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Energy Missile

Discipline Psychokinesis [see text]; Level Kineticist 2


Display Auditory
Manifesting Time 1 standard action


Range Medium (100 ft. + 10 ft./ level)
Targets Up to five creatures or unattended objects; no two targets can be more than 15 ft. apart.
Duration Instantaneous
Saving Throw Reflex half or Fortitude half; see text; Power Resistance Yes
Power Points 3


You release a powerful missile of your active energy type (cold, electricity, fire, or sonic) at your foe. The missile deals 3d6 points of damage to each creature or unattended 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). For every two additional dice of damage, the power’s save DC increases by 1.

Special A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.

Section 15: Copyright Notice

Psionics Unleashed. Copyright 2010, Dreamscarred Press.