Fling Magic

◆◆CommonRemaster

Requirements You are holding your wand implement.

Requirements You are holding your wand implement.


You fling magical energy at a target within 60 feet, dealing (scaling+2)d4 untyped damage, with a reflex save against your class DC. The damage is of the type you selected when you gained your wand implement. At 3rd level and every 2 levels thereafter, the damage increases by 1d4.

You can expend more energy than usual to boost the effect of Fling Magic, dealing d6s of damage instead of d4s. After you do, the wand's extra energy is discharged; you can't boost the wand's damage again, but can continue to Fling Magic normally. The extra energy recharges at the end of your next turn.


Special This activity has the trait corresponding to the damage type you selected.

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Thaumaturge

This indicates abilities from the thaumaturge class.