Courses / AR / Arcane Cone

Arcane Cone

Code:
AR 214
Prerequisites:
Advised:
Qualifies For:
Annihilate (Partially)
Level:
2
Study DC:
10

Arcane Cone

Spell

Time:
Action
Target:
30 ft. cone from you
Cost:
Defense:
Health (reflex*) save halves

Damage everything in front of you that is within a 90 degree cone that is 30 ft. long.

Targets that pass a health (reflex) save take half damage.

Intensify:
When you Intensify this spell, you may add +10 ft. to the cone’s length per level of Intensification.

You may protect an ally caught in this spell’s area from suffering its effects by passing a DC 15 test of Spellcraft. You may try this for each ally in the spell’s area.
(This only protects them from that one casting of this spell, not all future castings.)

Suggested Backfire: The spell blows up in your face. You take the full damage unless you pass a health save for half damage. Noone else is affected.

Affinity:
When you take this class, choose which element your Arcane Cones are.
Whenever you cast this spell, it will normally be of that element.
You can try to cast this spell using a different element, but must pass a DC 20 test of Spellcraft each time to change the element from what it normally is.

*If you cast this spell with the poison or dark element, the save against this spell is a health save.
Otherwise the save against this spell is a health (reflex) save.
Certain abilities interact with health (reflex) saves.

Tags: Spellburn, Action, Spell, Blast, Melee, Area, Health, Save, Elemental, Damage, Affinity, Push, Pull

Dragon Style Breathing Technique: Inhale

Ability

Time:
Action
Target:
You
Duration:
Until the end of your next turn

You may spend an action to inhale deeply and become supercharged with arcane energy until the end of your next turn.

When you cast Arcane Cone while supercharged, you may spend your supercharge to
make that Arcane Cone deal additional damage equal to the damage it would normally deal (including damage buffs such as Intensify and Evocation Training),
extend the cone’s length by +30 ft.,
and increase the DC to Counterspell it by +5.

Telegraphed: Those trained in the arcane arts are likely to know what this ability does.

Tags: Ability, Elemental, Damage

Upgrades
Name Effort Requires Description
Unlock 25 You can cast Arcane Cone.
30 ft. cone
1d10 elemental damage
DC 7
DC +1 1 Unlock DC 8
DC +2 1 DC +1 DC 9
DC +3 1 DC +2 DC 10
DC +4 1 DC +3 DC 11
DC +5 1 DC +4 DC 12
DC +6 1 DC +5 DC 13
DC +7 1 DC +6 DC 14
DC +8 1 DC +7 DC 15
DC +9 1 DC +8 DC 16
DC +10 1 DC +9 DC 17
Inhale 0 Unlock You can use Inhale
Extra Credit
Draw In
Effort: 15
Requires: Inhale
When you use Inhale, you may try to draw in creatures in front of you. All creatures within a 30 ft. cone in front of you must pass a health save with the same DC as your Arcane Cone, or be pulled as far towards you as possible.
For every size bigger than you the target is, they are pulled 5 ft. less.
(The normal rules for being pulled into mortal hazards apply)
Push
Effort: 5
Requires: Unlock
When you cast Arcane Cone, you may push any targets that fail their save back until they are no longer within the spell’s area.
For every size bigger than you the target is, they are pushed 5 ft. less.
(The normal rules for being pushed into mortal hazards apply)
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