Energy Current

Discipline: Psychokinesis; Level: Psion 3   Manifesting Time: 1 standard action   Range: Close (25 ft. + 5 ft./2 levels)   Target: One creature or technological item; see text.   Duration: 1 round/level (D)   Saving Throw: Reflex half; Power Resistance: Yes   Psi Points: 5   You direct a continuous arc of destructive energy at a target creature. Choose an energy type (acid, cold, electricity, fire, or sonic this power’s subtype is the same as the energy type you manifest. Deal 5d6 damage of the chosen type to your target and to an additional secondary target within 15 feet of them. Each round thereafter, deal 5d6 damage of the chosen type to your primary target and to an additional secondary target within 15 feet of them, plus the additional effect. You can select a new secondary target each round. Each target affected by this power is entitled to their own saving throw against it. If your primary target dies or leaves the power's range you may either end your manifestation or select a new primary target within range.   Alternately, you may have the power comes out in a much more directed and organized form. This type of manifestation always has the electricity subtype. You may target a single technological item within range. This provides enough power for that device to function, to a maximum number of 5 charges each turn. Power used in excess of this amount is drawn from the device’s normal power sources, but excess power provided cannot be stored in any way (including by powering a device that charges others). This does not provide enough power to make a starship or major starship system function. The item must stay within range of you to continue receiving power.   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 or the number of charges per turn by 1.
  2. For every 3 additional psi points you spend, you can affect an additional secondary target within 15 feet of the primary target each turn while using the damaging function of energy current.
  3. If you pay 5 additional psi points, then you may cause an item you have charged to arc destructive power at secondary targets nearby. At the end of each turn, any excess power you have provided that the item not use strikes a secondary target creature of your choice like the damaging mode, for 1d6 electricity damage per unused charge. This can be combined with the second augment to strike multiple secondary targets, as normal.

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