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Shockwave

Discipline psychokinesis; Level gambler 6, kineticist 8

MANIFESTING

Display auditory
Manifesting Time 1 standard action

EFFECTS

Range long (400 ft. + 40 ft./level) Area 80-ft.-radius spread (S)
Duration 1 round
Saving Throw see text; Power Resistance no
Power Points gambler 11, kineticist 15

DESCRIPTION

A telekinetic scream echoes throughout a massive distance, shattering any material that stands in its way. The powerful shockwave created by this power knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A manifester on the ground must make a Concentration check (DC 20 + power level) or lose any power he or she tries to manifest.

The shockwave affects all terrain, vegetation, structures, and creatures in the area. All creatures inside the area of effect take 10d6 points of force damage. The specific effect of a shockwave power depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Environment for more details).

Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

Underwater: The water in the area thrashes violently and erratically, dealing an additional 4d6 damage to creatures and objects inside the area and stopping them from moving while they are in the area of effect. Slip the bonds or a similar effect negates this entrapment, as can a successful DC 40 Swim or Profession (sailor) check.

Augment: This power can be augmented in the following ways:

  1. If you expend psionic focus, you may exempt yourself from the effects of this power, even if you are in the area.
  2. If you expend 2 additional power points, this power’s duration becomes concentration. Its effects occur again each round you concentrate.
Section 15: Copyright Notice

Arcforge: Technology Expanded © 2018, Legendary Games; Authors: Matt Daley, Michael Sayre.