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Discipline: Psychokinesis [see text]; Level: Psion/wilder 7

Display: Auditory

Manifesting Time: 1 standard action

Range: 120 ft.

Area: Cone-shaped spread

Duration: Instantaneous

Saving Throw: Reflex half or Fortitude half; see text; Power Resistance: Yes

Power Points: 13

You create a flood of energy of your active energy type (cold, electricity, fire, or sonic) out of unstable ectoplasm that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone.

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

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.

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.

Mythic Energy Wave[]

The power instead deals 1d10 points of damage for each 1d6 points of damage it would have dealt. Any creature that fails its save suffers an effect based upon the energy type of the damage.

  • Cold: Any creature that fails its save is partially encased in ice, reducing its speed by half. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect. The reduced movement lasts until the ice is destroyed. Destroying the ice requires a successful Strength or dispel check against the spell’s DC, or dealing bludgeoning or fire damage equal to 1 point per caster level to the creature.
  • Electricity: Any creature that fails its save is staggered for 1 round.
  • Fire: The damage bypasses fire resistance and immunity.
  • Sonic: Any creature that fails its save is knocked prone.
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