Powers

Direct Line of Sight: Direct line of sight to a target requires you to be seeing it directly, you cannot be seeing the target through a digital signal, unless that signal originates from a cybernetic eye replacement installed in your skull.  Binoculars, targeting scopes, co-opting someone else’s senses, those all work fine.  TV screens do not work fine.

Blind [mind-affecting] You mentally overload your foe’s visual senses, clouding their vision with nothingness.

    Time – Swift Action
    Target – One creature within your direct line of sight.
    Make a Psionics Check.  Make one roll and compare the result to the target’s Will Defense.  If the result equals or exceeds the target’s Will Defense, the target is considered flat-footed, and all other creatures have concealment from your target until the start of your next turn.  Creatures that do not rely on eyesight to perceive (such as those with some form of tremorsense) are immune to this effect.
    Special – You can spend a Hero Point to use this power as a free action, instead of as a swift action.

Calm [Mind-Affecting] – You forcibly calm yourself, ensuring that you are more focused.

    Time – Swift Action
    Target – Self
    Make a Psionics Check.  The result of the check determines the effect, if any:

      DC 15: Gain a +2 Psionics bonus on your next Dexterity-based attack or skill.
      DC 20: As DC 15, except you gain a +3 bonus
      DC 25: As DC 15, except you gain a +4 bonus
      DC 30: As DC 15, except you gain a +5 bonus

    Special – You may spend a Hero Point to gain an additional +2 bonus.

Cloak [mind-affecting] – You psionically erase yourself from the minds of those who would see you.

    Time – Standard Action
    Target – You
    Make a Psionics Check.  The result of the check determines the effect, if any:

      DC 15: You are considered to have total concealment against all living targets that your Psionics check equals or exceeds the Will Defense of until the beginning of your next turn.
      DC 20: As DC 15, and you gain a +2 Force bonus to Stealth checks until the beginning of your next turn against ALL targets, regardless of if you equaled or exceeded the target’s Will Defense.
      DC 25: As DC 15, and you gain a +3 Force bonus to Stealth checks until the beginning of your next turn against ALL targets, regardless of if you equaled or exceeded the target’s Will Defense.
      DC 30: As DC 15, and you gain a +5 Force bonus to Stealth checks until the beginning of your next turn against ALL targets, regardless of if you equaled or exceeded the target’s Will Defense.

    Special – You can maintain the cloak power from round to round, extending the normal duration.  Maintaining the cloak power is a standard action, and you must make a new Psionics check each round.  If you take damage while maintaining this power, you must succeed on a Psionics check (DC = 15 + damage taken) to maintain the power.
    You can spend a Hero Point to increase the bonus to your Stealth checks by +5.

Confusion [Mind-Affecting] – You cloud the mind of your target, making it difficult for them to distinguish friend from foe.

    Time – Standard Action
    Target – One creature within your direct line of sight.
    Make a Psionics Check.  Compare the result to the target’s Will Defense.  If the check result equals or exceeds the target’s Will Defense, the target is affected as determined by the results of your Psionics check. The result of the check determines the effect, if any:

      DC 20: The target refrains from making any attacks against you until the beginning of his next turn. The target may still attack your allies and other creatures normal.
      DC 25: The target uses the Aid Another action to suppress an enemy of your choosing that is within his range.
      DC 30: The target uses the Aid Another action to assist any ally’s next attack roll made before the end of his current turn.
      DC 35: The target makes a single melee or ranged attack against any one opponent of your choosing. The target may move freely to place an opponent within his range.

    The effects of confusion are lost if the target breaks line of sight with you. Regardless of the outcome, the effects of confusion last until the beginning of the target’s next turn.

Conjure Doubt [mind-affecting] – You fill your opponent’s mind with thoughts of doubt on their course of action.

    Time – Standard Action
    Target – One enemy within 6 squares of you.
    Make a Psionics Check.  The result of the check determines the effect, if any:

      DC 20: Compare the result of your Psionics check against the Will Defense of the target. If your Psionics check beats the target’s Will Defense, you gain a +1 bonus on your next Deception check made to feint in combat.
      DC 25: As DC 20, except the bonus increases to +2.
      DC 30: As DC 20, except the bonus increases to +3.
      DC 35: As DC 20, except the bonus increases to +4.

    Swift Manipulator: If you have the Swift Manipulator talent, you can use this power as a swift action.
    Special: You can spend a Hero Point to make your target flat-footed against all of your attacks made on the target in the next round.

Crucitorn – Through a use of your mental discipline, you can ignore the debilitating effects of physical pain and focus despite great physical trauma.

    Time – Reaction (to any damage)
    Target – You
    Make a Psionics Check.  The result of the check determines the result, if any.

      DC 15: You gain a +5 Force bonus to your damage threshold against any damage you take from triggering source.
      DC 20: As DC 15, except the Force bonus increases to +10.
      DC 25: As DC 15, except the Force bonus increases to +15.
      DC 30: As DC 15, except the Force bonus increases to +20.

    Special – You can spend a Hero Point to increase the bonus to your damage threshold by an additional +5.

Enlighten [mind-affecting] You reach out to an ally telepathically, sharing visions of possible near futures to give the ally an edge or to protect the ally from harm.

    Time – Swift Action or Reaction.
    Target – One ally within your direct line of sight.
    Make a Psionics Check.  The target may use the check result instead of one attack roll, skill check, or opposed check it makes before the start of your next turn, or the target can use the check result in place of one of its defenses until the start of your next turn.
    Special – You may spend a Hero Point when you activate this power to prolong the effect until the end of your next turn.

Farseeing – You gain a vague, momentary impression of events happening around a particular being in some distant place.

    Time – Full-round Action
    Target – One creature you know or have met before
    Make a Psionics Check.  If your check result is less than the target’s Will Defense, you gain no information (including whether the target is alive or dead) and cannot use this power against the same target for 24 hours.  If your check result equals or exceeds the target’s Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing, and any strong emotions it is presently feeling.  A dead target has a Will Defense of 30 for the purposes of this power.
    Special – If you successfully use this power, you can spend a Hero Point to gain a clear mental image of the target’s surroundings, as well as other creatures and objects within 6 squares of it.

Fear [mind affecting, fear] You instill fear in the minds of your enemies.

    Time – Swift Action
    Target – One creature within your direct line of sight.
    Make a Psionics Check.  The result of the check determines the effect, if any:
    Compare the result to the target’s Will Defense.  If the check result equals or exceeds the target’s Will Defense, the target is affected as determined by the results of your Psionics check.

      DC 15: The target can take only one standard action on the next turn.
      DC 20: The target can take only one move action on the next turn.
      DC 25: The target can take only one swift action on its next turn.
      DC 30: The target can take no actions on its next turn.

    Special – When you successfully use this power on an opponent, you can spend a Hero Point to impose a -2 penalty to all of the opponent’s Defenses until the beginning of your next turn.

Inspire [mind-affecting] – You fill your allies with hope and courage, allowing them to face even the most daunting of odds.

    Time – Swift Action
    Targets – All allies within 50 squares of you (or within 5 starship squares).
    Make a Psionics Check.  The result of the check determines the result, if any.

      DC 20: The targets gain a +2 Force bonus to Will Defense against mind-affecting and fear effects until the end of your next turn.
      DC 25: As DC 20, except the bonus increases to +5.
      DC 30: As DC 20, except the bonus increases to +10.
      DC 35: As DC 20, except the targets are immune to mind-affecting and fear effects.

    Special – You can spend a Hero Point to grant each target 2d6 bonus hit points when the power is first activated.  Damage is subtracted from the bonus hit points first, and any bonus hit points remaining at the end of the encounter go away.
    You can maintain inspire from round to round, extending the normal duration.  Maintaining the inspire power is a swift action, and you must make a new Psionics check each round.  If you take damage while maintaining inspire, you must succeed on a Psionics check (DC = 15 + damage taken) to continue maintaining the power.

Instill Turmoil [mind-affecting] – You jar your opponent with your words, forcing them to feel conflicted about their beliefs and values while you press them in melee combat.

    Time – Standard Action
    Target – One enemy within your reach.
    Make a Psionics Check.  The result of the check determines the effect, if any:

      DC 25: You make a single melee attack against the target. If your attack deals damage, the target takes a -5 penalty to their Will Defense until after of your next turn.
      DC 30: As DC 25, except the penalty lasts one additional round.
      DC 35: As DC 25, except the penalty lasts two additional rounds.

    Swift Manipulator: If you have the Swift Manipulator talent, the target also moves -1 step down the condition track.
    Special: You can spend a Hero Point to increase the Will Defense penalty of the target to -10.

Malacia [mind-affecting] – You create dizziness and nausea by disrupting your enemy’s equilibrium.

    Time – Standard Action
    Target – One living creature within your direct line of sight.
    Make a Psionics Check.  Compare the result to your target’s Fortitude Defense.  If your check equals or exceeds the target’s Fortitude Defense, the target moves -1 step down the condition track.  Additionally, until the end of its next turn, the target takes a -5 penalty to its damage threshold.
    Special – You can  spend a Hero Point to increase the penalty to damage threshold to -10.
    You can maintain the malacia power from round to round, extending the duration of the damage threshold penalty.  Maintaining the malacia power is a standard action, and you must make a new Psionics check each round.  If you take damage while maintaining malacia, you must succeed on a Psionics check (DC = 15 + damage taken) to continue concentrating.

Memory Walk [mind-affecting, fear]You torment an enemy by causing them to relive their most horrible memories.

    Time – Standard Action
    Target – One creature with an Intelligence of 3 or higher and your direct line of sight.
    Make a Psionics Check.  The result of the check determines the result, if any.

      DC 20: Compare the result to the target’s Will Defense.  If the skill check equals or exceeds the target’s Will Defense, the target takes 2d6 points of Force damage and loses its swift action on its next turn.
      DC 25: As DC 20, except the target loses its move action on its next turn.
      DC 30: As DC 20, except the target loses its standard action on its next turn.
      DC 35: As DC 20, except the target loses its standard action and its swift action on its next turn.

    Special – You can spend a Hero Point to increase the damage by +2d6.
    You can maintain memory walk from round to round, extending the normal duration.  Maintaining the memory walk power is a standard action, and you must make a new Psionics check each round.  If you take damage while maintaining memory walk, you must succeed on a Psionics check (DC = 15 + damage taken) to continue maintaining the power.

Mind Shard [mind-affecting]You use psionics to splinter the mind of an opponent, wracking it with pain.

    Time – Standard Action
    Target – One creature within your direct line of sight.
    Make a Psionics Check.  The result of your check determines the result, if any.

      DC 15: Compare the result to the target’s Will Defense.  If the skill check equals or exceeds the target’s Will Defense, the target takes 2d8 points of Force damage and moves -1 step down the condition track.  Furthermore, the target cannot improve its condition until the end of your next turn (although other creatures may use abilities to improve its condition).
      DC 20: As DC 15, except the damage increases to 3d8.
      DC 25: As DC 15, except the damage increases to 4d8.
      DC 30: As DC 15, except the damage increases to 5d8.

    Special – You can spend a Hero Point to increase the damage by +2d8.

Mind Trick [mind-affecting] – You use psionics to alter a target’s perceptions or plant a suggestion in its mind.

    Time – Standard Action
    Target – One creature Intelligence 3 or higher within your direct line of sight.
    Make a Psionics check.  If you equal or exceed the target’s Will Defense, you may choose one of the following effects:

    • You may create a fleeting hallucination that distracts the target and enables you to use the Stealth skill even if the target is aware of you.
    • You perform a feint so that the next attack you make against the target ignores its Dexterity bonus to Reflex Defense (if any).
    • You make an otherwise unpalatable suggestion seem completely reasonable to the target.  You must be able to communicate with the target, and the suggestion can’t obviously threaten the target’s life.  The target won’t realize later what he did is unacceptable.
    • You fill the target with terror, causing it to flee from you at top speed for 1 minute.  The affected creature stops fleeing if it is wounded.  The effect is negated if the target’s level is equal to or higher than your character level.  This is a fear effect.

    Special – If you are making a suggestion, you may spend a Hero Point to improve the target’s attitude by one step, plus one additional step for every 5 points by which your Psionics check exceeds the target’s Will Defense.

Mochiro [mind-affecting] – You mentally disrupt the target’s autonomic nervous system, slowing their heartbeat and respiration, causing them to slip into a deep sleep or even die.

    Time – Standard Action
    Target – One living creature you have grabbed or grappled.
    Make a Psionics Check.  Compare the result to the target’s Fortitude Defense.  If you succeed, the target moves -1 step down the condition track.  Each round you maintain this power, if your Psionics check exceeds the target’s Fortitude Defense, the target moves another step down the condition track.  If you move a target to the bottom of the condition track with this power, you can choose to kill the target or place it into a trance even if it is unwilling (see Place Other in Trance under the Psionics skill).  Additionally, if you use this power on an already unconscious target, you consider the target willing for the purposes of placing them in a trance.
    Special – You can maintain the mochiro power from round to round, extending the normal duration.  Maintaining this power is a standard action, and you must make a new Psionics check each round.  If you take damage while maintaining mochiro, you must succeed on a Psionics check (DC = 15 + damage taken) to maintain the power.  If the target escapes your grab or the grab ends for any reason, you cannot maintain this power on your next turn.

Obscure [mind-affecting] You use psionics to cloud an enemy’s mind, making it harder for the enemy to see its target.

    Time – Reaction
    Target – One enemy within your direct line of sight that you are aware of who just made an attack roll.
    Make a Psionics Check.  Compare the result to the target’s Will Defense.  If the check result equals or exceeds the target’s Will Defense, the target takes a -5 penalty on the attack roll.  If the target misses with the attack, you can choose to make the target reroll the attack against another creature adjacent to it; this attack is also made at a -5 penalty.
    Special – You may spend a Hero Point when you activate this power to apply the penalty to all of the target’s attack rolls made until the start of its next turn.

Pain [mind-affecting] – A terrible ability that few telepaths take lightly, this directly targets the pain centres of a subject’s brain causing terrible agony for a limited period of time. However, during this timethey will be utterly incapable of performing any organized action, consumed with the agony ravaging their mind.

    Time – Standard Action
    Target – One target within your direct line of sight.
    Make a Psionics check.  If this check beats your target’s Will Defense, you deal 1d6 nonlethal damage to them, and they move one step down on the condition track.  This decrease on the condition track has a duration of 1 round.  Targets are visibly in agony when subject to this power, but have no visual sign of what could be causing the pain.  If you beat the target’s will defense by 5, the damage increases to 2d6 nonlethal damage.  In addition , if your check beats a DC of 20, you may choose to target the pain on a specific body part, or you can make the pain can feel like a particular type of pain (burning, acid, cold, vacuum) instead of generalized agony.
    Special – You may maintain this power from round to round, taking a standard action each round and making the Psionics check as normal.  The target remains one step down on the condition track for as long as you maintain the power, plus the additional normal 1 round duration.

Prescience  – You tap into the collective unconscious of the universe, granting you a flash of insight in dealing with your enemies.

    Time – Swift Action
    Target – One enemy within your direct line of sight.
    Make a Psionics Check.  The result of the check determines the effect, if any.

      DC 15: Until the end of your next turn, you gain a +1 insight bonuses to all defenses against attacks or effects originating from the target, as well as a +1 insight bonus on attack rolls against the target.
      DC 20: As DC 15, except the insight bonuses increase to +2.
      DC 25: As DC 15, except the insight bonuses increase to +3.

    Special – You can spend a Hero Point when you activate this power to affect one additional enemy in your line of sight.

Puppetmaster [Mind-Affecting]- You seize control of a creature, forcing it to move and act as you dictate.

    Time – Standard action.
    Target – One creature within 12 squares and direct line of sight.
    Make a Psionics check. If your check equals or exceeds the target’s Will Defense, apply effects as follows:

      DC 25: The target is held mute and immobile (effectively helpless) and may not take any actions (including free actions) of its own choosing for one round.
      DC 30: As DC 25, and you may move the target up to your speed in any direction. If the target is moved out of range of puppetmaster, the effect immediately ends. If the target is suspended when the effect of puppetmaster ends, the target immediately falls and takes appropriate falling damage.
      DC 35: As DC 30, and you can force the target to perform a single action on its turn (no full-round actions). The target is still otherwise helpless (see DC 25).
      DC 40: As DC 35, but you can force the target to perform up to two actions on its turn (no full-round actions). When this power ends, both you and the target move -1 step on the condition track.
      DC 45: As DC 40, but you can force the target to perform up to three actions or a single full-round action on its turn. When this power ends, both you and the target move -2 steps on the condition track.

    Special – This ability may only be used against a particular target once per encounter. If you fail, you may not attempt to use puppetmaster on the target again for until you partake in a standard rest period for your species (8 hours for Humans).
    You can only force your target to perform actions that the target could perform under normal circumstances; you can’t, for example, non-spellcaster to cast spells. The target does not gain the benefit of any talents, feats or other abilities that you possess unless the target already possesses them. The actions you force your target to perform must conform to the normal rules for the number and type of actions allowed in one round.
    You can extend the duration of puppetmaster by spending a standard action each round to maintain the power. If you take damage while maintaining puppetmaster, you must make a Psionics check equal to 10 + amount of damage taken in order to continue maintaining the power.
    You can spend a Hero Point to reduce by 1 step the distance you move down the condition track when this power ends (minimum 0 steps). Additionally, once per encounter, you can spend a Hero Point to modify a target’s action as if it were your own action.
    Theoretically, you could force the target to say something, but since this power only grants control of the target’s movements and not its mind, this will probably meet with limited success. The target is aware that it is being controlled and can resist if it gets the opportunity.
    If Puppetmaster is successfully rebuked via rebuke psionics and is not successfully rebuked a second time, the initiator loses their standard action for the next round. If Puppetmaster is rebuked twice, both the initiator and the target lose their standard actions for the next round.

Rebuke Psionics – You harmlessly absorb or deflect one Psionic Power used against you, perhaps even turning it against its manifester.

    Time – Reaction
    Target – One Psionic power directed at you.
    Make a Psionics check.  If your result equals or exceeds the check result of the power directed at you, you harmlessly redirect it and suffer no ill effects.  If the result exceeds the check result of the power directed at you by 5 or more, you may choose to turn the Power back against its manifester, who suffers the effect.
    Special – If you successfully reflect a Power back at its originator, the originator may attempt to rebuke the power as well.  If he reflects it back again, both you and the originator are affected by the Power.  You can spend a Hero Point as a reaction to suffer no ill effects from a Power that has been rebuked twice – once by you and once by the power’s originator.

Resist Psionics – You use your mental power to protect yourself from an enemy’s Psionic abilities.

    Time – Standard Action
    Target – You
    Make a Psionics Check.  The result of the check determines the effect, if any.

      DC 15: You gain a +1 to the Defense score of your choice against Psionic powers used against you until the beginning of your next turn.
      DC 20: As DC 15, except the Defense bonus increases to +2.
      DC 25: As DC 15, except the Defense bonus increases to +5.

    Special – You can spend a Hero Point to apply the bonus provided by this power to any two Defense scores of your choice.
    You can maintain resist psionics from round to round, extending the normal duration.  Maintaining the resist psionics power is a swift action.  If you suffer damage while maintaining resist psionics, you must succeed on a Psionics check (DC = 15 + damage taken) to continue maintaining the power.  You may have multiple instances of resist psionics active at once, but maintaining each one requires a swift action each round, and each one must be activated by a separate use of resist psionics.

Roomsweep Scan [Mind-Affecting] – A potent tool for psionically-talented to locate missing persons or objects.

    Time – Full-Round Action
    Target – All targets within line of sight and within 18 squares of you.
    Make a Psionics Check.  The result of the check determines the effect, if any: Compare the result to each target’s Will Defense.  If the check result equals or exceeds the target’s Will Defense, you learn if the target has current or recent knowledge (within 5 minutes) of a person or object of your choice.  If you beat their Will Defense by at least 10, you can instead lightly prod the target by blasting an image of the person or object into their subconscious and sensing their reaction to it.  However, anyone affected by this immediately knows that they have been affected.  Additionally, anyone with Psionics as a trained skill is immune to this ability, possibly giving you a way to sense other psions in your midst.

Shatterpoint – You can see the critical point of something, whether it is a person or object, that would shatter if struck at the right time.

    Time – Swift Action
    Target – You
    Make a Psionics Check.  The result of the check determines the effect, if any:

      DC 25: If your next attack made before the end of the encounter hits, treat the target’s damage threshold against the attack as though it is 5 points lower than normal.
      DC 30: As DC 25, except treat the target’s damage threshold as though it is 10 points lower than normal.
      DC 35: As DC 25, except treat the target’s damage threshold as though it is 15 points lower than normal.
      DC 40: As DC 25, except treat the target’s damage threshold as though it is 20 points lower than normal.

    Special – You can spend a Hero Point to ignore the target’s DR in addition to gaining the normal effect of this power.

Stun [mind-affecting] You mentally overload an enemy’s senses, potentially stunning it.

    Time – Standard Action
    Targets – One creature within your direct line of sight.
    Make a Psionics Check.  Compare the result to the target’s Will Defense.  If the check result equals or exceeds the target’s Will Defense, the target moves -1 step along the condition track.  For every 5 points by which you exceed the target’s Will Defense, the target moves an additional -1 step along the condition track.
    Special – When you use this power, you can spend a Hero Point to move the target an additional -1 step along the condition track.

Thought Bomb [mind-affecting]You use psionics to radiate out harmful waves of telepathy, damaging the minds of nearby foes.

    Time – Standard Action
    Targets – All enemies within 2 squares of you.
    Make a Psionics Check.  Compare the result of the skill check to each target’s Will Defense.  If the result equals or exceeds the target’s Will Defense, the target takes 2d6 points of Force damage and loses its swift action on its next turn.  This is an area effect.
    Special – You can spend a Hero Point to increase the damage dealt by this power by +2d6 points.

Track – You peer into the currents of the universe for guidance, picking up on the trail of your quarry.

    Time – Swift Action
    Target – You
    Make a Psionics Check.  The result of the check determines the result, if any.

      DC 15: You determine the path taken by a specific creature you designate, provided you are within line of sight of the creature’s trail.  You can track the creature (as per the Track application of the Survival skill) without needing to make Survival checks for up to 1 hour, provided the creature you are tracking passed through the area within the last minute.
      DC 20: As DC 15, except the creature you are tracking need only have passed through in the last 10 minutes.
      DC 25: As DC 15, except the creature you are tracking need only have passed through in the last hour.
      DC 30: As DC 15, except the creature you are tracking need only have passed through in the last day.

    Special – You can spend a Hero Point to track up to two targets simultaneously.

Unspeakable Doom [mind-affecting] – You swap the target’s conscious and unconscious minds, rendering their fantasies pointless while making everything they’ve known impossible to grasp. Also, every ten seconds they feel like they are being stabbed.

    Time – Standard Action
    Target – One creature within your direct line of sight.
    Make a Psionics Check. Compare the result to the target’s Will Defense. If the result equals or exceeds the target’s Will Defense, the target loses all of their armor and weapon proficiency feats, skill training with Knowledge skills, and Skill Focus with Knowledge Skills for the next round. The target is also terribly depressed and moves -2 temporary steps on the condition track while under this effect. Additionally, the target suffers Force damage equal to 1d6 plus your Charisma modifier. You can maintain this effect on the target by spending a standard action each turn and making a new Psionics check.
    Special – You can spend a hero point to increase the damage to 3d6 plus your Charisma modifier.

Valor [mind-affecting] You call upon your mental strength, reaching out to your ally and sharing your strength with them.

    Time – Standard Action
    Target – One ally within your direct line of sight.
    Make a Psionics Check.  The result of the check determines the effect, if any.

      DC 15: The target gains a +1 bonus to Will Defense against mind-affecting and fear effects until the start of your next turn.
      DC 20: As DC 15, except the bonus increases to +2.
      DC 25: As DC 15, except the bonus increases to +5.
      DC 30: As DC 15, except the bonus increases to +10.

    Special – You can spend a Hero Point when you activate this power to have the bonus apply against all effects that target Will Defense (not just mind-affecting and fear effects).
    You can maintain valor from round to round, extending the normal duration.  Maintaining the valor power is a swift action.  If you suffer damage while maintaining valor, you must succeed on a Psionics check (DC = 15 + damage taken) to continue maintaining the power.  You may have multiple instances of valor active at once (affecting different allies), but maintaining each one requires a swift action each round, and each one must be activated by a separate use of valor.

Withering Scorn [mind-affecting] – With a glance and an expression of exasperation, you attempt to fry the synapses of someone foolish enough to attack your glorious self.

    Time – Reaction
    Target – One enemy attacking you within your direct line of sight that has successfully attacked you.
    Make a Psionics Check.  The result of the check determines the effect, if any.

      DC 15: Compare the result to the target’s Will Defense.  If the Psionics check equals or exceeds the target’s Will Defense, the target takes 4d8 points of Force damage.  If you reduce a target to 0 HP with this, their head explodes.
      DC 20: As DC 15, except the damage increases to 6d8.
      DC 25: As DC 15, except the damage increases to 8d8.
      DC 30: As DC 15, except the damage increases to 10d8.

Epic Space Adventures Abound!