Energy Ball

Discipline: Psychokinesis; Level: Psion 4   Manifesting Time: 1 standard action   Range: Long (400 ft. + 40 ft./level)   Area: 20 ft. radius burst   Duration: Instantaneous   Saving Throw: Reflex half; see below; Power Resistance: Yes   Psi Points: 7   This flashy power generates a large explosion of energy, dealing 7d6 damage of the energy type (acid, cold, electricity, fire, or sonic) chosen, and counts as having the Bright weapon property. It has additional effects depending on the element chosen. This power’s subtype is the same as the energy type you manifest.
  • Acid: Creatures failing their saves take one point of damage per die at the start of your next two turns.
  • Cold: Creatures failing their saves reduce all movement speeds by 10 ft until the start of your next turn. This use is a Fortitude save instead of Reflex.
  • Electricity: Creatures made of metal or wearing significant amounts of metal take a -2 penalty on their save against this use.
  • Fire: This use deals one additional point of damage per die.
  • Sonic: Creatures failing their saves are deafened for one minute. This use is a Fortitude save instead of Reflex.
Augment: You can augment this power in any of the following ways:
  1. For every additional psi point you spend, increase the damage by 1d6
  2. If you spend 4 more psi points, you fire four smaller blasts. Each is a 10 ft. radius blast and deals half this power’s normal damage. One target cannot take damage from more than two of these blasts.
  3. If you expend your Psionic Focus, you may manifest this power as a Reaction. When used this way, the burst must be centered on your own square. You may make a save as normal.

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