Fandom

Dungeons and Dragons Wiki

Telekinetic Surge (3.5e Maneuver)

9,976pages on
this wiki
Add New Page
Talk0 Share

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Created By
DaTedinator (talk)
Date Created: 1/14/2010
Status: Complete
Editing: Please feel free to edit constructively!


{{#set:Summary=Deal damage, throw back, and knock prone everything within a cone. }} {{#set:Discipline=Mental Grip|Type=Strike}}

Telekinetic Surge
Mental Grip (Strike)
Level: Level::9
Prerequisite: Three Mental Grip maneuvers
Initiation Action: Special (see text)
Range: Special (see text)
Area: Cone-shaped emanation
Duration: Instantaneous
Saving Throw: Reflex partial

You channel vast amounts of telekinetic energy, letting it loose in a massive surge that rips everything it touches back.

This maneuver has slightly different effects and different ranges based on how long you spend gathering the energy to power it.

Immediate Action: You deal damage equal to your initiator level to everything within range and everyone within range is knocked back 10 feet and falls prone. They stop whenever they hit something; if the collision would cause them to move less distance than otherwise, they and whatever they hit take 1d6 damage. Range: 10 feet.

Swift Action: As immediate action. Range: 20 feet.

Standard Action: As swift action, except you deal damage equal to two times your initiator level and the knockback effect is 20 feet. Range: 30 feet.

Full-Round Action: As standard action, except you deal damage equal to three times your initiator level and the knockback effect is 30 feet. Range: 40 feet.

Every additional full-round action (Max of nine additional): As full-round action, except you deal one more multiple of your initiator level in damage (i.e., four times at two rounds, five times at three rounds, etc.), and the range is increased by ten feet per round.

In every case, a successful Reflex save (save DC 19 + you Charisma modifier) halves the damage and negates any knockback effect. All damage may either ignore or be applied to objects in the area, at the Initiator's option (it does not ignore hardness, or gain any special bonus to damaging items).

If you expend your psionic focus as a part of initiating this maneuver, you deal additional damage equal to your initiator level.



Back to Main Page3.5e HomebrewClass Ability ComponentsManeuversMental Grip

Also on Fandom

Random Wiki