Astral Tentacles (3.5e Power)

A tight ball of ectoplasm forms within your hand, which you release at your opponent, spiked ghostly vines quickly growing and constricting your opponent until they are completely encased.

This power, sometimes known as Ectoplasmic Maiden, creates a dangerous psionic creature which envelops the target and feasts on their animating force. Make a ranged touch attack against a target, on impact they take 9d6 force damage and must succeed on a Reflex save or become grappled. Unlike normal grappling, they are not immobile, but they take a -10 penalty to their speed (minimum 0 feet). Each round after the first, they take half the damage of the initial strike and lose an additional 10 feet of speed until they are rendered immobile. Astral Tentacles can only grapple creatures in this manner up to Medium size.

Victims can escape by taking a full-round action to make a Strength check or Escape Artist check against DC 10 + the manifester level of the power. They can also be cut away by allies, who must deal 10 + manifester level points of damage in one blow to sever the vines. The victim takes this damage as well unless they have Improved Sunder, in which case they can target the vines directly. Subjects can only have one case of Astral Tentacles grappling them at a time.

Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. By spending an additional 2 power points you can affect a creature one size category larger. By spending an additional 4 power points, you may launch another astral tentacles at a target as long as they are all within 30 feet of each other.