Elemental Powers

Earth Power:

Primal Strike (Ex): As an attack action, a Shaman may imbue his weapon with the strength of the earth, increasing the base damage by one step. At 5th level and again at 10th, 15th, and 20th, the damage dealt is increased by another step when using Primal Strike.

Using Primal Strike consumes 8 mana.

Water Power:

Healing Wave (Sp):

As a full-round action, a Shaman may heal an ally within 40 feet for 1d4 damage per class level.

Using Healing Wave consumes 10 mana.

Healing Surge (Sp):

As a standard action, a Shaman may heal an ally within 40 feet for 1d6 damage per class level.

Requires: Healing Wave

Using Healing Surge consumes 30 mana.

Healing Wave II (Sp):

As a full-round action, a Shaman may heal an ally within 40 feet for 1d8 damage per class level.

Requires: Healing Surge

Using Healing Wave II consumes 33 mana.

Chain Heal (Sp):

As a full-round action, a Shaman may create a link of vitality between allies. The Shaman chooses a target within 40 feet, and a beam of yellow-green light bursts from his hand to strike that ally in the chest, healing it for 1d4 damage per class level. The beam then jumps from the initial ally to another within 40 feet of it, healing it for the same amount as the initial heal, but with a 30% reduction. The beam then jumps from that target to a third target within 40 feet of it, healing it for the same amount as the initial heal, but with a 60% reduction. The beam then jumps from that target to a fourth target, healing it for the same amount as the initial heal, but with a 90% reduction.

No ally can be healed by Chain Heal more than once per casting.

Requires: Healing Wave II

Using Chain Heal consumes 20 mana.

Healing Rain (Sp):

As a full-round action, a Shaman may create a 40 foot radius area of healing centered on himself. At the beginning and end of each of his turns, until the end of the second round in which this ability is used, all allies within the area are healed for 1d2 damage per class level.

Requires: Chain Heal

Using Healing Rain consumes 46 mana.

Lightning Power:

Flash Wolf (Su):

As a full-round action, a Shaman may transform into a white-furred wolf. While in this form, the Shaman's base land speed increases by 20 feet, and he gains the benefit of the Run and Endurance feats. The Shaman cannot cast spells or use any of his class abilities while in this form. Dismissing the Flash Wolf form is a free action.

Using Flash Wolf consumes 6 mana.

Fire Power

Bloodlust (Su):

As a standard action, a Shaman may incite a bloodlust in all allies within 100 feet, granting them the effects of a haste spell for the duration, and granting them a +6 morale bonus to Strength, Dexterity, and Constitution. While under the effects of Bloodlust, allies are immune to Charm, Compulsion, Fear and Sleep effects.

Bloodlust lasts for five rounds, at which point all allies that benefited from it are fatigued for one hour.

Using Bloodlust consumes 26 mana.

Bloodlust may be used twice per day, but not more than once per encounter.

Wind Power

Spiritwalker's Grace (Ex):

As a free action, a Shaman may enter a state of preternatural clarity, allowing his body to move while his mind concentrates on other matters. For three rounds, whenever the Shaman uses a class ability that takes a standard action or longer to activate, he may move up to his speed before or after the action completes.

Using Spiritwalker's Grace consumes 12 mana.

Spiritwalker's Grace may be used once per encounter.