When you gain access to a new augmentation, choose one of the following. Some augmentations have elemental requirements, and can only be applied to a blast that has that element, and all have a level requirement. Augmentations will state whether or not they are shape augmentations or substance augmentations; you can only apply one shape augmentation and one substance augmentation to a single attack with elemental blast.
Many shape augmentations change the blast from a single target ranged spell attack to an area effect. Such augmented blasts target all targets within the stated area and they must make saving throws against your spell save DC. The outcome of the saving throw is determined by the augment. A failed save counts as a hit for purposes of blast effects or substance augmentations that trigger on hit.
Type: Substance; 1st Level ; Element: Fire
By spending 1 spell point, your blast ignites the target space or blast's area, causing it to burn for 1 round. Creatures that end their turn there or who move into the space take 1d6 fire damage. For every 1 additional spell point you spend, increase the fire damage by +1d6. Alternatively, for 1 additional spell point, you can extend the duration by 1 round. If the area is particularly flammable, it will ignite as normal.
Type: Shape; 1st Level
By spending 2 spell points, your blast becomes a 15-ft cone, with a range of self, damaging all creatures and objects in the area. Targets must make a Dexterity saving throw, taking half damage on a successful save. For every 1 additional spell point you spend, increase the size of the cone by 5 ft.
Type: Shape; 1st Level
By spending 1 spell point, your blast becomes a focused ray, growing more accurate and damaging. You gain a +1d4 expertise die to hit and +1d4 to your damage roll. For every 1 additional spell points you spend, increase the damage bonus by +1d4, and for every 2 additional spell points you spend, increase the expertise die to hit by 1 die size (to a maximum of 1d10).
Type: Substance; 1st Level; Elements: Air, Earth, or Water
By spending 1 spell point, your blast gains mass and pushes targets 5-ft away from you on a hit or a failed save. For every 1 additional spell point you spend, increase the push by +5-ft.
Type: Shape; 1st Level
By spending 1 spell point, you can target 2 targets within range with your blast, rolling separate attack rolls and dealing damage to each separately if you hit. For every 2 additional spell points you spend, add 1 additional target within range.
Type: Substance; 1st Level; Elements: Air
By spending 2 spell points, your blast manifests with a thundering boom, audible up to 100 feet away. Targets who are hit or who fail their save are deafened for 1 minute, but they can attempt a Constitution saving throw at the end of each of their turns to end the effect.
Type: Substance; 5th Level; Elements: Fire, Lightning
By spending 3 spell points, your blast manifests with a bright flash of light. Targets who are hit or who fail their saving throws are blinded for 1 round. If you spend 2 additional spell points, targets are blinded for 1 minute, though they can attempt a Constitution saving throw at the end of each of their turns to end the effect.
Type: Substance; 5th Level; Element: Earth
By spending 3 spell points, your blast leaves behind rocky debris or disrupts the natural rock or earthen floor, creating difficult terrain in the blast’s target space. If the space was rock or earth, the difficult terrain lasts until it is manually cleaned or repaired; if it wasn’t, then it lasts for 1 minute, or until you use this augmentation again.
Type: Substance; 5th Level
By spending 3 spell points, your blast becomes heavy and forceful, knocking targets prone who are hit or who fail their save.
Type: Shape; 5th Level
By spending 3 spell points, your blast becomes a 60-ft line, with a range of self, damaging all creatures and objects in the area. Targets make a Dexterity saving throw, taking half damage on a successful save. For every 1 additional spell point you spend, increase the size of the line by 20-ft.
Type: Substance; 5th Level; Element: Cold, Fire, or Lightning
By spending 3 spell points, your blast clings to targets who are hit or who fail their save, dealing 1d6 ongoing damage of the same type for 1 minute. Targets may attempt a saving throw (Dexterity for Fire, Constitution for Cold or Lightning) to end the effect at the end of their turn, or they can end it automatically as an action. For every 2 additional spell points you spend, increase the ongoing damage by +1d6.
Type: Substance; 5th Level; Element: Cold or Lightning
By spending 3 spell points, your blast chills or shocks targets who are hit or who fail their save, slowing them for 1 minute. Targets can attempt a Constitution saving throw at the end of each turn to end this effect.
Type: Substance; 5th Level; Element: Lightning
By spending 3 spell points, your blast shocks targets who are hit or who fail their initial save. Targets who are hit or who fail their initial save are stunned for 1 round. If you spend 7 spell points, the target is paralyzed instead of stunned.
Type: Substance; 9th Level; Element: Cold or Earth
By spending 5 spell points, your blast encases targets who are hit or who fail their save in earth or ice, grappling them for 1 minute, or until they succeed an escape check against your spell DC. If you spend 7 spell points, targets are restrained instead.
Type: Shape; 9th Level
By spending 5 spell points, your blast becomes a 20-ft radius circle within range. Targets must make a Dexterity saving throw, taking half damage on a successful save. For every 1 additional spell point you spend, increase the radius of the circle by 5 ft.
Type: Shape; 9th Level
By spending 5 spell points, your blast manifests as a 10-ft radius circle cloud at a point in range, dealing half damage to any creature that enters the area or starts their turn inside it. The cloud lightly obscures the area, blocking sight. The cloud has a duration of concentration (up to 1 minute), but you must spend an action each round to maintain it. For every 1 additional spell points spent, increase the radius of the cloud by 5 ft.
Type: Shape; 13th Level
By spending 6 spell points, your blast manifests as an aura in a 5-ft radius around you. Any creature that enters the area or starts their turn in the area must make a Constitution saving throw, taking half your blast damage on a failed save. The aura’s duration is concentration (up to 1 minute).
Type: Shape; 13th Level; Prerequisite: Line Augmentation
By spending 6 spell points, your blast becomes a 40-ft-line, except you can bend it up to 90 degrees once. Targets in the area must make a Dexterity saving throw, taking half damage on a success. For 7 spell points, it becomes a 60-ftline that can be bent twice.
Type: Shape; 17th Level
By spending 7 spell points, your blast can jump from target to target. Each time you hit a target, the blast jumps to another target within 15-ft. You must make an attack roll for each new target, and the blast deals 1 die less damage for each new target. The chain stops when you miss a target, or when the blast is reduced to 0 dice. You cannot hit a target more than once. Only the initial target needs to be within your blast’s range.
Type: Shape; 17th Level; Prerequisite: Burst Augmentation
By spending 7 spell points, your blast becomes a 20-ft radius sphere within range, but it does not explode immediately. You can detonate it on your turn at will, or delay it as long as you concentrate (up to 1 minute). Targets in the area must make a Dexterity saving throw, taking half damage on a success.
Type: Substance; 17th Level; Element: Cold, Earth; Prerequisite: Binding Augmentation
By spending 7 spell points, your blast engulfs targets in stone or ice, paralyzing them for up to 1 minute but also protecting them from harm. An unwilling target can attempt a Strength saving throw at the end of each of its turns to break free. The stone or ice encasing them has AC 10 and 50 HP, and the paralysis ends if the hp is reduced to 0; ice is vulnerable to fire damage, stone is vulnerable to thunder damage. Flying targets fall, though the stone or ice takes the falling damage for them and may end the effect.
Type: Substance; 17th Level; Element: Fire
By spending 7 spell points, the heat of your blast becomes unbearable. Creatures hit must succeed on a Constitution saving throw or take an additional 7d8 fire damage. If a creature is reduced to 0 hp by the blast, it is obliterated, along with anything it was wearing or carrying, leaving behind nothing but fine dust (except for any magic items). Only true resurrection or a wish spell can restore it to life. An Incinerating Blast automatically obliterates nonmagical objects that are Large-sized or smaller. Larger objects have a 10-foot-cube portion obliterated instead.
Type: Substance; 17th Level; Element: Air, Water
By spending 7 spell points, your blast sucks the air from the target’s lungs or fills them with water. Creatures hit must succeed a Constitution saving throw or take 1d6 ongoing damage and begin holding their breath; they can repeat this saving throw at the end of each of their turns to regain their breath and end the effect. Non-breathing creatures are immune to this effect. This otherwise follows the rules for drowning and suffocation.