Kineticist Feats

Here is the list of Kineticist feats. They are organized alphabetically by element, with universal and multiple elements listed first. There are four options for each element at level 6, three at levels 1,2,8,10, and two at 3,4,5,7,9. Here is a list of the powers that many of these feats give you access to.
== 1st Level ==
=== Skilled Kineticist (universal) ===
Choose one of the elements you have focus in. Your proficiency becomes expert in the skill associated with that focus. When using a skill to Recall Knowledge relating to elementals with your chosen element's trait, you can treat your proficiency in that skill as being that of the skill associated with your focus.
You may pick this feat more than once, each time selecting a different element.
=== Kinetic Cover (aether, earth) ===
Prerequisites: Elemental Focus (Aether), or Elemental Focus (Earth)
You call up elemental matter to defend yourself and your allies from attacks. You gain the Kinetic Cover cantrip.
=== Cold Adaptation (fire, water) ===
Prerequisites: Elemental Focus (Fire) or Elemental Focus (Water)
You are constantly protected against cold temperatures. You are constantly under the effects of endure elements but you must choose cold. You gain resistance to cold equal to twice your current amount of spent spell points.
=== Heat Adaptation (fire, water) ===
Prerequisites: Elemental Focus (Fire) or Elemental Focus (Water)
You are constantly protected against hot temperatures. You are constantly under the effects of endure elements but you must choose heat. You gain resistance to fire equal to twice your current amount of spent spell points.
=== Telekinetic Finesse (aether) ===
Prerequisites: Elemental Focus (Aether)
You can perform any sort of fine manipulation you choose within 30-feet, including attempting Thievery actions.
=== Aerial Adaptation (air) ===
Prerequisites: Elemental Focus (Air)
You use air to boost your leaping capabilities. You gain the Jump power which you can cast as a cantrip. This power gains the air trait. Additionally you gain resistance to electricity equal to twice the amount of spell points you have spent. You automatically succeed on survival checks to survive at high altitudes.
=== Air's Reach (air) ===
Prerequisites: Elemental Focus (Air)
When using kinetic blasts, infusions, and feats with the air trait, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect for infusions like cloud and cyclone.
=== Ant Haul (earth) ===
Prerequisites: Elemental Focus (Earth)
You bones become as hard as stone. You are constantly under the effects of ant haul but you must choose heat. You gain resistance to bludgeoning equal to twice your current amount of spent spell points.
== 2nd Level ==
=== Merciful Buffeting (universal) ===
You can pull back some of the energy you use to use attack in order to ease the danger of your blasts. You can deal nonlethal damage with your blasts.
=== Kinetic Healer (aether, water) ===
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Water)
With a touch you can heal living creatures. You gain the Kinetic Healer power, which you can cast by spending 1 spell point. When casting this power instead of spending 1 spell point, you can use this power for free by causing the recipient to take 1 point of nonlethal damage per the recipient's character level. This damage can’t be healed by any means until the recipient takes a full night’s rest.
=== Telekinetic Haul (aether) ===
Prerequisites: Elemental Focus (Aether)
When using mage hand, change the target to "one unattended object of 10 bulk or less," and add "Heightened (+1): Increase the maximum object weight by 20 bulk." If you spend 1 spell point when casting mage hand you can multiply these numbers by 10. In addition when using your telekinetic blast, you can throw an object weighing up to 10 bulk per kineticist level you possess, but this doesn’t increase the damage. 
=== Air Cushion (air) ===
Prerequisites: Elemental Focus (Air)
You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.
=== Air Shroud (air) ===
Prerequisites: Elemental Focus (Air)
You are always surrounded by air. You are constantly under the effects of air bubble. You gain the Air Shroud cantrip.
=== Earth Walk (earth) ===
Prerequisites: Elemental Focus (Earth)
Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your elemental overflow bonus to your athletics checks against being moved or tripped and on Acrobatics checks to balance.
=== Woodland Step (earth) ===
Prerequisites: Elemental Focus (Earth)
You gain the woodland stride druid feat. By spending 1 spell point as a single concentration action, you treat yourself as being a druid of the leaf order until your spell points are restored.
=== Fire Sculptor (fire) ===
Prerequisites: Elemental Focus (Fire)
You can sculpt shapes out of flame or alter a fire’s spread. You gain the Fire Sculptor cantrip.
=== Fire's Fury (fire) ===
Prerequisites: Elemental Focus (Fire)
When using kinetic blasts, with the fire trait, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.
=== Icewalker (water) ===
Prerequisites: Elemental Focus (Water)
You call forth slippery water or ice. You gain the ability to cast Grease as a cantrip. When cast in this way, the spell gains the water trait. If you spend 1 spell point when casting this spell, change the duration to 1 minute per level you posses. Additionally you can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness, including across areas under the effects of any grease spell you cast. You are immune to seasickness. 
== 4th Level ==
=== Skilled Kineticist, Greater (universal) ===
By delving into study of the Ethereal and Elemental Planes, you are able to use your primary element to assist with your skills in an unusual way. Choose one of the elements you applied the Skilled Kineticist feat to. Your proficiency becomes master in the skill associated with that focus. When using a skill to Recall Knowledge relating to any creature with your chosen element's trait, you can treat your proficiency in that skill as being that of the skill associated with your focus.
You may pick this feat more than once, each time selecting a different element.
=== Glitterdust (Aether) ===
Prerequisites: Elemental Focus (Aether)
You manipulate fine shards of force to catch the light, and cover your opponents in it. You gain the ability to cast glitterdust as a cantrip. When cast in this way, the spell gains the aether trait. 
=== Voice of the Wind (air) ===
Prerequisites: Elemental Focus (Air)
When you whisper, you can have the wind carry your voice to the ears of others. You gain the ability to cast message as a cantrip. When cast in this way, the spell gains the air trait. When casting this spell you can spend one spell point to increase the range to 1 mile per level.
=== Earth Climb (earth) ===
Prerequisites: Elemental Focus (Earth)
You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.
=== Searing Flame (fire) ===
Prerequisites: Elemental Focus (Fire) and Burning Infusion
Over time, your burning infusion sears away your foe’s fire resistance. When you roll persistent fire damage from burning infusion against a foe, decrease the foe’s fire resistance by an amount equal to the unmodified persistent fire damage; don’t apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your level. These decreases stack, to a minimum resistance of 0.
=== Veil of Mists (water) ===
Prerequisites: Elemental Focus (Water)
You create a misty veil over your features, disguising yourself. You gain the ability to cast illusory disguise as a cantrip. When cast in this way, the spell gains the water trait, and the duration changes to a number of minutes equal to your Constitution modifier. When casting this spell you can spend 1 spell point to change the duration to until your spell points are restored or dismissed.
== 6th Level ==
=== Elemental Grip (universal) ===
You use your element to halt a creature associated with your element. You gain the Elemental Grip cantrip. When casting this spell you can spend 1 spell point to change the duration to 'up to 1 minute' (no longer need to concentrate).
=== Self Telekinesis (aether) ===
Prerequisites: Elemental Focus (Aether)
You use your telekinetic abilities to move yourself. You gain the Self Telekinesis cantrip.
=== Telekinetic Invisibility (aether) ===
Prerequisites: Elemental Focus (Aether)
You weave strands of aether, bending light and dampening sound. You gain the ability to cast invisibility as a cantrip. When cast in this way, the spell gains the aether trait, you can only cast it on yourself, and if using the Sneak action you don't treat the result of your d20 roll as a 20 (because the aetheric bending is easier to notice than normal invisibility).
=== Touchsight (aether) ===
Prerequisites: Elemental Focus (Aether)
You attach strands of aether to everything your telekinesis touches. Any time you damage a creature using your telekinetic blast, as long as that creature doesn’t use a teleportation effect, you can see that creature at any distance as if using blindsight until the end of your next turn. You gain access to the Extend Touchsight reaction.
==== Extend Touchsight <Reaction> ====
Trigger: You have damaged a creature with a telekinetic blast.
Spend 1 spell point to strengthen the strands of aether attached to that creature, increasing the duration of the touchsight on that creature to 1 round per level.
=== Aerial Evasion (air) ===
Prerequisites: Elemental Focus (Air), Enveloping Winds
You use wind to buffet yourself away from area attacks. You gain the Aerial Evasion power, which you can cast by spending 1 spell point.
=== Celerity (air) ===
Prerequisites: Elemental Focus (Air)
You can galvanize the flow of electricity within your allies to enhance their speed. You gain the ability to cast Haste as a cantrip. When cast in this way, the spell gains the water trait, and the duration changes to 1 round. When casting this spell you can spend 1 spell point to change the duration to 1 round per level you possess.
=== Windsight (air) ===
Prerequisites: Elemental Focus (Air)
You can see through mist and fog (including obscuring mist and similar magic). In areas of moderate or stronger wind, you can see and hear as if you were standing at both your own position and a position a number of feet in the wind’s direction equal to the wind’s speed in miles per hour, potentially allowing you to see around corners and other obstacles.
=== Enduring Earth (earth) ===
Prerequisites: Elemental Focus (Earth)
When using kinetic blasts, infusions, and feats with the earth trait, double the duration if it’s longer than 1 round.
=== Jagged Flesh (earth) ===
Prerequisites: Elemental Focus (Earth) and Flesh of Stone
You painfully push forth jagged chunks of rock from your flesh. You gain the Jagged Flesh power, which you can cast by spending 1 spell point.
=== Stone Sculptor (earth) ===
Prerequisites: Elemental Focus (Earth)
You can sculpt earth into any shape. You gain the ability to cast Shape Stone as a cantrip.
=== Firesight (fire) ===
Prerequisites: Elemental Focus (Fire)
You gain smoke vision.
=== Flame Jet (fire) ===
Prerequisites: Elemental Focus (Fire)
You shoot a burst of flame behind you, propelling you forward. You gain the Flame Jet power, which you can cast by spending 1 spell point.
=== Smoke Storm (fire) ===
Prerequisites: Elemental Focus (Fire)
You transform a source of open flame into a cloud of choking smoke. You gain the Smoke Storm cantrip.
=== Cold Snap (water) ===
Prerequisites: Elemental Focus (Water)
You chill your shroud of water and send the cold around you, creating an aura of numbing cold around yourself. You gain the Cold Snap power, which you can cast by spending 1 spell point.
=== Water Manipulator (water) ===
Prerequisites: Elemental Focus (Water)
You can manipulate massive quantities of water. You gain the ability to cast Control Water as a cantrip. When cast in this way, the spell gains the water trait. Additionally you can sculpt ice and snow into new shapes. You gain the ability to cast shape stone. When cast in this way, the spell gains the water trait, looses the earth trait, and affects ice and snow instead of stone. 
=== Waterdancer (water) ===
Prerequisites: Elemental Focus (Water)
You call forth a current of water to increase your speed and allow you to swim with ease. You gain the Waterdancer cantrip.
== 8th Level ==
=== Kinetic Form (universal) ===
You are able to suspend your body in a large mass of elemental matter. You gain the Kinetic Form power, which you can cast by spending 1 spell point.
=== Force Ward (aether) ===
Prerequisites: Elemental Focus (Aether)
You learn to use the element of aether to protect yourself. You gain the Force Ward power, which you can cast by spending 1 spell point. You also gain the Increase Ward action, and the Boost Ward reaction.
=== Telekinetic Maneuvers (aether) ===
Prerequisites: Elemental Focus (Aether) and Telekinetic Finesse
You can use the Break Open, Climb, Grapple, Shove, Trip, and Disarm actions combat maneuvers from up to 500 feet away, using your Constitution modifier instead of your Strength modifier.
=== Enveloping Winds (air) ===
Prerequisites: Elemental Focus (Air)
You learn to use the element of air to protect yourself. You gain the Enveloping Winds power, which you can cast by spending 1 spell point. You also gain the Increase Winds action, and Strengthen Winds reaction.
=== Wings of Air (air) ===
Prerequisites: Elemental Focus (Air), and Air Cushion or Aerial Adaptation
The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly.
=== Flesh of Stone (earth) ===
Prerequisites: Elemental Focus (Earth)
You learn to use the element of earth to protect yourself. You gain the Flesh of Stone power, which you can cast by spending 1 spell point. You also gain the Increase Hardness action, and the Boost Hardness reaction.
=== Shift Earth (earth) ===
Prerequisites: Elemental Focus (Earth) and Kinetic Cover
You can create raised platforms, stairs up a cliff, holes, or other useful features by shaping the earth. You gain the Shift Earth cantrip.
=== Heat Wave (fire) ===
Prerequisites: Elemental Focus (Fire), Heat Adaptation, and Searing Flesh
You create an aura of shimmering heat that distorts the area around you. You gain the Heat Wave power, which you can cast by spending 1 spell point.
=== Searing Flesh (fire) ===
Prerequisites: Elemental Focus (Fire)
You learn to use the element of fire to protect yourself. You gain the Searing Flesh power, which you can cast by spending 1 spell point. You also gain the Increase Heat free action, and the Boost Heat reaction.
=== Shroud of Water (water) ===
Prerequisites: Elemental Focus (Water)
You learn to use the element of water to protect yourself. You gain the Shroud of Water power, which you can cast by spending 1 spell point. You also gain the Switch Shroud action, the Increase Shroud action, and the Boost Shroud reaction.
=== Watersense (water) ===
Prerequisites: Elemental Focus (Water)
You gain tremorsense with a range of 30 feet to detect anything in contact with the same body of water as you. While you are benefiting from this tremorsense, creatures that you detect with this tremorsense don't benefit from concealment against your water blasts and composite blasts with the water trait.
== 10th Level ==
=== Spark of Life (universal) ===
You breathe a semblance of life into elemental matter. You gain the ability to cast Summon Monster as a cantrip. When cast in this way, you can only choose a single elemental, add a cost of a mass of elemental matter (since instead of summoning an elemental you 'create' one out of elemental matter), and the spell gains the trait of the elemental you choose to summon. When casting this spell you can spend 1 spell point to change the duration to only 1 round per level you possess, removing concentration from the duration. Since you no longer need to concentrate during the spell the elemental no longer needs you to concentrate to give it 2 actions, allowing it to spend actions as normal (3 actions and a reaction).
=== Self Telekinesis, Greater (aether) ===
Prerequisites: Elemental Focus (Aether) and Self Telekinesis
Remove the Somatic action from your self telekinesis cantrip. You gain the Telekinetic Hover reaction.
==== Telekinetic Hover <reaction> ====
Trigger: You are in the air
You keep yourself in the air allowing you to hover in place.
=== Touchsight, Reactive (aether) ===
Prerequisites: Elemental Focus (Aether) and Touchsight
Your strands of aether surround you, making it virtually impossible for a violent motion to catch you off guard, so long as the motion originates within their range. You are never considered flat-footed against attacks from within 30 feet.
=== Air Shroud, Greater (air) ===
Prerequisites: Elemental Focus (Air) and Air Shroud
Your air shroud improves. Your air bubble from your Air Shroud feat also grants the effects of Endure Elements. Your air shroud power grants this effect as well, and has it's duration changed to until the next time your spell points are restored.
=== Windsight, Greater (air) ===
Prerequisites: Elemental Focus (Air) and Windsight
You can forward a slight breeze letting you catch a glimpse and hear a tiny snippet from where it went. You gain the Greater Windsight power, which you can cast by spending 1 spell point.
=== Earth Glide (earth) ===
Prerequisites: Elemental Focus (Earth) and Earth Climb
You can glide through earth, as an earth elemental’s earth glide ability, with a burrow speed equal to your base land speed.
=== Tremorsense (earth) ===
Prerequisites: Elemental Focus (Earth)
You are able to sense movements in the ground. You gain the Tremorsense cantrip. When casting this spell you can spend 1 spell point to increase the duration to 1 round per level.
=== Flame Jet, Greater (fire) ===
Prerequisites: Elemental Focus (Fire) and Flame Jet
Remove the Somatic action from your flame jet cantrip. You gain the Flame Hover reaction.
==== Flame Hover <reaction> ====
Trigger: You are in the air
You shoot a small burst of flame allowing you to hover in place.
=== Flame Shield (fire) ===
Prerequisites: Elemental Focus (Fire) and Searing Flesh
Flickering flames surround you. You gain the Flame Shield power, which you can cast by spending 1 spell point. 
=== Shimmering Mirage (water) ===
Prerequisites: Elemental Focus (Water) and Shroud of Water
Your shroud bends light, creating a shimmering mirage. While your shroud of water is active, you can spend a spell point to become concealed until the next time your spell points are restored. You can end or restore this effect with a concentrate action.
=== Waterdancer, Greater (water) ===
Prerequisites: Elemental Focus (Water) and Waterdancer
You can move across water (as water walk) at will and breathe underwater, and your slashing and bludgeoning attacks don’t take the usual penalties when you’re underwater.
== 12th Level ==
=== Ride the Blast (universal) ===
You transform yourself into your element or energy and send yourself along with your kinetic blast. You gain the Ride the Blast cantrip.
=== Suffocate (aether, air, water) ===
Prerequisites: Elemental Focus (Aether), or Elemental Focus (Air), or Elemental Focus (Water)
You use the elements to choke creatures. You gain the Suffocate cantrip.When casting this spell you can spend 1 spell point to add the following effect to the spell's failure entry: "The air is forcefully expelled from the target's lungs, and it immediately begins suffocating if it hasn't already."
=== Tremorsense, Greater (earth) ===
Prerequisites: Elemental Focus (Earth) and Tremorsense
You are able to extend your tremorsense outward while in a natural underground setting. You gain the ability to cast Commune with Nature by spending 1 spell point. When cast in this way the ritual gains the earth trait, it's casting changes to 10 minutes, does not include a cost, does not require secondary casters, does not require a master proficiency in nature, and instead of communing with primal spirits you learn the information by sensing with your tremorsense.
=== Trail of Flames (fire) ===
Prerequisites: Elemental Focus (Fire)
When you make a stride action, you can leave a wall of fire in all squares you exit that lasts for 1 round. You can end or restore this effect with a concentrate action.
== 14th Level ==
=== Spell Deflection (universal) ===
You weave strands of aether around yourself in order to deflect targeted magic back at the caster. You gain the ability to cast Spell Turning as a cantrip. When cast in this way it's duration changes to 1 round. When casting this spell you can spend 1 spell point to cast it without the duration change.
=== Force Barrier (aether) ===
Prerequisites: Elemental Focus (Aether) and Force Ward
You create an immobile sphere of force around you. You gain the ability to cast Prismatic Sphere as a cantrip. When cast in this way, the spell gains the aether trait, the duration is changed to 1 round, and instead of functioning like a prismatic wall it functions like wall of force. You can gain the extend barrier reaction.
==== Extend Barrier <reaction> (aether) ====
Trigger: Your Force Barrier is about to expire.
Spend 1 spell point and extend the duration of your force barrier by 1 round.
=== Reverse Gravity (air) ===
Prerequisites: Elemental Focus (Air)
You move air upward in incredible speeds. You gain the ability to cast reverse gravity as a cantrip. When cast in this way, the spell gains the air trait. 
=== Shift Earth, Greater (earth) ===
Prerequisites: Elemental Focus (Earth), Kinetic Cover, and Shift Earth
You can move great quantities of earth. You gain the Greater Shift Earth cantrip.
=== Volcanic Eruption (fire) ===
Prerequisites: Elemental Focus (Fire)
You call up fire from the ground to erupt out of it. You gain the ability to cast Volcanic Eruption as a cantrip.
=== Ice Path (water) ===
Prerequisites: Elemental Focus (Water) and Icewalker
You freeze water vapor in the air, allowing you to travel above the ground as air walk by walking along the ice, and leaving a path of ice behind you that lasts for 1 round before it melts.
== 16th Level ==
=== Reverse Shift (universal) ===
You reverse the flow of your connection to the planes, sending your body into the Ethereal Plane. You gain the ability to cast Ethereal Jaunt as a cantrip. When cast in this way, the the duration is changed to only concentration (no time limit) and there is no heightened modification. After a number of consecutive rounds spent on the Ethereal Plane equal to your kineticist level (and every such interval thereafter), you must spend 1 spell point. Once you return to the Material Plane, you cannot use reverse shift again for a number of rounds equal to the number of rounds you spent on the Ethereal Plane.
=== Telekinetic Globe (aether) ===
Prerequisites: Elemental Focus (Aether), Force Barrier, and Force Ward
You can create a globe of force that you can use to manipulate objects and even creatures. You gain the Telekinetic Globe cantrip.
=== Wind Manipulator (air) ===
Prerequisites: Elemental Focus (Air) and Engulfing Winds
You can call forth mighty winds in an enormous area. You gain the ability to cast Punishing Winds as a cantrip. When cast in this way, the spell gains the air trait. When casting this spell you can spend 1 spell point to make the duration 10 minutes per level (removing concentration).
=== Maze (earth) ===
Prerequisites: Elemental Focus (Earth)
You create a maze of tunnels underneath your opponent and drag him into it. You gain the ability to cast maze as a cantrip. When cast in this way, the spell gains the earth trait, looses the extradimensional and teleportation traits, can only be cast on a creature who is standing ontop of unworked earth, instead of teleporting the creature you sink him into the earth below him, teleportation magic does help the creature escape, and you create a small network of tunnels underneath the surface of the area the target was in that will revert to what it was like before when the spell ends.
=== Scintillating Pattern (fire) ===
Prerequisites: Elemental Focus (Fire)
You take advantage of the mesmerizing value of dancing fire and it's ability to be different colors to distract others. You gain the ability to cast scintillating pattern as a cantrip. When cast in this way, the spell gains the fire trait. 
=== Icy Tomb (water) ===
Prerequisites: Elemental Focus (Water)
You freeze a person to the bone. You gain the ability to cast Paralyze as a cantrip. When cast in this way, the spell gains the water trait.
== 18th Level ==
=== Weather Master (universal) ===
By focusing on your connection to air and seeding the air around you, you can create powerful weather effects. You gain the ability to cast Control Weather as a cantrip. When cast in this way, the ritual gains the air trait, casting changes to 10 minutes, does not require secondary casters, does not require a master proficiency in nature, has the air trait, and you can do the following depending on your elemental foci:
If you have focus in air, you can create a hurricane, thunderstorm, or tornado, as appropriate for the season, and the ritual gains the air trait.
If you have focus in fire, you can create heat, mild heat, extreme heat, and thaw, as appropriate for the season, and the ritual gains the fire trait.
If you have focus in water, you can create a blizzard, drizzle, hurricane, sleet, hailstorm, torrential rain, cold weather, mild cold, extreme cold, as appropriate for the season, and the ritual gains the water trait.
=== Vengeful Storm (air, water) ===
Prerequisites: Elemental Focus (Air) or Elemental Focus (Water)
You call forth a powerful storm. You gain the ability to cast Storm of Vengeance as a cantrip.
=== Telekinetic Deflection (aether) ===
Prerequisites: Elemental Focus (Aether)
You can deflect your foes’ attacks. You gain the Telekinetic Deflection cantrip. When casting this spell you can spend 1 spell point to change the duration to 1 round per level you possess.
=== Seismic Master (earth) ===
Prerequisites: Elemental Focus (Earth)
You can focus on your connection to earth and create a localized tremor. You gain the ability to cast Earthquake as a cantrip.
=== From the Ashes <reaction> (fire) ===
Prerequisites: Elemental Focus (Fire)
Trigger: You are about to fall unconscious or die from hit point damage.
You spend 2 spell points and burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per level.
== 20th Level ==
=== Gate (universal) ===
You tear open a rift to an elemental plane. You gain the ability to cast Gate as a cantrip. When cast in this way, the spell gains the traits of your elemental foci, and can only be used to create a portals to the elemental planes for which you have focus in.
=== Double Kinetic Blast (universal) ===
By spending 4 spell points, you can use your kinetic blast twice with the same action or activity. When you use a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but you pay the spell point cost only once.
=== Metakinetic Master (universal) ===
Chooses one type of metakinesis you have. Permanently reduce the spell point cost of that metakinesis by 1 point (to a minimum of 0 points).
=== Omnikinesis (universal) ===
You transcend the distinction between the different elements and can bend all creation to your will. By spending 1 spell point (in addition to any spell point cost of the kinetic blast you choose), you can use any kinetic blast cantrip you don’t know. You gain access to the Shifting Talent action.
==== Shifting Talent <1 action> ====
You spend 1 spell point and either change any of your kinetic blasts into any other blast (you can't switch out a blast without the composite trait into one with it); change any of your infusions into any other infusion of equal or lower level; or change any of your non-blast powers or cantrips into any other non-blast power or cantrip of equal or lower level, for 24 hours, ignoring any elemental requirements or elemental restrictions.__NOEDITSECTION__
Category:Homebrew