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Electromaster:

An Electromaster is a unique ability to Espers. An Esper is an "Ability User"


from "To Aru Majutsu no Index", they are the results of numerous scientific
experiments, drugs, and surgeries.
Electromasters have the power to generate and manipulate electricity. This
means that they can also manipulate magnetism. Aside from generating and
manipulating electricity, an Electromaster is said to be able to sense all
phenomenon related to his or her power. All electric fields from the surrounding
nature, along with all magnetic and electromagnetic information are processed
subconsciously (Index Wiki) Those who are strong Electromasters also have the
ability to see the flow of electrons, example: Electromasters are able to predict and
deflect incoming electricity (or electron) based attacks. (For more on the
Electromasters background and capabilities, refer to the Electromaster page on the
To Aru Majutsu no Index Wiki)
All Electromasters involuntarily produce a strong electromagnetic field, which
bothers animals and deflects against mental attacks.
Electromasters are best as range damage dealers, but can hold their own in
melee encounters. They are also able to apply an electrical current to any types of
metal weapons for additional damage.

Making an Electromaster:
Electromasters are classified as Espers, humans altered by numerous
surgeries, drugs, and therapies.
Abilities: You can choose your main stat: Choose: WIS, DEX, or INT.
Wisdom (WIS) and Dexterity (DEX) are the main and most important stats for
Electromasters, followed by Intelligence (INT), and Charisma (CHA).
Races: Human or Half-Human only.
Alignment: Any.
Starting Gold: 2d10*10
Starting Age: Any, powers typically start while they are young.
Starting Skill Points: (4 + Int MOD) * 6
Skill Points per level: 4 + INT mod

D&D 3.5 Skills: Balance (Dex), Diplomacy (Cha), Intimidate (Cha), Knowledge:
Science (Int), Sense Motive (Wis), Spot (Wis), Sleight of Hand (Dex), Bluff (Cha),
Intimidate (Cha)
Pathfinder Class Skills: Acrobatics (Dex), Fly (Dex), Intimidate (Cha),
Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Diplomacy (Cha),
Knowledge: Science(Int)
Features: 3, 6, 9, 12, 15, 18 + Class features Electromasters do not benefit
from Metamagic Feats, but do benefit from feats that affect your Ray/Ranged Touch
spells. (Point Blank Shot)
All abilities are nonverbal and do not require any
regents or hand motions.

Ability Tables, Abilities Known, and


Overcharge Points
Overcharge Points History:

Originally I, and the original creator of


the class had thought to make Electromaster unique and more powerful than
the average caster, they should be dependent on a different system, which
was the Energy (in his case, Volts) system. This system included a passive
recharge system of energy over a round, so at level 10 the player could
recharge about 150 Energy (Volts) per round, which would allow the player to
stay in combat for a longer period of time. The more I played this class, the
more it felt wrong with that system. I could continuously deal out at level 7
with Lightning Strike 7d12 (84 max) + 4 aoe damage + 4 sonic AOE damage
electric damage, while only spending 200 Energy, meaning I could do this 9
times a day at level 7 and still have room left to recharge after every round.
After some thought I decided that the 5e Sorcerer was a great example
of balancing a class while keeping it still strong.
TL; DR IT WAS STRONG SO I THINK THIS IS A GOOD WAY TO FIX IT

Overcharge Points:

Overcharge points (OP) is system taken from 5e


Sorcerer. It basically allows for the caster to spend these points to caster
another spell at a certain level or enable the use of one of the Feats. You
regenerate these points at every long rest period.

Electromaster Class Table

Abilities Known

Abilities per Day

Overcharge Points

Wisdom Bonus Abilities by Level

Class Features:
Electromaster:
o You have free and total control over electricity.
>5 You can control the energy just
enough to make arcs and power your hands.
>10 You have free control over
electricity. (This does not allow you to turn your bolts around
and do extra damage, thatd be OP)
o You are naturally 100% resistant to
electricity. Electrical attacks are absorbed.
Electromagnetic Field: Electromasters passively emit an
electromagnetic field around them, causing minor uneasy to animals and
grants them the ability to sense anything that steps within their field.
o Reflex Bonus: +2 every four levels
Makes it impossible to be sneak
attacked, unless the enemy is 4 levels higher than you.
Bioelectric Field I IV: Your electricity acts as a natural barrier
against any attempt to attack or invade your mind.
Willpower Bonus: +2 every four levels
Forked Lightning: Line electrical attacks can fork to all visible
people within 10 feet of the main target, dealing additional damage. You
choose who can get hit.
o Damage: main damage
o Saving Throw: Reflex half
o Overcharge Cost: 1 point

Static Field: You apply an additional burst of energy that


explodes after a set amount of time.
o Overcharge Cost: 2 points
o Certain attacks will add the Static Field debuff to
the enemy attacked. Enemys that perform actions with the Static
Field debuff active gain 1 charge. After 5 charges are gained, the
enemy with explode with electrical energy doing 1d12 damage to
itself and 1d3 damage to enemies 5 feet away.
Thunder: The sound of thunder echoes in the ears of those
unfortunate enough to get struck.
o Deals 1 point of sonic damage per caster level. If
the ability allows enemies to make a Reflex Save associated with
the ability, this damage is also halved.
o Adds the deafened debuff, unless they make a
successful Fortitude roll.
o NO OVERCHARGE COST
Superbolt: Every 1 in 1,000,000 natural bolts of lightning is a
superbolt. You can force a Superbolt to happen; by putting more energy
into abilities allowing for it (will say in ability description).
o Overcharge Cost: 3 points
o Extra damage: +3 additional die rolls
Redirection: Electrical attacks that are normally absorbed by you
can be redirected back to the enemy to deal the damage dealt to you
back at them. You can grab electrical energy from a 15 foot radius around
yourself and redirect it.Ele
o Overcharge Cost: 1 point
Plasma Cutter: Certain line and melee attacks will allow the user
to cut through objects and limbs with increased accuracy.
o Overcharge Cost: 3 points
o Accuracy Bonus: +2 on melee attacks
o Line Additional Damage: +2 die rolls
Static Remnant: Once a day you are able to dodge an attack that
would normally hit. While you dodge out of the way the enemy cuts
through a static replica of yourself, causing them to take damage.
o Damage: 3d6

Damage type abbreviations:


[EL] = Electric
[FR] = Fire/Burning/Heat
[PR] = Piercing
[BL] = Bludgeoning

Epic Electromaster Features:


TBD

Class Abilities:
Level 0:
Magnetize: Any targeted object within 30 feet picks up an
opposite charge, forcing the object to fly to your hand. Also allows
you to manipulate the object (example, turning a key from a
distance, pulls enemies weapons out of their hands).
o Casting Time: One standard action
o Weight: 10 lb (+25 per caster level)
o Range: 30 feet
o Duration: Concentration
Static Wall-climb: Electromasters have the ability to apply a
static charge to their body, to allow them to run, walk, and climb
any surface.
o Casting Time: Instantaneous
o Speed: Standard moving speed
o Duration: Concentration
Electromagnetic Radar: By sending out an electromagnetic
pulse, you are able to detect anything powered by electricity and all
life forms. The pulse starts from the center of you and expands

outwards, life forms hit bounce the signal back, creating a silhouette
of that life form.
o Casting Time: Instantaneous
o Duration: 3 minutes, allows for targeting
enemies without taking any cover penalty.
o Detection range: 75 feet (+100 feet/level)
o Pierces through walls, thick walls (15 feet of
stone) will bounce the signal back.
Minor Shock: You are able to generate a nonlethal amount
of electricity from your entire body and fire it at your enemy, forcing
their muscles to contract.
o Attack Type: Ranged Touch
o Casting Time: 1 standard action
o Range: 10 feet
o Stun: 3 rounds
o DC Half: Fortitude save of 10 + WIS mod +
spell level
Can make a save every round to
get out of the stun.
Arc Flash: With a small amount of control, you are able to
generate an electrical arc to flash in front of your opponents eyes
or create a bright flash around yourself, to blind enemies looking at
you.
o Attack Type: Ranged Touch on a specific target,
OR a 20 foot AOE around you (can blind allies if they are not
closing their eyes)
o Range: 30 feet
o Applies: Blind affect (-2 AC, loses DEX bonus to
AC, moves at speed, refer to page on Blindness status
effect) for 3 rounds.
o Saving Throw: Reflex half, if successful, target
gets the dazed debuff for 1 round instead.
Active Resuscitation: Wakes a person or creature up from
sleep, paralysis, or stuns and removes fear affects.
o DC to wake up: Beat enemies 10 + (Wis mod)
+ Concentration
Transfer Energy: Absorbs or transfers electrical energy from
one medium to the next.
Light: Generates a crackling and ever-shifting electrical arc
that provides light in an area.
o Casting Time: Instantaneous
o Light Radius: 15 feet
o Duration: 5 hours or until dispelled

[EL] Shocking Grasp: Charges your hands with electricity.


o Range: Touch
o Casting Time: One standard action
o Damage: 1d6 per caster level (max of 5d6)
o Duration: 3 rounds
o Bonus: +3 on attack rolls against enemies
wearing metal armor.
Magnetic Push: Pushes an enemy or a metallic object away
from you.
o Distance: 30 feet
o Speed: 20 feet/second

Level 1:
[EL] Electrical Bolt: You generate a thin electrical arc from
your finger or around your body and send it at an enemy in a
manipulatable form.
o Casting Time: One standard action
o Line Attack: 100 feet (+10/level)
o Damage: 1d4 per caster level (max of 10d4)
(40 damage max)
o Benefits from: Forked Lightning, Plasma
Cutter
o Saving Throw: Reflex half
[EL] Electric Shock: Your body is surrounded by small arcs
of electricity which launch themselves in an artillery strike fashion
at an enemy, allowing you to hit enemies behind cover.
o Casting Time: One standard action
o Ray: 250 feet + 10/level
o Damage: 1d6 per caster level (max of 10d6)
(60 damage max)
o Benefits from: Static Field, Superbolt

Magnetic Repulse: With even greater power you force an


opponent or object back (or to yourself). Can be used to lift an
opponent, who is wearing metal armor, into the air.
o Casting Time: One standard action
o Range: 60 feet
o Push distance: 2d6 in a straight line (2d6 * 2 =
distance pushed in feet)
o Saving Throw: Fortitude half
Taser: A stronger touch attack that contracts the muscles in
an opponents body, stunning them.
o Casting Time: One standard action
o Range: Touch
o Stun: 1d6 rounds +1
o Saving Throw: Fortitude half
Can make a save every round to
get out of the stun.
[EL] Power Stomp: Creates a wave of electricity by
stomping, damaging and knocking over enemies.
o Casting Time: One standard action
o Range: 45 feet
o Dimensions: 15 feet long, 5 feet high
o Damage: 1d6 per caster level (max 10d6) (60
damage max)
o Saving Throw: Balance half, knocked back 10
feet and are knocked prone
If failed, they are knocked back 10
feet
Energizing Jolt: You increase your speed for a temporary
amount of time. Does not count as a full round action.
o Speed boost: 1 extra movement
o Casting Time: One standard action
o Duration: 6 rounds
Thunder: Emulates the sound of thunder by touching metal
objects, can also emulate the sensation of an imminent lightning
strike.
o Casting Time: Instantaneous
o Grants a bonus +5 to intimidation
o Deafens those in the area who fail a Reflex
check to cover their ears for 3 minutes.
o Causes fear in wild animals and creatures that
have intelligence lower than 9.
Said creatures have to roll a
Willpower DC.

[EL] Ball Lightning: By putting your hands together, you


form a constantly sparking ball of electricity with a light core. You
can propel it at an enemy.
o Casting Time: 1 round
o Range Touch: 75 feet (+ 10/level)
o Damage: 1d5 4 (max 5d5-4) (max of 21
damage)
o Stun: 1d5 + 1
o DC Half: Fortitude
Can make a save every round to
get out of the stun.
Electrical Signatures: By focusing a target for one full
standard action, you are able to gain a +2 to the attack roll on said
target. The target feels static-y and their hairs begin to stand up.
o Duration: 35 minutes
o Attack Rolls: +2

Level 2:
[EL] Electrical Trap I: Transfer electrical energy to an item
or a square that is triggered by touch, dealing energy to that
square. Unused traps can be used to regain energy.
o Trap Time: 1d10+1 (+1 damage per level)
(decreases by 1 every round)
o Damage: Based on time remaining. Example: 7
rounds remaining = 7 damage
Lightning Leap: By creating a path with your electricity,
you are able to move quickly in any direction, even over jumps. Your
form glows blue as you quickly dash to your destination, to those
watching you; you are just a blue blur.
o Casting Time: Instantaneous

o Distance: Moves 60 feet in any direction.


o Jump: Adds a +10 to jump checks.
o Pass-Through Damage: 1d6 per caster level
o Saving Throw: Reflex half
o Does not count as a move action, allows for
you to attack after dashing.
o Does not provoke attacks of opportunity.
o Not limited to straight lines.
[EL] Electric Fence: You are able to designate an area to
create a powerful wall of electrical energy. The wall hums and
crackles loudly as it protects you and your party from projectiles
and damages those who pass through it.
o Casting Time: Instantaneous/Reaction (by
passing a Reflex check, you can raise it when it isnt your
turn)
o Length, Width, Depth: 10 feet tall, 15 feet wide,
1 foot deep.
o Defensive Capabilities: Blocks all projectiles,
temporarily seals off rooms.
o Duration: 1d4 rounds.
o Pass-through Damage: 1d10 (max 7d10)
Electromagnetic Shockwave: A dome of electrical energy
erupts from the center of your being. Expanding with explosive
force, the shockwave causes all enemies within your immediate
vicinity to be thrown back.
o Range affected: 10 feet radius around the
caster.
o Knockback: 25 (+10/level) feet in direction
opposite of caster.
[EL] Improved Lightning Bolt: Fires a high powered bolt of
lightning from yourself in a straight line. Melts objects with low
melting points.
o Range Line Attack: 150 (+10/level).
o Casting Time: One standard action
o Range: 350 ft (+50/level)
o Damage: 4d8 (no max damage)
o Benefits from: Forked Lightning, Plasma
Cutter
o Saving Throw: Reflex Half
Disarmament Field: All magnetizable weapons, armor, and
items are immediately pulled to the ground in a 15 feet radius
around the caster.
o DC Half: Disadvantage Strength

Allows those within the field to


move, but weapons will be held in place.
o DC Full: Disadvantage Strength
Allows those in the AOE to pick
their weapons up.
o The field stays where you created it; any
magnetizable projectiles immediately fail within the zone.
o Duration: Concentration
[EL] Lightning Strike: By influencing negative electrons,
you are able to call a natural bolt of lightning from the sky on a
determined spot. Works indoors.
o Damage: 1d12 (max 10d12)
o Casting Time: 1 round
o AOE Damage: 1d4 in a 5 feet radius.
o Range: 300 (+50/level)
o Benefits from: Thundering Boom (0 OP
cost), Superbolt
o Saving Throw: Reflex half
Electrostatic Manipulation: Works like the Magnetism ability
and Magnetic Push, but isnt limited to metal. Any solid material can
be brought to you, sent away, lifted, or tossed, including people.
Can cut out walls of stone and move them as a protective measure,
or to fly with.
o Casting Time: 1 standard action
o Range: 400 ft. (+50Dis/level)
o Weight: 700 (+50/level)
o Saving Throw: Strength
o Throw Speed: 60 feet
o Duration: Concentration or instantaneous
(walls are permanent)
o Fly Speed: 30 feet while concentrating
[EL] Electrical Coating: Arcs of electricity flow around your
body, protecting you from melee touch attacks and returning
damage to those who attack you.
o Damage: 4d5
o Duration: 6 rounds
o AC Bonus: +1

Level 3:
[EL] Channeled Burst: Using this ability allows you to fire a
huge channeled burst of electrical energy, slamming into the target.

o Channel duration: 3 rounds


o Damage:
1 round = 1d6 damage (max of
5d6) (30 damage max)
2 rounds = 2d8 (max of 5d8) (40
damage max)
3 rounds: 3d10 (max of 5d10) (50
damage max) (120 damage total max)
o Ray: 200 feet (10/level)
o If you get attacked: must make a DC check
greater than 15
o Benefits from: Static Field, Superbolt
o Saving Throw: Fortitude half
[PR] Iron Sand Weapon: You send sparks at the ground,
bringing grain sized particles of iron and other metals up to you. The
metals swirl around you and constantly vibrate, but at this level you
are only able to manifest enough to create a weapon or a construct
of similar size. The weapon vibrates rapidly, much like a chainsaw.
o Casting Time: 1 full round
o Damage: 2d10 (max of 12d10) (120 damage
max)
o Range: Melee or thrown up to 15 feet.
o Duration: Concentration
o Saving Throw: Reflex 1/2
[EL] Electrical Tendrils: Electrical tendrils extend from
around your arm and wrap around your target, stopping them. You
can also apply an electrical charge to do damage after 2 rounds of
having them held there.
o Ranged Grapple: 30 feet (+10/level)
o Damage: 3d6
o Duration: Concentration
o Saving Throw: Escape Artist
o Targets weighing less than 500 lb can be
tossed around.
Electrical Trap II: Magnetic Attraction: Your traps can now
force all enemies within a 15 foot radius of the trap to be pulled into
the trap.
o DC: Balance > 20 +WIS mod
o Trap Time: 1d10 + 1 (decreases by 1 every
round)
[EL] Lightning Burst: You direct a small, crackling ball of
electricity to an area, which expands into an explosive electrical
attack, shocking all enemies within range. Melts objects with low

melting points, you must determine where it will the blast will set
off. Works like fireball, but tosses enemies back as well.
o Casting Time: One standard action
o Range: 400 feet (+50/level)
o Instantaneous Detonation
o Area: 20 feet radius spread
o Knockback: 10 feet
o Damage: 1d6 (max of 10d6) (60 damage max)
o Saving Throw: Reflex half
Electrostatic Flight: You are able to control electrostatics
and ionize the air, producing a difference in voltage along your
body, allowing flight.
o Grants flying as long as you concentrate
(cannot cast abilities).
o Speed of 60 feet.
[EL] Organ Failure: Target one enemy and create an
electromagnetic pulse within their body, forcing their organs to fail
and will instantly be killed.
o Saving Throw: Fortitude half
o Range: 100 (+10 /level)
o Damage: 2d10
[EL] Improved Chain Lightning: The stroke of lightning you
generate chains from one object or creature then arcs off to other
targets.
o Range: 400 ft (+40 /level)
o Targets: One primary target + 3 secondary
targets
o Damage: 1d8 (max of 20d8) and main
damage per target hit.
o Saving Throw: Reflex half
o Benefits from: Plasma Cutter

Level 4
[EL] Tempest: Sparks flow freely through the air as they
surround enemies you choose, creating a large electrified area. The
targets are connected by lines of electricity. Those who pass
between two targets that are affected by this take damage equal to
your current level of lightning bolt.
o Area: 30 feet radius
o Damage: 2d4 per round
o Range: 100 feet (+30/level)
o Duration: 3 rounds
o Benefits from: Static Field after 3 rounds are
up, all targets must beat a Willpower contest against the
caster, if failed, the Static Field will instantly trigger, causing
the damage. If not Static Field will trigger after the normal set
time.
Lightning Trap III: Magnetic Repulsion: Your traps can take a
third form, this time your trap will force any around the trap to fly in
the opposite direction of the trap, within its area.
o Knockback: 35 feet (+5/level)
o DC: Strength or Balance
[EL] Focus Beams: By focusing your energy, you are able to
create two high focused beams of electricity from yourself, cutting
through objects with low melting point.
o Range Line Attack: 150 feet (+50/level)
o Damage: 3d20 (max of 7d20) (140 damage)
o Cool down: 2 rounds
o Benefits from: Plasma Cutter
[EL] Short Teleportation: Your image becomes blurry as you
begin to vibrate at intense speeds then your image suddenly fades.
Suddenly you reappear next to an area you choose. When you
arrive at the location, you can choose to do damage.
o Casting Time: 1 standard action
o Teleport Distance: 30 feet
o AOE: 5 feet around caster
o AOE Damage: 5d10
o Saving Throw: Reflex Half
[FR] Fusion Arc Blades: You generate plasma arcs, much
like a wrist mounted knife, that are hot enough to melt through
armor and weapons.
o Casting Time: Instantaneous
o Duration: 1 round
o Damage: 5d12 (15d12 max) (180 max)

o Effects: Instantly cauterizes wounds, armors


can be melted through, removing the armor AC bonus for your
attack.
o Benefits from: Plasma Cutter
[FR] Ion Wind: A powerful burst of energy knocks enemies
around and does damage in a cone.
o Cone: 100 feet (10/level)
o No Saving Throw
o Knockback: 200 feet
o Heat Damage: 6d6 (max of 10d6)
[EL] Defibrillator: By placing your hand on the chest of your
target and applying two precise and direct currents, you are able to
restart the heart and bring your target back to life, by passing a
series of checks. (Borrowed from Aelris)
o Casting Time: Full round duration
o Make a heal check that passes a DC of 10 +
their health points under ten. (Example: If a person is hit for
-12 damage, the DC check would be 10 + 12) If the save is
passed, the target takes no damage and is set back to 0 hp.
If the heal check is failed, you do
1d3 damage to your target.
o If you use this ability before 2 minutes pass,
your target doesnt take any permanent debilitating effects. If
you revive your target between 2 and 4 minutes, your target
suffers a permanent -1 to Constitution and a -1 to Intelligence.
Every 2 minutes from thereon in, the target will suffer
additional Intelligence and Constitution drain. (Example,
between 4 and 6 minutes, you will suffer -2 to Int and Con, 6
through 8 is -3 to Int and Con, ect)

Level 5:
[EL] Lightning Storm: You call a vertical stroke of lightning
down from the sky (or top of the room). Creates one vertical
lightning strike per caster level on an opponent or opponents. If
o Casting Time: 2 rounds
o Damage: 2d15 (max of 10d15) per target. (150
max)
o Strikes: One per caster level (per round)
o Range: 500 feet (+20/level)
o DC: Reflex Half
o Benefits from: Thunder, Superbolt (affects
one stroke of lightning)
[FR] Blue Jet: By controlling upper atmospheric electrical
phenomena, you summon a large ball of blue plasma that streaks
from above and explodes, coating enemies with burning goo.
o Casting Time: 2 rounds
o Damage: 6d20 (max of 9d20) (180 max)
o Saving Throw: Reflex half
o AOE: 10 feet radius
o AOE Saving Throw: Reflex full
o AOE Burn damage: 1d15 per round lasts 5
rounds
[FR] Meltdowner: Shifts electrons into a state of ambiguity,
forcing them to be stuck in a transition between a wave and a
particle, creating 3 destructive beams of plasma capable of melting
through most dense solids.
o Casting Time: Instantaneous
o Range Line Attack: 150 (+50/level) (can be
fired in three different directions)
o Damage: 5d20 (max of 15d20) (200 damage)
per target hit
o Cool down: 5 rounds after all 3 are shot
o Benefits from: Plasma Cutter
Control: With mastery over your bodys own electricity, you
are able to force yourself to move and perform actions to break out
of certain status effects. Forcibly control someone elses body
electricity to force them to perform actions.
o Saving Throw: Willpower
o Casting Time: 2 rounds
o Range: 150 (+10/level)

o Control: As long as concentration remains


o Breaks out of: Helpless, Paralyzed (unless
turned to stone), Stunned.
Flight Mastery: You are able to fly faster and can now cast
one ability while in the air.
o Casting Time: 1 standard action
o Allows for one other spell to be casted
o Duration: 6 hours
o Speed: 100 feet
[PR/BL] Iron Sand Wave: You pull up more metal bits from
the ground, creating a large wave, wall, or tornado of iron sand.
o Damage: 10d10 (max of 25d10)
o Length/Width: 20 feet long, 15 feet tall
o Duration: 3 rounds

Level 6
[EL/FR] Railgun: By forming a parallel, but opposite
charged current on both sides of your arm, you are able to

accelerate a piece of metal to three times the speed of sound. For


example, a metal coin would be accelerated to 1030m/s. The object
fired disintegrates after a certain distance, which depends on the
size of the object. The railgun destroys anything within its path.
o Damage: 3d100 (max of 5d100) (no damage
cap?)
o Crit: Automatically crits if Reflex is failed.
o Usage Limit: 2/day
o Cooldown: 1d10 rounds.
o Range: Size dependent.
Coin Sized: 50 feet.
Sword Sized: 200 feet.
o DC Half: Reflex Save
[EL/FR] Red Sprite: You create a dark void over an area, as
slow red blobs of plasma and lightning rein down on enemies,
electrocuting and burning enemies.
o Casting Time: 3 rounds
o Range: 200 feet (+50/level)
o AOE: 50 feet
o Duration: 5 rounds
o Damage: 2d15 for every mass of plasma hit,
1d20 for every bolt of lightning
All enemies must make a Reflex
saving throw every round to avoid the plasma and
dodge the lightning.
o Benefits from: Thundering Boom, Superbolt
o DC Half: Reflex
Greater Lightning Jaunt: A long range teleport works similar
to the Short Ranged Teleport, but the distance is greatly improved.
Does not to damage upon arrival.
o Distance: 10 miles (+10/level)
o Casting Time: One standard action
o Duration: Instantaneous
o Works like teleport. The more familiar you are
with an area the less likely you are to have a mishap. Roll a
1d100 to see how mishap works.
Material Bend: Control and influence over electrons allows
you to pass through objects, provided your concentration remains.
Can potentially lead to horrible affects if you become trapped within
an object. Example: Stick your hand through the wall.
o Casting Time: One standard action
o Duration: Concentration

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