Lightning
First Level:
Charge – Adds an electrical current to the object that the caster is touching {can be used as a trap or as an attack e.g. touch a chest and use to make it trapped or touch an opponent and use to give them a shock}
Shocking Touch - Caster gives a small electric shock to the target on contact, dazing them for 1 turn.
Fairy Lights - 7 Small orbs of light are emitted from the caster's hand, and float randomly among the combatants, giving small electrics shocks to anyone close. Does d4 damagem and shocks for d2 turns.
Daze - Small animals can be painlessly knocked out for further use.
Magnetise (Small Objects) - An alternating current in small metallic objects causes them to magnetised.
Lightning Bolt - The caster fires a small charge of lightning at a target.
Second Level:
Lightning Spray – A [
] foot long, [
] degree wide spray of lightning shoots from the caster’s palm, electrifying whatever it touches
Magnetise (Large Objects) - An alternating current in large metallic objects causes them to magnetised.
Shock - A cbarge of lightning emits from the caster's palm for up to 1 foot, stunning or knocking out the target for 3 turns.
Magnetise (Self) - Caster creates a magnetic field, drawing all metallic items towards him.
Lightning Barrier - The caster forms a barrier of electricity around himself, causing d10 damage to anyone who attempts to break through it.
Third Level:
Ball Lightning – A ball of powerful lightning is fired from the caster’s palm that electrifies whatever it touches
Divert Lightning - Caster can manipulate the path of a lightning bolt he has cast for increased effect.
Lightning Wave - A wide spray of lightning bolts shoots across the ground at the target(s), causing d10 damage.
Pixie Lights - 10 Small orbs of light are emitted from the caster's hand, and float randomly among the combatants, giving small electrics shocks to anyone close. Each light shocks d4 times and does d6 damage.
Energise - Stores a powerful electrical charge within an object.
Fourth Level:
Storm – Creates a lightning storm in the surrounding area, drenching the area in rain and lightning falls from the sky to hit the nearest high objects
Power Magnetise - Magnetises all metallic objects within a 30 foor radius.
Electrify Water - Electrifies all bodies of water and rainfall for 3 turns, causing massive electric shock to anyone in contact with water.
Fifth Level:
Raijin - A cat-like creature, 11 feet in length and standing 6 feet at the haunches, Raijin can move 20 feet per turn and can pass through any solid object, causing 2d20 damage to any creature it comes into contact with. Raijin takes the place of its caster for 6 turns, or until +200 of the caster's hp is caused in damage.
Cost: The caster is removed from battle, and must have 48 hours rest before they can move of their own accord.
Chain Lightning – Creates a bolt of lightning that shoots from the caster’s fingertips and which then arcs [
] times once it hits an object.