Electromagnetism

Spells

Crucitorn, Energy Resistance, Ionize, Lightning, Lightning Burst, Negate Energy, Rebuke Magic, Resist Magic, Strike Boost (Electricity Only), Track

Sign

A light crackling noise is occasionally heard around you, and your hair seems to be constantly under the effect of high amounts of static electricity.  In addition, your eyes glow yellow or blue while your powers are in use (your choice).

Influence

You are allergic to rubber, both natural and synthetic.  Contact with it deals 1 point of nonlethal damage per round.

Automatic Power

Sense Electricity – You sense all source of electricity within a 1 mile radius centered on you at all times.  This just gives you a vague awareness of the presence of electricity (in developed areas it is a constant background hum), which can be improved by concentrating further.
1 Round: Yes/No (Open spark or contained?)
2 Rounds: You know the amount of electricity
3 Rounds: General direction of the electricity

Granted Powers

  • Electrical Bolt – As a standard action, the binder can project a bolt of lightning.  This blast deals 1d6 electricity damage per 2 character levels to all targets in an 8-square line extending in a direction of your choice from you.  This functions as an area-of-effect attack that uses the result of a Magery check instead of an attack roll to determine the effects.  This ability can be used once per encounter.  This ability only works while your sign is not suppressed.
  • Electrical Leap – As a move action, you can teleport up to 6 squares, vanishing in a blast of electricity. Make a Magery check and compare it to the Reflex Defenses of all creatures that were adjacent to your starting square.  If you exceed their defense, they take 2d6 electricity damage, if you do not, they take half damage.  This is an area-of-effect attack.
  • Electrical Weapons – The electromagnetism spirit’s power over electricity allows you to generate electricity to wreath your weapon(s) in at will.  If you wield a ranged weapon, this electricity is instead applied to the ammunition you fire.  The amount of extra damage this deals is dependent upon your character level.  This damage also applies to the Railgun ability (see below) if you have it.  This ability only works while your sign is not suppressed.
    • 1st-6th: +1d6 electricity damage
    • 7th-10th: +2d6 electricity damage
    • 11th-15th: +3d6 electricity damage
    • 15th and above: +4d6 electricity damage
  • Magnetic Grip – This ability has two functions.  The first functions as the Move Object spell, except that it can only affect ferromagnetic objects.  You may use this function once per encounter, and you may spend a hero point to charge the object with electricity, causing it to do additional damage equal to the normal damage it does.  This additional damage is electricity damage.  The second function of this ability is that you may spend a swift action to gain a climb speed which only allows you to climb ferromagnetic surfaces, or objects that have metal in them (such as rebar).  Maintaining this climb speed takes a swift action each round.
  • Railgun – As a standard action, you can accelerate an ferromagnetic object with a mass less than 0.1 kg to absurd velocities.  This functions as a weapon that operates at rifle ranges, and the amount of damage it does increases with level.  You are considered proficient with this weapon, and it is considered a heavy weapon for the purposes of feats and talents.  You add half your level to this damage, as normal for a weapon.  You may use this ability once every 5 rounds.
    • 1st-6th: 2d8x2 damage
    • 7th-10th: 2d10x2 damage
    • 11th-15th: 4d10x2 damage, operates at heavy weapon ranges now
    • 15th and above: 4d10x2 damage, ignores 5 points of DR
  • Refined Electromagnetic Control [SPECIAL: Requires level 7+]
    You can make a Magery check to perform one of the listed actions.
    EMP: As a standard action, you may release a burst of broadband microwave radiation, scrambling electronics and fusing circuits. This burst is centered on you, and affects all electronics within a radius equal to 4 squares + 1 square/character level (though you may willingly decrease the radius if you so desire). The results of your Magery check determine the duration that electronics in the vicinity are scrambled, and the extent of the damage caused to them:

    Result

    Time

    Damage

    Up to 15

    1 round

    1

    16–20

    2 rounds

    1d4

    21–25

    3 rounds

    2d4

    26–30

    4 rounds

    2d6

    31+

    5 rounds

    2d8

    The damage caused by this ability ignores any hardness the electronics may have. Electronics specially shielded against EMPs or harmful radiation are immune to this action.  Once activated, you must wait 5 rounds before using this ability again.
    Maser: As a swift action, you can activate this ability and make a Magery check.  The result of your check determines the duration of this ability.  Once this ability ends, you must wait 5 rounds before using it again.

    Result

    Time

    Up to 15

    1 round

    16–20

    2 rounds

    21–25

    3 rounds

    26–30

    4 rounds

    31+

    5 rounds

    While you have Maser is active, once per round as a move action you may concentrate a stream of microwave radiation at an opponent as a ranged touch attack. This uses thrown weapon ranges. If you hit, you inflict 2d4 nonlethal damage, +1d4 nonlethal damage for every 2 character levels you have, adding your Wisdom modifier to the result.  If you score a critical hit with this attack, the damage is considered lethal damage. This damage is treated as radiation, and any bonuses the target has to their Fortitude defense vs radiation also applies to their Reflex defense vs this attack.

  • Speak Digital – You have learned to use your electromagnetic abilities to essentially ‘speak’ to computers.  You can interface with any computer system as if you had a direct neural interface, either through wireless or physical touch, depending on the computer systems.  While this does allow you to pilot a drone, it does not allow you to function as a wirehead.

Ultimate Power

Unlimited Power – As a standard action, once per day, you can unleash a powerful blast of electricity.  Make a Magery check.  Compare the results of the check to the Reflex defense of all targets within 100 squares of you.  If you beat the Reflex defense of a target, that target takes 1d6 electrical damage per character level you have.  If you fail to beat the Reflex defense, they take half damage.  All metal in range of this blast is also heavily magnetized so that it repels all other metal, forcing all metal in the area to be moved 5 squares away from all other metal.  This repel effect lasts for 10 rounds.

Epic Space Adventures Abound!