Electrokinesis [Wis -4] (3 slots)
This ability can only be used once per each constitution point the character has. When channeled through a weapon, the appropriate item save is used. If the proficiency check is a 1, the result is double strength and has an additional effect.
This ability allows the character to create minor electricity in an area of focus. It is the only kinetic ability that has a range. It can be used up to 2 feet per character level. When channeled it causes 1-3 points extra damage and if the result is a 1, the person that is struck is numb and may only defend for 1-4 rounds. The character can use this ability as a defensive form as well, by keeping a charge. A charge causes, 2-6 points of, damage (save for half) when the character is struck in melee with a metal weapon. The character still suffers damage from the attack, a charge may be maintained for a turn before it is spent.
If a 20 is rolled for an ability check, the ability backfires and causes the character to be unable to move for 1-4 rounds. Of course any immunity to electricity results in no damage suffered.