Psychic Whip
Psychometabolism
The ectoplasmic whip you manifest automatically extends to any length within its range, and can be directed at any target you choose. You use a psychic whip to make ranged touch attacks that deal 1d6 points of damage. Any creature you successfully hit must make a successful Will save or be stunned for 1 round. This is a mind-affecting effect. You must have one hand free to use a psychic whip, but can use it in your off hand while wielding a weapon in your primary hand.
You can make trip attacks with a psychic whip as with a normal whip, but your opponent gets no automatic chance to trip you if your attack fails. A psychic whip also grants you a normal whip's +2 bonus on opposed attack rolls to disarm an opponent, but the opponent gets no automatic attempt to disarm you if your attack fails. You can use a psychic whip in this manner even if you are not proficient with the whip.
Augment
You can augment this power in one or both of the following ways.
- If you spend 2 additional power points, you can manifest this power as a swift action instead of a standard action.
- If you spend 4 additional power points, you can use a psychic whip to make a single area attack at any time during the power's duration. As a full-round action, you sweep the whip around you, dealing 1d6 points of damage to every creature in the area (Reflex half). Creatures that fail their Reflex saves must then make a successful Will save or be knocked prone and stunned for 1 round. This use of the psychic whip immediately ends the power.