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{{Power
 
{{Power
 
| name=Energy Ray
 
| name=Energy Ray
| disc=[[SRD:Psychokinesis Discipline|Psychokinesis]]
+
| disc=Psychokinesis
 
| desc=see text
 
| desc=see text
 
| lvl=[[SRD:Psion/Wilder Powers|Psion]]/[[SRD:Psion/Wilder Powers|Wilder]] 1
 
| lvl=[[SRD:Psion/Wilder Powers|Psion]]/[[SRD:Psion/Wilder Powers|Wilder]] 1

Latest revision as of 00:27, March 19, 2010

This material is published under the OGL
Energy Ray
Psychokinesis{{#set:Discipline=Psychokinesis}} [{{#arraymap: see text|, |x|{{#set:Effect=x}}x}}]
Level: Psion/Wilder 1{{#arraymap: Psion/Wilder 1|,|x|{{#set:Level=x}}}}
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 1


Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.

Cold: A ray of this energy type deals +1 point of damage per die.

Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire: A ray of this energy type deals +1 point of damage per die.

Sonic: A ray 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).



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