Lightning
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The Lightning discipline controls all forms of electricity.
Special Uses
Magnetism and magnetic effects fall under this discipline.
Can be used to stun enemies. Fortitude saves usually resist.
For spells that do not require a fortitude save, a reflex save for 1/2 damage is usually allowed.
At the Gm's discretion, targets wearing large amounts of metal (such as certain types of War Armor) take extra damage from Lightning spells, sometimes up to double normal damage. They may even be denied their saves to resist.
Use in Mixed Spells
Is occasionally a component of weather effects.
Counterspells
Can be used to counter Metal spells, but this generally only applies to countering magnetic or similar effects. Gm's discretion.
Example Spells
Stun; Lightning; DC 18, Target creature (which must have a central nervous system) is Stunned for 1 round if they do not make a fortitude save.
Shock; Lightning; DC 22, Target creature within 20 feet takes 2d6 electrical damage, reflex half.
Spasm; Lightning; DC 28, Target creature falls Prone and is Stunned for 1d4 rounds if they fail a fortitude save.
Call from the Heavens; Lightning; DC 38, Call down a lightning bolt, dealing 6d6 damage, reflex half. This can only be cast if stormy conditions are present.
Dry Lightning; Lightning; DC 45, Call down a bolt of lightning from a sky of any weather conditions, dealing 8d6 damage, reflex half.