Telekinetic Surge (3.5e Maneuver)

You channel vast amounts of telekinetic energy, letting it loose in a massive surge that rips everything it touches back.

This maneuver has slightly different effects and different ranges based on how long you spend gathering the energy to power it.

Immediate Action: You deal damage equal to your initiator level to everything within range and everyone within range is knocked back 10 feet and falls prone. They stop whenever they hit something; if the collision would cause them to move less distance than otherwise, they and whatever they hit take 1d6 damage. Range: 10 feet.

Swift Action: As immediate action. Range: 20 feet.

Standard Action: As swift action, except you deal damage equal to two times your initiator level and the knockback effect is 20 feet. Range: 30 feet.

Full-Round Action: As standard action, except you deal damage equal to three times your initiator level and the knockback effect is 30 feet. Range: 40 feet.

Every additional full-round action (Max of nine additional): As full-round action, except you deal one more multiple of your initiator level in damage (i.e., four times at two rounds, five times at three rounds, etc.), and the range is increased by ten feet per round.

In every case, a successful Reflex save (save DC 19 + you Charisma modifier) halves the damage and negates any knockback effect. All damage may either ignore or be applied to objects in the area, at the Initiator's option (it does not ignore hardness, or gain any special bonus to damaging items).

If you expend your psionic focus as a part of initiating this maneuver, you deal additional damage equal to your initiator level.