Fulmination - THUN-DER!
Aug 12, 2018 13:03:37 GMT -6
Post by Traskus on Aug 12, 2018 13:03:37 GMT -6
Fulmination 1
Charge
Fulmination 1
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: combo-ok
Duration: Concentration (half action)
Add a raise to your next Fulmination focus power test, plus one per raise on this spell to a maximum of your caster level. These bonus raises are lost if they are not used within one round after you stop concentration. This spell may also be cast as a reaction action when struck by an attack with the Shocking property.
Lightning Spear
Fulmination 1
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: one scene
The caster calls forth a bolt of lightning in the caster's hands. It has the profile of a spear with the shocking property, and uses willpower in place of strength to determine damage. If thrown, it is destroyed and the spell ends after resolving the attack and its effects.
Special: If you have the Quick Draw feat, cast this spell as a Ready action.
Shock
Fulmination 1
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
The caster launches a bolt of electricity at a target within 50m. This spell deals 3k2 E damage with the shocking property, +2 more damage per raise to cast.
Thunder
Fulminiation 1
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal
Duration: Instant
All chosen targets within 3m of the caster take 1k1 E damage and must roll against the Shocking property with a tn 15 to resist. They may avoid this with an arcana + dexterity test.
Fulmination 1
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: combo-ok
Duration: Concentration (half action)
Add a raise to your next Fulmination focus power test, plus one per raise on this spell to a maximum of your caster level. These bonus raises are lost if they are not used within one round after you stop concentration. This spell may also be cast as a reaction action when struck by an attack with the Shocking property.
Lightning Spear
Fulmination 1
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Somatic, Verbal
Duration: one scene
The caster calls forth a bolt of lightning in the caster's hands. It has the profile of a spear with the shocking property, and uses willpower in place of strength to determine damage. If thrown, it is destroyed and the spell ends after resolving the attack and its effects.
Special: If you have the Quick Draw feat, cast this spell as a Ready action.
Shock
Fulmination 1
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
The caster launches a bolt of electricity at a target within 50m. This spell deals 3k2 E damage with the shocking property, +2 more damage per raise to cast.
Thunder
Fulminiation 1
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal
Duration: Instant
All chosen targets within 3m of the caster take 1k1 E damage and must roll against the Shocking property with a tn 15 to resist. They may avoid this with an arcana + dexterity test.
Fulmination 2
Lightning Bolt
Fulmination 2
Test: Fulmination + Charisma
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Material, Somatic, Verbal
Duration: Instant
Material: a bit of fur and a rod of amber, crystal, or glass
The caster summons a bolt of lightning (duh) from their hands. It has a 30m range, the line (2) and shocking properties, and deals 4k3 e damage +3 per raise to all creatures and constructs in the line if they fail to evade the line. Obviously, this spell's line property cannot cause jamming.
Paralyze
Fulmination 2
Test: Fulmination + Charisma
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic
Duration: Instant
The target resists this spell with Constitution + Arcana. If failed, the target is stunned as though affected by the shocking property. They may attempt a TN 15 constitution test at the beginning of each of their turns as a half action to overcome this stunning until they pass. If they fail, they lose their other half action. They remain stunned for one round, plus one per check on the saving throw.
Scale Metal
Fulmination 2
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Touch
Duration: 7 rounds
The caster electrically charges their body, making themselves selectively magnetic. The caster may traverse any surface as long as there is enough metal to hold on to. This can be the piping or frame of a building within a brick wall, for example.
Shockwave
Fulmination 2
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Somatic
Duration: Instant
This spell works as Magic Missile, except if the same target is hit with multiple copies of this spell in the same casting, they take a cumulative -1 to resist the shocking property per hit after the first instead of each hit having the shocking property (ex. getting hit 3 times inflicts a -2 to resist one instance of the shocking property on the same target).
Thunderclap
Fulmination 2
Test: Fulmination + Charisma
TN: 20
Action: Half Action
Keywords: Combo-OK, Saving Throw, Somatic
Duration: Instant
Lightning is fleeting, but thunder persists. The caster must make some sort of loud noise like a shout or blowing a horn. This causes a thunderclap to sweep over a radius of five kilometers. Anyone affected must resist with Arcana + Wisdom or be made deaf for the next ten rounds.
Fulmination 2
Test: Fulmination + Charisma
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Material, Somatic, Verbal
Duration: Instant
Material: a bit of fur and a rod of amber, crystal, or glass
The caster summons a bolt of lightning (duh) from their hands. It has a 30m range, the line (2) and shocking properties, and deals 4k3 e damage +3 per raise to all creatures and constructs in the line if they fail to evade the line. Obviously, this spell's line property cannot cause jamming.
Paralyze
Fulmination 2
Test: Fulmination + Charisma
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic
Duration: Instant
The target resists this spell with Constitution + Arcana. If failed, the target is stunned as though affected by the shocking property. They may attempt a TN 15 constitution test at the beginning of each of their turns as a half action to overcome this stunning until they pass. If they fail, they lose their other half action. They remain stunned for one round, plus one per check on the saving throw.
Scale Metal
Fulmination 2
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Touch
Duration: 7 rounds
The caster electrically charges their body, making themselves selectively magnetic. The caster may traverse any surface as long as there is enough metal to hold on to. This can be the piping or frame of a building within a brick wall, for example.
Shockwave
Fulmination 2
Test: Fulmination + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Somatic
Duration: Instant
This spell works as Magic Missile, except if the same target is hit with multiple copies of this spell in the same casting, they take a cumulative -1 to resist the shocking property per hit after the first instead of each hit having the shocking property (ex. getting hit 3 times inflicts a -2 to resist one instance of the shocking property on the same target).
Thunderclap
Fulmination 2
Test: Fulmination + Charisma
TN: 20
Action: Half Action
Keywords: Combo-OK, Saving Throw, Somatic
Duration: Instant
Lightning is fleeting, but thunder persists. The caster must make some sort of loud noise like a shout or blowing a horn. This causes a thunderclap to sweep over a radius of five kilometers. Anyone affected must resist with Arcana + Wisdom or be made deaf for the next ten rounds.
Fulmination 3
Chain Lightning
Fulmination 3
Test: Fulmination + Charisma
Target Number: 25
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
Make an attack on a target within 30m. This spell deals 4k3 E damage with the shocking property. Copy this spell for every raise to target another target within 5m of the original to a maximum of five. A target already hit may not be hit again.
Haywire
Fulmination 3
Test: Fulmination + Charisma
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Saving Throw, Somatic
Duration: Instant
A mundane machine within 20m hit with this attack fizzles and dies. Static targets such as appliances, inert machines, etc. are hit automatically. Beings with cybernetic implants, the machine trait, and Prometheans suffer a wound, plus one for every two checks to resist the spell. This spell is resisted with arcana + willpower. When targeting mechanical vehicles, if the focus power roll for this test exceeds its Resilience then roll on the vehicle damage table.
Ion Deluge
Fulmination 3
Test: Fulmination + Charisma
Target Number: 25
Action: Full Action
Keywords: Somatic
Duration: one minute
Your weapon and unarmed attacks gain the shocking property for the duration of the spell.
Iron Files
Fulmination 3
Test: Fulmination + Charisma
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Physical, Material, Somatic
Duration: One scene
Material: A handful of sand, rocks, or concrete.
Create a daiklave with the Razor Sharp property in your hand. This weapon dissolves into metal files if it ever leaves your hand, ending the spell.
Special: If you have the Quick Draw feat, cast this spell as a Ready action.
Thundera
Fulmination 3
Test: Fulmination + Charisma
Target Number: 25
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal
Duration: Instant
All selected targets within 4m of the caster take 3k3 E damage and must roll against the Shocking property with a tn of 20 to resist. They may avoid this with an arcana + dexterity test.
Fulmination 3
Test: Fulmination + Charisma
Target Number: 25
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
Make an attack on a target within 30m. This spell deals 4k3 E damage with the shocking property. Copy this spell for every raise to target another target within 5m of the original to a maximum of five. A target already hit may not be hit again.
Haywire
Fulmination 3
Test: Fulmination + Charisma
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Saving Throw, Somatic
Duration: Instant
A mundane machine within 20m hit with this attack fizzles and dies. Static targets such as appliances, inert machines, etc. are hit automatically. Beings with cybernetic implants, the machine trait, and Prometheans suffer a wound, plus one for every two checks to resist the spell. This spell is resisted with arcana + willpower. When targeting mechanical vehicles, if the focus power roll for this test exceeds its Resilience then roll on the vehicle damage table.
Ion Deluge
Fulmination 3
Test: Fulmination + Charisma
Target Number: 25
Action: Full Action
Keywords: Somatic
Duration: one minute
Your weapon and unarmed attacks gain the shocking property for the duration of the spell.
Iron Files
Fulmination 3
Test: Fulmination + Charisma
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Physical, Material, Somatic
Duration: One scene
Material: A handful of sand, rocks, or concrete.
Create a daiklave with the Razor Sharp property in your hand. This weapon dissolves into metal files if it ever leaves your hand, ending the spell.
Special: If you have the Quick Draw feat, cast this spell as a Ready action.
Thundera
Fulmination 3
Test: Fulmination + Charisma
Target Number: 25
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal
Duration: Instant
All selected targets within 4m of the caster take 3k3 E damage and must roll against the Shocking property with a tn of 20 to resist. They may avoid this with an arcana + dexterity test.
Fulmination 4
Bastet's Electromagnets
Fulmination 4
Test: Fulmination + Charisma
Target Number: 30
Action: Full action
Keywords: Saving Throw, Somatic, Verbal
Duration: One scene
Designate two targets within 30m, which can be a character, a vehicle or any object that can be held or carried, plus one more per each raise on the focus test. Each target then is marked with either Positive or Negative charge. When targets are within a 5m range of each other they are affected by magnetic force, targets with the same charge cannot approach each other and targets with opposite charge are pulled together. The SM has final arbitration on what can and can't be moved with this spell.
If a character wants to resist the magnetic force from another character or from something heavier than ten times their size in kg (to approach something with the same charge or get away from something with opposite charge) they must roll Arcana + Strength as a free action upon attempting their movement. On a failure they stay in place and lose a half action.
Unattended metal objects that weigh less than 10kg times the size of a character automatically fly away or get close when affected by the magnetic pull. Affected held items force the character to test Weaponry + Dexterity against the focus power as if they were being disarmed.
You can also use this spell on weapons (both melee and ranged), making the wielder get an extra raise to hit anything with the opposite charge and suffer a check to hit anything with the same charge.
Electroshield
Fulmination 4
Test: Fulmination + Charisma
TN: 20
Action: Reaction
Keywords: Somatic
Duration: Instant
You create a shield of electricity around yourself to guard against attack. This spell may be used as a dodge or parry roll against a melee attack. If this spell's casting successfully avoids the attack, the attacker must also test against Shocking.
Lightning Ring
Fulmination 4
Test: Fulmination + Charisma
Target Number: 30
Action: Full Action
Keywords: Combo-OK, Attack, Somatic, Verbal
Duration: One Scene
Create an aura that deals Xk2 damage to everyone in melee range of you at the end of your turn. X is equal to your level plus the number of raises you had on this focus power test. As a half action you may fire a bolt of lighting from the ring, making a ranged attack against an enemy within 40m that deals 5k2 E damage. Every time you fire a bolt from this ring, X is reduced by 1.
Railgun
Fulmination 4
Test: Fulmination + Charisma
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Physical, Ranged Touch, Material, Somatic
Duration: Instant
Material: A small metal object (like a coin)
Make an attack with a range of 1km that deals 6k4 damage, plus 3 for every raise with the shocking property and 10 pen. The material is required even if you have ways to ignore it.
Fulmination 4
Test: Fulmination + Charisma
Target Number: 30
Action: Full action
Keywords: Saving Throw, Somatic, Verbal
Duration: One scene
Designate two targets within 30m, which can be a character, a vehicle or any object that can be held or carried, plus one more per each raise on the focus test. Each target then is marked with either Positive or Negative charge. When targets are within a 5m range of each other they are affected by magnetic force, targets with the same charge cannot approach each other and targets with opposite charge are pulled together. The SM has final arbitration on what can and can't be moved with this spell.
If a character wants to resist the magnetic force from another character or from something heavier than ten times their size in kg (to approach something with the same charge or get away from something with opposite charge) they must roll Arcana + Strength as a free action upon attempting their movement. On a failure they stay in place and lose a half action.
Unattended metal objects that weigh less than 10kg times the size of a character automatically fly away or get close when affected by the magnetic pull. Affected held items force the character to test Weaponry + Dexterity against the focus power as if they were being disarmed.
You can also use this spell on weapons (both melee and ranged), making the wielder get an extra raise to hit anything with the opposite charge and suffer a check to hit anything with the same charge.
Electroshield
Fulmination 4
Test: Fulmination + Charisma
TN: 20
Action: Reaction
Keywords: Somatic
Duration: Instant
You create a shield of electricity around yourself to guard against attack. This spell may be used as a dodge or parry roll against a melee attack. If this spell's casting successfully avoids the attack, the attacker must also test against Shocking.
Lightning Ring
Fulmination 4
Test: Fulmination + Charisma
Target Number: 30
Action: Full Action
Keywords: Combo-OK, Attack, Somatic, Verbal
Duration: One Scene
Create an aura that deals Xk2 damage to everyone in melee range of you at the end of your turn. X is equal to your level plus the number of raises you had on this focus power test. As a half action you may fire a bolt of lighting from the ring, making a ranged attack against an enemy within 40m that deals 5k2 E damage. Every time you fire a bolt from this ring, X is reduced by 1.
Railgun
Fulmination 4
Test: Fulmination + Charisma
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Physical, Ranged Touch, Material, Somatic
Duration: Instant
Material: A small metal object (like a coin)
Make an attack with a range of 1km that deals 6k4 damage, plus 3 for every raise with the shocking property and 10 pen. The material is required even if you have ways to ignore it.
Fulmination 5
Electromagnetic Pulse
Fulmination 5
Test: Fulmination + Charisma
Target Number: 35
Action: Half Action
Keywords: Combo-OK, Subtle
Duration: Instant
As Haywire, but with a blast 15 centered on yourself.
Thunderbolt
Fulmination 5
Test: Fulmination + Charisma
Target Number: 35
Action: Half Action
Keywords: Attack, Combo-OK, Physical, Ranged Touch, Material, Somatic
Duration: Instant
Material: a ball of tin
Make an attack with a range of 1km. This attack deals 6k6 E damage and has the Deafening and Shocking properties. You may use this spell against targets within 50m of the original attack point on consecutive turns without rolling a focus power test. If you choose not to do so, this benefit is lost.
Thundaga
Fulmination 5
Test: Fulmination + Charisma
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal
Duration: Instant
All selected targets within 5m of the caster take 5k5 E damage with the Shocking property with a tn of 30 to resist. They may avoid this with an arcana + dexterity test.
Fulmination 5
Test: Fulmination + Charisma
Target Number: 35
Action: Half Action
Keywords: Combo-OK, Subtle
Duration: Instant
As Haywire, but with a blast 15 centered on yourself.
Thunderbolt
Fulmination 5
Test: Fulmination + Charisma
Target Number: 35
Action: Half Action
Keywords: Attack, Combo-OK, Physical, Ranged Touch, Material, Somatic
Duration: Instant
Material: a ball of tin
Make an attack with a range of 1km. This attack deals 6k6 E damage and has the Deafening and Shocking properties. You may use this spell against targets within 50m of the original attack point on consecutive turns without rolling a focus power test. If you choose not to do so, this benefit is lost.
Thundaga
Fulmination 5
Test: Fulmination + Charisma
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal
Duration: Instant
All selected targets within 5m of the caster take 5k5 E damage with the Shocking property with a tn of 30 to resist. They may avoid this with an arcana + dexterity test.