Molecular Agitation/Cryokinesis
2-level Psychokinetic
PSP Cost
3
Time to Invoke:
1 action
Range:
60 feet
duration:
up to 1 minute
Molecular Agitation. This power enables the user
to excite the molecules of a substance, causing
paper to ignite, wood to smolder, or skin to
blister, for example. You can choose a
manufactured object, such as a metal weapon or a
suit of heavy or medium metal armor, that you
can see within range. You cause the object to glow
red-hot. Any creature in physical contact with the
object takes 2d8 fire damage when you manifest
this power.
You can instead choose a creature. The creature
takes 2d8 fire damage when you manifest this
power. Until the talent ends, you can use a bonus
action on each of your subsequent turns to cause
this damage again.
If a creature is holding or wearing the object and
takes the damage from it, 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 your next turn.
The degree of destruction is as follows, depending
on the number of rounds the item is agitated:
- One round. Readily flammable materials, such as paper and dry grass, ignite; wood becomes dark.
- Two rounds. Wood smolders and smokes; metal becomes hot to the touch; paint shrivels.
- Three rounds. Wood ignites; metal scorches (1d8 points of fire damage water boils, lead melts.
- Four rounds. Steel grows soft.
- Five rounds. Steel melts.
Magical items are immune to this talent. Creature
can roll every round to resist with a Constitution
saving throw for half damage.
Cryokinesis. Cryokinesis is the opposite of
molecular agitation. Instead of increasing the
energy of the target's molecules to raise its
internal heat. Molecular motion is suppressed to
lower the object's heat. Objects may freeze.
become brittle. crumble. shatter. or explode from
extreme drops in temperature. The list below
shows some of the possibilities. depending on how
long the power is maintained.
You can choose a manufactured object, such as a
metal weapon or a suit of heavy or medium metal
armor, that you can see within range. You cause
the object to glow red-hot. Any creature in
physical contact with the object takes 2d8 cold
damage when you manifest this power.
You can instead choose a creature. The creature
takes 2d8 cold damage when you manifest this
power. Until the talent ends, you can use a bonus
action on each of your subsequent turns to cause
this damage again.
- One Round: Embers and coals are extinguished. metal becomes cold to the touch, water condenses on object.
- Two Rounds: Small fires are reduced to cold embers. bone and chitin become brittle, Liquids freeze.
- Three Rounds: Large fires reduced to embers. Metal and wood become brittle.
- Four Rounds: Stone an obsidian become brittle
Most items are not automatically destroyed by
being frozen and then thawing out. but they may
become more susceptible to breakage. Armor and
weapons that become brittle due to cryokinesis
have 30% chance each time they deliver or receive
blows in combat to shatter. Thri-kreen who are
struck while their chitin is brittle suffer double
damage from any physical blow.
At higher levels:
When you use this science at
higher level, the damage increases by 1d8 for each
level above 2.