Amar

Magick / Spells

Electric Shock

Gives a electric shock to the targeted creature. The creature takes D6/2 (the damage is rounded down, but the spell does minimum one damage) damage. Metal armor does not protect against this. The creature will lose anything that is held in their hands.

In water the electric shock spreads out in all directions.

The skill of Pointing is used to determine if this spell hits its intended target.

Casting

To cast Electric Shock:

  • Roll: O6 + SPIRIT + Attunement + Air, Water vs DR 13
  • Cost: 3 Mental Fortitude
  • Time: 2 rounds
  • Cooldown: 4 hours

Transfer Requirements

  • Receiving: Requires Air, Water Attunement 3 or higher
  • Giving: 2 weeks ritual to transfer spell ownership

Listed under Air Magick, Spells, Water Magick.