A:PC/Diantha val'Emman/Powers
From Drinking and Dragons
Manifesting
- Manifester Level: 2
- Ranges: Close 25 Medium 110 Long 440
- Power Points: 15
Energy
1st
- Energy Ray:Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
- Cold: +1 point of damage per dice
- Electricity: +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance
- Fire: +1 point of damage per dice
- Sonic: -1 damage per dice and ignores object's hardness
Close, PR, p103 EPH
Augment: For every additional power point you spend, this power’s damage increases by one die (d6).
Life
1st
- Touch of Health: With a touch, you heal 2 damage to a living target or deal 2 damage to an undead.
Touch, PR, Will (DC14) half, p104 CPs
Augment: For every additional power point you spend, this power heals 2 more damage or deals 2 more damage to undead.
Mental
1st
- Mind Thrust: You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.
Close, PR, Will () negates, p120 EPH
Augment: For ever additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power's save DC increase by 1.