Post by Kairu Zahkar on Jun 16, 2012 9:40:55 GMT -5
Electricity magic has a few similarities to lightning magic, and many electricity magic users are former lightning mages. Mastery of electricity magic is a very daunting task, requiring years of practice. Unlike other magic however, mastery of electricity magic is mostly building a tolerance for the electricity one needs to channel through their body for spells. If a relatively new electricity mage attempts to cast a high level spell, he may succeed, but he would most likely die from the electricity needed to channel through his body. Electricty magic users can store some electricity in their bodies for limited periods of time, but the larger the amount of electricity, the shorter the time it can be stored without causing internal harm to the user. Users of electricity magic have one advantage over lightning magic users though, they can harness energy directly from nearby machines, lighting fixtures, energy weapons, almost any object that holds electricity. While users can still create electricity using the strength in their own bodies, draining electricity is much more efficient. They can use it to power their spells, but again are limited to their tolerance of electricity.
Electricity Magic Affinity Levels
Electro Affinty Level 1: The user has a basic grasp of electricity magic, able to channel slightly more electricity than a normal person would, a low voltage current, allowing them to cast level one electricity spells.
Electro Affinity Level 2: The user can channel a medium voltage current of electricity through themselves, allowing them to cast level two and one electricity spells.
Electro Affinity Level 3: The user can channel a high voltage current of electricity through themselves allowing them to cast level one, two, and three electricity spells.
Name: Drain
Classification: Electricity Magic
Level: 1
Strengths: Drains electricity from nearby sources to charge spells. Spells become more powerful based on how much electricity is absorbed. Spells drains more electricity in a shorter amount of time base on user´s affinity.
Weaknesses: Limited by user's tolerance to electricity.
Duration: The user can drain electricity as long as the user wants until either there is no more energy to drain, or the user is cooked from the inside out.
Description: This spell is the most basic electricity magic spell and is it's main advantage over lightning magic to using the magic. When an electricity magic user drains energy from nearby machines the machines will usually flicker, screens will dim, and lights will dim as well. The machines could eventually turn off if all electricity is drained. When large amounts of electricity are being drained visible bolts of electricity may be seen in the air as well.
Name: Electrical surge
Classification: Electricity Magic
Level: 2
Strengths: Can be used to destroy most electronic devices and machines.
Weaknesses: Is useless against equipment with electrical surge protection. Requires a large amount of electricity. User need to be in physical contact with the device to destroy it.
Duration: 5-10 seconds. Duration decides how much damage is done to the machine, but requires more energy the longer it is maintained.
Description: The user channels large amounts of electricity into an object to destroy it. As the electricity is being channeled, sparks could be seen leaping across the surface of the user's skin and the object he is attempting to sabotage.
Name: Supplement
Classification: Electricity magic
Level: 2
Strengths: The user uses the strength in his body to power nearby devices.
Weaknesses: Is limited to the user's strength. Demand also increases depending on what the user is powering.
Duration: On average a user of electricity magic can sustain this spell for quite a long time, although it varies based on what the user is powering. Energy weapons and other high demand devices can only be powered for a few minutes at most.
Description: The device the user is powering may display some visible sparks leaping across the surface although this decreases as the user becomes more familiar with the device and it's circuitry.
Name: Electromagnetic Pulse
Classification: Electricity Magic
Level: 3
Strengths: Sends out a pulse of electromagnetic energy, disabling all devices within fifty feet of the user. If used while inside a star ship, could potentially cripple the ship for the duration.
Weaknesses: Requires a large amount of electricity to perform, and the devices are not disabled permanently. Is almost impossible to cast without draining first.
Duration: Devices are disabled for twenty to thirty seconds.
Description: When the user casts this spell, a visible shock-wave of electromagnetic energy can be seen rushing out from the user. As the shock-wave reaches nearby devices, they turn off, screens fading to black and energy weapons no longer firing.
Electricity Magic Affinity Levels
Electro Affinty Level 1: The user has a basic grasp of electricity magic, able to channel slightly more electricity than a normal person would, a low voltage current, allowing them to cast level one electricity spells.
Electro Affinity Level 2: The user can channel a medium voltage current of electricity through themselves, allowing them to cast level two and one electricity spells.
Electro Affinity Level 3: The user can channel a high voltage current of electricity through themselves allowing them to cast level one, two, and three electricity spells.
Name: Drain
Classification: Electricity Magic
Level: 1
Strengths: Drains electricity from nearby sources to charge spells. Spells become more powerful based on how much electricity is absorbed. Spells drains more electricity in a shorter amount of time base on user´s affinity.
Weaknesses: Limited by user's tolerance to electricity.
Duration: The user can drain electricity as long as the user wants until either there is no more energy to drain, or the user is cooked from the inside out.
Description: This spell is the most basic electricity magic spell and is it's main advantage over lightning magic to using the magic. When an electricity magic user drains energy from nearby machines the machines will usually flicker, screens will dim, and lights will dim as well. The machines could eventually turn off if all electricity is drained. When large amounts of electricity are being drained visible bolts of electricity may be seen in the air as well.
Name: Electrical surge
Classification: Electricity Magic
Level: 2
Strengths: Can be used to destroy most electronic devices and machines.
Weaknesses: Is useless against equipment with electrical surge protection. Requires a large amount of electricity. User need to be in physical contact with the device to destroy it.
Duration: 5-10 seconds. Duration decides how much damage is done to the machine, but requires more energy the longer it is maintained.
Description: The user channels large amounts of electricity into an object to destroy it. As the electricity is being channeled, sparks could be seen leaping across the surface of the user's skin and the object he is attempting to sabotage.
Name: Supplement
Classification: Electricity magic
Level: 2
Strengths: The user uses the strength in his body to power nearby devices.
Weaknesses: Is limited to the user's strength. Demand also increases depending on what the user is powering.
Duration: On average a user of electricity magic can sustain this spell for quite a long time, although it varies based on what the user is powering. Energy weapons and other high demand devices can only be powered for a few minutes at most.
Description: The device the user is powering may display some visible sparks leaping across the surface although this decreases as the user becomes more familiar with the device and it's circuitry.
Name: Electromagnetic Pulse
Classification: Electricity Magic
Level: 3
Strengths: Sends out a pulse of electromagnetic energy, disabling all devices within fifty feet of the user. If used while inside a star ship, could potentially cripple the ship for the duration.
Weaknesses: Requires a large amount of electricity to perform, and the devices are not disabled permanently. Is almost impossible to cast without draining first.
Duration: Devices are disabled for twenty to thirty seconds.
Description: When the user casts this spell, a visible shock-wave of electromagnetic energy can be seen rushing out from the user. As the shock-wave reaches nearby devices, they turn off, screens fading to black and energy weapons no longer firing.