Psionics.Info

Energy Missile

Psychokinesis [see text]

Level

Kineticist 2 [+]

Display

Auditory

Mft. Time

Standard action

Target

Up to five creatures or objects; no two targets can be more than 15 ft. apart.

Range

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

Duration

Instantaneous

Save

Reflex half or Fortitude half; see text

PR

Yes

Cost

3

Source

XPH, 102

Published

April 2004

Other Printings

XPH, CPsi

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, this power’s damage increases by one die (d6) and its save DC increases by 1.