Energy Well (3.5e Power)
The manifester's hands begin to glow with a dim white light while manifesting this, once it is manifested, the manifester can choose any energy type (if Force is chosen, -5 damage to bolts fired), which can be changed once per minute. The manifester can shoot up to (1d8)d20 bolts (at least 20 bolts), which each do (1d4)d10 damage.
Psychokinesis | |
Level: | Psion/Wilder 7, Psychic Warrior 6 |
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Display: | Visual |
Manifesting Time: | 4 rounds |
Range: | 75-ft + 15 per manifester level |
Duration: | 5 minutes + 2/ 3 manifester levels |
Saving Throw: | Reflex halves |
Power Resistance: | No |
Power Points: | 10 |
The bolts can be fired in the following ways:
Single: Up to 3 single bolts can be fired in a one round
Rapid: Up to 50 bolts (or discs, balls, or beams) can be fired in rapid succession, however, they are shot with a -2 to hit, and an additional -1 for every 100 feet they are fired.
Blade: Expends 2 bolts to use energy as a copy of the wielder's weapon, except...
- The weapon deals damage as the chosen energy type for this minute.
- If the wielder does not have have bladed weapon, a +3 short sword is formed
Beam: Expends 7 bolts for X2 damage and range
Ball: Expend 4 bolts for X3 damage, 1/2 range, and 20-ft burst on impact, inflicting half damage to those caught in the burst.
Wave: Shot out with a melee attack made by the manifester, 1 bolt (or more if manifester's weapon has multiple blades) comes out of the tip in a 15-ft arc and hits anything within range of the arc.
Spray: Shoot 15 bolts at once in a 25-foot cone, normal range and damage.
Disc: Expend 6 bolts, X2 damage, +20 to hit, negates cover provided by concealment.
Blast: Expend 25 bolts, X2 damage, and the bolt's speed is slowed, can hit multiple targets, and it's direction can be changed twice as a free action each time.
Special
You can't have more bolts than twice the number of power points in your reserve at the time of manifesting.
Augment
Spend 1 power points for an extra 1d20 bolts
Spend 1 power points for an extra 1d10 damage/bolt.
Spend 3 power points for +1d12 to hit due to better control of the power.
Spend 5 power points to manifest this power as a swift action
Spend 7 power points to manifest with maximum bolts and damage. (d8d20 maxed=160, d4d10 maxed=40)
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