Groundshock
- Level
- 2
- School
- Elemental
- Keywords
- Elemental
- Range
- 20 meters
- Duration
- Instantaneous
- Mana Cost
- 2
You drive lightning into the earth and let it find its own path. The current does not travel through the air — it travels through the ground itself, erupting beneath the feet of those who stand on it.
Choose a point on the ground you can see within 20 meters. All creatures standing on solid ground within a 4-meter radius of that point must make a Fortitude skill check contested by your Magic skill. On a failure, a creature takes Lightning damage equal to the margin of failure and is knocked Prone. Creatures that are not in contact with the ground (flying, levitating, or elevated) are unaffected.
Stunts
Conductive Earth
If the ground in the area is wet or metallic (GM discretion), all affected creatures make their Fortitude check with Disadvantage.
Tremor Field
The area of effect becomes difficult terrain for 1 round after the strike as the ground is cracked and buckled by the current.
Chain Underground
If a creature fails the Fortitude check, a secondary arc erupts from it. One creature adjacent to it must make a Fortitude vs Magic check or take 1d4 Lightning damage.
Rooting Surge
Creatures that fail the Fortitude check by 3 or more also become Restrained until the end of their next turn as the shock locks their muscles.
Deep Current
The radius increases to 6 meters and the shock travels through stone floors, metal grates, and other solid non-earth surfaces as well as natural ground.