Electromancy

( Combined Element ) Elementalism - Electromancy Ability The ability to control and manipulate Electricity in its most basic forms.

Electrical - Elementalism

XP Cost: 1   Prerequisites: Elementalism, Solormancy and Pyromancy

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 Currents.

Using a Motion or Reaction: You can control, manipulate, redirect or move up to 6 meters a 4 Meter Area of electrical energy within Range. An electrical Spark from this ability can easily ignite flammable or explosive substances. You can manipulate the current and amperage if you have knowledge of such things. This energy can be used to fill batteries or power devices but is finite and limited to the amount available from the source. You cannot redirect electrical energy from a spell or weapon using this ability.

Shock Spark: Make a Ranged Spell Attack Roll vs a target within Range of a Source of Electricity.

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

Shock Wave: While you are within Range of a Source of Electricity Expend an Action to target a 3 Meter Cone. Creatures in the Area must Roll a Constitution Saving Throw. The DC is equal to the caster’s Spell Save DC.

Creatures that Fail the Saving Throw are dealt 2d6 Electrical Damage.

Creatures that Pass the Saving Throw are dealt half the above Damage.

Sustain: Sustaining this Ability allows Manipulated Electricity to persist 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 Electrical Damage.