Psychokinesis [See Text]
Level: | Psion/Wilder 2, Psychic Warrior 2 |
Display: | Visual |
Manifesting Time: | 1 standard action |
Range: | Personal |
Effect: | 5-ft.-radius emanation, centered on you |
Duration: | 1 round/level (D) |
Saving Throw: | Reflex half or Fortitude half; see text |
Power Resistance: | Yes |
You weave psionic power into an aura that pulses with raw energies, damaging those around you.
Each round at the end of your turn, your aura releases a pulse of damaging energy, dealing 1d6 damage of your active energy type to all creatures within 5 feet. A successful Reflex save reducing this damage by half. Releasing a pulse of energy takes no action.
Cold: An aura of this energy type deals +1 point of damage per die. The saving throw to reduce the damage of from a cold energy aura is a Fortitude save instead of a Reflex save.
Electricity: Manifesting an aura of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: An aura of this energy type deals +1 point of damage per die.
Sonic: An aura of this energy type deals -1 point of damage per die.
This power’s subtype is the same as the type of energy you manifest.
Augment
You can augment this power in one or both of the following ways:
- For every 2 additional power points you spend, this power’s damage increases by one die (d6) and save DC increases by 1.
- For every 3 additional power points you spend, the effect of this power’s emanation increases by 5 feet.