Energy Ball

Psychokinesis ([[[]]]) [[[[]]]]

Kineticist 4

Manifesting
Manifesting Time 1 Standard Action
Display Auditory Material Mental Olfactory Visual
Effect
Range Long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration Instantaneous, D
Saving Throw Reflex half or Fortitude half; see text
Resistance Yes
Power Points 7

Description

You create an explosion of energy of your active energy type (cold, electricity, fire, or sonic) that deals 7d6 points of damage to every creature or object within the area.

The explosion creates almost no pressure.

Cold: A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.

Electricity: Manifesting a ball 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: A ball of this energy type deals +1 point of damage per die.

Sonic: A ball of this energy type deals –1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Special

A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.

Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

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