Conductive Sphere [two-actions] Feat 8Electricity Impulse Kineticist Manipulate Metal Primal Source Rage of Elements pg. 31 2.0
A floating metal ball forms in a space within 30 feet, flashing with electricity. It can't be targeted or damaged. Any of your allies adjacent to it gain resistance to electricity equal to your level and add the
shock rune to all their Strikes with metal objects. The sphere lasts until the end of your next turn, but you can Sustain it up to 1 minute.
When you conjure the sphere and the first time you Sustain the impulse on subsequent rounds, you can either have it
Fly up to 20 feet or deal 1d12 electricity damage to an adjacent creature with a
basic Reflex save against your class DC.
Level (+3) The damage dealt by the sphere increases by 1d12.
Traits
Electricity: Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Impulse: The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the concentrate trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait.
Manipulate: You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Metal: Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.
These planes consist of chaotic and shifting structures and oceans of metal. Metal planes tend to exist in a state of change and decay, leaving plentiful pockets of air for visitors to breathe or move within. Creatures unlucky enough to be entombed in the plane’s substance risk suffocation if they can’t phase through metal. Wood creatures find the lack of stability and soil on a metal plane disconcerting and often fail to thrive in such environments.
Primal: This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical.