Elementalist

Requirements: Mage 1, one of Pyrokinetic 1, Electrokinetic 1, Geokinetic 1, or Hydrokinetic 1, [I] 12+

You can create new spells from the elements you have mastered.

Level 1. You gain the ability to modify Spells with infusions, you gain infusions from special boons as seen below:

You may infuse any spells gained from this boon (with the exception of Empower Spell) in addition to Arcane Missile spells. You may use Infusions a number of times equal to your level in this boon before recharging this ability with a 5-hour rest. In addition, you gain the following spells: 

Infuse Person: (MP cost 1, 3 TS) Target a creature within 4 units, the creature may make a defense roll (your [I] or above to succeed) to resist.

Arcane Strike: (MP cost 2, 3 TS) Make an [I] spell attack roll against a target within 6 units to hit; if you hit, you deal 2d6+[I] damage, this damage is magical.

Level 2. You gain the following spells:

Arcane Beam: (MP cost 3, 3 TS) Each creature in a line between you and a point within 4 units must make a defense roll (Your [I] or above to succeed) or take 6d4 damage, this damage is magical.

Empower Spell: (MP cost 1, 1 TS) The next time you deal damage with a spell, that spell deals 1d6 additional damage, this damage is magical.

Level 3. You gain the ability to use the following Greater Infusions:

You may use this boon to use a greater infusion once before recharging this ability with a 5-hour rest.

Petrified: (status condition) Petrified creatures cannot make defense rolls, the defense for a petrified creature is automatically 10.

Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.