Air / Earth
- Dust Devil – As a standard action once per encounter, you can create a swirling mass of grit, air, and debris that envelops all it surrounds. This is a 6-square wide, 20-square tall area. Make a Magery check and compare it against the Fortitude and Reflex defenses of all targets within the area. If you beat their Fortitude defense, they cannot move against the swirling winds and are stuck within it. If you beat their Reflex defense, they take 4d6 bludgeoning damage as they are struck with debris in the swirling winds. This effect lasts for 1 round per 5 character levels you have (minimum 1 round). You must make a new Magery check each round. Maintaining this effect is a move action on your turn, you can choose to end this effect with a swift action.
Air / Electromagnetism
- Lightning Storm – As a standard action once per encounter ,you can create a swirling mass of air laced with powerful lightning bolts – in a sense, a small tornado. This is a 6-square wide, 20-square tall area. Make a Magery check and compare it against the Fortitude and Reflex defenses of all targets within the area. If you beat their Fortitude defense, they cannot move against the swirling winds and are stuck within it. If you beat their Reflex defense, they take 4d6 electricity damage as they are struck with debris in the swirling winds. This effect lasts for 1 round per 5 character levels you have (minimum 1 round). You must make a new Magery check each round. Maintaining this effect is a move action on your turn, you can choose to end this effect with a swift action.
Air / Fire
- Heat Wave – As a standard action once per encounter, you can create a superheated mass of air and move it around for a limited period of time. This functions as a 2-square by 2-square area of extremely hot environment. Each round on your turn, you can move this area 2 squares in any direction as a move action. Make a Magery check each round. Compare this Magery check to the Fortitude defense of any creature within the area. If you beat their Fortitude defense, they take 2d6 damage and move -1 persistent step down the condition track as if they spent an hour in an area of extreme heat. If the attack misses, they take 1d6 damage and do not move down the condition track. Condition track movement from this effect cannot be undone until a target spends at least 1 hour in a normal environment for them. This effect lasts for 1 round per 5 character levels you have (minimum 1 round), and you can choose to end this effect with a swift action.
Air / Water
- Frigid Wind – As a standard action once per encounter, you can call forth an intensely cold wind laced with shards of ice. This takes the form of a cone with a length of 1 square per character level. All those caught within the blast take 1d6 cold damage per level of the elementalist using this ability. This functions as an area-of-effect attack using your Magery skill vs Reflex Defense and Fortitude Defense. Those caught within the blast who’s Fortitude Defense is exceeded are blown back 1 square per 3 character levels and knocked prone.
Earth / Electromagnetism
- Lightning Rod – As a standard action once per encounter, you can create a conductive rod 6 squares high. This rod draws all electricity damage in a 10-square radius towards it. Only ranged electrical attacks are drawn towards this rod, melee attacks that do electricity and attacks such as tasers are not negated. For every 5d6 damage this rod negates, the rod gains 1 charge. As a standard action on your turn, you can expend 1 charge from the rod if it is within your line of sight to make Magery check vs a target in the rod’s area’s Reflex defense. If the Magery check beats their Reflex defense, the target takes 2d6 electricity damage from this discharge. The rod lasts for 1 minute per character level, or until you dismiss it as a move action.
Earth / Fire
- Lava Blast – As a standard action once per encounter, you can tear a chunk of rock out of the ground, superheat it until it melts, and send it hurtling at a foe within your line of sight and within 12 squares. Make a magery check and compare it to your target’s Reflex defense. If you succeed, the target takes 1d6 bludgeoning and 1d6 fire damage per character level you have.
Earth / Water
- Mud Field – As a standard action once per encounter, you can create an area of mud which impedes travel. For every character level you have, choose 2 adjacent squares. All squares affected by this ability must be connected to each other. These squares become deep, thick mud, counting as difficult terrain that affects all creatures and vehicles travelling through it, except those that do not make contact with the ground. The mud dries naturally at the appropriate rate for the environment. This ability can only be used on a surface that could conceivably create mud (so you can’t turn concrete into mud).
Electromagnetism / Fire
- Plasma Strike – As a standard action once per encounter, you can make a finely-controlled fiery attack on a target, utilizing electromagnetism to control the path of the fire. Make a Magery check with a against a target within 24 squares and within your line of sight. If you beat the target’s Reflex defense, it takes 1d6 fire damage per 2 character levels you have. Unlike most magical attacks, you can choose to make an attack against a precise area of their body as if you were making a weapon attack.
Electromagnetism / Water
- Charged Spray – As a standard action once per encounter, you can spray forth a blast of cold water in a cone 6 squares long and 3 squares wide. Make a Magery check and compare it to the Reflex defenses of targets in the area. Targets who’s Reflex defense is exceeded take 1d6 cold damage per 2 character levels you have, targets missed take half damage. On your next turn, you can spend a swift action to blast all the targets with electricity, dealing 1d6 electricity damage per 2 character levels you have (targets you missed with the Magery check take half damage).
Fire / Water
- Napalm – As a standard action once per encounter, you can cover a 4-square by 4-square area with a substance similar in nature to napalm, which ignites immediately and sticks to all targets. Make a Magery check and compare it to the Reflex defenses of targets in that area. If you beat their Reflex defense, they take 1d6 fire damage per 5 character levels you have (minimum 1d6) and immediately catch on fire. Targets missed take the fire damage, but do not catch on fire. Targets that are ignited by this ability cannot put out the fire with a full-round action as normal, and every round at the start of their turn they take an additional amount of damage equal to the initial damage they took. This fire can be extinguished through the use of chemical extinguishers or vacuum exposure, but not via water.
Epic Space Adventures Abound!