These spells were created for the Proto-plasmamancer, they can be achieved through the use of Arcane Air magic. The difficulties listed are for non plasmamancers.
Novice
Rad Lights:
Difficulty: Average
Range: 10 sq
Duration: Instant
Cooldown: 2 rounds
You make a small ball of plasma and chuck it. It explodes as a harmless firework. If fired point-blank, anyone who comes into contact with it takes 1 point of radiation burn that will incur 1 point of damage per minute until treated or the radiation burns out.
Magnetic Induction:
Difficulty: Average
Range: 1 sp
Duration: Instant | 3 rounds
Cooldown: 2 rounds
You attune a metallic object to your magnetic field. Channeling energy through this attunement creates sufficient heat in 3 rounds to melt a 1 meter wide hole through 1 inch of most Ordic laced alloys.
Magnetic Levitation:
Difficulty: Average
Range: Self
Duration: 10 minutes
Cooldown: 30 minutes
You attune your biomagnetic field to the magnetic field of the planetary body you are currently on. This allows you to levitate 5 ft or 1 sq per round vertically. This does not impact your movement speed.
Apprentice
Arcane Deflection: Energy cannot be created or destroyed, merely transferred.
Difficulty: Hard
Range: Self
Duration: Instant | 3 rounds
Cooldown: 2 rounds
You solidify the magnetic fields around your hands and stop any energy movement. This allows you to make repel attacks against a single ranged spell. Attempting to intercept, capture, or aim the redirection a spell or ranged magical ability raises the difficulty of the repel. Being hit by an attack will destabilize the deflection field, requiring a recast.
::Casting with four hands makes this a difficulty of Easy::
Magnetic Yeet:
Difficulty: Hard
Range: Self
Duration: 5 rounds
Cooldown: 2 rounds
You manipulate the magnetic fields around your legs to oppose and drive each other like an electromagnetic motor. This propels you forward, giving an additional +3 sq to movement and +2 to a single die on a dodge check made while under the effects. Taking damage ends the effect, requiring a recast.
Magnetic Yoink:
Difficulty: Hard
Range: 3 sq
Duration: Instant
Cooldown: 3 rounds
You manipulate the magnetic fields around your hands and extend them to a metallic weapon in range and make a contested muscle check to tear the object away from its holder.
Adept
Sunshiney Day:
Difficulty: Tough
Range: Self | 11x11 AOE
Duration: Instant | 10 rounds
Cooldown: 2 rounds
You excite the magnetic field in the lower atmosphere above you dispelling clouds and atmospheric interference. Cast inversely for the opposite effect.
Acid Storm:
Difficulty: Tough
Range: 4 sq | 5x5 AOE
Duration: 3 rounds
Cooldown: 5 rounds
You pull tears in the magnetic field of the lower atmosphere and let the radiation leaks form acid rain. The round after casting, the 5x5 area beneath the tears gets bombarded by a quick shower of acid rain dealing 2D6 acid damage and causes armor rot.
Magus
Ultimate Grounding:
Difficulty: Challenging
Range: Self | 21x21 AOE
Duration: 1 hr
Cooldown: 1 round
You vertically orient all conductive particles in the effect radius with a biomagnetic pulse. Any arcane energy cast within or through the effect radius is redirected immediately into the ground. Plasma attacks are made with -1 bonus dice. Energy attacks are made with no bonus dice. Any active enchantments in the effect radius cannot be furthered by channeling.
Magnetic Barrier:
Difficulty: Challenging
Range: Self | 3x3 AOE
Duration: 24 hrs
Cooldown: 2 rounds
You solidify the magnetic fields around the hard edge of your aura and create a 3x3x3 cube. These magnetic fields block caliber, energy, arcana, and plasma attacks. After the wall stands for 1 hour, the magnetic fields flare with plasma and grow in intensity with each hour. The plasma walls damage grows from 3D6 to 20D6 of plasma damage over 24 hours. The heat inside builds to excess of 6000 degrees Fahrenheit over 24 hours, no energy is expended outward. At that point, the cube pops and fades in about 1 minute.