|author_name=Leziad
|date_created=7th June 2019
|status=FinishedComplete
|balance=Very High}}
<onlyinclude>{{3.5e Power
|name=TK StopHold
|disc=Psychokinesis
|desc=Force
|lvl=Kineticist 34
|disp=Auditory
|time=1 Immediate Action
|range=Touch
|dur=Instantaneous or Concentration (see text)
|tsea=a
|subj=5 ft.-square
|pp=5
|summary=You create a nigh-impassable telekinetic barrier which stop and hold those who attempt to pass through.}}
''Yùwén just raised her hand and the javelin stopped in midair, alongside the charging barbarian...''
This power You instantly create a strong telekinetic barrier in any square within range. Any creature which attempt to pass through this square take 1d6 force damage and must make a [[Reflex]] save or become [[Immobilized (3.5e Condition)|Immobilized]] until the end of hard telekinetic energyyour turn. If a creature was moving at any speed higher than 30 ft, which both stop then they take 5d6 damage instead and hold attacks and creature in placetake a -4 penalty on it [[Reflex]] save. When this power is manifested it can either be used The barrier lasts as ''hard-hold'' or ''solft-hold'' long as seen below:you concentrate, if you move in any way the power immediately ends.
''Hard-Hold:'' You instantly create a strong telekinetic barrier in any square within range. Any creature which attempt to pass through this square take 1d6 force damage and must make a [[Reflex]] save or become [[Immobilized (3.5e Condition)|Immobilized]] until the end of your turn. If a creature was moving at any speed higher than 30 ft, then instead take 5d6 damage and take a -4 penalty on it [[Reflex]] save. This square also block any acts as total cover from projectiles, stopping them dealing 5d6 force damage to them, which usually breaking themresult in their destruction. Finally this can even stop lines and ray, with successful opposed manifester level check, causing them to remain suspended in the air, once the power's duration end ends they carry on with their trajectory. ''Soft-Hold:'' As hard-hold except that it deal no damage, the creatures and projectile remain unharmed. Unlike hard-hold this last for as long as you concentrate, any creature caught in it may attempt a [[Fortitude]] save to escape at the start of their turn. Any projectile blocked by soft-hold gently fall on the ground when the duration end instead of breaking.
'''Augment:''' You can augment this power in one or more of the following ways.
1. For every additional [[SRD:Power Points|power point]] you spend, you increase the damage dealt by ''hard-hold'' by +1 for slow moving targets or +1d6 for fast moving targettargets.
2. For every 4 additional [[SRD:Power Points|power points]] you spend, you may double the area of the power following normal DnD multiplications (10 ft, 15 ft, 20 ft. and etc).