A couple more ideas. Once again, I'm throwing these ideas out there, they likely would need a bunch of tweaking for balance.
Synergist AKA "Elemental Infusion" AKA "Elemental Retribution"
When standing in a surface or cloud, your next spell will inflict some additional damage based on the surface/cloud type. (This idea is really rough)
Some ideas based on specific Elemental masteries:
A Touch of Frost - Requires: Hydrosophist 10
A 5% chance for hits from any non-fire melee or spell attacks to inflict Frozen for one turn. (Check: Magic armor)
Convection - Requires: Pyrokinetic 10.
If Warm or Burning at the start of your turn, active skill cooldowns are reduced by 1 turn to a minimum of 0. If Wet, Chilled, or Frozen at the start of your turn, active skill cooldowns are increased by 1 turn.
So if after you previous turn ended, you had 3 skills on cooldown, one with 5 turns, one with 3 turns, and one with 2 turns, and you got set on fire before your next turn came back up, the cooldowns would do the usual tick down, so 4, 2, 1 turns left, then Convection would kick in and they would go to 3, 1, 0 turns. You could use that 0 turn cooldown right away.
Fully Charged - Requires: Aerothurge 10. Incompatible with Glass Cannon.
For every 25% of your maximum health that you take in Air-type damage in the course of one turn, you gain +1 Maximum and +1 Turn AP for your next turn only. Capped at +3.
Absorb electricity from surfaces - taking damage instead of being stunned - to gain 1 AP per surface cleared.
(Perhaps absorbing a surface in this way will do a flat 25% or 33% of your maximum health in air damage, bypassing magic armor, but maybe that 25/33% amount is then reduced by whatever your air resistance is?)
Made of Stone - Requires: Geomancer 10. (Possibly Incompatible with What a Rush?)
When under 30% Health, all physical damage you receive is reduced by 67%.
Last edited by Stabbey; 04/10/16 10:35 PM. Reason: feedback change