Where elemental air gains a greater than normal concentration of positive energy it becomes active, filled with lightning and other activity. Wizards who focus specifically on this quasi-element lose some ability with other elements but gain powers related to this lightning.
You gain a +2 enhancement bonus on Acrobatics skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain Mobility as a bonus feat without needing to meet the prerequisites. At 5th level, you can cast Jump on yourself at will. At 10th level, you can cast Telekinetic Charge on yourself at will. At 20th level, whenever you make an Acrobatics skill check, assume the roll resulted in a natural 20. This replaces Air Supremacy.
Lightning elementalists who use spells with variable energy types such as elemental touch can prepare them to use only one element. If the spell is on their school list they must do so, with air, electricity or lightning, in order to prepare it in a school spell slot.
They also add the spells below to the Air elementalist school list and their class spell list.
1st - Faerie Fire
2nd - Aggressive Thundercloud
3rd - Storm Step
4th - Greater Aggressive Thundercloud
5th - Flash Forward
6th - Call Lightning Storm
7th - Magnetic Field
8th - Scintillating Pattern
9th - Ride the Lightning
Negative energy makes air still and lifeless and eventually destroys it entirely. Wizards who focus specifically on this quasi-element lose some ability with other elements but gain powers related to stillness and vacuum.
At 8th level, when an enemy fails a saving throw against one of your spells you can spend a swift action to impose on them the effects of being within the aura of a Call the Void spell for one round. You can do this once per day for every 4 levels you have. This replaces Cyclone.
Vacuum elementalists who use spells with variable energy types such as elemental touch can prepare them to use only one element. If the spell is on their school list they must do so, with air or cold, in order to prepare it in a school spell slot.
They add the spells below to the Air elementalist school list and their class spell list.
1st - Forced Quiet
2nd - Protection from Arrows
3rd - Hostile Levitation
4th - Concealed Breath
5th - Calm Air
6th - Sonic Form
7th - Walk Through Space
8th - Temporal Stasis
9th - Curse of Fell Seasons
Positive energy added to fire results in radiant energy which can be as dangerous or more so than true flame. Wizards who focus specifically on this quasi-element lose some ability with other elements but gain powers related to light and radiation.
As a standard action you can create a flash of light about yourself, causing others within a 30’ burst to make a Fortitude save or be blinded for 1d4 rounds, or dazzled for one round on a successful save. A haze of light continues to surround you until your next action, giving you 20% concealment, though this cannot be used for stealth unless you are on the elemental plane of Fire. This replaces Dancing Flame.
Radiance elementalists who use spells with variable energy types such as elemental touch can prepare them to use only one element. If the spell is on their school list they must do so, with fire, in order to prepare it in a school spell slot.
They also add the spells below to the Fire elementalist school list and their class spell list.
1st - Detect Radiation
2nd - Radiation Ward
3rd - Irradiate
4th - Unbearable Brightness
5th - Remove Radioactivity
6th - Cosmic Ray
7th - Sunbeam
8th - Sunburst
9th - Greater Remove Radioactivity
Fire dulled by negative energy becomes weak and smoky until it dies entirely into ash. Wizards who focus specifically on this quasi-element lose some ability with other elements but gain powers related to fire and its negation.
You gain resistance 5 to fire and cold. At 10th level, this resistance increases to 10. At 20th level, you gain immunity to fire and cold damage. This replaces Fire Supremacy.
Ash elementalists who use spells with variable energy types such as elemental touch can prepare them to use only one element. If the spell is on their school list they must do so, with fire or cold, in order to prepare it in a school spell slot.
They also add the spells below to the Fire elementalist school list and their class spell list.
1st - Dancing Darkness
3rd - Quench
5th - Suffocation
7th - Ice Body
9th - Mass Suffocation
Long term exposure to positive energy can make crystals grow and even come to life. Wizards who focus specifically on this quasi-element lose some ability with other elements but gain powers related to movement of the inanimate.
As the Universalist arcane school ability. This replaces Acid Cloud.
Mineral elementalists who use spells with variable energy types such as elemental touch can prepare them to use only one element. If the spell is on their school list they must do so, with acid or earth, in order to prepare it in a school spell slot.
They also add the spells below to the Earth elementalist school list and their spell list.
1st - Refine Improvised Weapon
2nd - Stone Throwing
3rd - Pellet Blast
4th - Gravel Vortex
5th - Telekinesis
6th - Animate Objects
7th - Teleport Object
8th - Rain of Arrows
9th - World Wave
Negative energy breaks down earth into sand and then dust, though more slowly than other elements. Wizards who focus specifically on this quasi-element lose some ability with other elements but gain powers related to destruction of the inanimate, but later also to the ability of stone to endure and hold on.
You gain a +2 enhancement bonus to your CMB to bull rush, drag, reposition, trip, and overrun attempts as long as you and your target are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition you gain a +1 insight bonus to AC when you are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight. This replaces Earth Supremacy.
Dust elementalists who use spells with variable energy types such as elemental touch can prepare them to use only one element. If the spell is on their school list they must do so, with acid or earth, in order to prepare it in a school spell slot.
They also add the spells below to the Earth elementalist school list and their class spell list.
1st - Sundering Shards
2nd - Kinetic Reverberation
3rd - Locate Weakness
4th - Warp Metal
5th - Hungry Earth
6th - Disintegrate
7th - Resonating Word
8th - Trap the Soul
9th - Imprisonment
With positive energy water can become clouds and vapor. These in turn split and reflect light into many parts, famously rainbows. Wizards who study this quasi-element lose some ability with other elements but gain more power with light, particularly split into colours as by a prism.
As a standard action you can create a blast of light and water affecting all enemies within 5 feet of you. This blast deals 1d6 points of nonlethal bludgeoning damage, +1 point for every two wizard levels you possess and makes them treat all terrain as difficult for 1 round. A successful Reflex save (DC 10 + ½ wizard level + Int bonus) halves the damage and negates the latter effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This replaces Cold Blast.
Steam elementalists who use spells with variable energy types such as elemental touch can prepare them to use only one element. If the spell is on their school list they must do so, with fire or water, in order to prepare it in a school spell slot.
They also add the spells below to the Water elementalist school list.
1st - Color Spray
2nd - Euphoric Cloud
3rd - Wall of Nausea
4th - Cloud Form
5th - Mirage Arcana
6th - Blazing Rainbow
7th - Prismatic Spray
8th - Prismatic Wall
9th - Prismatic Sphere
Drained by negative energy water dries up but contaminants remain. At the last caustic salts are all that are left before negative energy destroys everything. Those few wizards who study this quasi-element lose some ability with other elements but gain more power with salts and acids.
When using Craft (alchemy) to create an alchemical item,you gain a competence bonus equal to your class level on the Craft (alchemy) check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. At 10th level, you gain the Magic Circles ability as an Occultist, with no mental focus required but usable only once per day per 4 levels. At 20th level, you gain the Fast Circles ability as an Occultist. This replaces Water Supremacy.
You can create a whirlwind in a location within 30’ as a standard action. The whirlwind is 5’ across at the base and 10’ tall and broad at the top, and is opaque to ordinary sight. If you spend a move action to control it, it can move up to 60’ in a direction of your choice. Any creature contacting the whirlwind takes 1d4 + Int bludgeoning damage and is flung 10’ in a random direction; a Reflex save (DC 10 + ½ wizard level + Int bonus) negates both these effects. You can use this ability for a number of rounds per day equal to 1/2 your wizard level. This replaces Wave.
Salt elementalists who use spells with variable energy types such as elemental touch can prepare them to use only one element. If the spell is on their school list they must do so, with acid, cold or water, in order to prepare it in a school spell slot.
They also add the spells below to the Water elementalist school list and their class spell list.
1st - Ray of Sickening
3rd - Cauterising Weapon
5th - Caustic Blood
7th - Particulate Form
9th - Transmute Blood to Acid