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Electricity

Effect Trait

Source Player Core pg. 446

Effects with this trait deal electricity damage. A creature with this trait has a connection to magical electricity.


The Electricity trait marks effects that deal electricity damage, and creatures with this trait have a magical connection to electricity. Electricity is one of the main energy damage types, described as damage that “comes from the discharge of powerful lightning and sparks.”

Electricity damage uses the standard damage process: roll damage, determine type, apply immunity, resistance, weakness, then subtract the remaining damage from Hit Points. A creature immune to electricity ignores all electricity damage, while resistance to electricity subtracts a fixed amount from each separate instance. Weakness to electricity adds its value to each instance, and when an effect has multiple damage traits (for example, a blast that is both electricity and something else), you apply only the highest single relevant weakness from among those traits.

Electricity often appears in spells, impulses, and weapon infusions. Many abilities explicitly call out electricity damage and gain the Electricity trait:

  • Elemental Blast (air) can deal electricity or slashing, adding the Electricity trait if you choose electricity.

  • Kineticist feats like Lightning Dash and Conductive Sphere are electricity impulses that add electric damage or riders to your movement and Strikes.

  • Feats like Electric Counter, Heaven’s Thunder, In Lightning, Life, or actions such as Lightning Armillary add extra electricity damage to weapons or let you channel lightning into Strikes.

The Electricity trait is defined identically—effects with it deal electricity damage, and creatures with it are magically tied to electricity. Weapon traits like arc cause secondary electricity damage to adjacent targets if your attack roll beats their AC, modeling arcs and chains of lightning.

Electricity damage can also appear as persistent electricity damage, e.g., continuous arcing through a system or clinging ionization. This is written as “X persistent electricity damage”: you take that damage at the end of each turn, then make a DC 15 flat check to see if the effect ends, just like other persistent damage types.