Staticmancy

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

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 Static Electricity.

Using a Motion: You can control, manipulate or concentrate static electricity. You can convert your own or another creature’s movement into a Source of Electricity. Use this ability to Apply Static Buildup on yourself or another creature. Each time that creature moves they are considered to be a Source of Electricity until the end of their next Turn. The effect ends once the Source has been accessed or until this ability is no longer being sustained.

Static Shock: Make Ranged Spell Attack Roll vs a Target within Range of a Source of Electricity.

If you Hit the target, it is dealt 5d4 + Spellcasting Modifier Electrical Damage.

Static Blast: Expend an Action and Target a 1 Meter Blast Area centered on a Source of Electricity within Range. 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 3d6 Electrical Damage.

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

Sustain: Sustaining this Ability allows Manipulated Static Electricity or Static Buildup 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 1d4 Electrical Damage.