Expanded Psionics Handbook

Classes

Base ClassDescription
Psion Psions depend on a continual study of their own minds to discover an ever wider range of mental powers.
Psychic Warrior With mental and physical energy working in union, the psychic warrior strives toward martial perfection.
Soulknife A soulknife learns to forge his mental strength into a shimmering blade of semisolid psychic energy.
Wilder For a wilder, raw emotion is the source of psionic power.
Prestige ClassDescription
Cerebremancer Cerebremancers access both the arcane mysteries of spellcasting and the psionic powers of the mind.
Elocater Elocaters are renowned for their agile combat stratagems, using their knowledge of motion and space to set themselves up for quick attacks against slower opponents.
Fist of Zuoken In addition to their formidable prowess in combat, fists of Zuoken develop mental powers that surprise and astound their enemies.
Illithid Slayer A primary illithid slayer credo is “Do or die,” where “do” means “find and slay illithids.”
Metamind Metaminds are singlemindedly determined to amass as much psychic power as possible.
Psion Uncarnate Formless, fleshless, and unbound by the limits of corporeality—this is the goal of every psion uncarnate.
Pyrokineticist Pyrokineticists like fire. A lot.
Thrallherd Thrallherds manipulate the minds of others as if they were clay in the hands of a sculptor.
War Mind War minds are expert fighters who claim to possess unequaled knowledge in the art of war.

Feats

General Feats Prerequisite Benefit
ANTIPSIONIC MAGIC4 Spellcraft 5 ranks. Spells against psionic creatures are more potent
AUTONOMOUS - +2 bonus on Autohypnosis and Knowledge (psionics) checks
CHAOTIC MIND4 Chaotic alignment, Cha 15. Psionic insight bonuses of foes are nullified
CLOAK DANCE Hide 10 ranks, Perform (dance) 2 ranks. Spend an action to gain concealment
CLOSED MIND4 - Gain resistance to all psionic power
DEADLY PRECISION Dex 15, base attack bonus +5. Reroll 1s on sneak attack dice
FORCE OF WILL4 Iron Will. Make a Will save instead of Fort or Ref against psionic powers
GREATER MANYSHOT3 Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. Shoot 2 or more arrows simultaneously, even at separate targets
HOSTILE MIND4 Cha 15. Automatically deal damage to telepathic foes
MENTAL RESISTANCE4 Base Will save bonus +2. Gain mental resistance to some damaging powers
MIND OVER BODY Con 13. Heal ability damage more quickly
OPEN MINDED - +5 skill points
PSIONIC AFFINITY - +2 bonus on Psicraft and Use Psionic Device checks
PSIONIC HOLE4 Con 15. Drain away psionic foes’ focus and power points
RAPID METABOLISM Con 13. Heal hit points more quickly
RECKLESS OFFENSE Base attack bonus +1. Take –4 AC to gain +2 melee attack bonus
SIDESTEP CHARGE Dex 13, Dodge. +4 bonus to AC against a charging foe
STAND STILL Str 13. Attack of opportunity stops foe’s movement
WILD TALENT - Gain psionic ability and 2 power points
Psionic Feats Prerequisite Benefit
ALIGNED ATTACK1 Base attack bonus +6. Attack gains alignment, +1d6 damage
BOOST CONSTRUCT - Astral construct gains additional ability
COMBAT MANIFESTATION - +4 bonus on Concentration checks for defensive manifestation
EXPANDED KNOWLEDGE Manifester level 3rd. Add one new power to powers known
FOCUSED SUNDER1 Str 13, Power Attack, Improved Sunder. Ignore 1/2 hardness of foe’s weapon
GHOST ATTACK2 Base attack bonus +3. Ignore incorporeal miss chance on critical hit
INQUISITOR1 Wis 13. +10 bonus on Sense Motive checks to oppose Bluff
MENTAL LEAP1 Str 13, Jump 5 ranks. +10 bonus on Jump checks
METAMORPHIC TRANSFER Wis 13, manifester level 5th. Assume one supernatural ability of alternate form
NARROW MIND Wis 13. +4 bonus on Concentration checks to become psionically focused
OVERCHANNEL - Take damage to increase your manifester level
TALENTED1 Overchannel. Take no damage from overchanneling some powers
BODY FUEL - Take damage to increase your manifester level
POWER PENETRATION1 - +4 bonus to defeat power resistance
GREATER POWER PENETRATION1 Power Penetration. +8 total bonus to defeat power resistance
POWER SPECIALIZATION Weapon Focus (ray), manifester level 4th. +2 bonus damage to damaging powers
GREATER POWER SPECIALIZATION Power Specialization, Weapon Focus (ray), manifester level 12th. +4 total bonus damage to damaging powers
PSICRYSTAL AFFINITY Manifester level 1st. Obtain a psicrystal
IMPROVED PSICRYSTAL Psicrystal Affinity. Enhance your psicrystal
PSICRYSTAL CONTAINMENT Psicrystal Affinity, manifester level 3rd. Your psicrystal can hold a psionic focus
PSIONIC BODY - +2 hit points for each psionic feat you have
PSIONIC DODGE2 Dex 13, Dodge. +1 dodge bonus to AC
PSIONIC ENDOWMENT1 - Add +1 to power’s save DC
GREATER PSIONIC ENDOWMENT1 Psionic Endowment. Add +2 to power’s save DC
PSIONIC FIST1 Str 13. Unarmed attack or natural weapon deals +2d6 damage
GREATER PSIONIC FIST1 Str 13, Psionic Fist, base attack bonus +5. Unarmed attack or natural weapon deals +4d6 damage
UNAVOIDABLE STRIKE1 Str 13, Psionic Fist, base attack bonus +5. Resolve unarmed or natural weapon attack as touch attack
PSIONIC MEDITATION Wis 13, Concentration 7 ranks. Become psionically focused as a move action
PSIONIC SHOT1 Point Blank Shot. Ranged weapon deals +2d6 damage
GREATER PSIONIC SHOT1 Point Blank Shot, Psionic Shot, base attack bonus +5. Ranged weapon deals +4d6 damage
FELL SHOT1 Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5. Resolve ranged attack as touch attack
RETURN SHOT1 Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3. Deflect ranged attacks back at attacker
PSIONIC TALENT Having a power point reserve. Gain additional power points
PSIONIC WEAPON1 Str 13. Melee weapon deals +2d6 damage
GREATER PSIONIC WEAPON1 Str 13, Psionic Weapon, base attack bonus +5. Melee weapon deals +4d6 damage
DEEP IMPACT1 Str 13, Psionic Weapon, base attack bonus +5. Resolve melee weapon attack as touch attack
SPEED OF THOUGHT2 Wis 13. +10 feet to speed in light or medium armor
PSIONIC CHARGE1 Dex 13, Speed of Thought. Charge while taking erratic course to foe
UP THE WALLS2 Wis 13. Run on walls and ceilings
WOUNDING ATTACK1 Base attack bonus +8. Wound opponents with your attack
Metapsionic Feats Prerequisite Benefit
BURROWING POWER1 - Bypass barrier with power
CHAIN POWER1 - Choose additional targets with power
DELAY POWER1 - Delay effect of power up to 5 rounds
EMPOWER POWER1 - Increase power’s variable, number effects by 50%
ENLARGE POWER1 - Double power’s range
EXTEND POWER1 - Double power’s duration
MAXIMIZE POWER1 - Maximize power’s variable, numeric effects
OPPORTUNITY POWER1 - Make attacks of opportunity with touch powers
QUICKEN POWER1 - Manifest powers as free action
SPLIT PSIONIC RAY1 Any other metapsionic feat. Split one ray attack into two
TWIN POWER1 - Manifest power twice
UNCONDITIONAL POWER1 - Manifest power despite character condition
WIDEN POWER1 - Double power’s area
Item Creation Feats Prerequisite Benefit
CRAFT COGNIZANCE CRYSTAL Manifester level 3rd. Create cognizance crystals
CRAFT DORJE Manifester level 5th. Create dorjes
CRAFT PSICROWN Manifester level 12th. Create psicrowns
CRAFT PSIONIC ARMS AND ARMOR Manifester level 5th. Create psionic arms and armor
CRAFT PSIONIC CONSTRUCT Craft Psionic Arms and Armor, Craft Universal Item. Create psionic constructs
CRAFT UNIVERSAL ITEM Manifester level 3rd. Create psionic item
IMPRINT STONE Manifester level 1st. Create power stones
SCRIBE TATTOO Manifester level 3rd. Create psionic tattoos

1 You must expend your psionic focus to use this feat.

2 You must be psionically focused to use this feat.

3 A fighter may select this feat as one of his fighter bonus feats.

4 You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve).

Spells

BARD SPELLS

2nd-Level Bard Spell
Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.

CLERIC SPELLS

3rd-Level Cleric Spell
Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.

4th-Level Cleric Spells
Dweomer of Transference: Convert spellcasting into psionic power points.

5th-Level Cleric Spells
Psychic Turmoil: Invisible field leeches psionic power points away.

7th-Level Cleric Spells
Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hp.

8th-Level Cleric Spells
Brain Spider: Listen to thoughts of up to eight other creatures.

MIND DOMAIN

Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.

Mind Domain Spells
1 Comprehend Languages: You understand all spoken and written languages.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 min./level.
4 Discern Lies: Reveals deliberate falsehoods.
5 Telepathic Bond: Link lets allies communicate.
6 Probe Thoughts: Read subject’s memories, one question/ round.
7 Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Weird: Fearful illusion affects all within 30 ft., either killing or dealing 3d6 damage.

SORCERER/WIZARD SPELLS

3rd-Level Sorcerer/Wizard Spell
Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.

4th-Level Sorcerer/Wizard Spell
Dweomer of Transference: Convert spellcasting into psionic power points.

5th-Level Sorcerer/Wizard Spell
Psychic Turmoil: Invisible field leeches psionic power points away.

6th-Level Sorcerer/Wizard Spell
Mental PinnacleM:
You gain the mental powers of a psion.
Probe Thoughts: Read subject’s memories, one question/ round.


7th-Level Sorcerer/Wizard Spell
Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hit points.

Powers

PSION/WILDER POWERS

1ST-LEVEL PSION/WILDER POWERS

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.

Attraction: Subject has an attraction you specify.

Bolt: You create a few enhanced short-lived bolts, arrows, or bullets.

Call to Mind: Gain additional Knowledge check with +4 competence bonus.

Catfall: Instantly save yourself from a fall.

Conceal Thoughts: You conceal your motives.

Control Flames: Take control of nearby open flame.

Control Light: Adjust ambient light levels.

Create Sound: Create the sound you desire.

Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.

Daze, Psionic: Humanoid creature of 4 HD or less loses next action.

Deceleration: Target’s speed is halved.

Déjà Vu: Your target repeats his last action.

Demoralize: Enemies become shaken.

Detect Psionics: You detect the presence of psionics.

Disable: Subjects incorrectly believe they are disabled.

Dissipating Touch: Touch deals 1d6 damage.

Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.

Ecto Protection: An astral construct gains bonus against dismiss ectoplasm.

Empathy: You know the subject’s surface emotions.

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

Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.

Entangling Ectoplasm: You entangle a foe in sticky goo.

Far Hand: Move small objects at a limited distance.

Float: You buoy yourself in water or other liquid.

Force Screen: Invisible disc provides +4 shield bonus to AC.

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

Hammer: Melee touch attack deals 1d8/round.

Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.

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

Matter Agitation: You heat a creature or object.

Mind Thrust: Deal 1d10 damage.

Missive: Send a one-way telepathic message to subject.

My Light: Your eyes emit 20-ft. cone of light.

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.

Sense Link: You sense what the subject senses (single sense).

Skate: Subject slides skillfully along the ground.

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

Telempathic Projection: Alter the subject’s mood.

Vigor: Gain 5 temporary hit points.

2ND-LEVEL PSION/WILDER POWERS

Bestow Power: Subject receives 2 power points.

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.

Concussion Blast: Deal 1d6 force damage to target.

Control Sound: Create very specific sounds.

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

Ego Whip: Deal 1d4 Cha damage and daze for 1 round.

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

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

Energy Push: Deal 2d6 damage and knock subject back.

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

Feat Leech: Borrow another’s psionic or metapsionic feats.

Id Insinuation: Swift tendrils of thought disrupt and confuse your target.

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

Inflict Pain: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.

Knock, Psionic: Opens locked or psionically sealed door.

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

Mental Disruption: Daze creatures within 10 feet for 1 round.

Missive, Mass: You send a one-way telepathic message to an area.

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

Recall Agony: Foe takes 2d6 damage.

Sense Link, Forced: Sense what subject senses.

Share Pain: Willing subject takes some of your damage.

Sustenance: Go without food and water for one day.

Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage.

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

Tongues, Psionic: You can communicate with intelligent creatures.

3RD-LEVEL PSION/WILDER POWERS

Body Adjustment: You heal 1d12 damage.

Body Purification: You restore 2 points of ability damage.

Danger Sense: You gain +4 bonus against traps.

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

Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.

Dispel Psionics: Cancels psionic powers and effects.

Energy Bolt: Deal 5d6 energy damage in 120-ft. line.

Energy Burst: Deal 5d6 energy damage in 40-ft. burst.

Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.

Energy Wall: Create wall of your chosen energy type.

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

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

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

Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.

Psionic Blast: Stun creatures in 30-ft. cone for 1 round.

Share Pain, Forced: Unwilling subject takes some of your damage.

Solicit Psicrystal: Your psicrystal takes over your concentration power.

Telekinetic Force: Move an object with the sustained force of your mind.

Telekinetic Thrust: Hurl objects with the force of your mind.

Time Hop: Subject hops forward in time 1 round/level.

Touchsight: Your telekinetic field tells you where everything is.

Ubiquitous Vision: You have all-around vision.

4TH-LEVEL PSION/WILDER POWERS

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

Correspond: Hold mental conversation with another creature at any distance.

Death Urge: Implant a self-destructive compulsion.

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

Dimension Door, Psionic: Teleports you short distance.

Divination, Psionic: Provides useful advice for specific proposed action.

Empathic Feedback: When you are hit in melee, your attacker takes damage.

Energy Adaptation: Your body converts energy to harmless light.

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

Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.

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

Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.

Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.

Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.

Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.

Trace Teleport: Learn destination of subject’s teleport.

Wall of Ectoplasm: You create a protective barrier.

5TH-LEVEL PSION/WILDER POWERS

Adapt Body: Your body automatically adapts to hostile environments.

Catapsi: Psychic static inhibits power manifestation.

Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.

Incarnate: Make some powers permanent.

Leech Field: Leech power points each time you make a saving throw.

Major Creation, Psionic: As psionic minor creation, plus stone and metal.

Plane Shift, Psionic: Travel to other planes.

Power Resistance: Grant PR equal to 12 + level.

Psychic Crush: Brutally crush subject’s mental essence, reducing subject to -1 hit points.

Shatter Mind Blank: Cancels target’s mind blank effect.

Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.

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

6TH-LEVEL PSION/WILDER POWERS

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

Breath of the Black Dragon: Breathe acid for 11d6 damage.

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

Contingency, Psionic: Sets trigger condition for another power.

Co-Opt Concentration: Take control of foe’s concentration power.

Disintegrate, Psionic: Turn one creature or object to dust.

Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.

Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.

Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.

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

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

Temporal Acceleration: Your time frame accelerates for 1 round.

7TH-LEVEL PSION/WILDER POWERS

Decerebrate: Remove portion of subject’s brain stem.

Divert Teleport: Choose destination for another’s teleport.

Energy Conversion: Offensively channel energy you’ve absorbed.

Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.

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

Insanity: Subject is permanently confused.

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

Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.

Oak Body: Your body becomes as hard as oak.

Phase Door, Psionic: Invisible passage through wood or stone.

Sequester, Psionic: Subject invisible to sight and remote viewing; renders subject comatose.

Ultrablast: Deal 13d6 damage in 15-ft. radius.

8TH-LEVEL PSION/WILDER POWERS

Bend Reality: Alters reality within power limits.

Iron Body, Psionic: Your body becomes living iron.

Matter Manipulation: Increase or decrease an object’s base hardness by 5.

Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.

Recall Death: Subject dies or takes 5d6 damage.

Shadow Body: You become a living shadow (not the creature).

Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.

True Metabolism: You regenerate 10 hit points/round.

9TH-LEVEL PSION/WILDER POWERS

Affinity Field: Effects that affect you also affect others.

Apopsi: You delete target’s psionic powers.

Assimilate: Incorporate creature into your own body.

Etherealness, Psionic: Become ethereal for 1 min./level.

Microcosm: Creature or creature lives forevermore in world of his own imagination.

Reality Revision: As bend reality, but fewer limits.

Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

PSION DISCIPLINES

EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
Level
Power Name Brief Description
1
Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.
2 Animal Affinity: Gain +4 enhancement to one ability.

Chameleon: Gain +10 enhancement bonus on Hide checks.

Empathic Transfer: Transfer another’s wounds to yourself.
3
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.

Hustle: Instantly gain a move action.
4
Metamorphosis: Assume shape of creature or object.

Psychic Vampire: Touch attack drains 2 power points/level from foe.
5
Psionic Revivify: Return the dead to life before the psyche leaves the corpse.

Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.

Restore Extremity: Return a lost digit, limb, or other appendage to subject.
6
Restoration, Psionic: Restores level and ability score drains.
7
Fission: You briefly duplicate yourself.
8
Fusion: You combine your abilities and form with another.
9
Metamorphosis, Greater: Assume shape of any nonunique creature or object each round.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
Level
Power Name Brief Description
1
Control Object: Telekinetically animate a small object.
2
Control Air: You have control over wind speed and direction.

Energy Missile: Deal 3d6 energy damage to up to five subjects.
3
Energy Cone: Deal 5d6 energy damage in 60-ft. cone.
4
Control Body: Take rudimentary control of your foe’s limbs.

Energy Ball: Deal 7d6 energy damage in 20-ft. radius.

Inertial Barrier: Gain DR 5/-.
5
Energy Current: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.

Fiery Discorporation: Cheat death by discorporating into nearby fire for one day.
6
Dispelling Buffer: Subject is buffered from one dispel psionics effect.

Null Psionic Field: Create a field where psionic power does not function.
7
Reddopsi: Powers targeting you rebound on manifester.
8
Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
9
Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
Level
Power Name Brief Description
1
Burst: Gain +10 ft. to speed this round.

Detect Teleportation: Know when teleportation powers are used in close range.
2
Dimension Swap: You and ally or two allies switch positions.

Levitate, Psionic: Subject moves up and down, forward and back, at your direction.
3
Astral Caravan: You lead astral traveler-enabled group to a planar destination.
4
Dimensional Anchor, Psionic: Bars extra dimensional movement.

Dismissal, Psionic: Forces a creature to return to its native plane.

Fly, Psionic: You fly at a speed of 60 ft.
5
Baleful Teleport: Destructive teleport deals 9d6 damage.

Teleport, Psionic: Instantly transports you as far as 100 miles/level.

Teleport Trigger: Predetermined event triggers teleport.
6
Banishment, Psionic: Banishes extraplanar creatures.
7
Dream Travel: Travel to other places through dreams.

Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
8
Time Hop, Mass: Willing subjects hop forward in time.
9
Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.

Time Regression: Relive the last round.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
Level
Power Name Brief Description
1
Destiny Dessonance: Your dissonant touch sickens a foe.

Precognition: Gain +2 insight bonus to one roll.
2
Clairvoyant Sense: See and hear a distant location.

Object Reading: Learn details about an object’s previous owner.

Sensitivity to Psychic Impressions: You can find out about an area’s past.
3
Escape Detection: You become difficult to detect with clairsentience powers.

Fate Link: You link the fates of two targets.
4
Anchored Navigation: Establish a mishap-free teleport beacon.

Remote Viewing: See, hear, and potentially interact with subjects at a distance.
5
Clairtangent Hand: Emulate far hand at a distance.

Second Chance: Gain a reroll.
6
Precognition, Greater: Gain +4 insight bonus to one roll.
7
Fate of One: Reroll any roll you just failed.
8
Hypercognition: You can deduce almost anything.
9
Metafaculty: You learn details about any one creature.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
Level
Power Name Brief Description
1
Astral Construct: Creates astral construct to fight for you.

Minor Creation, Psionic: Creates one cloth or wood object.
2
Psionic Repair Damage: Repairs construct of 3d8 hit points +1 hp/level.
3
Concealing Amorpha,  Greater: Quasi-real membrane grants you total concealment.

Ectoplasmic Cocoon: You encapsulate a foe so it can’t move.
4
Fabricate, Psionic: Transforms raw goods to finished items.

Quintessence: You collapse a bit of time into a physical substance.
5
Hail of Crystals: A crystal explodes in an area, dealing 9d4 slashing damage.
6
Crystallize: Turn subject permanently to crystal.

Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
7
Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
8
Astral Seed: You plant the seed of your rebirth from the Astral Plane.
9
Genesis: You instigate a new demiplane on the Astral Plane.

True Creation: As psionic major creation, except items are completely real.
TELEPATH (TELEPATHY) DISCIPLINE POWERS
Level
Power Name Brief Description
1
Charm, Psionic: Makes one person your friend.

Mindlink: You forge a limited mental bond with another creature.
2
Aversion: Subject has aversion you specify.

Brain Lock: Subject cannot move or take any mental actions.

Read Thougths: Detect surface thoughts of creatures in range.

Suggestion, Psionic: Compels subject to follow stated course of action.
3
Crisis of Breath: Disrupt subject’s breathing.

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

False Sensory Input: Subject sees what isn’t there.
4
Dominate, Psionic: Control target telepathically.

Mindlink, Thieving: Borrow knowledge of a subject’s power.

Modify Memory, Psionic: Changes 5 minutes of subject’s memories.

Schism: Your partitioned mind can manifest lower level powers.
5
Metaconcert: Mental concert of two or more increases the total power of the participants.

Mind Probe: You discover the subject’s secret thoughts.
6
Mind Switch: You switch minds with another.
7
Crisis of Life: Stop subject’s heart.
8
Mind Seed: Subject slowly becomes you.
9
Mind Switch, True: A permanent brain swap.

Psychic Chirurgery: You repair psychic damage or impart knowledge of new powers.

PSYCHIC WARRIOR POWERS

1ST-LEVEL PSYCHIC WARRIOR POWERS

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.

Biofeedback: Gain DR 2/-.

Bite of the Wolf: Gain bite attack for 1d8 damage.

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

Call Weaponry: Create temporary weapon.

Catfall: Instantly save yourself from a fall.

Chameleon: Gain +10 enhancement bonus on Hide checks.

Claws of the Beast: Your hands become deadly claws.

Compression: You grow smaller.

Conceal Thoughts: You conceal your motives.

Detect Psionics: You detect the presence of psionics.

Dissipating Touch: Touch deals 1d6 damage.

Distract: Subject gets -4 on Listen, Search, Sense Motive, and Spot checks.

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

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

Expansion: Become one size category larger.

Float: Buoy yourself in water or other liquid.

Force Screen: Invisible disc provides +4 shield bonus to AC.

Grip of Iron: Your iron grip gives +4 bonus on grapple checks.

Hammer: Melee touch attack deals 1d8/round.

Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.

Metaphysical Claw: Your natural weapon gains +1 bonus.

Metaphysical Weapon: Weapon gains +1 bonus.

My Light: Your eyes emit 20-ft. cone of light.

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.

Prevenom: Your claws gain a poison coating.

Prevenom Weapon: Your weapon is mildly venomous.

Skate: Subject slides skillfully along the ground.

Stomp: Subjects fall prone and take 1d4 nonlethal damage.

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

Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.

Vigor: Gain 5 temporary hit points.

2ND-LEVEL PSYCHIC WARRIOR POWERS

Animal Affinity: Gain +4 enhancement to one ability.

Body Adjustment: Heal 1d12 damage.

Body Equilibrium: You can walk on nonsolid surfaces.

Body Purification: Restore 2 points of ability damage.

Concealing Amorpha: Quasi-real membrane grants you concealment.

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

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

Dimension Swap: You and an ally switch positions.

Dissolving Touch: Your touch deals 4d6 acid damage.

Dissolving Weapon: Your weapon deals 4d6 acid damage.

Empathic Transfer: Transfer another’s wounds to yourself.

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

Feat Leech: Borrow another’s psionic or metapsionic feats.

Hustle: Instantly gain a move action.

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

Painful Strike: Your natural weapons deal an extra 1d6 nonlethal damage.

Prowess: Instantly gain another attack of opportunity.

Psionic Scent: Gain the scent ability.

Psionic Lion's Charge: You can make full attack in same round you charge.

Strength of My Enemy: Siphon away your enemy’s strength and grow stronger.

Sustenance: You can go without food and water for one day.

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

Wall Walker: Grants ability to walk on walls and ceilings.

3RD-LEVEL PSYCHIC WARRIOR POWERS

Claws of the Vampire: Heal half of your claw’s base damage.

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

Danger Sense: Gain +4 bonus against traps.

Dimension Slide: Teleports you very short distance.

Duodimensional Claw: Increases your natural weapon’s threat range.

Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.

Empathic Feedback: When you are hit in melee, your attacker takes damage.

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

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

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

Exhalation of the Black Dragon: Your acid breath deals 3d6 damage to a close target.

Graft Weapon: Your hand is replaced seamlessly by your weapon.

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

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

Ubiquitous Vision: You have all-around vision.

Vampiric Blade: You heal half of your base weapon damage.

4TH-LEVEL PSYCHIC WARRIOR POWERS

Claw of Energy: Your claws deal additional energy damage.

Dimension Door, Psionic: Teleports you short distance.

Energy Adaptation: Your body converts energy to harmless light.

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

Immovability: You are almost impossible to move and gain DR 15/-.

Inertial Barrier: Gain DR 5/-.

Psychic Vampire: Touch attack drains 2 power points/level from foe.

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

Truevenom: Your natural weapons are covered in horrible poison.

Truevenom Weapon: Your weapon is horribly poisonous.

Weapon of Energy: Weapon deals additional energy damage.

5TH-LEVEL PSYCHIC WARRIOR POWERS

Adapt Body: Your body automatically adapts to hostile environments.

Catapsi: Psychic static inhibits power manifestation.

Metaconcert: Mental concert of two or more increases the total power of the participants.

Oak Body: Your body becomes as hard as oak.

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

6TH-LEVEL PSYCHIC WARRIOR POWERS

Breath of the Black Dragon: Breathe acid for 11d6 damage.

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

Form of Doom: You transform into a frightening tentacled beast.

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

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

Items

Races

Monsters

Aboleth, Psionic
Astral Construct
Blue
Brain Mole
Caller in Darkness
Cerebrilith
Couatl, Psionic
Crysmal
Dromite
Duergar, Psionic
Elan
Folugub
Githyanki, Psionic
Githzerai, Psionic
Gray Glutton
Half-Giant
Intellect Devourer
Maenad
Mind Flayer, Psionic
Neothelid
Phenric Creature
Phthisic
Psicrystal
Psion-Killer
Puppeteer
Puppeteer, Flesh Harrower
Temporal Filcher
Thought Eater
Thought Slayer
Thri-keen
Udoroot
Unbodied
Xeph
Yuan-ti, Psionic

Gods

Ilsensine: The Great Brain
Zuoken: Master of Da'Shon and Edel, Servant of the Lady, the Survivor

Skills