Evocation [see text]
Level: Destruction 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Saving Throw: Reflex half or Fortitude half; see text
Spell Resistance: Yes
Spell Points: 3
“Fancy spells are good and all, but there’s something to be said about just lancing out with energy.”
You release a powerful stroke of energy that deals 3d6 points of damage to every creature within the area. The bolt begins at your fingertips. Unattended objects also take this damage.
You choose between cold, electricity, fire, or sonic damage at the time of casting. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
Cold: A bolt of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold bolt is a Fortitude save instead of a Reflex save.
Electricity: A bolt of this energy type provides a +2 bonus to the save DC and a +2 bonus on caster level checks for the purpose of overcoming spell resistance.
Fire: A bolt of this energy type deals +1 point of damage per die.
Sonic: A bolt of this energy type deals -1 point of damage per die and ignores an object’s hardness.
The spell has all side effects you would normally expect a flash of energy to produce - electricity or fire can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze, and so on.
This spell’s descriptor is the same as the type of energy you selected.
Augment: You can augment this spell in one or both of the following ways:
For every additional spell point you spend, this spell’s damage increases by one die (d6).
For every additional spell point you spend, this spell’s range and length of the area increases by 10’.