Energy Maelstrom

Psychokinesis [See Text]
Level: Psion/wilder 9
Display: Au, Vi
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft/level)
Area: 40 ft. radius emanation
Duration: 1 round/level
Saving Throw: Reflex Half or Fortitude Half (see text)
Power Resistance: Yes
Power Points: 17

Upon manifesting this power you choose cold, electricity, fire, or sonic. You create a swirling maelstrom of the
chosen energy type in the area. Each creature and unattended object within the area takes 15d6 points of damage.
At the start of each of your turns, while the duration lasts, energy maelstrom deals an additional 5d6 points of
damage to any creature or unattended object within the area.

Cold: A maelstrom of this type deals +1 point of damage per die. The saving throw to reduce damage is a Fortitude
save instead of a Reflex save.

Electricity: Manifesting a maelstrom of this type provides a +2 bonus on manifester level checks to overcome
power resistance and increases the save DC by 2.

Fire: A maelstrom of this type deals +1 point of damage per die.

Sonic: A maelstrom of this type deals -1 points of damage per die and ignores the hardness of any objects it affects.

This power’s subtype is the same as the type of energy you manifest.

Augment: For every additional power point you spend, the damage increases by one die (d6). For each
extra two dice of damage, the save DC increases by 1. This increase in damage has no effect on the subsequent 5d6 damage the power deals after the initial impact.

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