Courses / AR / Arcane Beam
Arcane Beam
Prerequisites:
Advised:
Qualifies For:
Annihilate (Partially)
Level:
2
Study DC:
10
Code:
AR 215
Arcane Beam Spell
Time:
Action
Area:
A line up to 60 ft. long extending from you
Cost:
Defense:
Health (reflex*) save halves
Damage everything in a straight line up to 60 ft. long originating from you with a blast of arcane power.
Intensify: Add up to 20 ft. to the beam’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 1d8 elemental damage.
Intensify: +1d8 elemental damage per boost from Intensify.
Pass:
The creature takes half as much damage.
Friendly Fire:
A DC 15 test of Spellcraft can make an ally caught in your spell automatically pass their save and take no damage from the beam.
You may try this for each ally in the spell’s area.
Suggested Backfire: The spell blows up in your face. You take the full damage unless you pass a health save. 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.
Intensify: Add up to 20 ft. to the beam’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 1d8 elemental damage.
Intensify: +1d8 elemental damage per boost from Intensify.
Pass:
The creature takes half as much damage.
Friendly Fire:
A DC 15 test of Spellcraft can make an ally caught in your spell automatically pass their save and take no damage from the beam.
You may try this for each ally in the spell’s area.
Suggested Backfire: The spell blows up in your face. You take the full damage unless you pass a health save. 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.
Overcharge Ability
Trigger:
When you cast Arcane Beam
Cost:
You overcharge your Arcane Beam spell.
Targets have disadvantage on their saves against your Arcane Beam.
Add up to 60 ft. to your Arcane Beam’s length.
You may make your Arcane Beam up to 10 ft. wide.
Targets have disadvantage on their saves against your Arcane Beam.
Add up to 60 ft. to your Arcane Beam’s length.
You may make your Arcane Beam up to 10 ft. wide.
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 25 | 1d8 elemental damage 60 ft. long line 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 |
Overcharge | 0 | Unlock | You can use Overcharge |
Extra Credit
Ricochet
Effort: 15
Requires: Mastery
You may bend your Arcane Beam once when it hits a target, sending it off in a different direction with what remains of its range.
Chain
Effort: 20
Requires: Ricochet
You can make your Arcane Beam jump from one target to the next, provided you can draw a straight unobstructed line between them.
The total length of the beam’s path is limited to its range.
Chaining your Arcane Beam cannot damage the same target more than once.
It may jump to the same target multiple times, but this does not deal extra damage to them.
The total length of the beam’s path is limited to its range.
Chaining your Arcane Beam cannot damage the same target more than once.
It may jump to the same target multiple times, but this does not deal extra damage to them.
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