Casting Time 1 standard action
Schools: Transmutation

EFFECT
Range Medium (100 ft. + 10 ft./ level)
Target Ray
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes
Base MP Cost: 11, time mage 10

DESCRIPTION
A thin, crimson ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 22d6 points of non-elemental damage. Any creature reduced to 0 or fewer hit points by this power is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the power disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but not magical effects such as an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per manifestation.

Active Augment For every additional MP you spend, the damage this spell deals to a subject that fails its saving throw increases by 2d6 points. Augmenting this spell does not change the amount of damage the target takes if it succeeds on its saving throw. For every 4d6 additional damage, the spell’s save DC increases by 1 (In addition to the normal DC boost from spending additional MP on this spell).