## Energy Gestalt (Tactical) *You have learned to combine multiple energy effects to great advantage.* **Prerequisite:** [[Spell Focus]] (evocation), caster level 3rd **Benefit:** The Energy Gestalt feat enables the use of three tactical maneuvers. In every case, you must deal damage to one or more subjects with a pair of energy-based spells you cast in 2 successive rounds. - _Acrid Fumes:_ You cast an acid spell followed by a fire spell. The flames of your second spell turn some of the lingering acid into choking, sickening fumes. Any living creature damaged by both spells is nauseated for 1 round. Those who make a successful Fortitude save (DC based on the second spell) are sickened for 1 round instead. Treat this as a poison effect for the purpose of save bonuses and immunities. - _Brittle Blast:_ You cast a cold spell followed by a sonic spell. Any object or construct damaged by both spells takes +50% damage from the sonic spell, because its physical structure has been made brittle by the cold. - _Improved Conduction:_ You cast a cold spell followed by an electricity spell. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both spells are slowed for 1 round (as the _slow_ spell). Creatures that make successful Fortitude saves (DC based on the second spell) are fatigued for 1 round.