Arcmancy

Elementalism - Electromancy Ability The ability to control and manipulate arcs of electricity.

Electrical - Elementalism

XP Cost: 1   Prerequisites: Electromancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Stable Arcs of Electricity.

Using a Motion: You can concentrate a Source of Electricity within Range into a stable Arc of Electricity. You and your allies can handle this Arc without being shocked. It can be wielded as an improvised weapon by your allies and as a Spell Weapon by the caster. It deals 2d8 + STR or DEX Modifier Electrical Damage when wielded by an ally and is considered to have the variable trait.

Electrical Arc: Make a Melee or Ranged Spell Attack Roll while wielding or within Range of an Electrical Arc.

If you Hit the target, it is dealt 2d10 + Spellcasting Modifier Electrical Damage.

Sustain: Sustaining this Ability allows an Electrical Arc to persist until this Ability is no longer being Sustained. The caster can Sustain multiple Electrical Arcs at once but must pay the sustain cost for each.

Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,

Or Increase the DC for any of this Ability’s Saving Throws by 2,

Or Increase the Damage this Ability deals by 1d4 Electrical Damage.