Inhibiting Strike (3.5e Power)

''The warrior hits you hard, leaving a ringing noise in your head. You find yourself unable to focus your magic in time to stop him.''

You briefly enhance your melee or ranged weapon with psychic energy. If you make an attack before the beginning of your next turn, the attack gains an additional 6d6 points of damage and inhibits complex action in the opponent. The next activity the opponent attempts which requires concentration, such as spellcasting or manifesting, will be inhibited forcing a concentration check equal to the bonus damage dealt by this power + 10. If they fail they lose focus (and thus lose the spell or power).

For example, if you strike your opponent for 1d8+5 plus 5d6 damage (5+5 plus 16) and they cast a spell later, they must make a DC 26 Concentration check or lose their spell.

Augment: For every 2 power points you spend, the damage rises by 1d6 points of damage.

For every 1 power point you spend, this ability lasts an additional round and may be used 1 more time before discharging. Multiple strikes on the same target only use the highest damage to determine the Concentration DC.