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Evocation — Lightning

Lightning is the Evocation Method concerned with manipulating and discharging electrical energy. It is violent, fast, and difficult to control — the most dangerous Kampanni art, to both caster and surroundings.

Threads (Lightning)

  • Static — builds electrical charge without release.
  • Lightning Dart — a fast, focused discharge.
  • Lightning Bolt — a sustained or amplified strike.
  • Lightning Ball — a contained but unstable electrical mass.

Base Ka Cost (Lightning)

Thread Effect Base Ka
Static Build charge — minor shock, no real force on its own 1
Lightning Dart Fast, focused discharge against a single target 3
Lightning Bolt Sustained or amplified strike — serious force, real risk 6
Lightning Ball Contained, unstable mass — area-capable, extremely dangerous 10

Control

Control TD Modifier Note
Fully controlled discharge +0 Default
Rushed or reactive cast +2 Common when caught off guard
Amplified beyond safe strength +4 Increases Burn and backlash risk

Targeting Groups

Lightning Ball may affect multiple targets using Group TD rules. Doing so is highly conspicuous and dangerous to bystanders.

Force and Impact

Lightning almost always resolves through the standard casting roll and Impact formula — see Evocation#Ka and Force. Static is the exception: it builds charge but deals no Impact until released as another Thread.

Burn

Burn may be taken to: - discharge instantly without first building Static - force a strike through cover or resistance - prevent a strike from arcing to unintended targets

Long-Term Fallout

A rushed, amplified, or Burned Lightning effect may arc to nearby allies, unintended targets, or the caster themselves — GM discretion, weighted by how much control was sacrificed.

Failure

Lightning never fails quietly. A failed or Burned discharge typically arcs somewhere — the ground, the caster, the nearest conductor — rather than simply fizzling.