Saving Throw: Reflex half or Fortitude half; see text
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the chosen type, extending outward from your hand, that deals 5d6 points of
damage to every creature or object within the
area.
Cold: A cone of this energy type deals +1 point of
damage per die. The
saving throw to reduce
damage from a
cold cone is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a cone 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 cone of this energy type deals +1 point of
damage per die.
Sonic: A cone 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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