SFS Standard Supercharge Prism [two-actions] Focus 5

Area 20-foot line
Defense Reflex

You toss a handful of fragments from used spell gems forward through a tech rune you've drawn in the air, turning them into raw magical energy and shooting that energy forward in a beam. Allies in the area gain 6d6 temporary Hit Points for 1 minute. Enemies in the area take 6d6 force damage and must attempt a Reflex save. If a creature is moved as a result of their saving throw, you determine if they're pushed directly away from you or pulled directly toward you by this forced movement.
Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage and is moved 5 feet.
FailureThe creature takes full damage and is moved 10 feet.
Critical FailureThe creature takes double damage and is moved 15 feet.

Heightened (+1) The temporary Hit Points and the force damage both increase by 1d6.