by Bob Greenwade
For centuries, even before the advent of technology, men have
been fascinated by the properties of electricity. Strikes of
lighting making great light and noise and doing great damage have
frightened peoples both civilized and not, and the properties of
static electricity have often been mistaken for magic -- or was
it a mistake?
Indeed, the properties of electricity are varied enough and powerful enough that there is a successful, if small, college of magicians who use them. From the strike of lightning to the electromagnetic pull of a static charge, their mastery of the forces of electricity serves them well.
Most electric spells are fairly quick and simple to learn, though the Unique spells are somewhat difficult and require more experience. They do require, however, that the caster be grounded -- that is, in contact with the ground, either directly or through a good conductor such as metal or impure water. (Contrary to popular belief, pure water is a very poor conductor.) A flying electromancer, generally speaking, cannot use his magic; the only exception is the Static Flight spell, which is a special and unusual case (see its description below). Electric magic is also useless against anything which is well-insulated by glass, stone, fresh water, or other electric-resistant materials.
As a Focus, electromancers use a metal wand the length of their forearm. Steel is the most favored material, though iron, copper, and others are also used (even, on occasion, silver).
All instant spells in this College are accompanied by a flash of light and a faint boom; constant spells are accompanied by the crackling of sparks. In either case the air in the vicinity is ionized by its use, giving a general feeling of calm, not to mention causing clothing to stick to its wearer, hair to stand on end, and metal objects to (mildly) shock the first person to touch them.
Common Limitations: Gestures (-¼), Incantations (-¼), Requires Magic Skill Roll (-½), OAF -- wand (-1), must have at least 10 points in College (-¼), caster must be grounded (-½), does not work if target is insulated (-¼). [Total = -3]
Power: 6d6 Energy Blast.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time:
½ phase.
Real Cost: 7.
Power: 10 PD, 5 ED Force Field.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼).
Active Cost: 15.
END Cost: 1; Magic Roll: -1; Casting Time: 0
phase.
Real Cost: 4.
Power: 8 PD, 4 ED Force Wall.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 0
phase.
Real Cost: 7.
Power: Detect Magic, Discriminatory, +1 PER.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼), Costs
END (-½).
Active Cost: 10.
END Cost: 1; Magic Roll: -1; Casting Time:
½ phase.
Real Cost: 2.
Power: 7d6 Dispel.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼), No
Range (-½), Extra END -- x2 (-½), Extra Time -- 1 turn
(-1).
Active Cost: 21.
END Cost: 4; Magic Roll: -2; Casting Time:
½ phase.
Real Cost: 3.
Power: Clinging at normal STR.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼), Costs
END (-½), Extra time -- 1 phase (-½).
Active Cost: 10.
END Cost: 1; Magic Roll: -1; Casting Time: 1
phase.
Real Cost: 2.
Power: 4d6 Energy Blast.
Modifiers: Damage Shield (+½), Gestures (-¼),
Incantations (-¼), Requires Magic Skill Roll (-½), OAF
-- wand (-1), must have at least 10 points in College (-¼),
caster must be grounded (-½), does not work if target is
insulated (-¼).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time:
½ phase.
Real Cost: 7.
Power: 2d6 Flash.
Modifiers: Explosion (+½), Personal Immunity
(+½), Gestures (-¼), Incantations (-¼), Requires
Magic Skill Roll (-½), OAF -- wand (-1), must have at least
10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼), No
Range (-½), Side Effects -- 6d6 Energy Blast (-½).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time:
½ phase.
Real Cost: 8.
Note that the crash of thunder and crack of lighting makes this a good spell to make Presence Attacks with. Also note that, while the magician may memorize locations for use with this, he gets no Limitations for them -- he must pay full price.
Power: 10" Teleport, up to 160" for 1 extra phase.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼).
Active Cost: 40.
END Cost: 2; Magic Roll: -4; Casting Time:
½ to 1 phase.
Real Cost: 10.
Note that this spell is an exception to the rule that the magician must be grounded for the spell to work. However, it's much more difficult to cast than most spells, and other spells from this College will not work while it's active, whether the magician is actually flying or not.
Power: 15" Flight.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), cannot cast other
College Spells while active whether flying or not (-½),
Difficult Skill Roll (-½), Extra Time -- 1 phase
(-½).
Active Cost: 30.
END Cost: 3; Magic Roll: -6; Casting Time: 1
phase.
Real Cost: 6.
This ionization can have several specific effects. If a Presence Attack is made with the intent of calming a crowd, this can add one or two dice (at the GM's discretion). It might also subtract a die or two from a Presence Attack intended to cause fear or other extreme emotion. Also, a spell, power, or device might have a Limitation of not working in an ion field such as this spell makes, or working only in one.
Power: Change Environment, 128" radius (calm to
ionic).
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time:
½ phase.
Real Cost: 10.
Power: 5d6 Healing.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼), can
only heal up to half the damage of each wound (-½), Extra
Time -- 1 Minute (-1½).
Active Cost: 50.
END Cost: 5; Magic Roll: -5; Casting Time: 1
minute.
Real Cost: 8.
Power: 8d6 Cosmetic Transform (hairy person to bald).
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼), Extra
Time -- 1 turn (-1).
Active Cost: 40.
END Cost: 4; Magic Roll: -4; Casting Time: 1
turn.
Real Cost: 8.
Power: Change Environment, 32" radius (dark to
light).
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼), Extra
Time -- 1 turn (-1).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time: 1
turn.
Real Cost: 6.
Power: 20 STR Telekinesis.
Modifiers: Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 10 points in College (-¼), caster must be grounded
(-½), does not work if target is insulated (-¼), cannot
squeeze or punch (-¼).
Active Cost: 30.
END Cost: 3; Magic Roll: -3; Casting Time:
½ phase.
Real Cost: 7.
Power: 8d6 Energy Blast.
Modifiers: Personal Immunity (+¼), Difficult to
Dispel (+¼), Set Trigger (+¼), Usable By Others
(+¼), Concentrate -- 0 DCV (-½), Extra time -- 5
minutes (-2), Gestures (-¼), Incantations (-¼),
Requires Magic Skill Roll (-½), OAF -- wand (-1), must have
at least 30 points in College (-¾), caster must be grounded
(-½), does not work if target is insulated (-¼),
automatically dispels if caster touches the item (-½), no
range (-½), 3x END cost (-1).
Active Cost: 80.
END Cost: 16; Magic Roll: -8; Casting Time:
5 minutes.
Real Cost: 9.
Power: 4d6 Energy Blast.
Modifiers: Continuous (+1), Personal Immunity (+¼),
Sticky (+½), Reduced END x½ (+¼), Gestures
(-¼), Incantations (-¼), Requires Magic Skill Roll
(-½), OAF -- wand (-1), must have at least 30 points in
College (-¾), caster must be grounded (-½), does not
work if target is insulated (-¼).
Active Cost: 60.
END Cost: 2; Magic Roll: -5; Casting Time:
½ phase.
Real Cost: 12.
Power: Missile Deflection (+10 to DEX Roll) vs. all
physical attacks, can reflect to any target.
Modifiers: Costs END (-½), Gestures throughout
(-½), Incantations throughout (-½), Requires Magic
Skill Roll (-½), OAF -- wand (-1), must have at least 30
points in College (-¾), caster must be grounded (-½),
does not work if target is insulated (-¼).
Active Cost: 65.
END Cost: 6; Magic Roll: -6; Casting Time:
½ phase.
Real Cost: 14.
This online sourcebook is © 1997-2000 by Bob Greenwade. E-mail me
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