Psychic Halo (3.5e Power)

''What power... the psychic's aura was so powerful and bright that its presence pushes you back!''

Your aura flares up visibly and blows opponents away with sheer psychic pressure. This visible mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is and can change it each round as a free action on your turn (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the round and they are forced back 5 feet + 5 more feet for every 5 points they fail the power DC. Repelled creatures’ actions are not otherwise restricted.

Affected creatures can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. On the next round, they will need to make a Will save to see if they are affected by your power. In addition, if a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the power’s area.

The aura forms a bright glare around you, obscuring your image. All sighted creatures take a 20% miss chance against you. True seeing and the like does not bypass this, as it is due to bright light. Creatures which take negative effects for being in daylight (such as vampires) are treated as being in daylight in the area of the effect of your psychic halo.