Electromancy
Force Power
- Subtype: Electromagnetism
- Prerequisite: None
- Source: 3.2
Brief
Availablity | Action | Range | Cost | Basic Effect |
---|---|---|---|---|
At-will |
Standard |
Touch |
Costs 1 FP |
You generate a static charge, which causes electric arcs to snap from your fingertips. Upon touching a subject (Unarmed vs Reflex), the charge conducts into them, causing 2d8+Willpower EM/thermal damage plus dazed for 1 rd. |
Description
Electromancy, was a Force Power that allowed it's wielder to manipulate electromagnetic fields to stun and damage their enemies. This suite of powers was particularly effective against droids.
Techniques
- Corona: (Knowledge 5, Willpower 5) Whenever you use this power, you gain a corona of electric blue light, emanating from a field of highly charged air around you. Anyone who strikes you in melee suffers 1d8+Willpower EM damage. The aura lasts 1 round after using the base power (or any technique thereof). You may also simply activate Corona without another manifestation by spending 1 FP and a swift action, in which case it lasts for 3 rounds.
- Electrocution: (Willpower 5) Duration becomes sustain std. You repeat the damage (and dazing) each time you sustain the power; furthermore, each time you sustain it, you cause 1d3+1 Strength, Dexterity, and Constitution damage.
- Heartstopper: (Knowledge 10, Willpower 5, costs 1 Dark Side Force Point) You accurately channel electricity to the subject's central nervous system, inflicting grievous damage to the brain stem, effectively ceasing autonomic function (against droids, the effect is similar). After a successful touch, roll Knowledge vs Fort; on success, you kill subject. On failure, subject moves 2 notches on the condition track.
- Lightning Lash: (Knowledge 5, Willpower 5, 1 FP) You generate such high voltage that a miniature bolt of lightning lashes toward the target. Controlling static discharge is extremely difficult; the attack roll changes to Willpower vs Reflex, and has a range increment of only 1 square. If you miss, the lightning hits the nearest alternate target within 1 square; if no such targets exist, it channels into the ground.
- Lightning Rod: (Knowledge 5, costs 2 FP) At-will, std, medium range; rather than manipulating your own electrons, you target someone else's. You create a positive charge on subject, causing them to be bombarded by arcs of static electricity from nearby sources. From the nearest creature or object, an electric arc snaps toward the target, inflicting the same damage as the base power. If no such creature or object exists within 3 squares, the power is ineffective; the ground simply neutralizes the charge. That area can be Widened; the necessary increase in voltage means the power inflicts +50% damage per stack of Widen.
- Electric Loop: (Knowledge 10, Concentration 10, costs 3 FP) Recharge 33%, std, short range; you create a circuit between yourself and the subject. While you are capable of channeling the energy without being harmed, the subject, presumably, is not. Inflicts 3d8+Willpower EM damage plus dazed for 1 round.
You may extend the loop to more targets by passing a Concentration check (DC 10 + 5 per total number of targets) and spending an additional Force Point for each extra target.
Notes
- This is not Force Lightning. That erroneously-named power is named for its outward manifestation, resembling purple lightning (albeit much, much dimmer and slower-moving than actual lightning). In fact, Force Lightning is merely the visible byproduct of the flow of pure Dark Side energy. This power produces actual electric arcs, which travel at the speed of light. The larger manifestations of this power produce ever brighter and louder bolts of miniature lightning.