Discipline: psychometabolism; Level: Vitalist 1
Manifesting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: 1 living creature
Saving Throw: Fort negates;; Power Resistance: Yes
Power Points: 1
You disrupt the muscles and nerves of the target, causing it to be knocked prone on a failed save.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, on a failed save the target is fatigued, sickened, or staggered, at your choice, for 1 round/lvl., in addition to being knocked prone. Multiple applications of this power do not cause the target to become exhausted.
In addition, for every 2 power points spent augmenting this power, the save DC increases by 1.