Kinetic Mages are a subsect of Black Mages who push their bodies further and use some of their energy to fuel more destructive spells.

Kinetic Mage is an archetype of Black Mage

Burn (Ex)

At 1st level, a Kinetic Mage can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her kinetic arcana allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that arcana at all. For each point of burn she accepts, a Kinetic Mage takes 1 point of nonlethal damage per two character levels, rounded down, minimum 1. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a Kinetic Mage incapable of taking nonlethal damage can’t accept burn. A Kinetic Mage can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A Kinetic Mage can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A Kinetic Mage who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Gather Power (Ex)

If she has both hands free (or all of her prehensile appendages free, for unusual Kinetic Mages) or holding a mage weapon, a Kinetic Mage can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the Kinetic Mage, as the energy or matter swirls around her. Gathering power in this way allows the Kinetic Mage to reduce the total burn cost of a kinetic arcana she uses in the same round by 1 point. The Kinetic Mage can instead gather power for 1 full round in order to reduce the total burn cost of a kinetic wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the Kinetic Mage takes damage during or after gathering power and before using the kinetic arcana or spell that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her spell) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a kinetic arcana below 0 points. Gather Power counts Arcane surge as a kinetic arcana for it's use.

Gather Power replaces Arcane Barrage

Arcane Surge

Kinetic Mages can, as a move action, take on a point of burn to add 1 MP’s worth of augments to a spell they cast in the same turn. Kinetic Mages can not apply metamagic to their spells modified by this feature. This allows the Kinetic Mage to break the normal cap of MP spent on spells, but only by one point. This can be the same move action as gathering power, or as part of a standard or full round to gather power, for a spell cast on the next turn. The extra MP gained from this is in place of the burn, and thus cannot be used for a kinetic arcana as well as spellcasting

Kinetic Arcana

At 2nd level, and every 2 levels afterwards, the Kinetic Mage can take one Kinetic Arcana. These Kinetic Arcana are powered by either spending Burn or utilizing Gather Power. Unless specified, only one Kinetic Arcana can be used, as part of casting a standard action spell.

Kinetic Arcana replaces Onyx Talents

Stretched Blast
Prerequisite: None
Cost: 1 Burn
The Kinetic Mage may use this Kinetic Arcana as part of casting a spell. If the spell is a single target, it becomes a 15 foot line, with the origin point being anywhere within the spells range, and uses a Reflex save to half damage (Using the Kinetic Mage’s Spell DC)

Selective Blast
Prerequisite: None
Cost: 1 Burn per exclusion
The Kinetic Mage can exclude one person from any area of effect spell for each point of burn they accept. This can be used alongside other Arcanas

Blade Blast
Prerequisite: None
Cost: 1 Burn
The Kinetic Mage converts a ranged spell into a melee touch attack, using the Kinetic Mage’s INT modifier to hit in place of strength or dexterity. This cannot be used with any spells augmented to have an area of effect.

Whirlwind Blade
Prerequisite: Level 12, Blade Blast
Cost: 3 Burn
On top of using Blade Blast, the Kinetic Mage can turn that melee touch attack into a whirlwind of pain, using it on every foe within five feet, making a melee touch attack on each target within range.

Barrier Spell
Prerequisite: Level 6
Cost: 2 Burn
In place of dealing damage with an attack, the Kinetic Mage’s next spell grants them Resistance equal to double the minimum damage of the spell cast, to the element of the spell. For example, a 3d6 fire spell would grant Fire Resist 6. This resistance lasts a number of rounds equal to the Kinetic Mage’s intelligence modifier.

Bubble Barrier
Prerequisite: Level 8, Barrier Spell
Cost: 1 Burn per target
On top of using Barrier Spell, the Kinetic Mage can grant the resistance to one ally within touching range, for each Burn accepted.

Chain Blast
Prerequisite: Level 12
Cost: 5 burn
When the Kinetic Mage casts a spell requiring a range touch attack, they can accept 5 burn to make a second attack using the same spell, against a target within 15 feet of the original.

Focus Blast
Prerequisite: Level 6
Cost: 2 Burn
When the Kinetic Mage casts an augmented spell that improves into an area of effect, they can accept 2 burn and instead keep the spell single target, but add 2 additional damage dice (Up to a maximum equal to their Kinetic Mage level)

Aetheric Burn
Prerequisite: Aetherial Pool Class Feature
Cost: 1 Burn
As a standard action, the Kinetic Mage can accept 1 burn to gain 1 MP in their Aetheric Pool. This burn cannot be mitigated with Gather Power or any other feature.

Aether Restoration
Prerequisite: Aetheric Burn, Level 10
Cost: 4 Aetheric MP
As a full round action, the Kinetic Mage can spend 4 Aetheric MP to remove 1 burn from himself. He can use this up to half his maximum burn times per day.

Shift Gear
Prerequisite: Level 4
Cost: 2 Burn
As part of a move action, the Kinetic Mage can accept two burn to increase their land speed by 30 feet.