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:
Flame Infusion: (requires Pyrokinetic 1) The spell gains: Creatures that take damage from this spell take 1 damage at the beginning of the round for 1d6 rounds.
Water Infusion: (requires Hydrokinetic 1) The spell gains: Creatures hit by the spell must make a [Q] roll (your [I] or above to succeed) or be knocked prone.
Earth Infusion: (requires Geokinetic 1) The spell gains: Creatures targeted by the spell gain 1d4 DR for 1d6 rounds.
Lightning Infusion: (requires Electrokinetic 1) The spell gains: Creatures targeted by the spell gain an additional 1 TS each round for 1d6 rounds. This effect may only be applied to a creature 1 time each hour, subsequent effects from this infusion are not applied
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:
Greater Flame Infusion: (requires Pyrokinetic 1) The spell gains: Creatures that take damage from this spell take 1d6 damage at the beginning of the round for 1d4 rounds.
Greater Water Infusion: (requires Hydrokinetic 1) The spell gains: Creatures targeted by the spell gain 1d4 HP at the beginning of the round for 1d4 rounds.
Greater Earth Infusion: (requires Geokinetic 1) The spell gains: Creatures hit or targeted by the spell must make a [Q] roll (your [I] or above to succeed) lose all unspent or saved TS and gain 10 DR until the end of the round. The creature is petrified until this effect ends.
Greater Lightning Infusion: (requires Electrokinetic 1) The spell gains: Creatures targeted or hit by the spell must make a [Q] roll (your [I] or above to succeed) or lose 1d4 TS on the next round.
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.