Molecular Agitation
Psychokinesis
Manifesting Time: 1 action
Range: 60 feet
Maintenance: Concentration, up to 1 minute
Detection: Psychic, Gesture, Visual (beam)
You destabilize the molecules of an unattended object or a 5-foot cube section of a Large or larger object or surface you can see within range. If the power is augmented to target a creature, effects which only targets objects don’t affect the creature. A magical item is unaffected by the power.
Each weapon, spell, and power attack made against the object deals an extra 1d6 damage.
0. The extra damage dealt to an object from the power increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1. You can make a held or worn object unstable. The creature holding or wearing it must succeed on a Dexterity saving throw or the object becomes destabilized. While the power is in effect, a weapon has a −2 penalty on attack and damage rolls and an armor has its AC reduced by 2 (to a minimum of 10 for armor and 0 for a shield).
2. You can target one additional target. The targets must be within 30 feet of each other when you target them. You can take this augmentation multiple times.
3. Instead of destabilizing molecules, you cause one inorganic object in range, such as a suit of armor or a 5-foot section of stone floor to become red-hot or ice-cold. Each creature in physical contact with the object takes 2d8 fire (if hot) or cold (if cold) damage when you manifest the power. As long as the power remains in effect, the creature takes 1d4 damage of the same type at the start of each of its turns as long as it remains in contact with the affected object.
If a creature is holding or wearing the object and takes damage from the power, the creature must succeed on a Constitution saving throw, or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of its next turn.
5. You cause a flammable object to combust. It takes 1d8 fire damage at the end of each of your turns. Each creature in physical contact with the object takes 2d8 fire damage when you first manifest the power, and another 1d8 fire damage at the start of each of its turns while the power is in effect. If the object is held or worn, the creature must make a Dexterity saving throw. On a success, the object isn’t combusted. If a creature is holding the object and takes damage from the power, it must succeed on a Constitution saving throw or let go of the object if it can.
A burning target can spread fire to additional unattended, flammable objects it physically contacts. When the target touches such an object, roll a d10, on a roll of 1−3, the touched object combust in the same way. Once an object is destroyed, it no longer burns. When the power is no longer in effect, all combusted targets cease burning.
Empower. When you spend 8 power points (13), you can target a creature, causing it to combust. When you first manifest the power and at the start of each of its turns, the target must make a Constitution saving throw. It takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A dispel evil and good spell ends the power on a creature.
7. You transform an unattended object or a 5-foot cube section of a Large or larger object or surface into a semi-corporeal state. A semi-corporeal object can be passed through as if it is difficult terrain. If a creature or object is within the affected area when the power ends, it is moved to the nearest unoccupied space without harm.
Empower. When you spend 2 power points (9), you can target a held or worn object. The creature must succeed on a Dexterity saving throw or the object falls to the ground and can’t be retrieved while the power is in effect.
11. The molecules of a creature or object are disrupted. A creature must make a Dexterity saving throw. On a failed save, it takes 5d8 + 10 force damage. If the target is reduced to 0 hit points it and all nonmagical equipment it carries are reduced to goop. A creature can be restored to life only by means of a true resurrection or a wish spell.
Medium or smaller nonmagical objects are immediately destroyed. If the target is a Large or larger object, a 5-foot cube portion of it is rendered to dust.
While the power is in effect, as an action, you can continue disrupting the same creature or object. A Large or larger object has an additional 5-foot cube portion rendered to dust. A creature makes a new Dexterity saving throw, taking damage as above. If you don’t use your action to continue to disrupt the target, the power ends.