Overview
Lightning is about conductivity, pathfinding and volatile environmental electricity. It is deliberately different from Fire: not “faster damage”, but energy that travels, looks for a path, and goes where conditions let it.
Lightning and Wet
Lightning interacts strongly with Wet. Wet characters are more conductive, attract Lightning, and change the paths that arcs take. Positioning — yours, your allies’ and your enemies’ — becomes part of the spell.
Thunderbolt is one example: its path can be influenced by Water.
Direction and environment
Directional Lightning is in development, and environmental conductivity matters. Details will be added as the behaviour is finalised.
In the design
- Defining rule. Electricity does not intelligently choose enemies. It follows favourable conductive paths and can hit allies.
- World property. Conductivity and electrical paths.
- Exceptional at. Burst / chaining.
- Deliberate weakness. Environmental unpredictability; electrical paths can endanger allies.
- Mastery. Storm Herald: unprecedented authority over conductivity and electrical paths.
Connections
Interactions
- Wet Status effect
Wet characters are more conductive. Lightning is drawn toward them, and Wet targets influence the paths and arcs it takes.
Related entries
- Elemental interactions Game system
- GALVYR Item
Spells
- Arc Beam Spell
- Arc Bolts Spell
- Ball Lightning Spell
- Chain Lightning Spell
- Judgement Bolt Spell
- Overcharge Spell
- Spark Spell
- Static Field Spell
- Stormcall Spell
- Thunderbolt Spell