Level: Great Wyrm 5
Spell Resistance: yes
A Burst of energy launches surrounding enemies skyward, only to be demolished by the fall if the energy blast didn't kill them. This technique adds, Fiery, Frigid, Raging, Astral, or Diabolic to it's name depending on your discipline. It also adds a secondary effect. As a standard action, Creatures within a 20 foot burst must make a reflex saving throw or take normal damage along with 1d6 damage per level (Max 10d6). The additional damage is Either Fire, Normal, Frost, Force, or Disintegration damage depending on your discipline. A successful reflex saving throw DC: 15+ Strength modifier halves the damage. Creatures that fail their saving throw take full damage and take 1d6+Strength modifier fire damage next round (Fiery), Knocked back 10 feet (Rage), Stunned for 1 round(Frigid), Staggered for 1 round (Astral), or take 1 con damage (Diabolic) and they are tossed up a number of feet in the air equal to the damage dealt, taking falling damage as usual.