Mana Beam

Spell Access Level: Common
Mana Cost: >3
Potion / Rune / Scroll / Wand: No / Yes / Yes / Yes
Cast Time: 1 Standard Action
Range: 5 ft. + Line
Duration: Instant

Create a beam of mana that is shot from the caster’s hand in any direction hitting every target within the line of attack dealing 1 SD damage to all targets in the line. This costs 2 MC per 1 SD and 1 MC per 5 feet the line extends. It also gains effects depending on the Mana Affinity of the caster.

  • Fire – The beam deals fire damage and ignites flammable objects in the path.
  • Earth – The beam deals earth and bludgeoning damage to break through barriers with a Hardness DC less than the MC used.
  • Water – The beam deals water damage and provides the Soaked condition for 1 round per 1 additional MC used.
  • Air – The beam deals air damage and pushes targets a distance equal to the beam’s length whose CMD is less than the MC used in the spell.
  • Electricity – The beam deals shock damage and provides the Stunned condition for 1 round per 1 additional MC used.
  • Cold – The beam deals cold damage and provides the Chilled condition for 1 round per 1 additional MC used.
  • Acid – The beam deals acid damage and provides the Burned condition for 1 round per 1 additional MC used.
  • Light – The beam deals light damage and provides the Brightened condition for 1 round per 1 additional MC used.
  • Shadow – The beam deals shadow damage and provides the Blind condition for 1 round per 1 additional MC used.
  • Ethereal – The beam deals ethereal damage and gives the Prone condition to ethereal creatures for 1 round per 1 additional MC used.
  • Divine – The beam deals divine damage and gives the Blighted condition for 1 round per 1 additional MC used.
  • Psychic – The beam deals psychic damage and provides the Shaken condition for 1 round per 1 additional MC used.
  • Qi – The beam deals qi damage and provides the Nauseated condition for 1 round per 1 additional MC used.
  • Life – The beam heals the target’s HP instead of damage and provides the Stabilize condition for 1 round per 1 additional MC used.
  • Death – The beam deals death damage and provides the Decayed condition for 1 round per 1 additional MC used.
  • Time – The beam deals time damage and provides the Fatigued condition for 1 round per 1 additional MC used.
  • Gravity – The beam deals gravity damage and provides the Prone condition for 1 round per 1 additional MC used.
  • Null The beam deals damage to the target’s MP instead of HP and Nullifies any spell, rune, or magic item whose Spell DC is less than the MC used in the spell.
  • Joy – The ball deals joy damage and provides a +1 bonus per 1 MC used to Empathy Save for 1 round per 1 additional MC used.
  • Sorrow – The ball deals sorrow damage and provides the Flat Footed condition for 1 round per 1 additional MC used.
  • Fear – The ball deals fear damage and provides the Frightened condition for 1 round per 1 additional MC used.
  • Anger – The ball deals anger damage and provides the Enraged condition for 1 round per 1 additional MC used.
  • Love –The ball deals love damage and makes the target Favorable towards the caster for 1 round per 1 additional MC used.
  • Hate –The ball deals hate damage and makes the target Unfavorable towards the caster for 1 round per 1 additional MC used.
  • Neutral – The ball deals neutral damage and provides the Tranquil condition for 1 round per 1 additional MC used.