Tier Level: 
2
Spell Type: 
🕶 Vision Status Effect
Stat Cost: 
4 Soul
Spell Cast Speed: 
3
Range & Area: 
1 target
Duration: 
instant
Cast Roll: 
Normal Arcana
Effects: 

This spell is a part of the Electric Shock spell chain and is found in the Electric Shock rune stone.

The navitamancer who casts this spell does so hoping more to disable the enemy instead of hurting it. The navitamancer after all is all about life energy and the taking of life is not something the navitamancer seeks to do. However, if they could just prevent the enemy from hurting their friends, that would be enough, or so the navitamancer reasons. It is with this thought that the navitamancer reaches for the power of the Seraphim, electric and expressive yet positive in its very nature. Pulling forth the power from within the navitamancer conjures a glowing orb of pulsating life energy, small arcing bolts racing across it, and sends that orb out in front of the target. When the orb reaches the target it explodes violently, arcs of electicity and energy rushing outward into the enemy dealing 3d8 damage, damage that the navitamancer never intended to happen. The explosion let out a brilliant flash of energy that is bright and fierce, giving the enemy target Visual Instability so that they have to make Normal Perceive checks to hit their target for the next 1d4 rounds. 

Rune Stone Effect: 

Weapon Effect: Flash Burn

Critical Hit causes Visual Distortion for 1 round

Requirements: 
Electric Shock