Table of Contents

Charge Spells

You control electrical charges and currents.

Measurement is a little tricky. We use a rough equivalency to “voltage” even though that is technically incorrect, because it is more commonly understood as a general amount of electricity. MP costs are roughly 1 MP per 10 volts. All amounts are at the GM's discretion.


Detect Charge

You can sense electrical fields, currents, and charged objects. You can tell if it is a weak or powerful charge (IE. is it dangerous to touch?).

Time to Cast 2 seconds
Difficulty 5
MP cost 2
Power
Duration
Range 2 meters
Other
Prerequisite Detect Force

Alter Charge

You can change the amount of charge on an already charged object. You can add charge, by expending MP. Draining a charge actually converts the charge into MP which can replenish your daily MP expenditure.

Time to Cast 5 seconds
Difficulty 10
MP cost 1 MP per “10 volts”
Power
Duration
Range 3 meters
Other
Prerequisite Detect Charge, Alter Force

Dispel Charge

Negate a charge by essentially shunting it to ground. The charge simply dissipates into the earth. This can be cast onto a person, and used as a “shield” against charge based attacks.

Time to Cast 2 seconds
Difficulty 5
MP cost none
Power
Duration effect lasts one minute, then if a charge source exists, it will begin to build charge back
Range
Other
Prerequisite Alter Charge

Charge object

Causes a charge to build on an object.

Charge Object, Create Current, and Create Spark are learned as a package (Difficulty 10)

Time to Cast
Difficulty
MP cost
Power
Duration
Range
Other
Prerequisite Alter Charge

Create Current

Causes a charge to build on and flow out of an object, creating an electrical current. Works well on metal objects. Works weakly on water (double MP cost).

Charge Object, Create Current, and Create Spark are learned as a package (Difficulty 10)

Time to Cast 5 seconds
Difficulty 15
MP cost 1 MP per volt
Power
Duration 1 minute
Range 3 meters
Other
Prerequisite Alter Charge

Create Spark

Causes a charge to build up in a small area, so that a spark is discharged. Works best on pointy objects of any material. Sparks can be used to ignite highly combustible objects such as tinder or flammable gasses and liquids. A spark cast onto an opponent provides a shock but does no damage.

Charge Object, Create Current, and Create Spark are learned as a package (Difficulty 10)

Time to Cast 5 seconds
Difficulty 10
MP cost 10
Power
Duration
Range 5 meters
Other
Prerequisite Alter Charge

Insulate

Causes an object to become immune to change in charge. If it is already charged, it will retain its charge. If it is uncharged, no charge will affect it. Can be cast onto a person to shield them from charge based attacks.

Time to Cast 5 seconds
Difficulty 15
MP cost 15
Power
Duration 1 hour
Range 5 meters
Other
Prerequisite Create Current

Arc

Creates a rapid succession series of high powered sparks. Can be cast on an opponent to deal d6 damage. This is considered a melee attack.

Time to Cast 5 seconds
Difficulty 15
MP cost 15
Power d6 dmg
Duration 1 round
Range 3 meters
Other
Prerequisite Create Spark

Lightning Bolt

Creates a very powerful arc that shoots from the caster as a projectile weapon.

Time to Cast 5 seconds
Difficulty 20
MP cost 20
Power d10 damage
Duration 1 round
Range 10 meters
Other
Prerequisite Arc, Raw Force

Chain Lightning

Creates a very powerful arc that shoots from the caster as a projectile weapon, and bounces around to anyone within a 3 meter radius of the target. Deals d10 dmg to primary target, plus d6 dmg to all subsequent targets. You don't get to choose secondary targets. If your friend is within 3 meters of the primary target, he is getting zapped. WARNING: Do not cast within 3 meters of target.

Time to Cast 5 seconds
Difficulty 25
MP cost 25
Power d10 dmg
Duration 1 round
Range 10 meters
Other
Prerequisite Lightning Bolt

Ball Lightning

Creates a very powerful ball of charge that shoots from the caster as a projectile weapon, and deals d10 dmg to anyone within a 3 meter radius of the target. WARNING: Do not cast within 3 meters of target.

Time to Cast 10 seconds (2 combat rounds)
Difficulty 25
MP cost 25
Power d10 dmg
Duration 1 round
Range 30 meters
Other
Prerequisite Chain Lightning, Pressurize

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