Kyamsil
First Post
Am I the only one who feels this power's augmentation is way overpowered for its level?
The way it is written it implies that you spend 1 power point to add 1d6 of extra damage and boost save DC by the same amount. As it is a level 2 power it costs a base of 3 power points and deals 3d6 of a selected energy type to up to 5 separate targets, with a save for half damage.
It's like magic missile in that it doesn't need an attack roll and they aren't a ray or ranged touch power either.
Now, suppose a level 10 manifester with a +5 (18 base + 2 level boosts) Intelligence:
The saving throw for this power is 10+2(level)+5(Int)=17 at the base cost. So 5 targets get 3d6 of damage with save for half at a reasonable saving throw DC.
Now boost it to the maximum for a level 10 manifester (no overchannel or things like that, just using standard augmentation.):
The saving throw for this power becomes 10+2(level)+5(Int)+7(augmentation)=24. So now it deals 10d6 save for half to 5 targets with save DC 24.
If instead of 10th level, it was a 20th level manifester, who most likely would have items boosting intelligence even more to around +10 (that's without going overboard on int boosting, as it can be a lot higher.)
A maximum augmentation DC for this caster would be:
Saving throw of 10+2(level)+10(Int)+17(augmentation)=39! and it deals 20d6 with save for half damage to 5 targets.
Add to him the Overchannel and Talented psionic feats and he can overchannel it for 23d6 and save DC=42 without dealing damage to himself because it is a low level power.
Alternatively you can boost the damage and save DC a bit less and have some nice metamagic feat added to the mix to deal more damage. 18d6+50%and save DC 37 for empowered. Make it deal cold damage and you get +1 to each dice and the save becomes Fortitude instead of Reflex (so you can mess with the Improved Evasion guys). Selecting 5 targets to deal them an average of 121 points of cold damage, Fort save DC 37 for half: take out all spellcasters and rogue characters of a party. Repeat next round (with reflex save and electricity for example) and you will severely damage the party fighters.
All in all, I think this power is way overpowered for level 2 as written, and can easily lead to a TPK situation. What's your oppinion?
The way it is written it implies that you spend 1 power point to add 1d6 of extra damage and boost save DC by the same amount. As it is a level 2 power it costs a base of 3 power points and deals 3d6 of a selected energy type to up to 5 separate targets, with a save for half damage.
It's like magic missile in that it doesn't need an attack roll and they aren't a ray or ranged touch power either.
Now, suppose a level 10 manifester with a +5 (18 base + 2 level boosts) Intelligence:
The saving throw for this power is 10+2(level)+5(Int)=17 at the base cost. So 5 targets get 3d6 of damage with save for half at a reasonable saving throw DC.
Now boost it to the maximum for a level 10 manifester (no overchannel or things like that, just using standard augmentation.):
The saving throw for this power becomes 10+2(level)+5(Int)+7(augmentation)=24. So now it deals 10d6 save for half to 5 targets with save DC 24.
If instead of 10th level, it was a 20th level manifester, who most likely would have items boosting intelligence even more to around +10 (that's without going overboard on int boosting, as it can be a lot higher.)
A maximum augmentation DC for this caster would be:
Saving throw of 10+2(level)+10(Int)+17(augmentation)=39! and it deals 20d6 with save for half damage to 5 targets.
Add to him the Overchannel and Talented psionic feats and he can overchannel it for 23d6 and save DC=42 without dealing damage to himself because it is a low level power.
Alternatively you can boost the damage and save DC a bit less and have some nice metamagic feat added to the mix to deal more damage. 18d6+50%and save DC 37 for empowered. Make it deal cold damage and you get +1 to each dice and the save becomes Fortitude instead of Reflex (so you can mess with the Improved Evasion guys). Selecting 5 targets to deal them an average of 121 points of cold damage, Fort save DC 37 for half: take out all spellcasters and rogue characters of a party. Repeat next round (with reflex save and electricity for example) and you will severely damage the party fighters.
All in all, I think this power is way overpowered for level 2 as written, and can easily lead to a TPK situation. What's your oppinion?