Psionics.Info

Psychic Whip

Psychometabolism

Level

Psion/Wilder 2 [–], Psychic Warrior 1 [–]

Display

Visual

Mft. Time

Standard action

Range

Close (25 ft. + 5 ft./2 levels)

Effect

Ectoplasmic whip in your hand

Duration

1 round/level (D)

Save

Will partial, Reflex half; see text

PR

No

Cost

3 or 1

Source

SoS, 131

Published

February 2007

The ectoplasmic whip you manifest automatically extends to any length within its range, and can be directed at any target you choose. You use a psychic whip to make ranged touch attacks that deal 1d6 points of damage. Any creature you successfully hit must make a successful Will save or be stunned for 1 round. This is a mind-affecting effect. You must have one hand free to use a psychic whip, but can use it in your off hand while wielding a weapon in your primary hand.

You can make trip attacks with a psychic whip as with a normal whip, but your opponent gets no automatic chance to trip you if your attack fails. A psychic whip also grants you a normal whip's +2 bonus on opposed attack rolls to disarm an opponent, but the opponent gets no automatic attempt to disarm you if your attack fails. You can use a psychic whip in this manner even if you are not proficient with the whip.

Augment

You can augment this power in one or both of the following ways.

  1. If you spend 2 additional power points, you can manifest this power as a swift action instead of a standard action.
  2. If you spend 4 additional power points, you can use a psychic whip to make a single area attack at any time during the power's duration. As a full-round action, you sweep the whip around you, dealing 1d6 points of damage to every creature in the area (Reflex half). Creatures that fail their Reflex saves must then make a successful Will save or be knocked prone and stunned for 1 round. This use of the psychic whip immediately ends the power.