Storm Focus (Cantrip) You learn one rank 0 Storm spell and gain the Electrified Weapon talent.
Electrified Weapon When you attack with a melee weapon made from metal, you can use triggered action and expend a casting of a rank 0 Storm spell. Lightning dances across the weapon and deals 1d6 extra damage if you get a success on the attack roll.
Storm Mantle (Sense Magic) You can use an action to cause thick mist to swirl around your body and partially obscure you for 1 minute. During this time, tiny arcs of electricity flash in the mist. Until the effect ends, whenever a creature makes a melee attack against you with a metal weapon and gets a success, the creature takes 1 damage from a jolt of electricity. You can use this talent a number of times equal to 1 + your Power score, regaining expended uses when you complete a rest.
Thunderous Recovery (Spell Recovery or Improved Spell Recovery) You can use an action to heal damage equal to your healing rate. Then, thunder booms from a point in your space. Each creature within 3 yards of that point must get a success on a Strength challenge roll or take 2d6 damage and become deafened for 1 minute. Once you use this talent, you must complete a rest before you can use it again.
Static Charge (Counterspell) Each time you cast a Storm spell, you gain one storm token that remains for 1 minute or until you expend it. When you make an attack with a Storm spell or a metal weapon, you can expend a storm token to deal 1d6 extra damage with the attack.
Improved Thunderous Recovery (Spell Recovery or Improved Spell Recovery) You can use Thunderous Recovery one additional time between rests.