Kineticist: Impulses
Impulses are magical actions that require an active kinetic aura and free hand to wield or shape your element into diverse effects. Spell-blocking abilities and spell-save bonuses...
An impulse is a special type of magical action available to kineticists, allowing them to wield or shape their element into diverse and powerful forms. To wield an element, you must have your kinetic aura active and have a free hand, as described in the impulse trait.
Impulses are magical, and though they aren't spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature's bonus to saves against spells) also apply to impulses.
Similar to spells, many impulses get more powerful as you increase in level. In these cases, the impulse ends with one or more “Level” entries. This either lists the levels at which the impulse gets an upgrade or has an entry with a plus sign that describes a benefit that increases on a regular basis. For instance, a 1st-level impulse with a “Level (+4)” entry would get stronger at 5th, 9th, 13th, and 17th levels.