School of Magic - Volt

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The School of Volt focuses on the creation and manipulation of Electricity and static charge. It is mostly fueled by the power of Voltair, the god of electricity.

List of Spells

Grade Name Description Casting time Range Duration Focus Voice Meditate Focusing Heavy
0 Thunder Shock Deals 1d4 Electric Damage to the target and every other creature other than yourself within 5 meters of the target that is wet or otherwise in contact with water. Spell-Action Touch None No No No No No
1 Lightning Bolt Deals 1d8 Electric Damage to the target and every other creature other than yourself within 5 meters of the target that is wet or otherwise in contact with water. Spell-Action 10 Meter None Yes Yes No No No
1 Cloud Armor Gain resistance to Electric Damage. Additionally, everyone in your melee range will be considered wet. This will override any other existing Shield. Spell-Action Touch 10 Minutes Yes Yes Yes No No
2 Static Shock Characters that move into or out of your melee range must make an Constitution 8 check or be knocked back 2 meters and fall prone. Characters will have to use all of their remaining movement to stand up again. Preparation Touch None No No No No No
3 Thunder Strike Deals 2d8 Electric Damage to the target and every other creature other than yourself within 5 meters of the target that is wet or otherwise in contact with water. The main target must succeed a Constitution 10 check or become paralyzed for 1 turn Spell-Action 20 Meter 1 Turn Yes Yes No No No
4 Thunder Dome Cast down a lightning cloud in a 5-meter square area. Anyone within the area must succeed a Constitution 12 check or become paralyzed for 1 turn. Spell-Action 20 Meter 1 Turn Yes Yes No No No
5 Shock Grenade Lobs a solid spark of lightning at a target location you can see. It will explode once instantly, and again one turn later. When it explodes, every creature in a 5-meter radius will take 3d6 Electric Damage and must succeed a Agility 10 check or become dizzy and blinded for 1 turn. Spell-Action 20 Meter 1 Turn Yes Yes No No No
6 Conduit Target two characters within 5 meters of each other and connect them with a magical conduit. Every time one of them takes Electric Damage, the connected character will take the same amount of damage as well. The connection can stretch up to 50 meters, at which point it will snap and deal 3d10 Electric Damage to both characters. Spell-Action 20 Meter 1 Minute Yes Yes No Yes No
7 Lightning Storm Places a lightning cloud over 10-meter square area. It will continously rain in this area, making every character inside wet. Additionally, at the beginning of your turn, lightning will strike every creature inside for 3d10 Electric Damage. This damage will not transfer over to nearby wet creatures! Spell-Action Self 1 Minute Yes Yes No Yes Yes
8 Overload Deals 5d10 Electric Damage to a target and every other creature other than yourself within 5 meters of the target that is wet or otherwise in contact with water. Spell-Action 20 Meter None Yes Yes No No Yes