====== Attacking Warp ====== Your magic provides you with a random warp effect when the next spell you cast will be an attack spell. When your random spell choice indicates an attack spell, roll a d6 to determine the effect you’ll gain from the elemental warp.
Even though you can’t cast the spell until your next turn, the warp effect applies now.
1: Air: You gain flight until the end of your next turn.
2: Earth: Until the end of your next turn, each enemy that misses you with a melee attack is stuck until the end of its next turn.
3: Fire: Until the end of your next turn, you can pop free from staggered enemies as a quick action.
4: Water: You gain a bonus to disengage checks until the end of your next turn equal to your Dexterity modifier.
5: Metal: Until the end of your next turn, when an enemy
disengages from you, it takes damage equal to your Dexterity modifier (double your Dexterity modifier at 5th level; triple it at 8th level).
6: Void: During your next turn, you can use a move action to teleport to a nearby location you can see.
====== Defensive Warp ======
Your magic provides you with a random warp effect when the next spell you cast will be a defense spell. When your random spell choice indicates a defense spell, roll a d6 to determine the effect you’ll gain from the elemental warp.
Even though you can’t cast the spell until your next turn,
the warp effect applies now.
1: Air: Once before the end of your next turn, you can heal using a recovery as a quick action.
2: Earth: You gain temporary hit points equal to your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).
3: Fire: Until the end of your next turn, when an enemy moves to engage you, it takes fire damage equal to your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).
4: Water: Until the end of your next turn, when you heal using a recovery, add hit points equal to your Wisdom modifier to that healing (double your Wisdom modifier at 5th level; triple it at 8th level).
5: Metal: Until the end of your next turn, you gain a +2 bonus to AC.
6: Void: Until the end of your next turn, the first time an attack hits you, as a free action you can choose to lose hit points equal to your level to force the attacker to reroll the attack.
====== Iconic Warp ======
Your magic provides you with a random warp effect when the next spell you cast will be an iconic spell. When your random spell choice indicates an iconic spell, roll a d6 to determine the effect you’ll gain from the elemental warp.
Even though you can’t cast the spell until your next turn,
the warp effect applies now.
1: Air: Randomly determine two icon associations for the spell you’ll cast instead of one. Choose one of those associations to use for that spell.
2: Earth: Until the end of your next turn, you gain a bonus to PD and MD equal to your Intelligence modifier.
3: Fire: Until the end of your next turn, you gain the once per-battle racial power of a random nearby ally; ignore this benefit if it duplicates your own racial power or if it doesn’t make sense during the battle (human, for example).
4: Water: Until the end of your next turn, you gain a bonus to saves equal to your Intelligence modifier.
5: Metal: Until the end of your next turn, critical hits scored
against you only count as normal hits.
6: Void: Until the end of your next turn, when you cast a daily iconic spell, roll a hard save (16+). If you succeed, you don’t expend that use of a daily spell slot, but you still can’t cast that specific daily iconic spell again until you take a full heal-up.