Energy Time Bomb
Level: Tracer 2
Duration: 5 rounds or less; see text
Action: standard action
Range: Touch
Area: 6m radius burst
Save: Reflex halves
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an bomb of energy of the chosen type.
This power creates an energy bomb which can detonate you may choose to delay the burst for as many as 5 rounds. Upon manifesting this power, you choose cold, electricity, fire, or sonic. You select the amount of delay upon completing the power, and that time cannot change once it has been set.
When the timer expires an explosion of energy of the chosen type deals 3d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. The bomb can be latched to a targeted creature with a successful touch attack, the creature which is hit by the latched bomb does not receive a saving throw. If the bomb is latched on a specific target that target can try to attempt a reflex save every turn to delatch as a standard action. When the bomb is delayed at least one full turn increase its damage by four dices.
Cold
A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.
Electricity
Manifesting a ball 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 ball of this energy type deals +1 point of damage per die.
Sonic
A ball 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).
Special: When casting time hop on the energy bomb change the bombs timer according to the time hop timer and let it explode if it exceeds the clock value. The tracer may try a will save to resist.
Focus: None
Material Component: None