Electric

Standard
Rage like the storm.

Subclasses: Lightning, Technology, Charge

A mastering over electricity/plasma and plasma-like attributes. Electric magic is very versatile and can be used in many ways. The more damaging kind of Electric magic is typically limited to simple cracks of lightning, but the more non-damaging uses are theoretically numerous. (Muscles run on electrical signals, actually.) Lightning magic is very difficult to work with.

Learning difficulty: medium
Skill ceiling / mastering difficulty: high

tier 1

Base Electric magic is even more wild than Fire magic. Not a lot of people manage to master it as it can be extremely unpredictable, it strikes at whatever it finds nearby, but just as easily it can be tame and placid. More than anything, Electric magic guides its user more than its user does for it.

Tier 2

You've gotten adept at controlling the storm, but it's possible for some shocks now and again. The focus now is on not only weathering the intense moments that are left, but learning to use them to your advantage.

tier 3

The storm is yours, as well as the destruction it holds.

Spellbook

Plasma

Offensive - Tier 1: Base - Electric

cracks of lightning

Drain

Offensive - Tier 1: Base - Electric

weakening a being's muscles

Paralyze

Defensive - Tier 2: Superior - Electric

Freezes the enemy in place

Charge

Utility - Tier 2: Superior - Electric

Supercharges an ally or self, increasing their power

Disrupt

Offensive - Tier 3: Enlightened - Electric

manipulating an enemy's electrical signals

Thunder

Offensive - Tier 3: Enlightened - Electric

causing a storm of electricity

EMP

Offensive - Tier 3: Enlightened - Electric

frying all electronics in the area


Associated Award
Associated Trait Source