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.

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.

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.