Charged Javelin
You fire a javelin of electricity that leaves a charged field around its target. Make a spell attack against the target's AC. The javelin deals 1d6 electricity damage and 1 persistent electricity damage.
As long as the target is taking persistent damage from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or electricity effects against the target, and the target takes a –1 status penalty to saves against electricity effects.
Spell Effect: Charged Javelin
Critical Success The javelin deals double damage, both initial and persistent.
Success The javelin deals full damage.
Heightened (+1) The initial damage increases by 1d6, and the persistent damage increases by 1.
Traits
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
This indicates abilities from the cleric class.
An action with this trait requires a degree of mental concentration and discipline.
Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.