Range: Long (400 ft. + 40 ft./
level)
Area: 20-ft.-radius spread
Saving Throw: Reflex half or Fortitude half; see text
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of
damage to every creature or object within the
area. The explosion creates almost no pressure.
Cold: A ball of this energy type deals +1 point of
damage per die. The
saving throw to reduce
damage from a
cold ball is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming
power resistance.
Fire: A ball of this energy type deals +1 point of
damage per die.
Sonic: A ball of this energy type deals -1 point of
damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional
power point you spend, this power's
damage increases by one die (d6). For each extra two
dice of
damage, this power's save DC increases by 1.
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