Energy Missile
Psychokinesis [see text]
Level: Kineticist 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.
Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A missile of this energy type deals +1 point of damage per die.
Sonic: A missile of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.
Controversial stuff in bold.
The target line doesn't say anything about creatures. You could blow off someone's items pretty easily with the sonic version. Even the most devoted defenders of Energy Missile agree this is broken, yet it wasn't fixed in Complete Psionics.
You can target multiple opponents who are 15 feet from each other - a bit like Horrid Wilting, if you ask me. Horrid Wilting is an 8th-level spell with an unusual save type for direct damage and does untyped damage (so generally superior).
Fireball, a 3rd-level spell, has a radius of 40 feet. You can hit more opponents with it, but you're unlikely to pull that off without roasting friends, unless combat has just started.
Opponents can stay away from each other (and avoid damage from Energy Missile that way) ... but you could say the same thing about Fireball, an equal level effect, so I don't think that argument works.
Saving throws: you can choose the save type. This is extremely deadly against rogues.
Direct damage: you can inflict more damage with the Fire and Cold versions than you can with Fireball. This one is a mixed bag; you have to pay for the augmentation cost, after all. Personally, I think there was an overreaction to the initial free scaling in the playtested 3.0 PsiH. I agree 5d6 damage for 1 power point is excessive, but I'm not sure if 10d6 damage for 5 power points is. Certainly that would leave room to cut down on psions' power points, too, which would curb their amazing save-or-suffer ability.
Sonic: see the note about targetting objects.
Augmentation: the +1 DC per power point was an obvious error, and it's amazing people continued to defend it. (This issue was even worse with Energy Stun.) Considering how much more powerful this is than the benchmark Fireball spell, I think that's going too far regardless. That part got fixed in Complete Psionics. Of course, Complete Psionics had such severe editing problems it introduced new powers with the exact same flaw.