Biosparkmancy

Elementalism - Electromancy Ability The ability to control and manipulate Bio-Electricity.

Electrical - Elementalism

XP Cost: 1  Prerequisites: Arcmancy, Staticmancy, Biology Knowledge

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 Electrical Signals in Biological Organisms.

Using a Motion: You can use Biosparkmancy to detect living creatures within Range. Any Stealth Rolls are negated and you automatically know the location of living creatures within Range and their approximate size.

Bio-Sabotage: Expend and Action to Target a living Creature within Range. That Creature must Roll a Constitution Saving Throw. The DC is equal to the caster’s Spell Save DC.

If you Hit the target, it is dealt 3d6 + Spellcasting Modifier Non-Lethal Damage.

Sustain: Sustaining this Ability allows the caster to continue to know the location and size of living creatures within Range until this Ability is no longer being Sustained.

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 1d6 Non-Lethal Damage.