Infusion Wild Talents
Table of Contents

The following are new infusion wild talents that can be learned by Kineticists with the appropriate element.


Universal

Aligned Infusion

Element(s) universal; Type substance infusion; Level 3; Burn 2
Associated Blasts any
Saving Throw none

Your blasts are more dedicated than most. Select one component of your alignment (good/evil/law/chaos); your blasts are treated as that alignment for the purposes of penetrating damage reduction and negating regeneration. Whenever an infused blast hits a foe that has an opposed alignment to your blast, increase all DCs associated with this blast by 1.

Arbitrating Infusion

Element(s) universal; Type substance infusion; Level 7; Burn 4
Associated blasts any
Saving Throw none or Will negates; see text

This infusion treats those hit as if affected by arbitramentCoB, as the spell, using the kineticist’s level as their caster level. This infusion costs double for kineticists of an alignment other than neutral, and chaotic evil, chaotic good, lawful evil, and lawful good kineticists are sickened for 1d4 rounds after using this infusion.

Bullying Infusion

Element(s) universal; Type substance; Level 1; Burn 1
Saving Throw none

You know how to add a bit of fear to your blast. Whenever a creature is dealt damage by this blast, you can attempt an Intimidate check (to demoralize) against them. You can increase the burn of this infusion by 1 to increase the duration of the demoralization by 2 rounds.

Countering Infusion

Element(s) universal; Type substance infusion; Level 1; Burn 1
Associated blasts any

You strengthen your blast’s ability to blot out opposing magic. The infused blast is treated as one spell level higher when used to counter spells, and can be used to counter activated extraordinary, supernatural, or spell-like abilities which share its element or descriptor. You can increase this by an additional one effective spell level for every 2 burn by which you increase this infusion’s cost. This infusion can only be used as part of a blast prepared as a readied action.

Crushing Blast

Element(s) universal; Type substance infusion; Level 4; Burn 3
Associated blasts any physical
Saving Throw none

You can add incredible density to your kinetic blasts. Blasts you use that deal bludgeoning damage have their critical multiplier increased by 1 (normally to 3x). You can accept an additional 1 point of burn when using this infusion to increase their critical multiplier by 2 instead (normally to 4x). These benefits only apply to blasts that deal bludgeoning damage, and do not stack with other effects that increase critical multiplier. This does not count toward your normal limit of substance infusions per kinetic blast, but cannot be used in conjunction with keen blast.

Empty Infusion

Element(s) universal; Type substance infusion; Level 1; Burn 0
Associated Blasts any
Saving Throw none

You know how to remove trauma from your blast. This blast deals no damage, but increases the DC of the kinetic blast by +1 as well as treating the opponent as if they had taken damage for the purpose of being affected by an infusion if they are hit by it. At 5th level, and every 5 levels thereafter, increase the DC by an additional +1. This infusion does not count against the limit of one substance infusion per kinetic blast.

Flurry of Blasts, Improved

Element(s) universal; Type form infusion; Level 5; Burn 4
Prerequisite(s) flurry of blasts
Associate blasts any
Saving Throw none

This infusion functions as flurry of blasts, except it doubles the number of attacks you make with that infusion and targets don’t take a penalty against substance infusions for being hit multiple times by this blast. For every three times you hit the same creature with this blast, they must attempt an additional save against any substance infusion applied to it or suffer its effects again.

Flurry of Blasts, Greater

Element(s) universal; Type form infusion; Level 8; Burn 4
Prerequisite(s) improved flurry of blasts
Associate blasts any
Saving Throw none

This infusion functions as improved flurry of blasts, except it triples the number of attacks that flurry of blasts would normally allow.

Follow-Up Shot

Element(s) universal; Type form infusion; Level 3; Burn 2
Associated Blast any
Saving Throw none

You know how to add a little extra kick to your blast. You may make a second attack with your kinetic blast after your first with a -2 to the attack roll, treating yourself as a 1st level kineticist for the damage this blast deals. For every 3 kineticist levels you possess, you can increase the burn cost of this infusion by 1 to increase your effective kineticist level by 2 for the purpose of how much damage this second attack deals.

Incorporeal Infusion

Element(s) universal; Type substance infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You can reach into different planes of existence with your blast. This infused blast deals full damage to incorporeal targets. This infusion does not count against the normal limit of 1 substance infusion per blast.

Keen Blast

Element(s) universal; Type substance infusion; Level 4; Burn 3
Associated blasts any physical
Saving Throw none

You shape your blast so that its edge is incredibly sharp. Blasts you use that deal piercing and/or slashing damage have their critical range doubled (normally to 19-20). You can increase the burn cost of this infusion by 1 to triple their critical range instead (normally to 18-20). These benefits do not apply to blasts that don’t deal either piercing or slashing damage, and do not stack with other effects that increase critical range (such as the improved critical feat). This does not count toward your normal limit of substance infusions per kinetic blast, but cannot be used in conjunction with crushing blast.

Kinetic Bomb

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated blasts any
Saving Throw Reflex half (see text)

Your blast has far more power packed behind it. Whenever an infused blast hits a foe and deals damage to them, it is treated as though it is a splash weapon, dealing splash damage to all adjacent squares (Reflex save for half damage). This infusion is treated as an alchemist’s bomb for the purposes of which feats may be applied to it. Splash damage from this infusion is always equal to the blast’s minimum damage.

Kinetic Bomb, Improved

Element(s) universal; Type form infusion; Level 3; Burn 2
Prerequisite(s) kinetic bomb
Associated Blast any
Saving Throw Reflex half (see text)

This infusion functions as kinetic bomb, extending its splash radius by 5 ft. You can increase the burn cost of this blast by 1 to increase the splash radius of this infusion by an additional 5 ft.

Mobile Blast, Improved

Element(s) universal; Type form infusion; Level 5; Burn 3
Associated blasts any
Prerequisite(s) extended rangeOA, mobile blastOA
Saving Throw Reflex negates

This functions as mobile blastOA except it can travel as far as 120 ft. from you before dissipating and can be moved up to 30 ft. as a free action once per turn; this is in addition to moving it with a move action, and it cannot move more than your base speed per round. In addition, if you move it with your move action, you can also have it fire the kinetic blast of which it is composed as an immediate action, dealing damage as a 1st level kineticist (if it stops in the same square as another creature, this blast cannot target that creature and happens before they receive damage from it). Doing so reduces its damage by 1 die if it was composed from a simple blast or 2 dice if it was composed of a composite blast, and its duration ends if it is reduced to 0 damage dice this way.

Nebulous Shape

Element(s) universal; Type form infusion; Level 4; Burn 2
Associated blasts any physical blast that deals at least two types of damage
Saving Throw none

The matter your blasts create is amorphous, sometimes even intangible. When applying this infusion to a blast, choose between bludgeoning, piercing, or slashing. If the infused blast would deal that type of damage, all of its damage is dealt as whatever other type(s) the blast could normally do instead. You can accept an additional 1 point of burn to remove a second type of physical damage. If this infusion would remove all damage types from a blast, it deals nonlethal untyped damage. If a blast deals only energy damage as a result of this infusion, it is still considered a physical blast for all purposes.

Nullifying Infusion

Element(s) universal; Type substance infusion; Level 8; Burn 4
Associated Blasts any (must deal acid, cold, electric, fire, negative energy, or sonic damage)
Saving Throw Fortitude negates

You are aware how to sever another’s elemental defenses. Whenever an infused blast hits a foe and penetrates their spell resistance, you may select one type of energy damage that the infused blast deals (cold, electric, fire, negative energy, or sonic) and negate any resistance the foe has to it for 1 round per 4 kineticist levels you possess before applying damage. If the target is immune to the chosen energy type, you instead negate that immunity, treating that foe as though they had resistance 20 against the negated immunity.

Ricochet

Element(s) universal; Type form infusion; Level 2; Burn 2
Associated blasts any bludgeoning
Saving Throw none

You can cause your blast to ricochet off of your target into another. When you hit your target with your infused blast, you can attempt a ranged attack against one additional target within 15 feet of the first. This attack originates from the infused blast’s original target and is identical to the original blast except that it does not replicate the effects of the ricochet infusion.

Seeking Infusion

Element(s) universal; Type form infusion; Level 2; Burn 2
Associated Blasts any
Saving Throw none

You can easily avoid obstacles that hinder the path of your blast. This infused blast ignores partial cover and concealment.

Spellturning Infusion

Element(s) universal; Type form infusion; Level 6; Burn 3
Associated blasts any
Prerequisite(s) countering infusion

Your blast can envelop and overpower incoming spells. Treat this as countering infusion, except when the infused blast is readied against a spell or activated extraordinary, supernatural, or spell-like ability which it can counter, rather than counterspelling it, you can cause the ability to affect its caster or target an area which includes its caster, adding the effects of the infused blast to the spell’s normal effects. Abilities that target a line or cone or that emanate from their caster can only be counterspelled as normal. This infusion can only be used as part of a blast prepared as a readied action.

Vital Blade

Element(s) universal; Type form infusion; Level 4; Burn 3
Prerequisite(s) kinetic blade
Associated blasts any
Saving Throw none

This infusion functions as kinetic blade, except it can be used with Vital Strike and Improved Vital Strike even when used as part of a charge attack. If you have the kinetic whip infusion wild talent, you can instead have this infusion function as kinetic whip, although it does not benefit from these feats on attacks of opportunity.

Vital Mobility

Element(s) universal; Type form infusion; Level 5; Burn 4
Prerequisite(s) vital blade
Associated blasts any
Saving Throw none

This infusion works as vital blade. You are treated as though you possessed the Spring Attack feat, allowing you to use it with the vital blade wild talent.


Aether

Bloody Infusion

Element(s) aether, air, earth, viscera, water, or wood; Type substance infusion; Level 1; Burn 1
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water, winter, wood
Saving Throw Reflex negates

Your blasts have an especially sharp edge to them. Whenever an infused blast hits a foe and deals either piercing or slashing damage, that foe also takes 1 bleed damage per damage die that your blast deals. Bleed damage from this infusion does not stack with itself. It can only be used with water blast by a blood kineticist.

Bloody Infusion, Improved

Element(s) aether, air, earth, water, viscera, or wood; Type substance infusion; Level 5; Burn 4
Prerequisite(s) bloody infusion
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water*, winter, wood
Saving Throw Reflex negates

This infusion functions as bloody infusion except that bleed damage from multiple uses of this infusion stacks with itself (although it can only be applied once per round), as well as with bleed caused by bloody infusion and bleeding infusion. The Heal DC needed to end this bleeding effect increases by the amount of bleed damage from which the target is suffering. It can only be used with water blast by a blood kineticist.

Dismissing Infusion

Element(s) aether, time, or void; Type substance infusion; Level 5; Burn 4
Associated Blast chrono, epoch, force, negative, telekinetic, or void
Saving Throw Will negates

Your blasts can sever an outsider’s connections to a plane. Whenever a creature is dealt damage by this blast, it is treated as though affected by a dismissal spell with a caster level equal to your kineticist level.

Hyper-Dimensional Blast

Element(s) aether, time, or void; Type form infusion; Level 4; Burn 3
Prerequisite(s) extended range
Associated blast(s) chrono, epoch, force, gravity, telekinetic, negative, supernova, void

You can channel your blast through avenues outside of those perceived by others, causing your blast to appear directly in any space within 120 feet rather than traveling from you to that space. Your target is denied its AC bonus from Dexterity and you ignore the benefits it gains from cover. You may target creatures, objects, or spaces outside of your line of sight, but cannot ignore cover against such targets unless you can detect the target’s presence by some other means. If used with telekinetic blast, the object used for this blast cannot be thrown and teleports back into your hand afterward.

Stitching Infusion

Element(s) aether; Type substance infusion; Level 5; Burn 3
Associated Blasts force, telekinetic
Save Will negates

Your blasts are capable of tethering others to their dimension. Whenever an infused blast hits a foe and deals damage, that foe is treated as though under the effects of a dimensional anchor spell for 1 minute.

Telekinetic Weapon

Element(s) aether; Type substance infusion; Level 3; Burn 2
Associated blast(s) telekinetic

Your aetheric tethers have tiny holes in them, allowing the magic power of objects to seep through. When using a telekinetic blast with a magic weapon, apply any enhancement bonuses and weapon qualities of the weapon to your blast as if you had made a melee attack with that weapon. This does not apply to unarmed strikes or natural weapons.


Air

Bloody Infusion

Element(s) aether, air, earth, viscera, water, or wood; Type substance infusion; Level 1; Burn 1
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water, winter, wood
Saving Throw Reflex negates

Your blasts have an especially sharp edge to them. Whenever an infused blast hits a foe and deals either piercing or slashing damage, that foe also takes 1 bleed damage per damage die that your blast deals. Bleed damage from this infusion does not stack with itself. It can only be used with water blast by a blood kineticist.

Bloody Infusion, Improved

Element(s) aether, air, earth, water, viscera, or wood; Type substance infusion; Level 5; Burn 4
Prerequisite(s) bloody infusion
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water*, winter, wood
Saving Throw Reflex negates

This infusion functions as bloody infusion except that bleed damage from multiple uses of this infusion stacks with itself (although it can only be applied once per round), as well as with bleed caused by bloody infusion and bleeding infusion. The Heal DC needed to end this bleeding effect increases by the amount of bleed damage from which the target is suffering. It can only be used with water blast by a blood kineticist.

Discharging Infusion

Element(s) air; Type form infusion; Level 1; Burn 1
Associated Blast acidic bolt, bioelectric, charged water, electric, and lightning
Saving Throw Reflex half

Your blasts are capable of frying aquatic foes. When this infused blast targets water, all creatures within 30 ft. of the blast inside the targeted body of water are affected, taking ½ the damage of this blast.

Overload Infusion

Element(s) air, fire, light, poison, sound, time, void, or water; Type substance infusion; Level 7; Burn 4
Associated Blasts acid, acid rain, acidic bolt, blue flame, chrono, cold, electric, epoch, fire, flensing, green flame, glorious, injection, light, lightning, negative, nightshade, solar, sonic, sonic boom, thunderstorm, ultraviolet, vibration, virulent, void
Saving Throw Fortitude negates

Your blasts are capable of filling foes to the breaking point with raw power. Whenever an infused blast hits a foe and deals damage, that foe is flooded with elemental energy for 1 round per 5 kineticist levels you possess. Whenever that foe takes a standard action, they must make a Fortitude save or take 1 point of damage per damage die your blast deals, taking half damage on a successful save. If the foe instead takes a full round action, this damage is doubled. You can increase the burn cost by 1 to increase the duration of this effect by 1 round. A creature may only be affected by one overload infusion at a time.


Earth

Adamantine Infusion

Element(s) earth; Type substance infusion; Level 3; Burn 2
Associated Blast metal or meteor

Your blast is strong enough to shatter most objects with ease. This blast can ignore up to 20 hardness of any object it connects against as well as being treated as adamantine for the purpose of bypassing damage reduction.

Bloody Infusion

Element(s) aether, air, earth, viscera, water, or wood; Type substance infusion; Level 1; Burn 1
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water, winter, wood
Saving Throw Reflex negates

Your blasts have an especially sharp edge to them. Whenever an infused blast hits a foe and deals either piercing or slashing damage, that foe also takes 1 bleed damage per damage die that your blast deals. Bleed damage from this infusion does not stack with itself. It can only be used with water blast by a blood kineticist.

Bloody Infusion, Improved

Element(s) aether, air, earth, water, viscera, or wood; Type substance infusion; Level 5; Burn 4
Prerequisite(s) bloody infusion
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water*, winter, wood
Saving Throw Reflex negates

This infusion functions as bloody infusion except that bleed damage from multiple uses of this infusion stacks with itself (although it can only be applied once per round), as well as with bleed caused by bloody infusion and bleeding infusion. The Heal DC needed to end this bleeding effect increases by the amount of bleed damage from which the target is suffering. It can only be used with water blast by a blood kineticist.

Imprisoning Infusion

Element(s) earth or water; Type substance infusion; Level 8; Burn 4
Associated Blasts autumn, earth, great oak, metal, ice, spring, summer, winter, wood
Saving Throw Fortitude negates

Your blast is capable of entombing others alive. Whenever an infused blast hits a foe and deals damage, that foe is encased in an elemental prison, as per the ice tomb witch hex.

Persistent Infusion

Element(s) earth, water, or wood; Type substance infusion; Level 1; Burn 1
Associated Blast autumn, blizzard, cold, earth, ice, magma, metal, mud, sandstorm, spring, summer, winter, wood
Saving Throw none

Your blasts leave behind chunks of whatever matter from which they were composed along the path of a ranged attack kinetic blast, the targeted square of a melee attack kinetic blast, or all squares targeted by the kinetic blast. This matter remains until the next time you recover burn as unattended objects, each blast creating 1 lbs. of matter per kineticist level you possess. You cannot create more than 5 lbs. of matter per kineticist level you possess, and any excess matter you create disappears. You can increase the burn cost of this infusion by 1 to subtly alter the shape of these objects, treating the matter as caltrops.


Fire

Burning Infusion, Improved

Element(s) fire or poison; Type substance infusion; Level 3; Burn 2
Prerequisite(s) burning infusion
Associated Blast acid, acid rain, acidic bolt, blue flame, fire, flensing blast, green flame, injecting, magma, nightshade, plasma, ultraviolet, and virulent
Saving Throw Reflex negates

This infusion functions as burning infusion except targets that catch fire or are covered in acid are dealt 1d6 additional damage per round. The save to end this effect is increased to the DC of this infusion.

Burning Infusion, Greater

Element(s) fire or poison; Type substance infusion; Level 5; Burn 3
Prerequisite(s) improved burning infusion
Associated Blast acid, acid rain, acidic bolt, blue flame, fire, flensing blast, green flame, injecting, magma, nightshade, plasma, ultraviolet, and virulent
Saving Throw Reflex negates

This infusion functions as improved burning infusion except that all creatures adjacent to a creature affected by your greater burning infusion must make a Reflex save or be affected by this infusion as well.

Dazzling Infusion

Element(s) fire or light; Type substance infusion; Level 1; Burn 1
Associated Blasts aurora, bioluminescent, blue flame, crystal, fire, glorious, light, lightning, solar
Saving Throw Fortitude negates

Your blasts can overstimulate the eyes of foes. Whenever an infused blast deals damage to a foe, that foe is dazzled for 1 minute.

Melting Infusion

Element(s) fire or poison; Type substance infusion; Level 2; Burn 2
Associated Blasts acid, acid rain, acidic bolt, blue flame, fire, flensing, green flame, injection, nightshade, ultraviolet, virulent
Saving Throw Reflex negates

Your blast can leave both natural and man-made armor in disrepair. Whenever an infused blast deals damage to a foe, reduce the armor bonus of any armor the foe is wearing or natural armor bonus it may possess by 1 per 3 kineticist levels you possess for 1 minute.

Overload Infusion

Element(s) air, fire, light, poison, sound, time, void, or water; Type substance infusion; Level 7; Burn 4
Associated Blasts acid, acid rain, acidic bolt, blue flame, chrono, cold, electric, epoch, fire, flensing, green flame, glorious, injection, light, lightning, negative, nightshade, solar, sonic, sonic boom, thunderstorm, ultraviolet, vibration, virulent, void
Saving Throw Fortitude negates

Your blasts are capable of filling foes to the breaking point with raw power. Whenever an infused blast hits a foe and deals damage, that foe is flooded with elemental energy for 1 round per 5 kineticist levels you possess. Whenever that foe takes a standard action, they must make a Fortitude save or take 1 point of damage per damage die your blast deals, taking half damage on a successful save. If the foe instead takes a full round action, this damage is doubled. You can increase the burn cost by 1 to increase the duration of this effect by 1 round. A creature may only be affected by one overload infusion at a time.

Painful Infusion

Element(s) fire or poison; Type substance infusion; Level 1; Burn 1
Associated Blasts acid, acid rain, acidic bolt, blue flame, fire, flensing, green flame, injection, nightshade, ultraviolet, virulent
Saving Throw Reflex negates

Your blast can leave temporary but sensitive wounds. Whenever an infused blast hits a foe and deals damage, they are unable to use any natural weapons they possess for 1 round. You can increase the burn cost by 1 to increase the duration of this effect by 1 round, allowing a foe an additional save at the end of their round to end this effect.

Pyroclastic Infusion

Element(s) fire; Type substance infusion; Level 6; Burn 4
Prerequisite(s) burning infusion, extended range
Associated Blast blue flame, fire
Saving Throw Reflex half

You can incinerate those foolish enough to be burned by your blast. Select a number of creatures up to your Constitution modifier within 120 ft of you that are currently on fire. Each such creature becomes the center of a 5 ft. radius explosion that damages all creatures within it for half your kinetic blast’s damage; all creatures affected by the explosions can attempt a Reflex save to reduce that amount to ¼ damage. If a creature is within the area of multiple explosions, the damage from each sphere stacks.

Smoke Infusion

Element(s) fire; Type substance infusion; Level 2; Burn 2
Associated Blasts blue flame, fire, and hellfire
Saving Throw Reflex negates

Your blast causes the target to be engulfed in smoke. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe is engulfed in smoke, regardless of whether it takes damage. This smoke extends to all adjacent squares and obscures vision as a smokestick, lasting for 1 round per 2 kineticist levels you possess. You can increase the burn cost by 1 to double the duration of this smoke.

Smoke Infusion, Improved

Element(s) fire; Type substance infusion; Level 4; Burn 3
Prerequisite(s) smoke infusion
Associated Blasts blue flame, fire, and hellfire
Saving Throw Reflex negates

This infusion functions as smoke infusion, and the smoke clings to the target for the duration of this effect, lasting for 1 round per kineticist level you possess.


Light

Beacon Infusion

Element(s) light; Type substance infusion; Level 2; Burn 2
Associated Blasts aurora, bioluminescent, crystal, glorious, light, lightning, solar
Saving Throw none

You are capable of illuminating the most vulnerable parts of your foes with your blast. Whenever an infused blast hits a foe and deals damage, the next attack made against that foe before the end of your next round gains a +4. You can increase the burn cost by 1 to also grant the next attack made against that foe a +4 bonus to damage rolls.

Colorburst Infusion

Element(s) light; Type substance infusion; Level 8; Burn 4
Associated blasts aurora, bioluminescent, crystal, glorious, light, lightning, prismatic, rainbow, silverlight, solar, supernova
Saving Throw varies; Spell Resistance yes

Your blast’s colorful bursts of light can have an array of unusual effects on those hit. Treat creatures you hit with the infused blast as if they were also hit by the prismatic spray spell.

Daybreak Infusion

Element(s) light Type substance infusion; Level 3; Burn 2
Saving Throw none
Associated Blasts aurora, bioluminescent, crystal, glorious, light, lightning, solar

Your blasts are capable of destroying all darkness. Whenever a blast with this infusion enters an area of magical darkness, make a caster level check to dispel the effect.

Dazzling Infusion

Element(s) fire or light; Type substance infusion; Level 1; Burn 1
Associated Blasts aurora, bioluminescent, blue flame, crystal, fire, glorious, light, lightning, solar
Saving Throw Fortitude negates

Your blasts can overstimulate the eyes of foes. Whenever an infused blast deals damage to a foe, that foe is dazzled for 1 minute.

Illuminating Infusion

Element(s) light; Type substance infusion; Level 1; Burn 1
Associated Blasts aurora, bioluminescent, crystal, glorious, light, lightning, solar
Saving Throw Reflex negates

You can light up your foes with your blast. Whenever an infused blast deals damage to a foe, that foe is outlined as though under the effects of a faerie fire spell for 1 minute.

Obfuscating Infusion

Element(s) light; Type substance infusion; Level 5; Burn 3
Associated Blasts aurora, bioluminescent, crystal, glorious, light, lightning, solar
Saving Throw Will negates

Your blasts partially obscure the vision of your foes. Whenever an infused blast hits a foe and deals damage, that foe treats all targets as having concealment for 1 round per 2 kineticist levels you possess.

Overload Infusion

Element(s) air, fire, light, poison, sound, time, void, or water; Type substance infusion; Level 7; Burn 4
Associated Blasts acid, acid rain, acidic bolt, blue flame, chrono, cold, electric, epoch, fire, flensing, green flame, glorious, injection, light, lightning, negative, nightshade, solar, sonic, sonic boom, thunderstorm, ultraviolet, vibration, virulent, void
Saving Throw Fortitude negates

Your blasts are capable of filling foes to the breaking point with raw power. Whenever an infused blast hits a foe and deals damage, that foe is flooded with elemental energy for 1 round per 5 kineticist levels you possess. Whenever that foe takes a standard action, they must make a Fortitude save or take 1 point of damage per damage die your blast deals, taking half damage on a successful save. If the foe instead takes a full round action, this damage is doubled. You can increase the burn cost by 1 to increase the duration of this effect by 1 round. A creature may only be affected by one overload infusion at a time.


Poison

Atrophy Infusion

Element(s) poison, viscera, or void; Type substance infusion; Level 4; Burn 3
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, chrono, epoch, flensing, fossilized, green flame, haunted, injection, negative, nightshade, ultraviolet, venus, virulent, void, warped bone
Saving Throw Fortitude negates

Your blasts cause lasting damage to the bodies of others. Whenever an infused blast deals damage to a foe, they take 2 Strength or Dexterity damage (your choice). This is a poison effect for acid blast and its composites (excluding injecting blast).

Burning Infusion, Improved

Element(s) fire or poison; Type substance infusion; Level 3; Burn 2
Prerequisite(s) burning infusion
Associated Blast acid, acid rain, acidic bolt, blue flame, fire, flensing blast, green flame, injecting, magma, nightshade, plasma, ultraviolet, and virulent
Saving Throw Reflex negates

This infusion functions as burning infusion except targets that catch fire or are covered in acid are dealt 1d6 additional damage per round. The save to end this effect is increased to the DC of this infusion.

Burning Infusion, Greater

Element(s) fire or poison; Type substance infusion; Level 5; Burn 3
Prerequisite(s) improved burning infusion
Associated Blast acid, acid rain, acidic bolt, blue flame, fire, flensing blast, green flame, injecting, magma, nightshade, plasma, ultraviolet, and virulent
Saving Throw Reflex negates

This infusion functions as improved burning infusion except that all creatures adjacent to a creature affected by your greater burning infusion must make a Reflex save or be affected by this infusion as well.

Decaying Infusion

Element(s) poison, time, viscera, or void; Type substance infusion; Level 6; Burn 4
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, chrono, epoch flensing, fossilized, green flame, haunted, injecting, negative, nightshade, ultraviolet, venus, vibration, virulent, void, warped bone
Saving Throw Fortitude negates

You know how to ravage living matter with your blast. Foes that take damage from your infused blast also take 2 Constitution damage.

Destabilizing Infusion

Element(s) poison, sound, or water; Type substance infusion; Level 6; Burn 4
Associated Blasts acid, acid rain, acidic bolt, aurora, blizzard, cold, flensing, green flame, ice, injecting, nightshade, sonic, sonic boom, ultraviolet, vibration, virulent
Saving Throw Fortitude negates

Your blasts are able to break down even the mightiest of foes. Whenever an infused blast hits a target and deals damage to them, if that target possesses either damage resistance or hardness, it is reduced by 1 for every 3 kineticist levels you possess for 1 minute. This effect stacks with itself, allowing you to reduce a target’s damage reduction or hardness multiple times.

Fungal Explosion

Element(s) poison; Type form infusion; Level 6; Burn 3
Prerequisite(s) fungal infestation
Associated blasts acid, acid rain, acidic bolt, green flame, nightshade, noxious, ultraviolet, virulent
Saving Throw Reflex halves/negates (see text)

You empower the mushrooms created through your fungal infestation wild talent, causing them to shoot out gouts of acidic spores. Each creature adjacent to a mushroom or in a mushroom’s square takes your blast’s damage for energy blasts or half your blast’s damage for physical blasts. Creatures within the mushrooms’ squares take half this damage on a successful Reflex save; all others negate damage instead.

Laced Infusion

Element(s) poison; Type substance infusion; Level 1; Burn 1
Associated Blasts acid, acid rain, acidic bolt, flensing, green flame, injection, nightshade, ultraviolet, virulent
Saving Throw see text

You are able to lace your blast with your own poisons. When you use this blast, you may consume 1 dose of any touch poison you possess in a non-extra-dimensional space, adding it to the blast. Whenever an infused blast deals damage to a foe, they are exposed to the poison, the DC of this poison being treated as the DC of this infusion. For each creature beyond the first that is damaged by this blast, lower the DC of the poison by 1. At 7th level, this infusion can be also be used with injury poisons. This infusion cannot be used with poisons that have been converted from other poison types. This is a poison effect.

Lingering Infusion

Element(s) poison, sound or time; Type substance infusion; Level 5; Burn 3
Associated Blasts acid, acid rain, acidic bolt, chrono, epoch, flensing, green flame, injection, nightshade, sonic, sonic boom, ultraviolet, vibration, virulent
Saving Throw Fortitude half

Your blasts tend to linger a bit longer. Whenever a blast with this infusion deals damage to a foe, at the beginning of that foe’s next round, they take damage equal to the minimum damage of the infused blast.

Melting Infusion

Element(s) fire or poison; Type substance infusion; Level 2; Burn 2
Associated Blasts acid, acid rain, acidic bolt, blue flame, fire, flensing, green flame, injection, nightshade, ultraviolet, virulent
Saving Throw Reflex negates

Your blast can leave both natural and man-made armor in disrepair. Whenever an infused blast deals damage to a foe, reduce the armor bonus of any armor the foe is wearing or natural armor bonus it may possess by 1 per 3 kineticist levels you possess for 1 minute.

Neutralizing Infusion

Element(s) poison; Type substance infusion; Level 3; Burn 2
Associated Blasts acid, acid rain, acidic bolt, flensing, green flame, injection, nightshade, ultraviolet, virulent
Saving Throw Fortitude negates

Your blast can strip the resistances from others. Whenever an infused blast hits a foe and penetrates their spell resistance, any resistance or immunity to poison they may possess is negated for 1 minute per kineticist level you possess. Creatures without a Constitution score (such as constructs and undead) are immune to this effect.

Overload Infusion

Element(s) air, fire, light, poison, sound, time, void, or water; Type substance infusion; Level 7; Burn 4
Associated Blasts acid, acid rain, acidic bolt, blue flame, chrono, cold, electric, epoch, fire, flensing, green flame, glorious, injection, light, lightning, negative, nightshade, solar, sonic, sonic boom, thunderstorm, ultraviolet, vibration, virulent, void
Saving Throw Fortitude negates

Your blasts are capable of filling foes to the breaking point with raw power. Whenever an infused blast hits a foe and deals damage, that foe is flooded with elemental energy for 1 round per 5 kineticist levels you possess. Whenever that foe takes a standard action, they must make a Fortitude save or take 1 point of damage per damage die your blast deals, taking half damage on a successful save. If the foe instead takes a full round action, this damage is doubled. You can increase the burn cost by 1 to increase the duration of this effect by 1 round. A creature may only be affected by one overload infusion at a time.

Painful Infusion

Element(s) fire or poison; Type substance infusion; Level 1; Burn 1
Associated Blasts acid, acid rain, acidic bolt, blue flame, fire, flensing, green flame, injection, nightshade, ultraviolet, virulent
Saving Throw Reflex negates

Your blast can leave temporary but sensitive wounds. Whenever an infused blast hits a foe and deals damage, they are unable to use any natural weapons they possess for 1 round. You can increase the burn cost by 1 to increase the duration of this effect by 1 round, allowing a foe an additional save at the end of their round to end this effect.

Paralyzing Infusion

Element(s) poison; Type substance infusion; Level 8; Burn 4
Associated Blasts acid, acid rain, acidic bolt, flensing, green flame, injection, nightshade, ultraviolet, virulent
Saving Throw Fortitude negates

Your blast can lock up a creature’s entire body. Whenever a foe takes damage from this infusion, they are paralyzed for 1 round per 5 kineticist levels you possess. At the end of their round, they may make an additional saving throw to end this effect. This is a poison effect.

Psychotropic Infusion

Element(s) poison; Type substance infusion; Level 5; Burn 3
Associated Blasts acid, acid rain, acidic bolt, flensing, green flame, injection, nightshade, ultraviolet, virulent
Saving Throw Will negates

Your blasts cause lasting damage to the minds of others. Whenever an infused blast deals damage to a foe, they take 2 Wisdom damage and are unable to separate friend from foe for 1 round per 3 kineticist levels you possess. Whenever an ally provokes an attack of opportunity within that foe’s reach, they must make a will save or attack their ally. In addition, they must make a saving throw against all spells that affect them, even if they would normally be harmless. This is a mind affecting poison effect.

Sickening Infusion

Element(s) poison, sound, viscera or void; Type substance infusion; Level 2; Burn 2
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, flensing, fossilized, gravity, green flame, haunted, injecting, negative, nightshade, sonic, sonic boom, ultraviolet, venus, vibration, virulent, void, warped bone
Saving Throw Fortitude negates

Your blast can disrupt another creature’s well-being. Whenever an infused blast hits a foe, that foe is sickened for 1 round per 3 kineticist levels you possess.


Sound

Attunement Burst

Element(s) sound; Type form infusion; Level 9; Burn 4
Prerequisite(s) attuning infusion, extended range infusion
Associated blast(s) sonic, sonic boom, vibration
Saving Throw Fortitude half

You cause sonic energy to explode from anything that resonates with the tones you exude. Select a number of creatures up to your Constitution modifier that have been affected by your attuning blast. Each such creature becomes the center of a 15-foot radius sphere that damages all creatures within it for half your kinetic blast’s damage, and can attempt a fortitude save to reduce that amount to ¼ damage. If a creature is within the area of multiple spheres, the damage from each sphere stacks, and each creature takes a -1 penalty to their Fortitude save to reduce this damage for each sphere they are included in beyond the first.

Attuning Infusion

Element(s) sound; Type substance infusion; Level 1; Burn 1
Associated Blasts sonic, sonic boom, vibration
Saving Throw none

You are able to attune enemies to your particular soundwaves. Whenever an infused blast hits a foe, that foe is attuned for 1 minute. An attuned creature’s square can be used as the point of origin for your ranged kinetic blast and composite blast that include sound components as long as they are within 30 feet of you. You must have a line of effect to the attuned creature to use this effect. You can reduce this blast’s damage to 0 to double the duration of this effect.

Cacophonous Infusion

Element(s) sound; Type substance infusion; Level 3; Burn 2
Saving Throw none
Associated Blasts sonic, sonic boom, vibration

Your blasts are capable of shattering any silence. This infusion ignores magical silence. You can increase the burn cost by 1 to allow the infused blast to make a caster level check whenever it enters an area of magical silence to dispel that effect.

Destabilizing Infusion

Element(s) poison, sound, or water; Type substance infusion; Level 6; Burn 4
Associated Blasts acid, acid rain, acidic bolt, aurora, blizzard, cold, flensing, green flame, ice, injecting, nightshade, sonic, sonic boom, ultraviolet, vibration, virulent
Saving Throw Fortitude negates

Your blasts are able to break down even the mightiest of foes. Whenever an infused blast hits a target and deals damage to them, if that target possesses either damage resistance or hardness, it is reduced by 1 for every 3 kineticist levels you possess for 1 minute. This effect stacks with itself, allowing you to reduce a target’s damage reduction or hardness multiple times.

Disorientating Infusion

Element(s) sound; Type substance infusion; Level 4; Burn 3
Associated Blasts sonic, sonic boom, vibration
Saving Throw Will negates

Your blasts are enough to drive others into an erratic state. Whenever a blast with this infusion deals damage to a foe, that foe becomes confused for 1 round per 3 kineticist levels you possess.

Lingering Infusion

Element(s) poison, sound or time; Type substance infusion; Level 5; Burn 3
Associated Blasts acid, acid rain, acidic bolt, chrono, epoch, flensing, green flame, injection, nightshade, sonic, sonic boom, ultraviolet, vibration, virulent
Saving Throw Fortitude half

Your blasts tend to linger a bit longer. Whenever a blast with this infusion deals damage to a foe, at the beginning of that foe’s next round, they take damage equal to the minimum damage of the infused blast.

Overload Infusion

Element(s) air, fire, light, poison, sound, time, void, or water; Type substance infusion; Level 7; Burn 4
Associated Blasts acid, acid rain, acidic bolt, blue flame, chrono, cold, electric, epoch, fire, flensing, green flame, glorious, injection, light, lightning, negative, nightshade, solar, sonic, sonic boom, thunderstorm, ultraviolet, vibration, virulent, void
Saving Throw Fortitude negates

Your blasts are capable of filling foes to the breaking point with raw power. Whenever an infused blast hits a foe and deals damage, that foe is flooded with elemental energy for 1 round per 5 kineticist levels you possess. Whenever that foe takes a standard action, they must make a Fortitude save or take 1 point of damage per damage die your blast deals, taking half damage on a successful save. If the foe instead takes a full round action, this damage is doubled. You can increase the burn cost by 1 to increase the duration of this effect by 1 round. A creature may only be affected by one overload infusion at a time.

Resonant Detonation

Element(s) sound; Type form infusion; Level 8; Burn 4
Prerequisite(s) attuning infusion, extended range infusion
Associated blast(s) sonic, sonic boom, vibration
Saving Throw Fortitude half

You cause sonic energy to explode from anything that resonates with the tones you exude. Select a number of creatures up to your Constitution modifier that have been affected by your attuning blast; each creature takes half the normal damage of your kinetic blast, and can attempt a Fortitude save to reduce that amount to ¼ damage. For each creature affected by this form infusion, this blast does an additional die of damage (two dice for sonic boom blast.)

Ringing Infusion

Element(s) sound; Type substance infusion; Level 1; Burn 1
Associated Blasts sonic, sonic boom, vibration
Saving Throw Fortitude negates

Your blasts are capable of damaging the hearing of your foes. Whenever an infused blast deals damage to a foe, that foe suffers a -5 penalty to all hearing-based Perception checks for 1 minute per 2 kineticist level you possess. You can increase the burn cost by 1 to double this penalty.

Sickening Infusion

Element(s) poison, sound, viscera or void; Type substance infusion; Level 2; Burn 2
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, flensing, fossilized, gravity, green flame, haunted, injecting, negative, nightshade, sonic, sonic boom, ultraviolet, venus, vibration, virulent, void, warped bone
Saving Throw Fortitude negates

Your blast can disrupt another creature’s well-being. Whenever an infused blast hits a foe, that foe is sickened for 1 round per 3 kineticist levels you possess.


Time

Dazing Infusion

Element(s) time; Type substance infusion; Level 5; Burn 3
Associated Blasts chrono, epoch
Saving Throw Fortitude negates

Your blasts are capable of slowing a foe to a stop. Whenever an infused blast hits a foe and penetrates their spell resistance, that foe is dazed for 1 round.

Decaying Infusion

Element(s) poison, time, viscera, or void; Type substance infusion; Level 6; Burn 4
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, chrono, epoch flensing, fossilized, green flame, haunted, injecting, negative, nightshade, ultraviolet, venus, vibration, virulent, void, warped bone
Saving Throw Fortitude negates

You know how to ravage living matter with your blast. Foes that take damage from your infused blast also take 2 Constitution damage.

Dismissing Infusion

Element(s) aether, time, or void; Type substance infusion; Level 5; Burn 4
Associated Blast chrono, epoch, force, negative, telekinetic, or void
Saving Throw Will negates

Your blasts can sever an outsider’s connections to a plane. Whenever a creature is dealt damage by this blast, it is treated as though affected by a dismissal spell with a caster level equal to your kineticist level.

Displacing Infusion

Element(s) time; Type substance infusion; Level 8; Burn 4
Associated Blasts chrono, epoch
Saving Throw Will negates

Your blast can temporarily remove foes from the timestream. Whenever an infused blast hits a foe and penetrates their spell resistance, that foe is temporarily removed from the timestream for 1 round per 6 kineticist levels you possess. The duration of any effects upon the target are suspended while they are displaced, and they are unable to act again until they reenter the timestream.

Upon re-entering the timestream, the subject reappears where it had been when the effect originated. If this location is filled with a solid object, the subject appears in the nearest open space.

Diverging Infusion

Element(s) time; Type substance infusion; Level 3; Burn 2
Associated Blasts chrono, epoch
Saving Throw Will negates

Your blast can divert a foe’s future for the worst. Whenever an infused blast hits a foe and penetrates their spell resistance, the next time that foe makes an attack roll or saving throw, they must roll twice and accept the worse result. This effect last for 1 minute or until the foe makes an attack roll or saving throw, whichever comes first.

Hindering Infusion

Element(s) time; Type substance infusion; Level 1; Burn 1
Associated Blasts chrono, epoch
Saving Throw none

Your blast is enough to slow the reflexes of others. Whenever an infused blast deals damage to a foe, that foe is unable to make attacks of opportunity for 1 round.

Hyper-Dimensional Blast

Element(s) aether, time, or void; Type form infusion; Level 4; Burn 3
Prerequisite(s) extended range
Associated blast(s) chrono, epoch, force, gravity, telekinetic, negative, supernova, void

You can channel your blast through avenues outside of those perceived by others, causing your blast to appear directly in any space within 120 feet rather than traveling from you to that space. Your target is denied its AC bonus from Dexterity and you ignore the benefits it gains from cover. You may target creatures, objects, or spaces outside of your line of sight, but cannot ignore cover against such targets unless you can detect the target’s presence by some other means. If used with telekinetic blast, the object used for this blast cannot be thrown and teleports back into your hand afterward.

Immobilizing Infusion

Element(s) time, water, or void; Type substance infusion; Level 4; Burn 3
Associated Blasts blizzard, chrono, cold, epoch, gravity, ice, void
Saving Throw Fortitude negates

Your blasts reduces foe’s speed to a crawl. Whenever an infused blast hits a foe, that foe is unable to move from their space for 1 round per 4 kineticist levels you possess. If the foe is currently airborne, they will fall unless they can hover.

Lagging Infusion

Element(s) time; Type substance infusion; Level 1; Burn 1
Associated Blasts chrono, epoch
Saving Throw none

Your blast causes your foe’s actions to lag by fractions of a second. Whenever an infused blast deals damage to a foe, that foe takes a -2 to all attack rolls for 1 round. You can increase the burn cost by 1 to increase the duration to 1 round per 4 kineticist levels you possess.

Lingering Infusion

Element(s) poison, sound or time; Type substance infusion; Level 5; Burn 3
Associated Blasts acid, acid rain, acidic bolt, chrono, epoch, flensing, green flame, injection, nightshade, sonic, sonic boom, ultraviolet, vibration, virulent
Saving Throw Fortitude half

Your blasts tend to linger a bit longer. Whenever a blast with this infusion deals damage to a foe, at the beginning of that foe’s next round, they take damage equal to the minimum damage of the infused blast.

Overload Infusion

Element(s) air, fire, light, poison, sound, time, void, or water; Type substance infusion; Level 7; Burn 4
Associated Blasts acid, acid rain, acidic bolt, blue flame, chrono, cold, electric, epoch, fire, flensing, green flame, glorious, injection, light, lightning, negative, nightshade, solar, sonic, sonic boom, thunderstorm, ultraviolet, vibration, virulent, void
Saving Throw Fortitude negates

Your blasts are capable of filling foes to the breaking point with raw power. Whenever an infused blast hits a foe and deals damage, that foe is flooded with elemental energy for 1 round per 5 kineticist levels you possess. Whenever that foe takes a standard action, they must make a Fortitude save or take 1 point of damage per damage die your blast deals, taking half damage on a successful save. If the foe instead takes a full round action, this damage is doubled. You can increase the burn cost by 1 to increase the duration of this effect by 1 round. A creature may only be affected by one overload infusion at a time.

Suspended Impact

Element(s) time; Type form infusion; Level 2; Burn 2
Associated blasts afterburn, chrono, epoch, regression
Saving Throw none

Your blasts are able to hide their exact moment of impact. Whenever an infused blast hits a foe and penetrates their spell resistance, you can chose to delay the damage, leading your foe to believe you missed. You can delay the damage for 1 round per 3 kineticist levels you possess, and each round the damage is delayed, this infusion deals an additional 1d4 damage (2d4 for afterburn blast and epoch blast).


Viscera

Atrophy Infusion

Element(s) poison, viscera, or void; Type substance infusion; Level 4; Burn 3
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, chrono, epoch, flensing, fossilized, green flame, haunted, injection, negative, nightshade, ultraviolet, venus, virulent, void, warped bone
Saving Throw Fortitude negates

Your blasts cause lasting damage to the bodies of others. Whenever an infused blast deals damage to a foe, they take 2 Strength or Dexterity damage (your choice). This is a poison effect for acid blast and its composites (excluding injecting blast).

Bloody Infusion

Element(s) aether, air, earth, viscera, water, or wood; Type substance infusion; Level 1; Burn 1
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water, winter, wood
Saving Throw Reflex negates

Your blasts have an especially sharp edge to them. Whenever an infused blast hits a foe and deals either piercing or slashing damage, that foe also takes 1 bleed damage per damage die that your blast deals. Bleed damage from this infusion does not stack with itself. It can only be used with water blast by a blood kineticist.

Bloody Infusion, Improved

Element(s) aether, air, earth, water, viscera, or wood; Type substance infusion; Level 5; Burn 4
Prerequisite(s) bloody infusion
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water*, winter, wood
Saving Throw Reflex negates

This infusion functions as bloody infusion except that bleed damage from multiple uses of this infusion stacks with itself (although it can only be applied once per round), as well as with bleed caused by bloody infusion and bleeding infusion. The Heal DC needed to end this bleeding effect increases by the amount of bleed damage from which the target is suffering. It can only be used with water blast by a blood kineticist.

Crippling Infusion

Element(s) viscera; Type substance infusion; Level 7; Burn 4
Associated Blasts bioelectric, bone, charnel, chilled bone, fossilized, haunted, injecting, venus, warped bone
Saving Throw Fortitude negates

You know how to completely cripple parts of your foe’s body. Whenever an infused blast hits a foe and deals damage, you can select to either disable their arms, legs, tails, or wings, making those body parts unable to function until healed with regeneration or greater restoration. This infusion can affect corporeal undead.

Decaying Infusion

Element(s) poison, time, viscera, or void; Type substance infusion; Level 6; Burn 4
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, chrono, epoch flensing, fossilized, green flame, haunted, injecting, negative, nightshade, ultraviolet, venus, vibration, virulent, void, warped bone
Saving Throw Fortitude negates

You know how to ravage living matter with your blast. Foes that take damage from your infused blast also take 2 Constitution damage.

Eviscerating Infusion

Element(s) viscera; Type substance infusion; Level 9; Burn 5
Associated Blasts bioelectric, bone, charnel, chilled bone, fossilized, haunted, injecting, venus, warped bone
Saving Throw Fortitude half

Your blast can tear a creature’s innards to shreds. Whenever an infused blast hits a foe and deals damage, that foe takes 2 Constitution bleed.

Hypertensive Infusion

Element(s) viscera or water; Type substance infusion; Level 6; Burn 4
Associated blasts blood, bloody murder, bone, charged water, gore, haunted, injecting, steam, warped bone, water
Saving Throw Fort negates

Your blast causes the blood vessels of the affected to slowly constrict. This blast does not deal its damage immediately; instead, treat those affected by your blast as if affected by blood boil, as the spell, except creatures that fail their save on the third round take your blast’s damage instead. It can only be used with charged water, steam, or water blasts by a blood kineticist.

Leech Infusion

Element(s) viscera or void; Type substance infusion; Level 6; Burn 4
Associated Blasts bioelectric, bone, charnel, chilled bone, fossilized, haunted, injecting, negative, venus, void, warped bone
Saving Throw none

You feed off of those who suffer your blast. Whenever an infused blast hits a living foe and deals damage, you gain 1 temporary hit point for every 2 hit dice the foe possesses that last until you recover burn or until depleted. Temporary hit points gained from multiple uses of this ability do not stack. Temporary hit points gained from this ability stack with those gained from other wild talents.

Osteotomy

Element(s) viscera; Type form infusion; Level 2; Burn 1
Associated blasts bioelectric, bloody murder, bone, charnel, chilled bone, fossilized, injecting, ravaging nature, warped bone
Saving Throw Fortitude negates

You rip slivers of an enemy’s bones out of its body. The infused blast automatically hits unless the target succeeds its Fort save, appearing instantly at the target’s location, and deals half its normal damage. In addition, the removed bone shards drop into a random square adjacent to the target, being treated as caltrops for a number of rounds equal to your kineticist level. The infused blast can affect a corporeal undead, but the target must have an internal skeleton to be affected.

Self-Destructive Infusion

Element(s) viscera; Type substance infusion; Level 5; Burn 3
Associated Blasts bioelectric, bone, charnel, chilled bone, fossilized, haunted, injecting, venus, warped bone
Saving Throw Fortitude negates

You are capable of wresting control of your foes body temporarily, causing them to harm themselves. Whenever an infused blast hits a foe and deals damage, on their next round they must take a swift action to deal damage to themselves as though they had successfully hit themselves with whatever weapon or natural weapons they are wielding as hard as they can. If the foe is not wielding a weapon and lacks natural weapons, the target is instead strikes themselves with any appendage they possess, dealing 1d8 + twice their Strength modifier damage to themselves. The foe can take a full round action to resist attacking themselves. This infusion can affect corporeal undead.

Shivering Infusion

Element(s) viscera or water; Type substance infusion; Level 1; Burn 1
Associated Blasts bioelectric, bone, charnel, chilled bone, cold, fossilized, haunted, ice, injecting, venus, warped bone
Saving Throw Fortitude negates

Your blast cause opponents to convulse involuntarily. Whenever a foe takes damage from this infusion, they begin to shiver violently for 1 round per 2 kineticist levels you possess, bestowing a -1 penalty on all attack rolls and forcing a concentration check equal to the infusion’s DC for all spells with somatic components.

Sickening Infusion

Element(s) poison, sound, viscera or void; Type substance infusion; Level 2; Burn 2
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, flensing, fossilized, gravity, green flame, haunted, injecting, negative, nightshade, sonic, sonic boom, ultraviolet, venus, vibration, virulent, void, warped bone
Saving Throw Fortitude negates

Your blast can disrupt another creature’s well-being. Whenever an infused blast hits a foe, that foe is sickened for 1 round per 3 kineticist levels you possess.

Weakening Infusion

Element(s) viscera; Type substance infusion; Level 2; Burn 2
Associated Blasts bioelectric, bone, charnel, chilled bone, fossilized, haunted, injecting, venus, warped bone
Saving Throw Fortitude negates

Your blast can make your foes more vulnerable to damage. Whenever a foe takes damage from this infusion, all attacks against that foe until the end of their next round deal an additional 1d6 damage. At 7th level, you can increase the burn cost by 1 to increase the damage to 2d6. This infusion can affect corporeal undead.


Void

Atrophy Infusion

Element(s) poison, viscera, or void; Type substance infusion; Level 4; Burn 3
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, chrono, epoch, flensing, fossilized, green flame, haunted, injection, negative, nightshade, ultraviolet, venus, virulent, void, warped bone
Saving Throw Fortitude negates

Your blasts cause lasting damage to the bodies of others. Whenever an infused blast deals damage to a foe, they take 2 Strength or Dexterity damage (your choice). This is a poison effect for acid blast and its composites (excluding injecting blast).

Decaying Infusion

Element(s) poison, time, viscera, or void; Type substance infusion; Level 6; Burn 4
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, chrono, epoch flensing, fossilized, green flame, haunted, injecting, negative, nightshade, ultraviolet, venus, vibration, virulent, void, warped bone
Saving Throw Fortitude negates

You know how to ravage living matter with your blast. Foes that take damage from your infused blast also take 2 Constitution damage.

Dismissing Infusion

Element(s) aether, time, or void; Type substance infusion; Level 5; Burn 4
Associated Blast chrono, epoch, force, negative, telekinetic, or void
Saving Throw Will negates

Your blasts can sever an outsider’s connections to a plane. Whenever a creature is dealt damage by this blast, it is treated as though affected by a dismissal spell with a caster level equal to your kineticist level.

High Gravity Infusion

Element(s) void; Type substance infusion; Level 4; Burn 3
Saving Throw Fortitude negates
Associated Blasts gravity, void

Your blast can intensify the power of gravity’s control on another. Whenever an infused blast hits a foe and deals damage to them, that foe is knocked prone and is unable to stand for 1 round per 4 kineticist levels you possess. A foe may make an additional save at the beginning of their round to end this effect. If you hit an airborne foe, that foe’s altitude immediately decrease by 30 feet. If this would cause them to fall to the ground, they take appropriate falling damage and are knocked prone, unable to stand as per this effect. If not, an airborne foe drops an additional 30 feet at the end of each of its rounds for the duration of this effect, and is unable to increase their altitude. A flying creature may make an additional save at the beginning of their round to end this effect and increase their altitude.

Hyper-Dimensional Blast

Element(s) aether, time, or void; Type form infusion; Level 4; Burn 3
Prerequisite(s) extended range
Associated blast(s) chrono, epoch, force, gravity, telekinetic, negative, supernova, void

You can channel your blast through avenues outside of those perceived by others, causing your blast to appear directly in any space within 120 feet rather than traveling from you to that space. Your target is denied its AC bonus from Dexterity and you ignore the benefits it gains from cover. You may target creatures, objects, or spaces outside of your line of sight, but cannot ignore cover against such targets unless you can detect the target’s presence by some other means. If used with telekinetic blast, the object used for this blast cannot be thrown and teleports back into your hand afterward.

Immobilizing Infusion

Element(s) time, water, or void; Type substance infusion; Level 4; Burn 3
Associated Blasts blizzard, chrono, cold, epoch, gravity, ice, void
Saving Throw Fortitude negates

Your blasts reduces foe’s speed to a crawl. Whenever an infused blast hits a foe, that foe is unable to move from their space for 1 round per 4 kineticist levels you possess. If the foe is currently airborne, they will fall unless they can hover.

Leech Infusion

Element(s) viscera or void; Type substance infusion; Level 6; Burn 4
Associated Blasts bioelectric, bone, charnel, chilled bone, fossilized, haunted, injecting, negative, venus, void, warped bone
Saving Throw none

You feed off of those who suffer your blast. Whenever an infused blast hits a living foe and deals damage, you gain 1 temporary hit point for every 2 hit dice the foe possesses that last until you recover burn or until depleted. Temporary hit points gained from multiple uses of this ability do not stack. Temporary hit points gained from this ability stack with those gained from other wild talents.

Lingering Darkness

Element(s) void; Type substance infusion; Level 4; Burn 3
Associated blasts negative, void
Saving Throw Will negates; Ref partial; Spell Resistance yes

Your blast transforms itself into a baneful shadow that clings to the target. If your blast deals negative energy damage to a target, treat that target as if affected by masochistic shadowBOS. If this blast affects more than one creature, you choose which one creature is affected by this infusion.

Low Gravity Infusion

Element(s) void; Type substance infusion; Level 3; Burn 2
Associated Blasts gravity, void
Saving Throw Reflex negates

Your blast can loosen the power of gravity’s control on another. Whenever an infused blast hits a foe and deals damage to them, that foe begins to to float 10 feet up into the air as though under the effects of a levitate spell for 1 round per 3 kineticist levels you possess. At the beginning of the foe’s round, they float an additional 10 feet into the air. While affected by this infusion, they are unable to reduce their height, but are otherwise free to control their movement. When this effect ends, the foe takes falling damage according to their height. Airborne foes are unaffected by this infusion.

Overload Infusion

Element(s) air, fire, light, poison, sound, time, void, or water; Type substance infusion; Level 7; Burn 4
Associated Blasts acid, acid rain, acidic bolt, blue flame, chrono, cold, electric, epoch, fire, flensing, green flame, glorious, injection, light, lightning, negative, nightshade, solar, sonic, sonic boom, thunderstorm, ultraviolet, vibration, virulent, void
Saving Throw Fortitude negates

Your blasts are capable of filling foes to the breaking point with raw power. Whenever an infused blast hits a foe and deals damage, that foe is flooded with elemental energy for 1 round per 5 kineticist levels you possess. Whenever that foe takes a standard action, they must make a Fortitude save or take 1 point of damage per damage die your blast deals, taking half damage on a successful save. If the foe instead takes a full round action, this damage is doubled. You can increase the burn cost by 1 to increase the duration of this effect by 1 round. A creature may only be affected by one overload infusion at a time.

Pure Negative Infusion

Element(s) void; Type substance infusion; Level 1; Burn 1
Associated Blasts negative, void
Saving Throw none

Your blasts channel an especially damaging form of negative energy. Your blast are capable of damaging constructs and undead, regardless of immunity to negative energy (although they only take half damage). You can increase the burn cost by 2 to instead deal full damage to constructs and undead. This infusion does not count against the normal limit of 1 substance infusion per blast.

Reanimating Infusion

Element(s) void; Type substance infusion; Level 5; Burn 3
Associated Blasts negative, void
Saving Throw none

Those who are touched by your power soon walk again. Whenever a blast with this infusion kills a living foe, that foe is resurrected as a zombie controlled by you for 1 minute per kineticist level you possess. You can increase the burn cost by 1 to increase the duration to 1 hour per kineticist level you poessess. You can control up to 2 hit dice of undead per kineticist level you possess.

Reconstruction Infusion

Element(s) void; Type substance infusion; Level 5; Burn 3
Prerequisite(s) negative blast, void healer
Associated blasts darklight, hellfire, negative, void
Saving Throw none

If a creature hit by this blast could be healed by negative energy, it is healed by 1 hit point for each damage die from the infused blast which would deal negative damage. All other damage is dealt as normal.

Sickening Infusion

Element(s) poison, sound, viscera or void; Type substance infusion; Level 2; Burn 2
Associated Blasts acid, acid rain, acidic bolt, bioelectric, bone, charnel, chilled bone, flensing, fossilized, gravity, green flame, haunted, injecting, negative, nightshade, sonic, sonic boom, ultraviolet, venus, vibration, virulent, void, warped bone
Saving Throw Fortitude negates

Your blast can disrupt another creature’s well-being. Whenever an infused blast hits a foe, that foe is sickened for 1 round per 3 kineticist levels you possess.


Water

Bloody Infusion

Element(s) aether, air, earth, viscera, water, or wood; Type substance infusion; Level 1; Burn 1
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water, winter, wood
Saving Throw Reflex negates

Your blasts have an especially sharp edge to them. Whenever an infused blast hits a foe and deals either piercing or slashing damage, that foe also takes 1 bleed damage per damage die that your blast deals. Bleed damage from this infusion does not stack with itself. It can only be used with water blast by a blood kineticist.

Bloody Infusion, Improved

Element(s) aether, air, earth, water, viscera, or wood; Type substance infusion; Level 5; Burn 4
Prerequisite(s) bloody infusion
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water*, winter, wood
Saving Throw Reflex negates

This infusion functions as bloody infusion except that bleed damage from multiple uses of this infusion stacks with itself (although it can only be applied once per round), as well as with bleed caused by bloody infusion and bleeding infusion. The Heal DC needed to end this bleeding effect increases by the amount of bleed damage from which the target is suffering. It can only be used with water blast by a blood kineticist.

Dehydrating Blast

Element(s) water; Type form infusion; Level 3; Burn 2
Associated blasts charged water, steam, water
Saving Throw Fort partial; Spell Resistance yes

You sap vital water out of a creature’s body, causing it to suffer from dehydration. The damage die size of the infused blast is reduced 1 step and the damage is nonlethal, but the blast appears directly in the target’s square rather than traveling to it and its damage is untyped. This damage causes the foe to become fatigued and cannot be recovered from until the creature drinks water, even from magical healing that restores hit points. Creatures who succeed their save against this infusion take half damage and are not fatigued. Creatures who do not need to drink to survive are immune to the infused blast’s damage and effects, but creatures of the water subtype are always susceptible to it regardless of the need to drink or lack thereof. Blood kineticists cannot use this infusion with blood blast.

Dehydrating Blast, Greater

Element(s) water; Type form infusion; Level 6; Burn 4
Prerequisite(s) dehydrating blast
Associated blasts charged water, steam, water
Saving Throw Fort partial; Spell Resistance yes

This functions as dehydrating blast, except it can be used with blood blast and causes its target to suffer severe cramps, giving it a -4 penalty to Dexterity for as long as it suffers the damage caused by the infused blast. In addition, if the infused blast damages a creature, it creates a globe of the sapped-away water which you can use as an immediate action to attack with a water blast or any blast for which water blast is a prerequisite (but not blood unless the original blast was a blood blast). The second blast treats the globe of water as its point of origin, costs an additional 1 burn, and cannot use dehydrating blast, greater dehydrating blast, or wrack. If you possess the tundra’s wrath wild talent, you can instead make the second blast as a cold blast, ice blast, or any composite blast you possess for which cold blast is a prerequisite. If you do not make this second blast, the globe of water falls down harmlessly.

Destabilizing Infusion

Element(s) poison, sound, or water; Type substance infusion; Level 6; Burn 4
Associated Blasts acid, acid rain, acidic bolt, aurora, blizzard, cold, flensing, green flame, ice, injecting, nightshade, sonic, sonic boom, ultraviolet, vibration, virulent
Saving Throw Fortitude negates

Your blasts are able to break down even the mightiest of foes. Whenever an infused blast hits a target and deals damage to them, if that target possesses either damage resistance or hardness, it is reduced by 1 for every 3 kineticist levels you possess for 1 minute. This effect stacks with itself, allowing you to reduce a target’s damage reduction or hardness multiple times.

Hypertensive Infusion

Element(s) viscera or water; Type substance infusion; Level 6; Burn 4
Associated blasts blood, bloody murder, bone, charged water, gore, haunted, injecting, steam, warped bone, water
Saving Throw Fort negates

Your blast causes the blood vessels of the affected to slowly constrict. This blast does not deal its damage immediately; instead, treat those affected by your blast as if affected by blood boil, as the spell, except creatures that fail their save on the third round take your blast’s damage instead. It can only be used with charged water, steam, or water blasts by a blood kineticist.

Immobilizing Infusion

Element(s) time, water, or void; Type substance infusion; Level 4; Burn 3
Associated Blasts blizzard, chrono, cold, epoch, gravity, ice, void
Saving Throw Fortitude negates

Your blasts reduces foe’s speed to a crawl. Whenever an infused blast hits a foe, that foe is unable to move from their space for 1 round per 4 kineticist levels you possess. If the foe is currently airborne, they will fall unless they can hover.

Imprisoning Infusion

Element(s) earth or water; Type substance infusion; Level 8; Burn 4
Associated Blasts autumn, earth, great oak, metal, ice, spring, summer, winter, wood
Saving Throw Fortitude negates

Your blast is capable of entombing others alive. Whenever an infused blast hits a foe and deals damage, that foe is encased in an elemental prison, as per the ice tomb witch hex.

Oil Infusion

Element(s) water; Type substance infusion; Level 1; Burn 1
Associated Blast charged water blast, water blast
Saving Throw none

Instead of simple water, your blast is made up of flammable oil. A foe damaged by this infusion who is dealt fire damage erupts into flames, and the DC to remove this condition is increased by 5. Water cannot help put out someone affected by this infusion, instead dealing an additional 1d6 damage. This oil last for 1 minute per kineticist level you possess or until it is washed off. Attacks made against a creature under the surface of water with this infusion suffer a -1 penalty to attack rolls for every 5 ft. it travels (even if the attacker is also underwater), and persistent matter created with this infusion (such as with mobile blast) floats atop the water’s surface.

Overload Infusion

Element(s) air, fire, light, poison, sound, time, void, or water; Type substance infusion; Level 7; Burn 4
Associated Blasts acid, acid rain, acidic bolt, blue flame, chrono, cold, electric, epoch, fire, flensing, green flame, glorious, injection, light, lightning, negative, nightshade, solar, sonic, sonic boom, thunderstorm, ultraviolet, vibration, virulent, void
Saving Throw Fortitude negates

Your blasts are capable of filling foes to the breaking point with raw power. Whenever an infused blast hits a foe and deals damage, that foe is flooded with elemental energy for 1 round per 5 kineticist levels you possess. Whenever that foe takes a standard action, they must make a Fortitude save or take 1 point of damage per damage die your blast deals, taking half damage on a successful save. If the foe instead takes a full round action, this damage is doubled. You can increase the burn cost by 1 to increase the duration of this effect by 1 round. A creature may only be affected by one overload infusion at a time.

Persistent Infusion

Element(s) earth, water, or wood; Type substance infusion; Level 1; Burn 1
Associated Blast autumn, blizzard, cold, earth, ice, magma, metal, mud, sandstorm, spring, summer, winter, wood
Saving Throw none

Your blasts leave behind chunks of whatever matter from which they were composed along the path of a ranged attack kinetic blast, the targeted square of a melee attack kinetic blast, or all squares targeted by the kinetic blast. This matter remains until the next time you recover burn as unattended objects, each blast creating 1 lbs. of matter per kineticist level you possess. You cannot create more than 5 lbs. of matter per kineticist level you possess, and any excess matter you create disappears. You can increase the burn cost of this infusion by 1 to subtly alter the shape of these objects, treating the matter as caltrops.

Shivering Infusion

Element(s) viscera or water; Type substance infusion; Level 1; Burn 1
Associated Blasts bioelectric, bone, charnel, chilled bone, cold, fossilized, haunted, ice, injecting, venus, warped bone
Saving Throw Fortitude negates

Your blast cause opponents to convulse involuntarily. Whenever a foe takes damage from this infusion, they begin to shiver violently for 1 round per 2 kineticist levels you possess, bestowing a -1 penalty on all attack rolls and forcing a concentration check equal to the infusion’s DC for all spells with somatic components.


Wood

Arboreal Infusion

Element(s) wood; Type substance infusion; Level 7; Burn 4
Associated Blasts autumn, great oak, spring, summer, winter, wood
Saving Throw Fortitude negates (see text)

Your blast contain seeds that feed off of others. Whenever an infused blast hits a living foe and deals damage to them, a seed is embedded inside of them, drawing on their life force for 1 round per 2 kineticist levels you possess. At the beginning of the foe’s round, they must make a fortitude save or take 1 Constitution damage. A successful save negates this damage, and making two successful saving throws in a row ends this effect. If this damage reduces the foe’s Constitution score to 0, their body is consumed, and a large sized tree of your choice appears in their square, rooted into the ground. Multiple uses of this effect stack, although only 1 tree is produced upon a foe Constitution score being reduced to 0.

Bloody Infusion

Element(s) aether, air, earth, viscera, water, or wood; Type substance infusion; Level 1; Burn 1
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water, winter, wood
Saving Throw Reflex negates

Your blasts have an especially sharp edge to them. Whenever an infused blast hits a foe and deals either piercing or slashing damage, that foe also takes 1 bleed damage per damage die that your blast deals. Bleed damage from this infusion does not stack with itself. It can only be used with water blast by a blood kineticist.

Bloody Infusion, Improved

Element(s) aether, air, earth, water, viscera, or wood; Type substance infusion; Level 5; Burn 4
Prerequisite(s) bloody infusion
Associated blasts autumn, bioelectric, bioluminescent, blizzard, blood, bloody murder, bone, charnel, chilled bone, crystal, earth, fossilized, great oak, gore, haunted, ice, injecting, metal, meteor, ravaging nature, sandstorm, shatterstorm, spring, subzero, summer, telekinetic, tundra, venus, warped bone, water*, winter, wood
Saving Throw Reflex negates

This infusion functions as bloody infusion except that bleed damage from multiple uses of this infusion stacks with itself (although it can only be applied once per round), as well as with bleed caused by bloody infusion and bleeding infusion. The Heal DC needed to end this bleeding effect increases by the amount of bleed damage from which the target is suffering. It can only be used with water blast by a blood kineticist.

Persistent Infusion

Element(s) earth, water, or wood; Type substance infusion; Level 1; Burn 1
Associated Blast autumn, blizzard, cold, earth, ice, magma, metal, mud, sandstorm, spring, summer, winter, wood
Saving Throw none

Your blasts leave behind chunks of whatever matter from which they were composed along the path of a ranged attack kinetic blast, the targeted square of a melee attack kinetic blast, or all squares targeted by the kinetic blast. This matter remains until the next time you recover burn as unattended objects, each blast creating 1 lbs. of matter per kineticist level you possess. You cannot create more than 5 lbs. of matter per kineticist level you possess, and any excess matter you create disappears. You can increase the burn cost of this infusion by 1 to subtly alter the shape of these objects, treating the matter as caltrops.

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