Electromancy

Memory
Constitution
Intuition

Electromancy channels the raw power of lightning, current, and magnetic fields. It’s fast, volatile, and high-voltage — built for casters who strike first and hit hard. Electromancy spells arc, overload, and chain unpredictably, making them ideal for sudden bursts of damage and tactical disruption.

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Electromancers are sharp-minded and high-strung, often riding the edge of control. Their magic enhances reflexes, scrambles tech, and electrifies the battlefield with both destructive force and precision utility.

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Their presence crackles with static, their spells flash in blue-white arcs, and the scent of ozone lingers wherever they go. Electromancy isn’t subtle — it surges, snaps, and always demands attention.

Spells in Category
Overcharge Field
Abilities:
Intuition
Boldness
Reasoning
Chain Lightning
Abilities:
Memory
Reasoning
Constitution
Stormcaller’s Wrath
Abilities:
Intuition
Memory
Agility
Charged Weapon
Abilities:
Self Discipline
Memory
Constitution
Ball of Lightning
Abilities:
Agility
Memory
Intuition
Shockwave
Abilities:
Boldness
Intuition
Memory
Lightning Bolt
Abilities:
Memory
Constitution
Intuition
Spell Powers
  • Electric Surge: Send a shot of electricity through a cable, into an electrical application, through the hand of a target or similar. Range: Touch.
  • Recharge: Recharge a small battery or power a smaller device. Concentration cost 1 AP.
  • Overcharge: Send electrical impulses through a device (a phone, computer or even a car) to deal it 1d6 in item damage. Range: Touch.
  • Zap Strike: Send an electric bolt against a target. Roll to hit with AB = your total score in the electromancy category.
  • Electricity Conductor: You can protect yourself from spells from your own school and similar electrical attacks. You gain a +10 bonus to resilience against these types of attacks. Cost 1 AP concentration.