Crystal Rocket (3.5e Power)
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|Manifesting Time:||1 round|
|Range:||1 mile/level or 100 miles/level; see text|
|Effect:||One crystal rocket|
|Saving Throw:||Reflex half; see text|
You create a large crystal shard which is propelled up into the sky with a great deal of psionic energy. It can travel a long distance and crash into a target with meteoric force, exploding violently. Alternatively, you can choose to hitch a ride upon one of these high-speed rockets, though disembarking may be a problem.
As a weapon, it launches into the air and remains airborne for 1d4 rounds. At the end of the last round, it impacts a single target or point in the air of your choice (made when first manifesting). You can make a ranged touch attack against the target to see if you hit, and if you do, the target receives no save. Otherwise, the target and all creatures in a 20 ft radius burst take 22d6 damage, half piercing and half force. There is a Reflex save for half damage. Because of the wide arc it takes through the air, you need to have at least 1 mile of open air above you for the crystal rocket to function. Striking an obstruction early detonates the rocket.
Alternatively, you can choose to manifest the rocket below you and any allies, up to a 5 ft radius. Creatures can make a Climb check, DC 15, to latch onto the rocket's surface safely, and the rocket can hold up to one Medium creature per manifester level (Large counts as double, Small counts as half, and so on). You and allies travel with the rocket, protected from high winds and the dangers of high altitude, rapid acceleration, and vacuum due to the psionic force around it. This form of rocket travels at a rate of 100 ft the first round, 1000 ft the second round, 1 mile the third round, 10 miles the forth round, and 100 miles the fifth round and every round beyond. It can travel up to 100 miles/level in this state, allowing you to travel anywhere in range.
Disembarking is as simple as releasing your grip on the rocket, allowing you to safely and rapidly drop down to terminal velocity. However, the rocket cannot land, or it will explode. Therefore, creatures traveling must jump off early and deal with the subsequent falling with their own methods. Attempting to use the travel form of the rocket with precision is possible, but only if you can clearly visualize your target square, otherwise, it is impossible to aim at a specific square with any accuracy mid-flight. Of course, remaining on the rocket when it crashes affects you as if you had been targeted, giving you no save.
The travel form of the rocket isn't entirely accurate. It will deliver you within 1d10×100 feet in a random horizontal direction and 1d10×10 feet high from your desired endpoint before disintegrating.
Augment: If you spend 1 additional power point, the damage of the rocket rises by 2d6 points of damage.
If you spend 2 additional power points, the rocket can explode early as an airburster. Decrease the time the rocket spends in the air by 1 round (minimum 1 round) and halve the damage. In return, the area becomes 1d4+1 explosions, each a 20 ft radius burst, somewhere in the area and all within 30 ft of the edge of another. Overlapping areas do not deal extra damage, but do force creatures within them to make additional saves (and thus have additional chances to fail the save). For each additional 2 power points you spend, you increase the number of explosions by 1.
If you spend 4 additional power points, passengers on the travel version of the rocket gain the effect of feather fall on disembarking.
Regardless of the augmentations used, for every 2 additional power points spent on augmentation, the DC increases by +1.