Here it is. Not all of it, but the key bits:
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A little too strong, Free, as seen through the description below. This what a Novice can do.
Novice~
Charging Energies is most dominated here. Novices can easily tap into their own energy source and manipulate it with some effort and focus. They can light a spark on their fingers and hold charge for several minutes, anything that touches them is instantly shock with the voltage that a single Taser hit has before charge dies after one used. It requires another charge build up afterwards and after several, a novice will be left exhausted. They can send a small current, for a brief moment, through a metal weapon or item usually strong enough to cause the enemy to drop it or become temporarily immobilized. EIS can be also be used, for a few minutes, out to about 2 feet radius from user. Small light can be illuminating only a small area from their hand when held.
What Alaria’s attempting to do is intermediate as seen below in the description, because there’s no way any living creature’s bioelectrical energy is
that powerful unless they are one of a few things: A thunder beast, monster or demon (None PC or GM Boss). Even elementals draw upon the Natural Energies due to the drain it cause just using their own energy and the damage to brain and motor skills.
Intermediate~
Charging Energies power and duration is increase by a notable degree, their Taser effect is able to shock 3-4 enemies with one charge or one large one on a single contact as well as spread through others when those targets are in skin to skin contact. This affect can also be placed into an Electromancer’s weapon for the same amount of targets, sometimes making an enemy think twice about locking horns. The area of the effect can be increased to cover over half their body and with increased focus can send foes to become immobile for a brief time depending on the mass the creature has, may even kill them. ESI is increased to up to 4 feet in 360 degrees around mage for a temporary time, the continual use will slowly tired out the user because of the slow drain in the blood use. In this level, mages start to edge into using Natural Energies for added range. Creating small, 2-3 foot wide square area where magnetism can occur for a limited time, a few seconds, pulling any armored foe onto the ground or booby trap to shock any living creature brave enough to venture within it.
I did caution Crossark against playing his PCs above their levels, as in the case with Locas who was doing intermediate-advance level magic before having the magic strength built to that, so I can’t just favor one Player over another when it comes to displaying something like this.
Now, before you get discouraged, there’s a loophole that we can explore and it would still allow this awesome effect without the aftermath being something rather crippling. This loophole is the Electromancer rune. It can create Lighting/electrical energies that Alaira can manipulate and boost her own power to kill the monster. The mentioned after effect would still be the same but without exhausting her own inner energies (which is what Novice Electromancers accesses easiest at this stage)and not pulling over the line. The only edits you would have to make are minor, like mentioning that Sam shouted at Alaira and tossed her the rune as well as the fact she used it's magic. It still allows for the same effect without a Player pointing out that I allowed you to go past your boundaries yet I limited Cross on his. Make sense? Also, the Rune will crumble afterwards from having all the magic used and it being overheated.
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Freeshooter92 said
But wouldn't combat instincts be more likely to think of it as an attack to be deflected? Plus, she's moving way too fast to have a chance at catching anything when coupled with all the things she has to keep track of. The idea is it leaves her out of action for several months, with debilitating effects when she wakes up as well. The goal is to keep her wrecked for months, to show people what happens when you go 'FUCK LIMITS.'
I would accept the rune if I felt there was any way to utilize it, but I just cannot imagine her taking it, and taking it just feels like some kind of cop-out to me.
You know bioenergy includes nerve and neurons right? (Each magic has their own type of serious effect when you go beyond their limit, which Locas's would've been suffocation...I rather not explain that because it will make this rambling...)
If it was a Six month skip, I wouldn't mind it too much as she would be much closer to recovering within reason to her old ability. However, the next one is only two months (we hit spring in year 2 for missions) and I don't feel that is enough time to recover/adapt from the brain damage and loss of motor skills. Though after 2 months, she might be able to hold her weapon, using it in high tensity situations effectively and regaining the sharp reflexes would be impossible imo. Namely cause it's like someone who was paralyzed for a month or longer having to learn to walk/talk/move all over. This would mean you would likely be stuck at the College for at least 2 time skips, likely alone.
So if you still want to do this, then realize this: she will be barely able to combat when the missions come in the next 2 months and Sam will keep her from joining them because of her condition.
In honesty, Free, I'm not trying to give you a cop out as much as lessen the damage. Last thing I want is Alaira a vegetable and if she doesn't have help with that scene, she has a high likelihood to end up like that. Possibly even paralyzed anywhere from the neck to the waist down. There will still be side effects like some lost of motorskills which she would have to regain, but instead of struggling to hold and lift her spear, it's lessened to something that's less permanent. Like say rebuilding her muscles to move in time with her mind. It won't be as good as before, as she's still working on it, but it would enable her to at least hold her weapon without suddenly dropping it.
That's why the Players who go too far are asked to edit their post yet still take the damage stated.
Anyway, since you stated there's no way for Alaira to use the rune then I can try to work out this problem with you. Merely all Alaria needs is the rune activated nearby and her instinct could end up tapping into it. Every student's ability is different, despite what the levels say as they are more guide lines, and some are able to instinctively tap into areas in a raw way. They still pay for it because its untrained and not refined, but it's possible.
Take Mar for example. She's able to use offensive Vitamancy while most students start off in healing and can't access offensive magic until much later, but its the opposite with her.
Anyway, back on topic. Another option is Sam could activate it and slide over to Alaira so she could draw upon the energy instinctively. She would still be fried and collapse at the end, also suffer motorskill problems after the time skip. However the positive thing was she would be able to at least hold her spear for a small period of time rather then not at all, making it where when another time skip happens, after the 2 month one, she would be right as rain, almost, again. She would still likely have twitches and what not from time to time as a permanent side effect making a small reminder for PCs to watch their magic level but nothing too crippling for IC.