Magnetic Infusion
Elements: air or earth Type: substance infusion Level: 2 Burn: 2 Associated Blasts: charged water, electric, metal, plasma, thunderstorm Saving Throw: none Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects.
