Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Reflex half or Fortitude half; see text
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the
area, dealing 1d6 points of
damage to each of them. In addition, any creature that fails its save for half
damage must succeed on a Will save or be stunned for 1 round.
Cold: A stroke of this energy type deals +1 point of
damage per die. The
saving throw to reduce
damage from a
cold stun is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a stroke 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 stroke of this energy type deals +1 point of
damage per die.
Sonic: A stroke 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) and its save DC increases by 1.
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