D20:Energy Push Power
Psychokinesis [ | |
Level: | Psion/Wilder 2 |
---|---|
Display: | Auditory and visual |
Range: | Medium (100 ft. + 10 ft./ level)Template:vardefine: targetsTemplate:vardefine: targetTemplate:vardefine: effectTemplate:vardefine: areaTemplate:ifexpr: -- template var: target |
Duration: | Instantaneous |
Saving Throw: | Reflex half or Fortitude half; see text |
Power Resistance: | Yes |
Power Points: | 3 |
Cold: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). The saving throw to reduce damage from a cold push is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a blast 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 blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points).
Sonic: A blast of this energy type deals ?1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object?s hardness.
This power?s subtype is the same as the type of energy you manifest.
Augment: For every 2 additional power points you spend, this power?s damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.
Back to System Reference Document → Powers.
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Cold Effect | D20 | Electricity Effect | Fire Effect | Power | Psion | Psionic | Psychokinesis | Sonic Effect | SRD | Wilder
Created by Last edited by , 10-23-2011 at 12:00 PM 0 Comments, 6,294 Views |
, 05-20-2007 at 01:12 AM
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