Energy Bomb (3.5e Power)

''"I wouldn't do that." you threaten, as the warboss laughs you off. "And why not?" With a soft lick you raise a crystal sphere in your hands, pulsing with thermal energy and counting down with a increasing pitch. "He's got a thermal detonator!"''

You charge a crystal with energy, and throw it like a grenade where it explodes, dealing 9d6 points of energy damage in a 20 ft. radius, Reflex for half. The range increment of the charged crystal is 50 ft. You can also set a charge time in which the bomb will go off. Each round at the beginning of your turn, the crystal draws in elemental energy and increases the damage die by one step. 1 round gives 1d8 per level, 2 rounds give 1d10 per level, 3 rounds give 2d6 per level, up to a maximum of 4 rounds with 3d6 per level. It detonates at the beginning of the next turn. While charging, the crystal must be displayed and not inside a bag, or it cannot draw in energy. The manifester may dismiss the power as a free action before detonation if he is touching the crystal. Doing so ends the power.

The crystal can be targeted and destroyed, prematurely ending the power. A crystal has hardness 8 and hp equal to 10 + your manifester level. Active crystals glow as a candle and have an obvious visual or audio cue indicating a timer is running out.

As is common with energy powers, you may select which type of energy you deal.

Cold: A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold burst is a Fortitude save instead of a Reflex save.

Electricity: Manifesting a burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire: A burst of this energy type deals +1 point of damage per die.

Sonic: A burst of this energy type deals -1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Material Component: Unlike most psionic powers, you need a 1 gp crystal to act as the material component for your power. It is consumed in the use of this power.

Augment: For every additional power point you spend, this power’s damage increases by one die (d6 or greater). For each extra two power points augmented, this power’s save DC increases by 1.

By spending 6 extra power points you can have the energy bomb act on a contingency effect, as per the contingency spell. When activated by the contingent requirements it begins to charge up a pre-set number of rounds determined at manifesting, and explodes at the end of the countdown. You may have up to your manifesting score's modifier in active contingent energy bombs. Creating more than your limit activates one of your previous energy bombs. Contingent energy bombs radiate moderate metacreation auras when detected by detect psionics but otherwise appear as normal crystals.