Disarm
You make a called shot to the target’s hand in order to disarm them. If successful, the item in their hand is flung 10ft. toward your choosing.
It is possible to have the item fly towards you; in which you can make a reaction check to catch it. Your attack roll minus two is what the reaction check is versus. If you fail the check, the item drops to the ground in front of you.
Level: 2
Energy Type: Psionic
Cost: 4
Actions: 2
Duration: Instant
Range: 10ft.
Critical Effect: The spell automatically hits regardless of the defender’s defense roll.
Targets: 1
Energy Type: Psionic
Cost: 4
Actions: 2
Duration: Instant
Range: 10ft.
Critical Effect: The spell automatically hits regardless of the defender’s defense roll.
Targets: 1