Gravitic Charge

Discipline psychoportation; Level marksman 4, nomad 5, voyager 5


Display material, olfactory
Manifesting Time 1 standard action


Range long (400 feet + 40 feet/level), see text
Target 1 creature or object
Duration 1 round/level
Saving Throw Fortitude negates (affects objects), see text; Power Resistance yes
Power Points marksman 7, nomad 9, voyager 9


You immensely increase the mass of an object, causing other objects to fall towards it. On a failed save, all creatures and objects within 40 feet of the target move towards the target each round as if affected by a bull rush combat maneuver in the direction of the target (CMB = 5 + your manifester level + your manifesting ability modifier). If creatures are within the area of effect of two Gravitic Charge powers, they are pulled apart by the combating forces, taking 5d6 points of damage each so long as they remain in the area (Fortitude negates).

If used in an environment of no gravity, this power can be used on an object to grant it a normal gravity field out to 40 feet. Creatures can walk along it as if it was ground acting in normal gravity, although oblong shapes in the structure may cause certain parts to be treated as difficult terrain. This power is often used upon starships to simulate baseline gravity.

Augment: You may augment this power in the following ways:

  • For every 2 power points you spend, the gravity field’s range increases by 10 feet, the save DCs increase by 1, and the CMB increases by 1
  • If you spend 6 additional power points, you may grant a target a gravity field even within areas that possess gravity. Creatures within this gravity field ignore any gravity possessed by objects or entities outside the field.
Section 15: Copyright Notice

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

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