if it deals damage, use the result of your roll as though it were an Athletics check to trip the target.

Water

Basic Blast

Hydroblast                       Cantrip 1

| attack | blast | cantrip | elementalist | evocation | water | uncommon|


  • Cast [A] somatic
  • Range 30 feet; Targets 1 creature

You shoot a missile of water at an enemy. Make a spell attack. If you hit, you deal bludgeoning damage equal to 1d8 plus your spellcasting ability modifier.


  • Critical Success You deal double damage.
  • Success You deal full damage

  • Heightened (+2) The damage increases by 1d8.

Elemental Defense

Flowing Form

| transmutation | water | elementalist | uncommon |

Your body is aqueous, moving nimbly with your environment. You get a +1 status bonus to AC, and get access to the Turn to Mist reaction.


Turn to Mist [R]

| elementalist | transmutation | uncommon | water |


  • Requirements You are currently under the effects of Flowing Form.
  • Trigger You roll a Reflex saving throw and know the result.

You disperse your physical body, using your new misty form to protect yourself. End Flowing Form, and increase the degree of success of the triggering roll by one step.

Elemental Assistance

Elemental Healer                  Focus 4

| elementalist | uncommon | water |


  • Cast [A] somatic
  • Range touch; Targets 1 willing creature

You use your elemental energy to soothe an ally’s pain and seal up their wounds. The target regains 5d8 Hit Points.


  • Heightened (+1) The amount of healing increases by 1d8.

Elemental Gambit

Drown                              Focus 6

| elementalist | conjuration | incapacitation | uncommon | water |


  • Cast [A][A] somatic, verbal
  • Range 40 feet; Targets 1 creature
  • Saving Throw fortitude

You expel the air from your opponent’s lungs, replacing it with water.


  • Critical Success The target takes no damage
  • Success The target takes 4d10 damage
  • Failure The target takes 8d10 damage and is flat footed until the beginning of your next turn.
  • Critical Failure The target takes 8d10 damage, then runs out of air and is suffocating (see page 478 of the Pathfinder Core Rulebook, “Drowning and Suffocation”), but the saving throw gains the following critical success effect:

  • Critical Success Your access to air is restored.

Specialized Infusion

Hydraulic Infusion [A]

| elementalist | infusion | substance | water | uncommon |

The next time you cast a blast spell before the end of your turn, if it deals damage, use the result of your roll as though it were an Athletics check to Shove the target.

Fire

Basic Blast

Firebolt                          Cantrip 1

| attack | blast | cantrip | elementalist | evocation | fire | uncommon |


  • Cast [A] somatic
  • Range 30 feet; Targets 1 creature

A ray of fire shoots out from your palm, scorching an opponent. Make a spell attack. If you hit, you deal fire damage equal to 1d6 plus your spellcasting ability modifier.


  • Critical Success You deal double damage.
  • Success You deal full damage.

  • Heightened (+2) The damage increases by 1d6.

Elemental Defense

Burning Body

| elementalist | fire | transmutation | uncommon |

Your skin glows with bright flames. While the flames are manifested, an opponent that hits you with a melee attack or successfully grapples, trips, or disarms you takes fire damage equal to half your level (minimum 1). While under the effects of Burning Body, you gain access to the Scorch reaction.

Scorch [R]

| elementalist | fire | transmutation | uncommon |


  • Requirements You are currently under the effects of Burning Body.
  • Trigger You deal damage with Burning Body

You release the burning energy within you, damaging your opponent and making space. You deal fire damage to the attacker equal to your level (minimum 1), then you may Step. End Burning Body.

Elemental Assistance

From the Ashes                     Focus 4

| elementalist | fire | uncommon |


  • Cast [A][A] somatic, verbal
  • Range touch; Targets 1 willing creature
  • Frequency once per minute
  • Duration 1 minute

You instill the target with the essence of the phoenix. The next time the target would be reduced to 0 Hit Points during the duration except from disintegrate or a death effect, that creature instead goes to 1 hitpoint and deals 2d6 fire damage to all other creatures in a 10-foot emanation. All creatures in the area get a basic Reflex save.


  • Heightened (+2) The damage increases by 1d6.

Elemental Gambit

Explode                             Focus 6

| elementalist | fire | evocation | uncommon |


  • Cast [A][A] somatic, verbal
  • Area 30-foot emanation
  • Saving Throw basic Reflex

A roaring blast of fire appears centered on your own body, dealing 10d6 fire damage. Choose any number of creatures in the area. The degree of success for their saving throws against this effect increase by one step (if they would fail, they succeed instead. If they would succeed, they critically succeed instead).


  • Heightened(+1) The damage increases by 1d6.

Specialized Infusion

Exploding Infusion [A]

| elementalist | fire | infusion | substance | uncommon |

You cause elemental energy to explode out in an area, rather than targeting a single creature. The next time you cast a blast spell before the end of your turn, you don’t roll an attack roll and the blast loses its target. Instead, it has an area of a 20-foot burst, and each creature in the area makes a basic Reflex save.

Air

Basic Blast

Buffeting Gust                   Cantrip 1

| attack | blast | cantrip | elementalist | evocation | air | uncommon |


  • Cast [A] somatic
  • Range 30 feet; Targets 1 creature

Winds batter your target. Make a spell attack. If you hit, you deal bludgeoning damage equal to 1d8 plus your spellcasting ability modifier.


  • Critical Success You deal double damage.
  • Success You deal full damage


  • Heightened (+2) The damage increases by 1d8.

Elemental Defense

Whipping Winds

| abjuration | air | elementalist | uncommon |

Winds surround you, causing projectiles to go off-course. Whenever a creature targets you with a ranged weapon attack, they must attempt a DC5 flat check. If they fail, you are unaffected. While Whipping Winds is active, you gain access to the Targeted Deflection reaction.

Targeted Deflection [R]

| abjuration | air |elementalist | uncommon |


  • Requirements You are currently under the effects of Whipping Winds.
  • Trigger An opponent fails the flat check to hit you from Whipping Winds.

You channel the air around you to send the missile back at your opponent. Make a spell attack against the triggering creature. If you succeed, your opponent takes the effects of a successful attack roll for their own attack (or the effects of a critical success if your attack roll was a critical success). End Whipping Winds.

Elemental Assistance

Intercept                            Focus 4

| abjuration | elementalist | air | uncommon |


  • Cast [R] somatic
  • Range 30 feet
  • Trigger A creature in range would take damage

You cause a quick gust of wind to protect an ally. The target gains resistance 5 against the triggering damage.


  • Heightened (+2) The resistance increases by 5.

Elemental Gambit

Wings of Wind                      Focus 6

| elementalist | air | transmutation | uncommon |


  • Cast [A][A] somatic, verbal
  • Duration 1 minute

You gain the ability to soar through the air. You gain a fly Speed equal to your speed or 40 feet, whichever is greater.


  • Heightened (8th) The duration is 10 minutes.

Specialized Infusion

Lifting Infusion [A]

| air | elementalist | infusion | substance | uncommon |

The next time you cast a blast spell before the end of your turn, if it deals damage, compare the result of the attack to the target’s reflex DC. If you beat the DC, lift the target 10 feet in the air. For every 5 you beat the DC by, the target is lifted an additional 10 feet in the air.

Sound

Basic Blast

Screech                           Cantrip 1

| attack | blast | cantrip | elementalist | evocation | sonic | uncommon |


  • Cast [A] somatic
  • Range 30 feet; Targets 1 creature

You vibrate the air, causing a single target to be hit by a shrill, excruciating sound. Make a spell attack. If you hit, you deal sonic damage equal to 1d6 plus your spellcasting ability modifier.


  • Critical Success You deal double damage.
  • Success You deal full damage

  • Heightened (+2) The damage increases by 1d6.

Elemental Defense

Constant Vibration

| abjuration | elementalist | sonic | uncommon |

Your entire body vibrates at an almost imperceptible frequency, making it harder to look into your thoughts. You gain a +1 status bonus to saves against mental effects, resistance equal to half your level to mental and sonic damage, and you gain access to the Steel Trap reaction.

Steel Trap [R]

| mental | elementalist | uncommon |


  • Requirements You are currently under the effects of Constant Vibration
  • Trigger You make a saving throw against a mental or auditory effect and know the result

You focus your vibrations into staving off a single effect. Increase the degree of success by one step, then end Constant Vibration.

Elemental Assistance

Reverberate                         Focus 4

| auditory | elementalist | sonic | transmutation | uncommon |


  • Cast [A][A] somatic, verbal
  • Duration 1 minute
  • Area 15-foot emanation

You cause words and sounds to echo, bolstering their effects. Whenever a creature in the area uses an action or activity with the auditory or sonic trait or Casts a Spell with the auditory or sonic trait, that action or spell gets a +1 status bonus to checks, DCs, damage, and healing.


Elemental Gambit

Whispers of the Damned            Focus 6

| auditory | elementalist | mental | uncommon |


  • Cast [A][A] somatic, verbal
  • Duration 1 minute
  • Range 60 feet; Targets 1 creature
  • Saving Throw Will

You cause the target to hear incomprehensible whispers, driving them to insanity.


  • Critical Success The target is unaffected.
  • Success The target is frightened 1.
  • Failure The target is frightened 2 and takes 9d6 mental damage.
  • Critical Failure The target is frightened 3 and takes 14d6 mental damage

  • Heightened (+2) The damage increases by 1d6 on a failure and 2d6 on a critical failure.

Specialized Infusion

Ringing Infusion [A]

| elementalist | auditory | infusion | substance | uncommon |

The next time you cast a blast spell before the end of your turn, it gains the sonic trait. Then, if it deals damage, compare the result of the attack to the target’s Fortitude DC.


  • Critical Success The creature is deafened for 1 minute.
  • Success The creature is deafened for 1 round.

Electricity

Basic Blast

Blitz                              Cantrip 1

| attack | blast | cantrip | electricity | elementalist | evocation | uncommon |


  • Cast [A] somatic
  • Range 30 feet; Targets 1 creature

A small bolt of lightning shoots from your hand. Make a spell attack. If you hit, you deal electricity damage equal to 1d6 plus your spellcasting ability modifier.


  • Critical Success You deal double damage.
  • Success You deal full damage

  • Heightened (+2) The damage increases by 1d6.

Elemental Defense

Magnetic Alignment

| abjuration | electricity | elementalist | uncommon |

You polarize your body, magnetically pushing back against incoming attacks. You gain a +1 status bonus to AC while under the effects of Magnetic Alignment. You also gain access to the Reverse Polarity reaction.

Reverse Polarity [R]

| abjuration | electricity | elementalist | uncommon |


  • Requirements You are currently under the effects of Magnetic Alignment.
  • Trigger you are hit and dealt damage by a melee weapon attack.

You reverse your body’s polarity, attempting to pull the weapon out of your opponent’s grasp and stick it to your own body. You attempt to Disarm the triggering attacker, except you don’t need a free hand, and the target’s size doesn’t matter. Additionally, you attempt the Disarm using a spell attack roll instead of an Athletics check. On a critical failure, you get a -2 penalty to AC until the start of your next turn. Another creature can take the weapon off of your body by succeeding at an athletics check against your spell DC. You can also take the weapon off of your body without making a check. Both of these take a single Interact action. End Magnetic Alignment.

Elemental Assistance

Lightning Quickness               Focus 4

| electricity | elementalist | uncommon |


  • Cast [A][A] somatic, verbal
  • Range 30 feet; Targets 1 creature
  • Duration 1 minute

You stimulate the target’s nervous system, speeding them up. The target gains the quickened condition and can use the extra action each round only for Strike and Stride actions, and to cast blast spells.


  • Heightened (9th) You can target an additional creature.

Elemental Gambit

Opportune Blast                    Focus 6

| elementalist | electricity | transmutation | uncommon |


  • Cast [R] somatic
  • Range 20 feet
  • Trigger A creature within range uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

You can sense when your opponents are most vulnerable, and the lightning coursing through you allows you to respond quickly to that. Use your Blitz basic blast cantrip, targeting that creature.


  • Heightened (8th) If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action.

Specialized Infusion

Chain Infusion [A]

| electricity | elementalist | infusion | form | uncommon |

The next time you cast a blast spell before the end of your turn, if it deals damage, choose a target in range (this can’t be the blast’s original target). That target takes damage equal to half the damage the blast dealt to its original target, and all other infusions apply to the second target as well.

Acid

Basic Blast

Bubbling Splash                  Cantrip 1

| acid | attack | blast | cantrip | elementalist | evocation |uncommon|


  • Cast [A] somatic
  • Range 30 feet; Targets 1 creature

You send out a concentrated ball of acid. Make a spell attack. If you hit, you deal acid damage equal to 1d6 plus your spellcasting ability modifier.


  • Critical Success You deal double damage.
  • Success You deal full damage

  • Heightened (+2) The damage increases by 1d6.

Elemental Defense

Stinging Surface

| acid | conjuration | elementalist | uncommon |

You leave puddles of acid around your body at all times. All squares adjacent to you are covered with a thick coat of acid. Any other creature that enters one of those spaces or starts its turn in one takes 1d6 acid damage. This damage increases to 2d6 at 8th level, 3d6 at 13th level, and 4d6 at 18th level. You gain access to the Corrode activity.

Corrode [A][A]

| acid | conjuration | elementalist | uncommon |


  • Requirements You are under the effects of Stinging Surface.

You manipulate your acid pool to coat your enemies. All creatures in a space covered by Stinging Surface take 1d6 persistent acid damage. This damage increases to 2d6 at 8th level, 3d6 at 13th level, and 4d6 at 18th level. End Stinging Surface.

Elemental Assistance

Stinging Strikes                    Focus 4

| acid | elementalist | transmutation | uncommon |


  • Cast [A][A] somatic, verbal
  • Duration 1 minute
  • Range touch; Targets 1 willing creature

You cause acid to seep from the target’s body. On each of its turns, the target can use an interact action to infuse their strikes for the rest of the turn with acid. When it does, its melee and ranged Strikes deal an additional 2d6 acid damage during that turn.


  • Heightened(+3) The strikes deal an additional 1d6 acid damage.

Elemental Gambit

Dissolve                             Focus 6

| acid | elementalist | evocation | uncommon |


  • Cast [A][A] somatic, verbal
  • Range 60 feet; Targets 1 creature
  • Saving Throw Fortitude; Duration varies

You surround the target’s eyes in acid, causing an intense burning pain and potentially blinding the target.


  • Critical Success The target is temporarily immune to dissolve for 24 hours.
  • Success The target takes 2d6 acid damage and is blinded until the start of its next turn.
  • Failure The target takes 4d6 acid damage and is blinded until the start of your next turn.
  • Critical Failure The target takes 4d6 acid damage and is blinded for 1 minute.

  • Heightened (+2) The damage increases by 1d6 on a success and by 2d6 on a failure or critical failure.

Specialized Infusion

Sickening Infusion [A]

| acid | elementalist | infusion | substance | uncommon |

The next time you cast a blast spell before the end of your turn, if it deals damage, compare the result of the attack to the target’s Fortitude DC.


  • Critical Success The creature is sickened 2.
  • Success The creature is sickened 1.

Cold

Basic Blast

Winter's Flurry                  Cantrip 1

| attack | blast | cantrip | cold | elementalist | evocation | uncommon |


  • Cast [A] somatic
  • Range 30 feet; Targets 1 creature

You form a small ball of ice and throw it at an opponent. Make a spell attack. If you hit, you deal cold damage equal to 1d6 plus your spellcasting ability modifier.


  • Critical Success You deal double damage.
  • Success You deal full damage

  • Heightened (+2) The damage increases by 1d6.

Elemental Defense

Frostbite Aura

| conjuration | cold | elementalist | uncommon |

The air around you is unnaturally cold. All squares adjacent to you count as difficult terrain to other creatures. Any creature that starts its turn in one of those squares takes cold damage equal to half your level. You gain access to the Ice Block reaction.

Ice Block [R]

| abjuration | cold | elementalist | uncommon |


  • Requirement You are under the effects of Frostbite Aura
  • Trigger You would take damage that isn't fire damage

Your aura quickly hardens into a hard barrier that protects you from danger. Until the beginning of your next turn, you can’t use actions, reactions, or free actions. You are immune to all damage except fire, and you gain weakness equal to your level to fire. This ends as soon as you are dealt fire damage. End Frostbite Aura.

Elemental Assistance

Frozen Fortress                     Focus 4

| cold | elementalist | transmutation | uncommon |


  • Cast [A][A] somatic, verbal
  • Duration 1 minute
  • Range 30 feet; Targets 1 willing creature

Ice traces its way along the ground, coating the target in ice that offers additional protection. The target gets a +1 status bonus to AC and a -5-foot status penalty to their speeds. The target’s melee Strikes gain the following success and critical success effects.


  • Critical Success The target of this Strike takes a -10-foot circumstance penalty to its Speeds and is flat-footed for 1 round.
  • Success The target of the Strike takes a -5-foot circumstance penalty to its Speeds for 1 round.

Elemental Gambit

Freeze in Place                      Focus 6

| cold | conjuration | elementalist | incapacitation |uncommon|


  • Cast [A][A] somatic, verbal
  • Range 30 feet; Targets 1 creature
  • Saving Throw Fortitude; Duration varies

Ice encases the opponent, holding them in place.


  • Critical Success The target is unaffected.
  • Success The target is stunned 1.
  • Failure The target is grabbed for 1 round. The Escape DC is your spell DC.
  • Critical Failure The target is restrained for 4 rounds. The Escape DC is your spell DC.

Specialized Infusion

Immobilizing Infusion [A]

| cold | elementalist | infusion | substance | uncommon |

The next time you cast a blast spell before the end of your turn, it gains the following success and critical success effects.


  • Critical Success The target takes a -10-foot circumstance penalty to its speeds for 1 round
  • Success The target takes a -5-foot circumstance penalty to its speeds for 1 round.

Aether

Basic Blast

Force Blast                       Cantrip 1

| attack | blast | cantrip | elementalist | evocation | force | uncommon |


  • Cast [A] somatic
  • Range 30 feet; Targets 1 creature

A single dart of force streaks towards an opponent, battering them with energy. Make a spell attack. If you hit, you deal force damage equal to 1d6 plus your spellcasting ability modifier.


  • Critical Success You deal double damage.
  • Success You deal full damage

  • Heightened (+2) The damage increases by 1d6.

Elemental Defense

Force Ward

| abjuration | force | elementalist | uncommon |

You surround yourself with a ward of force, deflecting incoming blows with barely a thought. You gain a number of temporary Hit Points equal to your level, and resistance to all damage equal to your level. When you no longer have these temporary Hit Points or when you gain new temporary Hit Points, Force Ward ends.


Elemental Assistance

Elemental Healer                  Focus 4

| elementalist | force | uncommon |


  • Cast [A] somatic
  • Range touch; Targets 1 willing creature

You use your elemental energy to soothe an ally’s pain and seal up their wounds. The target regains 5d8 Hit Points.


  • Heightened (+1) The amount of healing increases by 1d8.

Elemental Gambit

Telekinetic Brawl              Focus 6

| elementalist | evocation | force | uncommon |


  • Cast [A][A] somatic, verbal
  • Range 30 feet; Duration 1 minute

You harness your telekinesis to constantly disrupt your foes. For the duration, you can attempt to Disarm, Shove, or Trip creatures within range using a spell attack roll instead of an Athletics check.

Specialized Infusion

Dragging Infusion [A]

| elementalist | force | infusion | substance | uncommon |

The next time you cast a blast spell before the end of your turn, if it deals damage, compare the result of the attack to the target’s Fortitude DC.


  • Critical Success You pull the target up to 10 feet towards you and the target is flat-footed until the end of your turn.
  • Success You pull the target up to 5 feet towards you.

Wild Talent Spells

Elemenalists learn spells from not just their elemental affinities, but also from their training and feats. Below is a list of all wild talent spells and wild talent cantrips granted by feats, organized by level.

Level 1 Spells

Wild Retort                         Focus 1

| abjuration | elementalist | primal | uncommon |


  • Cast [R] verbal
  • Trigger You would be targeted by an effect or spell, or a spell or effect includes you in its area, and that effect or spell has a trait corresponding to an element you’re attuned to.

You reach out to the elemental energies, ripping them apart with little more than a thought. You attempt to counteract the triggering spell or effect. This can counteract effects that are not inherently magical, such as alchemical bombs and natural fire, with the GM determining the exact level and DC of counteract checks that do not explicitly have one set. If the effect you are attempting to counteract deals damage other than that of your attuned elements, or has effects that, at the GM's discretion, are unrelated to your attuned elements, counteracting it instead negates any damage of the attuned elements that would be dealt, but does not reduce or prevent any other aspect of the attack or effect.

Level 2 Spells

Elemental Barrier                  Focus 2

| elementalist | evocation | uncommon |


  • Cast [A][A] somatic, verbal
  • Range 30 feet
  • Duration 2 rounds

Choose an element you’re attuned to. This spell gains the trait corresponding to that element. You create a barrier of elemental energy or matter of the chosen element, holding your enemies at bay. The wall is 5 feet thick, 30 feet long, and 30 feet high. It stands vertically, but you can shape its path, and the wall can be of a shorter length or height if you wish. Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall’s area at the start of its turn takes 2d6 damage of the element’s damage type.


  • Heightened (+1) The damage increases by 1d6.


Dazzling Display                 Cantrip 2

| elementalist | evocation | uncommon | visual |


  • Cast [A][A] somatic, verbal
  • Range 60 feet; Targets 1 creature
  • Saving Throw Will; Duration 1 or more rounds (see below)

You surround the target in a harmless manifestation of elemental energy, attempting to distract them. Regardless of the result of the target’s saving throw, it is immune to your Dazzling Display for 24 hours.


  • Critical Success The creature is unaffected.
  • Success The creature is dazzled for 1 round.
  • Failure The creature is dazzled for 1 minute.
  • Critical Failure The creature is stunned 2 and dazzled for 1 minute.

Level 5 Spells

Bolster Defenses                   Focus 5

| elementalist | evocation | uncommon |


  • Cast [A][A] somatic, verbal

You quickly manifest your defenses. End any Elemental Defenses currently applying to you, then you get the benefit of an Elemental Defenses ability of an element you’re attuned to as though you had spent 10 minutes Refocusing.


Ride the Blast                      Focus 5

| elementalist | move | teleportation |


  • Cast [F] verbal
  • Trigger You cast a blast spell

You transform yourself into raw energy, following your elemental blast. You appear in a square adjacent to the blast’s final target if it had one, or in the center of its area if it had an area.


Level 6 Spells

Sustaining Infusion                Focus 6

| elementalist | infusion | uncommon |


  • Cast [A] verbal

You infuse your blast with a strange persisting magic. Choose form or substance. This spell gains that trait. The next time you cast a blast spell before the end of your turn, that spell is sustained up to 1 minute. The first time you sustain the spell on each turn, you Cast a copy of the infused blast. All other infusions on the original blast are applied to the new blast. (As is normal of sustained spells, you lose the spell at the end of a turn when you don’t sustain it.)


Level 7 Spells

Share Defenses                     Focus 7

| elementalist | evocation | uncommon |


  • Cast [A][A] somatic, verbal
  • Requirements You are under the effect of your elemental defenses
  • Range touch; Targets 1 willing ally that isn't under the effect of any elemental defenses

You cause your elemental energy to cover an ally. The target gains the benefit of your elemental defenses.

Elemental Deflection              Focus 7

| elementalist | abjuration | uncommon |


  • Range 30 feet; Targets 1 willing creature
  • Cast [R] verbal
  • Trigger A creature in range takes damage of a type you're attuned to.

You absorb part of the blow with your own elemental energy. The target gains resistance equal to your level against the triggering damage. The next blast spell you cast before the end of your next turn that deals that damage type gets a status bonus to damage equal to half the damage prevented.

Level 8 Spells

Elemental Cage                     Focus 8

| conjuration | elementalist | uncommon |


  • Cast [A][A] somatic, verbal
  • Range 60 feet
  • Duration 1 minute

Choose an element you’re attuned to. This spell gains the trait corresponding to that element. You create a cube of elemental energy, keeping your enemies trapped inside and pulling in anyone who touches it. The cube is 5 feet thick and 15 feet on each side. Everything on each side of one of the walls of the cube is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall’s area at the start of its turn takes 8d6 damage of the element’s damage type. Then that creature makes a Fortitude save.


  • Critical Success The creature is jettisoned just on the outside of the cage.
  • Success The creature is jettisoned just on the outside of the cage and takes an additional 4d6 persistent damage.
  • Failure The creature is jettisoned just on the inside of the cage and takes an additional 4d6 persistent damage.
  • Critical Failure The creature is jettisoned just on the inside of the cage, takes an additional 6d6 damage, and takes an additional 4d6 persistent damage.

  • Heightened (10th) Increase all damage values by 2d6.


Dual Infusion                      Focus 8

| elementalist | concentrate | uncommon |


  • Cast [A] somatic

You combine two infusions into one, melding them into a single fluid motion. Use an action or Cast a Spell with the form trait, then do the same for an action or spell with the substance trait.

Level 9 Spells

Prismatic Infusion                  Focus 9

| elementalist | infusion | substance | uncommon |


  • Cast [A] verbal

You pour all of your elemental knowledge into a single blast, fusing the elements into a single devastating attack. The next time you cast a blast spell before the end of your turn, for each element in your repertoire, that spell deals an additional 3 damage of that element’s damage type.

Traits

The Elementalist class brings along with it four new traits that describe its spells and the ways to modify those spells.

Blast

Spells with the blast trait tend to be spells used the most by elementalists, and can be modified by infusions.

Infusion

Actions with the infusion trait, usually from infusion feats, tweak the properties of your blasts. You must use an infusion action on the same turn as the blast you want to Cast, before you cast it. Any additional effects added by an infusion action are part of the spell’s effect, not of the infusion itself.

Form

Actions with the form trait are infusions that change how a blast manifests when you Cast it. When you Cast a Spell with the blast trait, the only form infusion that applies to it is the most recent one.

Substance

Actions with the substance trait are infusions that change the effects of a blast when you Cast it. When you Cast a Spell with the blast trait, the only substance infusion that applies to it is the most recent one.

Elementalist v1.0.0. Created by BACE. Special thanks to TheFisherKing, Ferrin, LordCirth, Ss7, and everyone else who offered their critiques and editing help for the Elementalist.