Electrokinesis > Fulgurkinesis
Electrokinesis
Req: 16 INT
1. Insulated: Passive (S)
60% reduction to lightning damage. You can trade your shift for an extra attack but that attack must be lightning based ability.
2. Electric Ball: At Will Attack (S)
You fire a ball of lightning energy at your opponent dealing INT stat + 2*INT mod in magic damage. Critical 19-20. Inflicts Paralysis on critical attack.
3. Arc Lightning: EOT Action (S)
Your next attack bounces to another target, dealing half damage to them. If the first target dies the second target takes full damage instead
4. Paralyzing Shock: Encounter Action (S)
Attempt to inflict your target with Paralysis roll 1d20 + INT mod, if the result is over 15 they are paralyzed.
5. Static Field: Daily^6 Action (S)
Your next attack becomes a one range circle AOE and gains 3 range. Allies within 3 range of you deal bonus magic damage equal to your INT mod.
6. Thunderbolt: Encounter^10 Action (S)
Turn your next attack into a powerful blast of lightning that has 100% chance to crit and staggers you until the end of your next turn as you recover.
7. Piercing bolt: Encounter^10 Attack (S)
Charge up a blast that deals 2*INT stat to all targets in a straight line. If this kills an enemy the cooldown resets.
8. Joy Buzzer: At Will Attack
Paralyze and then fully paralyze a target in melee range. They take magic resist ignoring damage equal to your INT + your INT mod. This attackās damage is fatal and cannot fully paralyze the same target more than once per encounter.
9. Lightning Breath: Daily^20 Attack (S)
Spew your conductive energy from your mouth in a 1-2-3-3 cone, giving anyone in range the shocking of a lifetime, dealing damage equal to 3*int stat+ weapon This attack cannot be dodged or countered. If the primary target is affected by paralysis, this attack cannot be blocked.
Fulgurkinesis
Req. Electrokinesis completed.
1. High Voltage: Passive (S)
The power of your soul is enough to completely negate all electric damage and render you immune to paralysis and stagger. Any enemy who attacks you with a melee attack takes recoil damage equal to your INT mod as true damage.
2. Taste My Lightning: At Will Attack (S)
Cast your fury upon someone, dealing 2*INT stat. Critical 17-20. Paralyze 15-20. If the target is wearing metal armour this attack deals bonus magic damage equal to 4*INT mod.
3. Face the Storm: Encounter Full (S)
Flood the sky with your energy before turning it into vapor, creating a violent thunderstorm made of your energy. For the next four rounds everyone in the encounter must roll a luck check at the beginning of their turn and score higher than 4 to avoid being struck by lightning that deals 4 d20 fatal true damage and fully paralyzes them. Additionally, all electric attacks you use deal bonus magic damage equal to your INT stat.
4. Howling Beasts of Thunder: EoT Attack (S)
Leave your opponents thunderstruck by bringing down a horde of beasts made of electricity, dealing 3*INT stat + weapon to one target, reducing their magic resistance by INT mod and dealing half of that damage to two other targets within two range of the initial target. This attack cannot be blocked or countered by paralyzed enemies.
5. Strike Twice: Passive
Seeing someone take extraordinary amounts of abuse at the hands of your tremendous power gets you all sorts of excited, any time a target is struck with a critical attack you can make an interrupt attack on them.
6. Volt Tackle: Daily^15 Interrupt (S)
By utilizing an incredible amount of your soul energy you can instantly jump to a conductive object you can see, every target caught between your starting position and your destination must roll higher than 11 on a d20 or be inflicted with paralysis.
7. Ride the Lightning: Passive (S)
You can manipulate your own static field to the point where you are able to levitate for brief amounts of time. You can float [half INT mod] units off the ground. Taking damage will force you to drop to the ground.
8. Short Range Thunder Wave: Passive (S)
Whenever an enemy takes damage from High Voltage you can deal half your INT stat + your INT mod magic damage to everyone in melee range of you. This skill ignores magic resistance.
9. Thunder Storm: Daily^15 Attack (S)
All electric damage you deal add a mark of voltage to anyone they hit, you can instantly kill all targets in the encounter (excluding bosses and pcs) who has 4 marks or more, using this skill to kill one or more targets refreshes the cooldown of one of your encounter abilities.
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