Psionic Powers


Complete Psionic


LURK POWERS

1st level

Adrenaline Boost: Receive a temporary Str and Dex boost.

Burst: Gain +10 ft. to speed this round.

Catfall: Instantly save yourself from a fall.

Chameleon: Gain +10 enhancement bonus on Hide checks.

Compression: You grow smaller.

Conceal Thoughts: You conceal your motives.

Deaden Blow: A weapon deals nonlethal damage rather than lethal.

Detect Psionics: You detect the presence of psionics.

Dimensional Pocket: Transfer object to hidden dimension for safekeeping.

Distract: Target has –4 penalty on Listen, Search, Sense Motive, and Spot checks.

Empty Mind: You gain +2 on Will saves until your next action.

Extend Range: Increase the range increment of a ranged or thrown weapon.

Far Hand: Move small objects from a limited distance.

Float: Buoy yourself in water or other liquid.

Grease, Psionic: Makes 10-ft. square or one object slippery.

Know Direction and Location: You discover where you are and what direction you face.

Mighty Spring: Gain +10 enhancement bonus on one Jump check this round.

Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.

Precognition, Offensive: Gain +1 insight bonus on your attack rolls.

Prescience, Offensive: Gain +2 insight bonus on your damage rolls.

Sensory Gloom: Hamper a chosen sense on a single creature.

Skate: Subject slides skillfully along the ground.

Synesthete: You receive one kind of sense when another sense is stimulated.

2nd level

Animal Affinity: Gain +4 enhancement to one ability.

Biofeedback: Gain damage reduction 2/–.

Body Equilibrium: You can walk on nonsolid surfaces.

Cloud Mind: You erase knowledge of your presence from target's mind.

Concealing Amorpha: Quasi-real membrane grants you concealment.

Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.

Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.

Energy Adaptation, Specified: Gain resistance 10 to one energy type.

Evade Attack: Use an immediate action to deflect attack of opportunity.

Extend Reach: Shift area your weapon threatens by 5 ft.

Identify, Psionic: Learn the properties of a psionic item.

Knock, Psionic: Opens a locked or psionically sealed door.

Levitate, Psionic: You move up and down, forward and back via mental support.

Moment of Insight: Briefly ignore the effects of concealment.

Prowess: Instantly gain another attack of opportunity.

Psionic Lock: Secure a door, chest, or portal.

See Invisibility, Psionic: Reveals invisible creatures or objects.

Stygian Weapon: Your weapon is imbued with negative energy.

Thought Shield: Gain PR 13 against mind-affecting powers.

Tongues, Psionic: You can communicate with intelligent creatures.

Zone of Alertness: Gain advantages and Spot and Listen bonus equal to number of allies in area.

3rd level

Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.

Danger Sense: Gain +4 bonus against traps.

Darkvision, Psionic: See 60 ft. in total darkness.

Eradicate Invisibility: Negate invisibility in 50-ft. burst.

Escape Detection: You become difficult to detect with clairsentience powers.

Evade Burst: You take no damage from a burst on a successful Reflex save.

Keen Edge, Psionic: Doubles normal weapon's threat range.

Mental Barrier: Gain +4 deflection bonus to AC until your next action.

Speak with Dead, Psionic: Speak or mindlink with a corpse to ask it questions.

Touchsight: Your telekinetic field tells you where everything is.

Ubiquitous Vision: You have all-around vision.

4th level

Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.

Death Urge: Implant a self-destructive compulsion.

Detect Remote Viewing: You know when others spy on you remotely.

Dimension Door, Psionic: Teleports you a short distance.

Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.

Mindwipe: Subject's recent experiences are wiped away, bestowing negative levels.

Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.

Trace Teleport: Learn destination of subjects teleport.

Wall of Ectoplasm: You create a protective barrier.

5th level

Adapt Body: Your body automatically adapts to hostile environments.

Catapsi: Psychic static inhibits power manifestation.

Ethereal Agent: Create a psionic sensor that watches the Material Plane from the Ethereal Plane.

Power Resistance: Grant power resistance equal to 12+level.

Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.

True Seeing, Psionic: See all things as they really are.

6th level

Aura Alteration: Repairs psyche or makes subject seem to be something it is not.

Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature per level.

Contingency, Psionic: Sets trigger condition for another power.

Dispelling Buffer: You are buffered from one dispel psionics effect.

Mind Blank, Personal: You are immune to scrying and mental effects.

Retrieve: Teleport an item you can see to your band.

Suspend Life: Put yourself in a state akin to suspended animation.

Temporal Acceleration: Your time frame accelerates for 1 round.

PSION/WILDER POWERS

1st level

Deflection Field: Manipulate a field of energy to protect you from attacks.

Eidetic Lock: Memorize an image or passage completely.

Endure Elements, Psionic: Exist comfortably in hot or cold environments.

Energy Arc: Energy of a type you choose shoots from your outstretched fingertips in a short cone.

Primal Fear: Target is shaken for 1 round.

Slow Breathing: Gain a +4 competence bonus on saving throws against altitude sickness.

Stone Mind: Gain bonuses on Search checks while standing on stone or earth.

Stygian Discernment: Gain insight to act against detected undead and negative energy auras.

Synchronicity: Ready an action and use it when you choose.

Urban Strider: Move across uneven surfaces or through crowds with ease.

2nd level

Crystalstorm: Crystal spray deals 2d4 damage + 1d4 Con damage.

Damp Power: Variable numeric effects of enemy powers are minimized against you.

Earth Walk: Move easily in all directions while on earthen surfaces.

Elemental Steward: Summon a small psionic elemental to protect and serve you.

Energy Emanation: Deal 1d6 points of chosen energy damage to surrounding creatures.

Energy Stun: Deal 1d6 damage and stun target if it fails both saves.

Larval Flayers: Summon 1d4+1 larval flayers to aid you.

Psychic Scimitar: Create scimitar of the mind that attacks foes.

Psychoportive Shelter: Create an extradimensional shelter.

Serenity: Pacify a creature and stop it from fighting.

Stygian Ray: Bestow a negative level on foe for 1 round.

Zone of Alertness: Gain advantages and Spot and Listen bonus equal to number of allies in area.

3rd level

Cerebral Phantasm: Terrifying internal horrors take shape and attack your opponent.

Dimension Twister: Teleports foe short distance and deals 5d6 damage.

Energy Lance: Lance of energy deals 5d6 hp + secondary effect based on energy type.

Exhalation of the Bronze Dragon: Exhale a cone of gas that unsettles your enemies for 1d4 rounds.

Glyph of Warding, Psionic: Set a psionic trap to protect a chosen area or opening.

Heavy Earth: Alter gravity locally.

Mindfire: You inflict the disease mindfire upon your foe.

Psychic Containment: Temporarily disallow the use of psionics for a single creature.

Realized Potential: Target gains +1 on attacks and saves and +2 on trained skill checks.

4th level

Dimension Door, Psionic: Teleports you a short distance.

Ectoplasmic Swarm: Summon a swarm of crystalline spiders.

Energy Flash: Touch deals 5d6 of chosen energy damage to foe.

Planar Apotheosis: Temporarily become celestial or fiendish.

Shadow Eft: Summon a shadow eft to aid you.

Suggestion, Implanted: Plant suggestion to be triggered later.

5th level

Anticipatory Strike: Take your action out of initiative order.

Celestial Conduit: Launch a bolt of ectoplasm-mediated positive energy from your fingertips.

Cranial Deluge: Massive physical damage can cause your opponent's head to explode.

Detain Ectoplasm: Dismiss constructs and use liberated ectoplasm to bolster your metacreativity powers.

Ethereal Agent: Create a psionic sensor that watches the Material Plane from the Ethereal Plane.

Psychotic Break: Targets viciously attack closest creature.

Stomp, Greater: Psychokinetic shock wave deals damage and knocks creatures down.

Stygian Dominion: Assume control over the body of a mindless undead creature.

Suppress Schism: Block dual minds and schisms.

Telekinetic Buffer: Use telekinesis to force creatures away from you.

6th level

Energy Barrage: Decimate foes with a barrage of energy explosions.

Energy Nullification Field: Suppresses psionic powers with chosen energy descriptor.

Ethereal Abduction: Force another creature onto the Ethereal Plane.

Inconstant Location: Make swift instantaneous moves in combat.

Mind over Energy: Gain brief immunity to chosen energy type.

Psychometry: Read psychic impressions from a given location.

Stygian Bolt: Enemies in a 120-ft. line gain 1d4 negative levels.

7th level

Energy Claw: Create claw of energy that grapples and damages foe.

Eyes of the Basilisk: Turn one creature per round to stone with a glance.

Planar Champion: Call a good or evil creature to do your bidding.

8th level

Planar Embrace: Temporarily become a half-celestial or half-fiend.

Stygian Veil: You take on traits of the undead type.

9th level

Stygian Conflagration: Pillar of black flame bestows negative levels on those in its path.

Urge Extermination: Kill one living creature with 90 or fewer hp.

PSYCHIC WARRIOR POWERS

1st level

Adrenaline Boost: Receive a temporary Str and Dex boost.

Call Armor: Transfer chosen type of armor to your hand.

Deaden Blow: A weapon deals nonlethal damage rather than lethal.

Deflection Field: Manipulate a field of energy to protect you from attacks.

Endure Elements, Psionic: Exist comfortably in hot or cold environments.

Extend Range: Increase the range increment of a ranged or thrown weapon.

Inspire Mount: Increase the speed of your mount, and its ability to avoid attacks.

Mighty Spring: Gain +10 enhancement bonus on your jump this round.

Primal Fear: Target is shaken for 1 round.

Slow Breathing: Gain a +4 competence bonus on saving throws against altitude sickness.

Stone Mind: Gain bonuses to Search checks while standing on stone or earth.

Stygian Discernment: Gain insight to act against detected undead and negative energy auras.

Urban Strider: Move across uneven surfaces or through crowds with ease.

2nd level

Damp Power: Variable numeric effects of enemy powers are minimized against you.

Distracting Shout: Distract opponents with your powerful shout.

Earth Walk: Move easily in all directions while on earthen surfaces.

Energy Emanation: Deal 1d6 points of chosen energy damage to surrounding creatures.

Ethereal Volley: Imbue your missiles with force energy, making them ghost touch weapons.

Extend Reach: Shift area your weapon threatens by 5 ft.

Incite Bravery: You and allies near you become immune to fear effects for 1 round/level.

Moment of Insight: Briefly ignore the effects of concealment.

Perfect Archery: Ranged fire does not provoke attacks of opportunity.

Power Claws: Your natural weapon deals force damage.

Power Weapon: Your weapon deals force damage.

Stygian Erasure: Remove negative levels.

Stygian Weapon: Your weapon is imbued with negative energy.

3rd level

Empathic Transfer, Hostile: Your touch transfers your hurt to another.

Exhalation of the Bronze Dragon: Exhale a cone of gas that unsettles your enemies for 1d4 rounds.

Stygian Bane: Your weapon takes on the bane quality.

Telekinetic Boomerang: Object returns to your hand immediately.

4th level

Dimension Door, Psionic: Teleports you short distance.

Planar Apotheosis: Temporarily become celestial or fiendish.

Psychokinetic Weapon: Animate a weapon to fight of its own volition.

Stygian Disruption: Your weapon takes on the undead disruption quality.

5th level

Empower Weapon: Store a power in your weapon.

Living Arrow: Semisentient arrows can follow foes around corners.

Perfect Riposte: Make attack of opportunity against creature who just missed you.

Stomp, Greater: Psychokinetic shock wave deals damage and knocks creatures down.

6th level

Blackstone Hammer: Target weapon petrifies those it strikes.

Inconstant Location: Make swift instantaneous moves in combat.

Mind over Energy: Gain brief immunity to chosen energy type.

Rage of the Remorhaz: Your body becomes searing hot, damaging those who touch you.

Stygian Touch: Your touch bestows negative levels and transfers life force to you.

ANALYZE DWEOMER, PSIONIC
Clairsentience
Level:Magic 6
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature
Duration: 1 round
Saving Throw: None or Will negates; see text for analyze dweomer
Power Resistance: No
Power Points: 11

You indicate the object, and with a bright flash of light, you understand it.

As analyze dweomer (PH 197), except as noted here.

DISCERN LIES, PSIONIC
Clairsentience
Level: Justice 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw:Will negates
Power Resistance: No
Power Points: 7

A thin blue and gold strand connects your forehead with that of your target.

As discern lies (PH 221), except as noted here.

ETHEREAL AGENT
Clairsentience
Level: Lurk 5, psion/wilder 5
Display: Visual
Manifesting Time: 10 minutes
Range: Unlimited
Effect: Psionic sensor
Duration: Concentration + 5 rounds, up to 10 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 9

The vague outline of a hulking shape shimmers into view before disappearing onto the Ethereal Plane.

You create an ethereal psionic sensor, vaguely humanoid and ominous in stature, that relays visual information. You can summon an ethereal agent at any point you can see. It then immediately re-forms on the Ethereal Plane and can travel beyond your line of sight without hindrance. Even while outside your line of sight on the Ethereal Plane, it explores according to your mental directions. The agent travels at 40 feet per round (400 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. The agent travels in any direction as long as the power lasts.

You must concentrate to use an ethereal agent. If you do not concentrate, the agent stands inert. Once your concentration lapses, the power ends after 5 rounds unless you renew your concentration.

An ethereal agent can pass through solid objects, but it can never leave the Ethereal Plane. It can be seen and attacked by anything that can see and attack an ethereal creature. It has an Armor Class equal to 14 + your Dexterity modifier and can take 10 points of damage before being destroyed. An ethereal agent can see normally but also has darkvision out to 60 feet and blindsense out to 30 feet.

It uses its own senses to view its surroundings. Because the agent resides on the Ethereal Plane, the perception of the corporeal world it relays to you is somewhat blurred; you can make Spot and Search checks through the ethereal agent while maintaining your concentration on it, but those checks carry a –2 penalty.

MOMENT OF INSIGHT
Clairsentience
Level: Lurk 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 3

A faint glow illuminates the hollows of your eyes, giving you clarity of vision sufficient to fully detect concealed foes.

For the duration of this power, you can ignore the effects of concealment, but not invisibility, enjoyed by any creature within 30 feet. Whatever effect is creating concealment—such as fog, shadow, or absolute darkness—you can see through it to your target for just one moment.

Augment: For every 2 additional power points you spend, you can increase the duration of this power by 1 round.

PERFECT ARCHERY
Clairsentience
Level: Psychic warrior 2
Display:Mental
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 3

Your swift thought protects you from retaliation as you fire your ranged weapon amid the chaos of battle.

While this power is manifested, you do not provoke attacks of opportunity for firing ranged weapons.

Augment: For every additional power point you spend, you can increase this power’s duration by 1 round.

PERFECT RIPOSTE
Clairsentience
Level: Justice 6, psychic warrior 5
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target:Melee weapon touched; see text
Duration: 1 round/level
Saving Throw: None (object, harmless)
Power Resistance: No (object, harmless)
Power Points: 11

You take on an ominous glow.

You form a perfect bond with your melee weapon. Once per round, as long as you hold the weapon with which you have bonded, you can make an attack of opportunity against any creature that attacks you with a melee weapon or natural attack and misses, provided that the attacking creature is within your threatened area. You must be holding a melee weapon in your hand when you manifest this power.

Augment: If you spend 6 additional power points, you can manifest this power as a swift action.

PROTECTION FROM PSIONICS
Clairsentience
Level: Guardian 5
Display:Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 min./level
Saving Throw:Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 9

You grant a creature great insight into its surroundings, enabling it to better avoid harmful psionic manifestations.

The subject gains a +3 insight bonus on saving throws against powers and psi-like abilities (but not against supernatural and extraordinary abilities).

Augment: For every 3 additional power points you spend, you increase the bonus by 1.

PSYCHOMETRY
Clairsentience
Level: Knowledge 6, psion/wilder 6
Display: Visual
Manifesting Time: 1 minute
Range: 10 ft.
Area: 10-ft-radius emanation, centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 11

Beneath the scrutiny of your measuring eye, images of the past stream across the wavering landscape.

You can see images of creatures that have come into the area in the recent past. Upon manifesting this power in a given area, you can see all that has happened in the recent past.

You get a general feel for who has been present at the location and what they were doing there. You might be able to tell when the creatures in question left the area and how long they had been there before departing, determine a rough estimate of their numbers, and discern strong emanations of chaos, evil, good, or law. The amount of information revealed depends on how long you study the location in question.

1st Minute: The number of creatures to last pass through the area (group or individual).

2nd Minute: The type of creatures to pass through the area.

3rd Minute: The length of time the creatures were in the area (up to the duration studied).

4th Minute: The general alignment of the creatures that were in the area.

5th Minute: What direction the creatures came from to get to the area.

6th Minute: What the creatures did while they were in the area.

7th Minute: What direction the creatures went when they left the area.

8th+ Minute: The next-to-last group of creatures in the area (repeat cycle with each previous group of creatures until concentration fails or duration elapses). Creatures enjoying the benefit of mind blank or cloud mind (or similar effects) are not detected by psychometry.

Augment: For every additional power point you spend, you can increase the radius of the area by 10 feet.

REALIZED POTENTIAL
Clairsentience
Level: Psion/wilder 3
Display:Mental
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw:Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 5

You touch a creature and infuse it with the potentialto realize its aspirations.

The target receives a vision of her own future, gaining deeper insight into her abilities, but only temporarily. For the duration of this power, the character gains a +1 competence bonus on attack rolls and saving throws, and a +2 competence bonus on skill checks made using skills in which the character has ranks.

SEE INVISIBILITY, PSIONIC
Clairsentience
Level: Lurk 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 3

Your eyes lake on a golden hue, glowing brightly as your vision pierces the veil of the invisible and ethereal.

As see invisibility (PH 275), except as noted here.

Augment: For every 2 additional power points you spend, you can include one additional willing creature, allowing it to see what you see. You must be touching the additional subject(s) when you manifest this augmented version.

SPEAK WITH DEAD, PSIONIC
Clairsentience
Level: Death 3, lurk 3
Display: Auditory and material
Manifesting Time: 10 minutes
Range: Touch
Target: One dead creature
Duration: 1 min./level
Saving Throw:Will negates; see text for speak with dead
Power Resistance: No
Power Points: 5

A death knell rings mournfully and a brackish ectoplasm seeps from your fingers, dripping on the corpse you seek to query. The fluid is quickly absorbed into the corpse’s rotting form, and it groans.

As speak with dead (PH 281), except as noted here. You can ask up to five questions, unless you augment the power. This is considered a negative energy power for the purpose of the Stygian Archon feat (page 57).

Augment: For every 4 additional power points you spend, you can ask one additional question.

STYGIAN DISCERNMENT
Clairsentience
Level: Death 1, psion/wilder 1, psychic warrior 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level; see text
Saving Throw: None
Power Resistance: No
Power Points: 1

A halo of dead gray energy alights upon your brow as a soft moan is heard in the distance.

You can detect the aura that surrounds undead creatures. Furthermore, you can detect the aura that emanates from negative energy effects, whether instantaneous or ongoing. The amount of information revealed depends on how long you study a particular area. If you fully study a location, you gain benefits against the threats your power might have revealed.

1st Round: Presence or absence of undead or negative energy auras.

2nd Round: Number of undead or negative energy auras in the area and the strength of the strongest such aura present. If you are good-aligned, the strongest undead or negative energy aura’s strength is overwhelming (see below), and if the creature (or negative energy effect) has Hit Dice (or is of a level) equal to at least twice your character level, you are stunned for 1 round and the power ends.

3rd Round: The strength and location of each undead or negative energy aura. If an aura is outside your line of sight, you discern its direction but not its exact location.

Upon spending 3 rounds studying a particular area with stygian discernment, your enhanced knowledge provides you with a +2 insight bonus that you can apply toward your next attack roll, saving throw, or the save DC of the next power you manifest that affects the undead creature you have located using this spell.

Aura Strength: The strength of an undead or negative energy aura is determined by the Hit Dice (or spell/power level) of the undead creature (or negative energy effect), as shown on the following table:

HD/Spell or Power Level Strength
0–1Faint
2–4Moderate
5–10Strong
11 or higherOverwhelming
SYNCHRONICITY
Clairsentience
Level: Psion/wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1

Your eyes flash with visions only you can truly make out. You gain a brief glimpse into the future that allows you to arrange a coincidence of events.

When you manifest this power, you can ready a standard action (without spending an action to do so) and use it whenever you choose before your next turn. Unlike the normal use of readied actions, you need not specify the condition under which you take your readied action. If you do not perform your readied action before your next turn, you lose that action.

Augment: If you spend 2 additional power points, you do not need to specify the standard action you are readying. In effect, you can take your normal move action and then take any standard action at some later point in the round, depending on how events unfold.

ASTRAL CONSTRUCT
Metacreativity (Creation)
Level: Creation 1, shaper 1
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One created astral construct
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

Coalescing ectoplasm takes the form you desire.

As astral construct (EPH 77), except as noted here. You can have only one astral construct shaped at any one time. If you shape another astral construct, any previous construct dissipates. (The exception is if you are a 5th-level ectopic adept, which gives you the ability to create another astral construct while you have one active).

BURROWING BONDS
Metacreativity (Creation)
Level: Shaper 4
Display: Auditory and material
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Target: One Medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 7

A pealing chime accompanies the appearance of a long, slender, malleable shaft of crystal.

It entwines your foe in its loops, piercing his flesh and holding him bound. The crystalline bonds deal 3d6 points of damage when they first entwine and pierce the target’s flesh, and 1d6 points of piercing damage (see the Metacreativity and Damage Reduction sidebar, below) every round thereafter as they continue to writhe and burrow, tightening their grasp.

A target caught by the bonds can attempt purely mental actions, such as manifesting a power. However, the burrowing nature of the bonds requires that a manifester make a Concentration check for each power attempted with a DC of 20 + half the continuous damage last dealt. (The continuous damage is that damage dealt in each round after the initial round of the effect).

The target can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Alternatively, cutting or damaging the bonds can free a victim. The crystal has AC 5, hardness 12, and 30 hit points.

Augment: You can augment this power in one or more of the following ways.

  • 1. For every 2 additional power points you spend, this power’s save DC and the DCs to break loose increase by 1.
  • 2. For every 2 additional power points you spend, this power can affect a target of one size category larger.
  • 3. For every 2 additional power points you spend, the continuous damage increases by 1d6 points.
CRYSTALSTORM
Metacreativity (Creation)
Level: Psion/wilder 2
Display:Material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: No
Power Points: 3

Thousands of razor-sharp crystal shards spray in a thick ray from your hand toward your foe.

Razor-sharp crystal shards shoot from your hand. These crystals are supernaturally sharp and lacerate flesh. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 2d4 points of slashing damage (see the Metacreativity and Damage Reduction sidebar, page 79) and causes a living target to gush blood, dealing an additional 1d4 points of Constitution damage on a failed Fortitude saving throw.

Augment: You can augment this power in one or both of the following ways.

  • 1. For every additional power point you spend, the shards deal an additional 1d4 points of damage.
  • 2. For every 2 additional power points you spend, the shards deal an additional point of Constitution damage on a failed Fortitude saving throw.
DEADEN BLOW
Metacreativity
Level: Guardian 1, lurk 1, psychic warrior 1
Display:Material
Manifesting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon
Duration: 1 round/level
Saving Throw:Will negates; see text
Power Resistance: Yes; see text
Power Points: 3

Ectoplasm issues forth from your fingertips, sheathing the weapon you touch in a rubbery gray cocoon.

A single manufactured weapon is sheathed in rubbery ectoplasm. The ectoplasmic sheath transforms the damage dealt by the weapon from lethal to nonlethal damage. Unattended weapons or weapons in your possession are automatically sheathed. If you manifest this power on an attended weapon, the possessor of the weapon is allowed a Will saving throw to resist the attempt.

Augment: If you spend 2 additional power points, this power can affect a natural weapon. (The weapon is considered to be attended, which means that its possessor is allowed a save).

DETAIN ECTOPLASM
Metacreativity
Level: Psion/wilder 5
Display: Auditory and visual
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius burst
Duration: Instantaneous and 1 round/level; see text
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 9

The creatures, objects, and effects in the area disappear with an audible pop.

As dismiss ectoplasm (EPH 94), except that when you do away with creatures, objects, or effects composed of ectoplasm, you psionically reserve the constituent ectoplasm for later use with your own metacreativity powers.

An ectoplasmic creature that fails its Will saving throw dissipates into constituent ectoplasm that streams to you and either adheres to an object you hold or takes up orbit around your head. A creature under the effect of the ectoplasmic form power that fails its saving throw is destroyed outright, and you detain its constituent ectoplasm. Other ongoing powers that create ectoplasmic objects or effects, such as ectoplasmic cocoon, are detained if you succeed on a manifester level check (1d20 + your manifester level, maximum +15) against a DC of 11 + the power’s manifester level.

Once you have successfully used this power, you have an ectoplasmic reserve until this power’s duration elapses or until you use up the reserve. If you manifest any metacreativity power while you maintain an ectoplasmic reserve, you manifest that power as if your manifester level were one higher than normal. Once you use up your ectoplasmic reserve to increase the manifester level of a metacreativity power, the duration of this power ends.

Against constructed psionic items that appear to be mere ectoplasm, such as any of the psychoactive skins, this power merely suppresses the item’s abilities for 1d4 rounds (just as occurs with the dismiss ectoplasm power).

ECTOPLASMIC SWARM
Metacreativity (Creation)
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One ectoplasmic swarm
Duration: Concentration + 2 rounds
Saving Throw: None
Power Resistance: No
Power Points: 7

A bright flash of light heralds the arrival of a swarm of shiny jade spiders, surging out in a wave of legs and clicking mandibles.

You summon an ectoplasmic swarm (page 129) that attacks all other creatures within its area. If no living creatures are within its area, the swarm attacks or pursues the nearest creature. You have no control over its target or direction of travel.

Augment: If you spend 2 additional power points, you can call the swarm so that it shares a space with creatures already present.

ENERGY CLAW
Metacreativity (Creation) [see text]
Level: Psion/wilder 7
Display: Visual
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Effect: 10-ft. claw
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 13

You create a shining claw of energy and send it to grab your foe.

You target one opponent within range to be grappled by a Large claw made of energy (cold, electricity, fire, or sonic). An energy claw gets one grapple attack per round. It has a +12 bonus on its touch attack and a grapple check modifier of 17 + your Int modifier. The claw deals 3d6 points of energy damage (of the appropriate type) to a creature it successfully grapples each round. An energy claw is susceptible to dispelling and is suppressed in areas of null psionics. Directing a claw to change targets is a move action. It does not get a flanking bonus nor help a combatant get one.

Cold: A claw of this energy type deals +1 point of cold damage per die when grappling a target. The claw takes 1–1/2 times the normal damage from fire.

Electricity: A claw of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. The claw takes 1–1/2 times the normal damage from acid.

Fire: A claw of this energy type deals +1 point of fire damage per die when grappling a target. The claw takes 1–1/2 times the normal damage from cold.

Sonic: A claw of this energy type deals –1 point of sonic damage per die when grappling a target. This power’s subtype is the same as the type of energy you manifest.

Augment: For every additional power point you spend, the claw gains a +1 bonus on its touch attack and grapple checks. For every 2 power points you spend, the energy damage dealt to a grappled opponent increases by 1d6 points.

GLYPH OF WARDING, PSIONIC
Metacreativity
Level: Psion/wilder 3
Display:Material and visual
Manifesting Time: 10 minutes
Range: Touch
Target: Object touched or up to 5 sq. ft./level
Duration: Permanent until discharged (D)
Saving Throw: No (object) or yes; see text for glyph of warding
Power Resistance: Yes
Power Points: 5

A pale glow issues from a thin tracery of silvery ectoplasm, laid down to entrap those who enter the area.

As glyph of warding (PH 236), except as noted here.

Augment: For every 2 additional power points you spend, the power deals an additional 1d10 points of damage. For each additional 2d10 points of damage, the power’s save DC increases by 1.

LIVING ARROW
Metacreativity
Level: Psychic warrior 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: Projectile weapon touched
Duration: 1 round/level (D)
Saving Throw:Will negates (object)
Power Resistance: Yes (object)
Power Points: 9

A trill of sound indicates the projectile you’ve just touched has been granted a brief, predatory half-life.

When you manifest living arrow, you give a semblance of life to the projectiles you shoot at your foes (often arrows fired from a bow, but crossbow bolts, sling stones, and other projectile weapons are also subject to this power). The power affects the first projectile you fire each round, granting it limited sentience and the ability to alter its course in mid-flight.

You can launch a living arrow at a target known to you within the maximum range of the weapon. The living arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow from reaching its target. A closed door thwarts a living arrow, as does an otherwise sealed chamber. A living arrow ignores any cover or concealment its target might have, but the attack is otherwise rolled normally. The arrow retains any magical properties it otherwise would have, such as an enhancement bonus from the bow or the projectile itself.

Augment: You can augment this power in one or both of the following ways.

  • 1. For every 3 additional power points you spend, you can launch an additional living arrow each round (assuming you have multiple attacks per round with that ranged weapon).
  • 2. If you spend 2 additional power points, you gain a brief vision of your target from the arrows point of view, as if you had manifested clairvoyant sense (EPH 83). You see the target for only a fraction of a second. The vision ends when the arrow either strikes the target or fails to reach it.
ANIMATE PLANTS, PSIONIC
Psychokinesis
Level: Natural World 7
Display: Auditory and olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Large plant/3 levels or all plants within range; see text for animate plants
Duration: 1 round/level or 1 hour/level; see text for animate plants
Saving Throw: None
Power Resistance: No
Power Points: 13

The sweet scent of freshly cut grass and the rustle of leaves herald the kinetic force you instill in living plants.

As animate plants (PH 199), except as noted here.

CELESTIAL CONDUIT
Psychokinesis
Level: Good 5, psion/wilder 5
Display:Material and visual
Manifesting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex halt
Power Resistance: Yes
Power Points: 9

Your hands seem to shift and change into pure ectoplasm as a stream of radiant energy pulses outward from them.

Reaching across the planes, you form a momentary link between yourself and the Positive Energy Plane. With the connection made, you instantly guide a massive charge of positive energy from your psyche into the material world, channeling it along a burning ectoplasmic line that extends from your outstretched hands.

Anyone caught in the area takes 9d6 points of damage. Undead caught in the area take 2 additional points of damage per die. A construct or inanimate object takes only 5d6 points of damage from this power.

This power is a positive energy effect.

Augment: For every additional power point you spend, the power deals an additional 1d6 points of damage (1d6+2 against undead), and the power’s save DC increases by 1.

CONCUSSIVE DETONATION
Psychokinesis [Force]
Level: Force 6
Display: Auditory
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 11

A loud, echoing boom accompanies the burst of force you create.

You create a massive burst of telekinetic force that deals 6d6 points of force damage to all creatures and unattended objects in its area.

Augment: For every additional power point you spend, the detonation deals an additional 1d6 points of damage. For every additional 2d6 points of damage, the powers save DC increases by 1.

DEFLECTION FIELD
Psychokinesis [Force]
Level: Force 1, psion/wilder 1, psychic warrior 1
Display: Auditory and visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: Concentration + 1 round, up to 1 min./level
Power Points: 1

A shimmering band of energy hums as it spins and twirls, protecting you from each incoming attack.

A shimmering band of energy spins around you, deflecting attacks away while you continue to concentrate. While your concentration remains unbroken, and for 1 round after you stop concentrating, you gain a +4 deflection bonus to your Armor Class.

EARTHQUAKE, PSIONIC
Psychokinesis
Level: Natural World 9
Display: Auditory
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving Throw: See text for earthquake
Power Resistance: No
Power Points: 17

A bass rumbling from deep within the earth builds into a roar of sound.

As earthquake (PH 225), except as noted here.

ENERGY ARC
Psychokinesis [see text]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Area: 15-ft.-cone
Duration: Instantaneous
Saving Throw: Reflex half (object)
Power Resistance: Yes
Power Points: 1

The air around you crackles as you draw energy from it to unleash in a focused arc.

Upon manifesting this power, you choose cold, electricity, fire, or sonic. A cone of the chosen type of energy shoots from your fingertips. Any creature in the area of effect takes 1d4 points of damage.

Cold: An arc of this energy type deals +1 point of damage per die.

Electricity: Manifesting an arc of this energy type provides a +2 bonus on the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire: An arc of this energy type deals +1 point of damage per die.

Sonic: A bolt 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 2 additional power points you spend, the power deals an additional 1d4 points of damage, and the power’s save DC increases by 1.

ENERGY BARRAGE
Psychokinesis [see text]
Level: Psion/wilder 6
Display: Auditory and material
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area: Three 10-ft. spreads; see text
Duration: Instantaneous
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 11

A shrill whistle pierces the air, followed by three explosions that detonate with a cacophonous roar.

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create three explosions of energy of the chosen type. Each explosion deals 5d6 points of damage to every creature or object within each specified area. The explosions create almost no pressure. All the areas you choose must be in range of you and each other (100 feet + 10 feet per level). The explosions can overlap each other’s areas.

Any creature caught in multiple explosions must make a Reflex saving throw for each, which means that it is possible for a single creature to be required to make up to three saving throws.

This power’s subtype is the same as the type of energy you manifest.

Augment: For every 4 additional power points you spend, each explosion deals an additional 1d6 points of damage, and the power’s save DC increases by 1.

ENERGY EMANATION
Psychokinesis [see text]
Level: Psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: 5 ft.
Target: 5-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 3

A glowing halo of energy surrounds you, damaging all who stand too near.

You expel concentrated energy from your body, dealing 1d6 points of energy damage to all creatures within the area every round. The energy emanated is chosen by you when you first manifest the power: cold, electricity, fire, or sonic. Once chosen, you emanate the same energy type for the power’s duration.

Cold: This energy type deals +1 point of damage per die.

Electricity: 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: This energy type deals +1 point of damage per die.

Sonic: 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 3 additional power points you spend, the power deals an additional 1d6 points or damage. For every two extra dice of damage, the power’s save DC increases by 1.

ENERGY FLASH
Psychokinesis [see text]
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: Instantaneous
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 7

Your merest touch against your foe flashes with potent energy.

On a successful touch attack, you deal 5d6 points of damage to the creature touched, doing cold, electricity, fire, or sonic damage. In addition to the energy damage, the target is dazed for 1 round on a failed Fortitude save (the same save that determines full or half damage).

Cold: This energy type deals +1 point of damage per die.

Electricity: 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: This energy type deals +1 point of damage per die.

Sonic: 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, the power deals an additional 1d6 points of damage. For every 2d6 additional points of damage, the power’s save DC increases by 1.

ENERGY LANCE
Psychokinesis [see text]
Level: Psion/wilder 3
Display:Material and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half (object); see text
Power Resistance: Yes
Power Points: 5

You fashion a lance composed of seething energy and release it like a ballista bolt at your foe.

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a focused lance of intense energy of the chosen type at a target, dealing it 5d6 points of damage.

Cold: This energy type chills the target and stiffens its joints in addition to dealing damage. If the target fails its Fortitude save, it must give up its next move action.

Electricity: This energy type jolts and disorients the target in addition to dealing damage. If the target fails its Fortitude save, it takes a –2 penalty on all Will saves and Wisdom-based checks for 1 round.

Fire: This energy type scorches the target with pain in addition to dealing damage. If the target fails its Fortitude save, it takes a –2 penalty on attack rolls and Reflex saves for 1 round.

Sonic: This energy type deals –1 point of damage per die. The subject takes a –2 penalty on all Fortitude saves and Concentration checks for 1 round. The lance ignores an object’s hardness.

This powers subtype is the same as the type of energy you manifest.

Augment: For every 2 additional power points you spend, this power deals an additional 1d6 points of damage.

ENERGY MANIPULATION
Psychokinesis
Level: Energy 5
Display:Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Alter energy effect
Duration: 1 round
Saving Throw: None
Power Resistance: Yes
Power Points: 9

You access a source of energy as it appears, altering it in fundamental ways according to your whim.

You can manipulate an existing source of energy or an ally’s ability to deal energy damage (cold, fire, electricity, or sonic). Once you have manifested this power, you can trigger the powers effect as an immediate action at any point during its duration. When the power’s effect is triggered, you can partially suppress or enhance the energy ability of a creature within range that exhibits any magical or psionic variable damaging energy effect (such as a fireball spell, an energy missile power, or a red dragon’s breath weapon) by 5 dice.

For example, you manifest energy manipulation, and then an ally psion manifests energy burst. That power normally deals 5d6 points of damage, but you enhance the power so that it deals 10d6 points of damage of the chosen energy type.

Alternatively, if a young adult red dragon used its breath weapon during the duration of your energy manipulation, you could trigger its effect to suppress the damage. The dragon’s breath weapon would deal 5d10 points of fire damage instead of 10d10 points (provided you were able to overcome the dragon’s spell resistance).

Either way, the power’s duration ends once you trigger the effect.

Augment: If you spend 6 additional power points, you can manifest and trigger this ability as an immediate action instead of as a standard action (thus eliminating the need to manifest the power and use it within the following round).

ENERGY MISSILE
Psychokinesis [see text]
Level: Kineticist 2
Display: Visual
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures or objects, no two of which are more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 3

You send a missile of energy howling toward your foe.

As energy missile (EPH 102), except as noted here. This power’s subtype is the same as the type of energy you manifest.

Augment: For every additional power point you spend, the power deals an additional 1d6 points of damage. For each additional 2d6 points of damage, the powers save DC increases by 1.

ENERGY NULLIFICATION FIELD
Psychokinesis
Level: Kineticist 5, psion/wilder 6
Display: Auditory
Manifesting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 9

You concentrate and are rewarded by a low hum of protection.

An invisible field of energy surrounds you. This power functions like a null psionics field, but it applies only to powers with the energy descriptor you choose when you first manifest this power: cold, electricity, fire, or sonic.

Augment: For every 4 additional power points you spend, the radius of this power’s area increases by 5 feet.

ENERGY STUN
Psychokinesis [see text)
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 3

A roaring whoosh sounds through the air as you gather elemental energy to yourself.

As energy stun (EPH 104), except as noted here. This power’s subtype is the same as the type of energy you manifest.

Augment: For every additional power point you spend, the power deals an additional 1d6 points of damage. For each additional 2d6 points of damage, the power’s save DC increases by 1.

ETHEREAL VOLLEY
Psychokinesis [Force]
Level: Force 3, psychic warrior 2
Display:Material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 50 projectiles, all of which must be in contact with each other at the time of manifestation
Duration: 10 min./level
Saving Throw: None
Power Resistance: No
Power Points: 5

Each piece of ammunition touched is covered in a sheath of hard ectoplasm, taking on a pale blue translucence.

Projectiles (such as arrows and bolts) transform into missiles of pure force as they are launched at your opponents. Each projectile is treated as though it were a ghost touch weapon.

EXTEND RANGE
Psychokinesis
Level: Lurk 1, psychic warrior 1
Display: Visual
Manifesting Time: 1 swift action
Range: Touch
Target: One thrown or ranged weapon
Duration: 1 round/level
Power Points: 1

Your ranged weapon leaves energy trails that propel it unerringly through the air.

When using a ranged or thrown weapon, you can empower the weapon to provide a telekinetic thrust so that it travels farther with greater accuracy. When manifesting extend range, you can double the range increment of a weapon you hold. If used on a thrown weapon, the weapon itself is affected by the power. If used on a ranged weapon that uses ammunition, the ammunition is not affected, but the weapon (such as a crossbow) is energized by your psionic impulse.

Augment: For every 4 additional power points you spend, you can increase the base range increment of the weapon by another 100 percent For example, if you spend a total of 5 power points, you can triple the range increment of a weapon. For a total of 9 power points, you can quadruple the range increment.

EXTEND REACH
Psychokinesis
Level: Lurk 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 swift action
Range: Touch
Target: One melee weapon
Duration: 1 round
Power Points: 3

Your melee weapon warps and extends its reach.

You cause a telekinetic extension to form as you strike with your weapon, granting you greater reach in combat. When you manifest this power, your weapon becomes a reach weapon, extending its reach by 5 feet. If your weapon is already a reach weapon, this power extends its reach an additional 5 feet.

The weapon no longer threatens all the squares that it previously threatened, but instead threatens those that are 5 feet farther away.

For example, if you manifest extend reach while using a bastard sword, you cannot attack an adjacent opponent, but you can attack one 10 feet away. If you are using a guisarme (a polearm with a 10-foot reach), you do not threaten an opponent 10 feet away, but you do threaten an opponent 15 feet away.

Augment: For every additional power point you spend, the duration increases by 1 round.

FIENDISH CONDUIT
Psychokinesis
Level: Evil 5
Your hands shift and change into pure ectoplasm as a stream of dark energy pulses outward from them.

As celestial conduit (page 80), except the link you form is between yourself and the Negative Energy Plane, and the ectoplasmic line formed is composed of negative energy. The power heals undead creatures of 9d6 points of damage, and deals 9d6 points of damage to all other creatures.

Augment: For every additional power point you spend, the power heals undead of an additional 1d6 points of damage, or deals an additional 1d6 points of damage to all other creatures.

INTELLECT BOMB
Psychokinesis
Level: Destruction 9
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Area: One living creature with an Intelligence score and 20-ft.-radius burst
Duration: Instantaneous
Saving Throw:Will negates and Reflex half; see text
Power Resistance: Yes
Power Points: 17

Your target’s head shudders briefly under a tremendous barrage of destructive mental power, then explodes in a burst of energy. The backlash of the explosion assaults the minds of nearby creatures, tearing at their synapses.

When you manifest this power, you cause the target creature’s brain—or whatever neural or magical network functions as its brain—to explode unless the target makes a successful Will save. This explosion instantly kills (or destroys, in the case of intelligent undead) the subject. A creature without an Intelligence score is immune to this power.

The explosion causes a backlash of devastating psionic energy to flood the area around the creature in a 20-foot- radius burst. This energy deals damage equal to 1d6 points × the target creature’s Intelligence score to all creatures in the area and causes them to become dazed for 1 round, regardless of whether they have Intelligence scores. Affected creatures can attempt Reflex saves for half damage and to negate the daze effect.

LIGHT BEAM
Psychokinesis [see text]
Level: Light and Darkness 4
Display: Visual
Manifesting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 7

A ribbon of flashing light of coruscating darkness flies from your hand.

Upon manifesting this power, you choose light, shadow, or darkness. You release a powerful line of the chosen type that deals 5d6 points of damage to every creature or object within the area. The beam begins at your fingertips.

Light: A beam of this type dazzles opponents that fail their saving throw.

Shadow: A beam of this type deals –1 point of damage per die, but damages ethereal creatures without a miss chance. Darkness: A beam of this type deals +1 point of damage per die in conditions of shadowy illumination or darkness.

This power’s subtype is the same as the type of beam you manifest.

Augment: For every additional power point you spend, this power deals an additional 1d6 points of damage.

LIGHT BURST
Psychokinesis
Level: Light and Darkness 8
Display: Visual
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text for sunburst
Power Resistance: Yes
Power Points: 15

You point and a bright flash of light fills the area you indicate.

As sunburst (PH 289), except as noted here. Light burst deals 15d6 points of damage to undead creatures.

Augment: For every additional power point you spend, the power deals an additional 1d6 points of damage. For each additional 2d6 points of damage, the power’s save DC increases by 1.

MIGHTY SPRING
Psychokinesis
Level: Lurk 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1

The sound of a collapsing metal coil accompanies your leap and reverberates as you’re propelled through the air.

With a telekinetic boost, you can jump higher than normal. You receive a +10 enhancement bonus on one Jump check this round.

Augment: For every 2 additional power points you spend, you can add an additional +5 to the enhancement bonus.

POWER CLAWS
Psychokinesis [Force]
Level: Psychic warrior 2
Display: Visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
Power Points: 3

Your natural weapon takes on a deadly gleam.

You encase one of your natural weapons in telekinetic force. The next successful attack with that natural weapon deals force damage instead of regular damage.

This has a number of effects: The natural weapon does not suffer a miss chance against incorporeal creatures, and the damage from the natural weapon overcomes damage reduction as if it were a spell and not a weapon attack. Only the base natural weapon damage, magical enhancement bonuses, bonus damage from Strength, and other bonuses on the natural weapon itself are changed to force damage. Bonus damage dice from any source, such as sneak attack or the flaming weapon quality, deal their normal type of damage.

Augment: For every 2 additional power points you spend, you can invest the weapon with an additional charge. Each additional charge allows the weapon to be used one more time before the power claws effect is discharged.

POWER WEAPON
Psychokinesis [Force]
Level: Psychic warrior 2
Display: Visual
Manifesting Time: 1 swift action
Range: Touch
Target:Melee or thrown weapon touched
Duration: 1 round/level or until discharged
Saving Throw: None
Power Resistance: No
Power Points: 3

Your weapon takes on a deadly gleam.

This power functions like power claws (see above), except as noted here. Instead of your natural weapon, your melee or thrown weapon deals force damage.

PSYCHOKINETIC WEAPON
Psychokinesis
Level: Psychic warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon
Duration: 1 round/level
Saving Throw: Yes (object)
Power Resistance: Yes (object)
Power Points: 7

The blade dances and twirls before you, becoming a whirling scythe of death as it moves of its own accord.

You animate an unattended weapon or weapon in your possession, causing it to attack foes seemingly of its own volition. Once animated, the weapon attacks your opponents to the best of its ability and psychokinetically mimics a fly speed of 20 feet (perfect). The weapon attacks using your base attack bonus modified by your Wisdom modifier, plus any additional bonuses the weapon might possess. The weapon deals damage normally, though the damage is modified by your Wisdom modifier rather than your Strength modifier.

Augment: You can augment this power in one or both of the following ways.

  • 1. For every 3 additional power points you spend, you can add a +1 insight bonus to the psychokinetic weapon’s attack bonus.
  • 2. For every additional power point you spend, you can increase the weapon’s fly speed by 5 feet.
STOMP, GREATER
Psychokinesis
Level: Psion/wilder 5, psychic warrior 5
Display: Visual
Manifesting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 9

The earth splits and cracks as a thin chasm snakes across the area, fast as lightning.

Your foot stomp precipitates a psychokinetic shock wave that travels along a narrow channel in the ground, spreading into creatures and objects in the area. Creatures that fail their saving throws fall prone and take 7d6 points of damage.

Augment: For every 2 additional power points you spend, the power deals an additional 1d6 points of damage. For each additional 2d6 points of damage, the power’s save DC increases by 1.

SUPPRESS SCHISM
Psychokinesis
Level: Psion/wilder 5
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous + 1 round/level
Saving Throw:Will partial; see text
Power Resistance: Yes
Power Points: 9

A drum beats threateningly and the light around your foe turns dark as you cut your foe off from its extended mind.

Suppress schism interferes with powers and effects from the telepathy discipline.

When you manifest this power, you make a dispel check (1d20 + your manifester level, maximum +15) against each ongoing telepathy power in effect on the target creature. The DC for this dispel check is 11 + the power’s manifester level. If you succeed on a particular check, that power is dispelled; if you fail, that power remains in effect. In addition, if the target fails a Will save, any form of dual mind effect is disrupted for the duration of the power, including the effects of the schism power (EPH 130) and any of the various host feats (page 59–60).

In the EBERRON setting, this effect works against both an Inspired’s dual mind ability and a kalashtar’s +2 bonus on saving throws against mind-affecting spells and abilities. If the target is possessed, the possessing mind must make a save or become suppressed for the power’s duration, in which case the target creature can act normally. For the duration of the power, if the target attempts to manifest a telepathy power, he must make a manifester level check (DC 11 + your manifester level) or fail to manifest the power.

Augment: For every 2 additional power points you spend, the DC of the Will save increases by 1.

TELEKINETIC BOOMERANG
Psychokinesis
Level: Kineticist 3, psychic warrior 3
Display: Visual
Manifesting Time: 1 swift action
Range: Touch
Target: One thrown weapon
Duration: 1 round/level (D)
Saving Throw:Will negates (object)
Power Resistance: Yes (object)
Power Points: 5

The object you touch glistens with silvery motes.

You can imbue a thrown weapon with an unusually fast- acting version of the returning weapon special ability. Half lings with psionic powers often use telekinetic boomerang on daggers or throwing axes. Unlike a weapon with the returning special ability (DMG 225), a thrown weapon imbued with telekinetic boomerang returns to the thrower’s hand immediately after the attack is resolved, allowing the weapon to be used again on the same turn.

Augment: For every 2 additional power points you spend, you can imbue an additional thrown weapon with the benefit of telekinetic boomerang.

TELEKINETIC BUFFER
Psychokinesis
Level: Psion/wilder 5
Display: Visual
Manifesting Time: 1 standard action
Range: Up to 15 ft.
Effect: Emanation of up to 15-ft. radius, centered on you
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 9

Waves of azure energy surge outward from you, pushing all creatures from your path.

A telekinetic field surrounds you, appearing between you and other creatures.

You decide the size of the buffer at the time of manifestation (either 0 feet, 5 feet, 10 feet, or 15 feet). A buffer-radius of 0 feet means creatures can attack you (though you still gain the cover noted below). This buffer moves with you, regardless of where you go or how an opponent tries to circumvent it, providing cover (+4 bonus to Armor Class) for you against opponents. The buffer cannot push through walls or other barriers.

The radius at which the buffer surrounds you remains constant for the duration, which means you will be slowed to half your normal speed if you move down a narrow corridor too small to contain the field easily. Any creature of Large or smaller size that tries to move through the field is slowed to half its normal speed. The field cannot reduce the speed of a creature of Huge or larger size, but the buffer still provides cover from such creatures.

Augment: You can augment this power in one or both of the following ways.

  • 1. For every 4 additional power points you spend, you increase the size of creature that can be affected by this power by one size category.
  • 2. If you spend 4 additional power points, you can push an opponent back. Each round, as a standard action, you can choose one creature within the field to be subject to a bull rush with a Strength check result of 30. If the creature succeeds on its opposed check, it remains where it is, but since it is still within the field, it cannot move closer without straining (see above). If the creature fails its opposed check, it is pushed back 5 feet + an additional 5 feet for each 5 points by which the power’s check result is greater than the defender’s check result.
ADRENALINE BOOST
Psychometabolism
Level: Lurk 1, Physical Power 1, psychic warrior 1
Display: Olfactory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1

A sharp, metallic musky scent overwhelms you for a moment as your body is energized by the power of your mind.

You can increase your physical prowess and reaction speed until the beginning of your next round. You receive a +2 insight bonus to Strength and Dexterity.

Augment: For every 3 additional power points you spend, the bonus increases by 1.

AFFINITY FIELD, PAIN
Psychometabolism
Level: Pain and Suffering 9, psion/wilder 9
Display:Material and visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 17

Your eyes burn with an intense red glow, and for a moment both you and your target are sheathed in a translucent red shimmer.

This ability functions as the affinity field power (EPH 75), except that you can opt not to include certain creatures that are in the area, and only negative conditions are shared. Those within the feedback loop take all damage (including ability damage) that you take, but they gain no benefits from any healing you receive. Spells or powers that impose penalties are shared; those that grant bonuses are not.

BLACKSTONE HAMMER
Psychometabolism
Level: Elements 6, psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target:Melee weapon touched
Duration: 1 round/level or until discharged
Saving Throw: None (object, harm-less) or Fortitude negates; see text
Power Resistance: No (object, harmless) or yes; see text
Power Points: 11

The weapon you touch suddenly shines with a pale, glowing light.

You alter the nature of one weapon and imbue it with the ability to petrify those it strikes. Although the base damage of the weapon is unaltered, the weapon deals bludgeoning damage for the duration of the power.

If a creature struck by a weapon affected by blackstone hammer fails its saving throw, it (along with all its carried gear) is turned into a mindless, inert statue of dark stone. Striking a creature with the weapon discharges the power. If a statue resulting from this power is broken or damaged, the subject (if ever returned to flesh) has similar damage or deformities. The creature is not dead, but neither does it seem to be alive when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this power.

Augment: For every 4 additional power points you spend, you can invest the weapon with an additional charge. Each additional charge allows the weapon to be used one more time before the blackstone hammer effect is discharged.

BREATHLESS
Psychometabolism
Level: Elements 3
Display:Material
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You; see text
Duration: 10 min./level
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 5

Ectoplasm covers your mouth.

You alter your body so that you no longer need to breathe. You cannot be harmed by inhaled substances and can function without fresh air (even underwater) for the duration of the power.

Augment: If you spend 2 additional power points, this power can affect one additional touched creature.

CLAWS OF DARKNESS
Psychometabolism [Darkness]
Level: Light and Darkness 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 3

You draw material from the Plane of Shadow. Your hands and forearms elongate and change shape into featureless claws of inky blackness.

You gain two natural attacks with your claws, each dealing 1d4 points of cold damage (or 1d6 points if you are Large, or 1d3 points if you are Small) plus your Strength bonus. Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural weapons (such as the magic fang spell). You cannot choose to deal nonlethal damage with your claws.

Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.

If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple unless the opponent makes a Fortitude save (DC 12 + key ability modifier).

As a swift action, you can extend the claws up to 6 feet, which increases your reach by 5 feet, giving a Small or Medium creature a reach of 10 feet and an upright Large creature a reach of 15 feet.

Augment: You can augment this power in one or both of the following ways.

  • 1. By spending additional power points, you can create larger, sharper, and more deadly claws, as shown on the table below. Every 2 additional power points you spend to increase damage also increases the Fortitude save DC by 1.
    Claw Damage
    Power Points Small Medium Large
    3 1d4 1d6 1d8
    5 1d6 1d8 2d6
    7 1d8 2d6 3d6
    11 2d6 3d6 4d6
    15 3d6 4d6 5d6
    19 4d6 5d6 6d6
  • 2. If you spend 6 additional power points, you can manifest this power as a swift action.
CRANIAL DELUGE
Psychometabolism
Level:Mental Power 6, psion/wilder 5
Display: Auditory and visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature that has an Intelligence score of 3 or higher
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points:Mental Power 11, psion/wilder 9

A deep, ominous tone builds into a maddening cacophony. When the echoes abruptly cease, your foe’s head detonates.

Grasping the biofeedback controls of your foe’s brain, you begin to force his head to produce a deluge of cranial fluid. At the beginning of your next turn, when you finish manifesting the power, your foe must succeed on a Fortitude save or take 18d6 points of damage from cranial swelling. If your foe is reduced to 0 or fewer hit points by this power, his head explodes. A creature that dies from cranial deluge can be resurrected but not raised.

Augment: For every 2 additional power points you spend, the power’s save DC increases by 1.

DAMP POWER
Psychometabolism
Level: Guardian 2, psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: See text
Power Points: 3

An amber aura quickly spreads over your body, moderating the effects of the environment.

When you manifest this power, you are protected from the vagaries of destructive energies directed against you. All variable numeric effects of the next power, psi-like ability, spell, or spell-like ability that affects you before the end of your next turn is decreased to its minimum possible value.

For instance, if you are struck by an energy ray augmented to deal 5d6 points of damage while protected by damp power, you would take only 5 points of damage. If the power, psi-like ability, spell, or spell-like ability affects an area—as does energy ball (EPH 100), for example—its effect is only minimized for you. Other creatures in the area are affected normally. Beneficial numeric effects are likewise damped when you manifest this power.

Augment: If you spend 4 additional power points, the next power, psi-like ability, spell, or spell-like ability that affects you and also affects an area is minimized for all creatures you designate within its area (not just for you).

DARK DESPAIR
Psychometabolism [Evil]
Level: Evil 8
Display: Auditory
Manifesting Time: 1 standard action
Range: 10 ft.
Effect: 10-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: See text
Power Resistance: Yes; see text
Power Points: 15

Good foes near you hear the dark wailing of lost souls.

When you manifest this power, you gain a dark aura that confers several benefits, especially while fighting good creatures.

A creature that enters the area of your aura is wracked with despair and must make a successful Will save or take a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Power resistance applies to this effect; you make your manifester level check each time a creature with power resistance enters the area of your aura (whether due to your movement or the creature’s).

Good creatures must endure additional hardship from exposure to the dark energy surrounding you. A good creature that enters the area of your aura rakes 1d6 points of damage, plus 1 additional point per manifester level. It continues to take this damage at the beginning of each of its turns if it remains in the area of your aura.

Finally, you gain a +2 insight bonus to your Armor Class and on saves against the attacks, powers, and abilities of good creatures.

DEATH KNELL, PSIONIC
Psychometabolism [Death, Evil]
Level: Evil 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text for death knell
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 3

A tolling bell sounds a funeral tone.

As death knell (PH 217), except as noted here.

DISTRACTING SHOUT
Psychometabolism [Mind-Affecting]
Level: Chaos 2, psychic warrior 2
Display: Auditory
Manifesting Time: 1 standard action
Range: 15 ft.
Area: 15-ft. cone
Duration: Instantaneous
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 3

The power of your ear-splitting war cry echoes across the battlefield.

Your shout distracts your enemies. Starting from your square, the power of your shout extends in a 15-foot cone. Any creature caught in the area that fails a saving throw is momentarily distracted. Affected creatures are subject to attacks of opportunity if any foes threaten the distracted subjects. If you threaten a distracted subject, you can also make an attack of opportunity.

Augment: If you spend 4 additional power points, the area of the power is transformed into a 15-foot burst.

EARTH WALK
Psychometabolism
Level: Elements 2, psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 3

You ascend the wall as if it were level ground.

You create a perfect mental bond with stone, allowing you to move over it with uncanny ease. While this power is in effect, you can climb stone and earthen surfaces at your current base speed, including moving across ceilings, overhangs, and other slanted or vertical surfaces without making Climb checks. While climbing in this manner, you do not have to make a Climb check to avoid losing your grip when you take damage.

In addition, you can cling to a stone surface easily with just one limb, allowing you to attack without restriction, manifest powers normally, and retain your Dexterity bonus to Armor Class while climbing.

Augment: If you spend 6 additional power points, you can manifest this power as a swift action.

EMPOWER WEAPON
Psychometabolism
Level: Psychic warrior 5
Display: Visual
Manifesting Time: 10 minutes
Range: Touch
Target: One weapon touched
Duration: Permanent until discharged (D)
Saving Throw:Will negates (object)
Power Resistance: Yes (object)
Power Points: 9

The blade of your weapon takes on a crystalline quality, shining faintly as psychic power converts it into a vessel of power.

You can store one power that you can manifest in a weapon of your choice. Only one such power can be stored in a weapon at a time; you cannot have more than one empowered weapon at any given time. You can store a power costing up to your manifester level minus 4. You expend the power points for the stored power, including augmentations, when you empower the weapon initially (in addition to those spent to manifest empower weapon). Once the power is stored, you can manifest the power from the weapon without expending power points from your own reserve. You can manifest the power stored within the weapon as you stored it, complete with its chosen augmentations.

For example, the 14th-level psychic warrior Ragnara knows both empower weapon and oak body. She manifests empower weapon and chooses to store oak body augmented with 1 power point (the maximum allowed at her manifester level minus 4). At the time shemanifests empower weapon and stores oak body, she spends 19 power points (9 for empower weapon and 10 for the augmented oak body). Several days later, when she manifests the stored power, she does so without any power point expenditure.

ENDURE ELEMENTS, PSIONIC
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw:Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 1

An amber aura quickly spreads over your body, moderating the effects of the environment.

As endure elements (PH 226), except as noted here.

EYES OF THE BASILISK
Psychometabolism
Level: Psion/wilder 7
Display: Visual
Manifesting Time: 1 standard action
Range: 30 ft.
Target: One creature within 30 ft. per round
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 13

Your eyes glow with a pale green incandescence, hinting at concentrated malice.

Your look turns one creature per round to stone permanently. Once each round, you can choose to look at a creature as a standard action. The creature must succeed on a Fortitude saving throw or be turned to stone. Creatures can avoid the need to make a saving throw by not looking at you. On its turn, a creature chooses whether it is looking at you normally, averting its eyes, or looking away.

Averting Eyes: Your opponent can attempt to avoid looking at your face, and instead look at your body, watch your shadow, track you in a reflective surface, and so on. Each round, an opponent has a 50% chance to avert its eyes in this manner, avoiding the need to make a saving throw against your eyes of the basilisk power. However, you gain concealment against that opponent.

Looking Away: An opponent can look away or cover its eyes (such as with a blindfold) so that it cannot see you at all. You gain total concealment against that opponent.

FROM THE BRINK
Psychometabolism (Healing)
Level: Life 2
Display:Material and mental
Manifesting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One dying creature
Duration: Instantaneous
Saving Throw:Will negates (harmless)
Power Resistance: No
Power Points: 3

You exert your power to prevent a creature from stepping into the next world, anchoring it tenuously to its depleted, but stable, body.

When you manifest this power, you automatically stabilize the target.

Augment: For every additional power point you spend, the target regains 1 hit point, restoring it up to a maximum of 1 hit point. For example, Kalar sees his ally Phenn drop in combat, reduced to –5 hit points. Kalar can manifest this power to stabilize Phenn at a distance, and can augment the power with up to 6 power points to heal Phenn (bringing him back up to 1 hit point).

GREATER GLORY
Psychometabolism [Good]
Level: Good 8
Display: Visual
Manifesting Time: 1 standard action
Range: 20 ft.
Targets: One good creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: See text
Power Resistance: Yes
Power Points: 15

You cause pure light to surround good creatures near you, bathing them in a holy radiance that gives them great power when combating the forces of evil.

When you manifest this power, you give any good creatures near you the ability to combat evil more effectively. This power has several benefits.

Each affected creature gains the ability to smite evil. The smite attack can be used once during the duration of the power. Creatures using the smite attack gain a bonus on their damage rolls equal to your manifester level.

Greater glory blocks any attempt by a nongood creature to possess the warded creatures (by a magic jar attack, for example) or to exercise mental control over the creatures (including charms and compulsions). The protection does not prevent such attempts from targeting the creature, but it suppresses their effects for the duration of greater glory.

Each creature under the effect of greater glory gains a +2 insight bonus to Armor Class and on saves against the attacks, powers, and abilities of evil creatures.

Finally, evil creatures that attack a creature benefiting from greater glory must make Fortitude saves or be nauseated for 1d4 rounds.

HEAVY EARTH
Psychometabolism
Level: Law 3, psion/wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius burst, centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 5

Light explodes from your form and settles into the earth, infusing it with mass beyond its norm.

You create an area of strange, otherworldly gravity, causing the earth itself to pull creatures downward. Creatures in the affected area that fail their saving throws fall prone. In addition, these creatures are slowed (as the slow spell) as long as they remain prone and for 1 round after they stand up.

Creatures that succeed on their saves are not knocked down, but they are still slowed for 1 round. Creatures that are already prone and fail their saves are slowed as long as they remain prone and for 1 round after they stand up. Creatures with multiple legs or stability (such as a dwarf) have a bonus on this save as if they were attempting a Strength check to resist a normal trip attempt.

Since you are in the area of heavy gravity, you are slowed just as other creatures are, but you are never knocked prone when you manifest this power.

Augment: If you spend 4 additional power points, you are not slowed by manifesting this power.

HUNGRY TOUCH
Psychometabolism
Level: Consumption 1
Display:Mental and olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half; see text
Power Resistance: Yes
Power Points: 1

A delicious scent wafts through the air as your touch steals a small portion of the life essence of another creature.

On a successful touch attack, you deal 1d6 points of damage to the target creature and gain temporary hit points equal to the amount of damage dealt. The target can attempt a Fortitude save to take half damage and negate your hit point gain. The temporary hit points last for up to 10 minutes.

Augment: For every 2 additional power points you spend, the power deals an additional 1d6 points of damage, and the power’s save DC increases by 1.

INSPIRE MOUNT
Psychometabolism
Level: Psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: One willing mount
Duration: 1 min./level
Saving Throw:Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 1

Your mount is enveloped in a golden radiance as you infuse it with strength, stamina, and speed.

While your mount enjoys the benefit of this power, its speed increases by 20 feet. Furthermore, you can make a Ride check to negate a hit on your mount as though you had theMounted Combat feat. If you already possess this feat, you receive a +10 competence bonus on your Ride check when attempting to negate a hit on your mount. When you attempt to negate a hit on your mount (whether successful or not), the power ends.

Augment: You can augment this power in one or both of the following ways.

  • 1. If you spend 6 additional power points, you can manifest this power as an immediate action.
  • 2. If you spend 6 additional power points, you can increase this powers duration to 10 minutes per level.
MEND WOUNDS
Psychometabolism (Healing)
Level: Life 6
Display:Material
Manifesting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw:Will negates (harmless) or Will half
Power Resistance: Yes
Power Points: 11

Your touch taps a conduit of positive energy, healing the target of its wounds.

With a touch, you can channel positive energy and cure a target creature of up to 55 points of damage. If used against an undead creature, mend wounds instead deals 55 points of damage. An undead creature can attempt a Will save for half damage.

Augment: You can augment this power in one or both of following ways.

  • 1. For every additional power point you spend, you heal an additional 5 points of damage or deal an additional 5 points of damage to an undead creature.
  • 2.If you spend 4 additional power points, you can heal all creatures within 20 feet of you.
MIND OVER ENERGY
Psychometabolism
Level: Guardian 6, psion/wilder 6, psychic warrior 6
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

You concentrate, and your form’s hue becomes partially saturated with a color related to the energy you choose.

You mentally reinforce your living tissue with pure psionic will, gaining immunity to the energy type you choose for the duration of the power: cold, electricity, fire, or sonic.

MINDFIRE
Psychometabolism
Level: Psion/wilder 3
Display:Material and olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 5

A gust of warm air wafts the odor of sickness and death across the area.

If the target fails her saving throw, she contracts mindfire. The disease has no incubation period; the victim immediately takes 1d4 points of Intelligence damage. Each day thereafter, the victim must succeed on a Fortitude saving throw (DC equal to the manifested power’s DC) or take another 1d4 points of Intelligence damage. If the victim makes her Fortitude save for two days in a row, she fights off mindfire and recovers, taking no more damage.

Augment: For every 3 additional power points you spend, the disease deals 1 additional point of Intelligence damage, and the save DC (for the power and the disease) increases by 1.

PLANAR APOTHEOSIS
Psychometabolism [see text]
Level: Evil 4, Good 4, psion/wilder 4, psychic warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 7

A silver (or black) halo appears above your head, revealing your connection to the Outer Planes.

When you manifest this power, you choose between celestial apotheosis or fiendish apotheosis. The power gains the good or evil descriptor, respectively. If you are good-aligned, you must choose celestial, and if you are evil-aligned, you must choose fiendish. If your alignment has no good or evil component, you can choose either version of the power.

You psionically reach across the planes and form a tenuous bond with a plane appropriate to the chosen apotheosis. From this bond, you gain the following effects.

  • Darkvision out to 60 feet.
  • Power resistance equal to 5 + your manifester level.
  • If you chose celestial apotheosis, you gain resistance to acid 10, cold 10, and electricity 10, as well as the ability to smite evil once, dealing additional damage equal to your manifester level against an evil foe.
  • If you chose fiendish apotheosis, you gain resistance to cold 10 and fire 10, as well as the ability to smite good once, dealing additional damage equal to your manifester level against a good foe.

Augment: If you spend 6 additional power points, you can increase the duration to 10 minutes per level.

PLANAR EMBRACE
Psychometabolism [see text]
Level: Evil 6, Good 6, psion/wilder 8
Display: Visual
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 15

A silver (or black) halo appears above your head, and white feathered (or black leathery) wings sprout from your back, revealing a powerful connection to the Outer Planes.

When you manifest this power, you must choose whether to receive abilities from the half-celestial template (MM 144) or the half-fiend template (MM 147). The power gains the good or evil descriptor, respectively. If you are good-aligned, you must choose half-celestial, and if you are evil-aligned, you must choose half-fiend. If your alignment has no good or evil component, you can choose either version of the power.

You psionically reach across the planes and form a bond with a plane appropriate to the chosen template. From this bond, you gain the following effects.

  • You receive spell-like abilities appropriate to a half- celestial or half-fiend that has Hit Dice equal to one-half your manifester level. For instance, if you’re a 13th-level psion, you receive spell- like abilities as if you were a 6 HD creature with the appropriate template.
  • If you chose half-celestial, you gain wings and a fly speed equal to twice your base land speed (good maneuverability).
  • If you chose half-fiend, you gain wings and a fly speed equal to your base land speed (average maneuverability).
PROTECTION FROM SPELLS, PSIONIC
Psychometabolism
Level:Magic 8
Display: Olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw:Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 15

As you touch the creature, the smell of burned paper fills the air.

As protection from spells (PH 266), except as noted here.

Augment: For every 4 additional power points you spend, you can protect an additional creature.

PSYCHIC SCIMITAR
Psychometabolism
Level: Psion/wilder 2
Display: Visual
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Effect: One psychic blade
Duration: 1 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3

A wraithlike, glowing scimitar shaped from your psychic might materializes and moves as you desire.

You can create an immaterial scimitar that allows you to attack enemies or deliver low-level touch powers at a distance.

When you manifest the power, you lose 2 Intelligence points (and any associated bonus power points) that return when the power ends (even if it is negated), but not if the scimitar is destroyed. In this latter case, treat the lost Intelligence points as ability damage.

The scimitar appears in your hand when first manifested. Directing the scimitar takes a standard action. Once directed to attack an enemy within range, it disappears and then reappears in melee with that creature; thus, you can use a psychic scimitar to attack enemies at a distance. Attacks with a psychic scimitar are melee touch attacks. The power gives you a +2 bonus on your melee touch attack roll. Attacking with a psychic scimitar counts normally as an attack. You can choose to redirect the scimitar to attack a new opponent; doing so requires an additional standard action. The blade deals 1d6 points of damage.

Since the blade is immaterial, your Strength modifier does not apply to the damage even if you wield the blade in your hand. If you wield the scimitar in your hand, you are treated as proficient even if you lack proficiency with the scimitar. Other creatures cannot wield your psychic scimitar. A psychic scimitar always strikes from your direction. The blade cannot flank targets as a creature can.

The blade is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion, your save bonuses, and a base Armor Class of 22. Your Intelligence modifier applies to the blade’s Armor Class as if it were the scimitar’s Dexterity modifier. A psychic scimitar has 4 hit points.

You can also use your scimitar to deliver the effect of any power of 4th level or lower with a range of touch that you can manifest. If you make a successful attack with the blade, the power is manifested on the target as if you had manifested it yourself. After it delivers a power, or if the blade goes beyond range or moves out of your sight, the blade returns to you and hovers until given further direction.

Augment: For every 2 additional power points you spend, the psychic scimitar deals 1 additional point of damage.

RAGE OF THE REMORHAZ
Psychometabolism
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

You skin pulses with a red glow.

Your skin pulses, generating a heat so intense that anything touching your body takes 4d6 points of fire damage. Creatures striking you with natural attacks or unarmed attacks are subject to this damage as well. Creatures striking with melee weapons do not take damage from your heat, but their weapons do take damage. You and your possessions are immune to your own heat (but you are not resistant or immune to heat from other sources).

Augment: For every 2 additional power points you spend, the power deals an additional 1d6 points of damage. For each additional 2d6 points of damage, the power’s save DC increases by 1.

SENSORY GLOOM
Psychometabolism
Level: Lurk 1
Display:Material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 1

Grayish ectoplasm erupts from the skin of your enemy’s face (or body), inhibiting its senses.

You override your target’s nervous system and partially shut down one of its senses. You choose which sense to affect when manifesting this power. Each obscured sense has a different effect on the foe.

Sight: The target’s vision is hampered. It sees its surroundings as if through a dense fog. Creatures that are adjacent to the target seem blurry, and any attacks made against an adjacent opponent are made as if that opponent had concealment. Creatures more than 5 feet away from the target have the benefit of total concealment.

Hearing: The target is temporarily deafened (PH 307).

Scent/Taste: The target cannot smell or taste anything. Creatures that normally benefit from the scent ability (MM 314) no longer do so for the duration of the power. Characters who try to ascertain the properties of a potion by taste automatically fail in the attempt.

Touch: The target cannot feel the ground (as if its limbs had fallen asleep) or assess its position in relation to the ground accurately. The target must succeed on a DC 5 Balance check each round to keep from falling prone. If the target falls prone, it must succeed on a DC 10 Balance check to stand up. Creatures that normally benefit fromthe tremorsense ability no longer do so for the duration of the power.

Augment: You can augment this power in one or both of the following ways.

  • 1. For every 2 additional power points you spend, you can affect one additional sense simultaneously. You can affect a total of four senses.
  • 2. For every 2 additional power points you spend, the power’s save DC increases by 1.
SLOW BREATHING
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 1

You concentrate, and your shin radiates a healthy, rosy glow.

You reduce the need for oxygen in your body, increasing your ability to become acclimated to the thin air of high altitudes. You gain a +4 competence bonus on saving throws against altitude sickness (DMG 90).

Augment: If you spend 4 additional power points, you become immune to altitude sickness.

STONE MIND
Psychometabolism
Level: Natural World 1, psion/wilder 1, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1

Your manifestation gives your eyes the hue of boulders and your shin the dusty texture of a creature of the deep earth, signifying your enhanced knowledge of things below the ground.

When you manifest this power, your mind becomes as the earth, and the earth becomes your mind. You gain a +4 bonus on Search checks while standing on a surface of earth or stone (including a worked stone floor). In addition, you gain a further +2 bonus on Search checks to notice unusual stonework. This bonus stacks with the regular +4 bonus on all Search checks from this power and with the +2 bonus to notice unusual stonework from the stonecunning racial trait.

Augment: If you spend 6 additional power points, you can manifest this power as a swift action.

STYGIAN BANE
Psychometabolism
Level: Psychic warrior 3
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target:Weapon touched
Duration: 1 min./level
Saving Throw:Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 5

A serene gray radiance, roughly as bright as a candle’s flame, envelops your weapon.

You give a weapon the undead bane special ability in addition to any other properties it has. Against undead, your weapon’s enhancement bonus (if any) is +2 higher than normal, and it deals an additional 2d6 points of damage. The power has no effect if manifested upon a weapon that already has the undead bane quality.

Alternatively, you can affect up to 50 arrows, bolts, or bullets. The projectiles must be of the same kind and they have to be together, such as in the same quiver. A projectile (but not a thrown weapon) loses the special ability after it is used in an attack. The weapon is considered good-aligned for the purpose of overcoming damage reduction.

STYGIAN BOLT
Psychometabolism
Level: Psion/wilder 6
Display:Material and visual
Manifesting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 11

Black lightning erupts from your fingertips and stabs at the life force of your enemies.

Reaching across the planes, you form a momentary link between yourself and the Negative Energy Plane. Drawing on your temporary stygian channel, you discharge a powerful bolt that extends from your outstretched hand.

Anyone caught in the area gains 1d4 negative levels. This is a negative energy effect. If the subject has at least as many negative levels as it has Hit Dice, it dies. Assuming the subject survives, it regains lost levels after a number of hours equal to your manifester level (maximum 15 hours). Negative levels usually have a chance of permanently draining the victim’s levels, but the negative levels from stygian bolt don’t last long enough to do so.

Undead affected by a stygian bolt gain 2d4×5 temporary hit points that last for up to 1 hour.

Augment: For every 4 additional power points you spend, the power bestows an additional 1d4 negative levels, and affected undead gain 2d4×5 additional temporary hit points.

STYGIAN CONFLAGRATION
Psychometabolism
Level: Psion/wilder 9
Display: Visual
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Area: Cylinder (15-ft. radius, 40 ft high)
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes
Power Points: 17

An exhalation of the void erupts from the ground and assaults the heavens in the form of a 40-foot-tall pillar of black flame.

You psionically reach across the planes to form a temporary bond with the Negative Energy Plane. Drawing deeply on your link, you ignite a pillar of black flame that rises from the ground into the sky.

Each creature caught in the area of effect gains 1d4 negative levels. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, an affected creature must make a Fortitude saving throw (DC equal to the stygian conflagration’s save DC) for each negative level. If the save succeeds, that negative level is removed. If the save fails, the negative level still goes away, but one of the subject’s character levels is permanently drained.

An undead creature in the area gains 1d4×5 temporary hit points that last for up to 1 hour.

Augment: For every 2 additional power points you spend, the power bestows one additional negative level, and affected undead gain 5 additional temporary hit points.

STYGIAN DISRUPTION
Psychometabolism
Level: Psychic warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: One bludgeoning weapon
Duration: 1 round/level
Saving Throw:Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 7

A massive surge of brilliant white light envelops your weapon.

You give a weapon the disruption special ability in addition to any other properties it has. A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a Will saving throw or be destroyed as its link to the Negative Energy Plane is severed.

STYGIAN DOMINION
Psychometabolism
Level: Death 5, psion/wilder 5
Display:Material and visual
Manifesting Time: 1 round
Range:Medium (100 ft. + 10 ft./level)
Target: One undead creature
Duration: 1 hour/level or until you return to your body
Saving Throw: None; see text
Power Resistance: Yes
Power Points: 9

Your body drops lifeless as your consciousness travels in an arc of crackling black energy to assume control of an undead vessel.

You can assume control over the body of a mindless undead creature, such as a skeleton or zombie. You can target any creature whose Hit Dice are equal to or less than your manifester level. When you take control of the mindless undead creature, you leave your body empty of sentience and mind, but it still breathes. The power ends when the undead body is destroyed, you leave the undead body to assume control of your own body, the duration of the power ends, or some other force (such as dispel psionics) drives you out of the undead body and back to your own.

While in the body of the undead creature, you retain your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities (as well as psionic powers). The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and special abilities. As a standard action, you can shift from the undead creature to your body if it is within range, relinquishing control of the undead creature. Doing this causes the power to end.

If the undead creature is destroyed when your body is beyond the range of the power, both you and the undead creature die. Any life force with nowhere to go is treated as slain. If the power’s duration expires while you are in the undead creature’s body, you return to your own body instantly (unless your body is out of range or destroyed, in which case you die).

Augment: If you spend 2 additional power points, you can attempt to assume control of an intelligent undead. In this case, the undead gets a Will saving throw to resist the attempt. If the save fails, you control the undead’s body, but its mind remains in the body you assume control over, and it can attempt another saving throw every 1d4 rounds to force you back into your own body (which means you could die if your body is out of range at the time of a successful save).

STYGIAN ERASURE
Psychometabolism
Level: Psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3

A silvery-white curtain encompasses you, seeming to rise up from the ground and stretch toward the heavens.

When you manifest this power, you form a temporary bond with the Positive Energy Plane that removes one negative level you possess. Stygian erasure does not restore lost levels.

Augment: For every 2 additional power points you spend, you can remove one additional negative level.

STYGIAN RAY
Psychometabolism
Level: Death 2, psion/wilder 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round
Saving Throw: None
Power Resistance: Yes
Power Points: 3

A black ray of energy springs from your outstretched hand to strike your enemy.

You form a momentary link between yourself and the Negative Energy Plane, allowing you to release a black ray that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit.

If the attack succeeds, the subject gains 1d4 negative levels for 1 round (see the Negative Levels sidebar on page 100). If the subject has at least as many negative levels as it has Hit Dice, it is stunned for 1 round instead. On the following round, the subject regains lost levels. Usually, negative levels have a chance of permanently draining the victim’s levels (or killing creatures with Hit Dice equal to or less than the number of negative levels gained), but the negative levels from stygian ray don’t last long enough to do so.

An undead creature struck by the ray gains 5 temporary hit points that last for up to 1 round.

STYGIAN TOUCH
Psychometabolism
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: One creature touched/level
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 11

Your fingertips darken until they are stained as black as the void.

You form a momentary link between yourself and the Negative Energy Plane, allowing you to suffuse your hands with negative energy so that your touch weakens the life force of living creatures.

Each touch channels negative energy that bestows one negative level on the target and grants you 5 temporary hit points. Both the negative level and the temporary hit points last for up to 1 hour. A successful Fortitude save negates the negative level and prevents you from gaining the temporary hit points. You can use this melee touch attack once per manifester level.

An undead creature you touch gains 5 temporary hit points that last for up to 1 hour, and you lose 5 hit points (no save).

Augment: For every 2 additional power points you spend, a negative level you bestow on a particular melee touch attack that you designate lasts for 24 hours.

STYGIAN VEIL
Psychometabolism
Level: Death 8, psion/wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 15

Your skin pales and your eyes darken to dead-black orbs.

You form a momentary link between yourself and the Negative Energy Plane that allows you to gain many of the traits common to undead creatures.

You are immune to mindaffecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, and damage to physical ability scores. You are immune to any effect requiring a Fortitude save unless it is harmless or affects objects. You need not breathe, eat, or sleep.

For the duration of the power, you have no Constitution score (—). You lose any bonus hit points gained from having a Constitution bonus (though this can’t reduce your hit points to less than 1 per Hit Die). If your Constitution modifier is normally a penalty, you don’t gain any hit points by manifesting this power.

Like an undead creature, you are damaged by positive energy effects and healed by negative energy effects. You don’t actually gain the undead type by manifesting this power.

STYGIAN WARD
Psychometabolism
Level: Life 4
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw:Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7

You touch your target, and a green radiance begins to cover it, spreading out from your point of contact.

As death ward (PH 217), except as noted here.

STYGIAN WEAPON
Psychometabolism
Level: Lurk 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 swift action
Range: Touch
Target: One weapon touched
Duration: 1 round
Saving Throw: None (object)
Power Resistance: Yes; see text
Power Points: 3

Tendrils of crackling black energy course from you into your weapon.

You form a momentary link between yourself and the Negative Energy Plane, allowing you to empower your weapon with fell energy. One melee attack you make in this round is infused with negative energy. On a successful attack, your foe is treated as if struck with a stygian ray (page 101). That creature’s power resistance (if any) applies to this attack.

TOUCH OF HEALTH
Psychometabolism (Healing)
Level: Life 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw:Will negates (harmless) or Will half
Power Resistance: Yes
Power Points: 1

A delicate chime resounds as your touch heals a creature’s minor wounds.

With a touch, you channel positive energy to cure 2 points of damage to a target creature. If used against an undead creature, touch of health instead deals 2 points of damage. An undead creature can attempt a Will save for half damage.

Augment: For every additional power point you spend, you can cure 2 additional points of damage to a target creature, or deal 2 additional points of damage to undead.

URBAN STRIDER
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1

Your legs appear to lengthen and take on more graceful lines, promising greater feats of speed and agility.

You enhance your ability to move rapidly through city streets and across rooftops. You gain a +5 competence bonus on all Balance and Jump checks. You do not need to make Balance checks when running or charging across a sloped surface. You automatically succeed on all Jump checks to clear a horizontal distance of 5 feet or less, and you can make standing long jumps and high jumps as if they were running long jumps and high jumps. You can move at your full normal speed through crowds.

Augment: If you spend 8 additional power points, you can walk normally on any city surface as if it were level ground. This includes perfectly vertical walls, glass windows, and even clotheslines. Your speed remains unchanged, even when walking straight up a wall.

ANTICIPATORY STRIKE
Psychoportation
Level: Psion/wilder 5, Time 5
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 9

The air reverberates with an eager hum as your movements pick up speed.

You take your normal action for the round at the time that you manifest this power, rather than waiting for your turn to come up in the initiative sequence. In subsequent rounds, your place in the initiative order does not change—you change the time when you act for this round only. You can take a standard action and a move action, or a full- round action, just as you could if you were taking your action at your normal place in initiative order. You can’t activate this power if you’re flat-footed, and you can’t use the power a second time until after your next turn has passed.

For example, if you normally act on initiative count 15, you could use this power to act again on initiative count 12, but this means that you wouldn’t be able to act on the next round at initiative count 15 (since you’ve already used that turn’s actions), and you wouldn’t be able to use the power again until after your next turn (that is, after the next round’s initiative count 15).

CALL ARMOR
Psychoportation (Teleportation)
Level: Justice 2, psychic warrior 1
Display:Material
Manifesting Time: 1 round
Range: 0 ft.
Effect: One suit of armor or shield; see text
Duration: 1 min./level (D); see text
Saving Throw: None
Power Resistance: No
Power Points: Justice 3, psychic warrior 1

Armor appears on your body, answering your mental call.

You call a suit of armor or a shield to you, seemingly from thin air. (Actually, it is a real item snatched from some other random location in space and time). You don’t have to see or know of the item to call it. In fact, you can’t ever call a specific item; you just specify the kind (chain shirt, full plate, buckler, and so on). The item is made of ordinary materials appropriate for its kind. Armor appears correctly donned, and a shield appears on the proper arm.

Armor and shields gained by call armor are distinctive due to their astral glimmer. If a called suit of armor is ever off your body or you relinquish your grip on a called shield for 2 or more consecutive rounds, the object automatically returns to its point of origin. (For this purpose, you’re considered to be wearing armor when you’re donning or shedding it).

Augment: You can augment this power in one or both of the following ways.

  • 1. For every 4 additional power points you spend, the item’s enhancement bonus to Armor Class improves by 1. For example, if you spend 15 power points, you call a shield or a suit of armor with a +3 enhancement bonus to Armor Class.
  • 2. If you spend 4 additional power points, you can alter the substance of the armor to make it mithral. If you spend 8 additional power points, you can make it adamantine.
DIMENSION DOOR, PSIONIC
Psychoportation (Teleportation)
Level: Lurk 4, psion/wilder 4, psychic warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Power Resistance: No and yes (object)
Power Points: 7

You step into a black spherical void; when you step out, you are somewhere else.

As dimension door (PH 221), except as noted here.

Augment: This power appears in Expanded Psionics Handbook (page 92), but it has been updated here with new augmentation options. A character who already knows the power also knows these new augmentations, which can be applied individually or all at once.

  • 1. If you spend 2 points less than the given power point cost, you manifest this power as a full-round action.
  • 2. If you spend 2 points less than the given power point cost, you teleport yourself and touched objects or other touched willing creatures up to 20 feet.
  • 3. If you spend 2 additional power points, the visual display of the power is particularly dazzling. The bright flash left behind when you vacate an area dazzles all remaining creatures within a 10-foot radius of your previous position.
  • 4. If you spend 6 additional power points, you can manifest this power as a move action. This option cannot be used in conjunction with augmentation option 1.
DIMENSION HOP
Psychoportation (Teleportation)
Level: Freedom 1
Display: Auditory
Manifesting Time: 1 swift action
Range: 10 feet
Target: You
Duration: Instantaneous
Power Points: 1

With a soft chime, you disappear and reappear nearby.

You instantly move to an unoccupied square up to 10 feet away within line of sight.

Augment: For every additional power point you spend, you can move an additional 5 feet.

DIMENSION TWISTER
Psychoportation (Teleportation)
Level: Psion/wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Medium or smaller creature, or one object weighing up to 300 lb.
Duration: Instantaneous
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 5

Your foe is sucked down a vortex of shimmering silver energy, only to appear at a nearby location, hurt and twisted by the passage.

The subject of the power is violently displaced in space. In effect, the subject appears to be sucked down a vortex of shimmering silver energy, only to be instantly spat out in the new location, in the direction you specify (within range). The subject reappears in the same orientation as before. However, the rift in space you create to enable this movement is crudely rendered, and the target takes 5d6 points of damage in the transition.

If the space into which the subject reappears is occupied, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

Augment: You can augment this power in one or more of the following ways.

  • 1. For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
  • 2. For every 2 additional power points you spend, the subject is moved an additional 5 feet.
  • 3. For every 2 additional power points you spend, the subject takes an additional 1d6 points of damage.
DIMENSIONAL POCKET
Psychoportation
Level: Lurk 1
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: One unattended object, weighing up to 1 lb./level
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

With a touch of your hand, a small object is sent into safekeeping.

Your touch transfers an unattended object to an extradimensional pocket hidden in the palm of your hand. The dimensional pocket is invisible and weightless, regardless of its contents. When the power ends or is dismissed, the object returns to your hand (or next to your hand if you cannot hold it). You can manifest this power again before its duration elapses, in which case the stored object remains stored and the duration resets to 1 hour/level.

Augment: You can augment this power in one or both of the following ways.

  • 1. For every additional power point you spend, you can store an additional pound per level (but still only one object).
  • 2. If you spend 2 additional power points, you gain the ability to dismiss this power as a swift action.
ELEMENTAL STEWARD
Psychoportation [see text]
Level: Elements 1, psion/wilder 2
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3

A small rent appears in the fabric of space, and through it steps a small humanoid, surrounded by a nimbus of energy.

Choose one of the four kinds of elemental stewards (page 130): emberling (fire), geodite (sonic), arctine (cold), or tempestan (electricity). The kind you choose appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the elemental steward, you can direct it not to attack, to attack particular enemies, or to perform other actions.

Elemental stewards can be summoned only into an area that can support them. For example, you cannot summon an emberling into an aquatic environment.

The type of elemental steward you summon determines the subtype of this power. For example, elemental steward is considered to be a fire power when you summon an emberling.

Augment: For every 2 additional power points you spend, you have a chance to summon one additional elemental steward. Each additional steward you attempt to summon has a 50% chance of appearing. All elemental stewards must be of the same kind.

ETHEREAL ABDUCTION
Psychoportation
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 11

Misty tendrils snake from nowhere to wrap themselves around your opponent, dragging him inexorably into ethereal captivity.

You can force another creature and its equipment onto the Ethereal Plane. Until the duration expires, the creature is stuck on the Ethereal Plane unless it has another way of leaving. You can also use this power while on the Ethereal Plane to pull a creature to you from the Material Plane. For all other purposes, this power functions like psionic ethereal jaunt (EPH 105).

Augment: For every additional power point you spend, you can affect one additional creature.

EVADE ATTACK
Psychoportation
Level: Lurk 2, nomad 2
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3

A shimmering, translucent blue sphere blinks into existence around you, remaining intact just long enough to deflect an attack of opportunity.

You warp space, briefly creating a shimmering, translucent blue sphere around yourself that deflects one attack of opportunity you provoke with your move action.

Augment: If you spend 4 additional power points, you can attempt to avoid one successful regular attack made against you (instead of an attack of opportunity). To successfully evade a regular attack, you must make a manifester level check (1d20 + your manifester level, maximum +10) against a DC of 15. If you succeed, the attack misses.

INCONSTANT LOCATION
Psychoportation (Teleportation)
Level: Chaos 6, psion/wilder 6, psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
Power Points: 11

Your frame seems to shimmer, its outline vaguely blurred as you disappear and reappear around the battlefield.

You teleport yourself around the battlefield, making it hard for your enemies to pin you down. At the beginning of each of your turns, as a swift action, you can teleport yourself to any other space to which you have line of sight, as long as that space is no farther than you could move in one normal move action.

You can bring along objects as long as their weight doesn’t exceed your maximum load. This transport is instantaneous and does not provoke attacks of opportunity. Once you teleport, you can take your actions for the round normally. You do not have to adjust your location each round, but the duration counts down just the same.

Augment: For every additional power point you spend, the duration of this power is extended by 1 round.

LARVAL FLAYERS
Psychoportation
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d3 summoned larval flayers
Duration: 1 round/level (D)
Saving Throw: None; see text
Power Resistance: No
Power Points: 3

A sick tearing noise heralds the arrival of several eyeless, squiggling creatures that resemble tadpoles, each a full 2 feet in length. Their small, lampreylike mouths are obscured by a disquieting mass of tentacles.

This power calls 1d3 psionic creatures known as larval flayers (page 133). The larval flayers appear where you designate and act immediately, on your turn. (As Tiny creatures, they initially appear together in the same square). They attack your opponents to the best of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions.

Augment: You can augment this power in one or both of the following ways.

  • 1. For every 2 additional power points you spend, you can call one additional larval flayer.
  • 2. For every 2 additional power points you spend, one of the larval flayers you call appears already attached to a foe in range that you specify and can use its brain sap ability (page 133) unless the selected foe succeeds on a Reflex saving throw.
PLANAR CHAMPION
Psychoportation [see text]
Level: Psion/wilder 7
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 13

The shimmer of a silver aura (or a cloud of foul gray smoke) heralds the arrival of a fantastic extraplanar being.

When you manifest this power, you must choose whether to call a champion of good (a sibyllic guardian, page 135) or a champion of evil (a cerebrilith, EPH 193). The power gains the good or evil descriptor, respectively.

If you are good-aligned, you must choose a sibyllic guardian, and if you are evil-aligned, you must choose a cerebrilith. If your alignment has no good or evil component, you can choose either version of the power.

The champion you choose appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the champion, you can direct it not to attack, to attack particular enemies, or to perform other actions. A planar champion called with this power does not have its summoning ability, if any.

Augment: For every 6 additional power points you spend, you summon one additional champion of the same type.

PSYCHOPORTIVE SHELTER
Psychoportation
Level: Psion/wilder 2
Display: Visual
Manifesting Time: 10 minutes
Range: 10 ft.
Effect: Extradimensional space
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3

A distortion in the space around you heralds the creation of an extradimensional pocket whose entrance appears as a faint shimmer in the air.

You mentally grab an adjacent bubble of empty extradimensional space and stretch it so that it connects locally. The shelter has a single entrance on the plane on which it was created. The entry point looks like a faint shimmer in the air that is 7 feet in diameter. You and other creatures can enter the shelter at will. The shelter holds up to seven creatures of Large or smaller size.

From inside the shelter, you can look out of the entrance as if you were looking through a window. However, creatures in the shelter are hidden, beyond the reach of powers (including clairsentient probes), unless those powers work across planes. Powers cannot be manifested across the extradimensional interface, nor can area effects cross it.

Once inside the shelter, you can take a standard action to will the exterior entrance to become invisible on the plane on which it was created. You can still see out of the entrance, but creatures on the plane of origin can’t see in, even if they’re able to discern the shimmering entrance itself. When the power ends, anything inside the shelter is expelled.

Augment: For every additional power point you spend, the shelter can hold one additional creature of any size.

SHADOW EFT
Psychoportation [Evil]
Level: Psion/wilder 4
Display: Auditory and visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned shadow eft
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 7

A deep tone presages the appearance of an awful shape made half of bone and half of black so concentrated it has taken on form. It looks like a faceless, wingless demon.

Its bony claws are long and tipped with the void. This power calls a creature known as a shadow eft (page 134). The shadow eft appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the eft, you can direct it not to attack, to attack particular enemies, or to perform other actions.

Augment: You can augment this power in one or both of the following ways.

  • 1. For every 4 additional power points you spend, you summon one additional shadow eft.
  • 2. For every 2 additional power points you spend, one shadow eft you call appears already hiding in a shadow you specify (see the creature’s hide in shadow ability). However, foes gain an immediate Spot check to detect the hidden eft.
SHADOW WALK, PSIONIC
Psychoportation
Level: Light and Darkness 5
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: One touched creature/level
Duration: 1 hour/level
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 9

You and the creatures you touch are shrouded with dark tendrils that writhe around your bodies.

As shadow walk (PH 277), except as noted here.

TEMPORAL REITERATION
Psychoportation
Level: Nomad 5
Display: Visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 9

A temporal fire encompasses your body.

Within its time-defying flames, you gain a moment of stasis. The past round does not count as time spent from the duration of ongoing effects on you such as rage, spell duration, and poison. Manifesting this power effectively increases their duration for you by 1 round.

Augment: For every 4 additional power points you spend, you can share the power’s effect with one additional person who is within 30 feet of you at the time you manifest the power.

CEREBRAL PHANTASM
Telepathy [Fear, Mind-Affecting]
Level: Psion/wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 5

A dark flash in the corner of your subconscious awakens inner demons of the target’s mind.

You and others see only a vague shape as it lurches forward and envelops the target. You haul a horror lurking beneath the target’s protective sanity into reality and thrust it into her waking mind. Everyone sees something different, but many witness a nightmare of eyes, tentacles, dripping slime, and gnashing mouths all screaming atonally. Everyone other than the target sees only a vague shape that lurches forward and envelops her.

If the target fails her Will saving throw, she takes 3d6 points of nonlethal damage and is dazed for 1d4 rounds, though she continues to scream, cry, and froth during that time. If the target makes her Will save, she takes no damage and is not dazed.

Augment: For every 2 additional power points you spend, the power’s save DC increases by 1.

CHAOS FISSURE
Telepathy (Compulsion) [Mind-Affecting]
Level: Chaos 8
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw:Will negates or none (object); see text
Power Resistance: Yes or no (object); see text
Power Points: 15

The area you indicate roils with the force of chaos. The air shivers with flashes of light and moans with discordant notes.

When you manifest this power, complete chaos prevails in the affected area. All psionic powers are manifested as if using the wilder’s wild surge class feature (DMG 31) with the possibility of psychic enervation. The wild magic planar trait (DMG 149) is applied to all spells cast and spell-like abilities used in the area.

EIDETIC LOCK
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 1
Display:Mental
Manifesting Time: 1 standard action
Range: Touch
Target: 1 willing creature
Duration: 1 day/level
Saving Throw:Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 1

The mental image of a large metallic deadbolt sliding into place is accompanied by a resounding mental click.

You can telepathically embed an image or a short passage of text into the long-term memory of a single creature. The creature can, any time within the duration of the power, thoroughly describe the image or recite the passage verbatim. The limit to this ability is an image of a single nonmoving figure, or a passage of a nonmagical or nonpsionic nature of up to 500 words.

If the creature has artistic skill (5 or more ranks in Craft [painting]), it can also reproduce the image on canvas. If the creature can’t read the language in which a passage is written but has skill in calligraphy (5 or more ranks in Craft [calligraphy]), it can reproduce the passage. If the creature can read the language in which a passage is written, it can reproduce the passage without needing the Craft skill.

Augment: If you spend 4 additional power points, the duration of the power becomes instantaneous. The information becomes permanently locked in the creature’s mind.

EMPATHIC TRANSFER, HOSTILE
Telepathy [Mind-Affecting]
Level: Pain and Suffering 3, psychic warrior 3, telepath 3
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round or until discharged
Saving Throw:Will half
Power Resistance: Yes
Power Points: 5

A sharp cry of pain splits the air as your wounds disappear and reappear on your target.

You transfer your hurt to another. When you manifest this power and make a successful touch attack, you can transfer up to 25 points of damage from yourself to the touched creature. You cannot transfer more points than the damage you have already taken. You immediately regain hit points equal to the amount of damage you transfer. You cannot use this power to gain hit points in excess of your full normal total.

The transferred damage is empathic in nature, so powers and abilities the subject might have (such as damage reduction and regeneration) do not lessen or change this damage. The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals damage to the subject.

Augment: You can augment this power in one or both of the following ways:

  • 1. For every additional power point you spend, you can transfer an additional 5 points of damage.
  • 2. For every 2 additional power points you spend, you can affect one additional target within 20 feet of you. Starting with the creature touched and continuing to the next closest creature, each target takes half the damage this power would deal (with a Will save to further reduce the damage) until each target has taken damage or you have been restored to maximum hit points.
EXHALATION OF THE BRONZE DRAGON
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 3, psychic warrior 3
Display: Visual
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. cone
Duration: Instantaneous
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 5

The spectral image of a bronze dragon encompasses your entire body as you open your mouth and exhale a cloud of shimmery breath.

Your mouth spews forth a gas that repulses targets. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from you for 1d4 rounds.

Augment: For every 2 additional power points you spend, the power’s save DC increases by 1.

INCITE BRAVERY
Telepathy (Compulsion) [Mind-Affecting]
Level: Justice 2, psychic warrior 2
Display: Auditory
Manifesting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius spread, centered on you
Duration: 1 round/level
Saving Throw:Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3

Trumpets blare and drums crash, inspiring you and your allies to acts of bravery.

You and your allies within 20 feet become immune to fear effects.

Augment: If you spend 4 additional power points, you can increase the duration of this power to 10 minutes per level.

MENTAL TURMOIL
Telepathy (Compulsion) [Mind-Affecting]
Level: Corruption and Madness 3, Pain and Suffering 3
Display:Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d4+1 rounds
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 5

Your target’s body stiffens as it feels you set barriers inside its mind.

You set a mental barrier in the target’s mind, preventing it from using abilities that require mental calm. While under the effect of this power, the target can not use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration.

In addition, the target can’t cast spells, manifest powers, use spell-like or psi-like abilities, or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function.

The target can use any feat it has except Combat Expertise, item creation feats, metamagic feats, and metapsionic feats.

Augment: For every 2 additional power points you spend, the power’s save DC increases by 1 and the power can affect an additional target. Any additional target must be within 15 feet of another target of the power.

POWER THIEF
Telepathy (Compulsion) [Mind-Affecting]
Level: Consumption 7
Display:Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous; see text
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 13

You reach into a psionics-using creature’s mind and extract the knowledge of one of its available powers.

When you use this power, you steal one of the subject creature’s available powers, but you must use it quickly or lose it. If the target fails its save, you gain the use of one of its powers, and it loses power points equal to its manifester level minus 2. You must then activate the stolen power before the end of your next turn, or it fades away and is lost to you. The subject regains the stolen power alter 1 minute. The level of the stolen power is one lower than the highest level of power the target knows.

For example, you steal a 5th-level power from an 11th-level psion. The specific power stolen is determined randomly.

You can manifest the power once as a psilike ability.

Augment: For every additional power point you spend, you can retain the stolen power for 1 additional round before you must use it or lose access to it.

PRIMAL FEAR
Telepathy [Mind-Affecting]
Level: Corruption and Madness 1, psion/wilder 1, psychic warrior 1
Display:Mental
Manifesting Time: 1 swift action
Range:Medium (100 ft. + 10 ft./level)
Target: One living creature with an Intelligence of 3 or higher
Duration: 1 round
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 1

When you look at your foe, images of terror blossom in its mind— images only it can see.

Primal fear slips past the target’s mental defenses to blast his subconscious mind with pure visceral terror. The victim can’t even describe what he saw, but he is shaken for 1 round. This effect doesn’t stack with other fear effects.

Augment: For every additional power point you spend, you can designate an additional target for the spell.

PROTECTION FROM EVIL, PSIONIC
Telepathy
Level: Good 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw:Will negates (harmless)
Power Resistance: No; see text for protection from evil
Power Points: 1

Your target glows with a soft light; a sighing sound is barely audible, and then fades.

As protection from evil (PH 266), except as noted here.

PROTECTION FROM GOOD, PSIONIC
Telepathy
Level: Evil 1 Your target glows with a red light, and a grating sound is heard.

As psionic protection from evil (see above), except as noted here.

PSYCHIC CONTAINMENT
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 3
Display:Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One psionic creature
Duration: 1 round/level
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 5

A feeling of hopelessness overcomes your enemy as you erect a barrier in his mind.

You can temporarily prevent a psionic creature from using its psionics or psilike abilities. Reaching into its mind, you build a wall between its ego and the rest of its psyche. (Any powers already active continue to work unless concentration is required, but the target can’t manifest new powers for the duration).

Each round, as a fullround action on its turn, the subject can attempt another saving throw to break the containment and resume vising its psionic abilities. If the save is successful, the duration of psychic containment ends.

Augment: For each additional power point you spend, you can affect one additional psionic creature.

PSYCHOTIC BREAK
Telepathy (Compulsion) [Mind-Affecting]
Level: Pain and Suffering 5, psion/wilder 5
Display: Visual
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft.-radius burst
Duration: 1 round/level
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 9

A brain-bending burst of swirling light detonates over your foes.

You broadcast a telepathic cacophony calculated to snap the minds of those caught within the area. Affected subjects undergo a psychotic break and begin to attack the nearest creature (for this purpose, a psicrystal doesn’t count as a creature). Any psychotic character who is attacked automatically attacks its last attacker on its next turn, as long as the duration continues. A psychotic character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Augment: For every 2 additional power points you spend, the power’s save DC increases by 1.

SERENITY
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 2, Repose 2
Display: Olfactory
Manifesting Time: 1 standard action
Range:Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 3

The sweet, calming scent of jasmine lingers in the air.

You can reach into the mind of one creature and calm its agitation. You do not gain control over the creature, but you can stop it from fighting. The target cannot take violent actions or do anything destructive. However, it can defend itself. Any aggressive action or damage dealt to an affected creature breaks your compulsion and allows the creature to act normally.

This power suppresses all morale bonuses and immediately brings a barbarian out of rage. It also suppresses fear effects and removes the confused condition.

When serenity’s duration elapses, the original power, spell, or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Augment: For every 2 additional power points you spend, you can affect one additional creature, no two of which can be more than 30 feet apart.

SPIRIT OF WAR
Telepathy
Level: Conflict 8
Display:Mental
Manifesting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation, centered on you
Duration: 1 round/level
Power Points: 15

You channel the raw spirit of war, giving nearby allies incredible battle prowess.

You emanate an aura that grants you and your allies within the area several benefits. First, affected creatures gain a +4 competence bonus on attack rolls and damage rolls. Second, each affected creature gains a +10 insight bonus on a single saving throw that it can use once at any time during the duration of the power. Finally, each creature can automatically confirm a critical hit once during the duration of the power.

SUGGESTION, IMPLANTED
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 4
Display:Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: One creature
Duration: 1 day/level or until completed
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 7

You give a sharp, penetrating look at your target, implanting a command within its mind, just waiting to make itself felt.

This power is nearly identical to suggestion (PH 285), with a few important differences.

When this power is manifested, you implant a telepathic suggestion in the mind of the subject and establish a set of circumstances that trigger the suggestion. You must be able to describe the trigger in no more than two sentences. Example triggers include “Midnight tomorrow evening”, “When Lord ir’Daza mentions the weather”, or “Wait two days, then as soon as you see the king”. When the trigger event occurs, the subject senses the implanted suggestion and acts accordingly. The suggestion is telepathic and is not language-dependent; the victim will not be able to explain later why he acted the way he did.

Aura sight (EPH 79) reveals the presence of a latent implanted suggestion, and aura alteration (EPH 78) can be used to remove it. If the duration of the power expires before the suggestion is triggered, it fades away harmlessly. The target makes his saving throw when the power is manifested, so you know whether your suggestion was placed successfully.

Augment: For every 2 additional power points you spend, this power can affect an additional target. Each additional target must be within 15 feet of another target of the power. All targets must receive the same triggering instructions.

URGE EXTERMINATION
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 9
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 90 or fewer hp
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 17

A single indecipherable syllable erupts from the lips of your opponent as it collapses lifeless to the ground.

You issue a psychic command that instantly kills one creature of your choice by shutting down its mind. Creatures with more than 90 hit points are unaffected by urge extermination.

Augment: For every additional power point you spend, you can affect a creature with 10 more hit points. For example, if you spend 2 additional power points when manifesting urge extermination, you can affect one living creature with 110 or fewer hit points.

ZONE OF ALERTNESS
Telepathy (Compulsion) [Mind-Affecting]
Level: Lurk 2, psion/wilder 2
Display:Mental
Manifesting Time: 1 standard action
Range: 10 ft.
Targets: You and all allies within 10 ft.
Duration: 1 min./level
Saving Throw:Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3

A call for unification extends from you across the mental plane, offering your allies the benefits of a linked consciousness.

If you or any ally within 10 feet of you is aware of a particular danger, you all are. If one person included in this power is not flat-footed, none of you are. You and the allies you select gain a bonus on Spot and Listen checks equal to the number of linked allies in range. As long as your allies stay within 10 feet of your position, they continue to gain the benefits of this power. As soon as they move more than 10 feet away from you, the effect ends for them and can be regained only if the power is manifested on them again.

Augment: You can augment this power in one or more of the following ways.

  • 1. If you spend 4 additional power points, you can increase the duration of this power to 10 minutes per level.
  • 2. If you spend 6 additional power points, you can specify that no one in the range of this power is considered flanked unless you all are.
  • 3. If you spend 6 additional power points, you can manifest this power as a swift action.
  • 4. For every 2 additional power points you spend, you can extend the range by 5 feet.
  • 5. For each additional power point you spend, you can increase the bonus on Spot and Listen checks by 1.
ZONE OF TRUTH, PSIONIC
Telepathy (Compulsion) [Mind-Affecting]
Level: Justice 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving Throw:Will negates
Power Resistance: Yes
Power Points: 3

You create an area infused with a soft, golden light in which only truth can he spoken.

As zone of truth (PH 303), except as noted here.