<?xml version="1.0" encoding="utf-8"?>
<D20Rules game-system="D&amp;D4E">
  <UpdateInfo>
    <Version>1.05</Version>
    <Filename>24-sorcerer.part</Filename>
    <PartAddress>http://cbloader.com/sorted/24-sorcerer.part</PartAddress>
    <VersionAddress>http://cbloader.com/sorted/24-sorcerer.txt</VersionAddress>
  </UpdateInfo>
  <!-- Sorcerer -->
  <!-- 24-sorcerer.part, version 1.05 -->
  <!-- Original release: 13-July-2011; Last modified: 28-February-2012 -->
  <!-- Test compiled with CBLoader build V1.3.0 -->
  <!-- This part file belongs to the July 2011 reorganization of data files. -->
  <!-- Special thanks to the entire community for handling the materials. -->
<Changelog>
 Updated 13-July-2011 File Released.
 Updated 01-August-2011 Moved main class from Dark Sun part file.
 Updated 26-February-2012 Added Heroes of the Elemental Chaos Elementalist
 Updated 27-February-2012 Elementalist fix
 Updated 28-February-2012 Elementalist Fix (Line 235)
</Changelog>
  
  <RulesElement name="Sorcerer" type="Class" internal-id="ID_FMP_CLASS_128" source="Player's Handbook 2" revision-date="8/27/2010 12:40:54 PM">
    <Flavor> “I am in the arcane, and the arcane is in me.” </Flavor>
    <specific name="Key Abilities"> Charisma, Dexterity, Strength </specific>
    <specific name="Implements"> Daggers, staffs </specific>
    <specific name="Armor Proficiencies"> Cloth </specific>
    <specific name="Weapon Proficiencies"> Simple melee, simple ranged </specific>
    <specific name="Bonus to Defense"> +2 Will </specific>
    <specific name="Hit Points at 1st Level"> 12+ Constitution Score </specific>
    <specific name="Hit Points per Level Gained"> 5 </specific>
    <specific name="Healing Surges"> 6+ Constitution Modifier </specific>
    <specific name="Trained Skills"> Arcana. From the class skills list below, choose 3 more trained skills at 1st level. </specific>
    <specific name="Class Skills"> Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis) </specific>
    <specific name="Build Options"> Chaos Sorcerer, Cosmic Sorcerer, Dragon Sorcerer, Storm Sorcerer </specific>
    <specific name="_PARSED_CLASS_FEATURE"> Spell Source </specific>
    <specific name="Role"> Striker. You channel powerful magical energy through your body, exerting control over wild arcane magic to blast foes. You lean toward controller as a secondary role. </specific>
    <specific name="Power Source"> Arcane. Arcane magic is in your blood, as a touch of either ancient draconic power or untamed chaos energy, and you unleash it through sheer force of will and physical discipline. </specific>
    <specific name="Creating"> Charisma, Dexterity, and Strength are the most important ability scores for a sorcerer. You can choose any powers you like, but many sorcerers choose feats, skills, and powers to complement their Spell Source choice. </specific>
    <specific name="Class Features" />
    <specific name="Supplemental"> SORCERER OVERVIEW
As an arcane striker, you have a resemblance to the warlock. However, more of your powers create bursts or blasts of elemental forces to damage multiple foes, and your magic is the result of powerful arcane forces in your blood rather than the result of pacts you have made with mysterious entities. </specific>
    <specific name="Implement"> Sorcerers wield daggers and staffs to channel their wild arcane power. When you wield a magic dagger or a magic staff, you can add its enhancement bonus to the attack rolls and the damage rolls of sorcerer powers and sorcerer paragon path powers that have the implement keyword. Without an implement, you can still use these powers.
	Any dagger can function as a sorcerer implement. However, you don't gain a dagger's proficiency bonus when using the dagger as an implement. </specific>
    <specific name="Powers"> Like other arcane classes' powers, your powers are called spells. A sorcerer's arsenal is an eclectic mixture of deadly spells drawn from enigmatic or reckless traditions of magic. More studious arcane practitioners sometimes regard sorcerers as novices who play with dangerous power beyond their control, but the proof of their worth is in the havoc they wreak on their foes. </specific>
    <specific name="Power Name"> Spells </specific>
    <specific name="_RoleElement"> ID_FMP_ROLE_3 </specific>
    <specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_2 </specific>
    <specific name="_SecondaryPowerSourceElement" />
    <specific name="Secondary Abilities" />
    <specific name="Hybrid Talent Options" />
    <specific name="Short Description"> You channel wild, unpredictable arcane energy, harnessing the magic inherent in your blood. </specific>
    <specific name="_ParentClass" />
    <specific name="Trait Package" />
    <rules>
      <grant name="ID_INTERNAL_GRANTS_SORCERER" type="Grants" />
      <select type="Power" number="2" Category="$$CLASS,at-will,1" />
      <textstring name="_CLASSNAME" value="ID_FMP_CLASS_128" />
      <statadd name="_LEVEL-ONE-HPS" value="+12" />
      <statadd name="_PER-LEVEL-HPS" value="+5" />
      <statadd name="Healing Surges" value="+6" />
      <select type="Build" number="1" Category="$$CLASS" optional="true" />
      <statadd name="Will Defense Class Bonus" value="+2" />
      <select type="Skill Training" number="3" Category="ID_FMP_CLASS_128" />
    </rules>
The sorcerer is the arcane antithesis of the wizard. Wielding raw, barely contained magical power, sorcerers channel bursts and blasts of arcane energy through their bodies. They gain their power not through rigorous study of esoteric tomes, but by harnessing magic in their blood, waiting to be tapped and shaped. If wizards wield magic as fighters wield swords, a sorcerer's magic is the arcing greataxe of a raging barbarian.
You might be a proud dragonborn scion of ancient Arkhosia, calling on the draconic power of your heritage, or perhaps you were bathed in dragon blood as an infant to fill you with that power. You might have been born in a place where planar forces converged in strange eddies, infusing you with chaos, or perhaps you survived implantation of a slaad embryo, which left the taint of chaos upon you.
Magic pulses through your veins, calling on you to give it expression. As it grows ever stronger, will it consume you or transform you into magic incarnate?
   </RulesElement>
   
   
   
<!-- Heroes of the Elemental Chaos -->
<!-- Elementalist -->
  <RulesElement name="Elementalist" type="Class" internal-id="ID_FMP_CLASS_956" source="Heroes of the Elemental Chaos">
    <specific name="Key Abilities"> Charisma, Constitution </specific>
    <specific name="Implements"> Daggers, staffs </specific>
    <specific name="Armor Proficiencies"> Cloth </specific>
    <specific name="Weapon Proficiencies"> Simple melee, simple ranged </specific>
    <specific name="Bonus to Defense"> +2 Will </specific>
    <specific name="Hit Points at 1st Level"> 12+ Constitution Score </specific>
    <specific name="Hit Points per Level Gained"> 5 </specific>
    <specific name="Healing Surges"> 6+ Constitution Modifier </specific>
    <specific name="Trained Skills"> Arcana. From the class skills list below, choose 3 more trained skills at 1st level. </specific>
    <specific name="Class Skills"> Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis) </specific>
    <specific name="_PARSED_CLASS_FEATURE"> Elemental Bolt, Elemental Magic, Elemental Specialty, Escalating Elements </specific>
    <specific name="Role"> Striker. Elementalists who specialize in air or fire magic scour their foes with destructive energy, hurling blasts of flame or bolts of lightning. Those who specialize in earth or water magic hinder enemies, catching them in tides and quakes. Few can withstand an elementalist's wrath for long. </specific>
    <specific name="Power Source"> Arcane. </specific>
    <specific name="Creating"> An elementalist is a type of sorcerer, a class introduced in Player's Handbook 2. To create an elementalist, use the character creation rules in the Rules Compendium or the Player's Handbook. The Character Advancement table (page 159) summarizes how many feats and utility powers your sorcerer should gain at each level, as well as when ability scores increase.
	An elementalist has the Elemental Magic  spell source as a class feature (which works like spell sources from Player's Handbook 2) and gains other class features related to an affinity for a particular element. Elementalists gain no encounter or daily attack powers from their class, but instead rely on at-will attack powers that have additional effects activated with the elemental escalation power. </specific>
    <specific name="Supplemental"> Ability Scores
Your elementalist sorcerer requires a superior Charisma score, since all your attacks are based on that ability. Constitution is a very important secondary score, contributing to your ability to channel dangerous bursts of elemental energy.
	Your other ability scores help to complete the portrait of your character and round out your talents. A good Dexterity or Intelligence makes sense as your third-best ability score, providing you with a solid Reflex defense. If you favor Dexterity, you might be a physically oriented elementalist who communes with the elements through rigorous physical exercises. If Intelligence is your choice, you could instead be an elemental sage, a student of the elemental planes and their denizens. </specific>
    <specific name="_RoleElement"> ID_FMP_ROLE_3 </specific>
    <specific name="_PowerSourceElement"> ID_FMP_POWER_SOURCE_2 </specific>
    <specific name="Short Description"> Wielders of seething elemental magics, few can withstand their wrath for long. </specific>
    <specific name="_ParentClass"> ID_FMP_CLASS_128 </specific>
    <specific name="_DisplayName"> Sorcerer (Elementalist) </specific>
    <rules>
      <grant name="ID_INTERNAL_GRANTS_ELEMENTALIST" type="Grants" />
      <textstring name="_CLASSNAME" value="ID_FMP_CLASS_128" />
      <statadd name="_LEVEL-ONE-HPS" value="+12" />
      <statadd name="_PER-LEVEL-HPS" value="+5" />
      <statadd name="Healing Surges" value="+6" />
      <statadd name="Will Defense Class Bonus" value="+2" />
      <select type="Skill Training" number="3" Category="ID_FMP_CLASS_128" />
    </rules>
Disdaining the framework of theories of magic and sympathetic principles, elementalists seize the raw stuff of creation with simple force of will, bending the elements to their whim. Elementalist sorcerers might fashion whips or darts out of fire, create shields and armor from living rock, or inundate their enemies beneath torrents of water.
	Since elementalists arise from very different magic-using traditions, other users of arcane power shun them. These sorcerers practice their arts in isolated monasteries, secretive cabals, and occasionally elemental cults. Often accused of being more reckless and destructive than other kinds of sorcerers, elementalists in turn sneer at spellcasters who seek to create tools and systems for shaping magic at a safe distance. To elementalists, the only right way to wield magic is to dive in headlong and seize power with both hands. Some believe that elementalists are prone to evil or that they revel in reckless destruction, but neither assertion is necessarily true. Like more conventional arcane magic, the elementalist's magic is a tool—and like any tool, it can be turned to evil ends or to good.
</RulesElement>

  <RulesElement name="Elementalist" type="Grants" internal-id="ID_INTERNAL_GRANTS_ELEMENTALIST" source="Heroes of the Elemental Chaos">
    <specific name="_SupportsID"> ID_FMP_CLASS_956 </specific>
    <rules>
      <grant name="ID_FMP_ROLE_3" type="Role" />
      <grant name="ID_FMP_POWER_SOURCE_2" type="Power Source" />
      <grant name="ID_INTERNAL_PROFICIENCY_ARMOR_PROFICIENCY_(CLOTH)" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_MELEE" type="Proficiency" />
      <grant name="ID_INTERNAL_PROFICIENCY_SIMPLE_RANGED" type="Proficiency" />
      <grant name="ID_INTERNAL_SKILL_TRAINING_ARCANA" type="Skill Training" />
      <grant name="ID_INTERNAL_GRANTS_ELEMENTALIST_IMPLEMENTS" type="Grants" />
      <grant name="ID_INTERNAL_INTERNAL_ESSENTIALS_CLASS" type="Internal" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_ELEMENTALIST" type="CountsAsClass" />
      <grant name="ID_INTERNAL_COUNTSASCLASS_SORCERER" type="CountsAsClass" />
      <textstring name="PowersAsClass" value="ID_FMP_CLASS_128" />
      <grant name="ID_FMP_CLASS_FEATURE_4333" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_4334" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_4335" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_4340" type="Class Feature" />
      <grant name="ID_FMP_CLASS_FEATURE_4427" type="Class Feature" Level="2" />
      <grant name="ID_FMP_CLASS_FEATURE_4428" type="Class Feature" Level="6" />
      <grant name="ID_FMP_CLASS_FEATURE_4429" type="Class Feature" Level="10" />
      <grant name="ID_FMP_CLASS_FEATURE_4430" type="Class Feature" Level="16" />
      <grant name="ID_FMP_CLASS_FEATURE_4431" type="Class Feature" Level="22" />
      <grant name="ID_FMP_CLASS_FEATURE_4335_1" type="Class Feature" Level="5" />
      <grant name="ID_FMP_CLASS_FEATURE_4335_2" type="Class Feature" Level="15" />
	</rules>
  </RulesElement>

  <RulesElement name="Elementalist Implements" type="Grants" internal-id="ID_INTERNAL_GRANTS_ELEMENTALIST_IMPLEMENTS" source="Heroes of the Elemental Chaos">
    <specific name="_SupportsID"> ID_FMP_CLASS_956 </specific>
    <rules>
       <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(DAGGER)" type="Proficiency" />
       <grant name="ID_INTERNAL_PROFICIENCY_IMPLEMENT_PROFICIENCY_(STAFF)" type="Proficiency" />
    </rules>
  </RulesElement>

  <RulesElement name="Elementalist" type="CountsAsClass" internal-id="ID_INTERNAL_COUNTSASCLASS_ELEMENTALIST" source="Heroes of the Elemental Chaos">
    <specific name="_SupportsID"> ID_FMP_CLASS_956 </specific>
You count as an elementalist for meeting prerequisites.
</RulesElement>

  <RulesElement name="Elemental Bolt" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4333" source="Heroes of the Elemental Chaos">
    <Category> 1 </Category>
    <Flavor> You can call forth elemental energy, infuse it with the element closest to your soul, and launch the resulting projectile at an enemy. </Flavor>
    <specific name="Short Description"> Gain the elemental bolt power </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_16222 </specific>
    <specific name="Type"> At-Will </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="_CLASSNAME"> Elementalist </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_16222 </specific>
    <rules>
        <grant name="ID_FMP_POWER_16222" type="Power" />
	</rules>
  
You gain the elemental bolt power.
</RulesElement>
  <RulesElement name="Elemental Magic" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4334" source="Heroes of the Elemental Chaos">
    <Category> 1 </Category>
    <Flavor> As you open yourself to the fury of the Plane Below, you learn that physical hardiness and mental versatility are essential for you to channel elemental power and avoid destruction. </Flavor>
    <specific name="Short Description"> Gain damage bonus to arcane powers equal to Con mod; use Con instead of Dex or Int to determine AC; gain sorcerer at-will attack power at 9th and 19th level </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_CLASSNAME"> Elementalist </specific>
    <rules>
        <statadd name="arcane:damage" value="+Constitution modifier" />
        <statadd name="arcane:damage" value="+2" requires="5 level" />
        <statadd name="arcane:damage" value="+3" requires="15 level" />
		<statadd name="arcane:damage" value="+3" requires="25 level" />
        <statadd name="AC" value="+Constitution modifier" type="Ability" not-wearing="armor:heavy" />
		<select type="Power" number="1" Category="$$Class,at-will" Level="9" />
		<select type="Power" number="1" Category="$$Class,at-will" Level="19" />
	</rules>
You gain the following benefits.
	Elemental Power: You gain a bonus to the damage rolls of arcane powers equal to your Constitution modifier. This bonus increases to 2 + your Constitution modifier at 5th level, 5 + your Constitution modifier at 15th level, and 8 + your Constitution modifier at 25th level.
	Elemental Resilience: While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.
	Elemental Versatility: At 9th level and 19th level, you gain a sorcerer at-will attack power of your choice.
</RulesElement>
  <RulesElement name="Elemental Specialty" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4335" source="Heroes of the Elemental Chaos">
    <Category> 1 </Category>
    <Flavor> The most important step in a novice elementalist's early days is realizing his or her favored element: air, earth, fire, or water. Your specialty shapes your identity as an elementalist, and it strongly influences other choices you make throughout your career. </Flavor>
    <specific name="Short Description"> Gain the benefits of an elemental specialty </specific>
    <specific name="Level"> 1 </specific>
    <specific name="_PARSED_SUB_FEATURES"> ID_FMP_CLASS_FEATURE_4336, ID_FMP_CLASS_FEATURE_4337, ID_FMP_CLASS_FEATURE_4338, ID_FMP_CLASS_FEATURE_4339 </specific>
    <specific name="_CLASSNAME"> Elementalist </specific>
    <rules>
        <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_4335"/>
    </rules>
  
Choose an elemental specialty. You gain the benefits of that specialty.
</RulesElement>
  <RulesElement name="Air Elementalist" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4336" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4335,1 </Category>
    <Flavor> You wield the howl of the storm. Wild gales and raging lightning are your weapons. With time and experience, you master powers of weather and flight. You dislike spending too much time with a roof over your head; you are most comfortable in wide-open spaces and in high places, where the winds are strong and free.
	Air elementalists generally dislike wielding spells of elemental earth. Elemental air is the essence of movement and change. Earth feels too immobile and inflexible to an air elementalist. </Flavor>
    <specific name="Short Description"> Gain either howling zephyr or the static charge power; elemental bolt deals lightning damage and hit targets gain vulnerable 3 to your elemental attacks; gain resistances to lightning and choice of cold or thunder; gain a fly speed at 23rd level </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_16231,ID_FMP_POWER_16235 </specific>
    <specific name="Type"> At-Will </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <rules>
	    <modify name="ID_FMP_POWER_16222" type="Power" Field="Keywords" value="Arcane, Elemental, Implement, Lightning" />
        <modify name="ID_FMP_POWER_16222" type="Power" Field="Air Elementalist" value="The attack deals lightning damage. On a hit, the target gains vulnerable 3 to your elemental attacks until the end of your next turn." />
        <select type="Power" number="1" Category="ID_FMP_POWER_16231|ID_FMP_POWER_16235" />
        <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_4336" Level="25" />
    </rules>
  
You gain the following features.
	Attack Power: You gain either the howling zephyr or the static charge power.
	Enhanced Elemental Bolt: Your elemental bolt deals lightning damage. On a hit, its target gains vulnerable 3 to your elemental attacks until the end of your next turn.
	Elemental Soul: At 5th level, you gain resist 10 lightning. At 15th level, you gain a +2 bonus to saving throws against ongoing lightning damage. At 25th level, choose either cold or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type. 
	Fly: At 23rd level, you can fly up to half your speed as a move action.
</RulesElement>
  <RulesElement name="Earth Elementalist" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4337" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4335,1 </Category>
    <Flavor> You are a master of the solid and unyielding powers of elemental earth. At your command, stone armors your body, and rock and earth erupt from the ground or materialize from thin air to batter or bury your enemies. As you gain experience, you develop the ability to shape the earth around you or even pass through solid rock.
	Elemental air is the antithesis of earth, so you probably dislike learning spells of air. That element lacks solidity, substance, and permanence—the very qualities that lend you power over elemental earth. </Flavor>
    <specific name="Short Description"> Gain either erupting earth or seismic shock power; elemental bolt deals acid damage and slows hit targets; at higher levels gain resist acid and your choice of fire or thunder; gain burrow speed at 23rd level </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_16230,ID_FMP_POWER_16234 </specific>
    <specific name="Type"> At-Will </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <rules>
	    <modify name="ID_FMP_POWER_16222" type="Power" Field="Keywords" value="Arcane, Elemental, Implement, Acid" />
        <modify name="ID_FMP_POWER_16222" type="Power" Field="Earth Elementalist" value="The attack deals acid damage. On a hit, the target is slowed until the end of your next turn."/>
        <select type="Power" number="1" Category="ID_FMP_POWER_16230|ID_FMP_POWER_16234" />
        <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_4337" Level="25" />
    </rules>
  
You gain the following features.
	Attack Power: You gain either the erupting earth or the seismic shock power.
	Enhanced Elemental Bolt: Your elemental bolt deals acid damage. On a hit, its target is slowed until the end of your next turn.
	Elemental Soul: At 5th level, you gain resist 10 acid. At 15th level, you gain a +2 bonus to saving throws against ongoing acid damage. At 25th level, choose either fire or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
	Burrow: At 23rd level, you can burrow up to half your speed as a move action. You have tremorsense 5 while burrowing.
</RulesElement>
  <RulesElement name="Fire Elementalist" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4338" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4335,1 </Category>
    <Flavor> You are a living conflagration, a master of the most spectacular and destructive of all the elements. Yours is the power of the raging forest fire, the burning sun, and incinerating heat. Subtlety is not your strong suit; in battle you seek to burn down all who oppose you.
	Fire elementalists tend to disdain powers of elemental water, which is often calming and cooling. </Flavor>
    <specific name="Short Description"> Gain blazing cloud or ignition power; elemental bolt deals fire damage and 1d6 extra damage; at higher levels gain resist fire and your choice of lightning or thunder; gain teleport move action at 23rd level </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_16228,ID_FMP_POWER_16233 </specific>
    <specific name="Type"> At-Will </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <rules>
	    <modify name="ID_FMP_POWER_16222" type="Power" Field="Keywords" value="Arcane, Elemental, Implement, Fire" />
        <modify name="ID_FMP_POWER_16222" type="Power" Field="Fire Elementalist" value="The attack deals fire damage, and the damage increases by 1d6." />
        <select type="Power" number="1" Category="ID_FMP_POWER_16228|ID_FMP_POWER_16233" />
        <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_4338" Level="25" />
	</rules>
  
You gain the following features.
	Attack Power: You gain either the blazing cloud or the ignition power.
	Enhanced Elemental Bolt: Your elemental bolt deals fire damage. On a hit, its damage increases by 1d6.
	Elemental Soul: At 5th level, you gain resist 10 fire. At 15th level, you gain a +2 bonus to saving throws against ongoing fire damage. At 25th level, choose either lightning or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
	Teleport: At 23rd level, you can teleport up to half your speed as a move action.
</RulesElement>
  <RulesElement name="Water Elementalist" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4339" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4335,1 </Category>
    <Flavor> You command the most subtle and mutable of the four elements. Water transforms easily to ice, mist, and steam. In the form of a gentle rain it nourishes and sustains, but as a raging flood it can scour channels through solid rock and sweep away all before it. You are especially drawn to water in motion—the ocean with its pounding surf and seething tides, and rivers and streams as they wind their way across the land to the sea.
	You likely prefer not to use fire powers. That element burns the moisture from all it touches. </Flavor>
    <specific name="Short Description"> Gain either deluge or ice prison power; elemental bolt deals cold damage and slides creatures adjacent to target 1 square; at higher level gain resist cold and your choice of acid or thunder; gain swim speed and aquatic trait at 23rd level </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_16229,ID_FMP_POWER_16232 </specific>
    <specific name="Type"> At-Will </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <rules>
	    <modify name="ID_FMP_POWER_16222" type="Power" Field="Keywords" value="Arcane, Elemental, Implement, Cold" />
        <modify name="ID_FMP_POWER_16222" type="Power" Field="Water Elementalist" value="The attack deals cold damage. On a hit, you can slide each creature adjacent to its target 1 square." />
        <select type="Power" number="1" Category="ID_FMP_POWER_16229|ID_FMP_POWER_16232" />
        <select type="Class Feature" number="1" Category="ID_FMP_CLASS_FEATURE_4339" Level="25" />
    </rules>
  
You gain the following features.
	Attack Power: You gain either the deluge or the ice prison power.
	Enhanced Elemental Bolt: Your elemental bolt deals cold damage. On a hit, you can slide each creature adjacent to its target 1 square.
	Elemental Soul: At 5th level, you gain resist 10 cold. At 15th level, you gain a +2 bonus to saving throws against ongoing cold damage. At 25th level, choose either acid or thunder. You gain resist 10 to the chosen damage type and a +2 bonus to saving throws against ongoing damage of that type.
	Swim: At 23rd level, you gain a swim speed equal to your speed + 2. You also gain the aquatic trait; you can breathe underwater, and in aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures.
</RulesElement>

  <RulesElement name="Elemental Specialty (resist)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4335_1" source="Heroes of the Elemental Chaos">
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <statadd name="resist:lightning" value="+10" requires="ID_FMP_CLASS_FEATURE_4336" type="resist" />  
      <statadd name="resist:acid" value="+10" requires="ID_FMP_CLASS_FEATURE_4337" type="resist" />  
      <statadd name="resist:fire" value="+10" requires="ID_FMP_CLASS_FEATURE_4338" type="resist" />  
      <statadd name="resist:cold" value="+10" requires="ID_FMP_CLASS_FEATURE_4339" type="resist" />  
    </rules>
</RulesElement>
  <RulesElement name="Elemental Specialty (saves)" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4335_2" source="Heroes of the Elemental Chaos">
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <statadd name="Saving Throws" value="+2" condition="against ongoing lightning damage" requires="ID_FMP_CLASS_FEATURE_4336" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing acid damage" requires="ID_FMP_CLASS_FEATURE_4337" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing fire damage" requires="ID_FMP_CLASS_FEATURE_4338" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing cold damage" requires="ID_FMP_CLASS_FEATURE_4339" />  
    </rules>
</RulesElement>
  <RulesElement name="Air Elementalist (Cold)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_AIR_ELEMENTALIST_(COLD)" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4336 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4336 </specific>
    <specific name="Short Description"> Gain resist Cold 10 and +2 to saving throws against ongoing Cold damage. </specific>
    <specific name="_DisplayName"> Cold </specific>
    <rules>
      <statadd name="resist:cold" value="+10" type="resist" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing cold damage" />  
    </rules>
  
You gain resist 10 Cold. You gain a +2 bonus to saving throws against Cold ongoing damage.
</RulesElement>
  <RulesElement name="Air Elementalist (thunder)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_AIR_ELEMENTALIST_(THUNDER)" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4336 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4336 </specific>
    <specific name="Short Description"> Gain resist thunder 10 and +2 to saving throws against ongoing thunder damage. </specific>
    <specific name="_DisplayName"> Thunder </specific>
    <rules>
      <statadd name="resist:thunder" value="+10" type="resist" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing thunder damage" />  
    </rules>
  
You gain resist 10 thunder. You gain a +2 bonus to saving throws against thunder ongoing damage.
</RulesElement>
  <RulesElement name="Earth Elementalist (Fire)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_EARTH_ELEMENTALIST_(FIRE)" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4337 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4337 </specific>
    <specific name="Short Description"> Gain resist Fire 10 and +2 to saving throws against ongoing Fire damage. </specific>
    <specific name="_DisplayName"> Fire </specific>
    <rules>
      <statadd name="resist:fire" value="+10" type="resist" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing fire damage" />  
    </rules>
  
You gain resist 10 Fire. You gain a +2 bonus to saving throws against Fire ongoing damage.
</RulesElement>
  <RulesElement name="Earth Elementalist (thunder)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_EARTH_ELEMENTALIST_(THUNDER)" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4337 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4337 </specific>
    <specific name="Short Description"> Gain resist thunder 10 and +2 to saving throws against ongoing thunder damage. </specific>
    <specific name="_DisplayName"> Thunder </specific>
    <rules>
      <statadd name="resist:thunder" value="+10" type="resist" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing thunder damage" />  
    </rules>
  
You gain resist 10 thunder. You gain a +2 bonus to saving throws against thunder ongoing damage.
</RulesElement>
  <RulesElement name="Fire Elementalist (Lightning)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_FIRE_ELEMENTALIST_(LIGHTNING)" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4338 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4338 </specific>
    <specific name="Short Description"> Gain resist Lightning 10 and +2 to saving throws against ongoing Lightning damage. </specific>
    <specific name="_DisplayName"> Lightning </specific>
    <rules>
      <statadd name="resist:lightning" value="+10" type="resist" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing lightning damage" />  
    </rules>
  
You gain resist 10 Lightning. You gain a +2 bonus to saving throws against Lightning ongoing damage.
</RulesElement>
  <RulesElement name="Fire Elementalist (thunder)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_FIRE_ELEMENTALIST_(THUNDER)" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4338 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4338 </specific>
    <specific name="Short Description"> Gain resist thunder 10 and +2 to saving throws against ongoing thunder damage. </specific>
    <specific name="_DisplayName"> Thunder </specific>
    <rules>
      <statadd name="resist:thunder" value="+10" type="resist" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing thunder damage" />  
    </rules>
  
You gain resist 10 thunder. You gain a +2 bonus to saving throws against thunder ongoing damage.
</RulesElement>
  <RulesElement name="Water Elementalist (Acid)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_WATER_ELEMENTALIST_(ACID)" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4339 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4339 </specific>
    <specific name="Short Description"> Gain resist Acid 10 and +2 to saving throws against ongoing Acid damage. </specific>
    <specific name="_DisplayName"> Acid </specific>
    <rules>
      <statadd name="resist:acid" value="+10" type="resist" />  
      <statadd name="Saving Throws" value="+2" condition="against acid thunder damage" />  
    </rules>
  
You gain resist 10 Acid. You gain a +2 bonus to saving throws against Acid ongoing damage.
</RulesElement>
  <RulesElement name="Water Elementalist (thunder)" type="Class Feature" internal-id="ID_INTERNAL_CLASS_FEATURE_WATER_ELEMENTALIST_(THUNDER)" source="Heroes of the Elemental Chaos">
    <Category> ID_FMP_CLASS_FEATURE_4339 </Category>
    <specific name="_SupportsID"> ID_FMP_CLASS_FEATURE_4339 </specific>
    <specific name="Short Description"> Gain resist thunder 10 and +2 to saving throws against ongoing thunder damage. </specific>
    <specific name="_DisplayName"> Thunder </specific>
    <rules>
      <statadd name="resist:thunder" value="+10" type="resist" />  
      <statadd name="Saving Throws" value="+2" condition="against ongoing thunder damage" />  
    </rules>
  
You gain resist 10 thunder. You gain a +2 bonus to saving throws against thunder ongoing damage.
</RulesElement>

  <RulesElement name="Escalating Elements" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4340" source="Heroes of the Elemental Chaos">
    <Category> 1 </Category>
    <Flavor> By reaching deep into your reserves of arcane strength, you can manifest spectacular bursts of elemental power. When you escalate one of your sorcerer powers, you might be able to expand the power's area, increase its intensity to deal more damage, or channel a more persistent expression of your element that affects your enemies for a longer time. At higher levels, your control over the elements improves. They respond more readily to your commands, giving you the ability to manifest exceptional bursts of elemental energy more frequently. </Flavor>
    <specific name="Short Description"> Gain elemental escalation power and additional uses at levels 3, 7, and 13 </specific>
    <specific name="Level"> 1 </specific>
    <specific name="Powers"> ID_FMP_POWER_16224,ID_FMP_POWER_16225,ID_FMP_POWER_16226,ID_FMP_POWER_16227 </specific>
    <specific name="Type"> Encounter </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="_CLASSNAME"> Elementalist </specific>
    <specific name="_DisplayPowers"> ID_FMP_POWER_16224,ID_FMP_POWER_16225,ID_FMP_POWER_16227,ID_FMP_POWER_16226 </specific>
    <rules>
        <grant name="ID_FMP_POWER_16224" type="Power" requires="ID_FMP_CLASS_FEATURE_4336" />
        <grant name="ID_FMP_POWER_16225" type="Power" requires="ID_FMP_CLASS_FEATURE_4337" />
        <grant name="ID_FMP_POWER_16226" type="Power" requires="ID_FMP_CLASS_FEATURE_4338" />
        <grant name="ID_FMP_POWER_16227" type="Power" requires="ID_FMP_CLASS_FEATURE_4339" />
	</rules>
  
You gain the elemental escalation power associated with your Elemental Specialty: air, earth, fire, or water.
	At 3rd, 7th, and 13th level, you gain an additional use of the power each encounter, but you can still use the power only once per round.
</RulesElement>

  <RulesElement name="Level 2 Elementalist Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4427" source="Heroes of the Elemental Chaos">
    <Category> 2 </Category>
    <specific name="Short Description"> You gain a 2nd-level sorcerer utility power of your choice </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Powers"> ID_FMP_POWER_16236,ID_FMP_POWER_16237,ID_FMP_POWER_16238,ID_FMP_POWER_16239 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="_CLASSNAME"> Elementalist </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="$$Class,ID_INTERNAL_CATEGORY_UTILITY,2" />
    </rules>
  
You gain a 2nd-level sorcerer utility power of your choice.
</RulesElement>
  <RulesElement name="Level 6 Elementalist Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4428" source="Heroes of the Elemental Chaos">
    <Category> 6 </Category>
    <specific name="Short Description"> You gain a 6th-level sorcerer utility power of your choice </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Powers"> ID_FMP_POWER_16240,ID_FMP_POWER_16241,ID_FMP_POWER_16242,ID_FMP_POWER_16243 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="_CLASSNAME"> Elementalist </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="$$Class,ID_INTERNAL_CATEGORY_UTILITY,6" />
    </rules>
  
You gain a 6th-level sorcerer utility power of your choice.
</RulesElement>
  <RulesElement name="Level 10 Elementalist Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4429" source="Heroes of the Elemental Chaos">
    <Category> 10 </Category>
    <specific name="Short Description"> You gain a 10th-level sorcerer utility power of your choice </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Powers"> ID_FMP_POWER_16244,ID_FMP_POWER_16245,ID_FMP_POWER_16246,ID_FMP_POWER_16248 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="_CLASSNAME"> Elementalist </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="$$Class,ID_INTERNAL_CATEGORY_UTILITY,10" />
    </rules>
  
You gain a 10th-level sorcerer utility power of your choice.
</RulesElement>
  <RulesElement name="Level 16 Elementalist Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4430" source="Heroes of the Elemental Chaos">
    <Category> 16 </Category>
    <specific name="Short Description"> You gain a 16th-level sorcerer utility power of your choice </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Powers"> ID_FMP_POWER_16249,ID_FMP_POWER_16250,ID_FMP_POWER_16251 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="_CLASSNAME"> Elementalist </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="$$Class,ID_INTERNAL_CATEGORY_UTILITY,16" />
    </rules>
  
You gain a 16th-level sorcerer utility power of your choice.
</RulesElement>
  <RulesElement name="Level 22 Elementalist Utility Power" type="Class Feature" internal-id="ID_FMP_CLASS_FEATURE_4431" source="Heroes of the Elemental Chaos">
    <Category> 22 </Category>
    <specific name="Short Description"> You gain a 22nd-level sorcerer utility power of your choice </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Powers"> ID_FMP_POWER_16252,ID_FMP_POWER_16253 </specific>
    <specific name="Type"> Utility </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="_CLASSNAME"> Elementalist </specific>
    <specific name="_CS_ShortDescription"> @ </specific>
    <rules>
      <select type="Power" number="1" Category="$$Class,ID_INTERNAL_CATEGORY_UTILITY,22" />
    </rules>
  
You gain a 22nd-level sorcerer utility power of your choice.
</RulesElement>



  <RulesElement name="Elemental Bolt" type="Power" internal-id="ID_FMP_POWER_16222" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4333,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_56,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You hurl a spear of elemental energy at your foe. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Implement, Varies </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Ranged 10 </specific>
    <specific name="Target"> One creature </specific>
    <specific name="Attack"> Charisma vs. Reflex </specific>
    <specific name="Hit"> 1d12 + Charisma modifier damage.
	Level 21: 2d12 + Charisma modifier damage. </specific>
    <specific name="Special"> This power can be used as a ranged basic attack. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4333 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
    <specific name="_BasicAttack"> Ranged </specific>
  </RulesElement>
  <RulesElement name="Elemental Escalation (Air)" type="Power" internal-id="ID_FMP_POWER_16224" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4340,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_56,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> The tempest's power surges through you, wrathfully striking your enemies and lifting you aloft. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Varies </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You use a sorcerer at-will attack power. </specific>
    <specific name="Effect"> You can make one additional creature a target of the triggering attack. If the attack's range is melee or ranged, the additional target must be within 5 squares of you. If the attack's range is area or close, the additional target must be adjacent to the burst or blast. 
	Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack In addition, you fly up to half your speed as a free action.
	Level 17: 2d10 extra damage, and you also slide the target up to 2 squares.
	Level 27: 3d10 extra damage, and the target is also blinded until the end of your next turn. </specific>
    <specific name="Special"> You can use this power only once per round. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4340 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
  </RulesElement>
  <RulesElement name="Elemental Escalation (Earth)" type="Power" internal-id="ID_FMP_POWER_16225" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4340,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_56,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> Earth energy infuses you with resilience. It allows you to deliver mighty blows and great hindrances to your foes. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Varies </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You use a sorcerer at-will attack power. </specific>
    <specific name="Effect"> You can make one additional creature a target of the triggering attack. If the attack's range is melee or ranged, the additional target must be within 5 squares of you. If the attack's range is area or close, the additional target must be adjacent to the burst or blast.
	Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you gain temporary hit points equal to your Charisma modifier.
	Level 17: 2d10 extra damage, and the target is also immobilized until the end of your next turn.
	Level 27: 3d10 extra damage, and you also gain resistance to all damage equal to one-half your level until the end of your next turn. </specific>
    <specific name="Special"> You can use this power only once per round. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4340 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
  </RulesElement>
  <RulesElement name="Elemental Escalation (Fire)" type="Power" internal-id="ID_FMP_POWER_16226" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4340,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_56,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> As elemental energy flows through you, the rage of your internal inferno infuses it, and you move like a wildfire. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Varies </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You use a sorcerer at-will attack power. </specific>
    <specific name="Effect"> You can make one additional creature a target of the triggering attack. If the attack's range is melee or ranged, the additional target must be within 5 squares of you. If the attack's range is area or close, the additional target must be adjacent to the burst or blast.
	Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you shift up to half your speed as a free action.
	Level 17: 2d10 extra damage, and ongoing 10 fire damage (save ends).
	Level 27: 3d10 extra damage, and the attack also deals half damage on a miss. </specific>
    <specific name="Special"> You can use this power only once per round. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4340 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
  </RulesElement>
  <RulesElement name="Elemental Escalation (Water)" type="Power" internal-id="ID_FMP_POWER_16227" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4340,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_56,ID_INTERNAL_CATEGORY_FREE_ACTION </Category>
    <Flavor> A whirlpool wells up within, deflecting harm from you and  overwhelming your enemies. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Varies </specific>
    <specific name="Action Type"> Free Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Trigger"> You use a sorcerer at-will attack power. </specific>
    <specific name="Effect"> You can make one additional creature a target of the triggering attack. If the attack's range is melee or ranged, the additional target must be within 5 squares of you. If the attack's range is area or close, the additional target must be adjacent to the burst or blast.
	Each target hit by the attack takes 1d10 extra damage of the type dealt by the triggering attack. In addition, you gain a +2 power bonus to all defenses until the end of your next turn.
	Level 17: 2d10 extra damage, and the target is also dazed until the end of your next turn.
	Level 27: 3d10 extra damage, and the target also falls prone. </specific>
    <specific name="Special"> You can use this power only once per round. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4340 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
  </RulesElement>
  <RulesElement name="Blazing Cloud" type="Power" internal-id="ID_FMP_POWER_16228" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4338,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You surround yourself in a nimbus of roaring flames. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Fire, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Charisma vs. Reflex </specific>
    <specific name="Hit"> 1d8 + Charisma modifier fire damage.
	Level 21: 2d8 + Charisma modifier fire damage. </specific>
    <specific name="Effect"> You gain a +2 power bonus to AC and Reflex until the start of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4338 </specific>
By concentrating your blistering flames in a sphere around yourself, you can attack numerous close-up foes at once. Better yet, this spell's effects linger, creating a ring of fire that helps to turn away incoming attacks.
</RulesElement>
  <RulesElement name="Deluge" type="Power" internal-id="ID_FMP_POWER_16229" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4339,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You pull a mass of water from the elemental plane, hammering your enemies and sweeping them off their feet. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 3 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Attack"> Charisma vs. Reflex </specific>
    <specific name="Hit"> 1d8 + Charisma modifier damage, and you push the target 1 square.
	Level 21: 2d8 + Charisma modifier damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4339 </specific>
Water is the lifeblood of living creatures. It is a subtle element, one able to sustain life, dissolve solids, and scour worlds over thousands of years to create amazing terrain. It can also be used as a blunt attack when an area is suddenly flooded with it.
</RulesElement>
  <RulesElement name="Erupting Earth" type="Power" internal-id="ID_FMP_POWER_16230" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4337,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You bring forth a mass of earth and rock from the elemental plane, battering your enemies and pinning them in place. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Charisma vs. Fortitude </specific>
    <specific name="Hit"> 1d6 + Charisma modifier damage.
	Level 21: 2d6 + Charisma modifier damage. </specific>
    <specific name="Effect"> The area becomes difficult terrain until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4337 </specific>
Wherever you stand, you can call up stones, pebbles, and slabs of rock, and smash your enemies from below, and perhaps pin them beneath earthy debris.
</RulesElement>
  <RulesElement name="Howling Zephyr" type="Power" internal-id="ID_FMP_POWER_16231" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4336,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You command the air to swirl violently, creating a short-lived zephyr of thunderous wind that sweeps away your enemy. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Implement, Thunder </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Charisma vs. Fortitude </specific>
    <specific name="Hit"> 1d8 + Charisma modifier thunder damage, and you can slide the target 1 square.
	Level 21: 2d8 + Charisma modifier thunder damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4336 </specific>
A sorcerer of the air knows how to summon screaming winds from the Elemental Chaos and send them against foes. Creatures caught in the zephyr are moved every which way.
</RulesElement>
  <RulesElement name="Ice Prison" type="Power" internal-id="ID_FMP_POWER_16232" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4339,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You create a cloud of intense cold and swift-growing icicles that chills your foes for a time. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Cold, Elemental, Implement </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Charisma vs. Fortitude </specific>
    <specific name="Hit"> 1d8 + Charisma modifier cold damage, and the target is slowed until the end of your next turn.
	Level 21: 2d8 + Charisma modifier cold damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4339 </specific>
A lethal swirl of icicles forms out of the air when you cast this spell. The icicles partially encase creatures in the area for a short time, slowing their movements.
</RulesElement>
  <RulesElement name="Ignition" type="Power" internal-id="ID_FMP_POWER_16233" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4338,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_3,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You hurl a concussive blast, causing everything in the area to smoke, smolder, and then burst into flame. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Fire, Implement, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 1 within 10 squares </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Charisma vs. Fortitude </specific>
    <specific name="Hit"> 1d10 + Charisma modifier damage.
	Level 21: 2d10 + Charisma modifier damage. </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the start of your next turn. Any creature that enters the zone or ends its turn there takes fire damage equal to your Constitution modifier. A creature can take this damage only once per turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4338 </specific>
The fires that burn in the Elemental Chaos are so hot that they can radiate even across dimensional walls when you stoke them. When an area begins to smolder, the roar of catching fire soon follows.
</RulesElement>
  <RulesElement name="Seismic Shock" type="Power" internal-id="ID_FMP_POWER_16234" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4337,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You strike the ground, creating an abrupt tremor of seismic activity. Enemies in the area are disoriented. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Implement, Thunder </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Target"> Each creature in the burst </specific>
    <specific name="Attack"> Charisma vs. Fortitude </specific>
    <specific name="Hit"> 1d8 + Charisma modifier thunder damage, and the target grants combat advantage until the end of your next turn.
	Level 21: 2d8 + Charisma modifier thunder damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4337 </specific>
This spell unleashes intense vibrations all around you, shaking the ground and disorienting your foes. Even if you aren't in contact with the ground, you can channel the seismic energy through almost any medium.
</RulesElement>
  <RulesElement name="Static Charge" type="Power" internal-id="ID_FMP_POWER_16235" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_ATTACK,ID_FMP_CLASS_FEATURE_4336,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_11,ID_INTERNAL_CATEGORY_STANDARD_ACTION </Category>
    <Flavor> You create a shaped pulse of lightning that shocks foes standing near you, arcing to additional enemies near them. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Attack  </specific>
    <specific name="Keywords"> Arcane, Elemental, Implement, Lightning </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close blast 3 </specific>
    <specific name="Target"> Each enemy in the blast </specific>
    <specific name="Attack"> Charisma vs. Reflex </specific>
    <specific name="Hit"> 1d8 lightning damage, and one enemy adjacent to the target takes lightning damage equal to your Charisma modifier.
	Level 21: 2d8 lightning damage. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level" />
    <specific name="Power Type"> Attack </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4336 </specific>
Lightning arcs from one conductor to another. You take advantage of that characteristic with this spell.
</RulesElement>
  <RulesElement name="Rock Armor" type="Power" internal-id="ID_FMP_POWER_16236" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4427,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_28,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> You shield yourself with armor shaped from the rock, pebbles, and earth around you. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Sorcerer Utility 2 </specific>
    <specific name="Keywords"> Arcane, Elemental, Stance </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You assume the rock armor stance. Until the stance ends, you are slowed and gain resistance to all damage equal to your Charisma modifier. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4427 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
The element of earth embodies endurance, solidity, and stability. This spell epitomizes those qualities. You cover yourself with loose-fitting armor made from stones, pebbles, and slabs of rock, held in place by your elemental magic.
</RulesElement>
  <RulesElement name="Shield of Flames" type="Power" internal-id="ID_FMP_POWER_16237" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4427,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_3,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> You conjure a sphere of blazing hot flames, obscuring your form and damaging enemies who tarry too close. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 2 </specific>
    <specific name="Keywords"> Arcane, Aura, Elemental, Fire </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You activate an aura 1 that lasts until the end of your next turn. You have partial concealment against enemies in the aura, and any creature that makes a melee attack against you or ends its turn in the aura takes fire damage equal to your Charisma modifier. A creature can take this damage only once per turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4427 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
This spell invokes elemental fire and wraps it around your body, deterring your enemies from attacking you or even remaining nearby. You look like you are standing in the heart of a conflagration, but the flames do not harm you in the least.
</RulesElement>
  <RulesElement name="Wall of Water" type="Power" internal-id="ID_FMP_POWER_16238" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4427,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> You shape water into a foot-thick vertical wall that interferes with attacks and movement for a short time. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Sorcerer Utility 2 </specific>
    <specific name="Keywords"> Arcane, Elemental </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Area wall 5 within 10 squares </specific>
    <specific name="Effect"> You create a wall of water that lasts until the end of your next turn. The wall provides superior cover against attacks made through it. A creature must swim to move through the wall (Athletics DC 10). In addition, a creature passing through the wall gains vulnerable 5 cold until the end of its next turn. </specific>
    <specific name="Sustain Minor"> The wall persists until the end of your next turn. </specific>
    <specific name="Special"> If any part of the wall meets an area of liquid water at least 5 squares in size, you can increase the area to a wall 10. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4427 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
You bring a volume of water from the elemental plane and shape it into a shortlived barrier. The wall is permeable, but it slows and deflects attacks and requires a substantial effort to push through. In addition, creatures passing through the wall are soaked to the skin.
</RulesElement>
  <RulesElement name="Whirling Wind" type="Power" internal-id="ID_FMP_POWER_16239" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4427,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION,2 </Category>
    <Flavor> Whirling air surrounds you, protecting you and obscuring your position. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 2 </specific>
    <specific name="Keywords"> Arcane, Elemental, Zone </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 1 </specific>
    <specific name="Effect"> The burst creates a zone of lightly obscured squares that lasts until the end of your next turn. Creatures in the zone must spend 1 extra square for each square of movement toward you. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 2 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4427 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
You summon a strong blast of wind, which blows away from you. Any creature in the area has a difficult time pushing itself upwind and is hampered by blowing dust and light debris in the air. Small, light objects—for example, paper, cloth, and baskets—are swept out of the area.
</RulesElement>
  <RulesElement name="Raise Stone" type="Power" internal-id="ID_FMP_POWER_16240" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4428,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
    <Flavor> You raise or lower a column of rock from the ground. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 6 </specific>
    <specific name="Keywords"> Arcane, Elemental </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Ranged 5 </specific>
    <specific name="Target"> One square of stone, mud, or dirt </specific>
    <specific name="Effect"> You cause the target square to rise up to 20 feet or sink up to 10 feet. If you raise the square, the area below it is filled with solid rock and becomes blocking terrain. Creatures in the target square can shift 1 square as a free action to avoid being raised or lowered. This power cannot be used to harm a creature, and any such use causes the power to fail. The target square remains at its new elevation until the end of the encounter. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4428 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
This spell causes a 5-foot-wide column of stone to grow or subside beneath a nearby patch of ground, giving you the ability to change its elevation. Though it is difficult to employ as an attack, you could block a 5-foot-wide passageway, lift a square containing a helpless comrade out of the reach of enemies, sink a boulder out of your way, or provide yourself with an elevator to reach a high ledge.
</RulesElement>
  <RulesElement name="Fire Stride" type="Power" internal-id="ID_FMP_POWER_16241" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4428,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_19,ID_INTERNAL_CATEGORY_MOVE_ACTION,6 </Category>
    <Flavor> You step into a blazing fire and instantly teleport to another nearby fire without harm. </Flavor>
    <specific name="Power Usage"> At-Will </specific>
    <specific name="Display"> Sorcerer Utility 6 </specific>
    <specific name="Keywords"> Arcane, Elemental, Teleportation </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Requirement"> You must be adjacent to a fire of campfire size or larger. </specific>
    <specific name="Effect"> You teleport up to 10 squares to a square adjacent to a fire of campfire size or larger. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4428 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
This spell grants you the ability to move between two nearby fires with a single step. A clever fire elementalist can become extremely elusive in a place where numerous fires are burning in close proximity—for example, the hearth-fires of a town or village, the campfires of an army, or the burning trees of a forest fire.
</RulesElement>
  <RulesElement name="Water to Ice" type="Power" internal-id="ID_FMP_POWER_16242" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4428,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_STANDARD_ACTION,6 </Category>
    <Flavor> Using cold to directly harm your enemies is one thing. You can also turn it to your advantage by using cold against water, freezing the area around you. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 6 </specific>
    <specific name="Keywords"> Arcane, Elemental </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 3 within 10 squares </specific>
    <specific name="Effect"> You cause nonliving water in the burst to freeze to a depth of 6 inches. Mud or swamp freezes, becoming normal terrain. Wet floors change to slick ice, becoming difficult terrain. Ice covers bodies of water in the area, which can now be walked on (although the ice is difficult terrain). A creature that enters a square of this ice or starts its turn there must make a DC 11 Acrobatics check or fall prone. The transformed ice remains frozen until it melts naturally. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4428 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
The energy most often associated with elemental water is cold, which is useful in battle and also when defeating the right sort of obstacle or preparing a battleground. This spell instantly causes water in the area to freeze, becoming slick, hard ice. Large bodies of water freeze to a depth of only 6 inches, but that is more than enough to form an impromptu bridge or raft.
</RulesElement>
  <RulesElement name="Wind Rider" type="Power" internal-id="ID_FMP_POWER_16243" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4428,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_MINOR_ACTION,6 </Category>
    <Flavor> Powerful winds bear you aloft by pushing against the ground beneath you. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 6 </specific>
    <specific name="Keywords"> Arcane, Elemental </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> Until the end of your next turn, you can fly up to your speed as a move action (altitude limit 4). You grant combat advantage while aloft. </specific>
    <specific name="Sustain Standard"> The effect persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 6 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4428 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
Many air elementalists naturally long to take wing, but other elementalists find the ability to fly useful as well. This spell grants you the ability to surf on powerful but unpredictable updrafts. Balancing on an unseen column of wind is strenuous, but you can remain airborne indefinitely.
</RulesElement>
  <RulesElement name="Control Flame" type="Power" internal-id="ID_FMP_POWER_16244" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4429,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_STANDARD_ACTION,10 </Category>
    <Flavor> You command a fire to burn more fiercely, or move it to a new location. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 10 </specific>
    <specific name="Keywords"> Arcane, Elemental </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Close burst 3 </specific>
    <specific name="Effect"> You take control of each nonliving fire in the burst that is not controlled by a creature. Choose one of the following options for each fire.
	Expand: The fire expands to a square adjacent to it.
	Extinguish: The fire is extinguished.
	Relocate: You move the fire up to 2 squares.
Expanded or relocated flames return to their normal size and location at the end of your next turn. </specific>
    <specific name="Sustain Minor"> The effect persists until the end of your next turn, and you can expand, extinguish, or relocate the controlled flames again. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4429 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
At your command, fires die down or leap up and blaze with renewed fury. You can also cause a fire to leave its fuel source and burn in another spot altogether.
</RulesElement>
  <RulesElement name="Earth Passage" type="Power" internal-id="ID_FMP_POWER_16245" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4429,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_MOVE_ACTION,10 </Category>
    <Flavor> You stride through earth or stone as if it isn't there. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 10 </specific>
    <specific name="Keywords"> Arcane, Elemental </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You move up to your speed. During this movement, you can pass through stone, rock, sand, or earth, and you have tremorsense 1. If you end this movement inside solid earth, you immediately move to an unoccupied square nearest your entry point. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4429 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
This spell allows you to pass through earth, rock, or worked stone as easily as you stride across a room. You can traverse a wall made of stone and rubble, stride through a cave-in, or escape a jail cell by walking through the floor.
</RulesElement>
  <RulesElement name="Elemental Shield" type="Power" internal-id="ID_FMP_POWER_16246" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4429,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,10 </Category>
    <Flavor> You block a dangerous manifestation of the elements with an immediate counterspell, protecting yourself and your allies. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Sorcerer Utility 10 </specific>
    <specific name="Keywords"> Arcane, Elemental </specific>
    <specific name="Action Type"> Immediate Interrupt </specific>
    <specific name="Attack Type"> Close burst 2 </specific>
    <specific name="Trigger"> You or an ally within 2 squares of you takes acid, cold, fire, lightning, or thunder damage. </specific>
    <specific name="Target"> You and each ally in the burst </specific>
    <specific name="Effect"> Until the end of your next turn, each target gains resist 10 to the triggering damage type. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4429 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
In natural manifestations or in the hands of your enemies, elemental power can be a deadly threat. This spell lets you counter an enemy that is attacking with acid, cold, fire, lightning, or thunder, shielding the party from the worst effects for a short time.
</RulesElement>
  <RulesElement name="Elemental Warding" type="Power" internal-id="ID_FMP_POWER_16248" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4429,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_MINOR_ACTION,10 </Category>
    <Flavor> You ward an area with seething elemental power. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 10 </specific>
    <specific name="Keywords"> Arcane, Elemental, Zone </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close burst 10 </specific>
    <specific name="Target"> One, two, or three squares in the burst </specific>
    <specific name="Effect"> Choose acid, cold, fire, lightning, or thunder. Each target square becomes a zone that lasts until the end of the encounter. You or an ally gains resist 10 to damage of the chosen type while in the zone. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 10 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4429 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
This spell creates a barrier of elemental energy in a small area. An ally that ventures into the area feels a coruscating bubble of your chosen element surrounding his or her position.
</RulesElement>
  <RulesElement name="Elemental Translation" type="Power" internal-id="ID_FMP_POWER_16249" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4430,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Flavor> You create a large volume of elemental material. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Sorcerer Utility 16 </specific>
    <specific name="Keywords"> Arcane, Elemental </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Close blast 3 </specific>
    <specific name="Target"> Each creature in the blast </specific>
    <specific name="Effect"> You push each target to a square adjacent to the blast. If a target can't be pushed, its space is excluded from the blast. Choose air, earth, fire, or water to determine the blast's effect.
	Air: Normal fires in the blast are extinguished, and gases or vapors are dispersed.
	Earth: The blast is filled with firmly packed dirt and is blocking terrain.
	Fire (Zone): Burning embers and flames create a zone that lasts until the end of the encounter. Any creature in the zone has vulnerable 10 fire.
	Water: A mass of water appears in the blast and collapses into a pool 2 feet deep and a 10 squares in diameter centered on the blast, becoming difficult terrain until the end of your next turn. It then becomes 6 inches deep and 20 squares in diameter, and has no effect on movement. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4430 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
This spell opens a gate to the Elemental Chaos, shifting a large mass of raw elemental material from that plane to yours. The material comes into existence too slowly to be effective as an attack, but it provides you with many options for altering your environment. The material you bring forth is real and permanent, although air quickly disperses and fire burns out if it has no fuel.
</RulesElement>
  <RulesElement name="Icy Integument" type="Power" internal-id="ID_FMP_POWER_16250" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4430,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_1,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_MINOR_ACTION,16 </Category>
    <Flavor> You armor yourself with ice covered in sharp icicles. You radiate bitter cold, slowing your attackers. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 16 </specific>
    <specific name="Keywords"> Arcane, Aura, Cold, Elemental </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You activate an aura 1 that lasts until the end of your next turn. Any creature in the aura that makes a melee attack against you takes cold damage equal to 10 + your Charisma modifier, and it is slowed until the end of its next turn. While the aura is active, you have partial cover. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4430 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
This spell covers you in armor made of ice, which radiates intense cold all around you. Not only does the integument provide excellent protection, but long, jagged icicles growing from your icy armor also endanger any enemy who tries to strike you.
</RulesElement>
  <RulesElement name="Tornado Leap" type="Power" internal-id="ID_FMP_POWER_16251" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4430,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_MOVE_ACTION,16 </Category>
    <Flavor> You leap into the air in a violent cyclone. </Flavor>
    <specific name="Power Usage"> Encounter </specific>
    <specific name="Display"> Sorcerer Utility 16 </specific>
    <specific name="Keywords"> Arcane, Elemental </specific>
    <specific name="Action Type"> Move Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You fly up to your speed + 2. You also gain a fly speed equal to your speed and can hover until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 16 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4430 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
Winds that would batter and scour any other creature are your servants. This spectacular spell flings you across the battlefield in a cyclone of air. As the cyclone slows, you retain the ability to fly at a more sedate pace for a short time.
</RulesElement>
  <RulesElement name="Elemental Rift" type="Power" internal-id="ID_FMP_POWER_16252" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4431,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_74,ID_FMP_CATEGORY_39,ID_INTERNAL_CATEGORY_STANDARD_ACTION,22 </Category>
    <Flavor> You open a vortex leading to the elemental planes. Any creature that ventures too close is sucked inside it. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Sorcerer Utility 22 </specific>
    <specific name="Keywords"> Arcane, Elemental, Zone </specific>
    <specific name="Action Type"> Standard Action </specific>
    <specific name="Attack Type"> Area burst 2 within 10 squares </specific>
    <specific name="Effect"> The burst creates a zone that lasts until the end of your next turn. When an enemy enters the zone or starts its turn there, it is slowed until the end of its next turn and pulled 1 square toward the center of the zone. If a creature ends its turn in the zone, it is removed from play (save ends). </specific>
    <specific name="Sustain Minor"> The zone persists until the end of your next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4431 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
This spell creates a swirling vortex leading to the Elemental Chaos. Any creature that enters the area is sucked toward the rift; if it fails to exit the area, it is banished to the Elemental Chaos for a time. Elemental rift is a powerful deterrent to most foes, and it can make a wide area virtually impassable.
</RulesElement>
  <RulesElement name="Suppress Element" type="Power" internal-id="ID_FMP_POWER_16253" source="Heroes of the Elemental Chaos">
    <Category> ID_INTERNAL_CATEGORY_CLASS_POWER,ID_INTERNAL_CATEGORY_UTILITY,ID_FMP_CLASS_FEATURE_4431,ID_INTERNAL_CATEGORY_SWAPPABLE_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_CLASS_128,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_68,ID_FMP_CATEGORY_74,ID_INTERNAL_CATEGORY_MINOR_ACTION,22 </Category>
    <Flavor> You weaken the strength of effects and creatures affiliated with one of the elements. </Flavor>
    <specific name="Power Usage"> Daily </specific>
    <specific name="Display"> Sorcerer Utility 22 </specific>
    <specific name="Keywords"> Arcane, Aura, Elemental </specific>
    <specific name="Action Type"> Minor Action </specific>
    <specific name="Attack Type"> Personal  </specific>
    <specific name="Effect"> You activate an aura 3 that lasts until the end of the encounter. Choose air, earth, fire, or water to determine the aura's effect.
	Air: Lightning damage is halved against you and your allies in the aura. If an enemy that has the air subtype ends its turn in the aura, that enemy is dazed until the end of its next turn.
	Earth: Thunder damage is halved against you and your allies in the aura. If an enemy that has the earth subtype ends its turn in the aura, that enemy is dazed until the end of its next turn.
	Fire: Fire damage is halved against you and your allies in the aura. If an enemy that has the fire subtype ends its turn in the aura, that enemy is dazed until the end of its next turn.
	Water: Cold damage is halved against you and your allies in the aura. If an enemy that has the water subtype ends its turn in the aura, that enemy is dazed until the end of its next turn. </specific>
    <specific name="Class"> ID_FMP_CLASS_128 </specific>
    <specific name="Level"> 22 </specific>
    <specific name="Power Type"> Utility </specific>
    <specific name="_ParentFeature"> ID_FMP_CLASS_FEATURE_4431 </specific>
    <specific name="_Subclasses"> ID_FMP_CLASS_956 </specific>
With this spell, a powerful elementalist can suppress the strength of other elements in his or her vicinity. For example, a fire elementalist might choose to suppress elemental water, reducing cold damage and hindering water creatures that remain close by.
</RulesElement>
</D20Rules>