Electromancy is an offensive wizard skill meant to be an alternative to the lingering fire tiles of Promethean Magic, while providing a good mix of passive voltaic abilities as well as a teleport spell. It synergizes well with Viking Wizardry and hybrid warrior/wizard builds. Game Description: Channelling the raw power of voltaic energy, you never have to worry about a power outage ever again! Starting Ability: Shocking Grasp "A childhood of sticking forks into electrical sockets has left your body permanently charged with electricity which conducts through your melee attacks." +2, +2 Spell: Shocking Grasp Cost: 4 - (0.2 x ), minimum 1 Effect Type: Adjacent, includes weapon attack Damage: Normal weapon attack + 1 + (0.2 x ) Skill Bar Description: "Electrocute a target at melee range, because everyone who looks as good as you needs to carry a taser!" Notes: The numbers for this spell are balanced based off of the starting Warlockery spell "Puissant Touch," which works very similarly. Other Notes - IMPORTANT: This spell suffers the same problem that Puissant Touch, which is the basis for my code implementation, suffers from - adding the attack="1" attribute to the spell header makes it so the spell is simply a melee attack with no added effect, but still costs mana. This seems to be a bug in the way the game's XML works, and if Essence couldn't figure out a workaround for Warlockery, I doubt I can for Electromancy. So for now, until this is fixed in a later patch, just enjoy the passive stats on Shocking Grasp in the mean time. EDIT: It seems like the extra damage is firing, just not showing in the log for whatever reason. 2nd-Tier Ability: Voltaic Shield "You have learned to increase your innate electrical current to voltage levels that make you dangerous to touch. Fortunately, it also made you lightning-resistant." +5 ~Passive: Voltaic Shield Blast 30% chance when the player is hit to deal 2 + (0.3 x ) and Paralyze for 2 rounds in a 3x3 square centered on the player, but excluding the player's tile. Notes: The numbers for this spell are balanced based off of the starting Astrology spell "Radiant Aura" and its corresponding triggered spell "Blinding Flash." The chance to proc here is a bit higher, and the paralyze effect always happens when procced unless resisted, but the damage is about half that of "Blinding Flash" and the paralyze effect is a round shorter. Rather than upkeeping a brittle buff, Voltaic Shield is a costless passive, so in exchange, it grants no damage buffs and a much narrower focus for its resistance buff, albeit at a higher magnitude. 3rd-Tier Ability: Lightning Cone "You can unleash your latent electrical charge in a more purposeful, cone-shaped manner, just like a certain Emperor. Mace of Windu sold separately." Spell: Lightning Cone Cost: 15 - (0.2 x ), minimum 7 Damage: 5 + (0.5 x ) Effect Type: Anchored Template Shape: Cone that extends three tiles out from in front of the player, being 1 tile wide at the closest point and 3 tiles wide at the farthest point. Skill Bar Description: "If they only knew the power of the Dark Side..." Notes: The numbers for this spell are balanced based off of the 4th-Tier Promethean spell "Obvious Fireball." The damage here is a tiny bit higher and the cost a tiny bit lower to make up for the range limitation of an anchored template. 4th-Tier Ability: Path of Least Resistance "You have become one with the electricity coursing through your body! Your voltaic resistance and damage bonus increase, and you gain the ability to transform into a bolt of lightning for instant teleportation." +3, +3 Spell: Path of Least Resistance Cost: 20 - (0.25 x ), minimum 10 Effect Type: Target Empty Floor Teleports the player to the chosen tile. Requires line of sight. Skill Bar Description: "Transform into a lightning bolt and take the path of least resistance to teleport to any tile you can see." Notes: The cost for this spell is balanced based on the 5th-Tier Mathemagics spell "Xeuclid's Translation." The initial cost is the same, but because it's a tier lower and it's a support spell in a damage skillset, the rate at which Savvy affects its mana cost is lowered, and its minimum cost is higher. 5th-Tier Ability: Lightning Bolt "You can throw bolts of lightning that pierce through multiple enemies in a line, which would deal 10d6 voltaic damage if this were Dungeons and Dragons. Thankfully it's not, because then we'd have to roll Reflex saves for all the poor Diggles you're going to be frying with this thing." Spell: Lightning Bolt Cost: 18 - (0.3 x ), minimum 6 Damage: 17 + (0.5 x ) Effect Type: Beam Skill Bar Description: "Deals 10d6 voltaic damage in a line. Except Lord Dredmor ran out of d6's, so you'll have to settle for the more vague term, 'heavy voltaic damage.'" 6th-Tier Ability: Thunderstorm "You have mastered your internal electric currents, but that was not enough for you. Now the skies themselves bend to your will, raining down thunder and lightning upon your foes in wide swaths of destructive power! ...Exactly how you convince the skies to come down into the dungeon is a matter of scholarly debate." Spell: Thunderstorm Cost: 50 - (0.5 x ), minimum 15 Damage: 30 + (0.85 x ) Effect Type: Unanchored Template, 5x5 square Special: Destroys walls Skill Bar Description: "Call out to the skies and wreak destructive havoc on the dungeon itself!" Notes: The numbers for this spell are based on the 6th-tier Astrology spell "The Stars Aligned." The damage, initial and minimum mana costs are higher, but the rate at which Savvy reduces the mana cost is higher too. The area is a bit smaller, only being a 5x5 square as opposed to "The Stars Aligned" having a 7-square diameter circle, but that's made up for by the fact that it can be cast at range rather than centered on the player and the fact that it digs wall tiles away. Thunderstorm is more powerful overall than "The Stars Aligned," but that's because Electromancy is a damage skillset while Astrology is more of a buffing skillset with a side of damage. Passive Stat Totals: +5, +10 Version history: 1.0 Initial release, totally playable and fun. 1.1 Voltaic Shield Proc rate reduced to 30% from 50%. Proc base damage increased from 1 to 2 Proc scaling damage increased from (0.2 x ) to (0.3 x ) Paralyze duration reduced to 2 rounds from 3 rounds These changes should resolve the issues with stunlocking and free escapes while the added damage should keep the spell satisfying to see it proc. 1.2 Lightning Cone Spell area reduced to a 1-3-3 tile cone instead of a 1-3-5 tile cone. Hopefully this will help reduce the occurrence of unintentional wall tile digging in blacked-out areas of the map. Thunderstorm Added missing sprite and sound effect - sorry for the oversight! All Spells Spell icon sizes reduced to 32 pixels from 64 pixels. Hopefully this will fix the icon size issues when using the small version of the skill bar. Skill icon widths as displayed on the character creation and skill book screens remain 64 pixels in size. 1.3 Thunderstorm Gave the template a center point. This should allow the spell to actually cast now! So sorry! 5/7/2013 ~ Fixed the directory structure. Sorry, I usually extract all my mods so it never occurred to me that some of you might be using them as packed .zip files. Known Issues: Wall tiles' graphics do not regenerate when destroyed by a Thunderstorm. They become walkable, so functionality is as intended, but they still look like walls, not floors. Saving and reloading your game makes them look like floors.