Courses / AR / Arcane Cone

Arcane Cone

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

Arcane Cone Spell

Blast
Blast spells only deal damage.
Affinity
When you learn this spell, choose an element.
Whenever you cast this spell, it will normally be of the chosen element.
You may try a DC 20 test of Spellcraft to cast this spell with a different element.
Time:
Action
Area:
Up to a 30 ft. cone extending from you
Cost:
Defense:
Health (reflex*) save halves

Blast everything in a 90 degree cone up to 30 ft. long extending from you with elemental magic reminiscent of a dragon’s breath.
Intensify: Add up to 10 ft. to the cone’s length per boost from Intensify.
Friendly Fire:
You can try a DC 15 test of Spellcraft to exclude a target from being affected by your spell.

All creatures in the area get a health (reflex*) save.

Fail:
The creature takes 1d10 elemental damage.
Intensify: +1d10 elemental damage per boost from Intensify.

Pass:
The creature takes half as much damage.

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.

*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
Cost:
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),
plus 1d10 elemental damage,
extend the cone’s length by up to 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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