Hey, the game isn't currently running the file as it missing the closing square & curly brackets "] }" at the end of the code. I don't have a character with that spell at the moment to test if the changes you are making work but game should run the code below:
{
"GameDataObjects": [{
"$type": "Game.GameData.AttackBeamGameData, Assembly-CSharp",
"DebugName": "Ninagauths_Bitter_Mooring_Beam",
"ID": "1c51396a-5196-428b-b1fc-bd3fcf75e7d9",
"Components": [{
"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
"KeywordsIDs": ["ab88e534-596e-4f40-b54e-9dd8b2cab983", "f8a513bb-3e92-4d10-b59f-abbdf71d8af4"],
"AttackDistance": 10,
"MinAttackDistance": 0,
"AttackVariationID": "4365c4d1-44ce-4b2a-bf11-d895a006b12b",
"UseParentEquippableHand": "false",
"CastSpeedID": "3bf6c8e7-49b6-46b1-8c62-cb9121f0d22a",
"RecoveryTimeID": "9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534",
"OverrideTacticalActionType": "None",
"ImpactDelay": 0,
"ForcedTarget": "None",
"AffectedTargetType": "NotSelf",
"AffectedTargetConditional": {
"Conditional": {
"Operator": 0,
"Components": [{
"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
"Data": {
"FullName": "Boolean IsTargetOwner()",
"Parameters": [],
"Flags": "",
"UnrealCall": "",
"FunctionHash": 1786603455,
"ParameterHash": 1786603455
},
"Not": true,
"Operator": 0
}
]
}
},
"AffectedTargetDeathState": "Alive",
"HostilityOverride": "Default",
"PushDistance": 0,
"FaceTarget": "true",
"AccuracyBonus": 0,
"PenetrationRating": 7,
"DamageData": {
"DamageType": "Freeze",
"AlternateDamageType": "None",
"Minimum": 8,
"Maximum": 10,
"TacticalMinimumOverride": 0,
"TacticalMaximumOverride": 0,
"DamageProcs": []
},
"RequiresHitObject": "true",
"StatusEffectKeywordsIDs": ["f8a513bb-3e92-4d10-b59f-abbdf71d8af4"],
"StatusEffectsIDs": ["5489a681-2b65-40aa-8573-1e927a13ab56"],
"RandomizeStatusEffect": "false",
"CanGraze": "false",
"CanCrit": "true",
"DefendedBy": "Fortitude",
"AfflictionsDefendedBy": "None",
"AfflictionApplicationModifier": "None",
"SubstituteHitVisualEffect": "",
"VisualEffects": [{
"VisualEffect": "prefabs/effects/abilities/cast/fx_cast_wizard_evocation.prefab",
"AttachPoint": "LeftWeapon",
"AttachObject": "Caster",
"AttachMode": "Attach",
"MeshType": "None",
"Event": "OnAnimEvent",
"AnimEventID": 0,
"Loop": "true",
"Scale": "false"
}, {
"VisualEffect": "prefabs/effects/abilities/wizzard/fx_ninagauths_shadowflame_start.prefab",
"AttachPoint": "RightWeapon",
"AttachObject": "Caster",
"AttachMode": "Attach",
"MeshType": "None",
"Event": "OnAnimEvent",
"AnimEventID": 1,
"Loop": "true",
"Scale": "false"
}, {
"VisualEffect": "prefabs/effects/abilities/cast/fx_grimoire_close_evocation.prefab",
"AttachPoint": "LeftWeapon",
"AttachObject": "Caster",
"AttachMode": "Attach",
"MeshType": "None",
"Event": "OnAnimEvent",
"AnimEventID": 3,
"Loop": "false",
"Scale": "false"
}
],
"AttackOnImpactID": "00000000-0000-0000-0000-000000000000",
"ExtraAttackID": "00000000-0000-0000-0000-000000000000",
"LaunchBone": "Chest",
"HitBone": "Chest",
"OnHitShakeDuration": "None",
"OnHitShakeStrength": "None",
"NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7",
"AllReactNoise": "false",
"InterruptsOn": "None",
"InterruptType": "Normal",
"TargetAngle": 0,
"ApplyOnceOnly": "false",
"PathsToTarget": "true",
"HideFromCombatLog": "false",
"AdditionalAttackOnTooltip": "false",
"DoesNotApplyDamage": "false",
"TreatAsWeapon": "false",
"BounceData": {
"Bounces": 0,
"Multiplier": 0.5,
"Range": 10,
"InRangeOrder": "false",
"NoRepeatTargets": "false",
"AlwaysBounceAtEnemies": "false",
"Delay": 0,
"NeverBounce": "false"
},
"AttackValidityConditional": {
"Conditional": {
"Operator": 0,
"Components": []
}
}
}, {
"$type": "Game.GameData.AttackBeamComponent, Assembly-CSharp",
"BeamDuration": 12,
"BeamInterval": 1,
"BeamTargets": "All",
"BeamExcludesMainTarget": "false",
"LoopingBeamVisualEffect": "prefabs/effects/abilities/wizzard/fx_ninagauths_bitter_mooring_beam.prefab",
"CasterSustainedVisualEffect": "prefabs/effects/abilities/wizzard/fx_ninagauths_bitter_mooring_caster.prefab",
"TargetSustainedVisualEffect": "prefabs/effects/abilities/wizzard/fx_ninagauths_bitter_mooring_hit.prefab",
"BeamEmitterVisualEffect": "prefabs/effects/abilities/wizzard/fx_ninagauths_bitter_mooring_beam_emitter.prefab",
"CasterOffset": 1,
"TargetOffset": 0
}
]
}
]
}
If the beam is still affecting friendly targets, maybe try changing the line with "BeamTargets": "All", to "BeamTargets": "Hostile", ? Otherwise someone might know how over on the official Obsidian Modding forums.