KeywordElemental(Any), Evocation, Shaped
PrerequisitesOne Affinity Keyword Universal Talent usable with this spell.
TargetOne Creature.
DurationInstantaneous
RangeMelee or Close Range Touch
Action4 AP
Saving Thrownone
Spell ResistanceYes
DescriptionThis spell deals 1d6 for every 4 BCB you possess (minimum 1d6) of a single elemental damage type of an affinity keyword talent you possess. You can spend 1 spell point to cause elemental blast to deal 1d6 + 1d6 per 2 BCB you possess. You may spend an additional spell point to increase this further to instead 1d6 + 1d6 per BCB you possess when you spend a spell point.


General Elemental Blast Talents


Compound Blast

SpellElemental Blast
PrerequisiteElemental Blast, BCB 3rd, Two Affinity Keyword Universal Talents usable with this spell.
BenefitYou may spend a spell point to cause your elemental blast to apply the effects of Blast Damage Type talents at once. If the talents would target the same type of AC they use that value, but if they would target touch and normal AC the compound blast targets normal AC. Effects from the Blast Damage Type talents that would increase the damage by one step do not apply unless both talents would adjust the damage; the resulting damage is only adjusted by 1 step. The damage type of the spell becomes a mix of both; resistant or would also possess DR for both damage types they take full damage from this spell. If a creature is vulnerable to one of these two damage types they are then weak to the entire blast�s damage; if a creature is vulnerable to one of these two elements but resistant or immune against the other element they take normal damage instead. The spell point costs of each effect talent must be paid separately for each desired effect.

Focusing Beam

SpellElemental Blast
PrerequisiteElemental Blast, BCB 5th
BenefitYour elemental blast may only target a single creature, but deals +1 damage per damage die rolled.
SpecialThis talent may not be used in conjunction with shape talents or the spellstrike talent.


Blast Damage Type Talents


Decaying Miasma

SpellElemental Blast
PrerequisitesDecay(Nature-Anima) Affinity
Saving ThrowResilience(End)
BenefitYour Elemental Blast deals Decay damage and targets touch AC. You may spend an additional spell point to cause any creature you successfully struck with elemental blast to be subject to a Resilience(End) save attack. A successful save attack causes the creature to become fatigued by as their body is attacked by the miasma for 1d4 rounds plus an additional round for every degree of success. At two degrees of success the creature is instead exhausted for the duration of this effect.

Entangling Vines

SpellElemental Blast
PrerequisitesNature(Essence) Affinity
KeywordManeuver
Saving ThrowPhysical(Str)
BenefitYour Elemental Blast deals Nature damage and targets touch AC. You may spend an additional spell point to cause any creature you successfully struck with elemental blast to be subject to a Grapple Manuever. This grapple maneuver uses your BCB in place of your BAB and your CAM in place of your Strength for determining your MSB for this maneuver. A successful maneuver causes the target to be grappled. Instead of maintaining the grapple the grappled effect instead simply lasts for 1d4+1 rounds, though the creature may attempt to escape the grapple using a new Physical(Str) save or Escape Artist check as a 3 AP action.

Forceful Winds

SpellElemental Blast
PrerequisitesAir(Essence) Affinity
KeywordEffect, Maneuver
Saving ThrowPhysical(Str)
BenefitYour Elemental Blast deals Slashing damage and targets normal AC. In addition the damage of this spell improves by 1 step (usually from 1d4 to 1d6). You may spend an additional spell point to cause any creature you successfully struck with elemental blast to be subject to a Shove Reposition Maneuver. This Shove maneuver uses your BCB in place of your BAB and your CAM in place of your Strength for determining your MSB for this maneuver. A successful maneuver causes the target to be pushed away from you, or from the origin of the effect if the spell targets an area. If the target is knocked into a solid object, they suffer 1d6 bludgeoning damage, +1d6 for every 5 feet they would have continued past the barrier.

Frigid Blast

SpellElemental Blast
PrerequisitesElemental Blast, Cold(Fire-Anima) Affinity
KeywordCold
Saving ThrowPhysical
BenefitYour Elemental Blast deals Cold damage and targets touch AC. You may spend an additional spell point to cause a creature you successfully struck with elemental blast to be subject to a Physical save attack. A successful save attack causes the target to become entangled for 1d4+1 rounds as ice begins to form on them and restrict their movement. Success by one degree or more causes the entangled effect to prevents movement. The creature may spend 3 AP to attempt to shrug off and negate the effects of this entangle by attempting a Escape Artist or new Physical save against the effect. If targeting the an area with this spell rather than an individual creature the spell makes the ground icy causing the area to become icy for 1 round + 1 round per 5 BCB; this icy ground causes creatures attempting to enter or leave this area to be subject to a Physical(Agi) save or fall prone (against the original save attack of the spell), creatures may choose to instead move at half speed in this area to avoid making this saving throw.

Pressure Cutter

SpellElemental Blast
PrerequisitesWater Affinity
KeywordManeuver
Saving ThrowPhysical(Str)
BenefitYour Elemental Blast deals Piercing damage and targets normal AC. In addition the damage of this spell improves by 1 step (usually from 1d4 to 1d6). You may spend an additional spell point to cause any creature you successfully struck with elemental blast to be subject to be treated as Precision damage and improve the damage dice by an additional step (usually from 1d6 to 1d8).

Sand Tear

SpellElemental Blast
PrerequisitesEarth Affinity
Saving ThrowPhysical(Agi)
BenefitYour Elemental Blast deals Bludgeoning damage and targets normal AC. In addition the damage of this spell improves by 1 steps (usually from 1d4 to 1d6). You may spend an additional spell point to cause any creature you successfully struck with elemental blast to have their flesh ripped by the sand and begin to bleed. The creature bleeds for 1d4 + 1 damage plus an additional 1 per 5 BCB, and uses your BCB in place of your BAB to determine the effects and duration of this bleed. Additional applications of this bleed increases the duration by 1 and the DC to remove it by 1. The maximum duration of this bleed cannot exceed the caster's SPB.

Searing Flames

SpellElemental Blast
PrerequisitesFire(Essnece) Affinity
Saving ThrowPhysical(Agi)
BenefitYour Elemental Blast deals Fire damage and targets touch AC. In addition the damage of this spell improves by 1 step (usually from 1d4 to 1d6). You may spend an additional spell point to cause any creature you successfully struck with elemental blast to be subject to a Physical(Agi) save attack. A successful save attack causes the target to catch fire. A creature on fire takes 1d6 fire damage the following round and each round thereafter until the flames are extinguished. Each round the target may attempt another Physical(Agi) save to attempt to extinguish the flames. Rolling on the ground or using a blanket to smother the flames (a 4 AP action) grants the target a +4 bonus to that round�s saving throw.

Void Strike

SpellElemental Blast
PrerequisitesVoid(Air-Anima) Affinity
Saving ThrowMental(Foc)
BenefitYour Elemental Blast deals Void damage and targets touch AC. You may spend an additional spell point to cause any creature you successfully struck with elemental blast to be subject to a Mental(Foc) save attack. A successful save attack causes the creature to be unbalanced for 1d4 rounds +1 round for each degree of success. as the void skews the world around them. If you succeed by 2 degrees you instead cause them to be staggered for the duration. A failed save attack less than a single degree of failure causes them to be unbalanced for 1 round.

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