Magic/Spells/Elemental Blast

Keywords: Evocation, Shaped

Prerequisites: One Affinity Keyword Universal Talent usable with this spell.

Target: One Creature.

Duration: Instantaneous

Range: Close Range

Action: Standard

Saving Throw: none

Spell Resistance: Yes

Description: This spell deals 1d4 for every 4 BCB you possess (minimum 1d4) of a damage type of an affinity talent you possess. Your Blast Damage Type talent details what type of damage this spell deals, as well as if the spell targets AC or touch AC.

Special: When you gain this spell, you gain all blast damage type talent that you qualify for (if you do not qualify for any blast damage type talents you cannot select this spell). For the purposes of prepared casters this spell does not take a slot to prepare, but also cannot be used without an blast damage type talent prepared, aspect type talents take up slots as normal.

Decaying Miasma
Prerequisites: Decay(Nature-Anima) Affinity

Saving Throw: Resilience(End) Benefit: Your 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
Prerequisites: Nature(Essence) Affinity

Keyword: Maneuver

Saving Throw: Physical(Str) Benefit: Your 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
Prerequisites: Air(Essence) Affinity

Keyword: Effect, Maneuver

Saving Throw: Physical(Str) Benefit: Your 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
Prerequisites: Elemental Blast, Cold(Fire-Anima) Affinity

Keyword: Cold

Saving Throw: Physical Benefit:  Your 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
Prerequisites: Water Affinity

Keyword: Maneuver

Saving Throw: Physical(Str) Benefit: Your 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).

Searing Flames
Prerequisites: Fire(Essnece) Affinity

Saving Throw: Physical(Agi) Benefit: Your 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.

Sand Tear
Prerequisites: Earth Affinity

Saving Throw: Physical(Agi) Benefit:  Your 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.

Void Strike
Prerequisites: Void(Air-Anima) Affinity

Saving Throw: Mental(Foc) Benefit: Your 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.

Compound Blast
Prerequisite: Elemental Blast, BCB 3rd, Two Affinity Keyword Universal Talents usable with this spell.

Benefit: You 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.

Improved Elemental Blast
Prerequisite: Elemental Blast, BCB 2nd

Benefit: You can spend 1 spell point to cause elemental blast to deal 1d6 + 1d6 per 2 BCB you possess. If taken a second time your damage improves to 1d6 + 1d6 per BCB you possess when you spend a spell point.

Focusing Beam
Prerequisite: Elemental Blast, BCB 5th

Benefit: Your elemental blast may only target a single creature, but deals +1 damage per damage die rolled.

Special: This talent may not be used in conjunction with shape talents or the spellstrike talent.