Elementalist Abilities¶
Elementalist Abilities
Your understanding of elemental magic grants you unique abilities, letting you damage, move, and debuff your enemies, empower your allies, and alter the terrain around you. You can select abilities from any elemental specialization to broaden your potential, or you can focus on abilities tied to your chosen specialization to establish your mastery of elemental power.
Signature Abilities
Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Bifurcated Incineration, Viscous Fire.)
Afflict a Bountiful Decay
Your curse causes your foe's flesh to rot off as spores that aid your allies.
Choose yourself or one ally within distance. That character can end one effect on them that is ended by a saving throw or that ends at the end of their turn.
Bifurcated Incineration
Two jets of flame lance out at your command.
Grasp of Beyond
You absorb the life energy of another creature and use it to teleport.
The Green Within, the Green Without
Whipping vines erupt from a foe's body to grasp at another close by.
You slide one creature within 10 squares of the target up to 2 squares.
Meteoric Introduction
You give your enemy a gentle tap-like an asteroid impact.
Ray of Agonizing Self-Reflection
You inflict pain and doubt in equal measure.
Unquiet Ground
A sudden storm of detritus assaults your foes and leaves them struggling to move.
The ground beneath the area is difficult terrain for enemies.
Viscous Fire
A jet of heavy fire erupts where you strike.
Heroic Abilities
You channel a variety of heroic abilities, all of them fueled by your essence.
3-Essence Ability
Choose one heroic ability from the following options, each of which costs 3 essence to use. (Quick Build: The Flesh, a Crucible.)
Behold the Mystery
You open a rift into the void to harry your foes.
At the start of your turn, you can use a maneuver to use this ability again without spending essence.
The Flesh, a Crucible
Fire engulfs your target and continues to churn.
If the target is within distance at the start of your turn, you can make the power roll again without spending essence (no action required).
Invigorating Growth
Mushrooms erupt from a foe, sapping their vitality to spread strengthening spores.
Ripples in the Earth
Like a stone was dropped into a pond, waves in the earth radiate from you.
You must be touching the ground to use this ability. Additionally, you can choose a square of ground in the area that is unoccupied or is occupied by you or any ally. A pillar of earth rises out of the ground in that square, with a height in squares up to your Reason score. The pillar can't collide with any creatures or objects, nor can it force creatures raised by it to collide with other creatures or objects.
5-Essence Ability
Choose one heroic ability from the following options, each of which costs 5 essence to use. (Quick Build: Conflagration.)
Conflagration
A storm of fire descends upon your enemies.
At the start of your turn, you can use a maneuver to use this ability again without spending essence.
Instantaneous Excavation
The surface of the world around you opens up to swallow foes.
You open up two holes with 1-square openings that are 4 squares deep, which can be placed on any mundane surface within distance. You can place these holes next to each other to create fewer holes with wider openings. When the holes open, make a separate power roll for each creature on the ground above a hole and small enough to fall in. (You can't score a critical hit with this ability because it uses a maneuver.)
At the start of your turn, you open another hole, making a power roll against each creature who could fall into the hole when it opens without spending essence.
No More Than a Breeze
The material substance of a creature shreds away at your command.
Until the start of your next turn, the target can move through solid matter, they ignore difficult terrain, and their movement can't provoke opportunity attacks. If the target ends their turn inside solid matter, they are forced out into the space where they entered it and this effect ends.
The effect lasts until the start of your next turn.
Test of Rain
You call down a rain that burns your enemies and restores your allies.
You can end one effect on yourself that is ended by a saving throw or that ends at the end of your turn. Each ally in the area also gains this benefit.