Range: Medium (100 ft. + 10 ft./
level)
Targets: Up to five creatures or objects; no two
targets can be more than 15 ft. apart.
Saving Throw: Reflex half or Fortitude half; see text
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.
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