Thundermancy

Elementalism - Weathermancy Ability The ability to control and manipulate Thunder and Lightning events.

Weather - Elementalism

XP Cost: 1   Prerequisites: Weathermancy, Stormancy, Rainmancy

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 thunder and lightning.

Using a Motion: You can designate a 1 Meter space within range as a Lightning Attractor. During a lighting storm lightning will strike 1 attractor in the Storm Area per round.

Thunderblast: Expend an action during a Lighting Storm to redirect the massive thunderous boom.Designate a 1 Meter Blast Area. All 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 2d12 Kinetic Damage.

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

Sustain: Sustaining this Ability allows a Lightning Attractor 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 kinetic Damage.