Technomancy
Elementalism - Electromancy Ability The ability to control and manipulate technology via their electronic components.
Electrical - Elementalism
XP Cost: 1 Prerequisites: Electromancy, Technical Knowledge
Action Type(s) | Motion, Action, Spell Attack |
---|---|
ARP Cost | 1 (Motions Excluded) |
Range | 10 Meters |
Area | 4 Meters |
Requirements | 1 Free Hand |
Sustain | 1 ARP |
Traits | Visible, Audible |
You can control, manipulate and power Electronic and Digital Technology from a distance.
Using a Motion: You can Power On, Interact with or Manipulate an electronic or digital device within Range. You can also use this ability to recharge or power a device while the caster is within Range of a Source of Electricity.
Techno Spark: Make a Ranged Spell Attack Roll while wielding or within Range of a Powered or Charged Electrical or Digital Device.
If you Hit the target, it is dealt 2d10 + Spellcasting Modifier Electrical Damage and the device is dealt 1 Electrical Damage.
Bad Battery: Expend an Action to target a Battery or Device with an internal power Source. If the Target is a sentient robot or automaton that creature may roll a Wisdom Saving Throw. The DC is equal to the Caster’s Spell Save DC.
If they Pass the Saving Throw, there is no Effect and the Spell Fails.
If they Fail the Saving Throw the Spell continues as below.
A 1 Meter Blast Area centered on the device is generated. All creatures within Area must roll a Constitution Saving Throw. The DC is equal to the Caster’s Spell Save DC.
Creatures that Fail the Saving Throw and the device are dealt 3d6 Electrical Damage.
Creatures that Pass the Saving Throw are dealt half the above Damage.
Sustain: Sustaining this Ability allows the remote connection to technology to persist until this Ability is no longer being Sustained.
Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,
Or Increase the DC for any of this Ability’s Saving Throws by 2,
Or Increase the Damage this Ability deals by 1d6 Electrical Damage.