Psychokinesis [see text]
Level: Kineticist 5
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area: Colossal, 1 target/level
Duration: Instant
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 9
Metapsionics: Empower, Maximize
Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body's psionically fueled bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary foe for 14d6 points of damage, and then jumps to one secondary target per manifester level within range, dealing half damage to each foe struck.
Cold: A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold current is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a current 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 current of this energy type deals +1 point of damage per die.
Sonic: A current 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: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.
2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.