Lightningmancy

Elementalism - Electromancy Ability The ability to control, manipulate and generate lighting strikes while outdoors.

Electrical - Elementalism

XP Cost: 1   Prerequisites: Staticmancy, Weathermancy

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
Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 20 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate Lightning Strikes.

Using a Motion or Reaction: You can redirect natural lightning strikes within Range. Causing it to miss or hit a different 1 Meter Blast area within Range. The caster can consider the site of any Lightning Strike within Range to be a Source of Electricity until the end of their next turn.

Lightning Strike: While Outdoors you can make a Ranged Spell Attack Roll vs a Target within Range.

If you Hit the target, it is dealt 6d6 + Spellcasting Modifier Electrical Damage.

Targets adjacent to the target 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 half the above Damage.

Creatures that Pass the Saving Throw are Unaffected.

Sustain: Sustaining this Ability allows Lightning Strike, Electrical Sources 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 Blast Area for Lightning Strike by 1 Meter,

Or Increase the Damage this Ability deals by 1d6 Electrical Damage.