Path of the Lightning Arcana

*“The storm levels all.”*

**Requirements:** Brilliant Luminescence (Universalist Arcana), Base Course Set

**Path Completion Bonus**: +1 Spirit

## Core Abilities

**Storm's Fury**

**Cost**: 400 XP

**Expedited for:** Magic

**Activation:** Passive

Whenever you successfully cast a spell from the Path of the Lightning Arcana, gain X Sparks, where X is the number of abilities purchased in the Path of the Lightning Arcana divided by 5. Using 1 Action, you may choose to spend all of your Sparks to discharge accumulated energy. For spending X Sparks in this way, all enemies within X/3 meters (rounded up) take an unavoidable Xd6 galvanic damage ignoring Armor. Remaining Sparks dissipate at the end of the Encounter.

**Static Charge**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation:** 1 Action

**Range**: 12 meters

You charge yourself or a nearby ally with static electricity, granting them the buff *Static Charge*: your next direct hit discharges electricity to deal an additional [ 0 / 1d6 / 2d6 ] + SPI galvanic damage.

**Surge**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation:** 1 Action

**Range**: [ Touch / Touch / 6 meters ]

You use a surge of electricity to temporarily short out an electronic device or construction. If your Spellpower exceeds the DC of the Design, it shuts down for [ 1 / 2 / 4 ] Rounds. Against automata, the target automaton can resist with a Technology check versus your Spellpower; on failure they take [ 2 / 4 / 8 ] paralysis damage and stun damage.

**System Shock**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: [ 6 / 12 / 12 ] meters

You overload a technological device or automaton, dealing [ 2d6 / 4d6 / 8d6 ] + SPI galvanic damage ignoring Armor.

**Lightning Longsword**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 1 Action

**Range**: Personal

You summon a sword of pure electricity in your hand that lasts while you maintain the spell as a Reaction. This Arcane melee weapon deals [ 1d6+2 / 2d6+4 / 3d6+6 ] + SPI galvanic damage.

**Thunder Strike**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 3 / 4 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation:** 2 Actions

**Range**: 6 meters

You pierce a nearby enemy with a jolt of electricity. This Arcane weapon skill strike deals [ 1d6 / 2d6 / 4d6 ] + SPI galvanic damage ignoring Armor and [ 1 / 2 / 3 ] paralysis damage. If a target is wearing metal armor, they are vulnerable to this spell and you gain [ 10 / 30 / 60 ] Accuracy on the attack.

**Mass Static Charge**

**Prerequisite**: **Static Charge**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 3 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: 6 meters

You charge all creatures (including yourself and enemies) within Range with static electricity, granting them the buff *Static Charge*, as **Static Charge** [ half-cast / normal cast / twice-cast ].

**Zap Flurry**

**Prerequisite**: **Thunder Strike**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 3 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: 12 meters

You release [ 2 / 4 / 8 ] orbs of lightning. Each orb is an Arcane weapon skill strike that deals 1 stun damage with impact. For each skill strike, you may choose the same or different targets.

**Shockwave**

**Prerequisite**: **Thunder Strike**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 3 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation:** 2 Actions

**Range**: 6 meters

You cast out waves of electricity radiating from your whole body. Now and at the start of each of your turns while this spell is maintained as Reaction, all creatures within Range must succeed a Spirit check versus your Spellpower or take [ 1 / 2 / 3 ] paralysis damage.

**Bolt**

**Prerequisite**: **Thunder Strike**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: 12 meters

You strike an enemy within Range with a powerful bolt of lightning. This is an Arcane weapon skill strike that deals [ 2d6 / 5d6 / 9d6 ] + SPI galvanic damage ignoring Armor and staggers the target on success. If a target is wearing metal armor, they are vulnerable to this spell and you gain [ 10 / 30 / 60 ] Accuracy on the attack.

**Lightning Trap**

**Cost**: 400 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 2 Actions

**Range**: 3 meters

You create a glowing rune on the ground which shocks any creature that steps over it. The trap can be cast directly under a creature, triggering immediately. When the trap is triggered, make an Arcane weapon skill strike against the target which deals [ 1d6 / 3d6 / 5d6 ] + SPI galvanic damage ignoring Armor, [ 2 / 4 / 6 ] stun damage, and [ 1 / 2 / 3 ] paralysis damage. If a target is wearing metal armor, they are vulnerable to this spell and you gain [ 10 / 30 / 60 ] Accuracy on the attack. The trap disappears if not triggered by the next Rest.

**Lightning Infusion**

**Prerequisite**: **Thunder Strike**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation:** 1 Reaction

**Range**: 12 meters

This spell can be cast only when you declare a melee or ranged basic attack or single-target spell. You infuse electricity into your attack, adding [1d6 / 2d6 / 3d6 ] damage and converting all normal damage dealt by the attack (including this bonus damage) into galvanic damage. On a direct hit, this attack also deals [ 1 / 2 / 3 ] stun damage. If this spell is used to modify another cast, only one casting roll is needed and its DL increases by [ 1 / 2 / 4 ].

**Overcharge**

**Prerequisite**: **System Shock**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation:** 2 Actions

**Range**: 12 meters

You infuse crackling energy into a technological device or automaton. Unless the target chooses to resist this spell with a successful Technology check versus your Spellpower, they gain *Overcharged* : gain [ 1 / 2 / 3 ] Action(s) per turn, [ 2 / 4 / 8 ] Speed, and [ 1d6 / 2d6 / 3d6 ] damage on all attacks, but lose [ 2 / 4 / 8 ] HP after every Action. While *Overcharged*, abilities which cost Vim instead cost 0 Vim. Overcharged counts as both as buff and debuff. Once per turn while *Overcharged* is active, you may spend 1 MP as a Free Reaction to either deal an unavoidable [ 10 / 20 / 40 ] galvanic damage and Vim damage to the target or cause the target to surge with energy, dealing an unavoidable [ 1d6 / 2d6 / 3d6 ] galvanic damage to adjacent creatures.

**Bottled Lightning**

**Prerequisite**: **Lightning Infusion**

**Cost**: 600 XP

**Expedited for:** Magic

**Activation:** Passive

You can cast spells from the Path of the Lightning Arcana into glass bottles which release the spell when opened (or upon shattering), targeting the impact hex or spreading from that point depending on the spell's effect. Glass bottles may be purchased for 1 sp wherever mundane consumables are available or crafted freely at a tinker's forge. Each bottle weighs 1 Bulk and may be used as a Thrown Weapon that shatters on the first use. Casting a spell into a bottle still requires a successful casting roll if the spell has a casting DL. Magic infused into a bottle fades at the next Rest. MP spent on **Bottled Lightning** can't be regained until the spell triggers or fades.

**Explode Technology**

**Prerequisite**: **System Shock**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation:** 2 Actions

**Range**: [ 6 / 12 / 12 ] meters

You burst a technological device or automaton with electricity, dealing [ 5d6 / 10d6 / 21d6 ] + SPI galvanic damage ignoring Armor.

**Improved Surge**

**Prerequisite**: **Surge**

**Cost**: 500 XP

**Expedited for:** Magic

**MP Cost**: [ 1 / 3 / 6 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation:** 2 Actions

**Range**: [ 1 / 6 / 12 ] meters

You use a powerful surge of electricity to temporarily short out an electronic device or construction. If your Spellpower exceeds the DC of the Design, it shuts down for [ 2 / 4 / 8 ] Rounds. Against automata, the target automaton can resist with a Technology check versus your Spellpower; on failure they take [ 3 / 9 / 15 ] paralysis damage and stun damage. For the purpose of this check, your Spellpower increases by 1 for every spell you know in the **Path of the Lightning Arcana**.

**Chain Lightning**

**Prerequisite**: **Bolt**

**Cost**: 600 XP

**Expedited for:** Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation:** 2 Actions

**Range**: 12 meters

Select up to three target creatures or metal objects within Range of the spell and within line of sight to you and the other targets. Arcs of lightning pass between them, striking each of them with an Arcane weapon skill strike that deals [ 1d6+3 / 2d6+6 / 3d6+9 ] + SPI galvanic damage ignoring Armor. Any creatures caught inside the arc (between two of the three targets) are also targeted by this attack but take only half damage. If a target is wearing metal armor, they are vulnerable to this spell and you gain [ 10 / 30 / 60 ] Accuracy on the attack.

**Bulwark of the Storm**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Path Completion of Path of the Lightning Arcana

**Cost**: 800 XP

**Expedited for:** Magic

**MP Cost**: [ 8 / 16 / 24 ]

**Casting DL**: [ 14 / 20 / 25 ]

**Activation:** 2 Actions

**Range**: Personal

You surround yourself with the essence of a lightning storm. Gain the buff *Stormcharged*, which has ALL of the following effects:

* All creatures and objects within [ 1 / 2 / 3 ] meters of you at the end of your turn take an unavoidable [ 0 / 1d6 / 3d6 ] + SPI galvanic damage ignoring Armor.
* Enemies who attempt a melee attack against you take an unavoidable [ 1d6 / 2d6 / 4d6 ] + SPI galvanic damage ignoring Armor.
* **Chain Lightning** may affect an additional [ 1 / 2 / 4 ] target(s).
* At the end of each of your turns, you and all allies within 30 meters gain the buff *Static Charge*, as **Static Charge** [half-cast / normal-cast / twice-cast].
* All valid attacks and spells you make have **Lightning Infusion** [half-cast / normal cast / double-cast ] where applicable; **Lightning Infusion** has no MP cost and must be applied where applicable.

If **Bulwark of the Storm** was normal-cast or twice-cast, *Stormcharged* additionally gains these effects:

* **Bolt**'s MP cost is halved and can be cast using only 1 Action.
* Twice-casts of spells in the Path of the Lightning Arcana cost only the normal-cast MP cost.
* When a target is vulnerable to a spell in the Path of the Lightning Arcana, they cannot Evade or apply Alerts against the spell.