Electromagnetism

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Important note: Everything on this page is © 1998-2011 Aaron Mortensen. All rights reserved.


Electromagnetism is split into three trees; Plasma, Electron, and Magnetic. Plasma techniques are the combustion of energy into a super heated plasma seen in areas as hot as suns and stars. Electron creates a wide array of electrical attacks as well as tap into the mass destruction of magic around targets. Magnetic utilizes the power of magnetic force to produce a wide array of effects from distortion pulses, to magtar radiation, and pulse weapons.

[edit] Plasma Tree

Fuse Metal - Restores or destroys armor
Plasma Ray - Creates a searing beam of plasma
Plasma Weapon - Creates a blade of searing plasma
Plasma Armor - Coats caster's armor with plasma
Fractal Brimstone – Rains down brimstone doing fire damage and poisons with sulfur
Molten Glass – Strikes a target with a searing ball of molten liquid glass
Infernal Ray - Produces a flash beam of plasma
Crossfire Tunnel - Sends tons of molten balls of fire around targets
Temper - Heats weapons to do increased damage
Felstar Dome - Targets are covered by a dome of superheated suns that crush life
Searing Shift – Allows caster to gain back some PE from damage
Fusion Ring - Spins the caster's weapon into a nuclear explosive ring
Flaring Weapon - Creates a blade of super heated sun flares
Plasma Flare - Crushes opponents with the power of a super nova

[edit] Electron Tree

Ion Blast - Knocks targets way back with a super sonic blast of thunder
Eon Blast - Destroys PE and burns the target
Sheet Lightning - Sends a unearthly cone of lightning to strike targets
Electron Spin - Throws spheres of electrons out at targets
Electric Charge - Leaves a trail of electric wreckage when a target charges
Ionizing Radiation - Emits radiation that destroys massive amounts of PE
Electronic Noise - Targets suffer a half to combat skills
Cold Fission - Super cooled hydrogen freezes targets
Radiant Mass - Disables a weapon from causing harm
Prometheus Field - Sends a field of electromagnetic energy to defect attacks
Electron Storm - Rips the ozone apart with electrons

[edit] Magnetic Tree

Magnetic Grab - Holds items to the caster preventing disarm and trip and increases armor ST
Prismic Flash - A cone of brilliant light blinds targets
Energy Net - Covers targets with a net of energy that stuns
Magnetic Beam – Accelerates magnetic particles in the air to produce a very powerful pulling effect
Magnetic Pulse - Caster can push or pull targets
Magnetic Weapon - Creates a blade of pure magnetic energy
Sift Shield - Creates a shield that deflects nature, cosmic, ice, and earth
Diffusion Shield - Creates a shield that deflects fire, dark, holy, and electricity
Reflection Shield - Creates a shield that reflects damage
Magnetic Radiation - Radiates a distoring field that erodes material
Magmetric Force - Expels or implodes a magnetic pulse field
Arc Flash - Focuses magnetic radiation into a cone of intense light
Pulse Weapon - Creates a physics bending weapon

Bomb

This is how it will appear.
Dmg: None SP: 4 Level
Sgd: 3d4 S.F. Cost: 45 PE +1 Super Force damage
Odg: None Save: AGI DC 10 +1 DC
Rg: 30’ away Cast: 6 +5' radius (max. 30')
Rd: 10’ +5' range (max. 60')
Dur: 1d4 charge turns, Instant -5 PE (min. 15)
Required Techs: None

This one is the code.

{{Geo}}<br> '''Bomb'''

 {| border="1" cellpadding="2" cellspacing="0"  
 |Dmg: None || SP: 4 || Level 
 |- 
 |Sgd: 3d4 S.F. || Cost: 45 PE || +1 Super Force damage 
 |- 
 |Odg: None || Save: AGI DC 10 || +1 DC
 |- 
 |Rg: 30’ away || Cast: 6 || +5' radius (max. 30')
 |- 
 |Rd: 10’ || || +5' range (max. 60') 
 |- 
 |Dur: 1d4 charge turns, Instant || || -5 PE (min. 15) 
 |- 
 |Required Techs: None || ||
 |}

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