Electrokinetic
Requirements: Mage 1, [I] 10+
You can manipulate the power of lightning.
Level 1. You gain the following spell:
Channel Lightning: (MP cost 2, 4 TS) Make an [I] spell attack roll against a creature within 3 units; if you hit, you deal 1d4 damage to that target. If you hit with this spell, at the beginning of the next round you may cast this spell on the target that was hit without spending MP for 1 TS. You can only cast the Thunderbolt spell a maximum of three times each round.
Level 2. The third spell you cast each round deals an additional 1d4 damage.
Level 3. You gain the following spell:
Thunderbolt: (MP cost 4, 4 TS) Make an [I] spell attack roll against a target within 6 units; if you hit, you deal 2d6 damage to that target. This spell costs 1 less MP for each spell you've cast this round. You may only cast this spell once each round.
Ascendant Electrokinetic
Ascendancy Requirements: Mage 3, Electrokinetic 3
You have mastered your use of electricity past the point of any normal mage, allowing you to perform insane feats incomprehensible to your contemporaries.
Level 4. Each time you hit with a spell you gain a stack of conductivity.
Level 5. The Channel Lightning spell costs 1 MP less, in addition, you may change the target of the spell on subsequent turns.
Level 6. You gain the following spell:
Railgun: (MP cost 5, 5 TS) You must be holding some kind of small metal object to cast this spell. Make an [I] spell attack roll against a target you can see, there must be an unimpeded straight line between you and the target. You launch the metal object at the target using two magical "rails" of opposing electrical charge at a speed of just under Mach 9, approximately 6712.24 mph. If you hit, the target takes 1d6 damage for each conductivity stack you have. You lose each stack of conductivity you have after casting this spell, you cannot spend conductivity to deal extra damage with this spell.
Spells: (rule) A spell is an action you can take on a turn. Spells cost the listed amount of MP and TS to cast unless modified.
Conductivity: (stacking buff) Whenever you cast a spell, you may deal any number of extra damage not exceeding the number of conductivity stacks you have, you lose that many of conductivity stacks if the spell hits. At the end of each round when you have a conductivity stack, you lose a conductivity stack. (out of combat, you lose one every 5 seconds)