The Sphere of Electricity includes spells that involve manipulation of electrical energies.
Focus: An rod of copper, an anthame, or an amulet with topaz
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
Target: Self
For the next 1 Minute, you gain 5 Electricity Resistance. Every point of Electricity damage you resist is instead stored in your skin. You can choose to release this stored electricity by making an Electricity Spell Attack Check against the Armor defence of a target in Melee with you. If you hit, you deal an amount of damage equal to the amount of damage you absorbed.
Heightened: For every 2 levels you heighten this spell by, increase the Electricity Resistance granted by 5.
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
Defence: Armor
You fire a javelin of electricity that leaves a charged field around its target. Make an Electric spell attack roll. The javelin deals 1d6 electricity damage and 1 persistent electricity damage.
As long as the target is taking persistent damage from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or electricity effects against the target, and the target takes a –1 status penalty to saves against electricity effects.
Heightened: For every 1 level you increase this spell by, increase the initial damage by 1d6, and the persistent damage by 1.
Range: Varies
Rote Casting: Between 1 Action and 6 Actions
Duration: Instantaneous
Target: 1 Creature
Defence: Armor
You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's Armor defence. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round.
The number of actions you spend when Casting this Spell determines the range and other parameters.
1 Action: This spell has a range of Close.
3 Actions This spell has a range of 1 Range and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.
6 Actions If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a Close-range emanation around the target (basic Armor defence). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grapples you or that hit you with an unarmed Strike or a non-reach melee weapon.
Heightened: For every 1 level you increase this spell by, increase the damage of both a hit and the 2-round burst by 2d6, and the damage creatures take if they Grapple or hit you while you're sparking by 1.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: Up to 3 Creatures
Defence: basic Dodge
An arc of lightning leaps from your fingertips to creatures within Close range. Make a basic Electricity spell attack check against your first target. If you hit, you deal 1d6 Electric damage, and you can jump the arc to another target within Close range by making another Electricity spell attack check. If that hits, you can jump to another target, or back to the first.
This spell ends when you miss a target, you run out of possible targets, or the spell reaches its maximum number of targets.
Heightened: For every 1 level you increase this spell by, increase the number targets you can select by 1.
Range: 10 Range
Rote Casting: 1 Action
Duration: 1 Minute
Area: Close-range Burst
Defence: basic Dodge
This spell lets you create a charming electrical light show that can mimic fireworks, skywrite a message or logo, or depict anything—from birds and butterflies to a colorful dragon or starship. Once per round as a single action, including on the round you cast this spell, you can target single creature in range and launch a spark at them. The spark takes a zigzag path from you to creature, missing all other creatures and objects in its path, and detonating in the target square with a loud noise and a colorful burst of electricity and light. Creatures in the target square take 1d6 electricity damage and are dazzled for 1 round. If you attack in the same round as you launch a spark, you suffer a –4 penalty on attack rolls.
Range: Touch
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: basic Armor
You shroud your hands in a crackling field of lightning. Make a Electricity spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.
Heightened: For every 1 level you increase this spell by, increase the initial damage by 1d12, and the persistent damage by 1.
Range: 1 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: basic Dodge
You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning. Make an Electricity spell attack check against the target's Dodge. The storm deals 1d12 electricity damage. On a success, the target also gains 2 applications of Clumsy for 1 round and takes 1 persistent electricity damage.
Heightened: Each level you increase the spell's level by increases the initial damage by 1d12, and the persistent electricity damage by 1.
Range: 1 Range
Rote Casting: 1 Action
Duration: Concentration, up to 1 Minute
Defence: basic Dodge
You create a cracking storm cloud at a point within range. The cloud can fly, and has a fly speed of 1 Range. When the sphere appears, it makes a Spell attack check using Electricity against the Dodge defence each creature it is in Melee with. Creatures it hits takes 3d6 Electricity damage. On subsequent rounds, the first time you Concentrate to sustain this spell each round, you can leave the sphere at its current location or have it float to another location within range. You can choose to enter Melee with any creature in its path, at which point it stops moving and you can make another Electricity spell attack check against the Dodge defence of all creatures it is in Melee with. If it hits, it deals 3d6 Electricity damage (basic Dodge save).
Creatures that you miss take no damage, instead of half.
Heightened: Each level you increase the spell's level by increases the damage by +1d6
Range: Self
Rote Casting: 1 Action
Duration: Until the start of your next turn
Target: Self
Electrical energy floods your body, lashing out at the next creatures to attack you. Until the start of your next turn, every successful melee or unarmed attack against you you deals 1d12 Electricity damage to the attacker.
Heightened: For every 1 level you heighten this spell by, increase the damage by 1d12.
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 Creature
Defence: basic Dodge
You call down a single small bolt of lightning on the target, dealing 4d12 electricity damage.
Heightened: Each level you increase the spell's level by increases the damage by 1d12.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close-range burst
When you cast electromagical pulse, you send a powerful burst of energy that ruins electronic circuitry within the spell’s area. Any computer, smartphone, television, or other device with a computer processor inside ceases to function immediately, and the contents of hard drives and other storage media are scrambled.
The electromagnetic pulse affects only devices with extensive circuitry, not everything that uses electricity. Ordinarily, the lights stay on, although their smart light switches will not function. Automobiles continue to run, although their engines will run more roughly without electronic guidance. Most cars manufactured after the 1980s won’t start after an electromagnetic pulse because they have electronic ignition systems.
All affected devices must be repaired before they function again.
Some military gear is immune to energy effects such as electromagical pulse thanks to a process called tempest hardening.
Range: Touch
Rote Casting: 1 action
Duration: Instantaneous
Targets: 1 living creature
You convert electrical energy into a harmless shock that cleanses conditions on you or your target. You must be in contact with a sufficient source of electrical energy--such as a wall socket or a car battery--to cast this spell.
When you cast this spell, you immediately remove 1 application of every intensity-stacking condition currently affecting the target, and 1 round of duration for every duration-stacking condition affecting the target. In addition, the recharge spell instantly cures blindness or deafness caused by a spell or spell-like ability, and it grants a +4 bonus on Endurance defences against poison for 1 minute.
Range: Close
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 Willing Creature
An elemental force fills your target, granting the target the ruggedness of Earth.
While on the ground, the target gets a +2 status bonus to Stamina and Dodge defence. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
You call upon the power of Chaos to become a being of pure elemental earth. You gain the following traits:
Armor=19+your ranks in Earth
10 temporary Vitality Points
Darkvision
Your Unarmed Attack bonus becomes +18 (unless your base total is higher)
Unarmed Attack damage becomes 2d10
Your Athletics bonus becomes +20
You gain a Burrow speed of 1