Psionics.Info

Energy Ball

Psychokinesis [see text]

Level

Kineticist 4 [–]

Display

Auditory

Mft. Time

Standard action

Range

Long (400 ft. + 40 ft./level)

Area

20-ft.-radius spread

Duration

Instantaneous

Save

Reflex half or Fortitude half; see text

PR

Yes

Cost

7

Source

XPH, 100

Published

April 2004

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.

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.

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.