Energy Emanation

Psychokinesis [see text]
Level: Psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: 5 ft.
Target: 5-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 3

A glowing halo of energy surrounds you, damaging all who stand too near. You expel concentrated energy from your body, dealing 1d6 points of energy damage to all creatures within the area every round. The energy emanated is chosen by you when you first manifest the power: cold, electricity, fire, or sonic. Once chosen, you emanate the same energy type for the power's duration.

Cold: This energy type deals +1 point of damage per die.

Electricity: 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: This energy type deals +1 point of damage per die.

Sonic: 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 3 additional power points you spend, the power deals an additional 1d6 points or damage. For every two extra dice of damage, the power's save DC increases by 1.