Psionics.Info

Energy Missile

Psychokinesis [see text]

Level

Kineticist 2 [+]

Display

Visual

Mft. Time

Standard action

Target

Up to five creatures or objects, no two of which are more than 15 ft. apart

Range

Medium (100 ft. + 10 ft./level)

Duration

Instantaneous

Save

Reflex half

PR

Yes

Cost

3

Source

CPsi, 88

Published

April 2006

Other Printings

XPH, CPsi

As energy missile, except as noted here.

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.

Cold

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

Electricity

Manifesting a missile 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 missile of this energy type deals +1 point of damage per die.

Sonic

A missile 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, the powers deals an additional 1d6 points of damage. For each additional 2d6 points of damage, the power's save DC increases by 1.