South House Games


Campaign Setting Index => Gameplay Index => Manipulations

Fire Manipulations

Lightning manipulations are extremely powerful and burn through armor. Lightning damage ignores DR and ER from any source.

They are also dangerous to the Shaper. A critical failure results in the lightning redirecting back and discharging its energy into the Shaper. A critical failure on the attack roll for any of these results in the Shaper becoming the target of the manipulation and automatically rolling on the Injury Table. In the case of Chain Lightning, the two jumps occur if possible and targets are determined randomly by dice rolls.

Chain Lightning

Description

Prerequisite: 2 Earth, 7 Air, 3 Water
EP Cost: 12
Range: 60 ft
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No

Target a single enemy and roll to hit. If successful, deal 3d6 damage to the target. The Shaper may designate an enemy within 10 ft of the original target and deal 2d6 damage. Shaper may designate another target within 10 ft of the second target and deal 1d6 damage. No enemy may be hit twice in this manner.

Lightning Bolt

Description

Prerequisite: 5 Air, 2 Water
EP Cost: 7
Range: 60 ft
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No

Target a single enemy and roll to hit. If successful, deal 2d6 damage.

Lightning Field

Description

Prerequisite: 1 Earth, 6 Air, 2 Water
EP Cost: 9
Range: 60 ft
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No

The Shaper targets a location and every character within 20 ft of that location takes 2d6 damage.

Static Bolt

Description

Prerequisite: 4 Air, 1 Water
EP Cost: 5
Range: 30 ft
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No

Target a single enemy and roll to hit. If successful, deal 2d3 damage.