Energy Blast
Selection
Selection Select one option from the list below:
- Acid Blast Types (Acid, Transmutation), Damage (Acid), Defenses (Dodge DC, Reflex), Critical (Persistent).
- Air Blast Types (Air, Bludgeoning, Evocation), Damage (Bludgeoning), Defenses (Parry DC, Fortitude), Critical (Stunning). +2 attack/DC vs. airborne creatures, -2 vs. grounded creatures.
- Air Whips Types (Air, Evocation, Slashing), Damage (Slashing), Defenses (Dodge DC, Reflex), Critical (Stunning). +2 attack/DC vs. airborne creatures, -2 vs. grounded creatures.
- Cold Blast Types (Cold, Evocation); Damage (Cold); Defenses (Parry DC, Fortitude); Critical (Restrained).
- Earth Blast Types (Bludgeoning, Earth, Transmutation), Damage (Bludgeoning), Defenses (Dodge DC, Reflex), Critical (Persistent). +2 attack/DC vs. grounded creatures, -2 vs. airborne creatures.
- Earth Spikes Types (Earth, Piercing), Damage (Piercing), Defenses (Dodge DC, Reflex), Critical (Restrained). +2 attack/DC vs. grounded creatures, -2 vs. airborne creatures.
- Earth Whips Types (Earth, Slashing), Damage (Slashing), Defenses (Dodge DC, Reflex), Critical (Restrained). +2 attack/DC vs. grounded creatures, -2 vs. airborne creatures.
- Fire Blast Types (Fire), Damage (Fire), Defenses (Dodge DC, Reflex), Critical (Persistent).
- Force Blast Types (Evocation, Force), Damage (Force), Defenses (Parry DC, Fortitude), Critical (Restrained).
- Ice Spikes Types (Cold, Piercing, Water), Damage (Piercing), Defenses (Dodge DC, Reflex), Critical (Restrained).
- Mental Blast Types (Mental), Damage (Mental), Defenses (Will, Will), Critical (Confused).
- Water Whips Types (Earth, Slashing), Damage (Slashing), Defenses (Dodge DC, Reflex), Critical (Suffocation).
Activation 1-3 actions
Target 1 creature or object (if 1 action), small area (if 2 actions), or large area (if 3 actions) within Close range (if 1 action), Medium Range (if 2 actions), or Long range (if 3 actions)
Rolls Ranged attack vs. target's defense class (if 1 action) or save against power DC (if 2-3 actions)
As a single action, you can make a ranged attack against a single target or they roll a save (as indicated in the selection).
As a two-action attack, you can target a 20-foot ranged cylinder, 15-foot melee cone, 10-foot ranged burst, or 5-foot melee emanation. Instead of an attack roll, the targets make a save (as listed in selection).
If you use a 3-action activity, you can double the area size.
- Critical Hit/Critically Failed Save: As a success except damage is maximized it and the critical effect is applied.
- Hit/Failed Save: Target takes (Tier)d6 + casting modifier damage of the type listed in your selection.
- Miss/Successful Save: Target takes half damage.