Saving Throw: Reflex half or Fortitude half; see text
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a flood of energy of the chosen type out of unstable ectoplasm that deals 13d6 points of
damage to each creature and object in the
area. This power originates at your hand and extends outward in a cone.
Cold: A wave of this energy type deals +1 point of
damage per die. The
saving throw to reduce
damage from a
cold wave is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a wave 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 wave of this energy type deals +1 point of
damage per die.
Sonic: A wave 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.