Magic/Spells/Electric

Description
This page lists out all spells of the electric affinity, this page may have overlap with other pages, but will allow for ease of viewing spells with the associated affinity.

Call Lightning
Keywords: Electric, Evocation

Prerequisites: Electric Affinity, BCB 2nd

Target: See Text.

Duration: 1 minute per BCB

Range: Medium

Action: Full-Round

Saving Throw: Reflex (half)

Spell Resistance: Yes

Description: You must spend 2 spell points to cast this spell. Upon casting this spell you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 1d10 points of electricity damage per 2 BCB you possess. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range from you. Any creature in the target square or in the vertical path of the bolt is affected. Creatures struck by the bolt are subject to a reflex save attack. Each round after the first you may use a standard action to call a bolt. You may call a total number of bolts equal to your BCB. You must be outdoors in stormy or rainy weather to cast this spell.

Create Lightning
Prerequisite: Call Lightning, BCB 3rd

Benefit: You may use call lightning in conditions that are not stormy or raining, as well as indoors. You must spend 1 additional spell point when using this talent, otherwise the damage of your lightning is reduced to 1d6 per 2 BCB.

Confusion
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: Creatures in a 15 foot radius burst

Duration: (See Text)

Range: Medium

Action: Standard

Saving Throw: Will negates

Spell Resistance: Yes

Description: On a successful save attack the target creature gains the muddled condition for 1 round. For each degree of success this effect lasts an additional round.

You may instead spend one spell point to instead cause the targeted creature to gain the muddled condition for 1 round per BCB, plus an additional round per degree of success on the save attack. If your save attack fails by less than one degree the creature is still muddled for 1 round.

Greater Confusion
Prerequisite: Confusion

Benefit: When casting confusion you may spend a spell point to instead inflict the creature with the confusion condition, rather than muddled, for the duration of the spell. A success by 4 degrees of success or more causes the creature to gain the madness condition, no duration. Special: If you spent a spell point to increase the duration of the confusion spell in addition to this talent, the creature is instead confused for 1 round when your save attack fails by less than one degree; if you fail by at least one degree, but less than two degrees the creature is instead muddled for 1 round.

Cause Fear
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: One Living Creature.

Duration: 1d4 rounds or 1 round.

Range: Close

Action: Standard

Saving Throw: Will (negates)

Spell Resistance: Yes

Description: You may spend a spell point to cause a creature to become frightened for 1d4 rounds. A save attack that fails by less than one degree causes the creature to instead become shaken for 1 round. A save attack that succeeds by one degree or higher causes the effect to last 1d4+1 increasing by an additional +1 per additional degree of success.

Deeper Fear
Prerequisite: Cause Fear, BCB 6th

Benefit: You may spend an additional spell point when casting cause fear to cause creatures to become panicked instead of frightened for the duration of the spell. A save attack that fails by less than one degree causes the creature to instead become shaken for 1d4 rounds.

Command
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: One Living Creature.

Duration: Concentration or 1 round per BCB

Range: Close

Action: Standard

Saving Throw: Will (negates)

Spell Resistance: Yes

Description: You may spend a spell point as a standard action to concentrate on a single creature. Each turn you may give the targeted creature a single command, which it obeys to the best of its ability from the following list:


 * Come: On its turn the creature moves towards you as quickly as possible for 1 round, taking no other action but moving during its turn. This movement may provoke attacks of opportunity as normal.
 * Go: On its turn the creature moves away from you as quickly as possible for 1 round, taking no other action but moving during its turn. This movement may provoke attacks of opportunity as normal.
 * Drop: On its turn the creature drops whatever it is holding. It may not pick up any dropped item on the same turn it dropped it.
 * Fall: The subject falls prone on its turn. It may not stand up on the same turn, but may act normally while prone, taking penalties as normal.
 * Halt: The subject stands in place for 1 round. It may not take any actions but is not treated as helpless.
 * Kill: You give the target an urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its turn with a melee attack. The target will move or charge to it’s nearest ally to make this attack, or will use its turn to get as close as possible if unable to..

For the duration of the spell the creature receives a new will save to attempt to end the spell on each of its turns, forcing a new save attack from the caster each time. Each round the caster must spend a move action to give a new command even if it's the same command as the previous round. You may spend an additional spell point to allow the spell to continue without concentration.

Dominate
Prerequisite: Command, Dark Affinity, BCB 10th

Target: One Humanoid Creature.

Duration: 1 Day per BCB

Benefit:  When casting Command, you may spend an additional spell point to attempt to control the actions of any humanoid creature. If you and the target share a language, you can command them to perform as you desire, within certain limitations of its abilities. If you do not share a language, you can give simple commands such as "come", "go", "fight", "stay". You know what the target is experiencing, but have no sensory input from it, nor can it communicate. You may only have 2 HD of creatures dominated at once per BCB.

When giving a dominated creature a command, it will attempt to carry it out to the exclusion of all other activities except those necessary for their own survival (such as sleeping and eating). Due to this, a DC 15 sense motive can determine that the subject's behavior is being influenced. Changing orders or giving a new command is a move action; though you may give a command as part of the initial casting of dominate. Once control is established the spell has unlimited range as long as you and the target remain on the same plane, and you do not need to be able to see the target to control it.

You may spend a standard action to receive full sensory input of the target; while still not allowing communication can grant the caster an idea of what is occuring with the dominated creature.

Unlike command creature’s do not receive a save reach round; instead when forced to take actions against its nature receive a new saving throw with a +2 bonus against the original save attack. Self-destructive orders are not carried out. Actions against its nature may include, betraying its allies, betraying its nation, giving up a valued possession, or similar actions.

Grand Domination
Prerequisite: Dominate, BCB 18th

Benefit: You may use dominate on any creature regardless of type.

Special: If you possess Dominate undead talent and succeed on the save attack by 3 degrees of success or greater you may instead gain permanent control of the undead until some effect dispels the domination. This undead counts against your hit dice limit of the animate dead in addition to the dominate spell, even if you do not possess this spell or other animated undead.

Suggestion
Prerequisite: Command, BCB 4th

Duration: 1 hour per BCB

Benefit: When casting command you may suggest a more subtle command or course of activity (up to a sentence or two). The suggestion must be considered reasonable by the creature (such as a creature continuing its work in a different location). A very reasonable suggestion causes the save attack to gain a +1 or 2 bonus.

The suggested course of activity can continue for the entire duration of the spells. If the action is completed before the spell's duration the spell ends when the subject finishes what it was asked to do. You may specify conditions that will trigger a special activity during the duration.

Sleep
Keywords: Enchantment, Mental

Prerequisites: Dark, Entropic, Or Electric Affinity

Target: 1 Creature

Duration: 1 minute per BCB

Range: Close

Action: Standard

Saving Throw: Will negates

Spell Resistance: Yes

Description: You may spend a spell point to causes creature to become drowsy causing them to become staggered. On two degrees of success or more the creature instead falls asleep. Awakening a creature is a standard action. Sleep does not target unconscious creatures, constructs, or undead creatures.

Mass Sleep
Prerequisite: Sleep

Duration: Creatures in a 10 foot radius burst

Benefit: Your sleep may now affect multiple creatures within an area.