Psychokinesis [see text]
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure.
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.
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.
A ball of this energy type deals +1 point of damage per die.
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.
For every additional power point you spend, this powerâ€™s damage increases by one die (d6). For each extra two dice of damage, this powerâ€™s save DC increases by 1.