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| name=Energy Stun
| name=Energy Stun
| disc=[[SRD:Psychokinesis Discipline|Psychokinesis]]
| disc=Psychokinesis
| desc=see text
| desc=see text
| lvl=[[SRD:Psion/Wilder Powers|Psion]]/[[SRD:Psion/Wilder Powers|Wilder]] 2
| lvl=[[SRD:Psion/Wilder Powers|Psion]]/[[SRD:Psion/Wilder Powers|Wilder]] 2

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

This material is published under the OGL
Energy Stun
Psychokinesis [see text]
Level: Psion/Wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round.

Cold: A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save.

Electricity: Manifesting a stroke 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 stroke of this energy type deals +1 point of damage per die.

Sonic: A stroke 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) and its save DC increases by 1.

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