11.10 Electromancy

PIC

Create electricity to injure and daze foes.

Special Rules: Some spells from this mystic sphere chain between multiple targets. In addition, some spells from this mystic sphere gain benefits against metallic targets.

11.10.1 Cantrips

Spark

Standard action

Tags: Electricity

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Make an attack vs. Fortitude against something within Short (30 ft.) range.

Hit: The target takes damage equal to your power.

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The attack’s accuracy increases by +1 for each rank beyond 1.

11.10.2 Rank 1 Spells

Arc

Standard action

Tags: Electricity

Rank 1

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Make an attack vs. Fortitude against something within Short (30 ft.) range. This attack chains once.

Hit: 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 1.

Arcing Grasp

Standard action

Tags: Electricity

Rank 1

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You must have a free hand to cast this spell.

Make an attack vs. Fortitude against something you touch. This attack chains once.

Hit: 1d10 damage + half power.

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The damage increases by 1d6 for each rank beyond 1.

Charged Blade

Standard action

Tags: Attune, Electricity

Rank 1

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Whenever you make a strike, you can activate this effect as a minor action. If you do, the strike deals 1d6 extra damage and gains the Electricity tag. After you enhance a strike in this way, this ability is dismissed.

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Rank 3: The extra damage increases to 1d10.

Rank 5: The extra damage increases to 2d8.

Rank 7: The extra damage increases to 4d6.

Dazing Discharge

Standard action

Tags: Electricity

Rank 1

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Make an attack vs. Mental against all enemies in a Medium (30 ft.) radius from you.

Hit: If the target is injured, it is dazed (-2 defenses) as a condition.

Critical hit: The target is affected by the debuff as if it was injured.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Distant Chain

Standard action

Tags: Attune, Electricity

Rank 1

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Your abilities that chain can travel an extra fifteen feet between each chain. Whenever you use an ability that chains, you can enhance it to travel an extra thirty feet between each chain instead of an extra fifteen feet. If you do, this ability is dismissed.

Magnetic Pull

Standard action

Tags: Electricity

Rank 1

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Choose one unattended metallic object within Medium (60 ft.) range with a weight category of Small or less. It flies into your hands. If you are unable to catch it, it drops to the ground adjacent to your space without harming you.

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Rank 3: The maximum size increases to Medium.

Rank 5: The range increases to Long (90 ft.) range.

Rank 7: The maximum size increases to Large.

Static Shock

Standard action

Tags: Electricity

Rank 1

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You are briefly braced (+2 defenses). Until your next turn, whenever a creature makes a melee attack against you, make a reactive attack vs. Fortitude against them. If the target is metallic or used a metallic weapon to make the attack, you gain a +2 accuracy bonus with this attack.

Hit: 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 1.

11.10.3 Rank 2 Spells

Charge Up

Standard action

Tags: Electricity, Sustain (minor)

Rank 2

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When you cast or sustain this spell, electricity loudly arcs and crackles around you. When you stop sustaining this spell, you gain a benefit based on how many times you sustained it.

Extra Chain

Standard action

Tags: Attune, Electricity

Rank 2

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Your abilities that chain can chain one additional time. This does not affect abilities that do not already chain.

Lightning Bolt

Standard action

Tags: Electricity

Rank 2

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Make an attack vs. Reflex against everything in a Large (60 ft. long), 5 ft. wide line from you.

Hit: 1d6 damage + half power.

Miss: Half damage.

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The damage increases by 2 for each rank beyond 2.

Lightning Rod

Standard action

Tags: Electricity

Rank 2

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Make an attack vs. Fortitude against up one creature within Short (30 ft.) range. This attack chains once. You gain a +2 accuracy bonus with this attack against each target that is at least one size category larger than all other creatures and objects within 15 feet of it.

Hit: The target becomes a lightning rod as a condition. Abilities which chain can travel an extra 30 feet to affect it. In addition, while it is injured, it is vulnerable (-4 defenses) to Electricity abilities.

Critical hit: The target is affected by the debuff as if it was injured.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Magnetic Blade

Standard action

Tags: Attune, Electricity

Rank 2

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You gain a +1 enhancement bonus to accuracy with strikes you make using metallic weapons against metallic targets.

Personal Conduction

Standard action

Tags: Electricity, Attune (deep)

Rank 2

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Whenever a creature makes a melee attack against you, make a reactive attack vs. Fortitude against them. If the target is metallic or used a metallic weapon to make the attack, you gain a +2 accuracy bonus with this attack.

Hit: 1d6 damage + half power.

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The damage increases by 2 for each rank beyond 2.

11.10.4 Rank 3 Spells

Arcing Blow

Standard action

Tags: Electricity

Rank 3

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This spell has no somatic components.

Make a strike. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). The strike chains once.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Call Lightning

Standard action

Tags: Attune, Electricity

Rank 3

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For the duration of this spell, you can call lightning as a standard action. When you do, make an attack vs. Reflex against everything within a Large (60 ft. long), 5 ft. wide vertical line within Medium (60 ft.) range. You briefly can’t use this ability again.

Hit: If you are outside in a storm with visible lightning, 1d6 damage plus 1d6 per 2 power. Otherwise, 2d6 damage + power.

Miss: Half damage.

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The damage increases by 2d6 for each rank beyond 3.

Energize

Standard action

Tags: Electricity

Rank 3

Cost: One stamina from the target.

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Chose yourself or one ally within Short (30 ft.) range. The target regains 1d6 hit points plus 1d6 per 2 power. In addition, it is briefly resistant (+4 defenses) to Electricity attacks.

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The recovery increases by 2d6 for each rank beyond 3.

Multiarc

Standard action

Tags: Electricity

Rank 3

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Make an attack vs. Fortitude against something within Short (30 ft.) range. This attack chains twice.

Hit: 1d10 damage + half power.

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The damage increases by 1d6 for each rank beyond 3.

Thunderdash

Standard action

Tags: Electricity

Rank 3

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You teleport into an unoccupied destination on a stable surface within Short (30 ft.) range. Both your departure and arrival with this spell sound like a clap of thunder. In addition, make an attack vs. Fortitude against everything in a Tiny (5 ft.) radius around your starting location and destination.

Hit: 1d10 damage + half power.

Injury: The target is deafened (20% verbal spell failure) as a condition.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 3.

11.10.5 Rank 4 Spells

Ball Lightning

Standard action

Tags: Electricity, Attune (deep)

Rank 4

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You create a Medium size ball of lightning in one space within Medium (60 ft.) range. The ball of lightning does not occupy space or block movement, and can move through creatures (but not solid objects) freely. You can move the ball up to 30 feet in any direction, even vertically, as a minor action. When you create the ball, and once during each of your actions, make an attack vs. Reflex against everything in its space.

At the end of your turn, if the ball is more than 120 feet from you, it disappears. You can recreate it in an unoccupied space within Medium (60 ft.) range as a minor action.

Hit: 1d4 damage + half power.

Miss: Half damage.

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The damage increases by 1 for each rank beyond 4.

Chain Lightning

Standard action

Tags: Electricity

Rank 4

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Make an attack vs. Fortitude against one creature within Short (30 ft.) range. This attack can chain five times.

Hit: 1d10 damage + half power.

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The damage increases by 1d6 for each rank beyond 4.

Charged Dash

Standard action

Tags: Electricity, Sustain (minor)

Rank 4

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You create a short-lived duplicate of yourself made of electricity in a space adjacent to you. It lasts as long as you sustain this spell. As a move action, you can move the duplicate up to your speed as long as you can see it. It can move freely through spaces occupied by creatures, but it cannot pass through solid objects. When you stop sustaining this spell, you make an attack vs. Reflex against everything in the path it took that turn, and you teleport to its final location. You do not need line of sight or line of effect for this teleportation.

Hit: 2d6 damage + power.

Injury: The target is briefly deafened (20% verbal spell failure).

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 4.

Electrocute

Standard action

Tags: Electricity

Rank 4

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Make an attack vs. Fortitude with a -4 accuracy penalty against something within Medium (60 ft.) range.

Hit: 3d6 damage plus 1d6 per 2 power, and any extra damage is doubled.

Injury: The target is briefly dazed (-2 defenses). If takes a vital wound from this damage that leaves it unconscious, it immediately dies.

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The damage increases by 2d8 for each rank beyond 4.

Electromagnetic Arc

Standard action

Tags: Electricity

Rank 4

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Make an attack vs. Fortitude against something within Short (30 ft.) range. This attack chains twice. You gain a +2 accuracy bonus against each metallic target. In addition, the chain can travel an additional 15 feet to reach metallic targets.

Hit: 1d8 damage + power.

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The damage increases by 1d6 for each rank beyond 4.

Lightning Speed

Standard action

Tags: Attune, Electricity

Rank 4

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You gain a +10 foot enhancement bonus to your speed.

Magnetic Blow

Standard action

Tags: Electricity

Rank 4

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This spell has no somatic components.

Make a strike using a metallic weapon. You use the higher of your magical power and your mundane power to determine your damage with the strike (see Power). The strike deals double damage against metallic targets.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Mass Lightning Rod

Standard action

Tags: Electricity

Rank 4

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This spell functions like the lightning rod spell, except that the attack chains five times, and the range increases to Medium (60 ft.) range.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Massive Dazing Discharge

Standard action

Tags: Electricity

Rank 4

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Make an attack vs. Mental against all enemies in a Large (60 ft.) radius from you.

Hit: The target is briefly dazed (-2 defenses). If it is injured, it is also dazed (-2 defenses) as a condition.

Critical hit: The target is affected by the debuff as if it was injured.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Mighty Arcing Grasp

Standard action

Tags: Electricity

Rank 4

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You must have a free hand to cast this spell.

Make an attack vs. Fortitude against something you touch. This attack chains once.

Hit: 1d6 damage plus 1d6 per 2 power, and any extra damage is doubled.

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The damage increases by 2d6 for each rank beyond 4.

11.10.6 Rank 5 Spells

Massive Lightning Bolt

Standard action

Tags: Electricity

Rank 5

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Make an attack vs. Reflex against everything in a Huge (90 ft. long), 15 ft. wide line from you.

Hit: 1d8 damage + power.

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 5.

Mighty Arc

Standard action

Tags: Electricity

Rank 5

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Make an attack vs. Fortitude against something within Short (30 ft.) range. This attack chains once.

Hit: 1d6 damage plus 1d6 per 2 power, and any extra damage is doubled.

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The damage increases by 2d6 for each rank beyond 5.

Mighty Personal Conduction

Standard action

Tags: Electricity, Attune (deep)

Rank 5

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This spell functions like the personal conduction spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

Mighty Static Shock

Standard action

Tags: Electricity

Rank 5

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This spell functions like the static shock spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The damage increases by 2d6 for each rank beyond 5.

11.10.7 Rank 6 Spells

Distant Thunderdash

Standard action

Tags: Electricity

Rank 6

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You teleport into an unoccupied destination on a stable surface within Medium (60 ft.) range. Both your departure and arrival with this spell sound like a clap of thunder. In addition, make an attack vs. Fortitude against everything in a Tiny (5 ft.) radius around your starting location and destination.

Hit: 2d6 damage + power, and the target is deafened (20% verbal spell failure) as a condition.

Critical hit: Double damage, and the target is also briefly dazed (-2 defenses).

Miss: Half damage.

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The damage increases by 1d6 for each rank beyond 6.

Greater Charge Up

Standard action

Tags: Electricity, Sustain (minor)

Rank 6

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When you cast or sustain this spell, electricity loudly arcs and crackles around you. When you stop sustaining this spell, you gain a benefit based on how many times you sustained it.

Greater Energize

Standard action

Tags: Electricity

Rank 6

Cost: One stamina from the target.

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Chose yourself or one ally within Short (30 ft.) range. The target regains 1d6 hit points plus 1d6 per power. In addition, it is briefly immune to Electricity attacks.

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The recovery increases by 6d6 for each rank beyond 6.

Mighty Arcing Blow

Standard action

Tags: Electricity

Rank 6

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This spell functions like the arcing blow spell, except that the strike deals double damage.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Mighty Call Lightning

Standard action

Tags: Attune, Electricity

Rank 6

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This spell functions like the call lightning spell, except that the damage increases to 3d10 damage plus 1d10 per 2 power in a storm, or 3d8 damage plus 1d8 per 2 power normally. In addition, any extra damage is doubled.

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The damage increases by 4d6 for each rank beyond 6.

Short-Circuit

Standard action

Tags: Electricity

Rank 6

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Make an attack vs. Fortitude against one metallic creature within Medium (60 ft.) range. This attack chains once.

Hit: The target is dazed (-2 defenses) as a condition.

Critical hit: The target is also briefly confused (-2 defenses, randomly attack or defend).

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The attack’s accuracy increases by +1 for each rank beyond 6.

11.10.8 Rank 7 Spells

Mighty Electrocute

Standard action

Tags: Electricity

Rank 7

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This spell functions like the electrocute spell, except that the damage increases to 6d6 damage plus 1d6 per power.

Mighty Electromagnetic Arc

Standard action

Tags: Electricity

Rank 7

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This spell functions like the electromagnetic arc spell, except that the damage increases to 3d6 damage plus 1d6 per 2 power, and any extra damage is doubled.