11.9 Electromancy

PIC

Create electricity to injure and stun 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.

11.9.1 Cantrips

Magnetize

Usage time: Standard action.

Electricity, Sustain (minor)

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Choose one Small or smaller unattended metallic object within Medium (60 ft.) range. It pulls itself toward metal objects within 1 foot of it. Smaller objects are typically pulled towards the target, while it moves itself towards larger objects. Once it becomes affixed to another metal object, it takes a difficulty value 10 Strength check to separate the two objects.

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Rank 2: The maximum size increases to Medium.

Rank 4: The maximum size increases to Large.

Rank 6: The maximum size increases to Huge.

Spark

Usage time: Standard action.

Electricity

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Make an attack vs. Reflex against anything within Short (30 ft.) range.

Hit: 2 damage.

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Rank 2: The damage increases to 5.

Rank 4: The damage increases to 10.

Rank 6: The damage increases to 20.

11.9.2 Spells

Arc

Rank 1

Usage time: Standard action.

Electricity

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

Hit: 1d6 damage +1 per 2 power.

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

Magnetic Pull

Rank 1

Usage time: Standard action.

Electricity

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Choose one Small or smaller unattended metallic object within Short (30 ft.) range. 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 Medium (60 ft.) range.

Rank 7: The maximum size increases to Large.

Overcharge

Rank 1

Usage time: Standard action.

Electricity

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Make an attack vs. Mental against one creature within Medium (60 ft.) range. This attack chains once. You gain a +2 accuracy bonus against metallic targets.

Hit: Each target is enraged as a condition. Every round, it must spend a standard action to make an attack.

Critical hit: The condition must be removed an additional time before the effect ends.

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

Stunning Discharge

Rank 1

Usage time: Standard action.

Electricity

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

Hit: Each target that has no remaining damage resistance is stunned (-2 defenses) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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

Arcing Grasp

Rank 2

Usage time: Standard action.

Electricity

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You must have a free hand to cast this spell.

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

Hit: 1d6 damage +1 per 2 power.

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

Call Lightning

Rank 2

Usage time: Standard action.

Electricity, Sustain (standard)

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When you cast this spell, and during each of your subsequent actions, make an attack vs. Reflex against everything in an area. If you sustained this spell this round, or if you are outside in a storm, the area is a Large (60 ft. long), 5 ft. wide vertical line within Long (90 ft.) range. Otherwise, it is a Medium (30 ft. long), 5 ft. wide vertical line within Medium (60 ft.) range.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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

Lightning Bolt

Rank 2

Usage time: Standard action.

Electricity

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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 +1 per 2 power.

Miss: Half damage.

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

Lightning Rod

Rank 2

Usage time: Standard action.

Electricity

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Make an attack vs. Fortitude against one creature within Medium (60 ft.) range. You gain a +2 accuracy bonus with this attack if the target 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 reach up to 60 feet to affect the target instead of the normal 15 feet. In addition, while it has no remaining damage resistance, it is vulnerable (-4 defenses) to lightning damage.

Critical hit: The condition must be removed an additional time before the effect ends.

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

Personal Conduction

Rank 2

Usage time: Standard action.

Electricity, Attune (deep)

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Whenever a creature makes a melee attack against you using a free hand or metallic weapon, make a reactive attack vs. Fortitude against them.

Hit: 1d6 damage +1 per 2 power.

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

Arcing Blow

Rank 3

Usage time: Standard action.

Electricity

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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.

Energize

Rank 3

Usage time: Standard action.

Electricity, Swift

Cost: One fatigue level from the target.

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Chose yourself or one ally within Short (30 ft.) range. The target regains 1d8 damage resistance + 1d8 per 3 power. In addition, it is impervious to Electricity attacks this round.

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The recovery increases by 1d8 for each rank beyond 3.

Lightning Breath

Rank 3

Usage time: Standard action.

Attune, Electricity

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For the duration of this spell, you can breathe electricity like a dragon as a standard action. When you do, make an attack vs. Reflex against everything within a Huge (90 ft. long), 10 ft. wide line from you. After you use this ability, you briefly cannot use it again.

Hit: 1d6 damage +1 per power.

Miss: Half damage.

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

Magnetic Blade

Rank 3

Usage time: Standard action.

Attune, Electricity

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

Multiarc

Rank 3

Usage time: Standard action.

Electricity

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

Hit: 1d6 damage +1 per power.

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

Thunderdash

Rank 3

Usage time: Standard action.

Electricity

Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.

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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. Reflex against everything in a 5 ft. wide line between your starting location and your ending location.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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

Ball Lightning

Rank 4

Usage time: Standard action.

Electricity, Sustain (minor)

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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. Whenever you sustain this effect, you can move the ball up to 30 feet in any direction, even vertically. When you create the ball, and during each of your subsequent actions, make an attack vs. Reflex with a -2 accuracy penalty against everything in its space. Then, if the ball is more than 120 feet from you, it disappears and this effect ends.

Hit: 1d6 damage +1 per power.

Miss: Half damage.

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

Chain Lightning

Rank 4

Usage time: Standard action.

Electricity

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

Hit: damagerankthree.

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

Charged Dash

Rank 4

Usage time: Standard action.

Electricity, Sustain (minor)

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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 movement, you can move the duplicate up to your land 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 round, and you teleport to its final location. You do not need line of sight or line of effect for this teleportation.

Hit: 1d6 per 2 power.

Miss: Half damage.

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

Electrocute

Rank 4

Usage time: Standard action.

Electricity

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Make an attack vs. Fortitude against anything within Medium (60 ft.) range.

Hit: 1d6 per 2 power. If takes a vital wound from this damage that leaves it unconscious, it immediately dies.

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

Electromagnetic Arc

Rank 4

Usage time: Standard action.

Electricity

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Make an attack vs. Fortitude against anything within Medium (60 ft.) range. This attack chains twice. You gain a +2 accuracy bonus against each metallic target. In addition, the attack can chain up to 30 feet to reach a metallic target instead of only 15 feet.

Hit: 1d8 damage +1 per power.

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

Lightning Speed

Rank 4

Usage time: Standard action.

Attune, Electricity

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

Magnetic Blow

Rank 4

Usage time: Standard action.

Electricity

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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’s deals double weapon damage against metallic targets.

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

Mass Lightning Rod

Rank 4

Usage time: Standard action.

Electricity

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This spell functions like the lightning rod spell, except that the attack chains five times.

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

Brain-Scrambling Discharge

Rank 5

Usage time: Standard action.

Electricity

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

Hit: Each target that has no remaining damage resistance is confused (-2 defenses, randomly attack or defend) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mass Magnetic Blade

Rank 5

Usage time: Standard action.

Electricity, Attune (target)

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This spell functions like the magnetic blade spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Massive Lightning Bolt

Rank 5

Usage time: Standard action.

Electricity

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Make an attack vs. Reflex against everything in a Huge (90 ft. long), 10 ft. wide line from you.

Hit: 1d8 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mighty Arc

Rank 5

Usage time: Standard action.

Electricity

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

Hit: 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mighty Arcing Grasp

Rank 5

Usage time: Standard action.

Electricity

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You must have a free hand to cast this spell.

Make an attack vs. Reflex against something you touch. This attack chains twice.

Hit: 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mighty Personal Conduction

Rank 5

Usage time: Standard action.

Electricity, Attune (deep)

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Whenever a creature makes a melee attack against you using a free hand or metallic weapon, make a reactive attack vs. Fortitude against them.

Hit: 1d6 per 2 power.

Distant Thunderdash

Rank 6

Usage time: Standard action.

Electricity

Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift.

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You teleport into an unoccupied destination on a stable surface within Distant (120 ft.) range. Both your departure and arrival with this spell sound like a clap of thunder. In addition, make an attack vs. Reflex against everything in a 5 ft. wide line between your starting location and your ending location.

Hit: 1d6 per 2 power.

Miss: Half damage.

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

Efficient Lightning Rod

Rank 6

Usage time: Standard action.

Electricity

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

Hit: The target is vulnerable (-4 defenses) to lightning damage as a condition. In addition, abilities which chain can reach up to 60 feet to affect the target instead of the normal 15 feet.

Critical hit: The condition must be removed an additional time before the effect ends.

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

Empowered Energize

Rank 6

Usage time: Standard action.

Electricity, Swift

Cost: One fatigue level from the target.

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Chose yourself or one ally within Short (30 ft.) range. The target regains 4d8 damage resistance plus 1d8 per 2 power. In addition, it is immune to Electricity attacks this round.

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The recovery increases by 2d8 for each rank beyond 6.

Mighty Arcing Blow

Rank 6

Usage time: Standard action.

Electricity

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

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

Mighty Call Lightning

Rank 6

Usage time: Standard action.

Electricity, Sustain (standard)

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

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

Mighty Lightning Breath

Rank 6

Usage time: Standard action.

Attune, Electricity

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

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

Short-Circuit

Rank 6

Usage time: Standard action.

Electricity

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

Hit: Each target with no remaining damage resistance becomes confused (-2 defenses, randomly attack or defend) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

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

Electroshock

Rank 7

Usage time: Standard action.

Electricity

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

Hit: Each target is stunned (-2 defenses) as a condition. While it is below its maximum hit points, it is confused (-2 defenses, randomly attack or defend) instead of stunned.

Critical hit: The condition must be removed an additional time before the effect ends.

Mighty Electromagnetic Arc

Rank 7

Usage time: Standard action.

Electricity

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Make an attack vs. Fortitude against anything within Medium (60 ft.) range. This attack chains twice. You gain a +2 accuracy bonus against each metallic target. In addition, the attack can chain up to 30 feet to reach a metallic target.

Hit: 1d8 damage plus 1d8 per 2 power.

11.9.3 Rituals