Kineticist Infusions

Here is a list infusions for the kineticist. The infusion's level is in brackets, with it's traits in parenthesis. They are listed alphabetically, with form infusions listed first. 
== Chain [5] <free action> (air, form) ==
Prerequisites: Elemental Focus (Air).
Requirements: You hit with an Electric Blast.
Accept 3 points of burn. Your electric blast leaps from target to target. Attempt another attack against an additional target that is within 30 feet of the first. This attack uses the same bonuses as the original attack and does not cost any actions. Each additional attack originates from the previous target, which could alter cover and other conditions. Each additional target takes 1 hit dice fewer points of damage than the last (for example, 3d6 becomes 2d6), and you can’t chain the blast back to a previous target. You can continue chaining your blasts until a blast misses or fails to deal damage, or until your blast is reduced to a single damage die.
== Cloud [7] <free action> (air, water, form) ==
Prerequisites: Elemental Focus (Air) or Elemental Focus (Water).
Requirements: Your next action or activity is using a Blizzard Blast, Sandstorm Blast, Steam Blast, or Thunderstorm Blast.
Accept 4 points of burn. You're next kinetic blast is modified in the following way. You release your power in a diffuse cloud. You can center this 20-foot-radius spread anywhere within 120 feet of you. All creatures and objects within the cloud when you create it take 1/4 the normal amount of damage from your blast. Any time a creature enters the cloud, it takes half the normal amount of damage from your blast, as do creatures that end their turns in the cloud. Your cloud obscures vision as obscuring mist. It lasts for a number of rounds equal to your Constitution modifier or until you use the cloud infusion again.
== Cyclone [4] <free action> (air, water, form) ==
Prerequisites: Elemental Focus (Air) or Elemental Focus (Water).
Requirements: Your next action or activity is using an Air Blast, Blizzard Blast, Sandstorm Blast, or Thunderstorm Blast.
Accept 3 points of burn. You're next kinetic blast is modified in the following way. You create a circular rush of wind with your next kinetic blast. All creatures and objects within a 20-foot-radius burst centered on you must make a Reflex save.
Success: The target takes 1/4 damage from your blast.
Critical Success: The target takes no damage from your blast.
Failure: The target takes 1/2 damage from your blast.
Critical Failure: The target takes full damage from your blast.
== Deadly Earth [6] <free action> (earth, form) ==
Prerequisites: Extended Range. Elemental Focus (Earth).
Requirements: Your next action or activity is using an Earth Blast, Magma Blast, Metal Blast, or Mud Blast.
Accept 4 points of burn. You're next kinetic blast is modified in the following way. You infuse the ground in a 20-foot radius anywhere within 120 feet of you on an earthen surface (if you are using a metal blast, this infusion affects a metal surface instead). The ground roils and buckles beneath the affected area. All creatures and objects in contact with the ground within the area when you create it automatically take 1/4 of the normal damage from your blast. Any time a creature enters the area, it takes half the normal damage from your blast, as do creatures that end their turns in the area. The entire area counts as difficult terrain. This infusion lasts for a number of rounds equal to your Constitution modifier or until you use it again.
== Eruption [3] <free action> (fire, form) ==
Prerequisites: Extended Range. Elemental Focus (Fire).
Requirements: Your next action or activity is using a Blue Flame Blast, Fire Blast, Magma Blast, or Steam Blast.
Accept 3 points of burn. You're next kinetic blast is modified in the following way. Your kinetic blast erupts from the ground in a pillar centered anywhere within 120 feet of you. All creatures and objects in a 10-foot-radius cylinder that extends 40 feet above the ground must make a reflex save.
Success: The target takes 1/2 damage from your blast. 
Failure: The target takes full damage from your energy blast, or half damage from your physical blast. 
== Explosion [7] <free action> (fire, form) ==
Prerequisites: Extended Range. Elemental Focus (Fire).
Requirements: Your next action or activity is using a Blue Flame Blast or Fire Blast.
Accept 4 points of burn. You're next kinetic blast is modified in the following way. You focus your energy on a point in space and create a controlled explosion. You can center the explosion anywhere within 120 feet of you, and you can choose the radius of the spread to be 5, 10, 15, or 20 feet. All creatures caught in the blast must make a reflex save.
Success: The target takes half damage from your blast. 
Critical Success: The target takes 1/4 damage from your blast. 
Failure: The target takes full damage from your blast. 
Critical Failure: The target takes damage and a half from your blast. 
== Extended Range [1] <free action> (universal, form) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Requirements: Your next action or activity is using a kinetic blast.
Accept 1 point of burn. Your next kinetic blast's range increases to 120 feet.
== Extreme Range [3] <free action> (universal, form) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Requirements: Your next action or activity is using a kinetic blast.
Accept 2 points of burn. Your next kinetic blast's range increases to 480 feet.
== Fan of Flames [1] <free action> (fire, form) ==
Prerequisites: Elemental Focus (Fire)
Requirements: Your next action or activity is using a Blue Flame Blast or Fire Blast.
Accept 1 point of burn. You're next kinetic blast is modified in the following way. Your kinetic blast extends in a fan of flames, all creatures and objects in a 15-foot cone must make a reflex save.
Success: The target takes half damage from your blast. 
Critical Success: The target takes a quarter damage from your blast. 
Failure: The target takes full damage from your blast. 
Critical Failure: The target takes damage and a half from your blast. 
== Flurry of Blasts [3] <free action> (universal, form) ==
Prerequisites: Extended Range. Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Requirements: Your next action or activity is using a kinetic blast.
Accept 2 points of burn. You're next kinetic blast is modified in the following way. Instead of a single kinetic blast, you shoot two kinetic blasts at targets within 120 feet that each deal damage as if your kineticist level were 1st (effects or abilities that increase your kinetic blast’s damage don’t apply). At 10th level, you can shoot three blasts with flurry of blasts; this increases to four blasts at 16th level and to five blasts at 20th level.
No two targets can be more than 30 feet apart. You must assign the targets of all your blasts before rolling any of the attacks. Any blast beyond the first that hits the same target adds 1d6 points of damage; bonuses and penalties to damage don’t apply. If you are using a substance infusion that requires a saving throw, a target attempts its save only once (even if it was hit multiple times), but it takes a penalty on the save equal to the number of times it was hit beyond the first. If you are using a substance infusion that requires a caster level check or combat maneuver check, you roll the check only once against each target, but you gain a bonus on the check equal to the number of times that target was hit beyond the first. If you are using the pushing substance infusion, the maximum distance of the push increases by 5 feet for each time the target was hit beyond the first.
== Foe Throw [3] <free action> (aether, form) ==
Prerequisites: Elemental Focus (Aether)
Requirements: Your next action or activity is using a telekinetic blast.
Accept 2 points of burn. You're next kinetic blast is modified in the following way. You telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to throw a creature of a larger size. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn’t fall prone, and it takes half the normal amount of damage from your blast. If you hit the target, the thrown creature must make a fortitude save.
Success: Neither the thrown creature or the target take damage from your blast.
Failure: The thrown creature and the target take full damage from your blast. The thrown creature falls prone in the last unoccupied space along its path. 
Critical Failure: The thrown creature and the target take full damage from your blast. The thrown creature falls prone in the last unoccupied space along its path. The target falls prone as well. 
== Force Hook [3] <free action> (aether, form) ==
Prerequisites: Elemental Focus (Aether)
Requirements: Your next action or activity is using a Force Blast.
Accept 2 points of burn. You're next kinetic blast is modified in the following way. Your Force Blast hooks onto its target and drags you adjacent to it in addition to it's normal effects. The pulling hook keeps you from falling as part of this movement; therefore you can use it to cross a pit or chasm, or reach a higher or lower elevation. If the line of effect from you to the target passes through an area that is too small to fit your body (such as a portcullis or arrow slit), the hook pulls you to that location and you take damage as if you had fallen the distance from your starting point to that location. If you are restrained, such as being chained to a wall, the hook pulls you to the maximum extent of your restraints but does not break the restraints.
If your travel to the destination is not blocked, you land on your feet, unharmed by the sudden motion. However, this does not guarantee you a safe landing space when you arrive. For example, if your target is flying or on a ledge with no room for you to stand, once the hook pulls you adjacent to the target, you begin to fall.
== Fragmentation [7] <free action> (earth, water, form) ==
Prerequisites: Extended Range. Elemental Focus (Earth) or Elemental Focus (Water).
Requirements: Your next action or activity is using an Earth Blast, Ice Blast, or Metal Blast.
Accept 4 points of burn. You're next kinetic blast is modified in the following way. You throw a volatile sphere of solid matter that shatters into countless shards. Your blast's range increases to 120 feet if it is shorter. If you hit, the target takes your kinetic blast damage with no saving throw. All other creatures and objects within a 20-foot burst must make a reflex save. If the attack misses its target, the blast has no effect.
Success: The target takes a quarter damage from your blast. 
Critical Success: The target takes no damage from your blast. 
Failure: The target takes half damage from your blast. 
Critical Failure: The target takes full damage from your blast. 
== Impale [3] <free action> (earth, water, form) ==
Prerequisites: Elemental Focus (Earth) or Elemental Focus (Water).
Requirements: Your next action or activity is using an Earth Blast, Ice Blast, or Metal Blast.
Accept 2 points of burn. You're next kinetic blast is modified in the following way. You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical hit, only the first target you hit takes the extra damage. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn’t continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage.
== Kinetic Blade [1] <1 action> (universal, form) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Accept 1 point of burn. You form a weapon using any of your kinetic blasts. You create a non-reach, one-handed weapon in your hand formed of pure energy or elemental matter that lasts a number of rounds equal to your Constitution modifier, or until you use another kinetic blast (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand). The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
The weapon deals damage as your kinetic blast, and it interacts with Armor Class as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from the elemental overflow feat.
== Kinetic Fist [1] <1 action> (universal, form) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Accept 1 point of burn. You surround your body with energy or elemental matter from any of your kinetic blasts that lasts a number of rounds equal to your Constitution modifier, or until you use another kinetic blast. Your unarmed attacks deal an additional 1d6 points of damage per 3 dice of your kinetic blast’s damage (minimum 1d6), and this damage is of the same type as your kinetic blast’s damage.
== Kinetic Whip [3] <1 action> (universal, form) ==
Prerequisites: Kinetic Blade. Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Accept 2 points of burn. You form a long tendril of energy or elemental matter using any of your kinetic blasts. This functions as kinetic blade except that you manifest a whip.
== Mobile Blast [3] <free action> (universal, form) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Requirements: Your next action or activity is using a kinetic blast.
Accept 2 points of burn. You're next kinetic blast is modified in the following way. You send an elemental mass, energy ball, or object into a particular square within 30 feet. All creatures in that square must make a reflex save. The mobile blast lasts until you dismiss it as a free action, lose consciousness, or move farther than 30 feet from it. Each round on your turn you can spend 1 action to move the mobile blast to another square within range; either way, it continues to deal damage to all creatures in its final square each round if they fail their saving throws. You can have only a single mobile blast in existence at a time. If the mobile blast’s total burn cost before applying any reduction for gather power is 0, it has no maximum duration. Otherwise, it lasts for a maximum number of rounds equal to your Constitution modifier, and afterward you can’t create another mobile blast for a number of minutes equal to the number of rounds it existed. A mobile blast is always extremely loud and visible.
Success: The target takes no damage from your blast. 
Failure: The target takes a quarter damage from your blast if it's physical, half if it's an energy blast. 
Critical Failure: The target takes half damage from your blast if it's physical, full if it's an energy blast. 
== Snake [3] <free action> (universal, form) ==
Prerequisites: Extended Range. Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Requirements: Your next action or activity is using a kinetic blast.
Accept 2 points of burn. You're next kinetic blast is modified in the following way. You have fine control over your kinetic blast, allowing you to alter its path to avoid obstacles. You can trace out any path no more than 120 feet long for your blast, potentially allowing you to avoid cover and other obstacles. You can choose a path that leads into squares you cannot see.
== Spray [4] <free action> (water, form) ==
Prerequisites: Elemental Focus (Water).
Requirements: Your next action or activity is using a Charged Water Blast or Water Blast.
Accept 3 points of burn. You're next kinetic blast is modified in the following way. You diffuse your kinetic blast to spray out wildly. All creatures and objects in a 30-foot cone must make a reflex save.
Success: The target takes a quarter damage from your blast. 
Critical Success: The target takes no damage from your blast. 
Failure: The target takes half damage from your blast. 
Critical Failure: The target takes full damage from your blast. 
== Torrent [3] <free action> (air, fire, water, form) ==
Prerequisites: Elemental Focus (Air) or Elemental Focus (Fire) or Elemental Focus (Water).
Requirements: Your next action or activity is using an Air Blast, Blizzard Blast, Blue Flame Blast, Charged Water, Fire Water, Magma Blast, Mud Blast, Plasma Blast, Sandstorm Blast, Steam Blast, Thudnerstorm Blast, or Water Blast.
Accept 2 points of burn. You're next kinetic blast is modified in the following way. A torrent of energy buffets or burns your foes. All targets in a 30-foot line must make a Reflex save.
Success: The target takes a quarter damage from your blast if it's physical, half if it's an energy blast.
Critical Success: The target takes no damage from your blast if it's physical, a quarter if it's an energy blast.
Failure: The target takes half damage from your blast if it's physical, full if it's an energy blast. 
Critical Failure: The target takes full damage from your blast. 
== Wall [5] <free action> (universal, form) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Requirements: Your next action or activity is using a kinetic blast.
Accept 3 points of burn. You're next kinetic blast is modified in the following way. You create a wall of churning elements, flensing debris, or roiling energy using any of your kinetic blasts. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall’s squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.
== Bowling Infusion [2] <free action> (aether, earth, substance) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Earth)
Requirements: You deal damage with an Earth Blast, Magma Blast, Metal Blast, Mud Blast, Telekinetic Blast.
Accept 2 points of burn. You bowl your foes over with the sheer mass of your kinetic blast. Attempt an athletics check using your constitution modifier instead of your strength modifier against each target's Reflex DC.
Success: The target falls prone.
Critical Success: The target falls prone and takes 1d6 bludgeoning damage.
Failure: The target is unaffected by this infusion.
== Brilliant Infusion [6] <free action> (fire, substance) ==
Prerequisites: Flash Infusion. Elemental Focus (Fire).
Requirements: You attack with a Blue Flame Blast, Fire Blast, or Plasma Blast.
Accept 4 points of burn. Your kinetic blast leaves an afterglow that banishes the darkness. Treat each square of the path of your ranged attack kinetic blast, the target square of your melee attack kinetic blast, or the area of your area of effect kinetic blast as the center of a 6th-level continual flame spell that lasts until the end of your next turn.
== Burning Infusion [1] <free action> (fire, substance) ==
Prerequisites: Elemental Focus (Fire).
Requirements: You hit with a Blue Flame Blast, Fire Blast, Magma Blast, or Plasma Blast.
Accept 1 point of burn. Your kinetic blast ignites your foes. Each creature hit must make a Reflex save.
Success: The target is unaffected by this infusion.
Failure: The target takes 1d6 points of persistent fire damage.
Critical Failure: The target takes 2d6 points of persistent fire damage.
== Chilling Infusion [5] <free action> (water, substance) ==
Prerequisites: Elemental Focus (Water)
Requirements: You deal cold damage with a Blizzard Blast, Cold Blast, Ice Blast.
Accept 3 points of burn. Your kinetic blast chills your foes to the bone, making their movements sluggish. The target creature must make a Fortitude save.
Success: The target suffers no additional effects.
Failure: The target is slowed 2 for 1 round.
Critical Failure: The target is slowed 2 for 2 rounds.
== Disintegrating Infusion [6] <free action> (aether, substance) ==
Prerequisites: Elemental Focus (Aether).
Requirements: You attack with a Force Blast.
Accept 4 points of burn. You can use force to rip your targets apart. The target creature must make a Fortitude save. Any creature reduced to 0 or fewer hit points by the blast is disintegrated, as the spell disintegrate. You can use the infused blast to destroy force effects or objects as disintegrate, but for each force effect or 10-foot cube of nonliving matter you destroy in this way, you must accept 1 point of burn, which can’t be reduced by effects such as infusion specialization or gather power.
Success: The target takes 1/2 damage from your blast. 
Critical Success: The target takes 1/4 damage from your blast. 
Failure: The target taxes double damage from your blast. 
Critical Failure: The target takes triple damage from your blast. 
== Draining Infusion [1] <free action> (universal, substance) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Requirements: You attack a creature with any kinetic blast that does not have the composite trait that has the same subtype as the element of that blast.
Accept 1 point of burn. You can drain elemental energy and matter from your foes to strengthen your next attack.Your blast targets touch AC (if it requires an attack roll). Because you are draining energy from the target, your blast doesn’t apply your elemental overflow bonuses. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the Supercharge feat. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don’t stack.
Success:' 'The target takes 1/4 damage from your blast. 
Failure: The target takes damage equal to your blast minus your constitution modifier. 
== Entangling Infusion [2] <free action> (earth, water, substance) ==
Prerequisites: Elemental Focus (Earth) or Elemental Focus (Water).
Requirements: You deal damage to a creature with a Blizzard Blast, Cold Blast, Earth Blast, Ice Blast, Magma Blast, Metal Blast, Mud Blast, or Sandstorm Blast.
Accept 2 points of burn. Your kinetic blast surrounds your foes in elemental matter. The target creature must make a Reflex save.
Success: The target suffers no additional effects. 
Failure: The target becomes entangled for 1 minute. 
Critical Failure: The elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object. 
== Flash Infusion [4] <free action> (fire, substance) ==
Prerequisites: Elemental Focus (Fire)
Requirements: You hit with a Blue Flame Blast, Fire Blast, or Plasma Blast
Accept 3 points of burn. Your kinetic blast is so bright that it blinds your foes. The target creature must make a Reflex save.
Whenever an infused blast hits a foe and penetrates its spell resistance. You can reduce the blast’s damage by half to increase the DC of this save by 2 (this must be done before the roll is made).
Success: The target suffers no additional effects. 
Failure: The target becomes blinded for 1 round. 
Critical Failure: The target becomes blinded for 2 rounds. 
== Grappling Infusion [5] <free action> (universal, substance) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Fire) or Elemental Focus (Water).
Requirements: You attack with a kinetic blast via Cloud, Deadly Earth, or Wall infusions.
Accept 3 points of burn. Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage from the infused blast, the tendrils attempt a combat maneuver check to have the blast grapple that opponent. The tentacles' athletics bonus is equal to yours + your Constitution modifier. The blast only grapples opponents; it can’t perform other functions such as pinning or moving the opponent.
== Gusting Infusion [1] <free action> (air, substance) ==
Prerequisites: Elemental Focus (Air).
Requirements: You attack with a Air Blast, Blizzard Blast, Sandstorm Blast, or Thunderstorm Blast.
Accept 1 point of burn. The wind from your infusion causes your blast to act as the gust of wind spell in addition to it's normal effects. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path.
== Magnetic Infusion [3] <free action> (air, earth, substance) ==
Prerequisites: Elemental Focus (Air) or Elemental Focus (Earth).
Requirements: You attack with a Charged Water Blast, Electric Blast, Metal Blast, Plasma Blast, or Thunderstorm Blast.
Accept 2 points of burn. Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects.
== Pure-Flame Infusion [7] <free action> (fire, substance) ==
Prerequisites: Elemental Focus (Fire)
Requirements: You deal damage with a Blue Flame blast.
Accept 4 points of burn. You open a direct conduit to the purest elemental fire and send it surging forth. Your infused blast ignores the target's fire resistance (but not immunity).
== Pushing Infusion [1] <free action> (aether, air, earth, water, substance) ==
Prerequisites: Elemental Focus (Aether) or Elemental Focus (Air) or Elemental Focus (Earth) or Elemental Focus (Water).
Requirements: You attack with an Air Blast, Blizzard Blast, Charged Water Blast, Earth Blast, Magma Blast, Metal Blast, Mud Blast, Sandstorm Blast, Steam Blast, Telekinetic Blast, or Water Blast.
Accept 1 point of burn. The momentum of your kinetic blast knocks foes back. Attempt a Shove action against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your athletics bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
== Quenching Infusion [1] <free action> (water, substance) ==
Prerequisites: Elemental Focus (Water).
Requirements: You attack with a Charged Water Blast, or Water Blast.
Accept 1 point of burn. Your blast puts out nonmagical fires as if they had been targeted by a water elemental's drench attack. If you increase the burn cost to 2 or reduce the damage to 0, it also puts out nonmagical fires as if they had been targeted by the a major water elemental's drench attack.
== Rare-Metal Infusion [3] <free action> (earth, substance) ==
Prerequisites: Elemental Focus (Earth).
Requirements: You attack with a Metal Blast.
Accept 2 points of burn. You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver (your choice). If your target has an unusual type of damage reduction that could be overcome with the correct type of metal (such as DR/gold), you can also select that metal for this purpose. The metal you create with this infusion crumbles away shortly thereafter and has no gp value.
== Thundering Infusion [1] <free action> (air, substance) ==
Prerequisites: Elemental Focus (Air).
Requirements: You attack with an Electric Blast, or Thunderstorm Blast.
Accept 1 point of burn. Your lightning brings with it a peal of thunder. The target must make a fortitude save.
Success: The target suffers no additional effects. 
Failure: The target becomes deafened. 
== Unraveling Infusion [5] <free action> (fire, substance) ==
Prerequisites: Elemental Focus (Fire).
Requirements: You hit with a Blue Flame Blast or Fire Blast.
Accept 3 points of burn. Your kinetic blast burns so hot that it melts away your foe’s magical effects. Your blast also functions as the dispel magic spell of 3rd level (resolve the dispel magic before you calculate damage). You can choose to reduce the blast’s damage by half to treat the spell level as 1 higher. You can increase the burn cost of this infusion to increase the spell level by 1 per additional point of burn accepted. 
== Many Throw [4] <free action> (aether, form) ==
Prerequisites: Elemental Focus (Aether).
Requirements: You next action or activity is to attack with a telekinesis Blast
Accept 4 points of burn. You grab a large number of objects and throw them all at once. You can use your telekinetic blast to make attack rolls against a number of targets equal to your level within 120 feet, but no two targets can be more than 30 feet apart.__NOEDITSECTION__
Category:Homebrew