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 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure.
After the explosion, a lingering energy field remains behind, affecting creatures in the area or ones that pass through it. The effect of energy trap depends on what type of energy you choose.
This trap deals +1 point of damage per die. The saving throw to reduce damage is a Fortitude save instead of a Reflex save. After the initial blast, the area affected by the power is unnaturally icy. Creatures moving within or through the area must make successful DC 20 Balance checks or fall prone. Creatures running within or through the area must make DC 25 Balance checks or fall prone.
This trap imposes a +2 bonus to the save DC and provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. After the initial blast, creatures within or moving through the area in metal armor or wielding metal weapons must make a Fortitude save or be stunned for 1 round.
This trap deals +1 point of damage per die. After the initial blast, creatures within or moving through the area take 1d6 points of nonlethal damage per round.
This trap deals â€”1 point of damage per die but ignores an object's hardness. After the initial blast, creatures within or moving through the area must make a Fortitude save or be nauseated for 1 round.
This power's subtype is the same as the type of energy you manifest.
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.