Inertia Barrier
5-level Psychokinetic
PSP Cost
7
Time to Invoke:
1 action
Range:
self
duration:
up to 1 minute
This power is used as a defense, creating a barrier
of psionic energy around the user and anyone
within 10 feet of him. This barrier softens missile
blows, shielding the user from damage by slowing
and absorbing some or all of the potential damage
caused by incoming attacks. However, the barrier
also slows outgoing missile attacks—a drawback
the user should consider. The power protects
against damage from these forms of attack: any
non-magical missile weapon; any physical missile
created by magic; any missile with magical
bonuses; flames some breath weapon attacks
(depending on the nature of the breath acid; gas;
all forms of disintegration; and falling (damage is
halved).
Inertial barrier can’t stop missiles conjured from
pure magic or protect against raw heat or cold,
pure energy or light, or gaze weapons.
An inertial barrier can’t keep enemies out, but it
does slow them. Anyone trying to cross a barrier
must stop moving when contact is made. In the
next round, the barrier can be crossed (either
entering or exiting).
Missile weapons, whether passing into or out of
the barrier, inflict damage in a modified fashion
because the power saps energy from the missile. If
a missile strikes its target after passing through
the barrier (in either direction), the attacker rolls
for damage as normal. However, the defender
then rolls the same die to see how much damage
the barrier absorbed. (Note: The defender doesn’t
include any magical bonuses the weapon may
have.) The defender subtracts his die roll from the
attacker’s damage total. If anything remains, the
defender loses that many hit points. If the
defender’s roll equals or exceeds the total
damage, the weapon falls harmlessly to the
ground. If the missile is explosive, the barrier
prevents weapon damage but not explosive
damage.