Manifesting Time: 1 action
Maintenance: Concentration, up to 1 minute
Detection: Psychic, Visual (overt)
You create a telekinetic vortex that picks up loose dirt, debris, and Tiny unattended objects, only ten of which can weigh at least 1/4 lb. The storm is a 10-foot radius cylinder with a height of 10 feet centered on you. You and objects you carry are immune to the effects of the power.
The power has no effect if there are no loose objects, debris, or dirt available unless you have an energy type, in which case you can manifest the storm with that energy type. You can provide debris, such as stones, sand, water, or other Tiny objects, as part of the manifestation.
Your space becomes lightly obscured to creatures other than you while the power is in effect. As an action, you can harmlessly manipulate objects within the storm, moving them in patterns as you see fit. As a bonus action, you can add one Tiny unattended object within the storm’s area to the storm, but can never have more than ten objects that each weigh at least 1/4 lb. controlled by the storm.
You decide how far targets controlled by the storm are from you. Targets within the storm can be retrieved by a creature. It must succeed on a Strength check against your power save DC to remove a target from the storm.
This is an energy power; you can substitute your energy type’s damage in place of the bludgeoning damage if you have a feature that permits this.
As an action you can sacrifice one Tiny object that weighs at least 1/4 lb. from the storm to attack a target within 30 feet of the storm. Make a ranged power attack. On a hit, the target takes 2d4 bludgeoning damage. If you manifest the power with an energy type, you don’t need to sacrifice an object to make this attack.
0. The power’s ranged attack damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
1. The storm becomes difficult terrain for creatures other than you. When a creature moves within or exits the area of the storm, you can use your reaction to attack it with the storm’s ranged attack.
2. The radius of the storm increases by 5 feet. For every 4 power points you spend this way, the storm is 5 feet taller. You can take this augmentation up to four times (8).
3. The storm becomes hazardous. When a creature enters the storm’s area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or take 2d4 bludgeoning damage.
Objects and creatures that are part of the storm and creatures you choose don’t take this damage.
Empower. For every 2 additional power points you spend, both this augmentation’s damage and the damage of the storm’s ranged attack made against a target within it increase by 1d4.
4. The power’s range becomes 90 feet, allowing you to place the storm at a point you can see within range. While the power is in effect, you can move the storm up to 30 feet as a bonus action.
5. When a Tiny physical projectile originates from within or passes into or through the storm, you can use your reaction to attempt to add it to the storm.
Make a ranged power attack against an AC equal to the attack roll of the projectile or its save DC. If you succeed, the attack has no effect and the projectile becomes part of the storm.
7. You can add Small and Medium sized objects to the storm in the same way you add Tiny objects to it.
Small and Medium objects controlled by the storm can provide you cover while within it. At the start of each of your turns roll a d6. If the number rolled is equal to or less than the number of these objects, you have three-quarters cover until the start of your next turn.
Empower. When you spend 4 power points (11), creatures can be added to the storm. Whenever a Medium or smaller creature enters the storm’s area for the first time on a turn or starts its turn there, you can use your reaction to attempt to pull it into the storm. The creature must succeed on a Strength saving throw or become restrained and added to the storm. It provides cover as an object would if the creature is at least Small.
A creature restrained by the storm can use its action to make a new Strength saving throw. On a success, the creature is no longer restrained and lands in an unoccupied space of its choice within the storm.