Lightning Elemental Arts

The Element of Lightning uses your Dexterity to manipulate everflowing electricial currents.

This is the most basic form of Lightning manipulation, requiring no resources to use. The recoil damage for level one is 1d4 critical lightning damage.

  • Attack Form: Your lightning concentrates into your hand. You may then touch an entity adjacent to you and make attempt a Stun Resistance Check. If they fail, they will become paralzed for 1 minute. The target will have a +2 modifier for each time this elemental art has been used on them within the past 1 hour.

  • Defense Form: Your lightning sparks around you. For the next 1 minute, any time you suffer physical damage from a melee attack, you may discharge this lightning into your attacker. When you do, choose a number from 1-6. Your attacker will suffer that many d6’s of critical lightning damage, and you will increase you defense against that attack by the number of d6’s that you rolled. Once you have dealt a total of 6d6 damage with this elemental art, its effects will end. You can spend additional Focus Points when using this elemental art, increasing your available d6’s by 1 for each Focus Point spent. This will not increase the duration of this elemental art.

  • Utility Form: Concentrate your lightning into an ever-flowing current around your hand. You can then use this electricity to power small devices. This includes basic electronics, and things that operate with the use of power crystals. The power generated from this elemental art cannot by used for enchanting, or to charge large or complex contraptions. You will be considered as helpless while using this elemental art.

Level One

Now that you have gotten the basics down, its time to move on to the more interesting things. The recoil damage for level two is 2d6 critical lightning damage.

  • Attack Form: Supercharge your hand with violent lightning. The next time you hit a target within the next minute, with an Unarmed Fightning attack or a melee attack with a metal weapon, you will deal an additional 1d10 lightning damage per 50 points your have in your Magic stat , up to 10d10. Items and structures will instead lose 2 durability per dice rolled for lightning damage.

  • Defense Form: Lightning sparks around, waiting to retaliate against your attackers. For the next minute, any time you are hit with a targeted weapon attack, if your attacker is within 10 meters of you, they will be zapped. When this happens, the attacker will suffer 1d10 critical lightning damage, and must make a successful Stun Resistance check or drop the weapon they used to attack you with.

  • Utility Form: You feel the current of electricity flowing through you, allowing you to move quicker. For as long as you maintain Concentration, your Movement stat is doubled. Once per round, while this elemental art is active, you may spend 1 Focus Point to gain 1 Action Phase.

Level Two

You have finally gained some form of control over this Elemental Art. That’s great! Now lets work on respect and understanding. The recoil damage for level three is 3d8 critical lightning damage.

  • Attack Form: Throw your lightning at a target, striking with incredible speed. Choose a single target you can see within 20 meters, and strike them with a powerful bolt of lightning. This attack does not miss. A entity hit by this attack will suffer 1d8 lightning damage per 50 points you have in your Magic stat, up to 10d8. Items and structures will instead lose 3 durability per dice rolled.

  • Defense Form: Surge your electricity into the ground around you. For the next 30 seconds, as long as you maintain Concentration, anytime an entity begins their turn within 6 meters of you, or enters this area for the first time each round, they must make a successful Stun Resistance check or become Stunned. Entities who have failed this Resistance check within the past hour will have a +3 modifier to their Stun Resistance Check.

  • Utility Form: Your lightning jumps from you to all of your nearby allies, empowering them. For the next 10 minutes, all chosen targets who were within 6 meters of you when you initiated this Elemental Art, inlcuding yourself, will have a +2 modifier to their Dexterity and Evasion Features; as well as a +6 modifier to their Movement Stat.

Level Three

Your control and understand are starting to mold this Art to your will. Remember that your Element is an extension of yourself. The recoil damage for level four is 4d10 critical lightning damage.

  • Attack Form: Unleash a powerful jolt of electricity that will arc through several targets. When you use this Elemental Art, you must choose a single entity you can see within 10 meters. That target must then make an Evasion Feature check. If the target fails this Evasion Feature check, they will suffer 1d10 lightning damage per 50 points you have in your Magic Stat, up to 10d10. You will choose another target within 10 meters of them to also be affected by this attack. Repeat this process until a total of 5 targets have been hit by this attack. If a target succeeds their Evasion Feature check, they will suffer 1/2 damage, and the lightning will NOT arc to the next target; ending the attack.

  • Defense Form: Create a protective field of electricity around you, stopping targeted attacks from reaching you. For the next 30 seconds, whenever a targeted ranged attack of any kind would hit you, your lightning will lash out to counter the attack. This will not work against attacks from Phase 2 or higher Wind Elemental Arts, Tier 5 spells, or Ancient Magic spells. Attacks that result as a critical hit against you will deal 1/2 damage as the lightning tries to stop a perfectly placed attack.

  • Utility Form: Your lightning sparks from you, allowing you to move as your element does; instantly. For as long as you maintain Concentration, whenever you move a distance of more than 2 meters, using your normal Movement, you will move nearly instantaneously. This will allow you to ignore opportunity attacks, and area of effects that would occupy a space you would have otherwise traveled through. Whenever you move this way, you will be seen as a mess of sparks. This cannot be used to travel through solid objects.

Level Four

You now understand the unpredictability of lightning, and the power of storms is yours to command. Flash through the Realm, and present your talents to the world. The recoil damage for level five is 5d12 critical lightning damage.

  • Attack Form: Focus your lightning, and sending out at single target you can see within 30 meters. This attack does not miss. An entity hit by this attack will take 30d10 lightning damage. All potential targets within 4 meters of the original target will take 1/2 as much damage. Items and structures will lose 3 durability per dice rolled. Entities that take damage from this attack must also make a successful Stun Resistance check or become paralyzed.

  • Defense Form: The area around you becomes dangerous terrain. For the next 1 minute, at the start of each of your turns, you may choose any number of entities within 8 meters you. All chosen targets will then take 3d8 critical lightning damage, and must make a Stun Resistance check. those who fail this Resistance check will gain a -6 modifier to their Movement stat and a -2 modifier to all d20 rolls they make until the start of your next turn. You may use your Reaction for the round, in response to an entity moving into a space that is within 8 meters of you, to zap that target with the normal effects of this Elemental Art; the target will automatically fail their Stun Resistance check.

  • Utility Form: Create an electrical field around you to enhance the abilities of your allies. For as long as your maintain Concentration, any entity you consider as an ally that begins their turn within 8 meters of you will become immune to being Dazed, have their Movement stat doubled, will deal an additional 1d10 critical lightning damage whenever they hit a target with a physical attack, and will have a +1d4 modifier to any single d20 roll they make before the start of their next turn . These effects will last until the start of their next turn. These bonuses also extend to you. If you do not use your Perform Phase to maintain this electrical field, then it will fade away at the start of your next turn.

Level Five

You are truly one with your element. Can you feel it moving through and around you? You are now able to evoke this power, and become Lightning itself! The recoil damage for level six is 6d20.

  • Pure Lightning: Your Lightning cover and flow through you, transforming your body into a Lightning elemental. Such power can only be maintained for 1 minute. During this time, the following applies;

    • You are immune to non-magical damage

    • Choose any 1 “Attack Form” from a previous level as your basic attack. The chosen Attack Form will consume 1 less Focus Point to use.

    • Choose any 1 “Defense Form” from a previous level to be active on you for this duration. Concentration is not required to maintain the chosen Defense Form.

    • During your Perform Phase, you are able to use other Lightning Arts without losing this form.

    • You take 3x Wind damage.

    • You are immune to Lightning damage, and cannot be paralyzed.

    • You have a levitation Movement of 16 meters, and are able to move through and share occupied spaces. You cannot move through solid surfaces. An entity sharing a space with you at the start of their turn must make a successful Stun Resistance check or become “paralyzed”.

Level Six