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Instead of gather an element being just 1 action and using it and having an aura cost 2 actions why not combine the two? Gathering an element causes an aura to occur. Using an element causes the aura to be "spent"
So the aura, rather than actions, is what I'm spending.
I think this is far more interesting than spending actions.

QuidEst |
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Instead of gather an element being just 1 action and using it and having an aura cost 2 actions why not combine the two? Gathering an element causes an aura to occur. Using an element causes the aura to be "spent"
So the aura, rather than actions, is what I'm spending.
I think this is far more interesting than spending actions.
No thanks. I like the auras, and don't want them flickering on and off throughout the fight like you're flicking a light switch, or weakened to accommodate overloaded actions. I also would really like to be able to have them continue to persist through an element swap. And, finally, I think many people would like to be able to play without automatically getting an aura for each element.

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So you wouldn't like something like..
"Gather element => fire deals 1 damage to everyone within 10 foot emanation until you expend the element. The damage lasts until the beginning of the next turn after you expend it.
Earth would cause difficult terrain.
Wind would cause speed boosts and difficult terrain
Etc etc to simulate gathering elements around me, lashing out violently? I think something like that would be pretty neat.

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Verzen wrote:"Gather element => fire deals 1 damage to everyone within 10 foot emanation until you expend the element.Are you making a solo kinetisist? How the party should cope with all that?
Literally all auras harm everyone around you in your party or has con to ignore the effects of x party members.