Electromancy
The discipline of Electromancy encompasses the manifestation and manipulation of electricity and lightning.
Spell Name: Flash
Mana: 2
Disciplines: Electromancy
Concentration: Low
Cast Time: 2 Turns
Spell Duration: Instant
Range: Self, 15 Meters
Spell Effect: The caster dashes like a flash of lightning to a location within 15 meters. During this time, the caster cannot attack or cast; however, the caster may still collide with people or objects, causing small electrical burns to people hit and slight bruising to the caster.
Spell Name: Zap
Mana: 2
Discipline: Electromancy
Concentration: Low
Cast Time: 1 Turn
Spell Duration: Instant
Range: 15 Meters
Spell Effect: The caster zaps a target with an electric shock. The effect of this spell will break all concentration.
Spell Name: Absorb Electricity
Mana: 2
Discipline: Electromancy
Concentration: Medium
Cast Time: 1 Turn
Spell Duration: 1 Turn
Range: 15 Meters
Spell Effect: Any instance of electricity, lightning, etc. within fifteen meters of the caster is absorbed and dissipated by the caster for the duration of the spell, making their effects null. This includes other spells/abilities from other non-aura aurums as well.
Spell Name: Lightning Ward
Mana: 3
Discipline: Electromancy
Concentration: Low
Cast Time: 2 Turns
Spell Duration: 2 Turns
Range: Self
Spell Effect: Five meters around the caster, the area is surrounded in a dome of electricity. This dome of electricity will electrify conductive metals (Average or High conductivity, not Low). Should any metal objects attempt to enter the dome, they are sent a shocking touch. Should this be a handheld item, the user will be disarmed and unable to pick it up for the duration of the spell. Metal projectiles such as arrows, bolts, spears, etc. also fall to the ground. Should someone wearing metal armor try to enter the field, they will be stunned for one turn. Once inside the field, the effects do not affect armored people.
Spell Name: Shock
Mana: 3
Discipline: Electromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: 1 Turn
Range: 15 Meters
Spell Effect: The caster selects a target within fifteen meters of themselves. A jolt of lightning is sent forth from their catalyst, rendering the target stunned for the duration of this spell.
Spell Name: Stop
Mana: 3
Discipline: Electromancy
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: 3 Turns
Range: 15 Meters
Spell Effect: The caster electrifies the legs and feet of the target, overwhelming the limbs and rendering them incapable of movement for the duration of this spell.
Spell Name: Lightning Lance
Mana: 3
Discipline: Electromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Instant
Range: 15 Meters
Spell Effect: The caster creates a bolt of lightning and fires it at a target. Unarmored targets struck by this projectile will receive a small laceration at the location of injury along with first degree burns around the wound. Targets wearing metal armors with Average or High conductivity struck will receive second degree burns and also be rendered stunned for 1 turn. Targets wearing Low conductivity armor or non-metal armor merely have their armor dented and are knocked down, needing to use their next turn action to get back up. This spell follows Projectile Standards.
Spell Name: Wall of Shock
Mana: 3
Discipline: Electromancy
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: 3 Turns
Range: 10 Meters, 3x3x1 Meters
Spell Effect: A 3x3x1 meter wall of lightning forms at a location of the caster’s choice. It deals second degree burns to those who touch it and stuns the victim for one turn. Those with Average or High conductivity metal armor are stunned for two turns. Spells can still pass through this wall.
Spell Name: Electrify
Mana: 4
Discipline: Electromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: 1 Turn
Range: 5 Meters
Spell Effect: The caster releases a wave of electricity in a 5 meter radius around themselves. This spell electrifies everyone in range, rendering them stunned for 1 turn.
Spell Name: Electrocution
Mana: 4
Discipline: Electromancy
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: 5 Turns
Range: 15 Meters
Spell Effect: The caster selects up to three targets and electrocutes them into a magically induced coma that leaves them unable to wake up or feel pain for the duration of the spell. If the target is unwilling, they may roll a 1d20 to attempt to avoid falling unconscious. A roll of a 14 or higher will prevent loss of consciousness. If a sleeping target is harmed while under the effects of this spell, the spell will end prematurely and the target will awaken.
Spell Name: Chain Lightning
Mana: 5
Discipline: Electromancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Instant
Range: 10 Meters, 3 Meter Range of Target
Spell Effect: The mage sends a blast of lightning out from their catalyst. This lightning is flung towards its target and when it connects it will shock them, giving second degree burns and stunning them for a single turn. Should the target be within 3 meters of other people, the lightning will chain, jumping to every target within that 3 meter range around the initial target and applying the same effects. The spell will not return to those it has already affected.
Magecraft Disciplines |
Aeromancy • Alteration • Biomancy • Electromancy • Erebomancy • Healing • Hydromancy • Mana |
Psionics • Pyromancy • Sanguimancy • Souls • Sound • Space • Terramancy |
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Divinity • Demonbrands • Magecraft • Runesmithing • Feyspeak • Shamanism • The Fallen |
The World of Aethius • The Multiverse of Aethier |