Arcane Ray (3.5e Spell)

''Wizards are far too preoccupied with the complexity of magic; using the right formula and the perfect arcane circles to create the exact type of power that strikes at the ideal angle for optimal effect. But, if you can feel the energy within yourself and project it at will with the innate aptitude of a sorcerer, that kind of complexity only restricts your way of thinking. This goes double for you evokers. Just relax your muscles, broaden your stance, and hurl that stuff at your foes until they fall down.''

This spell projects your innate arcane energies into a beam of raw destructive energy that lenses through creatures and objects alike, dealing 1d6 points of damage per caster level to each creature and object within its area. This damage is the product of raw arcana that has not been shaped into any element and is itself a combination of multiple elements. Creatures with resistance or immunity to certain types of energy are not resistant or immune to this spell, unless they have resistance or immunity to every energy type (acid, cold, electricity, fire, and sonic). A creature's resistance to this spell is equal to the lowest of its resistances to energy, if applicable.

Sustained Casting: You can focus your arcane ray to make it more powerful, sustaining the casting over multiple rounds. While sustaining your arcane ray, you cannot move from your spot, and the spell takes up a full-round action every turn. The damage of the spell increases every subsequent round of sustained casting, to 1d8/level the second round, 1d10/level the third round, and finally 2d6/level the fourth round and subsequent rounds.

For the purpose of this spell, your facing is in the direction of the line you create. While sustaining the spell, you can change the direction of your facing by a maximum of 90 degrees in either direction during the start of your turn.

You can choose to fan your arcane ray back and forth across a 90 degree cone centered upon your facing instead, but everybody within the space of the cone takes only half of the line's damage.

Any creature starting its turn within the area affected by your arcane ray that round must immediately make a move action at the start to either find cover, break your line of effect to them, or escape the area of the spell. If they can't, the arcane ray deals the appropriate amount of damage to them a second time (Reflex half).

Any attack that forces a Concentration check to maintain a spell, as well as effects that move you against your will will cause the spell to end.

Heightened Casting: You may use higher level spell slots to cast arcane ray without the Heighten Spell feat. If you do, the damage dice increase one tick per additional spell level as per sustained casting, to a maximum of 2d6/level damage at 6th level. Sustained casting works the same for a heightened arcane ray.