Psionic Powers - surreptitious-credence

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					Destablize (Break surfaces apart, causing rough terrain, cave-ins, etc)
Shatter Reality (...? Seer 7)



Need:

More 8th level psion/wilder powers***
More 9th level psion/wilder powers***

7th level seer devotion power
6th level wilder powers
7th level wilder powers
8th level wilder powers
9th level wilder powers

More 5th level psychic warrior powers
More 6th level psychic warrior powers ***
Table of Contents
                                                            Psion Devotion Powers
 Foreword                                                     Egoist (Psychometabolism) Devotion Powers
 Rules Descriptions                                           Kineticist (Psychokinesis) Devotion Powers
   0 Level Talents                                            Nomad (Psychoportation) Devotion Powers
     Precocious Psychic (Feat)                                Seer (Clairsentience) Devotion Powers
   Class-Specific Augments                                    Shaper (Metacreativity) Devotion Powers
     Flexible Manifesting (Feat)                              Telepath (Telepathy) Devotion Powers
     Supplemental Devotion (Feat)                           Wilder Powers
   Sub-Augments                                             Psychic Warrior Powers
   Negative Augments                                          1st Level Psychic Warrior Powers
   Saving Throws and Changes in DCs                           2nd Level Psychic Warrior Powers
 Powers                                                       3rd Level Psychic Warrior Powers
   0 Level Talents                                            4th Level Psychic Warrior Powers
   Psion/Wilder Powers                                        5th Level Psychic Warrior Powers
     1st Level Psion/Wilder Powers                            6th Level Psychic Warrior Powers
     2nd Level Psion/Wilder Powers                        Power Descriptions
     3rd Level Psion/Wilder Powers                          A                 G                M           S
     4th Level Psion/Wilder Powers                          B                 H                N           T
     5th Level Psion/Wilder Powers                          C                 I                O           U
     6th Level Psion/Wilder Powers                          D                 J                P           V
     7th Level Psion/Wilder Powers                          E                 K                Q           W
     8th Level Psion/Wilder Powers                          F                 L                R
     9th Level Psion/Wilder Powers
                                                          Melded Powers and Name Changes

Foreword:

To begin, I must thank everyone involved in making 3.5 psionics one of the best “magic” systems to date in
Dungeons and Dragons, including the folks at Dreamscarred Press. Extra kudos go to Bruce R. Cordell, for
spearheading an exceptionally fluid, dynamic, intuitive, and far more balanced system than the clunky spell-slots
used by other casters. This supplement is not merely to fix some of the mistakes and add some clarifications that
were overlooked in the 3.5 overhaul, but to add flexibility to preexisting powers and to streamline a few holdovers
from the 3.0 rules, as well as those that came from the “Vancian” system of arcane and divine spellcasting. This was
done primarily to add options to a system that has been woefully lacking in decent 1st-party support for those of us
who enjoy psionics; after all, psionics has gotten a grand total of one book that has added any real options of note,
and that one was received rather poorly for a number of reasons, while all of the other core classes have so many
books that collecting them all in one place would undoubtedly cause one’s shelves to collapse.
     It is suggested that you use the altered powers below, especially if you regularly use materials outside of the
Expanded Psionics Handbook and the Core 3 rulebooks (as most gaming groups do). Even if you stick with just
those four books, many of the augmentations, clarifications, and errata’d portions are suggested (especially when
augmenting to change one power’s function to that of a higher level, such as the fabricate/greater fabricate, or
mindlink/forced mindlink powers). Many of the upgrades presented below are to make the psion, wilder, and psychic
warrior more versatile with what they can already do, and some of them have even lowered the power level inherent
in the intended effects (metamorphosis, I’m looking at you) while making them even more useful for more things.
     Another note: Do Not Use the Psionics is Different Variant presented in the Expanded Psionics Handbook. If
you wish psionics to be “different,” then alter the flavor or social dynamics in the world to suit your preferences.
The Dark Sun campaign setting (www.athas.org), as well as the Eberron campaign setting, do a wonderful job of
retaining the “psionics is different” feel without substantially altering any of the mechanics (despoilers and action
points notwithstanding).
     Everything herein is subject to DM discretion (as always).
     Hoping you enjoy what I and others have worked so hard on,

    Garrett C. Swaim




                                                        -1-
0 level Talents
Note that some of the powers in the Expanded Psionics Handbook have been downgraded to talents, due mostly to
the fact that they are not worth taking up a 1st (or higher) level power slot. If those powers are downgraded to talents
in your game, manifesters of all stripes gain a number of quanta (talent points used to buy 0 level powers) in
addition to their normal 1st level power allotment at 1st level (equal to 5 + Int modifier).
     Each power has a quantum cost of between 1 and 5, with 1s being the weakest talents and 5s being the strongest
(nearly to the point of being 1st level powers).
     Unlike normal powers, talents do not count against powers per day (if applicable), or require a power point
expenditure to use; all they require is the expenditure of psionic focus. The manifester can, however, spend 1 power
point on a talent in lieu of expending psionic focus; if he does so, it is treated as a 1st level power for virtually all
purposes, including DCs and Concentration checks, except in specific circumstances, noted in the power’s
description. A talent can not be augmented in any way unless it is first manifested as a 1st level power or its
description notes otherwise.
     An item created using an unaugmented talent (such as a dorje or a power stone) costs half of what it would if it
were created using a 1st level power. If augmented, it is treated as a 1st level power in all respects.
     The base saving throw DC for a 0 level talent is 10 + your key manifesting modifier.
     In addition, the following feat should be made available to characters with psionic ability:

Precocious Psychic [Psionic]
Prerequisites: You must have a power point reserve of at least 1.
Benefits: You gain 5 quanta, with which you can buy up to five talents.
Your manifester level for these talents equals one-half your HD
(minimum: 1) or your highest actual manifester level, whichever is
greater. If you have no actual manifester level, you use your Charisma
score to determine your saving throw DCs.
Special: You can take this feat multiple times. Each time you do, you
can buy up to 5 quanta’s worth of 0 level talents.

See the list of talents available for further details.

Class-Specific Augments
A large number of powers now have class-specific augments, denoting that one (or more) classes have exclusive
access to specific effects, as noted in the augments themselves. These are treated much like the devotion-specific
power lists given to the psion class, except they are automatically available when the character chooses the power.
     Multiclass characters (such as a psion/psychic warrior) can only use the augments for all their manifesting
classes if each class is of sufficient level to manifest the power in question (they need not actually know the power
for each class, however). If one class does not have the power on its power list, that class must be of sufficient level
to be able to learn it through the Expanded Knowledge feat.
     Characters who take classes that learn powers as if they were of another class know the specific augments for
that class (for instance, a war mind knows the psychic warrior augments for all of the powers in his repertoire).
     When a character learns a power through research, the Expanded Knowledge feat or the psychic chirurgery
power, he can choose to learn the class augments given for a different class instead of his original class (so a
kineticist could choose to know the shaper or psychic warrior augments for a power instead of the kineticist
augments). When learning through the psychic chirurgery power, you can only choose the class augments of a class
the donating character knows the augments for. The only way for a character to learn the augments available to more
than one class is to take the Flexible Manifesting feat, below:

 Flexible Manifesting [Psionic]
 You can manifest a couple of powers as if you had them from another class.
 Prerequisites: Manifester level 1
 Benefits: Choose two powers that you already know, and one class other
 than your own. From now on, you can use all of the class-specific augments
 given for both your original class, as well as the augments listed for the
 second class. If you chose augmentation options for a class other than your
 own when you originally learned the power, you can choose your original
 class augments when you take this feat.
 Special: You can gain this feat multiple times. Each time you take it, you
 may either choose two additional powers you know, another class’s
 augments to learn, or both.

                                                          -2-
Wilders are a special case. They also have access to the following feat:

 Supplemental Devotion [Psionic]
 You have broadened your mental horizons, and have access to another
 class’s augmentations.
 Prerequisites: Wilder level 1
 Benefits: Choose psychic warrior, or a psionic devotion (egoist, kineticist,
 nomad, seer, shaper, or telepath). From now on, you count as being of that
 class for the purposes of knowing augments for powers gained as a wilder.
 This feat does not grant you extra powers known, nor does it grant access to
 a different power list. You simply have more options when manifesting
 your wilder powers.
 Special: You can take this feat up to two times; each time you do, you may
 choose an additional set of augments, as noted above.

Sub-Augments
Several powers have “sub-augments,” which are addendums to regular augments. Sub-augments are denoted with an
alpha character (such as 2a or 3c). These special augmentations can usually only be executed if the original augment
is used. For instance, energy missile has an augment called energy stun. Energy stun has its own sub-augment that
dazzles affected creatures on a successful save. You can not use the sub-augment unless you first spend power
points on the energy stun augment. Certain sub-augments give the total number of additional power points required
to utilize the sub-augment, rather than simply adding to the parent augment; the totals are given in the augment
descriptions.
     In some cases, sub-augments can have their own sub-augments, which work similarly to regular sub-augments,
except you must use both the original augment and the sub-augment. Such cases are specified by an extra alpha
character. The sub-augments for 1a would be 1aa, 1ab, 1ac, and so on, whereas the sub-augments to 1b would be
1ba, 1bb, etc. These cases are rare, however, and have been purposefully kept to a minimum to avoid confusion.

Negative Augments
Many powers have augments that lower their cost by a certain number of power points for a reduced effect. Unless
such an augment specifically states otherwise, you can not use it to reduce a power’s cost to below 1 (and you can
never lower the power’s actual cost to below 0). You can use multiple negative augments in tandem, and you can
also combine them with regular augments to adjust the power’s effects to suit your needs. Some negative augments
can be used multiple times or have special restrictions, as noted in their entries.

Saving Throws and Changes in DCs
Any time a psionic power mentions a save DC or requires a saving throw, for every 2 power points you spend on the
power, its save DC increases by 1. This includes augments and simply spending additional power points on the
power, but does not include spending power points on metapsionic feats, or using augments that specifically do not
increase the save DC of the power’s effects.
     Negative augments subtract from a power’s DC in a like manner; treat the negative cost as power points not
spent on a power for the purposes of calculating the power’s save DC. If that would lower the power’s pp cost to
below its original cost, lower the DC accordingly.
     Generally, the saving throw DCs for the various powers scale as follows (unless otherwise modified):

 Power     Saving         Power     Saving
 Points    Throw          Points    Throw
 Spent     DC*            Spent     DC*
 0         10 + KMA       11        16 + KMA
 1         11 + KMA       13        17 + KMA
 3         12 + KMA       15        18 + KMA
 5         13 + KMA       17        19 + KMA
 7         14 + KMA       19        20 + KMA
 9         15 + KMA       Etc       Etc
 *KMA = Key Manifesting Ability modifier

    0 LEVEL TALENTS

                                                         -3-
AquisA (3): You can freeze, melt, condense, or evaporate up to a half-gallon of water or ice.
Astral Traveler (1): You or another creature can join an astral caravan.
Burst (2): You gain a 10 ft acceleration bonus to speed for 1 round.
CatfallA (4): You always land on your feet, and treat falling as though it were 10 ft shorter than it actually is.
*ChameleonA (3): You gain a +2 enhancement bonus on Hide checks for 1 hour.
*Conceal ThoughtsA (3): You grant a +3 circumstance bonus on Bluff checks vs Sense Motive, as well as saves
against effects that read thoughts for 1 hour.
Control FlamesA (4): You control a Tiny, mundane fire source while you concentrate for up to 1 hour.
Control ObjectA (4): You psychokinetically control a small object while you concentrate, for up to 1 round/lvl.
Create SoundA (2): You imitate any sound you can think of for up to 1 round/lvl.
*Danger SenseA (3): You gain a +1 insight bonus to find and avoid traps, and a +1 insight bonus to AC against
traps for 1 min/lvl.
*Detect PsionicsA (4): You can see psionic auras while you concentrate for up to 1 hour.
Ectoplasmic Adhesive (1): You create permanent, mundane glue.
Ectoplasmic PigmentA (3): You create edible pigment that radiates psionic energy, but is otherwise mundane.
EctoweaponA (5): You create one or more masterwork ranged or melee weapons, or ammunition.
*EmpathyA (3): You are aware of the surface emotions of all creatures within 30 ft while you concentrate for up to
1 hour.
Energy Spark (3): You fire a weak ray of energy, dealing 1 point of energy damage/2 lvls (minimum 1).
Far HandA (1): You can mentally move one object from a distance while you concentrate.
Fate Reading (2): You can imbue a set of cards, bones, dice, etc with a limited ability to foretell the future.
FlashA (3): You dazzle one creature for 1 minute.
FloatA (3): You gain a swim speed (or a bonus to your preexisting swim speed) of 10 ft for 1 round/lvl.
*Force ScreenNA (4): You gain an invisible shield of force that grants a +2 shield bonus to AC for 1 round/lvl.
*Grip of IronA (3): You gain a +2 enhancement bonus to grapple checks and opposed rolls to prevent becoming
disarmed for 1 round/lvl.
Knock, PsionicA (2): You gain +2 to Open Lock and Disable Device checks against Small and smaller locks, chests,
shackles, and so on.
Know Direction and Location (1): You gain a general idea of where you are, and which direction you are facing.
Matter AgitationA (4): You can quickly heat an object or creature while you concentrate for up to 1 hour.
*My LightA (3): Your eyes shine light in a 20 ft cone for 1 hour.
NostrumNA (4): You can reduce the severity of various status ailments for up to 5 rounds.
Power ExtractionA (5): You draw psionic energy from your surroundings, gaining a separate power point pool for 1
round.
Precognizance (3): You gain a +1 competence bonus to one skill check.
Psionic LockA (2): You make a lock difficult to open, adding +4 to the DC for break checks and Open Lock checks.
*Psychokinetic ResistanceA (2): You gain a +1 resistance bonus on one type of saving throw for 1 round.
SerendipityA (2): You have a minor bout of good luck for 1 hour.
Shadow PuppetA (1): You control one 100 sq ft shadow while you concentrate, for up to 1 hour.
Simulate Object (4): You create a small, fragile object out of ectoplasm that lasts for 1 hour.
Sonic Sanitation (1): You repel dirt and minor contaminants from yourself or whatever you touch while you
concentrate.
Telempathic ProjectionA (4): You can adjust a creature’s attitude toward you as a free action with a successful
Diplomacy check (with a +2 competence bonus).
*Temporal Insight (1): You grant one creature a precise perception of the passage of time for 1 hour.
*Thicken SkinA (4): You gain a +1 enhancement bonus to your natural armor for 1 round/lvl.

    PSION/WILDER POWERS
1ST LEVEL PSION/WILDER POWERS
AphasiaA: You scramble the ability to understand spoken and written communication in any creature in a 10 ft
    radius burst for 1 day/lvl.
AttractionAU: You plant a compelling attraction in the mind of another for 1 hour/lvl.
Baleful TeleportNA: You disperse tiny particles of a creature or object, dealing 1d6 damage.
Bestow PowerA: You can transfer some of your power points to another.
Body PurificationNA: You heal 1d12 points of hit point damage, or 1 point of ability damage.
Call to MindA: You can retry a failed Knowledge check with a +4 competence bonus.
Control LightA: You control the ambient light levels in the room while you concentrate for up to 1 min/lvl, or
create a blinding flash for 1 round.
Crystal ShardNA: You fire a shard of crystal at your foe, dealing 1d6 piercing damage.

                                                       -4-
Daze, PsionicA: One creature you touch is dazed for 1 round.
DecelerationA: You warp space in a 10 ft diameter burst, slowing all creatures affected for 1 round/lvl.
Déjà VuA: One creature you choose repeats last round’s actions.
DemoralizeA: All hostile, non-mindless creatures within 30 ft of you become shaken for 1 min/lvl.
DisableA: You make creatures think they are disabled for 1 min/lvl.
*Dismiss/Protect EctoplasmA: You can either break up ectoplasmic creatures, objects, or effects into their
constituent particles, or protect them from being dispelled or dismissed.
DistractA: You inflict a -4 penalty to Listen, Spot, Search, and Sense Motive checks while you concentrate + 1
round/lvl, for up to 1 min/lvl.
*Ectoplasmic SheenA: You make one creature, object, or surface slick, forcing Balance checks and Reflex saves for
1 round/lvl.
Energy RayA: You fire a ray of energy that deals 1d6 points of energy damage.
Entangling EctoplasmA: Your ranged touch attack entangles a foe for 5 rounds.
HammerA: Your touch attacks deal 1d8 points of bludgeoning damage.
*Inertial ArmorA: You gain a +4 armor bonus to your AC for 1 hour/lvl.
Kinetic CathexisAX: You can create a psionic trap that activates a secondary power; this trap lasts for 6 hours/lvl or
until it discharges.
Mind ThrustA: Your mental assault deals 1d10 points of damage; it deals 2 points of damage on a successful save.
MissiveA: You send a one-way telepathic message to one creature nearby.
*PrecognitionA: You gain a +1 insight bonus to AC and saves, a +1 insight bonus to attack rolls, or a +2 insight
bonus to damage rolls for 1 min/lvl.
RetrieveNA: You can teleport a Tiny or smaller unattended object within 30 ft to your hand.
*Sense LinkA: You gain access to one of a willing creature’s physical senses while you concentrate for up to 1
min/lvl.
*SkateA: You grant a +15 ft enhancement bonus to base land speed for 1 min/lvl, among other bonuses.
*SynestheteA: You can perceive one stimulus with another sense for 10 min/lvl.
VigorNA: You gain 5 temporary hit points for 1 min/lvl.

2ND LEVEL PSION/WILDER POWERS
*Body EquilibriumNA: You can walk comfortably on non-solid surfaces for 10 min/lvl.
*Cloud MindA: You become undetectable to one or more creatures for 1 min/lvl.
*Concealing AmorphaNA: You weave a membrane around yourself that grants you concealment (20% miss chance)
for 1 min/lvl.
Concussion BlastNA: You deal 3d4 points of force damage to one creature or object within Medium range.
Control SoundA: You can subtly (or not so subtly) manipulate the sounds nearby while you concentrate, for up to 1
min/lvl, or you can violently shatter nearby objects.
*Detect Hostile IntentNA: You can sense the presence of non-mindless, hostile creatures within 30 ft for 10 min/lvl.
Dimension SlideAX: You can transport yourself and your equipment to a nearby spot you can see.
Ego WhipA: You deal 1d4 points of Charisma penalty to one creature.
*Energy AdaptationA: You convert energy damage into harmless light for 1 min/lvl.
Energy MissileNA: You can fire missiles that deal 3d6 points of energy damage to up to 5 creatures in a 5 ft radius.
Feat LeechA: You steal a psionic or metapsionic feat for 1 min/lvl.
Id InsinuationA: You confuse your target while you concentrate, as well as 1 round after.
Identify, PsionicA: You can determine all of the properties of one magical or psionic item.
*Inertial BarrierA: You gain damage reduction 2/- for 1 min/lvl.
Inflict PainA: Your telepathic stab imposes a -4 penalty on attack rolls, skill checks, and ability checks for 1
round/lvl.
*MindsightA: You gain low-light vision, as well as a +2 bonus to Search and Spot checks for 10 min/lvl. You can
also notice secret doors within 5 ft.
Pillory of the SleeplessNA: The target creature is unable to sleep or gain the effects of rest for 24 hours.
Recall AgonyA: You deal 2d6 points of untyped damage to one creature.
Share PainNA: You can split the damage taken between two creatures for 1 hour/lvl.
*SustenanceNA: You can go without food or water for 1 day.
Swarm of CrystalsA: You deal 3d4 points of slashing damage in a 15 ft cone.
*Telekinetic ForceNA: You can lift and move yourself while you concentrate for up to 10 min/lvl.
*Tongues, PsionicA: You can speak and understand one language of the first intelligent creature you speak to for 10
min/lvl.

3RD LEVEL PSION/WILDER POWERS

                                                         -5-
Co-Opt ConcentrationA: Your psicrystal concentrates on a power for you.
Dispel PsionicsNA: You can end the duration on ongoing psionic effects, or suppress psionic items for 1d4 rounds.
*Duodimensional EdgeNA: The weapons or projectiles of your choice become psionically keen, or increase their
critical modifier for 10 min/lvl.
Ectoplasmic ShamblerNA: You create a living mass of ectoplasm that obscures sight and makes manifesting
difficult for 1 min/lvl.
Energy BurstNA: You deal 5d6 points of energy damage in a 40 ft burst, a 60 ft cone, or a 120 ft line.
Energy RetortA: You fire an “ectoburst” that deals 4d6 points of energy damage to the first creature each round that
attacks you.
Energy WallNA: You create 5 ft cubes of semisolid ectoplasm that deal energy damage to those who touch or pass
through them.
*Fly, PsionicNA: You gain a fly speed of 20 ft with good maneuverability for 1 round/lvl.
Focal ConvergenceNA: You can psionically focus one creature you touch without a skill check as a swift action.
Mental BarrierA: You gain a +4 deflection bonus to AC for 1 round.
Mind TrapA: You set a trap for those who attack using mind-affecting effects for 1 round.
Phantom StrikeA: You encase a body part or a manufactured weapon in a force effect, bypassing the miss chance
for incorporeality for 1 round/lvl.
Psionic BlastA: You stun all creatures in a 30 ft cone shaped burst for 1 round.
Psionic CreationNAX: You create one mundane object (up to 1 cubic ft/lvl) of vegetable matter that lasts for 1
hour/lvl.
Telekinetic ThrustNA: You can hurl up to 5 Small or smaller creatures or objects in the directions of your choice up
to 10 ft/lvl.
Time HopNA: You can force the subject out of the time-stream for up to 1 round/lvl.
*TouchsightNA: You can feel the world around you using a psychokinetic field for 1 min/lvl.

4TH LEVEL PSION/WILDER POWERS
AeroNA: You hurl creatures and unsecured objects away from you in a sphere, a cone, or a line while you
concentrate for 1 round/lvl.
Death UrgeNA: One creature you choose attempts to kill itself for 1 round.
*Detect Remote ViewingNA: You know when someone is magically or psionically spying on you for 24 hours.
Divination, PsionicNA: You receive visions of events up to 1 day/lvl in the future.
Empathic FeedbackA: Enemies that attack you in melee take empathic damage.
Ethereal Jaunt, PsionicNA: You can go ethereal for 1 round/lvl.
*Freedom of Movement, PsionicA: You can slip easily out of grapple attempts for 10 min/lvl.
Intellect FortressNA: You and those around you in a 20 ft spread take half damage from all powers, spells, and psi-
and spell-like abilities for 1 round.
MindwipeA: You wipe away a creature’s memories, bestowing negative levels.
*Psychic ReformationAX: You can initiate the alteration of the class abilities of another, including the allotment of
skill points, feats, and class features.
Wall of EctoplasmA: You create four 5 ft squares of solidified ectoplasm/lvl that lasts for 1 min/lvl.
Water WakeNA: You animate a gallon of water to serve as a weapon and a shield for 1 min/lvl.

5TH LEVEL PSION/WILDER POWERS
*Adapt BodyNA: Your body automatically adapts to hostile environments for 1 hour/lvl.
AttenuanceNA: All creatures within 40 ft of the target gain a +10 insight bonus on manifester level checks for
overcoming its power resistance for 1 round/lvl.
CataPsiA: Psychic static makes manifesting powers and casting spells difficult in a 30 ft radius for 1 round/lvl.
ConvocationNA: You can call a creature from elsewhere to assist you.
Ectoplasmic CocoonNA: You trap one or more creatures with a 5 ft diameter burst of ectoplasm for 1 round/lvl.
IncarnateAX: You give another power a duration of “Instantaneous [D].”
Leech FieldA: You drain power points when powers, spells, and psi- and spell-like abilities are used against you and
you succeed on your save, for 1 minute.
Plane Shift, PsionicA: You can transport willing creatures to another dimension.
*Power ResistanceNA: You gain power resistance of 12 + your manifester level (max 24) for 1 min/lvl.
*Shatter Mind BlankA: You can overcome immunity to mind-affecting effects for 1 round/lvl.
*Tower of Iron WillA: You gain extraordinary power resistance against mind-affecting effects for 10 min/lvl. You
can grant lower power resistance to others within 10 ft for 1 round.
*True Seeing, PsionicNA: You can make a manifester level check to see hidden things as they really are.


                                                         -6-
6TH LEVEL PSION/WILDER POWERS
*Aura AlterationNA: You can disguise various attributes of creatures and objects, or remove a compulsion or charm
effect.
Contingency, PsionicAX: Another power manifests automatically upon conditions you specify.
Disintegrate, PsionicNA: You fire a ray that deals 22d6 damage to a creature on a failed Fort save, or destroys a 10
ft cube of matter.
Fuse FleshA: You fuse a foe’s flesh into a grotesque mass, leaving it virtually helpless for 1 round/lvl.
GravitasNA: You can move up to two 10 ft cubes of earth, stone, wood, metal, glass, etc up to 10 ft instantly.
Kinetic SlideNA: You can manifest powers in such a way that they originate from a space other than yours for 1
round/2 lvls.
Matter ManipulationAX: You can increase or decrease a creature’s or object’s hardness by up to 5.
*Remote View TrapA: You obscure your location from scrying effects, and deal 8d6 points of energy damage to
those who would scary on you for 1 day + 1 hour/lvl.
Suspend LifeNA: You place yourself in suspended animation for an indefinite period of time.
Temporal AccelerationA: You move so quickly that you enter another time frame for 1 round.

7TH LEVEL PSION/WILDER POWERS
ApoPsiNAX: You can permanently delete another’s powers known.
Reality RevisionAX: You can alter reality by force of will alone.
DecerebrateNA: You teleport part of a creature’s central nervous system, sending it permanently into a catatonic
state.
Divert TeleportNA: You can alter the destination of any teleportation effect made within Medium range for 1
min/lvl.
Evade BurstA: You take no damage on a successful Reflex save against damaging effects.
*Oak BodyA: You transform your body into living oak, gaining a number of immunities for 1 min/lvl.
UltrablastNA: You deal 13d6 points of empathic damage to all hostile creatures in a 15 ft radius spread, a 30 ft cone-
shaped spread, or a 60 ft line-shaped spread.
Vampire’s KissNA: A creature you touch has a physical ability score of your choice reduced to 0 on a failed
Fortitude save.
Wit’s EndNA: A creature you touch has a mental ability score of your choice reduced to 0.

8TH LEVEL PSION/WILDER POWERS
LaceraNA: You create a swirling cloud of infinitely sharp vortices which you direct while you concentrate for 1
round/lvl.
*Shadow BodyNA: You subsume your body into shadows, gaining several shadow-based abilities for 1 min/lvl.
True MetabolismNA: You gain fast healing 10 for 1 min/lvl, and can regrow and reattach lost body parts.
Psychoportive KeyA: You imbue psychoportation power in a single object that can transport you and others to a
predetermined location for 10 min/lvl.

9TH LEVEL PSION/WILDER POWERS
*Affinity FieldNAU: You broadcast damage and other effects to anything nearby for 1 round/lvl.
AssimilateNA: You absorb a creature’s substance into your own body, dealing 20d6 damage and granting you
temporary hp and ability bonuses.
MicrocosmNA: You trap one or more creatures’ minds in an imaginary world.
Mind BulletsNA: You create a number of telekinetic missiles to kill foes for 1 round/lvl; these missiles deal 17d6 +
17 force damage on a failed Fortitude save.
Timeless BodyA: You ignore all harmful and helpful effects for 1 round.

     PSION DEVOTION POWERS
EGOIST (PSYCHOMETABOLISM) DEVOTION POWERS
1 Mass ModulationA: You can grow or shrink by 1 size category for 1 min/lvl.
     *MetamorphosisNAX: You alter your appearance to look like another creature for 1 min/lvl, or an object for 1
hour/lvl, and gain numerous special abilities.
2 Animal AffinityNA: You gain a +4 enhancement bonus to one or more ability scores for 1 min/lvl.
     Metabolic TransferA: You heal another’s wounds by taking the damage unto yourself.
3 *Ectoplasmic FormNA: You transform into animate ectoplasm, gaining numerous bonuses and the ability to fly
for 1 min/lvl.
     HustleNA: You can gain an additional move action for the round.
4 Psychic VampireA: You drain power points or deal ability score damage to the mental stats to those you touch.

                                                        -7-
    Telekinesis, TactileNA: You telekinetically replace your Str score with a mental ability score while you
concentrate and for 1 round/lvl after.
5 Psionic RevivifyAX: You can restore life to a body whose psyche has not yet departed.
    PsychofeedbackA: You can boost one physical ability score at the expense of one or more others for 1 hour/lvl.
6 Restoration, PsionicNA: You cure ability damage, ability drain, fatigue and exhaustion, negative levels, and
even restore lost limbs.
7 FissionA: You divide yourself (and your psicrystal) into two identical beings for 1 round/lvl.
8 FusionAX: You can fuse with another willing creature, gaining the qualities of both for 1 min/lvl.
9 Panzer AvatarNAX: You become a deadly fighting machine for 1 round/lvl.

KINETICIST (PSYCHOKINESIS) DEVOTION POWERS
1 Animate ObjectA: You can animate 1 HD in objects while you concentrate, and up to 1 round/lvl after.
2 Control AirNA: You alter the wind’s speed and direction while you concentrate for up to 1 min/lvl.
3 Energy WaveNA: You deal 5d6 points of energy damage in either a 15 ft radius spread or a 60 ft conical spread.
4 Control BodyA: You control the physical actions of a creature while you concentrate for up to 1 min/lvl.
    Kinetic SlideNA: You can manifest powers in such a way that they originate from a space other than yours for 1
round/2 lvls.
5 Energy CurrentNA: You deal 9d6 points of energy damage to one creature and half that to another while you
concentrate for up to 1 round/lvl.
    Energy DiscorporationA: You merge with an area of effect energy type for various purposes.
6 *Dispelling BufferNA: You gain a +5 bonus against dispel checks for 1 hour/lvl.
    Null Psionics FieldNA: You create a field that suppresses psionic effects within its boundaries for 10 min/lvl.
7 ReddoPsiNA: Effects targeting you rebound on their originators.
8 Telekinetic Sphere, PsionicNA: You can entrap one or more creatures in a sphere made of pure psychokinetic
force.
9 Tornado BlastNA: You create a fierce funnel of air, dealing 17d6 damage in a 40 ft radius.

NOMAD (PSYCHOPORTATION) DEVOTION POWERS
1 *Detect TeleportationA: You know when anyone uses a teleportation effect within 40 ft of you for 1 round/lvl.
     Dimension SlideAX: You can transport yourself and your equipment to a nearby spot you can see.
2 Dimension SwapA: You can instantly swap positions between yourself and another creature.
     Time HopNA: You can force the subject out of the time-stream for up to 1 round/lvl.
3 Astral CaravanNA: You can lead others on a trip through the Astral Plane.
     Time DilationNA: You psychoportively replace your Dex score with a mental ability score while you
concentrate and for 1 round/lvl after.
4 *Anchored NavigationNAX: You set up a broadcasting beacon, allowing others to teleport to you for 1 hour/lvl.
     *Dimensional Anchor, PsionicNA: You block extradimensional travel on failed Wisdom checks for 1 min/lvl.
     Dismissal, PsionicNA: You send extraplanar creatures back to their home planes on a failed Will save.
     Evade BurstA: You take no damage on a successful Reflex save against damaging effects.
5 ImmovabilityA: You attach yourself to the fabric of the plane, becoming immovable while you concentrate.
6 Stasis FieldNA: You halt time in a 15 ft diameter burst for 1 round.
     Chronus SlipstreamAX: You can temporarily alter the age category of one creature for 1 round/lvl [D].
7 Dream TravelNA: You and any creatures you touch can travel in the Plane of Dreams.
     *Phase BodyNA: Your body and all of your equipment can phase through a volume of matter for 1 hour/lvl.
8 Sands of TimeA: You open an extraplanar gate to the realms beyond time, flooding an area with temporal
effects for 5 rounds [D].
9 Dimensional BreachNAX: You create an interdimensional gateway that connects two different locations while
you concentrate.
     Time RegressionAX: You can revert time 1 round, wherein you are free to change your actions.

SEER (CLAIRSENTIENCE) DEVOTION POWERS
1 Continuum FaçadeA: You overlay a scene before you with a figment of another from someplace within time
and space while you concentrate.
     Destiny DissonanceA: Your touch grants one creature a confusing glimpse into many futures, sickening it for 1
round/lvl.
     Precognitive EdgeNA: You gain a +2 insight bonus to one ability check, attack roll, damage roll, saving throw,
or skill check within 10 min/lvl.
2 Clairvoyant SenseAX: You can scry on a distant place with an immoveable sensor for 1 min/lvl.


                                                       -8-
     Psychic SensitivityA: You receive visions regarding an object or structure you touch while you concentrate for
up to 10 min/lvl.
3 Divination, PsionicNA: You receive visions of events up to 1 day/lvl in the future.
     *Escape DetectionNA: You become difficult to detect by scrying attempts for 1 hour/lvl.
     Fate LinkNA: You link two creatures in such a way that each feels the other’s pain for 10 min/lvl.
4 *Anchored NavigationNAX: You set up a broadcasting beacon, allowing others to teleport to you for 1 hour/lvl.
     AttenuanceNA: All creatures within 40 ft of the target gain a +10 insight bonus on manifester level checks for
overcoming its power resistance for 1 round/lvl.
5 Second ChanceA: You gain one reroll per round on an attack roll, saving throw, ability check, or skill check.
6 *Seismic PerceptionNA: You gain the tremorsense special quality over a 1 mile radius for 10 min/lvl [D].
7
8 Twist of FateNAX: You bestow extraordinarily bad luck on one creature per round.
9 MetafacultyAX: You learn many things about one creature.

SHAPER (METACREATIVITY) DEVOTION POWERS
1 Astral ConstructNA: You create an astral construct to perform duties for you for 2 rounds + 1 round/lvl.
     Psionic CreationNAX: You create one mundane object (up to 1 cubic ft/lvl) of vegetable matter that lasts for 1
hour/lvl.
2 Psionic Repair DamageA: You can repair an object or a construct by 3d8 + 1 hp/lvl.
     Ferroplasmic ShellA: You hurl a globule of ectoplasm at a creature, covering it in the equivalent of hide armor
for 1 round/lvl.
3 Ectoplasmic CocoonNA: You trap one or more creatures with a 5 ft diameter burst of ectoplasm for 1 round/lvl.
4 Fabricate, PsionicNA: You can alter materials to create something else.
     QuintessenceNA: You create 1 ounce of time-inhibiting quintessence.
5 Crystalline BufferNA: You fill adjacent spaces with crystalline blades, dealing 4d6+4 points of piercing and
slashing damage while you concentrate for up to 1 round/lvl.
6 CrystallizeNA: You turn one creature irrevocably to crystal.
     Crystal DetonationA: You cause a crystalline creature or object to explode, dealing piercing and sonic damage
in a 20 ft radius.
7 Inhabit ConstructA: You physically merge with a construct for 1 min/lvl, thereby controlling its actions.
8 Astral SeedNAX: You plant the seed of your rebirth in an ectoplasmic crystal.
9 GenesisA: You create a demiplane of your very own.

TELEPATH (TELEPATHY) DEVOTION POWERS
1 Charm, PsionicA: You make one creature your friend for 1 hour/lvl.
2 AversionNAU: You plant a compelling loathing in the mind of another for 1 hour/lvl.
     Brain LockA: You daze another creature by concentrating for up to 1 round + 1 round/lvl.
     *Read ThoughtsA: You are aware of the surface thoughts of any creature around you while you concentrate, up
to 1 min/lvl.
3 Crisis of BreathA: You make breathing exceptionally difficult for a target for 1 round/lvl.
     False Sensory InputA: You can falsify one subject’s senses while you concentrate for up to 1 min/lvl.
     *Shatter Mind BlankA: You can overcome immunity to mind-affecting effects for 1 round/lvl.
4 Dominate, PsionicA: You bend a humanoid target to your will while you concentrate for up to 1 round/lvl.
     Modify Memory, PsionicAX: You can alter, add, or delete up to 5 minutes of memory.
     SchismNA: Your mind splits in two, allowing you to take extra mental actions for 1 round/lvl.
5 MetaconcertUA: You and up to 5 willing psionic creatures can pool your power together.
     Mind ProbeA: You sift through the memories of another creature for 1 round/lvl.
6 Mind SwitchNA: You switch bodies with another creature for 10 min/lvl.
7 Impart SentienceNA: You grant sentience to one creature or object you touch for 1 week [D].
8 Mind SeedA: The personality of one creature you touch is slowly replaced with your own.
9 Psyche SnareNAX: You permanently trap the mind and soul of a creature inside your head.
     Psychic ChirurgeryAX: You can repair the damaged psyche of another, or transfer knowledge of the powers
you know.

   WILDER POWERS
1ST LEVEL WILDER POWERS
*Bestial MorphologyA: You grow vicious claws or fangs for 1 round/lvl.
Mass ModulationA: You can grow or shrink by 1 size category for 1 min/lvl.


                                                        -9-
*Metaphysical WeaponA: One of your natural or manufactured weapons gains a +1 enhancement bonus for 1
min/lvl.
Precognitive EdgeNA: You gain a +2 insight bonus to one ability check, attack roll, damage roll, saving throw, or
skill check within 10 min/lvl.

2ND LEVEL WILDER POWERS
Ferroplasmic ShellA: You hurl a globule of ectoplasm at a creature, covering it in the equivalent of hide armor for 1
round/lvl.
Induce Psychosomatic ResponseAX: You can tap into the minds of the creatures around you, inflicting powers on
them via the supremacy of mind-over-body.
ProwessA: You can take an attack of opportunity, even if you have already made one this round.
*Wall WalkerNA: Your personal gravity allows you to walk on walls and ceilings.

3RD LEVEL WILDER POWERS
HustleNA: You can gain an additional move action for the round.
*Read ThoughtsA: You are aware of the surface thoughts of any creature around you while you concentrate, up to 1
min/lvl.

4TH LEVEL WILDER POWERS
Control BodyA: You control the physical actions of a creature while you concentrate for up to 1 min/lvl.
*Ectoplasmic FormNA: You transform into animate ectoplasm, gaining numerous bonuses and the ability to fly for
1 min/lvl.
Evade BurstA: You take no damage on a successful Reflex save against damaging effects.

5TH LEVEL WILDER POWERS
Touch of EnergyNA: You wreathe a natural or manufactured melee weapon in energy, dealing 1d6 points of energy
damage on your attacks for 1 round/lvl.
Kinetic SlideNA: You can manifest powers in such a way that they originate from a space other than yours for 1
round/2 lvls.

6TH LEVEL WILDER POWERS
*Oak BodyA: You transform your body into living oak, gaining a number of immunities for 1 min/lvl.

7TH LEVEL WILDER POWERS

8TH LEVEL WILDER POWERS

9TH LEVEL WILDER POWERS
Panzer AvatarNAX: You become a deadly fighting machine for 1 round/lvl.

     PSYCHIC WARRIOR POWERS
1ST LEVEL PSYCHIC WARRIOR POWERS
Baleful TeleportNA: You disperse tiny particles of a creature or object, dealing 1d6 damage.
*Bestial MorphologyA: You grow vicious claws or fangs for 1 min/lvl.
Body PurificationNA: You heal 1d12 points of hit point damage, or 1 point of ability damage.
DistractA: You inflict a -4 penalty to Listen, Spot, Search, and Sense Motive checks while you concentrate, + 1
round/lvl, for up to 1 min/lvl.
Energy RayA: You disgorge a globule of acid that deals 1d6 points of damage.
HammerA: Your touch attacks deal 1d8 points of bludgeoning damage.
*Inertial ArmorA: You gain a +4 armor bonus to your AC for 1 hour/lvl.
*Inertial BarrierA: You gain damage reduction 2/- for 1 min/lvl.
Mass ModulationA: You can grow or shrink by 1 size category for 1 min/lvl.
*Metaphysical WeaponA: One of your natural or manufactured weapons gains a +1 enhancement bonus for 1
min/lvl.
*MindsightA: You gain low-light vision, as well as a +2 bonus to Search and Spot checks for 10 min/lvl. You can
also notice secret doors within 5 ft.
*PrecognitionA: You gain a +1 insight bonus to AC and saves, a +1 insight bonus to attack rolls, or a +2 insight
bonus to damage rolls for 1 min/lvl.


                                                       - 10 -
Psychometabolic VenomNA: You coat one natural weapon or a manufactured melee weapon in a weak poison that
deals 2 points of Constitution damage that lasts for 1 min/lvl or until it is used.
RetrieveNA: You can teleport a Tiny or smaller unattended object within 30 ft to your hand.
*SkateA: You grant a +15 ft enhancement bonus to base land speed for 1 min/lvl, among other bonuses.
StompA: You knock down nearby foes, dealing 1d4 points of nonlethal damage.
*SynestheteA: You can perceive one stimulus with another sense for 10 min/lvl.
VigorNA: You gain 5 temporary hit points for 1 min/lvl.

2ND LEVEL PSYCHIC WARRIOR POWERS
Animal AffinityNA: You gain a +4 enhancement bonus to one or more ability scores for 1 min/lvl.
*Body EquilibriumNA: You can walk comfortably on non-solid surfaces for 10 min/lvl.
*Concealing AmorphaNA: You weave a membrane around yourself that grants you concealment (20% miss chance)
for 1 min/lvl.
*Detect Hostile IntentNA: You can sense the presence of non-mindless, hostile creatures within 30 ft for 10 min/lvl.
Dimension SlideAX: You can transport yourself and your equipment to a nearby spot you can see.
Dimension SwapA: You can instantly swap positions between yourself and another creature.
Dissolving TouchNA: You deal 4d6 damage on your next successful attack.
*Energy AdaptationA: You convert energy damage into harmless light for 1 min/lvl.
Feat LeechA: You steal a psionic or metapsionic feat for 1 min/lvl.
Ferroplasmic ShellA: You hurl a globule of ectoplasm at a creature, covering it in the equivalent of hide armor for 1
round/lvl.
HustleNA: You can gain an additional move action for the round.
Metabolic TransferA: You heal another’s wounds by taking the damage unto yourself.
Phantom StrikeA: You encase a body part or a manufactured weapon in a force effect, bypassing the miss chance
for incorporeality for 1 round/lvl.
ProwessA: You can take an attack of opportunity, even if you have already made one this round.
Psionic Lion’s ChargeA: You can make a full attack action on a charge.
*Psionic ScentA: You gain the scent ability for 1 round/lvl.
Share PainNA: You can split the damage taken between two creatures for 1 hour/lvl.
Strength of My EnemyA: You drain your foes’ Strength score and add it to your own.
*SustenanceNA: You can go without food or water for 1 day.
*Telekinetic ForceNA: You can lift and move yourself while you concentrate for up to 10 min/lvl.
*Wall WalkerNA: Your personal gravity allows you to walk on walls and ceilings.
Water WakeNA: You animate a gallon of water to serve as a weapon and a shield for 1 min/lvl.

3RD LEVEL PSYCHIC WARRIOR POWERS
*Duodimensional EdgeNA: The weapons or projectiles of your choice become psionically keen, or increase their
critical modifier for 10 min/lvl.
*Ectoplasmic FormNA: You transform into animate ectoplasm, gaining numerous bonuses and the ability to fly for
1 min/lvl.
Empathic FeedbackA: Enemies that attack you in melee take empathic damage.
Ethereal Jaunt, PsionicNA: You can go ethereal for 1 round/lvl.
*Escape DetectionNA: You become difficult to detect by scrying attempts for 1 hour/lvl.
Evade BurstA: You take no damage on a successful Reflex save against damaging effects.
Focal ConvergenceNA: You can psionically focus one creature you touch without a skill check as a swift action.
*Graft WeaponNA: You merge with a weapon of your choice, granting you numerous bonuses for 24 hours.
Mental BarrierA: You gain a +4 deflection bonus to AC for 1 round.
Telekinesis, TactileNA: You telekinetically replace your Str score with a mental ability score while you concentrate
and for 1 round/lvl after.
Time DilationNA: You psychoportively replace your Dex score with a mental ability score while you concentrate
and for 1 round/lvl after.
Touch of the VampireA: One of your natural or manufactured weapons drains hit points from your foes for 1
round/lvl.

4TH LEVEL PSYCHIC WARRIOR POWERS
*Form of DoomA: You become a writhing form of nightmares for 1 round/lvl.
*Freedom of Movement, PsionicA: You can slip easily out of grapple attempts for 10 min/lvl.
ImmovabilityA: You attach yourself to the fabric of the plane, becoming immovable while you concentrate.
*Power ResistanceNA: You gain power resistance of 12 + your level (max 24) for 1 min/lvl.

                                                       - 11 -
Psychic VampireA: You drain power points or deal ability score damage to the mental stats to those you touch.
Touch of EnergyNA: You wreathe a natural or manufactured melee weapon in energy, dealing 1d6 points of energy
damage on your attacks for 1 round/lvl.
*Tower of Iron WillA: You gain extraordinary power resistance against mind-affecting effects for 10 min/lvl. You
can grant lower power resistance to others within 10 ft for 1 round.
*True Seeing, PsionicNA: You can make a manifester level check to see hidden things as they really are.

5TH LEVEL PSYCHIC WARRIOR POWERS
*Adapt BodyNA: Your body automatically adapts to hostile environments for 1 hour/lvl.
AttenuanceNA: All creatures within 40 ft of the target gain a +10 insight bonus on manifester level checks for
overcoming its power resistance for 1 round/lvl.
CataPsiA: Psychic static makes manifesting powers and casting spells difficult in a 30 ft radius for 1 round/lvl.
Crystalline BufferNA: You fill adjacent spaces with crystalline blades, dealing 4d6+4 points of piercing and
slashing damage while you concentrate for up to 1 round/lvl.
Kinetic SlideNA: You can manifest powers in such a way that they originate from a space other than yours for 1
round/2 lvls.
MetaconcertUA: You and up to 5 willing psionic creatures can pool your power together.
*Oak BodyA: You transform your body into living oak, gaining a number of immunities for 1 min/lvl.
PsychofeedbackA: You can boost one physical ability score at the expense of one or more others for 1 hour/lvl.

6TH LEVEL PSYCHIC WARRIOR POWERS
*Dispelling BufferNA: You gain a +5 bonus against dispel checks for 1 hour/lvl.
Energy BurstNA: You deal 11d6 points of acid damage in a 40 ft burst, a 60 ft cone, or a 120 ft line.
*Seismic PerceptionNA: You gain the tremorsense special quality over a 1 mile radius for 10 min/lvl [D].
Suspend LifeNA: You place yourself in suspended animation for an indefinite period of time.
N
  Negative augment
A
  Augmentable
X
  XP Cost
U
  Revised in Untapped Potential
* Can be incarnated

                          POWERS
Adapt Body (NA)*
Psychometabolism
Level: Psion/wilder 5, psychic warrior 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/lvl [D]
Power Points: 9

Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely
cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can
breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you
take no damage simply from being in that environment. You need not specify what environment you are adapting to
when you manifest this power; simply activate it and your body will instantly adapt to any hostile environment as
needed throughout the duration.
     You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any
environmental feature that normally deals 1 or more dice of damage per round (such as lava, which deals 20d6
points of damage per round of immersion) deals you only half the usual amount of damage.
     An attack form is not treated as an environment. For example, even if you are adapted to extremely cold
conditions, you are still vulnerable to psionic or magical attacks that deal cold damage.
     Augment: 1. [Egoist] If you spend 2 additional power points, the range on this power becomes “Touch,” its
target becomes “One creature touched,” its saving throw becomes “None,” and its power resistance becomes “Yes
(harmless).”
     1a. For every additional power point you spend, you can target another creature.
     2. [Negative] If you spend 2 fewer power points, this power’s duration becomes “10 min/lvl.”

                                                        - 12 -
     2a. If you spend a total of 4 fewer power points, it becomes “1 min/lvl.”
     2b. If you spend a total of 6 fewer power points, it becomes “1 round/lvl.”
     3. [Negative] If you spend 2 fewer power points, you must specify a single environment that you can enter
without suffering ill effects. You must specifically list the environmental traits, rather than more general terms. Your
body does not automatically adapt to hostile environments other than the one you choose, though you continue to be
protected from traits that the environments share (such as lack of air, for instance).
     4. [Negative] If you spend 4 fewer power points, you can specify a single trait of the environment. Your body
adapts to that particular trait, and you can not be harmed by it for the duration of the power (though you do not adapt
to any other hostile conditions unless you manifest this power again).

Aero (A)
Psychokinesis
Level: Psion/wilder 4
Display: Auditory
Manifesting Time: 1 standard action
Area: 25 ft radius emanation, a 40 ft cone-shaped emanation, or an 80 ft line-shaped emanation; see text
Duration: Concentration, up to 1 round/lvl
Saving Throw: None; see text
Power Resistance: No
Power Points: 7

You hurl a concentrated blast of air which pushes all creatures and unsecured and unattended objects away from
you.
      When you manifest this power, choose a line, a cone, or a sphere, each of which originates from your space. All
creatures and unsecured and unattended objects within the area of effect are treated as though bull-rushed in the
direction directly away from you; you make one bull-rush check per round, and use your key manifesting modifier
rather than your Strength score on this check. Bull-rushed creatures are pushed the entire length indicated by the
roll, even beyond the power’s area.
      Objects are treated as having a Strength score necessary to carry their own weight as a heavy load, and take 10
on the bull-rush check. You are treated as a creature two size-categories larger than you are for the purposes of this
power.
      Unless you use a swift action each round to secure yourself, you can use the blast of wind to propel yourself and
anything you hold or carry up to your heavy load, or something you are perched on (such as a wagon), up to what
you could push or drag (calculated using your key manifesting score in lieu of your Strength score). You move away
from the direction you are aiming, and can move at an effective fly speed of 60 ft (for line- and cone-shaped
manifestations only) with clumsy maneuverability. You can use a swift action on any round you are adjacent to the
ground to safely stop moving.
      You may also use this power to manipulate water or similar liquids. There is no change in the way the power
functions.
      Augment: 1. You can spend a number of power points to increase the area of this power, as well as your
effective fly speed, as noted below:

Blast type     For every       You get           Fly Speed
Line           1 pp            +10 ft            +5 ft
Cone           1 pp            +5 ft             +5 ft
Sphere         2 pp            +5 ft (radius)    N/A

     2. For every additional power point you spend, this power’s maximum duration increases by 1 round/lvl.
     2a. If you spend a total of 4 additional power points, it becomes “Concentration, up to 1 min/lvl.”
     2b. If you spend a total of 8 additional power points, it becomes “Concentration, up to 10 min/lvl.”
     2c. If you spend a total of 12 additional power points, it becomes “Concentration, up to 1 hour/lvl.”
     3. For every 4 additional power points you spend, your effective size category for the purposes of this power
increases by 1.
     4. If you spend 4 additional power points, this power’s duration is not interrupted when you cease
concentrating, and you can resume concentration as a standard action.
     5. [Negative] You can spend fewer power points to decrease the area of this power, as well as your effective fly
speed, as noted below:

Blast type     For every       You get           Fly Speed

                                                         - 13 -
Line            1 pp           -10 ft             -5 ft
Cone            1 pp           -5 ft              -5 ft
Sphere          2 pp           -5 ft (radius)     N/A

    6. [Negative] For every 3 power points not spent, your effective size category for the purposes of this power
decreases by 1, and your speed while flying decreases by 10 ft.

Affinity Field (NAU)*
Psychometabolism
Level: Psion/wilder 9
Display: Material and Visual
Manifesting Time: 1 standard action
Range: Personal
Area: 20 ft radius emanation
Target: You
Duration: 1 round/lvl [D]
Saving Throw: Fortitude negates (potentially harmless)
Power Resistance: Yes
Power Points: 17

You create an affinity feedback loop with all creatures within the area. While the duration lasts, certain effects pass
from you through the affinity field to affect others as if they were the targets of the effects (but see below). While the
duration lasts, creatures within the affinity field take all damage (including nonlethal and ability damage) as you do
and heal all wounds as you do (regardless of whether the source of the damage was a spell, power, or other effect;
such healing effects are limited to healing of hit points and ability damage). Creatures are entitled to a Fortitude save
for every effect that could affect them, and receive the benefits of immunities and resistances as if they had been
affected directly.
     For instance, if you take 10 points of damage from a sword wound, all creatures within the area must make a
Fortitude save or take 10 points of damage, against which DR applies normally. On the other hand, if you are subject
to the heal spell, all creatures in the affinity field are also healed (or are damaged, in the case of undead).
Instantaneous effects, such as healing or hp damage, persist after this power ends (although powers given an
instantaneous duration via the incarnate power do not meet this prerequisite).
     Creatures in range are also subject to non-damaging magical and psionic effects of 3rd level or lower (you
therefore could not transfer the effects of metafaculty when you manifest it on yourself, for instance). All non-
instantaneous effects transferred in this way fade at the end of this power’s duration. If you suddenly become
immune to a particular effect, such as if you manifested iron body on yourself, the effect you are immune to can not
be transferred.
     For example, if you manifest animal affinity to gain an enhancement bonus to your Strength score, you can
affect all creatures in range. However, even though animal affinity lasts much longer, when affinity field ends, its
effects end on all creatures affected by the field. The same holds true for creatures that leave the area of the affinity
field.
     The field can not transfer any power or spell effects, damage taken, or wounds healed more than once-if such an
effect is returned to the subject of affinity field by a similar effect (such as a society mind’s cooperative healing, the
fate link power, or another affinity field), then it is not transferred a second time.
     Augment: 1. [Egoist] If you spend 2 additional power points, this power’s range becomes “Touch,” its target
becomes “One creature touched,” its power resistance becomes “Yes (harmless),” and its saving throw becomes
“Fortitude negates (harmless).”
     2. For every 4 additional power points you spend, this power’s radius increases by 5 ft.
     3. For every 4 additional power points you spend, this power can transfer non-damaging and non-healing
magical and psionic effects 1 level higher.
     4. For every 6 additional power points you spend, creatures affected by effects with durations of at least 1 round
continue to remain affected outside of the affinity field for 1 round (or until the duration of the effect ceases
functioning normally, whichever comes first).
     5. [Negative] For every 2 power points not spent, the radius of the affinity field effect decreases by 5 ft (to a
minimum of 0 ft). If the radius of this power is reduced to 0 ft, only creatures touching you are subject to its effects.
     6. [Negative] If you spend 4 fewer power points, this power’s duration becomes “1 round.”

Anchored Navigation (NAX)*
Clairsentience

                                                          - 14 -
Level: Seer 4, Nomad 4
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Touch
Area: 100 ft radius, and 1 mile/lvl; see text
Target: One immobile structure touched
Duration: 1 hour/lvl
Saving Throw: Fortitude negates (object, harmless)
Power Resistance: Yes (object, harmless)
Power Points: 7, XP (see text)

You set up a teleport beacon that broadcasts your position to anyone manifesting a long-range teleportation power,
allowing them to home-in on your location, even if they have never been there before. You manifest this power on a
stationary object, such as a building, statue, fountain, or other immovable structure (hereafter known as the
teleportation beacon). For the remainder of this power’s duration, the beacon broadcasts its location to all psionic
creatures within range (1 mile/lvl; treat as a spread effect), as well as a short description (up to 10 words long) that
you specify, generally a name or evocative depiction of the area’s topography (such as The Forest of Doom, The
Market Square in Sapphire City, or Derivoth’s Lair). Once per round, any psionic creature can make a DC 15
Concentration check as a free action to immediately become aware of any and all teleportation beacons whose range
they currently reside within, including their direction, distance, and descriptions.
     So long as the beacon is within range of a teleportation effect, the manifesting creature can teleport there
without mishap (though powers and other effects can interrupt or disrupt the effect), appearing within 100 ft of the
target of this power, in an open area large enough to safely hold them, as normal.
     The beacon created by this power does not broadcast across planar boundaries.
     Note that this power gives you all of the information needed to easily target using the clairvoyant sense power.
     XP Cost (Optional): If you spend 1,000 XP, this power’s manifesting time becomes “1 hour” and its duration
becomes “Permanent.”
     Augment: 1. [Seer] You can designate a starting point using this power before entering a potentially dangerous
area; you are constantly aware of the beacon you create, which allows you to retrace your steps through a maze
automatically while the power lasts, without resorting to a map. Note that this power does not work across planar
boundaries, which means that using it prior to being the target of a maze spell is of no assistance whatsoever, unless
you utilize augment #7, in which case you automatically succeed at the Intelligence check to escape the maze. You
can not combine this augment with augment #6.
     2. For every additional power point you spend, this power’s area increases by 10 ft and 1 mile (see text).
     3. For every 2 additional power points you spend, the effective manifester for this power increases by 1 for
dispel attempts (but only if made permanent through expending XP).
     4. If you spend 4 additional power points, you can require a password or other requirement (such as holding a
specific key-item, performing a specific action, or having a certain race, gender, or even name) that must be met in
order to successfully teleport to the teleportation beacon. You can have multiple requirements that must all be met,
or several separate requirements, any of which can be met for anchored navigation to work. Creatures that make the
Concentration check are still aware of the beacon, as normal, though any teleportation effect used to travel to the
beacon automatically fails unless they have been to the location before. (Creatures are aware that a requirement must
be met prior to their teleportation attempt.) A manifester without the requirement that uses the anchored navigation
effect to target the clairvoyant sense power must make an opposed manifester level check in order to view the
beacon or the surrounding area, else the power fails. Creatures manifesting clairvoyant sense without using the
teleportation beacon remain unaffected.
     4a. If you spend 2 additional power points, creatures do not gain awareness of the teleportation beacon unless
they are already fulfilling the password requirements (such as knowing the correct password, holding the pass-key,
and so on).
     5. If you spend 4 additional power points, this power’s area becomes “100 ft radius and 100 miles/lvl; see text.”
     6. [Nomad] If you spend 4 additional power points, the target of this power becomes “Creature or object
touched,” and it can be used to target a creature or mobile object, such as a hat, a key, or some other small portable
thing.
     7. [Seer] If you spend 4 additional power points, the teleportation beacon broadcasts across planar boundaries,
but only into those planes that are coexistent or coterminous with the plane the beacon is on. The broadcast still only
extends to the maximal range, even when passing across such boundaries.
     8. [Negative] If you spend 2 fewer power points, this power’s duration becomes “10 min/lvl.” This augment
cannot be combined with the XP option above.
     8a. If you spend a total of 3 fewer power points, it becomes “1 min/lvl.”

                                                         - 15 -
    8b. If you spend a total of 4 fewer power points, it becomes “1 round/lvl.”

Animal Affinity (NA)
Psychometabolism
Level: Egoist 2, psychic warrior 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl
Power Points: 3

You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores
(choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4
enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus.
Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose
(for instance, if you gain a +4 bonus to Strength, you may appear more bearlike; if gaining a +4 bonus to Dexterity,
you may appear more catlike, and so on). If you choose to increase the ability you use to manifest powers, you do
not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score,
but the save DCs of your powers increase for the duration of this power.
     You can only have one manifestation of this power active at one time; multiple manifestations do not stack,
even if they affect different ability scores.
     Augment: 1. For every 2 additional power points you spend, this power grants a +2 enhancement bonus to
another ability score.
     2. [Egoist] If you spend 4 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes
“Yes (harmless).”
     3. For every 4 additional power points you spend, you gain an additional +2 enhancement bonus to one ability
score already affected by this power.
     4. For every 6 additional power points you spend, you gain an additional +2 enhancement bonus to all ability
scores already affected by this power.
     5. [Negative] If you spend 1 power point less, you gain +2, rather than +4, to the initial ability score you
choose.

Animate Object (A)
Psychokinesis [See text]
Level: Kineticist 1
Display: Material
Manifesting Time: A full round action
Range: Medium (100 ft + 10 ft/lvl)
Area: 20 ft radius burst, and 20 ft radius sphere (see text)
Target: One or more unattended objects
Duration: Concentration + 1 round/lvl
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 1

You imbue one or more inanimate objects with psychokinetic energy that you control; they move and can even
attack as you direct. Corpses and live vegetation can be controlled, although plant creatures can not, and neither can
already animated objects or undead creatures. The object moves like a puppet, with jerky and clumsy movements. If
its form is rigid, it makes creaking, groaning, or grating sounds as you control it. Any object that is affixed to
something larger, such as a plant that is rooted to the ground or a chandelier attached to a ceiling can not be moved
from where it is unless the object succeeds at a Strength check (move action, average DC 20, subject to modification
as appropriate), in which case it breaks away from its moorings and can move as normal.
      An animated object can attack an opponent if you direct it to do so. It deals slashing, piercing, and/or
bludgeoning damage, as appropriate. Weapons do not use their base damage for attacks (instead, using the base
damage for an animated object); they do, however, retain all of their mundane special qualities (bonuses to trip, and
so on). While you are concentrating, the object uses your manifester level as its base attack bonus; once your
concentration lapses, it utilizes its own base attack bonus, instead. If magical (or psionic), the item retains any

                                                          - 16 -
qualities such as enhancement bonuses and special abilities it may have, and can apply those bonuses to its attack
and damage rolls, (and to AC, for armors and shields).
     While you are concentrating, you can use this power on locks, wagons, mechanical traps, and so on in the
power’s initial burst, making them move in such a way as to attempt to unlock or disable themselves. If another
character is making a skill check involving a device you have animated, the character gains a bonus on the check
equal to your key ability modifier (minimum +4); alternately, you can penalize a character for an identical amount.
If you are attempting to make a skill check yourself, you can manipulate the object directly, with no need for tools
(you also gain the bonus on such checks as noted above).
     You can animate up to 1 HD of objects in this manner; all objects must stay within a 20 ft radius sphere, and
can not move more than that distance from each other at any point during the power’s duration (though they can
attack outside of that area). The number of HD an object has is dependent upon its size, though it retains its original
hit points and hardness.
     See pages 13 and 14 in the Monster Manual (as well as below) for the statistics for animated objects.
     Augment: 1. If you spend 2 additional power points, objects you animate gain the psionic subtype, and
overcome DR/psionics, if the objects under your control are not psionic already.
     2. For every 3 additional power points you spend, you can double the number of HD of objects you can
animate. This doubling is cumulative, so that 1 becomes 2 becomes 4 becomes 8, and so on. The size and number of
the objects you can animate increase accordingly.
     3. If you spend 3 additional power points, you can use general feats and skill checks through an object you
animate, if the object is physically capable of using the feat or making the skill check. You can do so only while
concentrating on this power, and only through one object at a time (swarms count as one object for this purpose).
You can change the focus-object once per round, as a free action. If combined with augment #1, this augment allows
you to channel any psionic feat that requires the expenditure of your psionic focus, but you must expend your focus
to use the feat, as normal.
     4. If you spend 3 additional power points, the objects you control are treated as though affected by the
elocator’s scorn earth class ability (see pg 143 in the Expanded Psionics Handbook for details) as well as the Up the
Walls psionic feat while you concentrate on them (but only if they are able to move). This means that when the
objects are within 1 ft of any flat surface, they have subjective gravity toward it, and can effectively float up walls,
and so on. You can suppress or resume this function as a free action once per round.
     5. If you spend 6 additional power points, this power’s target becomes “One object.” You can attempt to
animate a single attended object of the appropriate size category. If the manifestation is successful, its wielder is
entitled a Will save each round to negate the power until it lets go of the object; once negated, the power ends.
     For every 2 additional power points you spend (via one of these augmentations, or simply by spending
additional power points), the radius of the area you control increases by 5 ft.

                             Construct Swarm (Tiny)
                             Tiny Construct (Swarm)
Hit Dice:                    32d10 (176 hp)
Initiative:                  +2
Speed:                       40 ft (8 squares); 50 ft legs; 60 ft multiple legs; 80 ft wheels
Armor Class:                 14 (+3 Size, +2 Dex), touch 14, flat footed 12
Base Attack/Grapple:         +24/-
Attack:                      Swarm (5d6)
Full Attack:                 Swarm (5d6)
Space/Reach:                 10 ft/0 ft
Special Attacks:             Distraction (see page 13 of the Monster Manual)
Special Qualities:           Construct traits, darkvision 60 ft, low-light vision, swarm traits; also
                             see pages 13 and 315 of the Monster Manual
Saves:                       Fort +10, Ref +12, Will +5
Abilities:                   Str 8, Dex 14, Con --, Int --, Wis 1, Cha 1
Skills:                      --
Feats:                       --
Environment:                 Any
Organization:                Any
Challenge Rating:            10
Treasure:                    None
Alignment:                   Always neutral
Advancement:                 --

                                                         - 17 -
Level Adjustment:       --

                        Animated Object, Diminutive
                        Diminutive Construct
Hit Dice:               1/4 d10 (2 hp)
Initiative:             +3
Speed:                  40 ft (8 squares); 50 ft legs; 60 ft multiple legs; 80 ft wheels
Armor Class:            17 (+4 Size, +3 Dex), touch 17, flat footed 14
Base Attack/Grapple:    +0/-15
Attack:                 Slam +1 melee (1d2-1)
Full Attack:            Slam +1 melee (1d2-1)
Space/Reach:            1 ft/0 ft
Special Attacks:        Distraction (see page 13 of the Monster Manual)
Special Qualities:      Construct traits, darkvision 60 ft, low-light vision; also see page 13 of
                        the Monster Manual
Saves:                  Fort +0, Ref +3, Will -5
Abilities:              Str 6, Dex 16, Con--, Int--, Wis 1, Cha 1
Skills:                 --
Feats:                  --
Environment:            Any
Organization:           Any
Challenge Rating:       ¼
Treasure:               None
Alignment:              Always neutral
Advancement:            --
Level Adjustment:       --

                        Construct Swarm (Diminutive)
                        Diminutive Construct (Swarm)
 Hit Dice:              16d10 (165 hp)
 Initiative:            +3
 Speed:                 40 ft (8 squares); 50 ft legs; 60 ft multiple legs; 80 ft wheels
 Armor Class:           17 (+4 Size, +3 Dex), touch 17, flat footed 14
 Base Attack/Grapple:   +12/-
 Attack:                Swarm (4d6)
 Full Attack:           Swarm (4d6)
 Space/Reach:           10 ft/0 ft
 Special Attacks:       Distraction (see page 13 of the Monster Manual)
 Special Qualities:     Construct traits, darkvision 60 ft, low-light vision, swarm traits; also
                        see pages 13 and 315 of the Monster Manual
 Saves:                 Fort +5, Ref +8, Will +0
 Abilities:             Str 6, Dex 16, Con --, Int --, Wis 1, Cha 1
 Skills:                --
 Feats:                 --
 Environment:           Any
 Organization:          Any
 Challenge Rating:      7
 Treasure:              None
 Alignment:             Always neutral
 Advancement:           --
 Level Adjustment:      --

                        Animated Object, Fine
                        Fine Construct
 Hit Dice:              1/8 d10 (1 hp)
 Initiative:            +4
 Speed:                 50 ft (10 squares); 60 ft legs; 70 ft multiple legs; 90 ft wheels

                                                    - 18 -
 Armor Class:               22 (+8 Size, +4 Dex), touch 22, flat footed 18
 Base Attack/Grapple:       +0/-19
 Attack:                    Slam +5 melee (1)
 Full Attack:               Slam +5 melee (1)
 Space/Reach:               1 ft/0 ft
 Special Attacks:           Distraction (see page 13 of the Monster Manual)
 Special Qualities:         Construct traits, darkvision 60 ft, low-light vision; also see page 13 of
                            the Monster Manual
 Saves:                     Fort +0, Ref +4, Will -5
 Abilities:                 Str 4, Dex 18, Con --, Int --, Wis 1, Cha 1
 Skills:                    --
 Feats:                     --
 Environment:               Any
 Organization:              Any
 Challenge Rating:          ¼
 Treasure:                  None
 Alignment:                 Always neutral
 Advancement:               --
 Level Adjustment:          --

                            Construct Swarm (Fine)
                            Fine Construct (Swarm)
  Hit Dice:                 8d10 (44 hp)
  Initiative:               +4
  Speed:                    50 ft (10 squares); 60 ft legs; 70 ft multiple legs; 90 ft wheels
  Armor Class:              22 (+8 Size, +4 Dex), touch 22, flat footed 18
  Base Attack/Grapple:      +6/-
  Attack:                   Swarm (2d6)
  Full Attack:              Swarm (2d6)
  Space/Reach:              10 ft/0 ft
  Special Attacks:          Distraction (see page 13 of the Monster Manual)
  Special Qualities:        Construct traits, darkvision 60 ft, low-light vision, swarm traits; also see
                            pages 13 and 315 of the Monster Manual
  Saves:                    Fort +2, Ref +6, Will -3
  Abilities:                Str 4, Dex 18, Con --, Int --, Wis 1, Cha 1
  Skills:                   --
  Feats:                    --
  Environment:              Any
  Organization:             Any
  Challenge Rating:         5
  Treasure:                 None
  Alignment:                Always neutral
  Advancement:              --
  Level Adjustment:         --

Aphasia (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Auditory and mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls lvl)
Area: 10 ft radius burst
Target: One or more creatures
Duration: 1 day/lvl [D]
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

                                                        - 19 -
You scramble the mental pathways of your targets, rendering them unable to understand languages of any kind.
    While this power is in effect, any affected creature finds itself utterly incapable of proper communication
through telepathy, speech, script, or pictography; the subject can speak and write properly, though attempts at
communication from others are perceived as meaningless gibberish.
    Subjects are still capable of speaking and writing properly, and can guess at attempts to pantomime intentions
from surrounding creatures, though somatic languages (such as drow sign language) are scrambled as well.
    Aphasia can be removed by effects such as remove curse and dispel psionics.
    Augment: 1. [Egoist] This power’s discipline becomes “Psychometabolism,” it loses the [mind-affecting]
descriptor, its range becomes “Touch,” its target becomes “One creature touched,” and saving throw becomes
“None.” This cannot be used with augment #4.
    1a. If you spend 2 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
    1b. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
    1c. If you spend a total of 6 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
    1d. If you spend a total of 8 additional power points, it becomes “See text,” and you can affect any creature to
which you have line-of-effect and line-of-sight.
    2. For every additional power point you spend, the radius of this power’s area increases by 5 ft.
    3. If you spend 2 additional power points, you can exclude any number of creatures of your choice from this
power’s area of effect.
    4. If you spend 2 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
    4a. If you spend a total of 4 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
    4b. If you spend a total of 6 additional power points, it becomes “See text,” and you can affect any creature to
which you have line-of-effect and line-of-sight.
    5. If you spend 4 additional power points, this power’s duration becomes “Permanent [D].”
    5a. If you spend 8 additional power points, it becomes “Instantaneous.”
    6. If you spend 6 additional power points, the subjects are unable to speak written or verbal languages, with any
attempt to do so manifesting as nonsensical gibberish. Any attempt to scribe a scroll (arcane, divine, or otherwise)
automatically fails, as does the scribing of a psionic tattoo. Spells or abilities that require verbal components
automatically fail as well.

ApoPsi (NAX)
Telepathy [Mind-Affecting]
Level: Psion/wilder 7
Display: Auditory, material, and visual
Manifesting Time: 1 round
Range: Close (25 ft + 5 ft/2 lvls)
Target: One living psionic creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13, XP

By using this power, you delete 1 power permanently from the subject’s mind. You specify the level of the power,
and the DM randomly determines which of the subject’s powers is actually deleted. Psychic chirurgery or reality
revision can be used to restore the lost powers, but it must be performed within 1 week of losing the powers.
     XP Cost: 50 XP per level of the deleted power.
     Augment: 1. If you spend 3 additional power points, you know what powers of the specified level the target
knows.
     1a. If you spend 3 additional power points, you can choose which power gets deleted.
     2. For every 3 additional power points you spend, you can delete an additional power. This power need not be
of the same level as any others you delete. However, you must spend enough XP to affect the highest level power
you are attempting to delete.
     3. [Negative] If you spend 6 fewer power points, this power’s duration becomes “1 hour/lvl.” Any powers you
‘delete’ are merely unavailable to the target’s consciousness for that time. If you do so, the XP cost for this power is
waived.

Aquis (A)
Psychokinesis [See text]
Level: Psion/wilder 0, psychic warrior 0

                                                         - 20 -
Display: Visual
Manifesting Time: 1 swift action
Range: 0 ft
Target: One-half gallon of water or ice; see text
Duration: Instantaneous
Saving Throw: Fortitude half (object); see text
Power Resistance: Yes (object)
Power Points: 0
Quantum Cost: 3

This power allows you to manipulate up to a half-gallon of water or ice in one of the following ways:
     Freeze: You can freeze water into a solid block of ice. At your option, you can freeze the water into cubes,
flakes, or a number of other simple forms. This option gives aquis the [cold] descriptor.
     Melt: You can melt up to a half-gallon’s-worth of ice into cold water.
     Condense: You can pull ambient water from the air, forming up to a half-gallon of liquid water. You cannot
pull water from air that is completely dry.
     Evaporate: You can disperse water into the air, causing wet objects to dry and forcing dry air to become damp.
     This power does not cleanse tainted water, which means it remains just as drinkable (or breathable) as it would
be had you frozen, melted, condensed, or evaporated it through mundane means. If used on a creature made
primarily of water within 5 ft, such as a water elemental or an ice golem, it deals 1d4 points of damage to it
(Fortitude save for half) as the water it is composed of is evaporated, melted, or frozen.
     Special: If you manifest an augmented aquis (ie, as a 1st level power), you can affect up to a gallon of water or
ice, and this power deals 1d8 points of damage to water-based creatures.
     Augment: For every additional power point you spend, you can affect an additional gallon of water or ice, and
aquis deals an additional 1d8 points of damage to water-based creatures.

Assimilate (NA)
Psychometabolism
Level: Psion/wilder 9
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous and 1 hour; see text
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 17

One of your body parts turns black as obsidian. A creature touched by that body part is partially assimilated into
your form and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed,
entirely assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature’s equipment is
unaffected.
     A creature that is partially assimilated into your form (that is, a creature that has at least 1 hit point following
your use of this power) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour.
     A creature that is completely assimilated grants you a number of temporary hit points equal to the damage you
dealt and a +4 bonus to each of your ability scores for 1 hour. If the assimilated creature knows psionic powers, you
gain knowledge of one of its powers (chosen by the DM) for 1 hour (this knowledge is gained even if the power in
question is one you do not have on your class’s list of available powers). You gain some semblance of a creature
you completely assimilate for 1 hour, granting you a +10 bonus on Disguise checks made to appear as that creature
during that time.
     Regardless of the size of the creature you assimilate, you retain your original size category.
     Augment: 1. For every additional power point you spend, this power deals an extra 1d6 damage.
     2. For every 3 additional power points you spend, you gain an additional +1 to each of your ability scores on a
successful assimilation, and you gain knowledge of another psionic power (if applicable).
     3. For every 4 additional power points you spend, this power’s non-instantaneous duration increases by 1 hour.
     4. [Negative] For every power point not spent, it deals 1d6 fewer points of damage (to a minimum of 5d6 points
of damage)..

Astral Caravan (NA)

                                                         - 21 -
Psychoportation
Level: Nomad 3
Display: None
Manifesting Time: 1 hour
Range: Personal and touch; see text
Target: You and up to 1 willing creature touched/lvl
Duration: Permanent [D]; see text
Power Points: 5

You open a portal to the Astral Plane, through which you and all other affected creatures can pass, thereby leaving
your original plane behind. This portal is invisible and incorporeal to all other creatures (except for those using
senses enhanced by psionic true seeing and similar effects). The psionic dimensional anchor power can lock this
gateway for its duration, blocking travel through it. This gateway closes once you enter the Astral Plane, or 1 minute
after its creation, whichever comes first.
      You can bring other willing creatures with you, provided they are in physical contact with you (or with
someone who is in contact with you, and so on) at the time of the astral caravan’s manifestation.
      At any point during your stay on the Astral Plane, you can open a single exit portal to any plane of existence
coexistent or coterminous to that portion of the Astral. Planes that are blocked from planar travel cannot be entered
in this way. Only creatures affected by this power can see it or pass through it (see above). Astral caravan lasts until
(1) you exit the Astral Plane, (2) 1 minute after you create the exit portal, (3) you decide to end its duration while
still on the Astral Plane, or (4) the effect is dispelled or you are killed. Once the power’s duration ends, any creatures
still on the Astral Plane are stranded unless they have some other means to leave; if stranded, you can manifest
astral caravan to continue your journey.
      When you open the exit portal, you appear on your chosen plane within 10 to 1,000 (1d% x 10) miles of your
intended destination on that plane. Creatures that are accompanying you but are not actual participants in the astral
caravan can not pass through this portal.
      The amount of time you must spend traveling on the Astral depends on how well you know your way, and
requires Knowledge (the Planes) checks to proceed (see below).
      The astral traveler talent can alter certain aspects of astral caravan; see astral traveler for details.
      Augment: 1. For every additional power point you spend, you appear 10 miles closer to your chosen
destination when you leave the Astral Plane.
      2. For every 2 additional power points you spend, you can target one additional creature.
      3. If you spend 2 additional power points, you can make your Knowledge (the Planes) check once every 12
hours.
      3a. If you spend a total of 4 additional power points, you can make the check once every 6 hours.
      3b. If you spend a total of 6 additional power points, you can make the check once every 3 hours.
      3c. If you spend a total of 8 additional power points, you can make the check once per hour.
      4. If you spend 2 additional power points, this power’s manifesting time becomes “10 min.”
      4a. If you spend a total of 4 additional power points, it becomes “1 min.”
      4b. If you spend a total of 5 additional power points, it becomes “1 round.”
      4c. If you spend a total of 6 additional power points, it becomes “1 standard action.”
      5. If you spend 2 additional power points, this power’s range becomes “Touch,” its target becomes “One
creature touched,” its duration becomes “Instantaneous,” its saving throw becomes “Will negates,” and its power
resistance becomes “Yes.” You can send unwilling creatures that fail their save careening into the Astral Plane. Such
creatures are stranded unless they can find some other way to return.
      6. [Negative] If you spend 3 fewer power points, the manifesting time of this power becomes “1 day.”

 Traveling the Astral Plane
 The Astral Plane is the demesne of the mind, and is as much a state of being as it is a physical space. As such,
 moving through it to reach a particular destination requires you to know where you are headed.
      Depending on your knowledge of the planes, your journey through the subjective space that is the Astral
 Plane may take a longer or shorter period of time. For each 24 hours you travel, make a Knowledge (the Planes)
 check against a DC set by the DM. Unless a location is particularly hard to find and well guarded, or conversely
 easy to find and well advertised, the average DC for an astral caravan journey should be set at 20. You can not
 take 20 on this check, though you can take 10. Each check may be modified by your degree of familiarity with the
 destination or by some connection you have with the place; see the tables below.

                         Knowledge (the planes)
    Connection                 Check Modifier

                                                          - 22 -
    None*                                N/A                                           Knowledge (the planes)
    Secondhand (you have heard            -10                      Connection                   Check Modifier
    of the destination                                             Likeness or picture of destination +2
    Firsthand (you have visited           +0                       Object from destination            +4
    before)                                                        Planar Cartographer’s map          +10
    Familiar (you have visited three +5                            of destination
    or more times)
    *If you have no direct knowledge of your
    destination, you must have some connection
    to it in order to travel there; see below.

 Each successful check indicates that you are one step closer to your goal. To finally arrive at your location, you
 must succeed on a total of six checks, which need not be consecutive. When you successfully make the requisite
 number of checks, you may open a portal on the Astral Plane (as a standard action) and the journey ends.
     See page 154 in the Dungeon Master’s Guide for more information on traveling the Astral Plane.

Astral Construct (NA)
Metacreativity (Creation)
Level: Shaper 1
Display: Visual; see text
Manifesting Time: 1 round
Range: Close (25 ft + 5 ft/2 lvls)
Effect: One created astral construct
Duration: 2 rounds + 1 round/lvl [D]
Power Points: 1

This power creates one 1st level astral construct (see Chapter 8: Monsters in the Expanded Psionics Handbook) of
solidified ectoplasm that attacks your enemies or performs other actions, at your behest. It appears where you
designate and acts immediately, on your turn. It attacks your opponents (if any) to the best of its ability. As a free
action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral
construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.
     Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the
Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs,
not outsiders. Their existence is, however, potentially suppressed in a null psionics field.
     Should you be mentally incapacitated during the duration of this power, the construct you create continues to
follow its last command until it is unable to do so (in which case it stands motionless, doing nothing), or until you
give it a different command.
     Astral constructs created by this power weigh between 10 and 200 lbs per hit die, at your option; this does not
affect the construct’s features or abilities in any way.
     Augment: 1. If you spend 1 additional power point, you can create a tauric construct, similar in shape to a
centaur. This gives it extra stability and carrying capacity, as is normal for a quadruped. You may ride such a
construct as a mount if you are one size category smaller than it is or smaller, and if you and your gear are less than
the construct’s heavy load.
     2. For every additional power point you spend, the astral construct you create is one size category smaller. It
retains all of its natural and extraordinary abilities, reach, ability scores, and so on, but it has the space of a smaller
creature; it also counts as a creature of its actual size category for grapple attempts, trip attacks, disarm attempts, and
other maneuvers.
     3. For every 2 additional power points you spend, the level of the astral construct increases by one.
     4. For every 2 additional power points you spend, the astral construct gains an extra menu ability as if it were
affected by the Boost Construct feat. This effect stacks, both with itself and with the Boost Construct feat.
     5. If you spend 2 additional power points, the duration of the construct becomes “1 min/lvl [D].”
     5a. If you spend a total of 6 additional power points, it becomes “10 min/lvl [D].”
     5b. If you spend a total of 10 additional power points, it becomes “1 hour/lvl [D].”
     5c. If you spend a total of 16 additional power points, it becomes “1 day/lvl [D].”
     6. For every 4 additional power points you spend, you can gain an additional construct, identical in all ways to
the first one. These constructs must appear within 10 ft of the original.
     7. If you spend 4 additional power points, the manifesting time for this power becomes “1 standard action.”
     7a. If you spend a total of 8 additional power points, it becomes “1 swift action.”


                                                          - 23 -
     8. [Negative] If you spend 5 fewer power points, you can create an astral construct that loses all offensive menu
abilities (including psi-like abilities). It loses its natural attacks, and can not make attack rolls of any kind, including
the Aid Another action; such constructs can, however, make checks to escape a grapple (but not to attack its
grappler) or to passively resist various attack rolls. It can not gain attack forms, regardless of augmentation or feat
expenditure.
     For every 2 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the manifester level of the psi-like abilities your construct can use increases by 1. In
addition, for every 4 power points you spend on this power, the effective level of astral construct increases by 1 for
all purposes.

 ASTRAL CONSTRUCTS
 Astral constructs are brought into being by the metacreativity power astral construct. They are formed from raw
 ectoplasm (a portion of the astral medium drawn into the Material Plane). The power points spent by the
 construct’s creator during the manifestation of the power determine the level of the astral construct created.
 However, even astral constructs of the same level vary somewhat from each other, depending on the whims of
 their creators.
      An astral construct generally appears as an animate clump of ectoplasm with a vaguely humanoid shape, but
 the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature’s
 size. The quality of such “construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19
 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct
 that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks
 like a specific individual. No matter how high the Craft (sculpting) check result, though, an astral construct’s
 appearance can’t hide the otherworldly material from which it is formed.
      Since you can shape the construct as you desire, you can shape accessories (such as a bit, bridle, and saddle,
 although armor and weaponry do not enhance a construct beyond its actual abilities) as part of the construct with
 Craft checks (see the Craft skill for details). These checks are separate from the ones denoted above.

 COMBAT
 Astral constructs act as directed by their creators. As a free action, a construct’s manifester can direct the
 construct to attack particular enemies, use specific tactics or powers, perform other actions, or do nothing at all.
 The construct does exactly what its creator directs it to do. Astral constructs are not proficient with any weapons
 or armor and take the standard penalties for nonproficiency.
      Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death
 effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale
 effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not
 subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It
 cannot heal damage, but it can be repaired.
      Special Abilities: Every time an astral construct is created, the manifester can choose to apply one special
 ability to the construct. When the manifester begins to manifest the astral construct power, he chooses one or
 more special abilities from a menu of abilities appropriate to that level of astral construct.

 CREATING AN ASTRAL CONSTRUCT
 When manifesting the astral construct power, the manifester assembles the desired creature from a menu of
 choices, as specified in the construct’s statistics block. A manifester can always substitute two choices from a
 lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the
 ability specifically notes that stacking is allowed.
      Some menu choices grant an astral construct the ability to manifest specific powers as psi-like abilities.
 Unless using the ability is a free action, an astral construct manifesting such a power does so as a standard action
 that provokes attacks of opportunity. All such powers have a manifester level equal to the astral construct’s Hit
 Dice or the creator’s manifester level, whichever is lower.
      An astral construct does not need to meet the prerequisites for a feat granted by a menu choice.

 Astral Construct Menu A
 A manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one special ability from this
 menu.
     Buff (Ex): The astral construct gains an extra 5 hit points.
     Celerity (Ex): The astral construct’s land speed is increased by 10 feet.
     Cleave (Ex): The astral construct gains the Cleave feat.
     Deflection (Ex): The astral construct gains a +1 deflection bonus to Armor Class.

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      Fly (Ex): The astral construct has physical wings and a fly speed of 20 feet (average). Flying constructs may
only fly while carrying a light or medium load.
      Improved Bull Rush (Ex): The astral construct gains the Improved Bull Rush feat.
      Improved Slam Attack (Ex): The astral construct gains the Improved Natural Attack feat.
      Mobility (Ex): The astral construct gains the Mobility feat.
      Power Attack (Ex): The astral construct gains the Power Attack feat.
      Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral
construct gains resistance 5 against that energy type.
      Swim (Ex): The astral construct is streamlined and shark like, and gains a swim speed of 30 feet.
      Trip (Ex): If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action
without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react
to trip the astral construct.

Astral Construct Menu B
A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this
menu. Alternatively, the construct can have two special abilities from Menu A.
     Energy Touch (Ex): If you are a kineticist, the astral construct’s physical attacks are wreathed in your energy
type, dealing an extra 1d6 points of energy damage. If you are not a kineticist, the astral construct deals an extra
1d4 points of damage of an energy type you choose (fire, cold, acid, or electricity) when you manifest the
construct.
     Extra Attack: If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it
makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength
modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full
attack. Its attacks are otherwise unchanged.
     Fast Healing (Ex): The astral construct heals 2 hit points each round. It is still immediately destroyed when it
reaches 0 hit points.
     Heavy Deflection (Ex): The astral construct gains a +4 deflection bonus to Armor Class.
     Improved Buff (Ex): The astral construct gains an extra 15 hit points.
     Improved Critical (Ex): The astral construct gains the Improved Critical feat with its slam attacks.
     Improved Damage Reduction (Ex): The astral construct’s surface forms a hard carapace and provides an
additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage
reduction).
     Improved Fly (Ex): The astral construct has physical wings and a fly speed of 40 feet (average).
     Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this
ability only on a target that is at least one size smaller than itself.
     Improved Swim: The astral construct is streamlined and sharklike, and gains a swim speed of 60 feet.
     Muscle (Ex): The astral construct gains a +4 bonus to its Strength score.
     Poison Touch (Ex): If the astral construct hits with a melee attack, the target must make an initial Fortitude
save (DC 10 + 1/2 astral construct’s HD + astral construct’s Cha modifier) or take 1 point of Constitution
damage. One minute later, the target must save again or take 1d2 points of Constitution damage.
     Pounce (Ex): If the astral construct charges a foe, it can make a full attack.
     Smite (Su): Once per day the astral construct can make one attack that deals extra damage equal to its Hit
Dice.
     Trample (Ex): As a standard action during its turn each round, a Large or larger astral construct can literally
run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal
bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral
construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an
attack of opportunity at a –4 penalty.

Astral Construct Menu C
A manifester creating a 7th-level or 8th-level astral construct can choose one special ability from this menu.
Alternatively, the astral construct can have two special abilities from Menu B. (One or both of the Menu B
choices can be swapped for two choices from Menu A.)
     Blindsight (Ex): The astral construct has blindsight out to 60 feet.
     Concussion (Ps): The astral construct can manifest concussion blast (minimum manifester level 7th) as a free
action once per round.
     Constrict (Ex): The astral construct has the improved grab ability with its slam attack. In addition, on a
successful grapple check, the astral construct deals damage equal to its slam damage.
     Dimension Slide (Ps): The astral construct can manifest dimension slide (manifester level equal to Hit Dice)

                                                        - 25 -
as a move action once per round.
     Energy Burst (Ps): The astral construct can manifest energy burst (minimum manifester level 8th, line effect
only) as a standard action once per round. The creator sets the energy type that the astral construct can manifest
when he creates it.
     Extra Buff (Ex): The astral construct gains an extra 30 hit points.
     Extreme Damage Reduction (Ex): The astral construct’s surface forms hard, armor-like plates and provides
an additional 6 points of damage reduction.
     Extreme Deflection (Ex): The astral construct gains a +8 deflection bonus to Armor Class.
     Natural Invisibility (Su): The astral construct is constantly invisible, even when attacking. This ability is
inherent and not subject to the invisibility purge spell.
     Power Resistance (Ex): The astral construct gains power resistance equal to 10 + its Hit Dice.
     Rend (Ex): The astral construct makes claw attacks instead of slam attacks (it deals the same amount of
damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An astral
construct that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra
damage equal to 2d6 + 1-1/2 times its Str modifier.
     Spring Attack (Ex): The astral construct gains the Spring Attack feat.
     Whirlwind Attack (Ex): The astral construct gains the Whirlwind Attack feat.

Astral Construct Menu D
A manifester creating an astral construct of 9th-level or above can choose one special ability from this menu.
Alternatively, the astral construct can have two special abilities from Menu C. (One or both of the Menu C
choices can be swapped for two choices from Menu B, and so on.)
     Crush (Ex): This menu option allows the construct to jump on or land on an opponent as a standard action,
using its bulk to crush it. Crush attacks are effective only against opponents three or more size categories smaller
than the astral construct (though it can attempt normal overrun or grapple attempts against larger opponents). A
crush attack affects as many creatures as can fit under the construct’s body. Creatures in the affected area must
succeed on a Reflex save (DC = 10 + 1/2 the construct’s HD + its Str modifier) or be pinned, automatically taking
bludgeoning damage during the next round unless you move off them. If you choose to maintain the pin, treat it
as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A
crush attack deals the same damage as a slam attack, plus 1-1/2 times the construct’s Strength bonus (round
down).
     Gravitas (Ps): As a full-round action 1/round, the astral construct can use the gravitas power (minimum
manifester level 11).
     Immovability (Su): The astral construct can use the immovability power as an 11th-level nomad at will (self
only, and cannot be augmented). It uses its Strength modifier as its manifesting modifier for this ability.
     Improved Blindsight (Ex): The astral construct has blindsight out to 120 feet.
     Psionic Disintegrate (Ps): As a full-round action 1/round, the astral construct can use the psionic disintegrate
power (minimum manifester level 11).
     Superior Damage Reduction (Ex): The astral construct’s surface forms hard, armor-like plates and provides
an additional 12 points of damage reduction.
     Superior Deflection (Ex): The astral construct gains a +16 deflection bonus to Armor Class.
     Superior Power Resistance (Ex): The astral construct gains power resistance equal to 20 + its Hit Dice.
     Swallow Whole (Ex): The astral construct gains the Menu C constrict ability, as well as the swallow whole
ability. If the construct begins its turn holding a creature via the constrict ability, it can attempt a new grapple
check (as though trying to pin the opponent). If it succeeds, it swallows the creature, which takes constriction
damage. Such creatures must be one or more size categories smaller than the construct. Swallowed creatures are
considered grappled (though the construct is not), and take 1d4 points each of acid and bludgeoning damage per 3
Hit Dice the construct has per round (no save). It can try to cut its way free with a light slashing or piercing
weapon, but it must deal 1/5 of the construct’s total hp in damage in order to cut its way free (the AC of the astral
construct’s stomach is 10 + 1/2 its natural armor bonus + any deflection bonus it may have). The hole closes
automatically due to ectoplasmic action, and the next creature to be swallowed must cut its own way out.
Alternately, the swallowed creature can attempt an opposed grapple check to climb out of the construct’s mouth,
where it may be constricted and swallowed again.
     Temporal Acceleration (Ps): As a swift action 1/minute, the astral construct can use the temporal
acceleration power (minimum manfester level 11). The construct does not suffer from the sickened condition
from this effect.
     Ultra Buff (Ex): The astral construct gains an extra 60 hit points.

(UNOFFICIAL) ERRATA

                                                       - 26 -
 The following errata is suggested to correct some errors in the astral construct entries. The rest of the constructs’
 abilities remain unchanged:

   1ST-LEVEL ASTRAL CONSTRUCT                                  6TH-LEVEL ASTRAL CONSTRUCT
    Base Attack/Grapple: +0/-2                                  Base Attack/Grapple: +7/+22

   2ND-LEVEL ASTRAL CONSTRUCT                                  7TH-LEVEL ASTRAL CONSTRUCT
    Base Attack/Grapple: +1/+4                                  Base Attack/Grapple: +9/+25

   3RD-LEVEL ASTRAL CONSTRUCT                                  8TH-LEVEL ASTRAL CONSTRUCT
    Base Attack/Grapple: +2/+7                                  Base Attack/Grapple: +12/+30

   4TH-LEVEL ASTRAL CONSTRUCT                                  9TH-LEVEL ASTRAL CONSTRUCT
    Base Attack/Grapple: +3/+10                                 Base Attack/       +14/+38
                                                                Grapple:
   5TH-LEVEL ASTRAL CONSTRUCT                                   Special Qualities: One ability from Menu D,
    Base Attack/Grapple: +5/+18                                                    construct traits, damage
                                                                                   reduction 15/magic,
                                                                                   darkvision 60 ft, low-light
                                                                                   vision


 10-TH LEVEL+ EPIC LEVEL ASTRAL CONSTRUCTS
 If you spend enough power points to create an astral construct of 10th-level or above, use the guidelines below.
      10th-level+ constructs gain the [Epic] subtype, have Damage Reduction/Magic & Epic, and their natural
 weapons overcome damage reduction as epic creatures.
      For every additional level you add to your construct, add the following features: 3 Hit Dice, +2 Natural
 Armor, (3/4) Medium Base Attack Bonus, (3/4) Poor Saving Throws, and +2 Strength.
      For every 4 additional levels you add to your construct (13, 17, etc), increase its size category by 1 (to a
 maximum of Colossal). This improves its physical statistics as shown on pages 291, 296, and 314 in the Monster
 Manual, regarding changes in a creature’s size category (or see the tables under the mass modulation power). In
 addition, the construct gains an additional 5 points of damage reduction.

Astral Seed (NAX)
Metacreativity
Level: Shaper 8
Display: Material; see text
Manifesting Time: 10 minutes
Range: 0 ft
Effect: One storage crystal
Duration: Instantaneous
Power Points: 15, XP (see text)

This power weaves strands of astral ectoplasm into a crystal containing the seed of your living mind (hardness 1 and
1 hit point). You can have only one astral seed in existence at one time. Until such time as you perish, the astral seed
(also called the storage crystal) is utterly inert. If you are slain at some later date, your soul transfers into the storage
crystal, which begins to dimly glow. Upon transference, your physical remains (should they still exist) become inert
matter and can not thereafter be restored to life. The transfer from the slain body to the astral seed works over any
distance, physical or extradimensional.
     Once your body’s physical demise activates the storage crystal, you have the abilities of a psicrystal of the
appropriate level, plus all the powers you knew and the maximum power points you possessed when astral seed was
manifested-but you also have a negative level that can not be healed and that does not convert to real level loss in
your current crystalline form. You have thirty days to grow an organic body, after which time your sentience fades
and your soul passes on if it has not entered a new body.
     To grow a body, you (in the storage crystal) must spend ten days in uninterrupted solitude. The body’s
constituent parts are pulled as ectoplasm from the Astral Plane, then slowly molded and transformed into a living,
breathing body that is an exact duplicate of your body at the time you manifested astral seed (the crystal itself breaks
down and becomes part of the new organic body). When the tenth day ends, you completely and totally inhabit the

                                                           - 27 -
new body. You possess all the abilities you possessed when astral seed was manifested, at one level lower, but you
have none of your equipment. If the body is struck for any amount of damage during the ten-day period when it is
growing, it is destroyed and your soul passes on.
     Conceivably, you could manifest mind switch to utilize a temporary body, smashing your own storage crystal to
gain permanent residence (since you’re already ‘dead’), but many consider this usurpation a horribly evil act, akin to
murder (though others disagree, saying that it is no worse than killing in any other manner).
     XP Cost (Optional): If you spend 1000 XP in the manifestation of this power, you do not suffer the negative
level when you die. You can also spend XP to upgrade a storage crystal that you created at an earlier level so that it
will reflect your current level and XP total if you die; you need not currently know the astral seed power for this to
work. The amount you spend must be 50 XP times the difference in levels between yourself and the astral seed
storage crystal.
     Augment: 1. For every additional power point you spend, your storage crystal gains 1 hp and 1 point of
hardness.
     2. For every 2 additional power points you spend, it takes 1 day less to build your new body (minimum 1).
     3. [Shaper] If you spend 4 additional power points, the range on this power becomes “Touch,” its target
becomes “One willing creature touched,” and its power resistance becomes “Yes (harmless).”
     4. [Negative] If you spend 4 fewer power points, the manifesting time of this power is “1 day.”
     4a. If you spend a total of 8 fewer power points, the manifesting time of this power is “1 week.”

Astral Traveler
Psychoportation
Level: Psion/wilder 0, psychic warrior 0
Display: None
Manifesting Time: 1 standard action
Range: Personal or touch
Target: You or one creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 0
Quantum Cost: 1

This power allows the subject to join an astral caravan created through use of the astral caravan power, as if it had
been one of the targets of the original power. In order to manifest this power, you must A.) touch one of the
participants of the caravan, or B.) you must already be a part of the caravan itself, touching a creature outside of the
caravan. This power may be manifested during the manifestation of astral caravan, or it can be used to join a
caravan already underway. Each time this power is manifested, it increases the maximum number of participants in
an astral caravan by 1.

Attenuance (NA)
Clairsentience
Level: Seer 4, psion/wilder 5, psychic warrior 5
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Area: 40 ft radius emanation
Target: One creature
Duration: 1 round/lvl [D]
Saving Throw: Will negates
Power Resistance: No
Power Points: Seer 7, psion/wilder 9, psychic warrior 9

You envelop a creature in a subtle field that enhances psionic effects levied against it.
     When you manifest attenuance against a subject with innate power- or spell resistance (ie, not the result of a
power, spell, or similar effect), all creatures standing within the power’s area that manifest powers or psi-like
abilities, or cast spells or spell-like abilities receive a +10 insight bonus to their power- and spell resistance checks
against it.
     In addition, you gain a +5 insight bonus to your power resistance checks against the affected creature regardless
of your distance from it (which does not stack with the insight bonus noted above).

                                                         - 28 -
    Augment: 1. For every additional power point you spend, this power’s duration increases by 1 round.
    2. For every 4 additional power points you spend, the insight bonuses granted by this power increase by +1.
    3. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
    3a. If you spend 6 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
    4. If you spend 4 additional power points, this power’s duration becomes “1 min/lvl [D].”
    4a. If you spend a total of 8 additional power points, it becomes “10 min/lvl [D].”
    4b. If you spend a total of 12 additional power points, it becomes “Permanent [D].”
    5. [Negative] If you spend 4 fewer power points, this power no longer has an area. You are the only one who
gains the insight bonus noted above, and only the +5 bonus (regardless of distance).
    5a. For every 3 additional power points you spend, the insight bonus granted by this power increases by +1.
    For every 2 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the radius of this power’s area increases by 5 ft.

Attraction (AU)
Telepathy (Charm) [Mind-Affecting]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: 1 hour/lvl
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an
object. The subject will take reasonable steps to meet, get close to, attend, or find the object of an implanted
attraction. For the purpose of this power, ‘reasonable’ means that while attracted, the subject does not suffer from
blind obsession. He will act on this attraction only when not engaged in combat. The subject will not leap into a fire
or over a cliff, or climb into the jaws of a dragon. He can still recognize danger but will not flee unless the threat is
immediate. If you make the subject feel an attraction to yourself, you can not command him indiscriminately,
although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any
interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).
     Augment: 1. For every additional power point you spend, the interaction bonus granted by this power increases
by 1.
     2. If you spend 2 additional power points, you may implant an attraction to an action in the subject. The subject
will make every reasonable attempt to perform that action as often as possible as long as this power is in effect.
     3. If you spend 4 additional power points, the subject seeks its attraction even to its own detriment. If it does
not approach or remain within 30 ft of its attraction (if an object) or perform its attracted action (see above), it
suffers a -2 penalty on attack rolls, damage rolls, saving throws and skill checks for the round. Attraction’s
subdiscipline changes from charm to compulsion with this augment, which is sometimes called the addiction
augment.
     4. If you spend 4 additional power points, this power's duration becomes “1 day/lvl [D].”
     5. If you spend 6 additional power points, you can manifest this power on an object or a creature. The subject
you touch gains a Will save to negate. If it fails, all creatures within 30 ft must make a Will save or become
attracted to it. This power’s range becomes “Touch,” its target becomes “One object or creature touched,” its area
becomes “30 ft emanation,” its saving throw becomes “Will negates (object),” and its power resistance becomes
“Yes (object).” You are immune to your own manifestation of this effect, and can not target yourself.
     5a. For every 2 additional power points you spend on this augmentation, the area increases by 10 ft.

Aura Alteration (NA)*
Telepathy [Mind-Affecting]
Level: Psion/wilder 6
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One willing creature or object
Duration: 10 min/lvl or instantaneous; see text
Power Points: 11

                                                         - 29 -
You can use this power in one of three ways: to disguise a creature’s aura (alignment) and level, to disguise an
object’s magical/psionic aura, or to remove a compulsion or charm effect from the subject.
     Disguise a Creature: If you use this power to disguise the subject’s alignment and level, the power has a
duration of 10 minutes per level. You can change the subject’s apparent alignment by only one step. For instance,
you could not make a chaotic evil creature appear lawful good, but you could appear chaotic neutral or neutral evil.
You can adjust the subject’s apparent level up or down by a number equal to one-half your own level (rounded
down) or less. Creatures count as their apparent alignment for determining extraneous effects that they influence,
such as whether or not they take penalties to Charisma-based checks when on an aligned outer plane, for activating
magic items, for triggering magical traps, and so on, though they count as their actual alignment for effects that
directly affect them, such as for the magic circle against evil spell, the smite evil paladin ability, the effects of a
helm of opposite alignment, or those of reading the Book of Vile Darkness.
     Disguise an Object: You can use this power to disguise an object’s true nature. If you do, its duration is 10
minutes per level. You can hide a magical or psionic item’s aura, add one to a non-psionic and non-magical item,
change its school or discipline, or add to or disguise an item’s alignment as if it were a creature (treat non-aligned
items as true neutral for this effect). Auras that you alter in this manner can have a manifester or caster level up to
your own manifester level, and a power or spell level up to the highest power you can manifest. Creatures immune
to mind-affecting effects do not see any alterations you make using this ability.
     Remove Compulsion: If you use this power to cleanse the subject’s aura of a baleful or controlling effect, the
duration is instantaneous. This power can remove the compulsion of a curse or a geas/quest effect. It can also negate
any charm and compulsion powers of 6th level or lower, such as crisis of breath or death urge. When aura
alteration is manifested for this purpose, the subject gains another saving throw to remove the compulsion afflicting
it against the original save DC, but with a +2 bonus.
     Augment: 1. For every additional power point you spend, the duration of the disguise aura increases by 10
minutes.
     2. If you spend 2 additional power points, the subject’s alignment shifts an additional step (chaotic evil to lawful
evil, for instance), or you can shift both sides of the perceived alignment by one step (for instance, chaotic evil to
true neutral).
     2a. If you spend a total of 4 additional power points, the subject’s alignment changes to its opposite (chaotic
evil to lawful good, for instance).
     3. For every 2 additional power points you spend, the bonus to resist charms and compulsions increases by +1.
     3a. For every 4 additional power points you spend, you can negate a charm or compulsion effect of 1 level
higher.
     4. If you spend 4 additional power points, this power’s target becomes “1 creature or object,” and its saving
throw becomes “Will negates.” It can now be used on unwilling targets.
     5. [Negative] For every 2 power points not spent, the level of the charm or compulsion effect decreases by 1.
     6. [Negative] If you spend 4 fewer power points, this power’s duration becomes “1 min/lvl” (this augment can
not be used to remove charm or compulsion effects).

Aversion (NAU)
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 2
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: 1 hour/lvl
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

     You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual
or a physical object, she will prefer not to approach within 30 ft of it. If it is a word, she will try not to utter it; if it is
an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The
subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so.
     If the subject is forced into taking an action she has an aversion to, she takes a -2 penalty on any attack rolls,
ability checks, or skill checks involved.
     Augment: 1. For every additional power point you spend, the subject takes 1d6 nonlethal empathic damage
whenever she attempts the action, for every round spent within 30 ft of the object or person of her aversion, or for

                                                             - 30 -
every round spent attending the event you specify. This damage can be reduced by any effect that reduces nonlethal
or empathic damage, such as the empathic adaptation UT power. For every 2d6 damage dealt, the penalty the
subject takes when performing the action is increased by 1. This is often called the edict augment.
    2. If you spend 4 additional power points, this power's duration becomes “1 day/lvl [D].”
    3. If you spend 6 additional power points, you can manifest this power on an object or a creature. All creatures
within 30 ft must make a Will save or suffer an aversion to it. This power’s range becomes “Touch,” its target
becomes “One object or creature touched,” its area becomes “30 ft emanation,” and its saving throw becomes “Will
negates (object).” You are immune to your own manifestation of this effect, and can not target yourself.
    3a. For every 2 additional power points you spend on this augmentation, the area increases by 10 ft.
    4. [Negative] If you spend 2 fewer power points, this power’s range becomes “Touch.”

Baleful Teleport (NA)
Psychoportation (Teleportation)
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes (object)
Power Points: 1

Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. This
effect is disruptive; thus, your successful melee touch attack deals 1d6 points of damage. Targets can be protected
from the effects of baleful teleport by psionic dimensional anchor.
     Augment: 1. For every additional power point you spend, this power’s damage increases by 1d6 points.
     2. If you spend 2 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls)” and its effect
becomes a ray.
     3. [Nomad or psychic warrior] If you spend 2 additional power points, this power’s duration becomes “1 round
+ 1 round/2 levels, or until discharged,” and you can hold the dissipating energies as you could with a hold-the-
charge power, which only discharges on a successful touch attack.
     4. [Nomad] If you spend 8 additional power points, you can psychoportively disperse minuscule portions of the
subject from a distance, dealing an additional 8d6 points of damage. Its range becomes “Close (25 ft + 5 ft/2 lvls),”
and its saving throw becomes “Fortitude half (object).” For every 2 power points you spend augmenting this power
through augment #1, your manifester level increases by 1 for the purpose of overcoming power resistance.
     4a. If you spend 4 additional power points, this power’s saving throw becomes “Fortitude half (object) and
Fortitude negates (object);” you can transport the creature to anywhere within range of the power, while leaving
small amounts behind (the save negates the teleportation and halves the damage done). Unless the creature begins
more than 5 ft above the ground, you must teleport it onto a solid surface (meaning you can not teleport it into the
sky to force it to take falling damage).
     5. [Negative] For every power point not spent on this power, it deals 1d6 fewer points of damage.

Bestial Morphology (A)*
Psychometabolism
Level: Wilder 1, psychic warrior 1
Display: See text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl
Power Points: 1

You change your body to reflect your subconscious mind’s savagery and predatory instincts. You gain either a bite
attack (called the bite of the wolf) or two claw attacks (called the claws of the beast), as noted below:
     Bite of the Wolf: Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain
one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 points of damage
(assuming you are a Medium creature). If you are not a Medium creature, your bite attack’s base damage varies as
follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6.

                                                         - 31 -
     Claws of the Beast: Your fingers grow razor-sharp claws. You gain two claw attacks each round, each dealing
1d4 points of damage (assuming you are a Medium creature). If you are not a Medium creature, your claw attacks’
base damage varies as follows: Fine or Diminutive 1, Tiny 1d2, Small 1d3, Large 1d6, Huge 2d6, Gargantuan 2d8,
Colossal 4d6. If you attack with a manufactured weapon, you can not make any claw attacks with that hand in that
round. You can still hold and manipulate items with your claws or cast spells just as well as you could with your
hands. You can call or dismiss the claws as a swift action during the duration of the power.
     Your claws and fangs 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. You can choose to deal
nonlethal damage with them, taking the standard -4 penalty on your attack roll.
     Your natural weapons work just like those of many monsters. If you make an attack with nothing but your bite
or your claws, you attack at your normal attack bonus, replacing your normal attack routine. You take no penalties
for two-weapon fighting, and neither 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 or one bite attack at your normal attack bonus. If you make
bite or claw attacks in addition to making manufactured-weapon attacks, the natural attacks are considered
secondary attacks; otherwise, they are considered primary attacks. If you make both a bite and two claw attacks in
one round (see below), your bite is considered your primary attack, and your claws are considered secondary
attacks.
     Primary Natural Attack: The attack receives full Strength bonus on damage, and you can attack at your highest
base attack bonus.
     Secondary Natural Attack: The attack receives 1/2 your Strength bonus on damage, and you take a -5 penalty to
your attack rolls.
     Attack forms gained by this power are subject to damage reduction as normal, and count as psionic for
overcoming damage reduction.
     Note: Unlike many powers, the effects of bestial morphology stack (but only once). You can gain one bite
attack and two claw attacks through separate manifestations, and each can be augmented separately. If you already
have a bite or a claw attack and manifest this power to affect that natural weapon, you deal additional damage as
noted above (+1d8 for a Medium bite attack, or +1d4 for Medium claw attacks); this additional damage is what is
doubled via augment #1 (see below).
     Augment: 1. For every 2 additional power points you spend, you double the base damage of your natural
attacks-an additional 2d6 points of damage for a Huge creature’s claw attacks, for example (these doublings are not
cumulative). Both bite and claws are augmented separately (see augment #3).
     2. For every 2 additional power points you spend, you can add an additional bite attack or 2 additional claw
attacks, but only if you have multiple mouths or multiple limbs that can be used with claw attacks.
     3. If you spend 2 additional power points, you can gain both a bite and claw attacks in a single manifestation of
this power. If so, you can not stack manifestations (subsequent manifestations replace one or both types of natural
attacks, though manifesting a claws-only power will not replace the bite attack of an earlier manifestation, for
instance).
     4. If you spend 2 additional power points, this power’s duration becomes “10 min/lvl.”
     4a. If you spend a total of 4 additional power points, it becomes “1 hour/lvl.”
     5. [Egoist] If you spend 4 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes
“Yes (harmless).”
     5a. For every 2 additional power points you spend, you can target another creature.

Bestow Power (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: You and one psionic creature
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 1

You link your mind with that of another psionic creature, creating a brief conduit through which mental energy can
be shared.


                                                        - 32 -
     When you manifest this power, you can transfer up to 2 of your power points to the subject. You can transfer
only as many power points to a subject as either of you have manifester levels. If you feed the other creature more
power points than its normal maximum would allow, all extra power points are lost. If a creature has multiple
classes that grant manifester levels, it uses its highest manifester level in a single class for this purpose. If the
creature has no manifester level but still has a power point pool, you can transfer up to 2 power points to the subject,
maximum, regardless of augmentation.
     Bestow power never creates power points in any fashion; it simply drains power points from your power point
pool. In the case of effects such as affinity field, you can choose to dole out additional power points to account for
the power or ignore the additional effects, at your option.
     Augment: 1. For every additional power point you spend, you can target one more psionic creature, as desired,
and you are able to transfer an additional 2 power points, subject to the restrictions above. All power points must be
divided between available recipients. Note that you must actually spend a power point for this effect to work. The
wilder’s wild surge mechanic counts as having spent a power point for this purpose (though a torc of power
preservation does not).
     2. If you spend 6 additional power points, you can drain power points from a foe instead of granting them. This
power gains the compulsion descriptor. Its target becomes “One psionic creature,” its duration becomes
“Concentration, up to 1 round/lvl; see text,” its saving throw becomes “Will negates,” and its power resistance
becomes “Yes.” You can drain 1d6 power points per round, adding 1 of those points to your reserve (unless that
gain would cause you to exceed your maximum). The drain continues while you maintain concentration and the
subject remains in range. If the subject drops to 0 power points, the power ends. Concentrating to maintain this
power is a full-round action (you can take only 5 ft steps) instead of a standard action. This is often called the power
leech augment.
     2a. For every 4 additional power points you spend, this power’s duration increases by 1 round (during which
you need not concentrate on it).
     2b. If you spend 4 additional power points, concentration is a standard action instead of a full-round action.
     2c. For every 6 additional power points you spend, you can drain an additional 1d6 power points per round, and
can add an additional power point into your reserve.

Body Equilibrium (NA)*
Psychometabolism
Level: Psion/wilder 2, psychic warrior 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl [D]
Power Points: 3

You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk
on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any
resistance to particularly sticky webs). You can move at your normal speed, but you can not run (x4 speed) on an
unfirm surface without sinking or breaking through. You gain a +4 bonus to any and all Balance checks you make
for the duration of this power.
     If you fall from any height while using this power, damage from the impact is halved.
     Augment: 1. [Egoist] If you spend 2 additional power points, the range on this power becomes “Touch,” its
target becomes “One creature touched,” and its power resistance becomes “Yes (harmless).”
     1a. For every additional power point you spend, you can target another creature.
     2. If you spend 4 additional power points, you can run (x4) on a given surface without breaking through. If you
have the Run feat, you can run at x5 by spending 5 additional power points.
     3. [Negative] If you spend 1 power point less, you do not receive the benefit of half damage when you fall.
     4. [Negative] If you spend 1 power point less, you can move on delicate surfaces, but you can only make a
single move action per round.
     5. [Negative] If you spend 1 power point less, this power’s duration becomes “1 minute/lvl.”
     5a. If you spend 2 fewer power points, it becomes “1 round/lvl.”

Body Purification (NA)
Psychometabolism (Healing)
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory and material

                                                         - 33 -
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: Psion/wilder 1, psychic warrior 1

You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when regular
damage is healed, an equal amount of nonlethal damage is also healed. Alternatively, you can restore up to 1 point
of damage to a single ability score. You can not use body purification to heal ability drain or ability burn.
     Since this power does not deal with positive or negative energy, intelligent undead creatures are healed just as
living creatures are. Unless their entry specifically states otherwise, mindless constructs and undead are unaffected
by this power, while intelligent constructs receive only half of this power’s benefits.
     Augment: 1. For every additional power point you spend, this power heals 1 additional point of damage to the
same ability score, or 3 points of hp damage.
     2. For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.
     3. [Egoist] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes
“Yes (harmless).”
     4. If you spend 4 additional power points, you can transfer 2 points of ability damage from a creature you touch
to yourself; its range becomes “Touch,” its target becomes “You and one creature touched,” and its power resistance
becomes “Yes, (harmless).” If you have spent enough power points to heal all of the ability damage you take, it is
instantaneously healed. Note that you must spend enough power points through augment #1 to heal the damage
taken; otherwise, you receive the excess as ability damage.
     4a. For every 2 additional power points you spend, you can transfer an additional 2 points of ability damage.
     5. If you spend 6 additional power points, you can heal (and transfer, if you use augment #2) ability drain in
addition to ability damage.
     6. If you spend 6 additional power points and 20 XP per power point spent on this power, you can heal (and
transfer, if you use augment #2) ability burn in addition to ability damage.
     7. If you spend 6 additional power points, you can transfer your ability damage to another. Its range becomes
“Touch,” its target becomes “One creature touched,” its saving throw becomes “Fortitude negates,” and its power
resistance becomes “Yes.” If you combine this augment with augments #5 and #6, you can transfer ability drain and
ability burn.
     8. [Negative] For every power point not spent, the die size decreases by one step, from d12 to d6 to d4.

Brain Lock (A)
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One humanoid
Duration: Concentration + 1 round, maximum 1 round + 1 round/lvl
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

The subject’s higher mind is locked away. He stands dazed, unable to take any psionic actions (including
manifesting powers or using psionic feats that require a decision to be used), nor any mental actions at all.
     A brain locked subject is not stunned, so attackers get no special advantage against him.
     A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make
for the surface.
     A target of this power receives its initial saving throw to negate its effects, and receives an additional save each
round that you do not concentrate on maintaining the power’s effects.
     Augment: 1. For every additional power point you spend, this power’s duration and maximum duration
increases by 1 round, during which you need not concentrate to maintain it.
     1a. If you spend a total of 8 additional power points, this power’s duration becomes “Concentration + 1
round/lvl [D].”
     2. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or
monstrous humanoid.

                                                          - 34 -
     2a. If you spend a total of 4 additional power points, this power can affect creatures of any type (so long as they
are vulnerable to mind-affecting effects).
     3. For every 6 additional power points you spend, you can affect an additional creature within range.
     4. If you spend 8 additional power points, the creature you affect is stunned for the duration of the power, and
dazzled for 1 round on a successful save.

Burst
Psychoportation
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 0
Quantum Cost: 2

This power grants you a +10 ft acceleration bonus to all forms of movement for 1 round.

Call to Mind (A)
Clairsentience
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1

By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.
     On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If
successful, you instantly recall what was previously buried in your subconscious. You can manifest this power only
once for each piece of knowledge you seek to remember; subsequent manifestations of this power automatically fail,
until you gain at least one level (including racial HD), in which case you can make one additional attempt.
     Augment: 1. [Seer] If you spend 2 additional power points, the manifesting time on this power becomes “1 full-
round action.”
     1a. If you spend a total of 3 additional power points, it becomes “1 standard action.”
     1b. If you spend a total of 4 additional power points, it becomes “1 swift action.”
     2. For every 4 additional power points you spend, the competence bonus provided by this power increases by 1.
     3. If you spend 4 additional power points, you can manifest this power to gain the competence bonus on a
Bardic Knowledge (and similar), Psicraft or Spellcraft check instead.
     4. [Seer] If you spend 14 additional power points, your mind makes lightning-fast deductions based on only the
slightest clues, patterns, or scraps of memory residing in your mind, and you even pulls stray bits of knowledge from
the psychoplanes. The nature of the knowledge you gain concerning the subject of your analysis might include the
answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an
object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at. This augment has
several effects: (1) The manifesting time of this power becomes “1 swift action.” (2) The competence bonus
provided by this power increases by 14. (3) You can apply this bonus to Knowledge and Intelligence checks, and
can make Knowledge checks untrained. This is often called the hypercognition augment.
     4a. For every additional power point you spend, the competence bonus provided by this power increases by 1.

CataPsi (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 5, psychic warrior 5
Display: Mental and visual
Manifesting Time: 1 standard action
Area: 30 ft radius emanation centered on you
Duration: 1 round/lvl
Saving Throw: Will negates; see text

                                                         - 35 -
Power Resistance: Yes
Power Points: 9

By manifesting this power, you generate psychic static, interfering with the ability of other characters to manifest
their powers, cast spontaneous spells, or use psi-like abilities (you are not affected by your own catapsi
manifestation). Psionic activity within the area requires 4 more power points to manifest than normal, unless a
character makes a Will save each time he attempts to manifest a power. Using a psi-like ability becomes a full-round
action, instead of a standard action, in a catapsi field. If two or more fields of catapsi overlap, the effects are not
cumulative.
      The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may
not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his
available power points or his spending limits, the manifestation fails automatically, but no power points are
expended.
      Spontaneous spellcasters, such as sorcerers and bards (and clerics and druids, when they drop a prepared spell
for another spell) are also affected by the catapsi field, and must make a Will save each time they cast
spontaneously, else they receive the results of a lesser spell (see below); alternatively they must use a spell-slot two
higher than normal to cast the spell they intend. If they do not have a high enough spell-slot available, the spell fails.
In the special case of a cleric or druid, the spell they receive when spontaneously casting is two spell-levels lower
than it otherwise would be (a cure light wounds, rather than cure serious wounds, for instance) on a failed save.
Wizards and other casters who prepare their spells ahead of time are affected only if they are casting a spell that has
a lesser version. A wizard casting summon monster III would have the same effects of a summon monster I spell.
      Upon entering a catapsi field, creatures are entitled to a Psicraft check to determine that it will interfere with
their manifestations, and how many power points of interference it entails (DC 29).
      Augment: 1. For every 2 additional power points you spend, the duration of this power increases by 1 round.
      2. For every 4 additional power points you spend, this power’s range and the radius of its area both increase by
5 ft.
      3. For every 4 additional power points you spend, you increase the excess power point expenditure of those
affected by the catapsi effect by 1. For every 2 power points affected, spellcasters are forced to pay spell slots 1
level higher.

Catfall (A)
Psychoportation
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Until landing or 1 round/lvl
Power Points: 0
Quantum Cost: 4

You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how
far you fall, and you take damage as if the fall were 10 ft shorter than it actually is. This power affects you and
anything you carry or hold (up to your maximum load). You may also manifest this power while lying prone (such
as after a successful trip attempt) to instantly regain your feet. This does not provoke attacks of opportunity, nor
does it negate the free extra attack given by the Improved Trip feat (which occurs while you are still prone).
      This power has no effect if manifested while standing on a solid surface.
      Augment: 1. [Egoist] When you manifest this power, its discipline becomes “Psychometabolism,” and you
instantly alter your physiology to help you recover from the fall. You take on cat-like reflexes, or grow wing-like
appendages that slow your descent. Your physiology immediately returns to normal once this power ends.
      2. [Kineticist] When you manifest this power, its discipline becomes “Psychokinesis,” and you throw a blast of
air which buffers your fall and allows you to land upright.
      3. For every additional power point you spend, this power reduces your damage as if the fall were an additional
10 ft shorter.
      4. [Nomad] If you spend 1 additional power point, this power’s range becomes “Personal and Close (25 ft + 5
ft/2 lvls),” and its target becomes “You and one creature,” and the damage from the fall is treated as if it were an
additional 10 ft shorter.
      4a. For every additional power point you spend, you can target one additional creature within range, and the
damage from the fall is treated as if it were an additional 10 ft shorter.

                                                          - 36 -
     5. [Nomad or egoist] For every 5 additional power points you spend, this power reduces your damage as if the
fall were an additional 500 ft shorter.
     6. For every 10 additional power points you spend, this power reduces your damage as if the fall were an
additional 500 ft shorter.

Chameleon (A)*
Psychometabolism
Level: Psion/wilder 0, psychic warrior 0
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour [D]
Power Points: 0
Quantum Cost: 3

Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a
+4 circumstance bonus on Hide checks.
    Augment: For every additional power point you spend, the bonus from this power increases by +1.

Charm, Psionic (A)
Telepathy (Charm) [Mind-Affecting]
Level: Telepath 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One humanoid
Duration: 1 hour/lvl
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

This power makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as
friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5
bonus on its saving throw.
     The power does not enable you to control the charmed person as if it were an automaton, but it perceives your
words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed
Charisma check to convince it to do anything it would not ordinarily do. (Retries are not allowed.) An affected
creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous
is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the power. You
must speak the person’s language to communicate your commands, or else be good at pantomiming.
     Augment: 1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical
beast, or monstrous humanoid.
     1a. If you spend a total of 4 additional power points, this power can affect creatures of any type (so long as
they are vulnerable to mind-affecting effects).
     2. For every 2 additional power points you spend, this power can affect an additional target. Any additional
target can not be more than 15 ft from another target of the power.
     2a. For every 4 power points you spend, this area increases by 5 ft.
     3. If you spend 4 additional power points, you improve the subject’s attitude to “helpful.”
     4. If you spend 4 additional power points, this power’s duration becomes “1 day/lvl.”
     5. If you spend 4 additional power points, you can influence the actions of the target creature by suggesting a
course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the
activity sound reasonable. Asking the creature to do some obviously very harmful act automatically negates the
effect of the power. The suggested course of activity can continue for the entire duration. If the suggested activity
can be completed in a shorter time, the power ends when the subject finishes what it was asked to do. You can
instead specify conditions that will trigger a special activity during the duration. If the condition is not met before
the power duration expires, the activity is not performed. A very reasonable (yet harmful) suggestion causes the save
to be made with a penalty (such as -1 or -2). This is often known as the psionic suggestion augment.


                                                        - 37 -
Chronus Slipstream (AX)
Psychoportation
Level: Nomad 6
Display: Auditory
Manifesting Time: 1 full round action
Range: Medium (100 ft + 10 ft/lvl)
Target: One living creature
Duration: 1 round/lvl [D]
Saving Throw: Will negates and Fortitude negates; see text
Power Resistance: Yes
Power Points: 11, XP

You steal some of a creature’s past or future, temporarily overwriting its present. You alter a creature’s age category
in either direction by 1. This does not change the creature’s class levels or hit dice, but it does alter its ability scores
to reflect its new situation (see pg 109 of the Player’s Handbook or pg 16 of the Expanded Psionics Handbook for
details). These changes are considered inherent alterations to the creature’s ability scores.
     Any creature that advances to venerable age or that is made younger than young adult must make a Fortitude
save or die, as it ages past its natural lifespan and turns to dust or its body’s age rewinds to a point where it did not
exist. Immortal subjects (such as elan) are immune to this aspect of the chronus slipstream power.
     Strangely, creatures (such as dragons) whose age is responsible for advancing their hit dice are still affected by
this power, but they receive the bonuses and penalties that a humanoid would, rather than advancing as they
normally would.
     Unless the subject dies, the subject returns to its original state at the end of chronus slipstream’s duration.
     XP Cost: 5 XP per age category you change, per hit die of the subject.
     Augment: 1. For every 2 additional power points you spend, you can alter the subject’s age by an additional
age category.
     2. If you spend 4 additional power points, this power’s duration becomes “1 min/lvl [D].”
     3. If you spend 4 additional power points, this power’s range becomes “Long (400 ft + 40 ft/lvl).”
     4. For every 4 additional power points you spend, you can affect an additional creature within range. All
creatures so affected are aged in the same way.

Clairvoyant Sense (AX)
Clairsentience (Scrying)
Level: Seer 2
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: See text
Effect: Psionic sensor
Duration: 1 min/lvl [D]
Saving Throw: None
Power Resistance: No
Power Points: 3, XP (see text)

You can see and hear a distant location almost as if you were there. You do not need line of sight or line of effect,
but the locale must be known—a place familiar to you or an obvious one, such as behind a door, around a corner, or
in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense does not move, but you
can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not allow
psionically or supernaturally enhanced senses to work through it.
     If the chosen locale is magically or psionically dark, you see nothing. If it is naturally pitch black, you can see
in a 10 ft radius around the center of the power’s effect or out to the extent of your natural darkvision. The power
does not work across planes.
     You remain vaguely aware of your surroundings, though you take a -5 penalty to all Listen and Spot checks to
notice events that happen around your body.
     XP Cost (Optional): If you spend 20 XP, you can target this power on a creature or object that you specify in
some way, rather than a location. This power’s saving throw becomes “Will negates (object),” and its power
resistance becomes “Yes (object).” You can specify race, profession, or some defining feature, especially a name. If
the subject succeeds on a Will save, the clairvoyant sense attempt fails, and you can not attempt to view that
creature again for at least 24 hours (though you can view it if it happens to be in a place you are viewing normally
via this power). The difficulty of the save depends on how well you know the subject and what sort of physical

                                                           - 38 -
connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its
Will save.

Knowledge                                     Will Save
                                              Modifier
None*                                         +10
Secondhand (you have heard of the subject)    +5
Firsthand (you have met the subject)          +0
Familiar (you know the subject well)          -5
*You must have some sort of connection to a creature you
have no knowledge of.

Connection                                   Will Save
                                             Modifier
Likeness or picture                          -2
Possession or garment                        -4
Body part, lock of hair, bit of nail, etc.   -10
Subject on another plane                     +5

If the subject fails its Will save, your mind coalesces a quasi-real viewpoint near enough to the subject to see and
hear the subject and its immediate surroundings (up 30 ft in all directions away from the subject). You may
potentially be sensed by the subject of your viewing (subjects who can see or sense invisible or hidden creatures
automatically sense you; otherwise you make a Hide check with a +40 bonus to escape detection if immobile, or a
+20 bonus if moving). You could be attacked (although if you become subject to dispel psionics, the remote viewing
simply ends). If the subject moves, you can attempt to follow it at a speed of 20 ft, though if it gets farther than 30 ft
from you (or you move farther than 30 ft from it), the power ends. This option is often called remote viewing.
     Augment: 1. If you spend a certain number of additional power points (see below), you can manifest any power
you possess with the force descriptor through the clairvoyant sense sensor, using the power’s focus as the effect’s
point of origin. If the power has a duration of greater than instantaneous, it lasts for the duration of clairvoyant
sense. If the power’s duration is instantaneous, you manifest the power as an augment to clairvoyant sense, but you
choose when the power comes into effect as a standard action during the duration of clairvoyant sense. Both
clairvoyant sense and the force power end immediately as soon as they deal damage of any kind. The cost for this
augment equals the cost of the force power you manifest +1. The save DC for all powers manifested in this way (if
any) are the same as the save DC of this power. This is often called the clairtangent force augment.
     2. For every additional power point you spend, your viewpoint for the remote viewing option has a speed 5 ft
greater than normal.
     3. If you spend 4 additional power points, your real body remains unmoving and unaware of your actual
surroundings while the clairvoyant sense lasts. On the other hand, your quasi-real viewpoint is treated in some ways
as if it were an invisible ectoplasmic form of yourself, except as follows. This power is of the scrying subdiscipline,
but use the following information in place of the standard scrying sensor. As a quasi-real viewpoint, you can speak
(though your voice is whispery). You can attempt to manifest one power through your quasi-real viewpoint, but you
must make a Concentration check (DC 20 + level of the power you wish to manifest) to succeed. Manifesting (or
attempting and failing to manifest) a power immediately ends the clairvoyant sense. Furthermore, all powers from
your quasi-real viewpoint cost twice the usual number of power points (you can not exceed the power point limit set
by your manifester level, so you are restricted to manifesting lower-level powers than you otherwise could). Power
points you spend as a quasi-real viewpoint are drained from your real body.

Cloud Mind (A)*
Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: None
Manifesting Time: 1 standard action
Range: Personal and Close (25 ft + 5 ft/2 levels)
Target: You and one creature/lvl
Duration: 1 min/lvl
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3


                                                          - 39 -
You make yourself completely undetectable to the subjects affected by this power by erasing all awareness of your
presence from their minds. This power has the following effects:
     First, you are invisible and inaudible to the creature. It can not even detect your presence by means of
blindsense, blindsight, scent, or tremorsense. It can not pinpoint your location by any means.
     Second, the subject remains unaware of your actions, provided you do not make any overt attacks or cause any
obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect
ends.
     If you take an action that creates a sustained and obvious change in the subject’s environment—for example,
attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject
immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or
perceive you can use a move action to warn the subject and thereby grant it a new saving throw.
     If the subject was aware of your presence prior to your manifestation of this power, it must make a secondary
Will save or forget that you were there. Its most recent memories are vague and shadowy, and it goes about its
business as if you had not entered its awareness to begin with.
     Augment: 1. For every additional power point you spend, you can affect another creature within range.
     2. If you spend 4 additional power points, the duration of this power becomes “10 min/lvl.”
     3. [Telepath] If you spend 4 additional power points, the target of this power becomes “You and one creature +
one creature/lvl,” with the additional creature becoming the beneficiary of the invisibility effect as well. The
additional beneficiary must be within Close range to be affected.
     3a. For every 2 additional power points you spend, you can affect an additional beneficiary.
     4. If you spend 8 additional power points, this power’s range becomes “Personal,” its area becomes “100 ft
burst,” its duration becomes “Instantaneous and 1 min/lvl; see text,” and its target becomes “All creatures within
range.” and it hides you from all affected creatures for the duration of the power. This is often called the mass cloud
mind augment. If combined with augment #3, its range is “Personal and Close (25 ft + 5 ft/2 lvls)” and it hides both
you and one beneficiary.
     4a. For every additional power point you spend, its range increases by 10 ft.
     5. [Telepath] If you spend 12 additional power points, this power’s range becomes “Personal; see text,” its
target becomes “You; see text,” its duration becomes “Concentration + 1 round/lvl, and 1 min/lvl; see text,” its area
becomes “60 ft emanation, centered on you,” and its saving throw becomes “Will negates; see text.” You emanate a
field of elusive forgetfulness that moves with you, erasing the memory of your presence from all creatures within
range. Everything within the field must make a Will save or be affected by the cloud mind power, using its normal
duration (1 min/lvl). Any creature that makes its save against this effect is exempt from this manifestation of cloud
mind for 5 rounds, after which it must make yet another save against it. This is often called the mobile mass cloud
mind augment.
     5a. For every additional power point you spend, the radius of this power increases by 5 ft, and you can affect
one other creature so that it, too, is forgotten (this creature is not affected by the cloud mind effect). All creatures so
affected must remain within the emanation to receive its benefits, and must abide by all of the rules to remain
hidden.
     5b. For every 2 additional power points you spend, the interval between saves decreases by 1 round (to a
minimum of 1 round).

Conceal Thoughts (A)*
Telepathy [Mind-Affecting]
Level: Psion/wilder 0, psychic warrior 0
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: 1 hour
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 0
Quantum Cost: 3

You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +3 circumstance bonus
on Bluff checks against those attempting to discern its true intentions. It also gains a +3 circumstance bonus on its
saving throw against any effect used to read its mind (such as read thoughts or mind probe).
    Augment: 1. For every 2 additional power points you spend, this power’s bonus on Bluff checks increases by 1.
For every 4 power points you spend in this way, this power’s bonus on saving throws increases by 1.

                                                           - 40 -
Concealing Amorpha (NA)*
Metacreativity (Creation)
Level: Psion/wilder 2, psychic warrior 2
Display: Material; see text
Manifesting Time: 1 standard action
Area: 1 ft radius membrane
Effect: Quasi-real amorphous film centered on you
Duration: 1 min/lvl [D]
Power Points: 3

Using concealing amorpha, you weave a 1 ft radius, quasi-real membrane around yourself. You remain visible
within the translucent, amorphous enclosure (though your visage is mostly large planes of solid color, as if you were
within a large piece of thick, faceted glass). This distortion grants you concealment (opponents have a 20% miss
chance), thanks to the rippling membrane encasing your form. You can see through the membrane normally, and can
act without hindrance. Creatures and objects can reach through the film without impediment, and anything you hold
or pick up is enveloped by the amorpha.
      The membrane is semi-liquid (though you can breathe normally) and it is partially real, not illusionary; thus,
true seeing and similar abilities do not pierce concealing amorpha; darkvision and the synesthete and touchsight
powers are all ineffective against it, although such abilities can pinpoint where the amorphous enclosure around you
lies. Tremorsense, the scent ability, blindsight, and blindsense work normally, although blindsight is reduced to
blindsense against you when using this power.
      You can not use the concealment from this power to make Hide checks, as those around you know which space
you occupy (though this does not preclude you from utilizing other forms of concealment).
      Augment: 1. [Shaper] If you spend 2 additional power points, the membrane fills up a 5 ft cube, and is totally
stationary. Its range becomes “Close (25 ft + 5 ft/2 lvls),” and its area becomes “One 5 ft cube.” Anything entering
this area is granted concealment; creatures whose space is greater than 5 ft gain regular concealment, and those
whose space is 5 ft or less gain total concealment. The amorpha distorts the view of creatures and objects behind it
as it does those within it, so anything behind the membrane gains concealment as though they were within it. You
can utilize this version of concealing amorpha to make Hide checks.
      1a. For every 2 additional power points you spend, this membrane fills up another 5 ft cube.
      2. [Shaper] If you spend 4 additional power points, the range on this power becomes “Touch,” its target
becomes “One creature touched,” its saving throw becomes “Fortitude negates (potentially harmless),” and its power
resistance becomes “Yes (potentially harmless).” At your option, you can use this power to distort the vision of the
target of the power, effectively blinding it for the duration of the power (though it still gains concealment from other
creatures). If you do so, its duration becomes “1 round/lvl [D].”
      2a. For every 4 additional power points you spend, you can target another creature.
      3. [Shaper or psychic warrior] If you spend 6 additional power points, this power’s area becomes “See text.”
The membrane fills your entire space (usually a 5 ft cube, though it is larger or smaller for larger or smaller
creatures) becoming a mass of membranous fluid, granting you total concealment (50% miss chance). Any creatures
that enter your space (such as when grappling) can also be engulfed by the membrane, though unless their space is
the same as yours or smaller, the concealment they receive is only 20%, and they are blinded while sharing your
space. Because this power grants you total concealment, you can not be directly targeted by powers, spells, or other
forms of attack (though they-including rays-can be aimed into your space).
      4. [Negative] If you spend 4 fewer power points, this power’s duration becomes “1 round/lvl.” If this would
lower the power’s power point cost to 0 or below, you spend 1 power point, instead.

Concussion Blast (NA)
Psychokinesis [Force]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes (object)
Power Points: 3


                                                         - 41 -
A subject you select is pummeled with telekinetic force for 2d6 points of force damage. You can choose to have the
power deal an equal amount of nonlethal damage instead. Concussion blast affects a subject within range that you
can see, even if the subject is in melee or has cover or concealment (you can not use this power against creatures
with total cover or total concealment).
     Objects (including doors, walls, locks, and so on) may also be damaged by this power.
     Augment: 1. This power deals 3d6 points of force damage, but its saving throw becomes “Reflex half.”
     1a. For every additional power point you spend, this power’s damage increases by 1d6 points.
     2. For every 2 additional power points you spend, this power can affect an additional target, and the damage
dealt by this power increases by 1d6 points. Any additional target can not be more than 15 ft from another target of
the power.
     3. For every 2 additional power points you spend, you can increase the distance between targets by 5 ft (if
applicable), and the damage dealt by this power increases by 1d6 points.
     4. For every 3 additional power points you spend, this power’s damage increases by 2d6 points.
     5. [Negative] For every power point not spent, the damage dealt by this power decreases by 1d6 points.

Continuum Façade (A)
Clairsentience (Figment)
Level: Seer 1
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Area: One 10 ft cube/lvl [S]
Effect: Visual figment as imagined by you
Duration: Concentration
Saving Throw: Will disbelief (if interacted with); see text
Power Resistance: No
Power Points: 1

Sages believe that all things must exist somewhere within the boundaries of space and time. You tap into the
infinities of the cosmos, replacing the scene before you with the one you visualize. This delusion is stationary and
cannot be moved; it does not create sound, smell, texture, or temperature.
     The scenery you visualize is ‘real’ in the sense that it actually exists somewhere in the multitude of realities; it
looks genuine, and it comes with trappings of your own devising, such as illusionary objects and so on. Portions of
the scenery that project through the delusion are rendered effectively invisible (though creatures and attended
objects cannot be affected in this way). If the scenery mismatches its surroundings or otherwise arouses suspicion,
onlooking creatures are entitled to a Will save to disbelieve the illusion as if they had interacted with it. Either way,
a successful Will save allows a creature to see both what is real and what is illusionary, and allows it to distinguish
between the two.
     If you attempt to simulate creatures, they are inanimate and cannot be moved.
     Continuum façade can be pierced by touchsight and psionic true seeing.
     Augment: 1. For every additional power point you spend, you can affect an additional 10 ft cube.
     2. If you spend an additional power point, this power’s duration becomes “Concentration + 1 round/lvl [D].”
     2a. If you spend a total of 2 additional power points, it becomes “Concentration + 1 min/lvl [D].”
     2b. If you spend a total of 3 additional power points, it becomes “Concentration + 10 min/lvl [D].”
     2c. If you spend a total of 4 additional power points, it becomes “Concentration + 1 hour/lvl [D].”
     2d. If you spend a total of 8 additional power points and 20 XP, it becomes “Permanent [D].”
     3. If you spend 2 additional power points, you can change the details of the delusion on your turn while you
concentrate, including moving figmented objects within the area of effect as if they were animate. This augment
allows you to simulate creatures by moving them on your turn. If you wish, you can set the delusion to move in a
pre-programmed way that cycles after you cease concentration; it cycles until the power ends or a set number of
times, and the duration for a single cycle can last no longer than the time you spent in concentration. The power still
ends once its duration expires.
     4. For every 2 additional power points you spend, you can add one of the following to the delusion: sound,
smell, or temperature. They can be as ambient or specific as you like. Changes made cannot be extensive enough to
cause or prevent negative effects (such as causing or preventing damage through extreme temperatures). Sounds you
create are made as though by an unaugmented manifestation of create sound.
     5. If you spend 10 additional power points, you can affect fifty additional 10 ft cubes.
     5a. For every additional power point you spend, you can affect five additional 10 ft cubes.


                                                         - 42 -
Contingency, Psionic (AX)
Clairsentience
Level: Psion/wilder 6
Display: Olfactory
Manifesting Time: 10 minutes or longer; see text
Range: Personal
Target: You
Duration: One day/lvl [D] or until discharged
Power Points: 11, XP

You can place another power upon your person so that it comes into effect under some condition you dictate when
manifesting psionic contingency. The psionic contingency power and the companion power are manifested at the
same time. The 10 minute manifesting time is the minimum total for both manifestations; if the companion power
has a manifesting time longer than 10 minutes, use that instead. The power to be brought into effect by the psionic
contingency must be one that affects your person and be of a power level no higher than one-third your manifester
level (rounded down, maximum 6th level).
     The conditions needed to bring the power into effect must be clear, although they can be general. In all cases,
the psionic contingency immediately brings into effect the companion power, the latter being “manifested”
instantaneously only when the prescribed circumstances occur. If complicated or convoluted conditions are
prescribed, the power combination (psionic contingency and the companion power) may fail when called on.
     You can have more than one psionic contingency on your person at one time, though you can use only one
psionic contingency companion power at a time; if a second contingency is activated, the first one (if still active) is
dismissed.
     XP Cost: 1 XP per power point used to manifest both psionic contingency and the secondary power. For
instance, the XP cost of a contingencied dimension slide at minimum cost would be 16 (11 XP for psionic
contingency + 5 XP for dimension slide). If the companion power has an additional XP cost, you must pay that as
well.
     Augment: 1. For every 4 additional power points you spend, the maximum level of the power you can set to
trigger increases by 1.
     2. If you spend 8 additional power points, the duration of this power becomes “Permanent [D] until discharged.”

Control Air (NA)
Psychokinesis
Level: Kineticist 2
Display: Mental
Manifesting Time: 1 standard action
Range: Long (400 ft + 40 ft/lvl)
Area: 50 ft radius spread
Duration: Concentration, up to 1 min/lvl
Saving Throw: None
Power Resistance: No
Power Points: 3

You have some control over wind speed and direction. The speed of the wind within the area of this power can be
increased or decreased by up to 10 miles per hour.
     This power also gives you the ability to alter the direction of the wind by as much as 90 degrees.
     Powerful winds can cause creatures to be blown away, knocked down, or checked (see pg 95 of the Dungeon
Master’s Guide).
     This power can be used to affect water and similar liquids, as needed, though the radius of its area is reduced to
a 25 ft radius spread, and the changes you can make to the water’s speed are reduced to 5 miles per hour.
     Augment: 1. For every additional power point you spend (or for every 2 power points when used underwater),
you can increase the radius of the control air effect by 5 ft.
     2. For every additional power point you spend, you can increase or decrease existent wind speeds by 10 miles
per hour (to a maximum change of 60 mph).
     2a. For every additional power point you spend, you can alter existent wind speeds by 5 mph (this breaks the 60
mph cap as noted above).
     3. For every 2 additional power points you spend, you can protect a 5 ft cube in the center of the area of effect,
where the tempestuous winds are reduced to little more than a calm breeze. This augment is often called the eye of
the storm.

                                                        - 43 -
    4. If you spend 2 additional power points, you can alter the direction of the wind by as much as 180 degrees.
    5. For every 4 additional power points you spend, this power lasts for 1 additional minute, during which time
you need not concentrate on this power (though you can not direct the wind speed or direction during this time).
    6. [Negative] If you spend 2 fewer power points, the range of this power becomes “Close (25 ft + 5 ft/2 lvls).”

Control Body (A)
Psychokinesis
Level: Kineticist 4, wilder 4
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One Medium or smaller creature
Duration: Concentration, up to 1 min/lvl
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 7

You psychokinetically control the actions of any one creature within range. Control body does not require mental
contact with the subject, since you are actually forcing limb movements independent of the target’s mind. You can
force the subject to stand up, sit down, walk, turn around, and so on, but fine motor control, such as operating the
vocal chords, is too difficult. You can also hold the subject immobile, rendering it helpless. You can not force the
subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If
you lose line of effect to the subject for more than 1 round, the effect of this power ends. If the subject moves out of
your line of sight, it is considered effectively blind for the purposes of your control until it moves back into your
field of view.
     If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your key
ability modifier, and its bonus on damage rolls is equal to your key ability modifier. A subject of this power can not
make attacks of opportunity. The subject replaces its Dexterity bonus to Armor Class with your key ability modifier,
and has its general related feats replaced by your own, unless it does not meet the necessary physical prerequisites. It
retains its own racial feats.
     Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely
mental actions (such as manifesting powers) can do so. Creatures need not be conscious to be affected by this power
(but they can not be dead).
     Augment: 1. For every 2 additional power points you spend, this power can affect a target one size category
larger.
     2. If you spend 2 additional power points, the creature you control can make a single attack of opportunity per
round.
     2a. For every 2 additional power points you spend, the creature you control can make an additional attack of
opportunity in a single round.
     3. For every 4 additional power points you spend, you can attempt to control an additional creature within
range.

Control Flames (A)
Psychokinesis [Fire]
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One mundane fire source; see text
Duration: Concentration, up to 1 hour
Saving Throw: See text
Power Resistance: No
Power Points: 0
Quantum Cost: 4

You pyrokinetically control the intensity or movements of one Diminutive-sized or smaller, mundane fire source.
Flames that were started by supernatural methods but continue through mundane means are considered mundane for
this purpose. You can change the nature of your control while you maintain concentration, but only one specified
change (keeping a fire burning, animating it, altering its size up to the maximum size allowed, or snuffing it

                                                         - 44 -
completely out) per round. When your control over a fire source lapses, that fire immediately returns to its original
state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can
artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with
water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching
on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone
out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed
to put out the flames increases to 25.
      This power also enables you to make a fire move as if it were a living creature. You can animate only a
naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your
augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30
ft. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.
      An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square
occupied by a creature, that creature can make a Reflex save to get out of the way (DC 10 + the number of dice of
damage the fire does + your key ability modifier). A successful Reflex save moves the creature to the nearest
unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the
flames (in the fire’s space); see the accompanying table).
      At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on
fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round.
Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage
from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to
switch control from the animated fire (causing it to disappear) to intensify flames that are already burning (thus
denying the foe Reflex saves after the first).

 Manifester         Maximum                                          Damage
 Level              Fire Size     Example                            per Round        Space
 1st+               Fine          Tindertwig                         1                1 ft cube
 1st+               Diminutive    Torch                              1d3              2 ft cube
 5th+               Tiny          Small campfire                     1d6              2 1/2 ft cube
 7th+               Small         Large campfire                     2d6              5 ft cube
 9th+               Medium        Forge                              3d6              5 ft cube
 11th+              Large         Bonfire                            4d6              10 ft cube
 13th+              Huge          Burning Shack                      5d6              15 ft cube
 15th+              Gargantuan    Burning Tavern                     6d6              20 ft cube
 17th+              Colossal      Burning Inn                        7d6              25 ft cube

    Augment: 1. For every 2 additional power points you spend, you can increase the size of a fire you want to
control by one step.
    2. If you spend 4 additional power points, you can control flames that are supernatural in nature (ie, created by
magic, psionics, or a creature’s special abilities), though the effect producing them must have a duration of longer
than Instantaneous. In order to co-opt an ongoing effect, you must succeed at an opposed manifester level check;
otherwise, this power fails.

Control Light (A)
Psychokinesis [Light]
Level: Psion/wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Area: Nine 10 ft cubes + three 10 ft cubes/lvl [S]
Duration: Concentration, up to 1 min/lvl, or 1 round; see text
Saving Throw: None
Power Resistance: No
Power Points: 1

By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in
illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this
power). You can alter the level of illumination from its original level at any time during the power’s duration. While
concentrating, you can move the illumination anywhere in range; its location need not be stationary.

                                                         - 45 -
     Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as
100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light
to see declines accordingly. If you decrease the ambient light in an area by 100%, even those with low light vision
are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a
cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).
     Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as
100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves
accordingly.
     You can use this power to increase the illumination of an area by 200% (improving visual abilities accordingly),
but in such a case the power’s duration is only 1 round.
     Augment: 1. If you spend 2 additional power points, this power’s target becomes “1 creature or object,” its
saving throw becomes “Fortitude negates (harmless, object),” and power resistance becomes “Yes (harmless).” You
anchor the control light effect to an object or a creature, and the effect follows the subject without your intervention.
Alternately, you can anchor the effect to a point in space. In either case, once the power has been manifested you
can move out of the range of this power without having its duration end.
     2. For every 2 additional power points you spend, this power’s duration increases by 1 minute, during which
time you need not concentrate for this power to function. In order to alter the illumination using augment #3, or to
move the effect, you must concentrate on the power as a standard action.
     3. If you spend 4 additional power points, you can increase or decrease the light levels around you at will (but
only so long as you concentrate). The power still ends within a round if you increase light levels to 200%, however.
     4. If you spend 4 additional power points, this power’s area becomes “5 ft radius burst,” its duration becomes
“Instantaneous,” and its saving throw becomes “Reflex negates.” You can increase light levels in a flash of
impressive brilliance that dazzles a creatures within the power’s area. Creatures with the Light Sensitivity special
quality are especially vulnerable, suffering the effects as if you had augmented the power one step farther than you
actually did (see below). You can not combine this augment with augments #1, #2, or #3.
     4a. If you spend a total of 6 additional power points, affected creatures are blinded for 1 round.
     4b. If you spend a total of 8 additional power points, affected creatures are both dazed and blinded for 1 round.
     4c. If you spend a total of 10 additional power points, affected creatures are both stunned and blinded for 1
round.

 Dazzled     -1 to attack, Search, Spot
             Can not see, -2 to AC, loses Dex to AC, half speed, -4 to Search and Str and Dex skills,
 Blinded
             vision-based skills auto-fail, opponents have total concealment
 Dazed       No actions for 1 round
 Stunned     Dazed, drops items in hands, -2 to AC, Loses Dex to AC

    4d. For every 2 additional power points you spend, the radius of this power’s area increases by 5 ft.

Control Object (A)
Psychokinesis
Level: Psion/wilder 0, psychic warrior 0
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One mundane, unattended object no larger than Tiny sized
Duration: Concentration, up to 1 round/lvl
Saving Throw: None
Power Resistance: Yes
Power Points: 0
Quantum Cost: 4

You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your
control. Live vegetation can not be controlled in this fashion, nor can already animated objects or undead. The
controlled object moves like a puppet, with jerky and clumsy movements, at a fly speed of up to 20 ft (with perfect
maneuverability). If its form is rigid, it makes creaking, groaning, or grating sounds as you control it.
    A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus
equal to your base attack bonus plus your key ability modifier. If the attack hits, it deals 1d6 points of damage. A
controlled object has its usual hardness and hit points.


                                                         - 46 -
     You can use this power on a mundane lock, making it move in such a way as to attempt to unlock itself. If you
or another character makes an Open Lock check involving a lock that you are concentrating on controlling, the
character gains a +2 circumstance bonus on the check.
     Augment: 1. For every 2 additional power points you spend, the bonus to Open Lock checks increases by 1.
     2. For every additional power points you spend, the fly speed of the object you control increases by 5 ft.

Control Sound (A)
Psychokinesis [Sonic, Creation]
Level: Psion/wilder 2
Display: Auditory; see text
Manifesting Time: 1 standard action
Range: Personal or Medium (100 ft + 10 ft/lvl)
Area: 25 10 ft cubes + one 10 ft cube/lvl [S]; see text
Target: You, one or more sounds, or mixtures of related sounds; see text
Duration: Concentration, up to 1 min/lvl, or instantaneous; see text
Saving Throw: [Sound Manipulation] None or [Shatter Effect] Reflex half (object); see text
Power Resistance: No
Power Points: 3

You can utilize this power in two different ways:
     1.) Sound Manipulation: You shape and alter existing sounds. While you concentrate, you can target groups of
related sounds in an area, such as people speaking or singing, the stomping of feet, or the patter of rain. A sound as
quiet as a snapping finger can be controlled. You can substitute any sound you have heard (or can imagine) for the
target sounds. For instance, you could replace the sound of a trickling waterfall with the sound of a dragon’s
snoring. You could change the words of a speaker into inarticulate babbling or into other words entirely (though a
speaker generally comes to a halt quickly when he realizes that every word coming out of his mouth is unintended).
This power grants a +5 bonus to Bluff checks when attempting to mimic a specific sound, such as a certain person’s
voice or an animal’s mating call, as well as to Intimidate checks when imitating a particularly frightening sound,
such as a dragon’s roar, opposed by the intended listeners’ Sense Motive checks to avoid suspicion that the sound is
not genuine. If you attempt to alter more than one group of sounds at a time, you must make a Concentration check
(DC 13 + 2 for each additional group of related sounds). You can only emulate as many sounds as the check results
would allow.
     The area of effect for this power is immobile once you finish manifesting, though the sounds within the area
may be moved about at will. However, if you manifest this power specifically to allow you to speak (such as when
emulating an item via metamorphosis), the effect of the power is centered on you, and allows you to speak while
concentrating for the duration of the power, but nothing else.
     You can muffle or magnify sounds, giving yourself up to a +4 circumstance bonus on Move Silently and Listen
checks.
     2.) Shatter Effect: Alternatively, you can expend the force of the power in a sudden burst of painful noise. It
may sound like anything you desire (though it must be extremely loud), and it has a Listen DC equal to 10 - this
power’s save DC. When control sound is used in this way, it has a duration of Instantaneous, and automatically
shatters mundane unattended objects of crystal, glass, ceramic, or porcelain (vials, bottles, flasks, jugs, mirrors, and
so forth), as well as other extremely brittle substances such as dried-out wood, sandstone, flint, or shale within the
area of effect (it can not destroy individual objects larger than 1 cubic ft per level, though it can destroy pieces of
objects up to that size).
     A creature exposed to this destructive impetus must cover its ears (or whatever other sensory apparatus it has)
or take 1d4 nonlethal sonic damage. Anything within 5 ft of a shattered object that is Tiny size or larger takes 1d4
piercing damage due to flying shrapnel. Creatures made primarily of particularly vulnerable materials, such as clay
golems, take 1d4 additional sonic damage as pieces of their own bodies explode. (Reflex save for half-damage on all
three effects).
     Augment: 1. For every additional power point you spend, the area of this power increases by an additional 10 ft
cube.
     2. [Sound Manipulation] For every 2 additional power points you spend, the bonus to skill checks affected by
this power (Listen, Move Silently, Bluff and Intimidate, as appropriate) increases by +1.
     3. [Shatter Effect] For every 2 additional power points you spend, all forms of damage increase by 1d4 points.
     4. [Sound Manipulation] If you spend 4 additional power points, you can move the area of effect as part of your
concentration on the power up to 30 ft per round, and you can reshape it as you see fit, once per round.
     4a. For every 2 additional power points you spend, the movement rate increases by another 30 ft.


                                                         - 47 -
     5. [Shatter Effect] For every 4 additional power points you spend, all creatures but you within the area of effect
are deafened for 1 round when you utilize this power’s shattering effect (Fortitude negates).
     6. [Shatter Effect] For every 4 additional power points you spend, you can affect 1 attended or unattended
object, whether magical or mundane, with a hardness of 10 or less. The object is allowed a Reflex save. If it fails,
the targeted object must make a Fortitude save (with a bonus equal to the item’s hardness) or shatter violently
(dealing automatic shrapnel damage to the bearer, if any). Mundane items are not allowed this secondary save, and
shatter automatically.
     6a. For every 2 additional power points you add to this augment, the hardness of the objects you can affect
increases by 5.

Co-Opt Concentration (A)
Telepathy
Level: Psion/wilder 3
Display: Auditory and mental
Manifesting Time: 1 swift action
Range: Medium (100 ft + 10 ft/lvl)
Target: Your psicrystal
Duration: 1 round/lvl [D]
Saving Throw: No
Power Resistance: No
Power Points: 5

Your psicrystal takes over the responsibility of maintaining concentration on any single power you have manifested
and are concentrating on. While maintaining this concentration, the psicrystal is limited to move actions in each
round, as normal. When the duration of co-opt concentration expires, the power you transferred to the psicrystal
ends (even if this would mean that the power ends earlier than normal, including durations such as “Concentration +
1 round/lvl”). Co-opt concentration also ends if the duration of the power your psicrystal is concentrating on ends.
Your psicrystal takes responsibility for any decisions made while concentrating on the power, and uses its own skill
modifiers for skill checks (including Concentration), although it uses your manifester level and key ability modifier
when making opposed rolls.
     Manifesting this power does not interfere with the power your psicrystal is co-opting.
     Augment: 1. For every additional power point you spend, this power’s maximum duration increases by 1
round.
     2. If you spend 2 additional power points, the co-opted power’s duration does not end unless you must
otherwise concentrate to maintain it. For instance, if a power’s duration is “Concentration + 1 round/lvl,” once this
power ends, the co-opted power would last for an additional round/lvl.
     3. If you spend 6 additional power points, you can co-opt another manifester’s concentration-based power (or a
psi-like ability), taking over control of the power yourself. The power gains the (Compulsion) and [Mind-Affecting]
descriptors, its manifesting time becomes “1 standard action,” its target becomes “One creature,” its duration
becomes “Concentration, up to 1 round/lvl,” its saving throw becomes “Will negates,” and its power resistance
becomes “Yes.” Once you wrest control of the power from the subject, you have several options: Allow the power to
function as normal, keep the power targeted on the subject (if a personal power) but decide how the power fulfills its
function each round, retarget the power on yourself (if a personal power), or you can choose not to concentrate on
the co-opted power in the next round, ending the power at that point.
     3a. If you spend 4 additional power points, you can send the power directly to your psicrystal to control, as
noted above.
     4. If you spend 8 additional power points, this power’s duration becomes “1 min/lvl [D].”
     4a. For every 3 additional power points you spend, its maximum duration increases by 1 minute.

Convocation (NA)
Psychoportation (Teleportation, Calling)
Level: Psion/wilder 5
Display: Auditory, material, olfactory, visual
Manifesting Time: 1 full-round action
Range: Touch and Medium (100 ft + 10 ft/lvl); see text
Target: One object of Small size or smaller, or one creature; see text
Duration: Permanent until discharged [D]; see text
Saving Throw: Will negates (object, potentially harmless); see text
Power Resistance: Yes (object, potentially harmless); see text

                                                         - 48 -
Power Points: 9

You can call another creature or object from elsewhere to appear in your location.
     In order to use convocation, you must first manifest it as a touch-power on a subject to establish a connection. It
receives a Will save and a power resistance check at this time to resist the power; if it fails it is permanently under
this power’s effects, and can be called to you at any time by manifesting convocation again, which discharges the
power (it receives an additional saving throw when you do so, but it does not receive a power resistance check; if it
succeeds, it is not called to your location, but is still under the effects of the power). You can call the subject from
any distance, even across dimensional barriers, but only so long as the subject is not barred from extradimensional
travel for some reason.
     The subject is aware of the call moments before it happens, which gives it a full-round action to act before it is
teleported. The subject acts of its own accord; it is under no obligation to serve you, and acts according to its nature.
     The subject you call appears where you designate within range. Unlike other forms of summoning and calling,
the subject does not act on your turn. If called during battle, it must roll its own initiative, but is not considered flat-
footed when it appears (barring unusual circumstances, such as against hiding or invisible creatures).
     If multiple subjects are simultaneously under the effects of your manifestations of convocation, you must
choose which one you are to call when manifesting this power for that purpose.
     Augment: 1. For every 2 additional power points you spend, you can affect an object one size category larger.
     2. [Negative] If you spend 4 fewer power points, this power loses the [Calling] descriptor and gains the
[Summoning] descriptor in its place. Its duration becomes “Permanent until discharged and 1 round/lvl [D]; see
text,” and the subject of the power returns to its place of origin once the 1 round/lvl expires or when you dismiss the
subject (discharging the power at the end of this duration). If the subject reaches 0 or fewer hp, it is immediately sent
back to its place of origin (unlike most summoning spells, it remains under all effects it underwent while summoned,
and reforms immediately in its original spot). If it takes enough damage to kill it under ordinary circumstances, it
reappears at -9 hp and dying. Effects that entrap or destroy the soul or essence of the creature (such as trap the soul
or psyche snare) work as normal, however.
     2a. If you spend 2 additional power points, this power’s duration becomes “Permanent until discharged and 1
min/lvl [D]; see text.”
     2b. If you spend 6 additional power points, it becomes “Permanent until discharged and 10 min/lvl [D]; see
text.”
     2c. If you spend 10 additional power points, it becomes “Permanent until discharged and 1 hour/lvl [D]; see
text.”

Create Sound (A)
Metacreativity (Creation) [Sonic]
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory; see text
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Effect: Sounds; see text
Duration: 1 round/lvl [D]
Saving Throw: None
Power Resistance: No
Power Points: 0
Quantum Cost: 2

You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of
sound the power creates when manifesting it and can not thereafter change its basic character. The volume of sound
created, however, depends on your level. You can produce as much noise as four normal humans per manifester
level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be
created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and
squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from
sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.
     If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over
and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a
specific individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check
with a +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing suspicion.
     Create sound can be used to bring sounds into existence that you later manipulate by manifesting control sound.


                                                           - 49 -
     Augment: For every 2 additional power points you spend, the maximum volume of sound you can create with
this power increases by the volume of sound created by four humans, and the bonus to your Bluff checks for the
purposes of using this power increases by 1.

Crisis of Breath (A)
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One humanoid
Duration: 1 round/lvl
Saving Throw: Will negates, Fortitude partial; see text
Power Resistance: Yes
Power Points: 5

You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the subject’s
autonomic breathing cycle. The subject’s lungs do not automatically function again while the power’s duration lasts.
     If the target succeeds on a Will save when crisis of breath is manifested, it is unaffected by this power. If it fails
its Will save, it can still continue to breathe by taking a standard action in each round to gasp for breath.
     An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but
each round it does so, beginning in the round when it failed its Will save, the subject risks blacking out from lack of
oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a
breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a
breath; the DC drops back to its original value if the subject spends an action to take a breath.
     Creatures affected by this power are only able to speak through mundane means on rounds in which they take
an action to forcibly breathe, but they take a -2 penalty to the next Fortitude save they make to resist blacking out;
this penalty persists until they take a standard action to gasp for breath. Spells that require verbal components can
not be used for the duration of this power. Telepathy and powers such as control sound and mindlink remain
unaffected.
     If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to -1 hit points and is
dying. Curing powers or spells can revive a dying subject normally, so long as this power’s duration has expired; if
the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it does not
consciously breathe.
     Creatures that do not breathe can also be affected by this power, but it merely inhibits their ability to speak
through mundane means.
     Augment: 1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical
beast, or monstrous humanoid.
     1a. If you spend 4 additional power points, this power can affect creatures of any type (so long as they are
vulnerable to mind-affecting effects, and are required to breathe).
     2. If you spend 6 additional power points, this power can affect up to four creatures all within a 20 ft radius
burst.
     2a. For every 2 additional power points you spend, you can affect an additional creature.

Crystal Detonation (NA)
Psychokinesis [Sonic]
Level: Shaper 7
Display: Auditory, Visual
Manifesting Time: 1 swift action
Range: Personal and touch; see text
Area: 20 ft radius burst
Target: Personal, and one crystalline creature or object touched; see text
Duration: 1 round [D]
Saving Throw: Fortitude negates (object), or Reflex half; see text
Power Resistance: Yes (object) and no; see text
Power Points: 13




                                                          - 50 -
When you manifest this power, you create a buildup of sonic energy inside your body that you can store until the
end of your next turn. You can make a melee touch attack against any crystalline object or creature within reach to
transfer the charge to it (Fortitude negates).
      On a failed save, the target explodes in a massive flash of shrapnel and sonic energy, instantaneously killing it
(if a creature) and dealing 13d6 damage (half sonic, half piercing) to all creatures and objects within a 20 ft radius
(Reflex save for half). The explosion takes place if the target is struck by any kind of blow, or at the end of the
power’s duration; if the power is not discharged into a target before the end of its duration, it fizzles out harmlessly.
The sonic portion of this damage ignores hardness, though it is subject to power resistance.
      You can instead choose to transfer the charge to a single crystal made by the next crystal-based power you
manifest (such as crystal shard or crystallize) within the next round, causing it to explode as if it were the target of
the power; this stacks with effects such as the hail of crystals augment for crystal shard. Use the crystallized
creature’s saving throws, as necessary.
      The only part of this power not affected by power resistance is the piercing damage caused by the shrapnel;
every other aspect of the power is negated by power resistance.
      Augment: 1. For every additional power point you spend, the damage caused by the explosion increases by 1d6
points.
      2. For every 2 additional power points you spend, the duration of this power increases by 1 round, the radius of
the explosion increases by 5 ft.
      3. If you spend 4 additional power points, the manifesting time for this power becomes “1 immediate action.”
      4. If you spend 4 additional power points, the range for this power becomes “Close (25 ft + 5 ft / 2 lvls),” and its
effect is “A ray.”
      4a. If you spend a total of 6 additional power points, its range becomes “Medium (100 ft + 10 ft/lvl).”
      4b. If you spend a total of 8 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
      5. [Negative] For every power point not spent, the damage caused by the explosion decreases by 1d6 points. If
you spend less than 8 power points on crystal detonation, creatures take the appropriate amount of damage as noted
above, but are no longer subject to exploding unless they are killed by the damage that this power deals.

Crystal Shard (NA)
Metacreativity (Creation)
Level: Psion/wilder 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 1

Upon manifesting this power, you propel a razor-sharp shard of crystal at your target. You must succeed on a ranged
touch attack to deal damage to a target. The shard deals 1d6 points of piercing damage. Upon striking a creature or
any other solid force or object (including the ground), the shard shatters into worthless dust.
     This power is mentally enhanced via telekinetic force, bypassing damage reduction (but not damage immunity)
of all kinds. Should the shard be directed to hit a creature in a globe of invulnerability, null psionics field (and the
manifester fails its Will save), or similar effect, it loses this property; as such, it becomes a ranged attack roll (not a
ranged touch attack), and is subject to damage reduction.
     Augment: 1. [Shaper] You can alter this power to deal slashing or bludgeoning damage, rather than piercing
damage, at your option.
     2. For every additional power point you spend, this power’s damage increases by 1d6 points.
     3. If you spend 2 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     4. If you spend 4 additional power points, the crystal shard explodes upon impact, blasting the target back from
you. Targets of up to one size category larger than you must make a Strength check (DC equal to the save DC of this
power + 1 per 5 points of damage dealt), or be pushed back 5 ft + 5 ft for every 5 points of damage it takes. If a wall
or other solid object (including a creature) prevents the subject from being pushed back, the subject instead slams
into it and both take bludgeoning, piercing, or slashing damage (as appropriate) equal to half the initial damage dealt
by the power from the impact (no save). The movement caused by this augment does not provoke attacks of
opportunity. If you use this in conjunction with augment #5, only the initial ranged touch attack is affected by this
augment. This is sometimes called the crystal push augment.
     4a. For every 2 additional power points you spend, you can affect a creature one size category larger.

                                                          - 51 -
     4b. If you spend 4 additional power points, the target and any creature it hits must make a Reflex save or fall
prone at the end of their enforced movement.
     5. [Shaper] If you spend 8 additional power points, you cause the crystal shard to explode violently when it hits
the target you designate, or when it reaches the location (grid intersection) of your choice. If the shard strikes a
target, it deals 4d6 points of damage. When it strikes or reaches the area you designate (even if it misses your
original target), the explosion deals 7d6 points of slashing and piercing damage from the thousands of crystalline
shards that spray forth in a 10 ft radius burst (Reflex save for half). If directed into a null psionics field or similar,
the shard does not explode unless it strikes a solid object or a creature, and it continues moving in a straight line
until it moves out of the effect’s area. Note that you can make an attack roll to strike the ground in the area you
choose (AC of 5), in which case the shard strikes the ground and explodes as normal. This is often called the hail of
crystals augment.
     5a. For every additional power point you spend, the explosion from this augment deals an additional 1d6
damage; for every 2 additional power points you spend in this way, the ranged touch attack deals an additional 1d6
damage, and the radius of the explosion increases by 5 ft.
     6. [Negative, shaper] If you spend 2 fewer power points, the die-size of this power decreases to 1d4, rather than
1d6.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability.

Crystalline Buffer (NA)
Metacreativity (Creation)
Level: Shaper 5, psychic warrior 5
Display: Auditory and material; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Area: See text
Duration: Concentration, up to 1 round/lvl
Saving Throw: None or Reflex half; see text
Power Resistance: No
Power Points: 9

You surround yourself with a sphere of razor-sharp crystalline blades that spin around you in random directions
almost faster than the eye can see, filling the air with a low whine as they slice through it.
      When you manifest this power, you fill all of the spaces adjacent to you with a flurry of translucent crystals.
Any creatures and unattended objects that occupy those spaces at any point during the round take 4d6+4 points of
piercing and slashing damage (no save); this includes creatures that you pass while you move. No creature can be
affected by this effect more than once per round, however, unless they use their own movement to pass through the
sphere multiple times. Creatures that share your space are not subject to this damage unless they attempt to reach
through the sphere (see below), or their space is larger than yours.
      Creatures that attempt to reach through the sphere of shards in order to make a melee attack against you
(including touch attacks) take 4d6+4 points of piercing and slashing damage (Reflex half). Creatures using
manufactured weapons with more than 5 ft of reach do not suffer this drawback.
      Crystalline buffer does not provide cover or concealment of any kind. If two spheres overlap (such as if you
share this power with your psicrystal), the damage taken from touching them overlaps as well, meaning that
creatures are only affected by the strongest one.
      This power is maintained via telekinetic force, bypassing damage reduction (but not damage immunity) of all
kinds. While you control the flurry of crystalline shards, you are not harmed by your own manifestation; however, if
control is given over to someone else (such as through the co-opt concentration power), reaching through the shards
surrounding you can damage you.
      Augment: 1. If you spend 1 additional power point, this power deals an additional 1d6+1 points of damage.
      1a. For every 2 additional power points you spend, this power deals an additional 1d6+1 points of damage.
      2. [Shaper] If you spend 2 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls),” and
its target becomes “One creature.” You are not affected by your own manifestation of crystalline buffer, but you
must still concentrate in order to maintain its effect.
      2a. If you spend 2 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
      2b. If you spend 4 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”


                                                          - 52 -
     2c. If you spend 2 additional power points, the target of this power takes over the effects of concentrating on
your manifestation of this power instead of you; however, since you are no longer in control of it, you are subject to
its damaging effects.
     3. For every 3 additional power points you spend, this power’s duration increases by 1 round, during which you
need not concentrate to maintain its effects.
     4. For every 4 additional power points you spend, the sphere affects spaces an additional 5 ft out, and
manufactured weapons must have an additional 5 ft of reach to avoid the damage above.
     5. [Negative] For every 2 power points not spent, this power deals 1d6+1 fewer points of damage. This effect
cannot be combined with augment #1.
     6. [Negative] If you spend 5 fewer power points, this power does not affect adjacent spaces, instead affecting
only creatures that attempt to make melee attacks against you (except for those with reach, as noted above). This
effect cannot be combined with augment #4.
     6a. For every additional power point you spend, this power deals an additional 1d6+1 points of damage.

Crystallize (NA)
Metacreativity
Level: Shaper 6
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One corporeal, organic creature
Duration: Permanent
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 11

You seed the subject’s flesh with supersaturated crystal. In an eyeblink, the subject’s form seems to freeze over, as
its flesh and fluids are instantly crystallized. Following the application of this power, the subject appears lifeless. In
fact, it is not dead (though no life can be detected with powers or spells that detect such). Its equipment is not
affected.
      The creature is treated as an object for the targeting purposes of spells, powers, and other effects (except for
effects that would return it to normal).
      This power has a chance of being dispelled only by a manifester of a higher level than you when you manifested
this power. When the power is dispelled, crystal melts back into flesh, and the subject is in exactly the state he was
prior being affected by crystallize.
      Human-sized Medium creatures affected by this power weigh approximately 800 lbs, with Large creatures
weighing 8 times as much, Huge creatures weighing 64 times as much, and so on. Small creatures weigh 1/8 as
much, Tiny creatures weigh 1/64 as much, and so on. Exceptionally large creatures (such as gelatinous cubes) can
weigh as much as creatures of the next size category. Crystal made by this power is has 25 hit points per inch of
thickness, and a hardness of 8.
      Augment: 1. For every additional power point you spend, the subject takes 2d6 damage when it is returned to
normal by anything less than a carefully-worded reality revision, limited wish, or miracle (no additional save for this
effect). If this kills the subject, it immediately explodes, dealing piercing damage equal to half the total damage it
took to all creatures within a 20 ft radius (Reflex for half). If combined with augment #3, this augment deals 1d6
damage per additional power point spent.
      2. If you spend 6 additional power points, this power gains the creation descriptor, and its duration becomes
“Instantaneous.” It can not be dispelled, but remove curse, reality revision, limited wish and miracle can return the
creature to normal. This augment can not be combined with augment #3.
      3. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 hour/lvl.” At the end of the
power’s duration, the crystal evaporates, leaving the creature unharmed.
      3a. If you spend a total of 4 fewer power points, it becomes “1 minute/lvl.”
      3b. If you spend a total of 6 fewer power points, it becomes “1 round/lvl.”
      4. [Negative] If you spend 4 fewer power points, this power’s range becomes “Touch.”

Danger Sense (A)*
Clairsentience
Level: Psion/wilder 0, psychic warrior 0
Display: Visual
Manifesting Time: 1 standard action

                                                          - 53 -
Range: Personal
Target: You
Duration: 1 min/lvl [D]
Power Points: 0
Quantum Cost: 3

Your senses sharpen, giving you an edge when dealing with unexpected dangers.
    You gain a +1 insight bonus to Search checks to find traps, a +1 insight bonus on Reflex saves to avoid traps,
and a +1 insight bonus to Armor Class against attacks by traps.
    This power grants no ability to deal with traps once found, only the ability to find and avoid them.
    Augment: 1. For every additional power point you spend, the bonus to Reflex saves and AC against attacks
regarding traps increases by 1. For every 2 additional power points you spend this way, your Search bonus increases
by 1. For every 4 additional power points you spend this way, you gain a +1 insight bonus to your Initiative check.
    2. If you spend 3 additional power points, this power grants you trapfinding, as the rogue ability.
    3. If you spend 3 additional power points, this power also gives you the uncanny dodge ability.
    3a. If you spend 3 additional power points, this power gives you the improved uncanny dodge ability as well.
    The duration of this power depends on how many power points you use in augmentation. If you spend at least 4
additional power points, this power’s duration becomes “10 minutes/lvl.” If you spend at least 8 additional power
points, it becomes “1 hour/lvl.”

Daze, Psionic (A)
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 1
Display: Material and mental
Manifesting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

The subject is dazed on a failed Will save. A dazed subject is not stunned, so attackers get no special advantage
against it.
     Augment: 1. For every 2 additional power points you spend, this power’s duration increases by 1 round.
     2. If you spend 2 additional power points, this power’s range becomes “10 ft,” its area becomes “10 ft radius
spread centered on you,” and its target becomes “One or more creatures.” You can choose any creatures within the
area of effect to remain unaffected. This augment potentially affects any creatures in range if combined with
augment #3.
     2a. For every 2 additional power points you spend, this power’s range and radius increase by 5 ft. If combined
with augment #3, your manifester level is treated as 1 higher, instead, whichever is greater.
     3. If you spend 2 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 levels).”
     3a. If you spend 4 additional power points, it becomes “Medium (100 ft + 10 ft/lvl).”
     3b. If you spend 6 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     4. If you spend 6 additional power points, this power stuns creatures on a failed save.

Death Urge (NA)
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 4
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7



                                                       - 54 -
You plant a hidden death-urge impulse in the subject’s subconscious. On the subject’s next turn, it looks for the
quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting
to harm itself.
      If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as
a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity,
offering its opponent an opening, which the opponent may or may not choose to take advantage of.
      Spellcasters, manifesters, and creatures with abilities that can harm their wielders utilize the most devastating
ability they have that has a chance of affecting them. A subject close to an immediate and lethal hazard such as a
cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.
      If the subject has no means with which to harm itself, it simply does nothing at all.
      Augment: 1. For every 4 additional power points you spend, this power’s duration increases by 1 round. This
power’s saving throw becomes “Will partial; see text.” Each round, the subject receives a Will save each to suppress
the urge to harm itself for that round, and if successful, it acts as it normally would. Subjects so affected can recall
their actions on previous rounds, but are not otherwise aware of still being under this power’s influence.
      1a. If you spend 4 additional power points, this power’s saving throw remains “Will negates,” and subjects do
not receive saving throws after the initial save.
      2. For every 4 additional power points you spend, you can affect one additional creature within 20 ft of the first.
      2a. For every 2 additional power points you spend, you can increase the distance by 5 ft.
      3. [Negative] If you spend 4 fewer power points, you urge the target to attempt to disable itself without using
lethal means (non-lethal damage, casting entangle or sleep on itself, and so on).

Deceleration (A)
Psychoportation
Level: Psion/wilder 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/lvl)
Area: 10 ft diameter burst
Target: One or more creatures
Duration: Instantaneous and 1 round/lvl; see text
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 1

You warp space in the area you choose, hindering the ability to move for all subjects in the area. The subjects’ speed
(in any movement mode they possess) is halved. The original burst effect takes place instantaneously, but the
warping of space caused by deceleration latches onto all affected targets for the duration of the power.
     A subsequent manifestation of deceleration on the subject does not decrease a target’s speed further.
     Augment: 1. For every 2 additional power points you spend, the diameter of the burst increases by 5 ft.
     2. For every 4 additional power points you spend, you can reduce a single target’s reach on melee weapons, and
the range of spells, powers, spell-like, psi-like, and supernatural abilities by 5 ft (to a minimum of 0 ft). You must
choose these targets upon manifesting this power. You can use this augment multiple times to further reduce the
reach of a single creature in lieu of targeting multiple creatures, if you desire.
     3. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     3a. If you spend a total of 6 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”

Decerebrate (NA)
Psychoportation [Teleportation]
Level: Psion/wilder 7
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/lvl)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 13



                                                         - 55 -
With decerebrate, you selectively remove a portion of the subject’s central nervous system. The creature loses all
cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. It retains its mental
faculties, though it is unable to do anything but strictly mental actions. The subject becomes limp and unresponsive.
Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the
creature perishes in 1d4 days.
     The creature need not have a ‘brain,’ as such, for this power to work, though you must know where to locate its
central nervous system; on creatures without obvious humanoid- or animal-like physiology (such as some
aberrations, oozes, shapeshifters, and so on), you must make an appropriate Knowledge check (DC = 10 + 1/2 the
HD of the creature) to make a successful guess as to where the appropriate organs are, else the power fails. Once
you’ve made a successful decerebrate attempt on a specific type of creature, you need not make this check again.
     Augment: 1. If you spend 2 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     1a. If you spend 4 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     2. [Negative] If you spend 8 fewer power points, you can selectively remove a smaller portion of the target’s
central nervous system, destroying its ability to use one of its senses (sight, hearing, taste, or smell). It is rendered
blind, deaf, etc, and can no longer use any abilities based on that sense (such as the Scent ability). It can, however,
circumvent this handicap through the use of the synesthete power. The subject does not die as a result of this power.
     2a. For every 2 additional power points you spend, you can remove another sense.

Déjà Vu (A)
Telepathy [Mind Affecting]
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

Your mental impulse forces the subject to repeat the actions it took on its previous turn. You can choose whether
this impulse is objectively identical (move North 20 ft and attack the space to the West, using Power Attack for 8
points), or mentally subjective to the target (move toward the nearest foe to flank, then Power Attack for enough to
potentially drop it), or any combination of the two. This essentially allows you to control what the subject does,
within the bounds of this power. Regardless, it performs full-round, standard, move, swift, immediate, and free
actions in the same order as it did before, and can not do anything it did not do in the previous round.
     If the situation has changed in such a way that the subject can not take the same actions again, it will perform all
of the individual steps as it can, doing nothing but standing still on each step that can not be done.
     In any event, unless it could not or did not defend itself on the previous round (such as by being flat-footed, or if
it was grappling), it retains its Dexterity bonus to AC even if it is standing still. It suffers all penalties that has
applied both last round and this round, but does not benefit from bonuses unless they apply over the course of both
rounds. The subject will not perform obviously suicidal actions unless one of the following conditions applies: it
willingly performed it as a suicidal action in the previous round (here, being dominated counts as being willing), it
was not aware that the action was dangerous last round (such as after having failed to spot an illusion until it was too
late), or the action would not have killed it last round, but might do so this round (via hp damage, and so on). If you
attempt to force the subject into a suicidal action not subject to the above, the subject gains another Will save to
immediately negate the effect; if it fails, it simply stops just prior to performing the activity, and does nothing.
     Augment: 1. For every 4 additional power points you spend, you can target one additional creature within 20 ft
of any others. For every 2 additional power points you spend, the radius of this area increases by 5 ft.
     2. For every 6 additional power points, you can extend this power’s effect for one round, though affected
creatures can attempt another save at the beginning of their turns to negate the rest of the power’s duration, and can
then act normally.
     3. If you spend 8 additional power points, you can force the creature to perform obviously suicidal actions,
assuming they fit with the creature’s actions in the previous round, without forcing an additional Will save. This
power gains the compulsion descriptor.

Demoralize (A)
Telepathy [Mind-Affecting, Fear]
Level: Psion/wilder 1

                                                          - 56 -
Display: Mental and olfactory
Manifesting Time: 1 standard action
Area: 30 ft radius spread centered on you
Duration: Instantaneous, and 1 min/lvl; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

Your mind broadcasts an invisible burst of fear, filling your enemies with self-doubt. Anyone that you know is
hostile to you (or to your allies, at your option) in the area that fails its save becomes shaken for the duration of the
power. Allies, hostile creatures whose presence is concealed (or creatures whose hostility toward you is unknown,
including bystanders), and creatures without an Intelligence score are unaffected. The initial spread effect occurs
instantaneously, but its aftereffects last for the duration of the power. This is a mind-affecting fear effect.
     Augment: 1. For every 2 additional power points you spend, this power’s range and the radius of its area both
increase by 5 ft.
     2. If you spend 2 additional power points, you or a creature you touch, are the focus of the fear affect. You gain
a +2 bonus on Intimidate checks against all affected creatures.
     2a. For every 2 additional power points you spend, the bonus increases by +1.
     3. [Telepath] For every 4 additional power points you spend, creatures affected by this power become one step
more fearful (shaken to frightened to panicked to cowering).
     4. If you spend 4 additional power points, you can spread fear to creatures who have no hostility toward you,
but are not your allies (in other words, enemies and bystanders alike).

Destiny Dissonance (A)
Clairsentience
Level: Seer 1
Display: Material and mental
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/lvl
Saving Throw: None
Power Resistance: Yes
Power Points: 1

Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store.
Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the
manifester.
     Augment: 1. If you spend 2 additional power points, the range on this power becomes “Close (25 ft + 5 ft/2
lvls),” and its saving throw becomes “Will negates.”
     2. If you spend 6 additional power points, you cause your foe to become nauseated, rather than sickened.
     2a. If you utilize augment #1, and spend 4 additional power points on top of both augments, this power’s saving
throw becomes “Will partial and Will negates; see text;” if your foe succeeds at its first save, it must make a
secondary save or becomes sickened instead.

Detect Hostile Intent (NA)*
Telepathy [Mind-Affecting]
Level: Psion/wilder 2, psychic warrior 2
Display: Olfactory
Manifesting Time: 1 standard action
Area: 30 ft radius emanation centered on you
Duration: 10 min/lvl [D]
Saving Throw: None
Power Resistance: No
Power Points: 3

While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within
30 ft of you, and their direction from you (but not their specific location). The power detects active aggression, as


                                                          - 57 -
opposed to vigilance. In addition, while this power is active you can not be surprised or caught flatfooted by
creatures that are susceptible to mind-affecting powers.
     While under the effect of this power, you can make Sense Motive checks as a free action against anyone within
30 ft of you.
     The power can penetrate barriers, but 3 ft of stone, 3 inches of common metal, 1 inch of lead, or 6 ft of wood or
dirt blocks it.
     Augment: 1. For every additional power point you spend, the range and area of this power increases by 10 ft,
and the amount of barrier the power can penetrate increases by 1/3 (1 ft of stone, 1 inch of common metal, 1/3 inch
of lead, and 2 ft of wood or dirt).
     2. If you spend 2 additional power points, this power will awaken you automatically while you are sleeping,
fully alert and aware of any sources of hostility within range.
     3. [Telepath] If you spend 2 additional power points, the range of this power becomes “Touch” and the target
becomes “One creature touched.” The saving throw becomes “Will negates” and power resistance becomes “Yes
(harmless).”
     4. If you spend 4 additional power points you gain the benefits of augment #3.
     5. If you spend 4 additional power points, you can sense exactly which spaces the sources of hostility inhabit,
though it does not allow you to see them if you can not do so otherwise.
     6. If you spend 4 additional power points, this power’s duration becomes “1 hour/lvl.”
     7. If you spend 6 additional power points, you can sense concentrated vigilance, such as the aforementioned
soldier assigned to guard the door. Creatures that are not alert do not register (such as if the guard were asleep).
     8. [Negative] If you spend 2 fewer power points, you can not tell where the source of the hostile intentions is
coming from, only that something in the area harbors them, and the power can not penetrate any barriers thicker than
the width of a piece of parchment.

Detect Psionics (A)*
Clairsentience
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory and visual
Manifesting Time: 1 standard action
Area: 60 ft Cone-shaped emanation centered on you
Duration: Concentration, up to 1 hour [D]
Saving Throw: None
Power Resistance: No
Power Points: 0
Quantum Cost: 4

You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any
psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the
Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power
depends on how long you study a particular area or subject.
     1st Round: Presence or absence of psionic auras.
     2nd Round: Number of different psionic auras and the strength of the most potent aura.
     3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of
sight, you can make Psicraft checks to determine the discipline involved in each aura. (Make one check per aura; DC
15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a
psionic item.)
     Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal
weaker auras.
     Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level.
If an aura falls into more than one category, detect psionics indicates the stronger of the two.

Detect Psionics
                      —————— Aura Strength ——————
Power or Item         Faint        Moderate Strong    Overwhelming
Functioning power     3rd or lower 4th-6th  7th-9th   10th+
(power level)                                         (deity-level)
Psionic item          5th or lower 6th-11th 12th-20th 21st+
(manifester level)                                    (artifact)


                                                        - 58 -
Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in
the case of a psionic item). If detect psionics is manifested and directed at such a location, the power indicates an
aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original
strength:

Original Strength     Duration
Faint                 1d6 minutes
Moderate              1d6 x 10 minutes
Strong                1d6 hours
Overwhelming          1d6 days

Each round, you can turn to detect psionics in a new area. You can tell the difference between magical and psionic
auras. The power can penetrate barriers, but 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of
wood or dirt blocks it.
     Augment: 1. For every additional power point you spend, this power’s range increases by 5 ft.
     2. [Seer] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Will negates (harmless),” and its power resistance becomes “Yes
(harmless).”
     2a. For every additional power point you spend, you can target another creature.
     3. If you spend 3 additional power points, you gain the 1st round’s worth of information as a swift action.
     3a. If you spend a total of 6 additional power points, you gain the 1st and 2nd rounds’ worth of information as a
swift action.
     3b. If you spend a total of 9 additional power points, you gain all three rounds’ worth of information as a swift
action, and you need only maintain concentration on this power by utilizing a swift action each round (rather than by
using a standard action).
     4. If you spend 4 additional power points, you can discern other sorts of auras, in addition to detecting psionic
activity: 1st Round: Presence of good and evil or lawful and chaotic auras in the area. You can not pin an aura to a
particular object or individual at this stage; instead, you see a colored haze suffusing the area. 2nd Round: Number
of auras (creatures, objects, powers, or spells) in the area. You know how many auras are in the area, even though
each aura does not resolve to its actual location quite yet. 3rd Round: The owner of each aura is revealed, unless the
individual is outside your line of sight. This is often called the aura sight augment.

Detect Remote Viewing (NA)*
Clairsentience
Level: Psion/wilder 4
Display: Mental and visual
Manifesting Time: 1 standard action
Area: 40 ft radius emanation centered on you
Duration: 24 hours
Saving Throw: None
Power Resistance: No
Power Points: 7

You immediately become aware of any attempt to observe you by means of a clairsentience (scrying) power or
divination (scrying) spell. The power’s effect radiates from you and moves as you move. You know the location of
every psionic or magical sensor within the power’s area.
      If the viewing attempt originates within the area, you also know the viewer’s location. Otherwise, you and the
remote viewer immediately make opposed manifester level checks (1d20 + manifester level, or viewer’s caster level
as appropriate). If you at least match the remote viewer’s result, you get a visual image of the remote viewer and an
accurate sense of the remote viewer’s direction and distance from you.
      Augment: 1. For every 2 additional power points you spend, the radius of the area of this power increases by 5
ft; for every 4 additional power points you spend in this way, you gain a +1 insight bonus on any opposed manifester
level checks you make for the duration of the power.
      2. If you spend 4 additional power points, you can use the visual image you receive from a successful
manifester level check as the point for the anchored navigation power, if you immediately manifest it after getting
the vision.
      3. [Negative] If you spend 2 fewer power points, the area of effect is stationary, and can not be moved unless
you spend an action concentrating, in which case it defaults to your current position (even if you are on another


                                                         - 59 -
plane). You can receive the results of this power from any distance, but the sensations do not cross planar
boundaries.
     3a. If you spend 6 additional power points, however (net result: 4 power points), you can sense the effects of
this power across planar boundaries.
     4. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 hour/lvl.”

Detect Teleportation (A)*
Clairsentience
Level: Nomad 1
Display: Visual
Manifesting Time: 1 standard action
Area: 40 ft radius emanation centered on you
Duration: 1 round/lvl
Saving Throw: No
Power Resistance: No
Power Points: 1

You sense the use of any effects of the teleportation subdiscipline or subschool within the area. You sense the use of
these powers whether or not you have line of sight or line of effect (force effects prevent this detection-though
personal effects, such as inertial armor and force screen do not). When you sense the use of an appropriate power,
you know the direction in which the power was used, though not the distance or the exact effect.
      Augment: 1. If you spend 2 additional power points, this power’s range increases to Medium (100 ft + 10
ft/lvl).
      2. If you spend 2 additional power points, you can immediately make a Psicraft (or Spellcraft) check (DC = the
DC of the teleportation effect) to determine exactly what effect was used, even if you otherwise can not see the
effect yourself.
      3. If you spend 4 additional power points, you can sense exactly which space the teleportation effect originates
from, and have a vague idea of its destination (if any). The information garnered in this way would include a
direction, and the number of ft or miles traveled. If the destination was another plane, you are aware of what plane
has been traveled to, though not what portion of the plane.
      4. If you spend 4 additional power points, this power’s duration becomes “1 min/lvl.”
      4a. If you spend a total of 6 additional power points, it becomes “10 min/lvl.”
      4b. If you spend a total of 8 additional power points, it becomes “1 hour/lvl.”
      5. If you spend 6 additional power points, you gain a quick glimpse of the destination reached by the
teleportation effect (but not any creatures present), enough to use as the destination for an attempted psionic teleport
(see the dimension slide power for details). You have a 50% chance of successfully teleporting to the new location if
you have never visited there before, unless it is the focus for an anchored navigation or similar effect.
      5a. For every additional power point you spend, your chances of successfully teleporting to the viewed location
improves by 5%.

Dimension Slide (AX)
Psychoportation (Teleportation)
Level: Nomad 1, psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Touch and Close (25 ft + 5 ft/2 lvls); see text
Target: You, the object(s) you touch, and creatures that weigh no more than your light load; see text
Duration: Instantaneous
Saving Throw: Will negates (object); see text
Power Resistance: Yes (object)
Power Points: Nomad 1, psion/wilder 3, psychic warrior 3, XP (see text)

You instantly transfer yourself from your current location to any other spot within range to which you have line of
sight, through the Astral Plane. You can bring along possessions that amount to as much as a medium load,
including living creatures that weigh as much as your light load (as determined by your key manifesting ability
score, rather than your Strength). Movement caused by the use of dimension slide does not provoke attacks of
opportunity.
     If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can not see
the power simply fails to function.

                                                         - 60 -
     Your destination location must be on the same plane as your starting location, unless your line of sight extends
through a portal or other interdimensional breach that you would otherwise be able to pass through; generally
speaking, however, you can not plane-hop using dimension slide.
     XP Cost, Nomad (Optional): If you spend 10 XP and 9 or more power points manifesting this power (through
augmentation or otherwise), you can set up a contingencied teleportation effect. The range for the power becomes
“Personal,” its target becomes “You,” and its duration becomes “1 hour/lvl, or until discharged [D].” You specify a
situation that triggers your automatic manifestation of dimension slide. Manifestations with a range of Close,
Medium, or Long teleport you according to the augmentations you make when you manifest the power, but you
make the decisions on where you teleport when the contingency is triggered. Manifestations with longer ranges
teleport you to a predetermined location. The contingency goes off on the initiative count immediately after the
specified situation occurs, even if you are flat-footed or you have already taken your turn in the current round. The
specified situation can be described in general terms or specific terms. This is often called the teleport trigger
option. The contingency created by this option does not interfere with those created by the psionic contingency
power, though you can only have one teleport trigger at one time.
     Augment: 1. If you spend 1 additional power point, you need not have line of sight to the area you transport
yourself to. However, you must be able to specify where you wish to appear. You always arrive at exactly the spot
desired—whether by simply visualizing the area or by stating distance and direction. If you arrive in a place that is
already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are
shunted to a random open space on a suitable surface within 100 ft of the intended location. If there is no free space
within 100 ft, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a
free space within 1,000 ft. If there is no free space within 1,000 ft, you and each creature traveling with you take an
additional 4d6 points of damage and the power simply fails. This is often called the psionic dimension door
augment.
     2. If you spend 2 additional power points, you can bring possessions that amount to as much as your heavy load,
and can bring along one Medium or smaller creature.
     2a. [Nomad] For every additional power point you spend, you can bring a creature one size category larger, or
you can exchange smaller creatures for larger ones. A Large creature counts as two Medium creatures, a Huge
creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one
another, and at least one of those creatures must be in contact with you.
     2b. For every 2 additional power points you spend, you receive the benefits of augment #2a.
     3. If you spend 4 additional power points, this power’s target becomes “1 Medium creature or object touched.”
You are no longer the target of the power; instead, you can teleport another creature or object to anywhere within
range, as if it were you.
     3a. [Nomad] For every additional power point you spend, you can affect a creature one size category larger, or
you can exchange smaller creatures for larger ones. A Large creature counts as two Medium creatures, a Huge
creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one
another, and at least one of those creatures must be in contact with you.
     3b. For every 2 additional power points you spend, you receive the benefits of augment #3a.
     4. If you spend 4 additional power points, you can manifest this power as a move action.
     5. [Nomad] If you spend 6 additional power points, this power’s range becomes “100 miles/lvl,” but you can
only transport yourself somewhere you have line of effect to, or someplace you have been before (though certain
effects, such as anchored navigation, can bypass these restrictions). In this case, “a place you have been” includes
the space you occupied and 1000 ft in every direction to which you had line of effect at that time; you need not
currently have line of effect to transport yourself somewhere you have already been. This is often called the psionic
teleport augment.
     5b. If you spend 5 additional power points, this power has no range limit. This is often called the greater
psionic teleport augment.
     This power’s range depends on how many power points are used to augment it. If you spend 2 additional power
points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).” If you spend 4 additional power points, it
becomes “Long (400 ft + 40 ft/lvl).” (But see augment #5.)

Dimension Swap (A)
Psychoportation (Teleportation)
Level: Nomad 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Targets: You and one creature in range; see text
Duration: Instantaneous

                                                        - 61 -
Saving Throw: Reflex negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 3

You instantly swap positions between your current position and that of a creature in range. This power affects
creatures of Large or smaller size. You can bring along objects, but not other creatures. If the creature succeeds on
its save, the power fails. Creatures who are targeted by this power travel instantaneously through the Astral Plane.
      Augment: 1. [Nomad] You can swap the positions of any two creatures in range.
      2. For every 2 additional power points you spend, this power can affect a target one size category larger.
      3. If you spend 2 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
      3a. If you spend a total of 6 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
      4. [Nomad] If you spend 4 additional power points, this power’s target becomes “Two creatures or objects in
range; see text,” and you can switch an object with an object, or an object with a creature, as noted above. Objects so
moved can be up to Small size. If the object is in the possession of an opponent, or if it is an intelligent item, it is
displaced if it fails a Reflex save.
      4a. For every 3 additional power points you spend, you can affect objects up to one size category larger.
      5. If you spend 4 additional power points, you receive the benefits of augment #1.
      6. [Psion/wilder] If you spend 6 additional power points, you receive the benefits of augment #4.
      7. [Nomad] For every 6 additional power points you spend, you can target one more creature, swapping them
however you see fit. You can even swap two or more creatures for one if you wish, with the third creature switching
places with either of the others, as you desire.

Dimensional Anchor, Psionic (NA)*
Psychoportation
Level: Nomad 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Area: Four 10 ft x 10 ft squares; see text
Effect: Ray
Target: One creature or surface, or one Large or smaller object
Duration: 1 min/lvl
Saving Throw: None; see text
Power Resistance: Yes (object)
Power Points: 7

You fire a green ray at your target, making a ranged touch attack to hit. Any creature or object struck by the ray is
covered with a shimmering emerald field that potentially blocks extradimensional travel. For the duration of this
power, any time a creature is subject to a teleportation effect, the originator of the effect must succeed on a
Charisma check (DC 14) or the effect fails. If a creature attempts to pass through an affected surface either through
teleportation or by moving through it extradimensionally, it must succeed on the Charisma check, or it immediately
fails. Teleportation effects simply fail, and extradimensional creatures are blocked as if they were attempting to
move through a solid surface on their plane. If you aim for a large surface, such as a wall or a floor, you can affect
four 10 ft x 10 ft squares, blocking travel through it.
     Forms of movement barred by psionic dimensional anchor include astral projection, blink, dimension slide,
ethereal jaunt, gate, maze, plane shift, shadow walk, teleport, and similar spell-like, psi-like, magical, or psionic
abilities. The power also prevents the use of a dimensional breach, gate or psychoportive key for its duration. For
this purpose, supernatural effects such as a wall of ectoplasm, psionic telekinetic sphere, or an energy wall are
considered surfaces.
     Psionic dimensional anchor, when manifested directly against a creature in ethereal or astral form, does not
interfere with movement, extradimensional perception, or attack forms, unless it attempts to use a spell, power, or
similar effect to transverse dimensional barriers (though targeting a wall or solid object blocks passage, perception,
and the effects of attacks through it). Unlike most effects, psionic dimensional anchor transverses planar boundaries,
so there is no potential miss-chance for ethereal and incorporeal targets. Also, psionic dimensional anchor does not
prevent summoned creatures from disappearing at the end of a summoning spell, nor does it protect against the
effects of the time hop power or other temporal effects (but see below).
     Augment: 1. For every 2 additional power points, you increase the area of this power increases by one 10 ft x
10 ft square.


                                                         - 62 -
      2. If you spend 2 additional power points, psionic dimensional anchor can also prevent the target from being
artificially moved through time by such effects as time hop, temporal acceleration, time stop, and time regression.
This does not prevent it from being indirectly affected, however. For instance, time regression manifested on a psion
affected by psionic dimensional anchor would potentially fail, but that same psion would still regress if a nearby
creature manifested it on itself, instead.
      2a. If you spend 2 additional power points, psionic dimensional anchor can prevent other psychoportation
effects, such as psionic disintegrate or psionic dismissal, even if they are not otherwise subject to this power’s
effects.
      3. If you spend 4 additional power points, this power’s duration becomes “1 hour/lvl [D].”
      4. For every 6 additional power points you spend, you gain an additional ray attack, each of which you can fire
using a standard action. You must fire the first ray when you manifest this power, and can hold the additional rays
for a maximum of 1 round/lvl (after which, the charges dissipate harmlessly).
      5. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 round/lvl.”
      For every 4 additional power points you spend (via one of these augmentations, or simply by spending
additional power points), this power’s Charisma check DC increases by 1.

Dimensional Breach (NAX)
Psychoportation
Level: Nomad 9
Display: Auditory, visual
Manifesting Time: 1 round
Range: Medium (100 ft + 10 ft/lvl); see text
Effect: See text
Duration: Concentration, up to 1 min/lvl
Saving Throw: Reflex half or Reflex negates; see text
Power Resistance: No
Power Points: 17, XP (see text)

You bore through the fabric of reality, connecting two disparate locations as if they were one.
     When you manifest this power, you must visualize or mentally describe another locale, such as a nearby
location you can see, a specific room in a specific distant city, or the summit of a certain mountain range on another
plane. You excise an opening out of thin air (called a gateway), connecting a location within Medium range with
that distant milieu. This stationary opening joins the two locations at that spot for the duration of this power, which
means that attacks, powers, dimensional traits, and other effects can pass through as if there were no intervening
space. You need not have seen or visited the destination, but in that case you must have at least a general description
of the place to which the gateways are connecting. If no place exists that matches the description you give, the
power fails; if the description given matches that of a nigh-identical (but different) destination, there is an equal
chance that the gateway will open to either location (which never happens if you have actually seen or visited the
location). The gateway always opens at precisely the spot you imagine, unlike most other forms of interplanar travel.
     The gateway itself is a circular opening that can be up to 5 ft wide per 3 manifester levels (though it can be
much smaller than this if you prefer); it allows ingress and egress from either end. Each end-portal is a two-sided
construct, the front of which appears to be a window to the other location. The back, however, merely appears as a
blank hole in the air. Only the side you designate as the ‘front’ actually allows passage through; it blocks both line-
of-sight and line-of-effect to the space behind it (but not to the destination of the gateway). The ‘back’ blocks line-
of-sight, but not line-of-effect, to the front of the portal.
     If you connect with a place that has unusual traits, such as an outer or inner plane, the inside of a volcano, or the
bottom of a lake of acid, the traits spill through the opening and flood a cone-shaped area 20 ft long and 40 ft wide
(treat as a spread effect). The specific effects depend upon the nature of the connected locations; generally, however,
certain planar traits (such as alignment, elemental and energy traits, and magic traits) cross over, though gravity,
time, and morphic traits never do. Substances (such as air, water, or lava) also flow through the portal, though they
can deal no more than 10d6 points of damage per round (Reflex half). Other effects may occur, though these are
subject to DM interpretation.
     You can position and align each portal how you wish. If you position a gateway so that a creature falls into it,
the subject must succeed on a Reflex save to grab on to a nearby fixture or otherwise prevent itself from falling
through (Reflex negates).
     Gateways created by dimensional breach are immobile and essentially incorporeal, can coexist with solid or
liquid matter, and deal no damage of any sort to animate or inanimate subjects. A gateway cannot be opened into an
area sealed off from interplanar travel, or otherwise blocked from teleportational access. Dimensional breach does
not utilize a transitive plane to access its destination; it directly connects both ends of the portal. Therefore, abilities

                                                           - 63 -
that only prevent passage through certain transitive planes (such as the Astral Plane or the Plane of Shadow) do not
affect it.
     XP (Optional): If you spend 50 XP per power point spent on this power, it gains the (Creation) descriptor, its
duration becomes “1 hour/lvl [D],” and the portals created by dimensional breach are corporeal (meaning that the
backs of each portal block both line-of-sight and line-of-effect), are subject to gravity, and can be moved through
physical effort. They are still unable to directly deal damage to creatures and objects; if either gateway would open
in a solid object or creature, it is harmlessly shunted to the nearest open space. Treat these gateways as ring gates (pg
265 in the Dungeon Master’s Guide), except they have no distance- planar- or weight-restrictions, and otherwise
function as noted here. If you spend 100 XP per power point spent on this power, its duration becomes “Permanent
[D].”
     Augment: 1. For every additional power point you spend, this power’s duration and maximum duration
increase by 1 minute, during which you need not concentrate for it to function. In this case, the gateways are
dismissable [D].
     2. For every 2 additional power points you spend, the distance that substances and traits flood from the portals
increases by 5 ft, and the width increases by 10 ft.
     3. If you spend 2 additional power points, this power’s range becomes “Long (400 ft + 40 ft/lvl).”
     4. If you spend 2 additional power points, this power’s manifesting time becomes “1 standard action.”
     5. If you spend 4 additional power points, this power’s duration becomes “Concentration, up to 10 min/lvl.”
     5a. For every 4 additional power points you spend, this power’s duration and maximum duration increase by 10
minutes, during which you need not concentrate for it to function. In this case, the gateways are dismissable [D].
     6. [Negative] If you spend 1 power point less, this power’s manifesting time becomes “1 minute.”
     6a. If you spend a total of 2 fewer power points, it becomes “10 minutes.”
     6b. If you spend a total of 4 fewer power points, it becomes “1 hour.”
     6c. If you spend a total of 6 fewer power points, it becomes “1 day.”
     7. [Negative] If you spend 2 fewer power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls),” both
ends of the gateway must open within that range, and they must both exist on the plane of existence you currently
inhabit. This cannot be combined with augment #3. If combined with the XP option, if either gateway leaves the
plane that the other one is on, both portals cease functioning until they are both once again inhabiting the same
plane.
     For every additional power point you spend in augmenting this power, the maximum damage dealt per round
increases by 1d6 points. For every power point you do not spend via a negative augment, the maximum damage
dealt per round decreases by 1d6 points.

Disable (A)
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 1
Display: Visual
Manifesting Time: 1 standard action
Area: 20 ft Cone-shaped spread, centered on you
Duration: Instantaneous and 1 min/lvl [D]; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

You broadcast a mental compulsion that convinces affected creatures that they are disabled (see page 307 of the
Player’s Handbook). Creatures that are rendered helpless or are destroyed when they reach 0 hit points can not be
affected.
     Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness
and must act accordingly. While it’s possible for an important nonplayer character to attempt some sort of “heroic”
action, common NPCs and creatures under the effect of this power typically cower or retreat.
     Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A
creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not
actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion
(although the damage still counts against its actual current hit points).
     Augment: 1. [Telepath] If you spend 2 additional power points, this power only affects hostile creatures.
     2. If you spend 4 additional power points, this power’s duration becomes “1 round/lvl,” it loses its compulsion
descriptor, and actually disables an affected creature by overloading its central nervous system and dealing enough
nonlethal damage to put it at an effective 0 hp. Any creature that performs a strenuous activity that does not heal
some of its nonlethal damage is rendered unconscious for the duration of the power or until healed above 0 hp, after

                                                         - 64 -
which the nonlethal damage goes away (and any unconscious creatures awaken, if possible). You can affect
creatures that are rendered helpless or are destroyed at 0 hp, but creatures immune to nonlethal damage are, of
course, immune to this effect, as are creatures without nervous systems of any sort.
     2a. If you spend 4 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls),” its area
becomes “5 ft diameter burst,” its target becomes “One or more creatures,” and its duration becomes
“Instantaneous.” Disable now deals lethal damage on a failed Will save. Targets collapse unconscious and dying at -
9 hit points. You can now affect any creature susceptible to mind-affecting effects with this power. This is often
called the psychic crush augment.
     2aa. [Telepath] This power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     2ab. For every 4 additional power points you spend, this power’s diameter increases by 5 ft.
     3. [Negative] If you choose to spend 2 fewer power points, this power’s range becomes “Close (25 ft + 5 ft/2
lvls),” its area becomes “5 ft diameter spread,” and its target becomes “One or more creatures.” This augment can
not be combined with augment #2.
     3a. For every 4 additional power points you spend, this power’s range increases by 1 step, from Close to
Medium to Long.
     For every 2 additional power point you spend, this power’s range increases by 5 ft. If the power’s range is
altered through augmentation, its range is not extended in this way.

Disintegrate, Psionic (NA)
Psychoportation
Level: Psion/wilder 6
Display: Auditory, material, and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Area: One 10 ft cube of nonliving matter; see text
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Power Resistance: Yes
Power Points: 11

You fire a thin, green ray at a target within range. You must make a successful ranged touch attack to hit. Any
creature struck by the ray takes 22d6 points of damage. Any creature reduced to 0 or fewer hit points by this power
is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
     When used against an object, the ray simply disintegrates as much as one 10 ft cube of nonliving matter. Thus,
the power disintegrates only part of any very large object or structure targeted. The ray affects even objects
constructed entirely of force, but not psionic effects such as a null psionics field.
     A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of
damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
     Only the first creature or object struck can be affected; that is, the ray affects only one target per manifestation.
     Augment: 1. [Nomad or kineticist] You can control the shape of the area of disintegration when you use this
power against exceptionally large objects, breaking the disintegrated area down into 5 ft adjacent cubes, or you can
disintegrate an inch-wide cylinder of material out to the end of this power’s range (should the cylinder hit a creature
somewhere along its length, psionic disintegrate affects it as normal, but does not affect any other material beyond
the creature).
     2. For every additional power point you spend, the damage this power deals to a subject that fails its saving
throw increases by 2d6 points; for every 2 power points you spend in this way, this power adds an extra 1d6 to the
damage taken on a successful saving throw; for every 3 power points you spend in this way, this power disintegrates
an additional 5 ft cube of nonliving matter.
     3. [Negative] For every power point not spent, this power deals 2d6 less damage. For every 2 power points not
spent, it deals 1d6 less damage on a successful saving throw. For every 3 power points not spent, it affects one 5 ft
cube less of nonliving matter.

Dismissal, Psionic (NA)
Psychoportation
Level: Nomad 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)

                                                          - 65 -
Target: One extraplanar creature
Duration: Instantaneous or 1 round/lvl (see text)
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 7

This power enables you to force extraplanar creatures out of whatever plane you are on. This power forces it back to
its proper plane if it fails a special Will save (DC = power’s save DC-creature’s HD + your manifester level). If the
power is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject
to a plane other than its own.
      Ethereal creatures, and creatures that otherwise exist on more than one plane simultaneously that are affected by
this power are hedged out of the plane you are on for 1 round per level, and can not sense or otherwise affect
anything on your plane for that duration.
      Augment: 1. For every additional power point you spend, you can target another extraplanar creature within
range.
      2. For every additional power point you spend, your manifester level increases by 1 for the purposes of this
power’s special Will save DC.
      3. For every additional power point you spend, the number of rounds that creatures are hedged out of your plane
increases by 1.
      4. If you spend 3 additional power points, this power’s target becomes “One or more extraplanar creatures,” and
its effect becomes a line, extending out to the end of the power’s range. All extraplanar creatures within the power’s
area must make a save or be banished.
      4a. If you spend a total of 6 additional power points, this power’s effect becomes a cone, extending out to the
end of the power’s range.
      4b. If you spend a total of 9 additional power points, this power’s area equals its range, and it becomes a burst
effect. You are not affected by your own manifestation unless you desire otherwise.
      For every 2 additional power points you spend (via one of these augmentations, or simply by spending
additional power points), your manifester level increases by 1 for the purpose of overcoming power resistance.

Dismiss/Protect Ectoplasm (A)*
Metacreativity
Level: Psion/wilder 1
Display: Auditory and visual
Manifesting Time: 1 standard action; see text
Range: Medium (100 ft + 10 ft/lvl)
Area: [Dismissal] 30 ft diameter burst; see text
Target: [Protection] One ectoplasmic creature, object, or effect; see text
Duration: [Dismissal] Instantaneous or [Protection] 1 min/lvl; see text
Saving Throw: [Dismissal] Will negates or [Protection] none; see text (object)
Power Resistance: No
Power Points: 1

This power has two functions:
     Dismissal: You dismiss creatures, objects, or effects composed of ectoplasm, such as astral constructs or the
ectoplasmic cocoon power, or that were formerly composed of ectoplasm, such as items created by metacreativity
(creation) powers, in a 30 ft diameter burst.
     An ectoplasmic creature that fails its Will saving throw dissipates into so much constituent ectoplasm, which
evaporates immediately.
     A creature under the effect of the ectoplasmic form power that fails its saving throw is either destroyed outright
or physically shifted to a random location on the Astral Plane (50% chance for either result).
     Other ongoing powers that create ectoplasmic objects or effects, such as ectoplasmic cocoon, are dismissed if
you succeed on a manifester level check (1d20 + your manifester level) against a DC of 11 + the power’s manifester
level.
     Protection: This power reinforces an astral construct created by the astral construct power, an item created by
psionic creation, a creature using ectoplasmic form, and other metacreativity effects, giving it a +1 to the DC to
protect it against dispel psionics or a similar effect (for dismissing ectoplasmic and metacreativity effects only), and
a +1 bonus on its saving throw to resist dismiss ectoplasm. This power can be manifested as a swift action in the
same round that you manifest a power creating such an effect, as long as the power points you spend to perform both
actions does not exceed your manifester level.

                                                         - 66 -
     Augment: 1. [Dismissal] For every additional power point you spend, you can alter the effects of this power on
a creature under the effect of the ectoplasmic form power by 5%, in either direction.
     2. [Protection] For every additional power point you spend, you can increase the duration of any astral
construct affected by this power by 1 round.
     3. [Dismissal] For every additional power point you spend, the diameter of this power’s area increases by 5 ft.
     4. [Protection] For every 2 additional power points you spend, your bonus on manifester level checks to protect
the subject increases by 1, and the bonus on saving throws to resist dismiss ectoplasm increases by 1.
     5. [Protection, Shaper] For every 3 additional power points you spend, your bonus on manifester level checks
to protect the subject increases by 2, and the bonus on saving throws to resist dismiss ectoplasm increases by 2.

Dispel Psionics (NA)
Psychokinesis
Level: Psion/wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One manifester, creature, or object
Area: 20 ft radius burst or none; see text
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 5

You can use dispel psionics to end ongoing powers that have been manifested on a creature or object, to temporarily
suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. A
dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can not be
defeated by dispel psionics, or can be ended only if you manifest dispel psionics at a high enough manifester level.
Dispel psionics can end spell-like effects just as it does powers.
     The effect of a power with an instantaneous duration can not be dispelled, because the psionic effect is already
over before the dispel psionics can take effect.
     You choose to use dispel psionics in one of two ways: a targeted dispel or an area dispel.
     Targeted Dispel: One object, creature, or power is the target of the dispel psionics power. You make a dispel
check (1d20 + your manifester level, maximum +10) against the power or against each ongoing power currently in
effect on the object or 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.
     If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing
power, you make a dispel check to end the power or its effect. If the object that you target is a psionic item, you
make a dispel check against the item’s manifester level. If you succeed, all the item’s psionic properties are
suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the
duration of the effect. An interdimensional interface is temporarily closed. A psionic item’s physical properties are
unchanged: A suppressed psionic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are
unaffected by mortal power such as this.
     You automatically succeed on your dispel check against any power that you manifested yourself.
     Area Dispel: When dispel psionics is used in this way, the power affects everything within a 20 ft radius. For
each creature within the area that is the subject of one or more powers, you make a dispel check against the power
with the highest manifester level. If that check fails, you make dispel checks against progressively weaker powers
until you dispel one power (which discharges the dispel psionics power so far as that target is concerned) or until
you fail all your checks. The creature’s psionic items are not affected.
     For each object within the area that is the target of one or more powers, you make dispel checks as with
creatures. Psionic items are not affected by an area dispel.
     For each ongoing area or effect power whose point of origin is within the area of the dispel psionics power, you
can make a dispel check to dispel the power.
     For each ongoing power whose area overlaps that of the dispel psionics power, you can make a dispel check to
end the effect, but only within the overlapping area.
     If an object or creature that is the effect of an ongoing power is in the area, you can make a dispel check to end
the power that created that object or construct in addition to attempting to dispel powers targeting the creature or
object. You can choose to automatically succeed on dispel checks against any power that you have manifested.
     Augment: 1. For every additional power point you spend, the maximum bonus of dispel checks from your
manifester level increases by 3.

                                                         - 67 -
     2. For every 2 additional power points you spend, the suppression of psionic items lasts for an additional round.
     3. For every 4 additional power points you spend, you can attempt to dispel an additional psionic effect with the
manifestation of this power. Begin making dispel checks as normal; when you first succeed at your dispel check and
this power would first be discharged, you may continue making dispel checks until all attempts are discharged or
you reach the lowest level dispellable effect.
     4. For every 5 additional power points you spend, you can increase your effective manifester level cap by 1.
     5. If you spend 9 additional power points, you can attempt to destroy a null psionics field, but only with an area
dispel.
     6. [Negative] If you spend 3 fewer power points, this power’s range becomes “touch,” and you can hold the
dispelling energies as you could with a hold-the-charge power. The duration for this effect is 1 round/3 levels.
Dispel psionics used in this way can be manifested only as a targeted dispel, affecting all effects currently affecting
a single creature or object touched. You can also channel this effect through any crystalline or psionic (but not
magical) weapon, unleashing the dispel effect on a successful attack.
     If you spend 14 or more additional power points (via one of these augmentations, or simply by spending
additional power points), you can attempt to dispel lesser artifacts; if you spend 24 or more additional power points,
you can attempt to dispel greater artifacts. A successful attempt acts as noted above. If you fail, you must make a
Fort save (DC = 10 + the manifester level of the artifact) or be stunned for 1d4 hours.

Dispelling Buffer (NA)*
Psychokinesis
Level: Kineticist 6, psychic warrior 6
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/lvl [D]
Saving Throw: None
Power Resistance: No
Power Points: 11

You create a psychokinetic shield around yourself that improves the chance that any powers affecting you will resist
the dispel psionics power (and the dispel magic spell) or a negation effect that targets a specific power (such as
shatter mind blank). When dispelling buffer is manifested, add +5 to the DC of the dispel check for each ongoing
effect that is subject to being dispelled.
     Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked
last (with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level
(with the same +5 bonus).
     Augment: 1. [Kineticist] You can manifest this power with a range of “Close (25 ft + 5 ft/2 lvls),” a target of
“One creature or object; see text,” and a power resistance of “Yes (harmless, object).”
     1a. [Kineticist] For every 4 additional power points you spend, this power can affect an additional creature or
object within range.
     2. For every 4 additional power points you spend, the bonus given against dispel psionics and similar effects
increases by 1.
     4. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 min/lvl.” If you spend 4
fewer power points, it becomes “1 round/lvl.”

Dissolving Touch (NA)
Psychometabolism [Creation, Acid]
Level: Psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal, or one held weapon; see text
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3

Your touch, claw, bite, or other natural attack is corrosive, and sizzling moisture visibly oozes from your natural
weapon or hand. You can also transfer this acid to one weapon that you hold. You deal 4d6 points of acid damage to

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any creature or object you touch with your next successful melee touch attack. Acid you secrete denatures 1 round
after use, losing all efficacy and ability to deal damage. You create only enough acid for a single attack; once you
deal damage to a target, the acid is gone. You and your equipment are immune to your own acid.
     Augment: 1. For every 2 additional power points you spend, this power’s damage increases by 1d6 points.
     2. If you spend 2 additional power points, you can coat your body, clothing, and armor (if any) in acid. Any
creature that grapples you or uses a natural attack or unarmed strike against you is dealt 4d6 points of acid damage.
Once the damage is dealt, the acid denatures, becoming harmless.
     3. If you spend 3 additional power points, the acid created by this power lasts for 3 rounds after the initial strike,
dealing acid damage to the target struck. On the round after the power is discharged, it deals 1d6 fewer points of
acid damage to the target. On the second round, it deals 2d6 fewer points of acid damage to the target. On the third
round, it deals 3d6 fewer points of acid damage to the target. The target can take a standard action to scrape off the
acid, after which it deals no extra damage.
     3a. For every 2 additional power points you spend, the acid lasts 1 extra round at subsequently lower damage,
but you can only do so if you have increased the acid damage by an additional 1d6 via augment #1.
     4. For every 4 additional power points you spend, this power allows you to make an additional attack with the
affected weapon before the acid denatures. Alternately, you can choose an additional natural weapon, hand, or
manufactured weapon that you are touching to affect.
     5. [Negative] If you spend 1 power point less, it deals 1d6 fewer points of damage. If you spend 2 fewer power
points, it deals 3d6 fewer points of damage.

Distract (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 1, psychic warrior 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: Concentration + 1 round/lvl, up to 1 min/lvl [D]
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot,
Search, and Sense Motive checks at a -4 penalty.
     Augment: 1. For every additional power point you spend, you can extend the duration of this power by 1 round,
during which time you need not concentrate to maintain the effect.
     2. For every 2 additional power points you spend, you can affect another creature within 20 ft of the first.
     3. For every 4 additional power points you spend, the penalties you grant to skill checks increase by 1.
     4. For every 4 additional power points you spend, you can add one additional skill to penalize for the duration
of the power.

Divert Teleport (NA)
Psychoportation (Teleportation)
Level: Psion/wilder 7
Display: Visual
Manifesting Time: 1 standard action or 1 immediate action; see text
Range: Medium (100 ft + 10 ft/lvl)
Effect: Diverts the teleportation of any object or creature within range
Duration: 1 min/lvl [D] or Instantaneous; see text
Saving Throw: Will negates (object) (foils diversion)
Power Resistance: Yes (foils diversion)
Power Points: 13

You can divert the final destination of any teleportation attempt made by others within the area.
      Upon manifesting this power, you immediately know the destination of any power, spell, and spell-or psi-like
ability used to teleport within range of this power. The effect must either originate or have its destination within
range of this power, however. You can choose to divert the destination of both incoming and outgoing
teleportations, both psionic and magical in nature (you can utilize this power quickly enough to affect a creature that
is teleporting in, as there is a brief moment where it is not yet fully formed). You must overcome the power

                                                          - 69 -
resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will
save to foil the diversion as well.
      For the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you
can affect, as if you yourself were teleporting to that location. You use the parameters of the effect you are diverting
(ie, the spell or power used, the originator’s caster or manifester level, augmentation, and other such miscellanea);
you simply choose the destination within range of the original effect, though you do use your own knowledge of
potential destinations for the diversion.
      If you manifest this power as a standard action, it lasts for 1 minute per level, and you are able to use your
immediate actions to divert any teleportation effect within range any time during the duration of the power. If you
manifest it as an immediate action, it affects only one teleportation effect, and its duration is instantaneous.
      This power works best if coupled with the detect teleportation power.
      Augment: 1. If you spend 4 additional power points, this power’s range becomes “Long (400 ft + 40 ft/lvl).”
      2. [Negative] If you spend 6 fewer power points, this power’s duration becomes “1 round/lvl.”

Divination, Psionic (NA)
Clairsentience
Level: Seer 3, psion/wilder 4
Display: Mental and visual
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous; see text
Power Points: Seer 5, psion/wilder 7

Psionic divination allows you to peer into the uncertain future, and gives you clues as to what it holds regarding a
specific goal, event, or activity that is to occur within one day per manifester level. You must have some connection
to the event, no matter how insignificant or tenuous, else the power fails (though generally speaking, if you intend to
gain information in order to act on it, you are automatically connected to it).
     The base chance for receiving a meaningful vision is 70% + 1% per manifester level, to a maximum of 90%.
Exceptionally straightforward and simple inquiries can garner automatic success, but extremely vague and querulous
inquiries automatically fail. If the divination succeeds, you feel an ominous sense of foreboding (for bad
consequences), excitement or contentment (for good consequences), mixed feelings (for both good and bad
consequences), or a sense of indifference or apathy (for consequences that are neither). In addition to this sensation,
you get an instantaneous flash of a pivotal moment that could allow you to influence the event in question (though
this is an analysis from your own subconscious, and may be a surreal and improbable interpretation of events as they
eventually transpire), as well as a sense of an action that should be taken in order to sway the event in your favor. If
you fail to act on the information provided, the conditions may change so that the information is no longer useful. If
the power fails, you receive unpleasant psychic static, and know that your divination attempt failed (unless a power,
spell, or other ability is at work to misdirect it).
     This power allows you to see no more than one day into the future per manifester level, so anything that might
happen after that does not affect the result. Thus, the result might not take into account the long-term consequences
of the contemplated action. Any query regarding happenings beyond then automatically fails. All psionic divinations
manifested by the same person about the same topic use the same die result as the first manifestation (but see
below). If something happens to shift the course of future events that would not have happened if psionic divination
had not been manifested, you must succeed on another vision check, and the vision you receive may change
significantly.
     An example of this power is as follows: Jorèl the seer and his party are trailing a shapeshifter murderer, intent
on finding, confronting, and catching him. When Jorèl manifests psionic divination in an attempt to learn who and
what they are chasing, then succeeds on his vision check, he receives a sensation of intense apprehension, and is
overcome with a vision of towering flames, a burning orange eye glaring hatefully down on him, and the stench of
reptilian musk. Immediately thereafter, a name is whispered into his mind: Targe Jorson, a well-known dragon-
slaying paladin. If Jorèl seeks out Targe, he might learn that the shapeshifter he is hunting is an ancient red dragon,
leaving a trail of destruction among his enemies in the local nobility. Once he speaks to and receives help from the
paladin, his next vision changes to take this new development into account (especially once he learns that the dragon
has an irrational phobia against swarming spiders).
     Augment: 1. [Seer] For every additional power point you spend, you can improve your chances for a
meaningful vision by 1%. This allows you to break the maximum of 90% (up to 100%).
     2. [Seer] For every additional power point you spend, your temporal awareness extends one day farther into
future events.

                                                         - 70 -
     3. If you spend 2 additional power points, you need not be connected to the events you seek information about.
     4. [Seer] If you spend 6 additional power points, you can make another psionic divination attempt, as if you had
never manifested it before for the topic of your inquiry.
     5. [Negative] If you spend 4 fewer power points, the manifesting time becomes “1 round,” and you receive only
the flash of insight regarding whether the consequences of the events in question are good, bad, both, or neither.

Dominate, Psionic (A)
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1 round
Range: Medium (100 ft + 10 ft/lvl)
Target: One humanoid
Duration: Concentration + 1 round/lvl
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s
mind.
     If you and the subject have a common language, you can generally force the subject to perform as you desire,
within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as
“Come here,” “Go there,” “Fight,” and “Stand still,” unless you are directly controlling the creature’s actions via
concentration (in which case no overt communication is necessary) or you can communicate telepathically.
     Once you allow your concentration to lapse on this power, you can not regain it without remanifesting it, or
through some other means (but see below).
     Once you have given a dominated creature a command, it continues to attempt to carry out that command to the
exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so
forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can
determine that the subject’s behavior is being influenced by a telepathy (ie, enchantment) effect (see the Sense
Motive skill description).
     Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a
power, so it is a move action (unless you are directly controlling the creature’s actions; see above).
     While concentrating on the power, you can receive full sensory input as interpreted by the mind of the subject,
though it can not telepathically communicate with you. You can not actually see through the subject’s eyes, so it’s
not as good as being there yourself, but you still get a good idea of what’s going on. You can reestablish
concentration after your initial concentration on this power lapses using a standard action, though you do not receive
the other benefits of concentration as noted above.
     Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw
with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at
which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the
subject to control it.
     Protection from evil or a similar ability can prevent you from exercising control or using the telepathic link
while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.
     Augment: 1. If you spend an additional power point, this power’s duration becomes “Concentration + 1 hour.”
     1a. If you spend a total of 2 additional power points, it becomes “Concentration + 1 day.”
     1b. If you spend a total of 4 additional power points, it becomes “Concentration + 1 day/lvl.”
     1c. If you spend a total of 6 additional power points, it becomes “Permanent [D].”
     2. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or
monstrous humanoid.
     2a. If you spend 4 additional power points, this power can affect creatures of any type (so long as they are
vulnerable to mind-affecting effects).
     3. For every 2 additional power points you spend, this power can affect an additional target. Any additional
target can not be more than 15 ft from another target of the power.
     3a. For every 2 additional power points you spend, you can increase this range by 5 ft.
     4. If you spend 4 additional power points, you forge a telepathic link with the subject, allowing you to control it
as a free mental action each round, with no need for verbal or physical communication (similar to the way you
would control an astral construct).


                                                         - 71 -
     5. If you spend 6 additional power points, you can attempt to force the subject to engage in an action it would
consider suicidal; however, it receives another Will save with a +4 bonus. If it succeeds, it does nothing but stand
there for the remainder of the round (and it will attempt to flee the immediate area if standing still would also be
considered suicidal). Failure on this Will save means that it performs the suicidal action as you direct.

Dream Travel (NA)
Psychoportation
Level: Nomad 7
Display: Visual
Manifesting Time: 1 standard action
Range: Personal and touch
Targets: You and touched creatures (up to one/lvl)
Duration: 1 hour/lvl [D]
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13

You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into
the region of dreams. You can take more than one creature along with you (subject to your level limit), but each one
must be touching another one. You physically enter the land of dreams, leaving nothing behind.
     In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds
of dreamers everywhere. For every minute you move through dream, you can “wake” to find yourself five miles
displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering where
only dreams normally prowl, moving the desired distance, and then stepping back into the waking world. You know
where you will come out in the waking world.
     Dream travel can also be used to travel to other planes that contain creatures that dream, but doing this requires
crossing into the dreams of outsiders, where you are subject to the vagaries of many dream realities—a potentially
perilous proposition. Transferring to another plane of existence in this fashion requires 1d4 hours of uninterrupted
travel.
     Any creatures that come along when dream travel is manifested also make the transition to the borders of
unconscious thought. A creature separated from you wanders off into the dreamscape. When the duration ends, all
affected creatures still with you return to the waking world up to 1,000 miles from their starting point. If a creature
remains in the dreamscape, it is powerless to leave unless it can manifest the dream travel power itself or someone
who manifests the power seeks out the lost creature.
     Augment: 1. If you spend 2 additional power points, you can send a creature into the world of dreams without
going there yourself.
     2. For every 2 additional power points you spend, you can pull one additional creature into the world of dreams.
     3. For every additional power point you spend, you can drag 1 HD of nightmarish creatures out of the world of
dreams behind you. These creatures are entirely under your control, as though they were pulled into existence by a
shadow conjuration version of a summon monster spell. These can be multiple creatures, or a single creature, as you
desire. They can be any creature allowed by the DM, and they last until the end of the power’s duration or until
dispelled, after which they dissipate harmlessly into shadows and dreamstuff. This is often called the living
nightmare augment.
     4. [Negative] If you spend 4 fewer power points, this power’s duration becomes “10 min/lvl.”
     4a. If you spend 6 fewer power points, it becomes “1 min/lvl.”
     4b. If you spend 8 fewer power points, it becomes “1 round/lvl.”
     4c. If you spend 10 fewer power points, it becomes “1 round.”

Duodimensional Edge (NA)*
Psychoportation
Level: Psion/wilder 3, psychic warrior 3
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One natural weapon, one manufactured weapon, or fifty projectiles (all of which must be in contact with
each other at the time of manifestation)
Duration: 10 min/lvl
Saving Throw: Fortitude negates (harmless, object)
Power Resistance: Yes (harmless, object)

                                                        - 72 -
Power Points: 5

You shunt the third spacial component of the weapon into the Ethereal Plane (or its equivalent), rendering it two-
dimensional and incredibly sharp (this leaves the subject unharmed). This can affect weapons created by the bestial
morphology power or metamorphosis, as well as weapons created through metacreativity powers. Weapons that deal
bludgeoning damage deal slashing damage instead for the duration of the power.
     The weapon is now psionically keen, doubling its critical threat range (from 20 to 19-20, or from 18-20 to 15-
20, for example). If the weapon is already keen through an inherent special ability, this increases the threat range by
+1, though it does not stack with itself. Alternatively, you can increase the critical modifier by 1 (from x2 to x3, for
example).
     If you manifest this on a hand or other body part, that part becomes unusable except for making attacks until the
effect ends.
     As the missing portion of the weapon resides in the Ethereal Plane, ethereal creatures are unaffected by this
effect.
     Augment: 1. [Egoist or psychic warrior] This power’s discipline becomes psychometabolism, and instead of
having the spacial component shunted into another plane, the weapon simply becomes razor-sharp, instead (but only
when you target a natural weapon).
     2. If you spend 2 additional power points, you can shunt the spacial component into the Astral Plane or Plane of
Shadow, instead (leaving this power able to affect ethereal creatures, but not creatures residing on those planes).
     3. For every 4 additional power points you spend, the weapon’s threat range increases by 1, or you can increase
the critical modifier by 1.
     4. For every 4 additional power points, you can affect one additional weapon within range, or 50 additional
projectiles. These need not be in contact with the first target[s] affected.
     5. [Nomad or psychic warrior] If you spend 4 additional power points, this power’s duration becomes “1
hour/lvl.”
     6. [Negative] If you spend 1 power point less, this power’s duration becomes “1 min/lvl.” If you spend 2 fewer
power points, it becomes “1 round/lvl.”
     7. [Negative] If you spend 1 power point less, this power’s range becomes “Touch.” If you spend 2 fewer power
points, this power’s range becomes “Personal” and its target becomes “You.”

Ectoplasmic Adhesive
Metacreativity [Creation]
Level: Psion/wilder 0, psychic warrior 0
Display: Material
Manifesting Time: 1 standard action
Effect: 1 ounce of sticky adhesive
Range: 0 ft
Duration: Instantaneous
Power Points: 0
Quantum Cost: 1

This power creates 1 ounce (approximately 1 cubic inch) of sticky ectoplasm that can be used as an adhesive to bond
objects (and even creatures) together. It remains in a semiliquid state for 5 rounds (30 seconds) after manifestation,
after which it dries into a hard yet brittle shell. Ectoplasmic adhesive, once dried, has a tensile strength of up to 1
pound per level, and requires a Strength check (DC 5 + 1 per 2 manifester levels) to pry apart. A single
manifestation can be smeared over an area of up to 1 square ft.
     Once dry, one ounce of it has 1 hp and hardness 1.
     If left to dry before it is applied to something, it hardens into a pebble-shaped glob that can be used as
ammunition in a sling, or as a thrown weapon (range increment 10 ft). Because of imperfections it develops as it
dries and its brittleness, it gives a -2 penalty to attack rolls, and deals 1d4-1 bludgeoning damage (include Strength
modifier, if any).

Ectoplasmic Cocoon (NA)
Metacreativity (Creation)
Level: Shaper 3, psion/wilder 5
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Area: 5 ft diameter burst

                                                         - 73 -
Duration: 1 round/lvl [D]
Saving Throw: Reflex negates
Power Resistance: No
Power Points: Shaper 5, psion/wilder 9

You draw writhing strands of ectoplasm from the Astral Plane that burst into the plane you are on, affecting all
creatures within the area, wrapping them up like mummies. The subjects can still breathe but are otherwise helpless,
unable to see outside the cocoon, speak, or take any physical actions. The subjects’ nostrils are clear (air passes
through the cocoon normally). Subjects can execute purely mental actions (such as manifesting powers or casting
spells with no verbal, somatic, or material components).
     Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation
and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking
ethereal travel. An ectoplasmic cocoon can not be affected by dispel psionics, but it can be dismissed with dismiss
ectoplasm, or otherwise destroyed by extreme measures or items.
     The creatures within the cocoon are visible only as vague shapes (substantial enough to interrupt line of sight)
and can not be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be
moved normally (the weight of the cocoon is negligible).
     A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while
swimming or underwater may drown.
     Augment: 1. [Shaper] For every additional power point you spend, this power’s diameter increases by 5 ft.
     2. For every additional power point you spend, the cocoon created by this power gains hardness 1 and 3 hit
points.
     3. If you spend 2 additional power points, multiple creatures that are adjacent to each other are trapped in the
same ectoplasmic cocoon. All are moved into the same space (using the space of the largest creature affected, or the
center-most creature, as necessary), and they are treated as though they were in a group-grapple for all purposes.
Subjects adjacent to a creature that makes its saving throw are no longer considered adjacent to that creature for this
purpose. Creatures so affected can not willingly escape the grapple until they escape the cocoon.
     4. For every 2 additional power points you spend, this power’s diameter increases by 5 ft.
     5. For every 3 additional power points you spend, you can block planar travel through a single additional
transitive plane (such as through the Astral Plane, or the Plane of Shadow, or even the world of dreams).
     6. If you spend 4 additional power points, you can create a single bubble around the entrapped creatures instead
of wrapping them up, allowing them to move, though they are otherwise shielded from the outside world as if this
power were manifested normally. The size of the bubble is the same as the area of this power.
     7. If you spend 8 additional power points, you can cut off the breathing of the subject, and it must make an
additional Reflex save. If it succeeds, it takes a deep enough breath to stave off suffocation (see pg 304 in the
Dungeon Master’s Guide). If it fails, it begins suffocating immediately. If combined with augment #6, the cocoon
prevents air and other gases from passing through it.
     8. [Negative] If you spend 1 power point less, the subject can either see or speak normally, but otherwise
remains helpless. If you spend 2 fewer power points, the subject can do both.
     [Shaper] The duration of this power depends on how many power points used to augment it. If you spend at
least 2 additional power points, the duration of this power becomes “1 min/lvl [D].” If you spend at least 5
additional power points, its duration becomes “10 min/lvl [D].” If you spend at least 8 additional power points, its
duration becomes “1 hour/lvl [D].”

Ectoplasmic Form (NA)*
Psychometabolism
Level: Egoist 3, wilder 4, psychic warrior 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl [D]
Power Points: 5

You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your
normal shape. You gain damage reduction 10/psionics, and you gain immunity to poison and critical hits. Your
material armor (including inertial armor) becomes meaningless, although your size, Dexterity, deflection bonuses,
and armor bonuses from force effects (such as those gained by inertial armor) still apply to your Armor Class.


                                                         - 74 -
     You can manifest powers while in ectoplasmic form, but powers that you manifest cost twice the number of
power points that they otherwise would. These extra power points count against the maximum number of power
points you can expend for a single manifestation.
     You can not physically attack, you lose supernatural abilities (if any), and you can not speak while in
ectoplasmic form. You can not run, but you can fly at a speed of 20 ft (perfect). You can pass through small holes or
narrow openings, even mere cracks, with all you were wearing or holding in your hands. You are subject to the
effects of wind, and you can not enter water or other liquid. You also can not manipulate objects or activate items,
even those carried along with you. Continuously active items remain active, though in some cases their effects may
be moot (such as items that provide armor or natural armor bonuses).
     Augment: 1. For every 2 additional power points you spend, your damage reduction increases by 1; for every 4
power points you spend in this way, your fly speed increases by 5 ft.
     2. [Egoist] If you spend 2 additional power points, this power’s range becomes “Touch,” its target becomes
“One creature touched,” its power resistance becomes “Yes (harmless),” and its saving throw becomes “Fortitude
negates (harmless).”
     3. If you spend 6 additional power points, you can suppress or resume this power as a swift action once per
round for the duration of the power.
     4. [Negative] If you spend 2 fewer power points, you lose the ability to fly, but can move at a speed of 20 ft
(and can not run), but you also gain a climb speed of 20 ft, as well as the ability to walk on liquid surfaces as if they
were solid.

Ectoplasmic Pigment (A)
Metacreativity [Creation]
Level: Psion/wilder 0, psychic warrior 0
Display: Material
Manifesting Time: 1 standard action
Effect: 8 ounces of colored or transparent pigment
Range: 0 ft
Duration: 3 hours per level [D]
Power Points: 0
Quantum Cost: 3

This power creates 8 ounces (about 8 cubic inches) of a thick, paste-like glob of pigment that can be used to draw on
virtually any surface; it takes 1 round to dry after application, can be any color imaginable, and can also be
completely transparent, if desired. If transparent, it only shows up under detect psionics. Whether transparent or not,
it can be made to glow in the dark (though it does not glow bright enough to illuminate surroundings, and can be a
different color completely than its apparent hue when in light).
     One ounce can cover up to 1 square ft of space, and a creature can take a full-round action to scrape off the
pigment
     Ectoplasmic pigment is edible, and can simulate any flavor at all, but it does not count as any kind of
sustenance.
     Augment: 1. If you spend 1 power point, this power’s duration becomes instantaneous, though a creature can
scrape it off as a full-round action per square ft.
     2. If you spend 4 additional power points, this power’s range becomes “50 ft burst,” its duration becomes
“Instantaneous and 1 round/lvl; see text,” and its saving throw becomes “Reflex negates.” Gallons of short-lived
ectoplasmic pigment fly in all directions, coating all creatures and objects that fail their Reflex saves. This is
generally not considered harmful, but invisible (but not incorporeal) creatures within range that fail their saves are
rendered visible for the duration of the power (subject to the stipulations noted above). This effect does not reveal
creatures under the effects of the cloud mind power, though it otherwise affects them normally. The pigment is not
resistant to invisibility effects once created, which means that the invisibility spell and similar effects that occur after
this power is manifested have their normal effects. Naturally invisible creatures are affected for a single round, after
which the pigment is likewise rendered invisible. At the end of this power’s duration, the pigment evaporates and is
destroyed. This is often known as the eradicate invisibility augment, and cannot be combined with augment #1.
     2a. For every additional power point you spend, this power’s range and the radius of the burst in which it
functions both increase by 5 ft.
     2b. If you spend 2 additional power points, the pigment created by this power is resistant to invisibility effects.
If subjected to such an effect (including from naturally invisible creatures), the pigment glows faintly for the
power’s duration; this grants the recipients of the invisibility effect partial-rather than total-concealment (20% miss
chance).


                                                           - 75 -
Ectoplasmic Shambler (NA)
Metacreativity (Creation)
Level: Psion/wilder 3
Display: Auditory, material, and olfactory; see text
Manifesting Time: 1 round
Range: Long (400 ft + 40 ft/lvl)
Effect: One ectoplasmic manifestation of a size equal to ten 10 ft cubes [S]
Duration: 1 min/lvl [D]
Saving Throw: None
Power Resistance: No
Power Points: 5

You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You can
direct the shambler as a free action. It has a speed of 10 ft. It can completely surround objects (and opponents) over
which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those
within the shambler is limited to 5 ft, and manifesting powers (or casting spells) within the shambler is difficult due
to the constant turbulence felt by those caught in the shambler’s form.
     Creatures enveloped by the shambler, take 1 point of damage for every two manifester levels you have in each
round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must
make a Concentration check (the DC equals that of this power + the power’s or spell’s level) to successfully
manifest a power or cast a spell inside the shambler. This is in addition to the Concentration check necessary for
taking damage within the shambler itself.
     A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 ft during the first
round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 ft. A wind stronger than 20
miles per hour that blows in the direction the shambler travels increases its speed to 15 ft.
     Augment: 1. For every additional power point you spend, the shambler increases in size by one 10 ft cube.
     2. For every 2 additional power points you spend, the shambler’s speed increases by 5 ft.
     3. [Egoist] If you spend 2 additional power points, you remain unaffected by the damaging and manifestation-
inhibiting effects of the shambler.
     4. [Kineticist] If you spend 4 additional power points, the damage caused by this power becomes energy
damage (cold, electricity, fire, or sonic). Any creature immune to that energy type gains a +4 bonus on its
Concentration checks, and any creature vulnerable to that energy type takes a -4 penalty, in addition to the normal
effects.
     5. [Seer] If you spend 4 additional power points, you can alter the shambler so that it is completely transparent
to those outside of it, but not within it, or vice-versa.
     6. [Shaper] If you spend 4 additional power points, neither you nor creatures composed of ectoplasm are
damaged when within the confines of the ectoplasmic shambler.
     7. [Telepath] If you spend 6 additional power points, you can spread fear to those within the misty confines of
the shambler. Each round, creatures affected by it must succeed on a Will save or be shaken. Each subsequent round,
they must repeat the save, getting one step more fearful (normal to shaken to frightened to panicked to cowering) on
a failed save and one step less so on a successful save. Once a creature leaves the mist, it returns to normal 1 round
later. This is a mind-affecting fear effect.
     8. [Nomad] If you spend 6 additional power points, the ectoplasm composing the shambler inhibits teleportation
effects as though affected by the psionic dimensional anchor power.
     9. [Negative] For every power point not spent on this power, it deals 1 less point of damage per round, the DC
of the Concentration check for spellcasters or manifesters inside the shambler decreases by 1, and the area decreases
by 1 10 ft cube.

Ectoplasmic Sheen (A)*
Metacreativity (Creation)
Level: Psion/wilder 1
Display: Visual and olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One corporeal creature or object
Area: 10 ft square
Duration: 1 round/lvl [D]
Saving Throw: Reflex negates; see text
Power Resistance: No

                                                        - 76 -
Power Points: 1

The ectoplasmic sheen power covers a solid surface, object, or creature with a layer of slippery ectoplasmic grease.
     Solid Surfaces: If you manifest this power on a floor, any creature in the area when the power is manifested
must make a successful Reflex save or fall prone. This save is repeated on your turn each round that the creature
remains within the area. A creature can walk within or through the area of ectoplasmic grease at half normal speed
with a Balance check (DC = this power’s save DC). Failure means it can not move that round (and must then make a
Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). If you manifest this
power on a wall or a ceiling, it negates all of the benefits of a creature’s climb speed (in other words, it does not gain
a +8 to Climb checks, and can not take 10 on the check). In addition, the creature must make a Reflex save or fall to
the ground, prone. All creatures take a -4 circumstance penalty to Climb checks so long as they remain in the
power’s area. Tumble and Jump checks made within the area take twice that penalty. If the area of this power
overlaps two surfaces of differing angles, such as the corner between a wall and a ceiling, the power affects squares
on both surfaces.
     Objects: The power can also be used to create a greasy coating on an object. Material objects not in use are
always affected by this power, while an object wielded or employed by a creature receives a Reflex saving throw to
avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be
made in each round that the creature attempts to pick up or use the slick item. Also, any time the equipment covering
a specific body part (such as gloves, boots, or armor) is targeted, the creature is treated as though that body part was
targeted directly (although if the affected equipment is removed, the effects end unless the equipment is donned
again before the power ends, and attempts to hold the item result in Reflex saves as noted above). You gain a +4
circumstance bonus to Strength checks to push or drag an object coated in an ectoplasmic sheen.
     Creatures: If you manifest ectoplasmic sheen against a creature, you must target a specific body-part; if the
creature makes its initial Reflex save, it completely avoids the effect. Forelimbs: The creature must make a Reflex
save each round or drop anything it attempts to hold, makes Climb checks as if it were trying to climb a surface
affected by this power, and takes a -4 circumstance penalty on grapple checks for the duration of this power. Hind
Limbs: The creature is treated as though it is standing on a greased surface for the power’s duration. Torso: A
creature whose body is the target of this power receives a +4 circumstance bonus on Escape Artist checks and on
grapple checks made to resist or escape a grapple or to escape a pin. Creatures directly targeted with this power
receive a +4 bonus to avoid these effects.
     This power is sometimes referred to as psionic grease.
     Augment: 1. [Shaper or nomad] The area of this power becomes “Four 5 ft squares [S].”
     1a. For every additional power point you spend, this power’s area increases by a 5 ft square.
     2. For every additional power point you spend, you can extend the duration of this power by an additional
round.
     3. For every 2 additional power points you spend, the circumstance bonuses and penalties granted by this power
increase by 1.
     4. [Egoist or psychic warrior] If you spend 2 additional power points, this power’s discipline becomes
“Psychometabolism,” and you expectorate an acidic glob of greasy goo. Creatures that fail their Reflex save take
1d6 points of acid damage each round in addition to the effects noted above; on a successful save, this damage is
negated.
     4a. For every 2 additional power points you spend, this power deals an additional 1d6 points of acid damage.
     5. For every 3 additional power points you spend, you can affect an additional 10 ft square, an additional object
or creature within 15 ft, or an additional body-part, if you target a creature.
     6. [Kineticist] If you spend 4 additional power points, the grease created by ectoplasmic sheen is flammable.
Any fire damage dealt to the grease or a creature affected by the grease sets the grease on fire for 1 round/lvl, after
which the grease evaporates (if the duration has yet to run out). Creatures that fail their Reflex save take 1d6 points
of fire damage in addition to the effects noted above; on a successful save, this damage is halved. A good dousing
with a gallon or more or water automatically puts the fire out (generally a standard action), and the power’s duration
continues as normal.
     7. [Telepath] If you spend 4 additional power points, the grease conducts telepathic impulses with greater
efficiency. Creatures directly affected, or wearing an item that is directly affected by this power takes a -1 penalty to
saves made against powers and effects of the telepathy discipline.
     8. If you spend 4 additional power points, this power’s duration becomes “1 min/lvl.” Unlike the other
augments, this does not increase the save DC or the bonuses or penalties granted by this power.
     8a. If you spend a total of 6 additional power points, it becomes “10 min/lvl.”
     8b. If you a total of spend 8 additional power points, it becomes “1 hour/lvl.”
     8c. If you spend 10 additional power points, it becomes “1 day/lvl.”
     8d. If you spend 12 additional power points, it becomes “Permanent.”

                                                          - 77 -
Ectoweapon (A)
Metacreativity (Creation)
Level: Psychic warrior 0, psion/wilder 0
Display: Material
Manifesting Time: 1 standard action, or 1 round; see text
Range: 0 ft
Effect: Melee or ranged weapon, or ectoplasmic ammunition; see text
Duration: 1 round/lvl [D]
Power Points: 0
Quantum Cost: 5

You quickly weave together strands of ectoplasm, creating either weapons or ammunition of your size category or
smaller. All items created by this power are of masterwork quality, and have hardness 3 and 3 hp. Mechanically
complex weapons such as crossbows require a Craft check (DC 15) to create; on a failure, you can immediately
attempt another, different weapon, instead (but only one that does not require a Craft check). If you attempt to create
more than one complex weapon, you must make separate Craft checks unless both are identical.
     Standard Action: If you manifest this power using a single standard action, you can create one melee or ranged
weapon (without accompanying ammunition), or 2d6 pieces of ammunition of the kind you specify.
     1 Round: If you take 1 round to manifest this power, you can either create two ranged or melee weapons of your
choice (without ammunition), one ranged or melee weapon and 1d6 pieces of ammunition, or 3d6 pieces of
ammunition.
     “Ammunition” includes: shurikens, light hammers, sais, daggers, darts, bolas, crossbow bolts, arrows, sling
bullets, and similar weapons.
     All objects created by this power dissolve into their component particles after this power ends, or if they are
successfully dispelled or sundered. Weapons created as ammunition also dissipates after being thrown or fired, or if
used in a melee attack (such as a dagger). Weapons not created as ammunition remain until their duration ends, or
until dispelled, dismissed, or destroyed (even if used at range).
     Special: Weapons created by an augmented ectoweapon (ie, manifested as a 1st level power) are considered
psionic for the purposes of overcoming damage reduction, but they are still only masterwork quality, and have no
enhancement bonus.
     Augment: 1. If you spend 1 additional power point, this power’s duration becomes “1 min/lvl [D].”
     1a. If you spend a total of 3 additional power points, it becomes “10 min/lvl [D].”
     2. For every additional power point you spend, you can create an additional ranged or melee weapon, or an
additional 2d6 pieces of ammunition.
     3. If you spend 2 additional power points, the weapons you create overcome damage reduction as if they were
made of cold iron or alchemical silver.
     4. For every 3 additional power points you spend, this power improves the weapon’s enhancement bonus on
attack rolls and damage rolls by 1.
     5. If you spend 8 additional power points, the weapons you create overcome damage reduction as if they were
made of adamantine.

Ego Whip (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One creature
Duration: 4 rounds + 1 round/lvl; see text
Saving Throw: Will half; see text
Power Resistance: Yes
Power Points: 3

Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The opponent must succeed
on a Will saving throw or be dazed for 1 round, and take 1d4 points of Charisma penalty. Unlike most penalties,
however, its effects stack. This penalty lasts for 4 rounds + 1 round/lvl.
    Augment: 1. For every 2 additional power points you spend, this power gains a +1 bonus to its Charisma
penalty.

                                                        - 78 -
      2. For every 4 additional power points you spend, this power’s Charisma penalty increases by 1d4 points.
      3. [Telepath] If you spend 2 additional power points, this power’s duration becomes “Instantaneous,” and its
saving throw becomes “Will half and Will negates; see text.” Ego whip no longer inflicts a Charisma penalty, but
instead deals Charisma damage. If the subject fails its first saving throw, it takes full Charisma damage and is dazed
for 1 round. If it succeeds, it must make a second save or take half damage. If it succeeds on both saves, it takes no
damage at all.
      4. [Telepath] If you spend 4 additional power points, the target is dazed if it fails its initial save and sickened if
it succeeds. If it succeeds on both saves (see augment #3), it takes no penalties. Both conditions last for 1 round.
      4a. If you spend a total of 6 additional power points, the target is stunned instead of dazed for 1 round if it fails
its initial save.

Empathic Feedback (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 4, psychic warrior 3
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl
Power Points: Psion/wilder 7, psychic warrior 5

You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it
takes damage equal to the amount it dealt to you or 5 points, whichever is less. This damage is empathic in nature,
so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change
this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that
has immunity to fire, empathic feedback will damage your attacker.
     Augment: 1. For every additional power point you spend, this power’s damage potential increases by 1 point.
     2. If you spend 2 additional power points, this power can affect creatures using ranged attacks so long as they
are within 40 ft; for every 2 additional power points you spend in this way, the range increases by 20 ft.
     3. [Telepath] If you spend 2 additional power points, this power’s range becomes “Touch,” and its target
becomes “One creature touched,” its power resistance becomes “Yes (harmless),” and its saving throw becomes
“Fortitude Negates (harmless).”

Empathy (A)*
Telepathy [Mind-Affecting]
Level: Psion/wilder 0, psychic warrior 0
Display: Mental
Manifesting Time: 1 standard action
Area: 30 ft radius spread centered on you
Duration: Concentration, up to 1 hour[D]
Saving Throw: None
Power Resistance: No
Power Points: 0
Quantum Cost: 3

You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs,
drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many
other kinds of sensations and moods can all be perceived.
    You gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the
round when you cease concentrating on this power.
    Augment: 1. For every additional power point you spend, the radius of this power’s area increases by 5 ft.
    2. For every 2 additional power points you spend, this power grants you an additional +1 bonus to skill checks.

Energy Adaptation (A)*
Psychometabolism [see text]
Level: Psion/wilder 2, psychic warrior 2
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal

                                                           - 79 -
Target: You
Duration: 1 min/lvl
Power Points: 3

Choose acid, cold, electricity, fire, or sonic. You gain energy resistance 10 to that energy type. Your body
assimilates the energy damage, and converts it to harmless light. The power protects your equipment as well.
      When you absorb damage, you can choose to radiate visible light that illuminates a 60 ft radius for a number of
rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a
visual display. The color of the display depends on the energy type you absorb; acid glows green, cold glows blue,
electricity glows yellow, fire glows red, and sonic glows violet. You can turn off the visual display as a free action
after it has activated, if you desire. The number of rounds you shed light after taking damage is cumulative (rather
than overlapping).
      The resistance provided by this power does not stack with other forms of energy resistance.
      This power’s subtype is the same as the type(s) of damage it protects against.
      [Note: this power protects you from 10 points of damage from each source you are exposed to during each
round, not 10 points of energy damage per round.]
      Augment: 1. For every additional power point you spend, the energy resistance you gain increases by 1.
      2. For every additional power point you spend, you can protect yourself against another energy type.
      3. If you spend 2 additional power points, you can protect yourself against damage (or healing) from positive
energy (white light) or negative energy (black light, though you can still see without hindrance). For 3 power points,
you can protect yourself from both. This protects against direct hp damage (or healing) only, not against energy
drain, turning attempts, etc. Against non-damaging effects you gain a +1 resistance bonus to saving throws versus
such effects for every 5 points of positive or negative energy resistance you have (this includes ability damage).
      4. If you spend 2 additional power points, this power’s duration becomes “10 min/lvl.”
      4a. If you spend a total of 4 additional power points, it becomes “1 hour/lvl.”
      5. If you spend 4 additional power points, you can manifest this power as an immediate action.
      6. [Kineticist or egoist] If you spend 4 additional power points, the range of this power becomes “Touch,” and
its target becomes, “One creature or object touched.” Its power resistance becomes “Yes (potentially harmless).”
      7. If you spend 4 additional power points, you can store up the energy damage and later discharge it as a ray,
rather than giving off light. Its range becomes “Personal and Close (25 ft + 5 ft/2 lvls); see text,” its effect becomes
“Ray, see text,” and its power resistance becomes “Yes.” Discharging a ray requires a standard action. You can fire
any number of rays during the power’s duration, and the type of energy must be one of the energy types you have
stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray
successfully strikes a target (requiring a ranged touch attack), the target takes damage equal to the amount of energy
damage of that type you have stored, up to your manifester level. As long as this power remains in effect, you can
continue to absorb and store energy damage and fire additional rays using the stored energy. This is often called the
energy conversion augment. This power’s subtype is the same as the type of energy you discharge in a ray; thus, its
subtype can change during the course of the power’s duration. Note that this augment can not be incarnated.
      7a. If you spend 2 additional power points, you can deal a maximum of two times your manifester level in
energy damage per ray.
      7b. If you spend 4 additional power points, you can deal a maximum of three times your manifester level in
energy damage per ray.
      7c. If you spend 4 additional power points, this power’s range becomes “Personal and Medium (100 ft + 10
ft/lvl); see text.”
      For every additional power point you spend (via one of these augmentations, or simply by spending additional
power points) (including augment #1), the energy resistance you gain increases by 1. For every 4 power points you
spend, the effective level of this power increases by 1 for the purposes of overcoming effects such as a globe of
invulnerability.

Energy Burst (NA)
Psychokinesis [see text] or Psychometabolism [Acid]
Level: Psion/wilder 3, psychic warrior 6
Display: Auditory
Manifesting Time: 1 standard action
Area: 40 ft radius burst, a 60 ft cone, or a 120 ft line; see text
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: Psion/wilder 5, psychic warrior 11

                                                           - 80 -
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful blast of energy of
the chosen type that deals 5d6 points of damage to every creature or object within the area. This area can be in a 40
ft radius burst (that does not affect you), in a 60 ft cone, or in a 120 ft line (each of which originates from your
space).
     Psychic warriors (and only psychic warriors) manifest energy burst as a psychometabolic power, disgorging a
shower of vitriolic acid that deals 11d6 points of damage to all creatures and unattended objects in the power’s area
on a failed Reflex save. Psychic warriors can not use the energy types noted above, instead manifesting energy burst
with the acid subtype (see below). Psychic warriors call this the breath of the black dragon power.
     Acid: Acid ignores an object’s hardness.
     Cold: A blast of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold blast is a Fortitude save instead of a Reflex save.
     Electricity: Manifesting a blast of 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: A blast of this energy type deals +1 point of damage per die.
     Sonic: A blast of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per
damage die) and ignores an object’s hardness.
     This power’s subtype is the same as the type of energy you manifest.
     Augment: 1. For every additional power point you spend, this power deals an additional 1d6 damage.
     2. You can spend a number of power points to increase the area of this power, as noted below:

Blast type      For every      You get
Line            1 pp           +10 ft
Cone            1 pp           +5 ft
Burst           2 pp           +5 ft (radius)

    For every 2 power points you spend in this way, this power deals an additional 1d6 damage.
    3. [Psychic warrior] For every 4 additional power points you spend, this power deals 1 point of Constitution
damage to all creatures that fail their initial save. Creatures that do not take hit point damage, for whatever reason,
ignore this effect.
    4. [Negative] You can spend fewer power points to decrease the area of this power, as noted below:

Blast type      For every      You get
Line            -1 pp          -10 ft
Cone            -1 pp          -5 ft
Sphere          -2 pp          -5 ft (radius)

     For every power point not spent, this power’s damage decreases by 1d6.
     5. [Negative] For every power point not spent, this power deals 1d6 fewer points of damage.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability.

Energy Current (NA)
Psychokinesis [see text]
Level: Kineticist 5
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: Any two creatures no more than 15 ft apart
Duration: Concentration, up to 1 round/lvl
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 9

Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body’s psionically fueled
bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary
foe for 9d6 points of damage in every round when the power remains in effect. Energy also randomly arcs off the
primary foe to strike one additional foe that is initially within 15 ft of the primary foe, or that subsequently moves
                                                          - 81 -
within 15 ft of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe
takes in every round while the duration lasts. The current can snake around corners, through holes in walls, and so
on, and you need not have direct line of effect to target the secondary foe (though you must have line of sight, and
the current must be able to reach around or through any barriers separating them).
      Should the primary foe fall to less than 0 hit points (or should the target completely evade the effect with a
special ability or power), you can retarget another foe while the duration lasts. Should this happen with the
secondary foe, the power is retargeted randomly. If you retarget the secondary foe to become the primary target of
the power, the arc randomly targets another secondary foe within range. Targeted foes can move normally, possibly
moving out of range of the effect, but each round they are targeted and remain in range they must make a saving
throw to avoid taking full damage in that round.
      Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy
current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your
concentration on the power.
      Cold: A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from
a cold current is a Fortitude save instead of a Reflex save.
      Electricity: Manifesting a current of 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: A current of this energy type deals +1 point of damage per die.
      Sonic: A current of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per
damage die) and ignores an object’s hardness.
      This power’s subtype is the same as the type of energy you manifest.
      Augment: 1. For every additional power point you spend, this power deals an additional 1d6 damage.
      2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any
additional secondary target can not be more than 15 ft from another target of the power.
      3. For every 2 additional power points you spend, the maximum distance between targets increases by 5 ft.
      4. For every 2 additional power points you spend, the maximum duration of this power increases by 1 round.
      5. If you spend 4 additional power points, you can concentrate on this power as a standard action each round.
      6. If you spend 4 additional power points, the energy current running between targets is partially ethereal and
ectoplasmic in nature, and connects them like a sticky strand of rope. In order for either target to move more than 15
ft from the other creature, it must make a Strength check (DC = the DC of this power). Creatures that fail this check
can not move beyond this distance unless they somehow take no damage from this power for 1 round (such as
through energy resistance or evasion), or they move beyond range of this power. Treat the strand as ethereal for
purposes of targeting and damaging it, though creatures can use the Aid Another action to assist with the Strength
check. Creatures can use teleportation abilities to move away without hindrance unless the teleportation effect
travels through the Ethereal Plane.
      7. [Negative] For every power point not spent, this power deals 1d6 fewer points of damage to the primary
target.
      For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability.

Energy Discorporation (A)
Psychokinesis [See text, Teleportation]
Level: Kineticist 5
Display: Visual; see text
Manifesting Time: 1 immediate action
Range: Medium (100 ft + 10 ft/lvl)
Target: You, and one energy source
Area: One 5 ft cube + one 5 ft cube/3 levels, and a 5 ft radius burst; see text
Duration: Up to 1 round/lvl
Saving Throw: None and Fortitude or Reflex for half; see text
Power Resistance: Yes; see text
Power Points: 9

You can use your mastery of energy to cheat death, avoid harm, or as a strategic gambit during combat.
     You can manifest this power if you are within range of an energy effect (mundane or otherwise) with the acid,
cold, electricity, fire or sonic descriptor that also has an area of effect. This includes torches, campfires, lakes of
acid, and the like. You and a portion of the effect (see the Area description above) both immediately disappear in a
flash of light, with your body breaking up into its component particles (along with all your gear and any objects you

                                                         - 82 -
are holding or carrying) and merging with the energy source. Sources with areas too small to support the entirety of
this power’s area are snuffed out and are essentially dispelled. You can choose which 5 ft cubes dissipate out of the
energy effect, which you can strategically use to circumvent harm from anything in those spaces. Ongoing effects
fill these empty spaces 1 round later.
      Once dissipated, you are reduced to a Tiny-sized, 6 inch radius wisp of visible energy that appears in your
previous location; it is both incorporeal and innately harmless, has a fly speed of 30 ft (perfect), has immunity to any
and all effects except for dispel psionics and similar effects; while affected by this power, you can not enter a null
psionics field, and are shunted harmlessly to the nearest unaffected space if caught in one. It shines like a torch with
a 10 ft radius of bright light and an additional 20 ft of shadowy illumination, and it allows you to see the world as
only vague, shadowy shapes and contours (enough to tell where living creatures and solid objects are but little
more), and all of your other senses are temporarily negated. You can not interact with your original plane in any
way, nor can it interact with you, other than those means specified by this power. Any effects you were under when
you manifested this power are suppressed for its duration, but their durations do not continue to expire until you
reintegrate.
      You can choose to reintegrate yourself at any time by using a standard action, and can do so in two ways; in
either case, your body and all of your equipment reappear in the space occupied by the wisp of energy. You can
either appear in a burst of harmless light, or in a burst of energy that deals 9d6 damage in a 5 ft radius (Reflex or
Fortitude for half-see below); this effect does not harm you or anything you are wearing or carrying. You
automatically reintegrate at the end of this power’s duration.
      Acid: A blast of acid ignores an object’s hardness.
      Cold: A blast of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold discorporation is a Fortitude save instead of a Reflex save.
      Electricity: Manifesting a blast of 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: A blast of this energy type deals +1 point of damage per die.
      Sonic: A blast of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per
damage die) and ignores an object’s hardness.
      The energy type of this power is the same as the effect used to discorporate.
      If you reintegrate somewhere that you would not be able to fit, or do so within a solid object or creature, you are
shunted to the nearest open space that could hold you, and you take 1d6 bludgeoning damage for every 10 ft that
you must move to get there. The burst of energy or light occurs at your actual point of entry, rather than where the
effect ended.
      Despite being a psychokinesis power, use of this power can be negated by powers and spells such as
dimensional anchor, and your movement while under its effect is hampered by force effects, such as forcecage.
      Augment: 1. For every additional power point you spend, the damage this power deals upon re-entry increases
by 1d6.
      2. If you spend 2 additional power points, you can reintegrate yourself as a move action.
      2a. If you spend a total of 4 additional power points, this becomes a swift action.
      2b. If you spend a total of 6 additional power points, this becomes an immediate action.
      3. If you spend 4 additional power points, the energy wisp is totally invisible (as the spell), and can not be
located outside of extraordinary means, such as psionic true seeing.
      4. [Seer] If you spend 4 additional power points, you can see and hear through the energy wisp normally,
treating it as if it were a mobile viewpoint for the clairvoyance sense power.
      For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability.

Energy Missile (NA)
Psychokinesis [see text]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Targets: Up to five creatures or objects within a 5 ft radius
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half (object); see text
Power Resistance: Yes (object)
Power Points: 3


                                                         - 83 -
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release powerful missiles of energy of
the chosen type at your foes. The missiles deal 3d6 points of damage to each creature or object you target, to the
maximum of five targets. You can not hit the same target multiple times with the same manifestation of this power;
any equipment the target is carrying counts as part of the target for purposes of this power’s targeting (though
mounts are considered separate creatures, and you can target them as well as their riders with a single
manifestation). Creatures that have separate parts that you can specifically target (such as the heads of hydras) can
also be targeted individually, and do not count as the same creature for targeting purposes.
     Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from
a cold missile is a Fortitude save instead of a Reflex save.
     Electricity: Manifesting a missile of 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: A missile of this energy type deals +1 point of damage per die.
     Sonic: A missile of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per
damage die) and ignores an object’s hardness.
     This power’s subtype is the same as the type of energy you manifest.
     Augment: 1. For every additional power point you spend, this power deals an additional 1d6 damage.
     2. [Kineticist] For every additional power point you spend, this power deals an additional 1d6 damage; for
every 2 power points you spend in this way, the radius of the area you can target increases by 5 ft.
     3. [Kineticist] For every 4 additional power points you spend, you can unleash an additional missile, and the
this power deals an additional 2d6 damage.
     4. If you spend 4 additional power points, you can potentially stun creatures that fail their initial saving throw
for half damage. The targets of this power must make an additional Will save or be stunned for 1 round. Creatures
that take no damage from this power (for whatever reason) are immune to this effect. This is often called the energy
stun augment.
     4a. If you spend 2 additional power points, targets are dazzled for 1 round on a successful Will save. Creatures
are likewise immune to this effect if they take no damage from this power.
     5. [Negative] For every power point not spent, this power deals 1d6 fewer points of damage.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability.

Energy Ray (A)
Psychokinesis [see text] or Psychometabolism (Creation) [Acid]; see text
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Effect: Ray
Duration: Instantaneous
Saving Throw: None (object)
Power Resistance: Yes (object) or none; see text
Power Points: 1

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen
type that you shoot forth to strike a target within range, dealing 1d6 points of damage if you succeed on a ranged
touch attack with the ray.
     Psychic warriors (and only psychic warriors) manifest energy ray as a psychometabolic power, spitting a
globule of vitriolic acid as a ranged touch attack. Psychic warriors can not use the energy types noted above, instead
manifesting energy ray with the acid subtype (see below). Since it is an instantaneous creation effect, the acid
produced by this power is not subject to power resistance or the effects of a null psionics field. Psychic warriors call
this the exhalation of the black dragon power.
     Acid: Acid ignores an object’s hardness.
     Cold: A ray of this energy type deals +1 point of damage per die.
     Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing
metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
     Fire: A ray of this energy type deals +1 point of damage per die.
     Sonic: A ray of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per
damage die) and ignores an object’s hardness.
     This power’s subtype is the same as the type of energy you manifest.

                                                         - 84 -
     Augment: 1. For every additional power point you spend, this power deals an additional 1d6 damage (or 1d4 if
used in conjunction with augment #3).
     2. If you spend 2 additional power points, the energy ray is so intense that it blasts the target back from the
point of the ray’s origin. Targets of up to one size category larger than you must make a Strength check (DC equal to
the save DC of this power), or be pushed back 5 ft + 5 ft for every 5 points of damage it takes. If a wall or other
solid object (including a creature) prevents the subject from being pushed back, the subject instead slams into it and
both take bludgeoning, piercing, or slashing damage (as appropriate) equal to half the energy damage dealt by the
power from the impact (no save). The movement caused by this augment does not provoke attacks of opportunity.
This is sometimes called the energy push augment.
     2a. If you spend an additional power point, targets are pushed in a direction of your choosing, rather than away
from you.
     2b. For every 2 additional power points you spend, you can affect a creature one size category larger, and this
power deals an additional 1d6 damage.
     2c. If you spend 4 additional power points, the target and any creature it hits must make a Reflex save or fall
prone at the end of their enforced movement.
     3. [Psion or Wilder] If you spend 2 additional power points, you can manifest a positive energy ray (which
deals 1d4 points of damage, deals +2 damage per damage die to undead, and heals living creatures), or a negative
energy ray (which deals 1d4 points of damage, deals +2 damage per damage die to living creatures, and heals
undead). Both positive and negative energy rays provide a +2 bonus on manifester level checks for overcoming
power resistance against, and a +2 on your attack rolls to hit, living and undead creatures.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability.

Energy Retort (A)
Psychokinesis [see text]
Level: Psion/wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal and close (25 ft + 5 ft/2 lvls); see text
Targets: You and creature or object attacking you; see text
Effect: Ray; see text
Duration: 1 min/lvl
Saving Throw: None
Power Resistance: Yes
Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You weave a field of potential energy of
the chosen type around your body. The first successful attack made against you in each round during the power’s
duration prompts a response from the field without any effort on your part. The attack may be physical, the effect of
a power, or the effect of a spell (including spell-like, supernatural, and extraordinary abilities). An “ectoburst”
discharges from the field, targeting the source of the attack and dealing 4d6 points of damage of the chosen energy
type. To be affected, a target must be within close range, you must have line of sight and line of effect to it, and you
must be able to identify the source of the attack. The ectoburst is a ranged touch attack made using your base attack
bonus plus your key ability modifier for your manifesting class.
     Cold: A field of this energy type deals +1 point of damage per die.
     Electricity: Manifesting a field of this energy type provides a +2 bonus on manifester level checks for the
purpose of overcoming power resistance.
     Fire: A field of this energy type deals +1 point of damage per die.
     Sonic: A field of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per
damage die) and ignores an object’s hardness.
     This power’s subtype is the same as the type of energy you manifest.
     Augment: 1. For every additional power point you spend, this power’s duration increases by 1 minute.
     2. For every 3 additional power points you spend, this power’s damage increases by 1d6.
     3. [Kineticist] For every 2 additional power points you spend, this power’s damage increases by 1d6.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability..


                                                         - 85 -
Energy Spark
Psychokinesis [See text] or Psychometabolism (Creation) [Acid]
Level: Psion/wilder 0, psychic warrior 0
Power Points: 0
Quantum Cost: 3

You deal 1 point of energy damage for every two manifester levels you have (minimum 1). It does not gain any of
the special benefits of particular energy types (acid, cold, electricity, fire, or sonic). It does not augment.
     Other than the information noted here, it is identical to the energy ray power.

Energy Wall (NA)
Metacreativity (Creation) [see text]
Level: Psion/wilder 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Area: Up to five 5 ft cubes of energized ectoplasm [S] (see text)
Duration: Concentration + 1 round/lvl
Saving Throw: None, Reflex negates, Fortitude half, or Reflex half (see text)
Power Resistance: No
Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile wall of opaque
energy of the chosen type formed out of unstable ectoplasm that you can shape as you like, including stacking the 5
ft cubes on top of each other to form a wall several cubes high. You can make it mostly transparent, if you desire.
You can attempt to place the wall where creatures are, though they are entitled to a Reflex save to move into an
adjacent space to avoid being engulfed.
     Any creature entering the wall must make a Strength check (DC equal to the saving throw of this power) to
breach the wall’s boundaries, as part of its movement. A failed attempt deals 1 point of energy damage per
manifester level (Reflex or Fortitude for half), prevents movement into the wall, and ends the move action used to
attempt entry. Another move action must be taken if the creature wishes to try again. For every round or part of a
round that a creature spends within the wall, it takes 2d6 points of damage +1 point per manifester level (no save to
resist). Once in the wall, a creature need not continue making checks to move, and can pass out of the wall without
difficulty, though entering the wall again requires another Strength check, as noted above.
     If a creature is hurled into the energy wall (such as the result of a bull-rush), the aggressor must make the
Strength check to push the target in. In the case of energy push, telekinetic effects, and similar effects, the creature is
pushed inside the wall if the originator substitutes its key ability modifier for its Strength, instead.
     Attacks pass through the wall normally, but the ectoplasm in the wall is thick enough that it reduces all
movement types within it by half. The wall can not take hp damage, though it can be targeted by other effects, such
as psionic disintegrate, psionic dimensional anchor, dismiss ectoplasm, and dispel psionics. Creatures affected by
the psionic freedom of movement power and similar effects can move into and through the wall without difficulty,
but are still subject to the energy damage, as normal.
     Cold: A wall of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold wall is a Fortitude save instead of a Reflex save
     Electricity: Manifesting a wall of this energy type provides a +2 bonus to the save.
     Fire: A wall of this energy type deals +1 point of damage per die.
     Sonic: A wall of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per
damage die) and ignores an object’s hardness.
     This power’s subtype is the same as the type of energy you manifest.
     [Note: You can not utilize energy discorporation or control flames on an energy wall.]
     Augment: 1. For every additional power point you spend, the wall radiates energy for a distance of 5 ft in one
direction all along its length, dealing 1 die of energy damage each round for every 2 dice of energy damage that the
wall itself deals (with a saving throw for half damage). Multiple applications of this augment stack, so for 2 power
points, you could radiate energy in one direction at a distance of 10 ft, or in two directions at a distance of 5 ft, at
your option. You can utilize the energy discorporation power on energy radiated in this way.
     2. [Shaper or kineticist] For every additional power point you spend, this power’s damage against creatures
within the wall increases by 1d6.
     3. For every additional power point you spend, you can create an additional 5 ft cube.


                                                          - 86 -
     4. For every 2 additional power points you spend, this power’s damage against creatures within the wall
increases by 1d6.
     5. If you spend 10 additional power points, you can manifest a positive energy wall (each die of which deals
1d4 points of damage instead, deals +2 damage per damage die to undead, and heals living creatures), or a negative
energy wall (each die of which deals 1d4 points of damage, deals +2 damage per damage die to living creatures, and
heals undead). Both positive and negative energy walls provide a +2 bonus on DCs against living and undead
creatures.
     6. [Negative] If you spend 4 fewer power points, the wall created by this power is an inch-thick sheet of
compressed, unstable ectoplasm, which can be shaped as either a long, flat wall (5 ft x 10 ft long/lvl [S]), a ring or
hemisphere (5 ft radius/2 levels), or a sphere (5 ft radius/4 levels); creatures adjacent to the wall are allowed a
Reflex save to move to either side of it. You can not place this wall where it would intersect a creature; any attempt
to do so automatically fails. Attempting to pass through the wall still requires a Strength check; a successful check
means the creature automatically takes 1 point of damage per power point spent on this power as it passes through.
A failed check deals half of that damage (with a Reflex or Fortitude save to halve the damage yet again).
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability.

Energy Wave (NA)
Psychokinesis [see text]
Level: Kineticist 3
Display: Auditory
Manifesting Time: 1 standard action
Range: None or Long (400 ft + 40 ft/lvl); see text
Area: 60 ft cone-shaped spread or 15 ft radius spread; see text
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the
chosen type that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost
no pressure. This explosion is either a 60 ft cone-shaped spread (centered on you) or a 15 ft radius spherical spread
that you can aim anywhere within Long range.
     Cold: A wave of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold wave is a Fortitude save instead of a Reflex save.
     Electricity: Manifesting a wave of 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: A wave of this energy type deals +1 point of damage per die.
     Sonic: A wave of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per
damage die) and ignores an object’s hardness.
     This power’s subtype is the same as the type of energy you manifest.
     Augment: 1. For every additional power point you spend, this power deals an additional 1d6 damage.
     2. You can spend a number of power points to increase the area of this power, as noted below:

        Wave type      For every       You get
        Cone           1 pp            +5 ft
        Sphere         2 pp            +5 ft (radius)

     For every 2 power points you spend in this way, this power deals an additional 1d6 damage.
     3. [Negative] For every power point not spent, the area, range, and radius of this power decreases by 5 ft
(excluding the Long range, and to a minimum of 5 ft), and it deals 1d6 fewer points of damage.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability.

Entangling Ectoplasm (A)
Metacreativity (Creation)
Level: Psion/wilder 1

                                                        - 87 -
Display: Material and visual
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One Medium or smaller creature
Duration: 5 rounds
Saving Throw: None
Power Resistance: No
Power Points: 1

You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately thrust it as a ranged touch attack at
any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates
at the end of the power’s duration.
     Augment: 1. For every 2 additional power points you spend, this power can affect a target one size category
larger.
     2. For every 4 additional power points you spend, you can affect another creature within 15 ft of any other
target within range.
     2a. For every 2 additional power points you spend, the distance between targets you can affect increases by 5 ft.
     3. If you spend 4 additional power points, you can anchor the ectoplasmic goo to the ground or a nearby object
on a failed Reflex save, forcing the subject to break free with a successful Strength check (DC = the save DC of this
power) or be rooted to the spot. Breaking free is a move action that provokes attacks of opportunity. Creatures not
within 5 ft of the ground or a suitably large object (such as flying or swimming creatures) can not be affected in this
manner.
     4. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     4a. If you spend a total of 8 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     5. If you spend 6 additional power points, the subject must succeed on a Reflex save or be blinded as the sticky
goo obscures its vision for the duration of this power. It may take a full round action to scrape the ectoplasm out of
its eyes to negate the penalty.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), this power’s duration increases by 1 round.

Escape Detection (NA)*
Clairsentience
Level: Psychic warrior 3, seer 3
Display: None
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/lvl
Power Points: 5

You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers and similar
effects such as clairvoyant sense, remote viewing, and psionic true seeing. If a clairsentience power or similar effect
is attempted against you, the originator of the effect must succeed on a manifester level check (1d20 + manifester
level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester level.
      Augment: 1. [Seer] If you spend 2 additional power points, the range of this power becomes “Touch” and the
target becomes “One creature or object touched.” The saving throw becomes “Will negates (harmless),” and its
power resistance becomes “Yes (harmless).” If you spend 4 additional power points instead, its area becomes “10
ft/lvl,” and its target becomes “One creature or object touched,” its saving throw becomes “Will negates (harmless,
object),” and its power resistance becomes “Yes (harmless, object).” Anything within the specified area around the
creature or object is subject to the benefits noted above.
      2. [Negative] If you spend 3 fewer power points, the duration of this power becomes “10 min/lvl.”

Ethereal Jaunt, Psionic (NA)
Psychoportation
Level: Psion/wilder 4, psychic warrior 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You

                                                         - 88 -
Duration: 1 round/lvl [D]
Power Points: Psion/wilder 7, psychic warrior 5

You become ethereal, along with your equipment. For the duration of the power, you are in a place called the
Ethereal Plane, which overlaps the normal, physical, Material Plane. When the power expires, you return to material
existence.
     An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit
at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and
hearing onto the Material Plane are limited to 60 ft.
     Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane
from the Material Plane, but not vice versa. An ethereal creature can not attack material creatures, and powers you
manifest while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects
that work on the Ethereal Plane.
     Treat other ethereal creatures and ethereal objects as if they were material.
     If you end the power and become material while inside a material object (such as a solid wall), you are shunted
off to the nearest open space and take 1d6 points of damage per 5 ft that you so travel.
     Augment: 1. For every additional power point you spend, the duration of this power increases by 1 round.
     2. If you spend 2 additional power points, the range of this power becomes “Touch” and the target becomes
“One willing creature touched.” Its power resistance becomes “Yes (harmless).”
     2a. For every additional power point you spend, you can affect an additional creature touched (this includes
targets that are in contact with each other at the time of manifestation). Once on the Ethereal Plane, you need not
stay together; once the power expires, however, all affected targets automatically return to material existence.
     3. [Nomad] If you spend 2 additional power points, you can expend your psionic focus at any time to flicker
into corporeality for just a moment, long enough to perform a swift action. Unless a corporeal creature has readied
an action (such as readying a spell, power, or attack), or there is an effect with a duration of at least one round
present and active, the period of your corporeality is brief enough that you do not provoke attacks of opportunity,
and otherwise can not be affected by corporeal creatures.
     3a. If you spend 4 power points instead, the ‘flicker’ can last for up to 1 round, during which time creatures can
affect you normally. The duration of the flicker counts against this power’s duration, as normal.
     4. If you spend 4 additional power points, this power’s duration becomes “1 min/lvl [D].”
     4a. If you spend a total of 6 additional power points, it becomes “10 min/lvl [D].”
     4b. If you spend a total of 8 additional power points, it becomes “1 hour/lvl [D].”
     5. [Nomad or psychic warrior] If you spend 4 additional power points, this power can affect a single unwilling
target on a successful touch attack. The range of this power becomes “Touch,” the target becomes “One creature
touched or one object touched (up to 200 lbs per level),” its saving throw becomes “Fortitude negates (object),” and
its power resistance becomes “Yes (object).” Targets you affect by this power are stuck on the Ethereal Plane for its
duration.
     5a. For every 2 additional power points you spend, you can affect an additional creature (this includes targets
that are in contact with each other at the time of manifestation).
     6. [Negative] If you spend 6 fewer power points, the duration of this power becomes “1 round.” This augment
can not be combined with augment #4.

Evade Burst (A)
Psychometabolism
Level: Psion 7, nomad/wilder 4, psychic warrior 3
Display: Material
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: Psion 13, nomad/wilder 7, psychic warrior 5

You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. When you manifest
this power in conjunction with making a successful Reflex save against an attack that normally deals half damage on
a successful save, you instead take no damage. You must manifest this power after you make your Reflex save, but
before damage is dealt to you.
     You can manifest this power with an instant thought, quickly enough to save yourself if you unexpectedly come
within range of a dangerous effect.

                                                         - 89 -
     Augment: 1. [Nomad] This power’s discipline becomes “Psychoportation.”
     2. If you spend 2 additional power points, you can take an immediate 5 ft step in any direction, even if you have
already moved during the round.
     3. If you spend 4 additional power points, you take only half damage on a failed Reflex save.
     4. For every 4 additional power points you spend, you gain a +1 circumstance bonus to the Reflex save you just
rolled.

Fabricate, Psionic (NA)
Metacreativity (Creation)
Level: Shaper 4
Display: Material
Manifesting Time: 1 full-round action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One or more objects consisting of similar materials; see text
Duration: Instantaneous and concentration (up to 1 round/lvl); see text
Saving Throw: None
Power Resistance: No
Power Points: 7

You convert material of one sort into a product that is of the same material. Creatures and magic items can not be
created or transmuted by the psionic fabricate power. The quality of items made by this power is limited by the
quality of material used as the basis for the new fabrication.
     You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship. Since
you are using the power of your mind to alter materials, rather than using time and effort (and tools), all DCs for
Craft checks for high-quality items are twice as high as they otherwise would be. A suit of full-plate, for example,
has a Craft DC of 36. You can not take 10 or 20 on this check. You still waste materials on a failed Craft check.
     Concentration on psionic fabricate requires a full-round action rather than a standard action, and you can
transmute up to 10 cubic ft of material (or 1 cubic ft, in the case of minerals) per round. Material transmuted remains
altered even if concentration on this power is disrupted (such as through the use of dispel psionics).
     Augment: 1. If you spend 1 additional power point, this power’s maximum duration increases by 1 round, and
you can alter an additional 10 cubic ft of non-mineral material (and 1 cubic ft of mineral material) per round.
     1a. For every additional power point you spend, this power’s maximum duration increases by 1 round, and the
amount of non-mineral material you can alter increases by 20 cubic ft (and 2 cubic ft of mineral material) per round.
     2. If you spend 2 additional power points, this power’s target becomes “One or more objects consisting of
similar materials, or one creature; see text,” its saving throw becomes “Fortitude negates (object),” and creatures
affected in this way cannot currently be living (unless they are constructs) or undead. Intelligent targets receive a
circumstance bonus to Disguise checks equal to one-half of your Craft check to prevent being recognized. For
mindless targets, assume the DC for Spot checks and similar is 10 + one-half your Craft check. You cannot damage
a creature using psionic fabricate, and other than the benefits noted here, this does not alter a creature’s ability
scores or its supernatural, psi- or spell-like, natural or extraordinary abilities in any way.
     2a. If you spend 8 additional power points and a total of 75 XP for every power point spent on this power, you
can use psionic fabricate on single magic or psionic item. Using psionic fabricate to alter the shape of a magic item
does not change its supernatural qualities in any way, though you can potentially alter its function as a mundane
item (such as turning a longsword into a hand-axe, or a Huge greatsword into a chain shirt). Special abilities remain
in effect on the item, but are suppressed if such abilities cannot be used in both forms (such as a suit of dancing full-
plate, or a greatsword of heavy fortification); exceptions are subject to DM fiat. You can also alter the body slot on
which you wear the item (such as turning a headband of intellect into goggles of intellect); you cannot turn a slotted
item into a slotless item, however.
     3. If you spend 4 additional power points, you can extract substances present in the target materials, such as
pitch from pinewood, salt from seawater, poison from a glass of wine, or quartz crystals from granite. You can only
extract what is present in your target material, and only if you are aware it is there. Alternately, you can perform
simple chemical and physical changes to your target material, such as freezing water, melting ice, or producing a
loaf of bread from its component ingredients, and so on. You can not produce or extract heat, which means that ice
so created usually melts within a round, and you can not force materials to combust or explode by themselves. The
amount of materials you can affect (and the amount you can affect per round) is 1/10 of what you could normally
fabricate.
     4. If you spend 6 additional power points, you can alter all of the targeted material instantaneously, without
having to concentrate on the power. In addition, the manifesting time becomes “1 standard action.”


                                                         - 90 -
     5. [Negative] For every power point not spent, this power’s maximum duration decreases by 1 round, and the
amount of non-mineral material you can alter per round decreases by 10 cubic ft per level (and 1cubic ft for mineral
materials).
     6. [Negative] If you spend 4 fewer power points, you are limited to 1 cubic ft of non-mineral material per level
per round. It takes 1 round to alter a single cubic ft of mineral material. This cannot be combined with augment #4.

False Sensory Input (A)
Telepathy [Mind-Affecting]
Level: Telepath 3
Display: Mental
Manifesting Time: 1 round
Range: Long (400 ft + 40 ft/lvl)
Target: One creature
Duration: Concentration, up to 1 min/lvl [D]
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5

You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells, tastes, or
feels something other than what her senses actually report. You can not create a sensation where none exists, nor
make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with
different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific
human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale
rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
     You can switch between senses you falsify round by round. You can not alter the size of an object by more than
50% by using this power. Thus, you could not make a castle look like a hovel, but you could make it look like a
different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy
manifester who is attempting to use his powers, the enemy must make a Concentration check as if being grappling
or pinned.
     Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of
gathering information, assuming you know that the victim is actively using such an effect and you can maintain
concentration.
     Augment: 1. If you spend 2 additional power points, this power can affect an additional target within a 15 ft
diameter sphere. Creatures you affect can move outside of the radius of the power and still remain under its
influence.
     1a. For every 2 additional power points you spend, you can affect one additional creature, and the diameter of
the area you can affect increases by 5 ft.
     2. For every 2 additional power points you spend, the duration of this power increases by 1 round, in which you
need not concentrate to maintain the effect. You must, however, specify which sense is affected during each round
and how it is affected before your concentration lapses. Once you cease concentration, you can not change these
choices, and the power plays out until its duration ends, or you dismiss it.
     3. For every 4 additional power points you spend, you can fool one additional sense at one time.
     4. If you spend 6 additional power points, you can cease or resume concentrating on this power as a standard
action once per round without having its duration lapse. Senses that you were concentrating to alter remain altered in
the same way until the duration of the power ends.
     5. If you spend 8 additional power points, the range of this power becomes “Touch,” its target becomes
“creature or object touched,” its area becomes “60 ft emanation,” its saving throw becomes “None and Will
negates,” and its power resistance becomes “Yes (object, potentially harmless).” You must make a melee touch
attack on a creature or object, which then emanates the effects of this power; the subject you touch does not receive
a saving throw to negate the effects of this power, but it remains unaffected by this power’s hallucinatory effects.
You can choose to affect any creature that enters the emanation so long as it remains within range and you are
concentrating. All targets have the same senses altered, and sense the same things.
     5a. For every additional power point you spend on this augmentation, this power’s radius increases by 5 ft.

Far Hand (A)*
Psychokinesis
Level: Psion/wilder 0, psychic warrior 0
Display: Visual
Manifesting Time: 1 standard action

                                                         - 91 -
Range: Close (25 ft + 5 ft/2 lvls)
Target: An unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 0
Quantum Cost: 1

You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far
as 15 ft in any direction, though the power ends if the distance between you and the object exceeds the power’s
range.
    Augment: 1. For every additional power point you spend, the weight limit of the target increases by 5 pounds.
    2. For every additional power point you spend, the distance you can move an object increases by 5 ft.

Fate Link (NA)
Clairsentience
Level: Seer 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: Any two living creatures that are initially no more than 30 ft apart.
Duration: 10 min/lvl
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5

You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature
experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal
damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy
damage), the linked creature is not subjected to it through the link. If one dies, the other must immediately succeed
on a Fortitude save against this power’s save DC or gain two negative levels.
     No other effects are transferred by the fate link.
     Creatures linked together in this way can not be the result of a power or a spell. Thus, a creature summoned by
the summon monster or summon nature’s ally spells (or an astral construct; see below) can not be linked to another
creature.
     Augment: 1. If you spend 4 additional power points, the creatures affected by this power can share healing
effects, but each creature receives only half the damage healed by the effect.
     2. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     3. If you spend 4 additional power points, the creatures you link together need not be ‘living’ creatures, but they
must be animate. Constructs, undead, elementals, and so on can be fate linked together as if they were ‘living
creatures.’
     4. For every 6 additional power points you spend, you can link two additional creatures together (which are not
linked to the first two in any way). Alternately, for every 6 power points you spend, you can fate link one creature to
one additional creature, but effects are not transferred through the fate link more than once. Ergo, if creature A is
fate linked to creatures B and C, and A takes damage, it is transferred to both B and C; if B is damaged, it is
transferred to A, but not C.
     5. If you spend 6 additional power points, ability damage (but not ability burn or ability drain) can be
transferred by this power.
     6. [Negative] If you spend 1 power point less, this power’s duration becomes “1 min/lvl.” If you spend 2 fewer
power points, it becomes “1 round/lvl.”

Fate Reading
Clairsentience
Level: Psion/wilder 0, psychic warrior 0
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One set of 22 to 78 related objects touched; see text
Duration: 1 minute

                                                         - 92 -
Power Points: 0
Quantum Cost: 2

You can foretell the future for another by using various props.
     In order to use this power, you must manifest it on a set of related objects, such as bones, dice, playing cards,
sticks, stones, and so on that another creature has physically touched; each of them must be in contact with one
another when you manifest this power.
     After manifesting fate reading, you must lay out the cards, toss the bones onto a hard surface, roll the dice, and
so on, during which they form patterns only you can recognize. At the end of fate reading’s duration, you receive a
single, vague statement about an important event that is fated to happen sometime in the near future (within 1 week
per level), regarding the last creature to have touched the objects being used. Such premonitions rarely hold
immediate meaning, though they often become fairly clear once the event is transpiring.
     Examples of statements given by this power are as follows: “Your peril follows the man in the red cape,” “You
will meet the woman of your dreams when the moon is at its ripest,” and “The flowing water will lead you through
uncertainty.”
     You cannot read your own fate using this power.

Feat Leech (A)
Clairsentience
Level: Psion/wilder 2, psychic warrior 2
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/lvl
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 3

You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target. If
successful, you immediately are familiar with the target’s psionic and metapsionic feats, if any, and you can choose
a single feat from among them.
      While the power lasts, you are treated as if you possessed the stolen feat, despite the fact that you have more
feats than normally allowed. During this same period, the target can make no use of the stolen feat. When the
power’s duration expires, you lose access to the feat, and the target gains immediate use of it. This transfer occurs
regardless of the distance between you and the target.
      If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw
every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is killed
before the duration expires, you immediately lose the benefit of the stolen feat.
      You can not steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat
as the prerequisite for another stolen feat. Certain feats that are innately part of the target, such as racial bonus feats,
heritage and bloodline feats, Psicrystal Affinity and Improved Psicrystal, and any feat that has role-playing or XP
requirements, can not be stolen by this power. If you leech Psionic Body or Psionic Talent, hp and pp gained are
treated like the hit points gained through a temporary increase in Constitution. You can gain the Expanded
Knowledge feat to steal its specified power for the duration of feat leech, but only if you would normally be able to
take the feat for the power you gain; otherwise, the feat is suppressed in your target, and you receive no benefit.
      Any creature that willingly forgoes its save for this power is overcome with wracking pain as your mental
intrusions scramble its defenseless psyche; it becomes dazed for 2d6 minutes; few ever willingly submit a second
time.
      Augment: 1. For every 2 additional power points you spend, you can choose another feat to steal.
      2. [Seer] If you spend 2 additional power points, the range of this power becomes “Touch and Close (25 ft + 5
ft/2 lvls); see text” and the target becomes “One creature touched, and one willing creature; see text.” The saving
throw becomes “Will negates and none; see text,” and its power resistance becomes “Yes.” This power works as
outlined above, except one willing creature within Close range is the recipient of the stolen feats, rather than you.
      3. If you spend 4 additional power points, you can leech away nonpsionic general feats, so long as you meet the
prerequisites and otherwise follow the guidelines outlined above.
      3a. If you spend 2 additional power points, you can leech away item creation feats as well.
      4. If you spend 4 additional power points, this power’s duration becomes “10 min/lvl.”
      4a. If you spend 8 additional power points, it becomes “1 hour/lvl.”

                                                           - 93 -
    4b. If you spend 10 additional power points, it becomes “1 day/lvl.”

Ferroplasmic Shell (A)
Metacreativity [Creation]
Level: Wilder 2, shaper 2, psychic warrior 2
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Effect: Ray; see text
Duration: Permanent [D]
Saving Throw: None
Power Resistance: Yes
Power Points: 3

You launch an amorphous blob of specially-modified ectoplasm toward any creature in range. If you make a
successful ranged touch attack, the creature is engulfed, and the ectoplasm crystallizes into an irregularly-shaped
shell that acts as armor. If your target wishes to be affected and is not flat-footed, you gain its Dexterity modifier as
a bonus to your attack roll.
     Once engulfed, the creature is, for all mechanical purposes, wearing hide armor (see page 123 in the Player’s
Handbook for more details). If the creature is already wearing armor, it receives the higher armor bonus, the lower
maximum Dexterity bonus, and the higher speed penalty. The armor check penalties, arcane spell failure chances,
and encumbrance weights stack. A given creature can not be affected by this power more than once simultaneously.
     The armor can be dispelled as normal, or it can removed as per Table 7-7: Donning Armor on page 123 of the
Player’s Handbook, or with a successful Strength or Escape Artist check (full-round action, DC = the DC of this
power). It can also be sundered. It weighs 25 lbs, has 5 hp per point of AC bonus, and a hardness of 10.
     Any ferroplasmic shell that misses its intended target or is removed from its wearer immediately evaporates into
its component particles and becomes worthless.
     Augment: 1. For every additional power point you spend, the ferroplasmic shell’s armor bonus to AC increases
by 1, the max Dex bonus decreases by 1, the armor check penalty increases by 1, the arcane spell failure chance
increases by 5%, and the weight increases by 5 lbs. The armor type increases to heavy once you increase the armor
check penalty to -6 or more, and the target’s base land speed decreases by 10 ft.
     2. For every additional power point you spend, the armor’s max Dex bonus increases by 1, the armor check
penalty decreases by 1, the arcane spell failure chance decreases by 5%, and the weight decreases by 5 lbs. The
armor type decreases to light once the armor check penalty decreases to -2 or less, and the target’s base land speed is
no longer hindered through the armor’s encumbrance.
     3. For every 2 additional power points you spend, you can affect creatures of up to one size larger (in which
case the ectoplasm’s weight doubles; this doubling is cumulative)
     4. For every 2 additional power points you spend, you gain an additional charge to fire as a standard action after
the first. You can hold these additional charges in reserve for 1 round/lvl, after which they dissipate harmlessly.
     5. If you spend 4 additional power points, the crystalline structure of the ectoplasm hardens into razor-sharp,
jagged ridges, which adds the equivalent of armor spikes to the armor. This increases the shell’s weight, as is normal
for armor spikes (though it can be reduced by augment #2). See pages 123 and 124 in the Player’s Handbook for
details on armor spikes.

Fission (A)
Psychometabolism
Level: Egoist 7
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Effect: Duplicate of yourself
Duration: 1 round/lvl [D]
Power Points: 13

You can divide yourself, creating a duplicate that comes into existence 5 ft away. Your duplicate thinks and acts
exactly as you do and follows your orders, although it will not do anything you would not do yourself. Your
duplicate has all of your abilities but none of your psionic or magical equipment (it does possess a duplicate of all
your mundane equipment, clothing, armor, and implements, as well as mundane versions of any psionic or magical
equipment you have). You and your duplicate evenly split your power points, your remaining usages of pertinent

                                                         - 94 -
special abilities for the day, and so on. You retain your psionic focus (as does it), if you maintain such when this
power is manifested. Treat your duplicate as yourself with two negative levels for the purpose of determining class
abilities, feats, skill points, and the powers to which the duplicate has access (while the duration of this power lasts,
those negative levels can not be removed by any means). Your duplicate has all other physical traits you had at the
time you manifest this power, including hit points. Powers, spells, or other effects affecting you when you manifest
this power do not transfer to your duplicate. If your duplicate has access to the Psicrystal Affinity feat, your
psicrystal fissions off as well, and your psicrystal’s duplicate is attached to your duplicate (but not to you), and it is
considered the psicrystal of a manifester two levels lower than you are.
     When the duration expires or when you dismiss the power, you and your duplicate rejoin, no matter how far
from each other you are. You gain back any power points the duplicate has not spent. At the time of rejoining, you
take half of the damage your duplicate has taken since this power was manifested. This damage could potentially
leave you with negative hit points, but it can not reduce your hit points to less than -9.
     If your duplicate dies before the duration expires, no rejoining occurs, and you gain one negative level. If you
die, your duplicate remains in existence, and is for all intents you, but with two negative levels. (Once the duration
expires, one of the negative levels immediately converts to one lost level; the other negative level can be removed
by standard means.)
     You can have only one fissioned duplicate in existence at one time; your duplicate can not use this power. You
can not use fusion or metaconcert with a duplicate, or share any other power or effect that pools abilities (the sum of
you and you is still just you). Similarly, attempting to use powers such as touch of the vampire to hurt your duplicate
only damages your duplicate; these powers do not heal you. Metabolic transfer and similar powers are likewise
ineffective (transferring wounds to yourself is not a good healing strategy).
     All powers affecting a fissioned creature, either the original or the duplicate, end when the fission ends. All
damage, including hit point damage, ability damage, ability drain, and ability burn damage, is added together.
     Augment: 1. If you spend 4 additional power points, the range of this power becomes “Touch” and the target
becomes “One creature touched.” The effect becomes “two duplicate creatures,” the saving throw becomes
“Fortitude negates” and power resistance becomes “Yes.” Both fissioned duplicates take the negative levels enforced
by this power until its duration expires. This augment cannot be combined with augment #2.
     2. For every 6 additional power points you spend, you can create another fissioned duplicate, though each
successive duplicate has an additional 2 negative levels. For instance, if you spend 25 power points manifesting
fission, you gain 3 duplicates; your primary duplicate at 2 negative levels, as normal, your secondary duplicate with
4 negative levels, and one additional duplicate with 6 negative levels. You split your power point pool evenly
amongst all duplicates, so creating several is not always a good idea.

Flash (A)
Psychokinesis [Light]
Level: Psion/wilder 0, psychic warrior 0
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Effect: A burst of light
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No
Power Point Cost: 0
Quantum Cost: 3

You set off a painfully bright flash of light that bursts into being right in front of a single creature, dazzling it for 1
minute unless it makes a successful Reflex save. Sightless creatures, as well as creatures already dazzled, are not
affected further.
      Augment: For every additional power point you spend, you can affect an additional creature within 20 ft of the
first.

Float (A)*
Psychoportation
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You

                                                           - 95 -
Duration: 1 round/lvl [D]
Power Points: 0
Quantum Cost: 3

You mentally support yourself in water or similar liquid. You can swim at a speed of 10 ft using the power alone, or
use it to boost your swim speed by 10 ft.
     Augment: 1. [Egoist] This power’s discipline becomes “Psychometabolism.” Your body is altered in minor
ways to increase your swim speed (such as developing webbed fingers and toes, and becoming mildly streamlined).
     2. [Nomad or egoist] For every additional power point you spend, your swim speed increases by 5 ft.
     3. For every 2 additional power points you spend, your swim speed increases by 5 ft.
     4. If you spend 2 additional power points, this power’s duration becomes “1 min/lvl.”
     4a. If you spend a total of 4 additional power points, it becomes “10 min/lvl.”
     4b. If you spend a total of 6 additional power points, it becomes “1 hour/lvl.”
     5. If you spend 10 additional power points, this power’s manifesting time becomes “1 swift action,” and its
duration becomes “1 round,” but you gain a sudden, blinding burst of speed. You gain a swim speed of 400 ft, but
you can only swim in a straight line. This movement does not provoke attacks of opportunity.

Fly, Psionic (NA)*
Psychokinesis
Level: Psion/wilder 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/lvl; see text [D]
Saving Throw: None
Power Resistance: No
Power Points: 5

You gain the ability to fly at a speed of 20 ft (15 ft if you wear medium or heavy armor, or carry a heavy load), with
good maneuverability. You can ascend at half speed and descend at double speed. Flying requires only as much
concentration as walking, so you can attack, manifest powers, or cast spells normally. You can charge but not run,
and you can not carry aloft more weight than your maximum load (using your key manifesting score in place of your
Strength score for calculating encumbrance), plus any armor you wear.
      Should this power’s duration expire while you are still aloft, the power fails slowly. You float downward at a
speed of 60 ft per round for 3 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall
the rest of the distance, taking 1d6 points of damage per 10 ft of fall. Since dispelling a power effectively ends it,
you also descend in this way if psionic fly is dispelled, but not if it is negated by a null psionics field or antimagic
field.
      Using this power while underwater or in some other liquid gives you an effective swim speed of 20 ft.
      Augment: 1. [Kineticist or Nomad] For every additional power point you spend, your unencumbered flight
speed increases by 5 ft; for every 2 power points you spend in this way, your encumbered speed increases by 5 ft.
      2. For every 2 additional power points you spend, your unencumbered flight speed increases by 5 ft; for every 4
power points you spend in this way, your encumbered speed increases by 5 ft.
      3. [Kineticist or Nomad] If you spend 3 additional power points, the flight maneuverability you gain improves
to perfect.
      4. [Kineticist or Nomad] If you spend 4 additional power points, this power’s saving throw becomes “Will
negates (harmless, object),” its power resistance becomes “Yes (harmless, object),” its range becomes “Touch,” and
its target becomes “One medium creature touched or one object touched weighing up to 300 lbs” (you can manifest
this power on a heavier object, which reduces its effective weight). An unintelligent object so affected can not move
itself, but its weight and inertia become negligible, and can be towed or pushed around easily.
      4a. For every 2 additional power points you spend, you can affect an additional creature or object, or a creature
1 size category larger or an additional 300 lbs.
      5. If you spend 4 additional power points, you can run (over short distances) and hustle (over longer distances).
Flying in such a fashion does not tire you as moving overland would.
      6. [Negative] For every power point not spent, your fly speed decreases by 5 ft.
      7. [Negative] For every 2 power points not spent, your flight maneuverability decreases by 1 step (good to
average to poor to clumsy).
      8. [Negative, nomad] If you spend 2 fewer power points, this power’s discipline becomes psychoportation.

                                                         - 96 -
    This power’s duration depends on how many power points were used to manifest it. If you manifest this power
using 5 power points, its duration becomes “1 min/lvl [D].” If you manifest this power using 9 power points, its
duration becomes “10 min/lvl [D].” If you manifest this power using 13 power points, its duration becomes “1
hour/lvl [D].” This total does not include power points spent on metapsionic feats.
    For every 2 additional power points you spend (via one of these augmentations, or simply by spending
additional power points), the number of rounds spent drifting safely towards the ground increases by 1.

Focal Convergence (NA)
Telepathy [Mind-Affecting]
Level: Psion/wilder 3, psychic warrior 3
Display: Mental
Manifesting Time: 1 swift action
Range: Touch
Target: One creature
Duration: Instantaneous or 1 round/lvl; see text
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 5

You can psionically focus a creature you touch as a swift action, without a Concentration check.
     You cannot manifest this power quickly enough to apply more than one psionic or metapsionic effect to a single
attack, power manifestation, or similar, though you can use it to apply more than one such effect in a round.
     If the creature touched has a pre-existing power point pool, this power’s duration is instantaneous; if you touch
a creature that, for whatever reason, does not have any power points, it gains a ‘phantom’ power point; this is not an
actual power point, and only allows the creature to retain its psionic focus. The phantom power point dissipates at
the end of this power’s duration (1 round/lvl), or if the creature expends or loses its psionic focus.
     Augment: 1. If you spend 2 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
     1a. If you spend a total of 4 additional power points, it becomes “Medium (100 ft + 10 ft/lvl).”
     1b. If you spend a total of 6 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     2. If you spend 4 additional power points, this power’s duration becomes “1 min/lvl” when used on a creature
without power points.
     2a. If you spend a total of 6 additional power points, it becomes “10 min/lvl.”
     3. [Negative] If you spend 2 fewer power points, this power’s manifesting time becomes “1 standard action.”
     3a. If you spend a total of 4 fewer power points, it becomes “1 full-round action.”

Force Screen (NA)*
Psychokinesis [Force]
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/lvl
Power Points: 0
Quantum Cost: 4

You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +2 shield bonus
to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it
hovers in front of you, the effect has no armor check penalty associated with it.
    The shield bonus provided by force screen does not stack with the AC bonus provided by regular shields.
    Special: Manifesting an augmented force screen (ie, as a 1st level power) increases the shield bonus to AC by
+2.
    Augment: 1. If you spend 2 additional power points, this power’s range becomes “Touch,” its target becomes
“One creature touched,” its power resistance becomes “Yes (harmless),” and its saving throw becomes “Fortitude
negates (harmless).”
    2. If you spend 2 additional power points, this power’s duration becomes “1 min/lvl.”
    2a. If you spend a total of 4 additional power points, this power’s duration becomes “10 min/lvl.”
    2ab. For every additional power point you spend, it increases by an additional 10 min/lvl.
    3. For every 3 additional power points you spend, the shield bonus to Armor Class improves by 1.

                                                        - 97 -
     4. If you spend 2 additional power points, the field of force becomes usable as a light shield for all purposes,
including the shield bash maneuver and any feats, class abilities, etc you have regarding shields.
     4a. If you spend 1 additional power point, the field of force becomes usable as a heavy shield, in addition to the
effects noted above.
     4ab. If you spend 6 additional power points, the field of force becomes usable as a tower shield, which allows
you to use it as hard cover, in addition to the effects noted above. Note that the force screen blocks line of effect, but
not line of sight.

Form of Doom (A)*
Psychometabolism (See text)
Level: Psychic warrior 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/lvl [D]
Power Points: 7

You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. Your body is
transformed into a vision of nightmares, complete with a slimy, slick, shadowy appearance, and tentacles that cover
your entire body. You gain the shapechanger subtype, and you effectively gain a +10 on Disguise checks, though
you retain your basic shape and can continue to use your equipment. This power can not be used to impersonate
someone; while you change your countenance to one of horror, you have only basic control over your overall
appearance.
     You can not use this ability in conjunction with the metamorphosis power, the polymorph spell, or similar
effects. Whichever effect occurs last supercedes and replaces the previous effect, as multiple manifestations of the
metamorphosis power would.
     You gain 3 menu abilities from Menu A and 2 menu abilities from Menu B.
     Augment: 1. For every additional power point you spend, this power’s duration increases by 2 rounds.
     2. For every additional power point you spend, you gain 1 menu ability from Menu A.
     3. For every 2 additional power points you spend, you gain 1 menu ability from Menu B.
     4. For every 4 additional power points you spend, you gain 1 menu ability from Menu C.
     5. For every 4 additional power points you spend, you can increase your size category by 1 step (see the tables
on pgs 296 and 314 in the Monster Manual for details). This increase counts as an inherent bonus to size.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the DCs of any abilities you grant yourself increase by 1.

 Menu A:
 Adaptation: You alter your body in such a way that you gain a +3 bonus to one skill of your choice. Your skin
 becomes mottled, granting you camouflage for Hide checks; your body becomes lithe and flexible for Escape Artist
 checks; and so on. You can gain such a bonus on any skill but Concentration, Perform, Profession, Use Magic
 Device, or any skill based on Intelligence, but this menu option does not allow you to use a skill untrained if you
 could not do so otherwise. You can take this option multiple times, but each time you do, you must choose a new
 skill to adapt to.
      Augment: For every 3 additional power points you spend on this menu ability, the skill bonus you gain
 increases by 2.

 Armored: You grow a shell, armored plates, or scales, increasing your inherent natural armor bonus by +3.
     Augment: For every 3 additional power points you spend on this menu ability, the inherent natural armor
 bonus you gain increases by 2.

 Augmented Body: You gain a +2 bonus to any physical ability score (Str, Dex, or Con) of your choice.
      Augment: For every 2 additional power points you spend, you gain an additional +1 bonus to that physical
 ability score.

 Damage Reduction: Your flesh hardens or becomes rubbery, giving you DR 3/-.
      Augment: For every 2 additional power points you spend on this menu ability, your damage reduction
 increases by 1.


                                                          - 98 -
Stench: Your skin exudes a putrid odor. All living creatures without a similar ability (such as hezrou) within 5 ft of
you must make a Fortitude save every round or become nauseated for 1 round. On a successful save, it is immune
from this effect for 1 round. This is considered a poison effect for the purposes of immunities and saving throws.
      Augment: 1. For every 2 additional power points you spend on this menu ability, you can increase its range by
5 ft (up to a maximum of 20 ft).
      2. If you spend 2 additional power points on this menu ability, creatures that make their saving throws must
make a secondary Fortitude save or become sickened for 1 round.

Tentacled Horror: A nest of long, violently flailing black tentacles sprout from your head and along your spine.
You can make up to 2 additional attacks with these tentacles in addition to your regular melee attacks in each round
that you take a full attack action. You can make tentacle attacks within the space you normally threaten. These
tentacles deal 1d6 points of bludgeoning damage, and are treated as secondary natural weapons for damage and
attack bonuses (see pg 312 in the Monster Manual). They are considered psionic for overcoming damage reduction.
     Augment: 1. If you spend 2 additional power points, the tentacles deal 2d6 points of bludgeoning damage, and
are treated as primary weapons for damage and attack bonuses if the only other attacks you make during the round
are other tentacle attacks.
     1a. If you spend a total of 4 additional power points, you gain a total of 4 tentacles that deal 2d8 points of
bludgeoning damage each.

Menu B:
Burrower: Your hands develop blunt claws that allow you to move through sand, dirt, loose gravel, and similar
substances with a burrowing speed of 20 ft; you can not run or charge while burrowing. You must have both hands
free in order to make use of this ability; if you have only one hand free, your burrowing speed is halved. Your
tunnel collapses 5 ft behind you, but you can breathe while so submerged. You also gain the tremorsense ability,
and can detect creatures touching the ground or adjoining surfaces within 40 ft of your position, so long as you, too,
are in contact with the ground.

Flier: You grow a pair of limbs covered in a stretched, fleshy membrane, similar to a bat’s wings. You gain the
ability to fly at a speed of 40 ft, with poor maneuverability. You can only fly at full capability while carrying a light
load, or while wearing light armor. If you are carrying a medium load or are wearing medium armor, your speed is
halved, and your maneuverability is clumsy. You can not fly while carrying a heavy load or while wearing heavy
armor.
     Augment: 1. For every additional power point you spend, your fly speed increases by 5 ft.
     2. If you spend 2 additional power points, your maneuverability improves to good, and your maneuverability
while carrying a medium load or wearing medium armor becomes poor.
     3. If you spend 2 additional power points, you can fly while carrying a heavy load or while wearing heavy
armor; while doing so, you are treated as though carrying a medium load.

Sprinter: You gain a +15 inherent bonus to your base land speed.
    Augment: For every additional power point you spend, your base land speed increases by 5 ft.

Swimmer: Your skin grows smooth, slimy scales, and you grow prickly fins and webbing between your fingers and
toes that give you an inherent swim speed of 60 ft. You also grow gills that allow you to breathe in salt or fresh
water in addition to the ability to breathe air for the duration of this power.
     Augment: For every additional power point you spend, your swim speed increases by 10 ft.

Menu C:
Dimension Slide (Su): You can use dimension slide once per round as a swift action (self only). Your manifester
level for this effect is 1/2 of your actual manifester level. You can not augment this version of dimension slide,
either through power point expenditure or by expending XP.

Frightful Presence: When you charge, critical hit or kill an opponent, or perform a full attack action, all foes with
fewer HD than you have manifester levels within 30 ft of you that can see what you’ve done must succeed on a Will
save or be shaken for 5d6 rounds. An opponent that succeeds on the saving throw is immune to your frightful
presence for the duration of this power. Exposure to multiple fear affects stack. Frightful presence is a mind-
affecting fear affect.

Stomp: You can use the stomp power once per round as a free action. Your manifester level for this effect is equal
to half of your actual manifester level.

                                                        - 99 -
 Vampire’s Touch (Su): Once per round, you can attempt to drain the strength of a foe. If you succeed on an
 unarmed touch attack some time during the round (including natural attacks and powers such as bestial
 morphology), you can use a free action to force your foe to make a Fortitude save or take 1d3 points of Strength
 drain. In return, you gain 4 times that number in temporary hp that disappear after 1 round.

 Vitriolic Regurgitation: You grow horribly swollen glands on either side of your neck that secrete a black, sticky,
 and caustic substance that you can forcefully regurgitate at foes, dealing 1d6 acid damage per 3 manifester levels in
 a 40 ft cone as a standard action once every 1d4 rounds (Reflex save for half). On a failed Reflex save, affected
 creatures are entangled for 1 round. You and all of your equipment are immune to the effects of this substance.

Freedom of Movement, Psionic (A)*
Psychoportation
Level: Psion/wilder 4, psychic warrior 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl
Power Points: 7

This power enables you to move and attack normally for the duration of the power. You remain unaffected by magic
or psionic powers that usually impede movement, such as paralysis, solid fog, slow, and web. Secondary effects of
such abilities (such as solid fog’s ability to obscure sight) still affect you normally. You gain a +8 bonus on your AC
for touch attacks made to grapple you, on any grapple check made to resist a grapple attempt, as well as on grapple
checks or Escape Artist checks made to escape a grapple or a pin. If you succeed on such a check, you slip easily out
of the grapple attempt.
     The power also allows the subject to move and attack normally while underwater, even with slashing weapons
such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon
is wielded in the hand rather than hurled. The psionic freedom of movement power does not, however, allow water
breathing.
     The bonus you gain from this power is reduced by half against any creature under the effects of the grip of iron
power.
     Augment: 1. [Nomad] This power’s range becomes “Touch,” its target becomes “One creature touched,” its
saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes “Yes (harmless).”
     2. [Nomad] For every additional power point you spend, you can increase the grapple and AC bonus provided
by this power by 1.
     3. For every 2 additional power points you spend, you can increase the grapple and AC bonus provided by this
power by 1.
     4. For every 2 additional power points you spend, you gain the stated bonus against checks made for the
following actions: bull rushes, charge attacks, disarm attempts, sundering, and trip attacks. Alternatively, you can
choose a single spell, power, supernatural, or spell-or psi-like ability that moves you from your current position
(such as energy push); you gain immunity from movement via that ability for the duration of the power. Equivalent
spells and powers (such as telekinesis) are treated as the same ability for this purpose.
     5. If you spend 4 additional power points, you can bestow the effects of this power onto thrown and projectile
weapons you use for the duration of the power. In addition, all of your weapons are affected, so that you gain the
above bonus on checks to resist being tripped or disarmed.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the grapple and AC bonus provided by this power increases by 1.

Fuse Flesh (A)
Psychometabolism
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/lvl
Saving Throw: Fortitude negates and Fortitude partial; see text

                                                        - 100 -
Power Resistance: Yes
Power Points: 11

You cause the touched subject’s flesh to ripple, grow together, and fuse into a nearly seamless whole. The subject is
forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the
all-encompassing wave of flesh. The subject retains the ability to breathe, eat, and excrete, but may lose the use of
its senses (see below). If the sudden transformation would prove fatal to the creature (such as fusing a swimming
air-breathing subject, or a flying subject), the subject gets a +4 bonus on the save. Unless it loses the use of its
senses (see below), the creature can still perform purely mental actions, such as manifesting powers.
      If the target fails its Fortitude save to avoid the power’s effect, the subject must immediately attempt a second
Fortitude save. If this second save is failed, the creature’s eyes and ears fuse over, effectively blinding and deafening
it. Moreover, it loses its extraordinary, supernatural, and spell-like abilities, as well as its ability to manifest powers
(if any), and is generally in sorry shape.
      Incorporeal or gaseous creatures and creatures not composed of flesh are immune to fuse flesh, and a creature
with the shapechanger subtype can revert to its unfused form as a standard action.
      Augment: 1. If you spend 2 additional power points, you can ‘hold the charge’ on this power for 1 or more
rounds. The next successful attack or touch attack you make unleashes the fuse flesh power into your victim. The
time you spend between manifesting this power and the touch attack count against the duration of the power.
      1a. For every additional power point you spend, the duration of this power increases by 1 round; rounds gained
in this way dissipate once you touch a target.
      2. [Egoist] If you spend 2 additional power points, even creatures that successfully make their initial save must
make a secondary save; if they fail, they are blinded and deafened (though the other penalties do not apply).
      3. If you spend 6 additional power points, you can use this power to target any solid creature, whether or not it
is composed of flesh.

Fusion (AX)
Psychometabolism
Level: Egoist 8
Display: Auditory, material, and visual
Manifesting Time: 1 round
Range: Touch
Targets: You and one touched willing creature of your type and your size or smaller
Duration: 1 min/lvl [D]
Power Points: 15, XP

You and another willing, corporeal, living creature of the same or smaller size fuse into one being. As the
manifester, you control the actions of the fused being. However, you can give up this control to the other creature.
Once you give up control, you can not regain it unless the other creature relinquishes it.
      The fused being has your current hit points plus the other creature’s current hit points. The fused being knows
all the powers you and the other creature know, has the sum of your and the other creature’s power points, and
knows or has prepared any spells you or the other creature possesses (if any). Likewise, all feats, racial abilities, and
class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the
six ability scores, the fused being’s score is the higher of yours and the other creature’s, and the fused being also has
the higher Hit Dice or manifester level—this effectively means the fused being uses the better saving throws, attack
bonus, and skill modifiers of either member, and it manifests powers at the higher of the manifester levels that you
or the other creature possessed before becoming fused. If you fuse with a creature that is a different size category
than you are, you can elect to take your size or the other creature’s size, whichever you desire. This includes size,
space, and reach.
      You decide what equipment is absorbed into the fused being and what equipment remains available for use.
These fused items are restored once the power ends.
      When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you
determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally
coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 ft of solid material
passed through.
      Damage taken by the fused being is split evenly between you and the other creature when the power ends. You
do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion
and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split
between you and the other creature (you can leave with more points than you entered with, as long as you do not
exceed the maximum power points for your level and ability score). Ability damage, XP loss, and negative levels are

                                                          - 101 -
also split between you and the other creature. (If an odd number of negative levels or ability score reductions must
be split, you decide whether you or the other creature receives the additional loss.)
     If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You can not use
fission on a fused being.
     If you use the metamorphosis power or a similar effect to qualify for a fusion with another creature, this power’s
duration automatically ends once the other power’s duration does, if your size or type no longer qualify for the
fusion’s prerequisites.
     XP Cost: 50 XP.
     Augment: 1. For every 2 additional power points, you can fuse with a creature one size category larger.
     2. If you spend 2 additional power points, this power can affect an animal, fey, giant, humanoid, magical beast,
or monstrous humanoid. You can choose to retain your own type, or take on the type of the creature you fuse with. If
you take the other creature’s type, you gain all of the benefits of the other creature’s type and subtype as if it were
your own.
     2a. If you spend 4 additional power points, this power can affect creatures of any type (so long as they are
vulnerable to mind-affecting effects).
     3. If you spend 4 additional power points, you can use this power against an unwilling creature. This power’s
range becomes “Touch,” and its target becomes “One creature of your type, and of your size or smaller,” its power
resistance becomes “Yes,” and its saving throw becomes “Fortitude negates.”
     3a. If you spend 4 additional power points, the creature you fuse with takes all of the hit point and ability
damage, as well as the negative levels (up to its maximum) you both take while fused.

Genesis (A)
Metacreativity (Creation)
Level: Shaper 9
Display: Material
Manifesting Time: One week (8 hours/day)
Range: 0 ft
Effect: A demiplane coterminous with the Astral Plane, centered on your location
Area: 180 ft; see text
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 17, XP

You create a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very
minor planes. This power works best when manifested while you are on the Astral Plane. Manifestation of this
power creates a local density fluctuation that precipitates the creation of a demiplane. At first, the fledgling plane
grows in radius at a rate of 1 ft per day to an initial maximum radius of 180 ft as it rapidly draws substance from the
surrounding astral ectoplasm. Once the new demiplane reaches its maximum size, it does not really stop growing,
but its growth rate decreases to only 1 ft per week (approximately a 50 ft increase in radius per year). Once your
demiplane is created, you can travel to it using astral caravan, plane shift, or some other power or permanent link
that you arrange for separately (see below).
     You determine the environment within the demiplane when you manifest genesis, reflecting most any desire
you can visualize. You determine factors such as atmosphere, water, temperature, and the general shape of the
terrain. This power can not create life (including vegetation), nor can it create construction (such as buildings, roads,
wells, dungeons, and so forth). You must add these details in some other fashion if you desire. You can not create
lingering psionic effects with this power; you have to add those separately, if desired. Similarly, you can not create a
demiplane out of esoteric material, such as silver or uranium; you’re limited to stone and dirt. Once your demiplane
reaches 180 ft in radius, you can manifest this power again to gradually add another 180 ft of radius to it, and so on.
     Antigenesis: If genesis is manifested on the Material Plane, the power takes effect and the demiplane begins to
grow at the rate noted above, but it gets no larger than a radius of 10 ft per level. The energies of the new plane are
exactly canceled by the energies of the original plane, creating a dead spot like a limited cancer on the original
plane. The expanding boundary of the dead spot wipes away all construction, crumbles natural land forms, and
evaporates water, leaving behind a uniformly level area of inert dust. Living creatures that pass the boundary of the
growing dead spot are not directly affected, but plants can find no sustenance in the dust of the dead spot, water-
breathing creatures die quickly when water turns to dust, and mobile animals know enough to leave the area alone.
Once the wave of change passes, no special essence remains in the dead spot, and it may be colonized naturally over
the course of several years by bacteria, plants, and animals.


                                                         - 102 -
      Upon manifesting this power, you can choose to create a single stationary portal that opens at the location
where you manifested it (exactly like a standard doorway, including a door if you desire, though it can be a color
pool or similar). The portal can open up into any portion of your demiplane, and can be of any size (so long as the
place it opens into can accommodate it). Its trappings are created from solidified ectoplasm, and can look like
anything you want (though it has hardness 5 and 10 hp per cubic inch, and crumbles to worthless dust if any portion
of it is removed). You must make a Craft check if you wish it to be of especially fine craftsmanship; the exact check
in question depends on the material you wish to emulate. For example, a portal made from ‘diamond’ requires Craft
(gemcutting) or similar. The portal looks identical from either side, and you can choose for the trans-dimensional
boundary to be clear or opaque, with the visual barrier appearing however you desire.
      XP Cost: 1,000 XP.
      Augment: 1. For every additional power point you spend, you can decrease the cost of this power by 50 XP (to
a minimum of 1 XP).
      2. For every 2 additional power points you spend, you double the rate of growth of your demiplane. This
doubling is not cumulative. Spending 6 additional power points, for instance, causes the plane to grow at an initial
rate of 4 ft per day until it reaches 180 ft, after which it slows to 4 ft per week. This growth continues even if genesis
is manifested again on your demiplane at some later date, unless the subsequent manifestation increases its rate of
growth (in which case, the rate is increased).
      3. For every 6 additional power points you spend, you can double the initial maximum radius of the plane you
create (180 to 360 to 540, etc).

 Planar Traits




                                                         - 103 -
 You can set the planar traits of your demiplane when you manifest the genesis power, as noted below. See the
 Manual of the Planes or the Dungeon Master’s Guide for more information on planar traits.
       Gravity: You can alter gravity in any way you wish. You can have light, normal, or heavy gravity, or no
 gravity at all. You can have objective directional gravity (toward the traditional ‘down,’ or toward some specific
 object or a number of objects you create on the plane), or subjective directional gravity (where ‘down’ is wherever
 you wish it to be). You can even have gravity change from place to place within your demiplane.
       Time: You have two choices for time within your demiplane: normal time (as it flows on the Material Plane),
 or timeless (where effective time still flows at the same rate as on the Material Plane, but the effects of time are
 diminished to the point of nonexistence). Many effects on timeless planes are halted; supernatural effects do not
 expire (non-instantaneous effects are considered permanent until dispelled or until you leave the plane), you do not
 age, and you have no need to meet various biological functions while on the plane, such as eating, drinking, or
 sleeping. This can be a great boon to visitors, but it’s also a liability, as you do not heal naturally while on the
 plane, and you get no benefits from rest (including regaining power points or spells, or the uses for abilities limited
 to a certain number of times per day). You can only have a single time-trait on a single demiplane.
       Shape and Size: You can generally shape the demiplane how you wish; it can be a large, spherical room, a
 long spiral staircase, or a small body of land under a seemingly infinite sky. You can also specify how the
 boundaries of the plane interact: They can be solid walls, loop in on each other (where crossing one boundary of
 the plane transports you to another boundary within the plane), or they can halt actual movement while you appear
 to move (similar to running on a treadmill). Regardless, you can not alter the boundaries of the demiplane to make
 it larger than is stated above.
       Morphic Traits: You have a rather large number of options available for how you can affect your plane once
 created. It can be alterable morphic (where you can manipulate reality as you could on the Material Plane, through
 hard work or supernatural effects), static (where the plane itself is nigh impossible to change, and you must make a
 Strength check, DC 16, to manipulate unattended objects), highly morphic (where reality changes spontaneously
 and randomly, like the Plane of Limbo-which can be extraordinarily dangerous if it catches you unawares), or
 divinely morphic (much like the alterable morphic trait, except deities have extraordinary control and power). You
 can only have a single morphic-trait on a single demiplane.
       Elemental and Energy Traits: Like the Material Plane, you can balance all of the elemental and energy traits to
 be in perfect balance, or you can make one of the elements dominant to the others (minor and major, air, earth, fire,
 or water-see the Dungeon Master’s Guide for details). Certain abilities also give you the capability to add the
 positive-dominant and negative-dominant traits to your demiplane, though the genesis power itself does not. You
 can specify areas that are elemental-dominant, and have multiple different elemental dominances in the same plane
 (generally corresponding to a minimum area of a 5 ft cube).
       Alignment Traits: You can align your demiplane how you wish (good, evil, lawful, chaotic, or neutral), though
 you can not give it an alignment-component in direct opposition to your own. A lawful and good character can not
 create a plane that is chaotic or evil, for instance. You can make parts of the plane mildly or strongly aligned,
 generally in 5 ft cubes. You can have up to two alignment-trait on a single demiplane, though one must be on the
 moral alignment axis, and the other must be on the philosophical alignment axis.
       Magic and Psionic Traits: You can specify parts of your demiplane to affect supernatural effects in several
 ways. You can specify a place that has the normal magic trait, in which magic and psionics function normally; the
 dead magic trait, wherein either magic or psionics (or both) are treated as though they are affected by an antimagic
 or null psionics field; the wild magic trait, where either magic or psionics (or both) can have unintended effects
 (see the Dungeon Master’s Guide for details); the impeded magic trait, where a specific spell or power, school,
 subschool, discipline, subdiscipline, descriptor, or level of supernatural effect is more difficult to bring into being
 than others; the enhanced magic trait, wherein certain supernatural effects are automatically enlarged and
 maximized; and the limited magic trait, where certain types of supernatural abilities simply do not work. You can
 have multiple magic and psionic traits in a single plane (generally in 5 ft cubes), and they can overlap with each
 other.

Graft Weapon (NA)*
Psychometabolism
Level: Psychic warrior 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours [D]
Power Points: 5


                                                        - 104 -
You attach any melee weapon you can use in one hand—mundane, psionic, or magical—onto the end of one of your
arms (you can graft a weapon designed for another body part onto that part, for tail-clubs and the like). The weapon
becomes a natural extension of your body, and that body-part blends seamlessly into the shaft, hilt, or head of the
weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls
while using the weapon.
     The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that
distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the
purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or
spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered
unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted.
     For a psychic warrior under the effect of the bestial morphology power, grafting a weapon means that attacks
with this hand deal the base damage of the weapon, instead of the claw upon which a psychic warrior normally
relies.
     While your hand is grafted to a weapon, you lose the use of that hand and take a -2 penalty on all skill checks
requiring the use of hands. Powers that temporarily polymorph or metamorph you can ignore the grafted weapon or
alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so is
your grafted weapon. If your weapon is destroyed, you permanently lose 2 points of Constitution; the ability drain
persists until you can restore your natural anatomy (by means of regenerate or a similar effect).
     When this power’s duration expires, the grafted weapon falls to the ground and your hand returns.
     Augment: 1. For every 2 additional power points you spend, you can graft an additional weapon (or the other
end of a double weapon).
     2. For every 4 additional power points you spend, the competence bonus granted by this power increases by 1.
     3. [Negative] If you spend 1 power point less, this power’s duration becomes “1 hour/lvl [D].”
     3a. If you spend 2 fewer power points, it becomes “1 min/lvl [D].”
     3b. If you spend 3 fewer power points, it becomes “1 round/lvl [D].”

Gravitas (NA)
Psychokinesis
Level: Psion/wilder 6
Display: Auditory and mental
Manifesting Time: 1 standard action
Range: Touch and Medium (100 ft + 10 ft/lvl); see text
Area: Two sections of solid matter up to 10 ft on a side, both of which must be in contact with each other at all
times
Target: One solid touched; see text
Duration: Instantaneous
Saving Throw: Reflex half (object) or Reflex negates (object); see text
Power Resistance: No
Power Points: 11

You initiate a sympathetic resonance with a surface you touch, giving you an instant to bend it to your will. You
send shockwaves through the ground, through ceilings and through walls to move earth and stone, even glass, wood
and metal. The substance you move must be the same as the surface you are touching at the time of manifestation.
Unlike most powers, you need not have standard line of sight or line of effect, though there must be unbroken solid
matter between the surface you touch and the area of effect.
    You can move a cube up to 20 ft. Matter that is not the focus of this power is shunted harmlessly out of the way
to make room, if necessary, and the area behind it is left empty. The area you affect must be thick enough to produce
and support the cubes, and they must remain connected to the surrounding matter; this means you cannot use
gravitas to simply drop a block of material on an unsuspecting creature underneath it (though you can attempt to
crush it directly; see below). You can move smaller portions of a 10 ft cube if you desire. The matter you move
remains where you moved it after this power ends.
    Crushing a foe: The area you affect is raised in a violent upheaval that can potentially crush those unfortunate
enough to be positioned between the area you move and some nearby solid surface, dealing 6d6 points of
bludgeoning damage (Reflex half); if the subject fails its save, it is pinned between them, and takes an additional
4d6 points of bludgeoning damage per round until it succeeds on an Escape Artist or Strength check (equal to the
DC of this power), or can manage to dig, teleport or otherwise make its way out. If there is no opposing surface, the
subject takes 6d6 points of bludgeoning damage (Reflex half) and is knocked prone on a failed save.



                                                        - 105 -
     Dropping a foe: You shunt the ground foes are standing on to the side or straight down; subjects must make a
Reflex save to safely jump to a nearby space or grab hold of some fixture of the landscape; on a failed save, they
plummet, taking 1d6 points of bludgeoning damage for every 10 ft fallen.
     Augment: 1. If you spend 2 additional power points, the cubes of matter you affect need not be touching each
other, and can be positioned up to 5 ft apart.
     1a. For every additional power point you spend, the maximum distance between the cubes you affect increases
by 5 ft.
     2. For every 4 additional power points you spend, you can affect an additional 10 ft cube, and the distance you
can move a cube increases by 10 ft.
     3. If you spend 4 additional power points, this power’s range becomes “Touch and Long (400 ft + 40 ft/lvl); see
text.”
     4. [Negative] If you spend 2 fewer power points, this power’s range becomes “Touch and Close (25 ft + 5 ft/2
lvls; see text.”
     5. [Negative] For every 2 power points not spent, this power deals 1d6 fewer points of damage in the initial
crush; for every 3 power points not spent, pinned creatures take 1d6 fewer points of damage per round.
     For every 2 power points you spend (via one of these augmentations, or simply by spending additional power
points), this power deals an additional 1d6 points of damage in the initial crush (if applicable); for every 3 additional
power points you spend, pinned creatures take an additional 1d6 points of damage per round.

Grip of Iron (A)*
Psychometabolism
Level: Psion/wilder 0, psychic warrior 0
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/lvl
Power Points: 0
Quantum Cost: 3

      You can improve your chances in a grapple as an immediate action, gaining a +2 enhancement bonus on your
grapple checks, as well as opposed rolls to prevent becoming disarmed. While you are under the influence of this
power, you receive a +2 circumstance bonus on your saves against the grease spell and the power ectoplasmic sheen
if either targets your hands or anything you are holding therein.
      Special: Manifesting an augmented grip of iron (ie, as a 1st level power) increases the enhancement and
circumstance bonuses by +2.
      Augment: 1. [Egoist and psychic warrior] For every 2 additional power points you spend, the enhancement
bonus on your grapple checks increases by 1.
      2. [Egoist] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes
“Yes (harmless).” For every additional power point you spend, you can target another creature.
      3. If you spend 4 additional power points, this power’s duration becomes “1 min/lvl.”
      3a. If you spend 6 additional power points, it becomes “10 min/lvl.”
      3b. If you spend 8 additional power points, it becomes “1 hour/lvl.”

Hammer (A)
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1

This power charges your touch with the force of a sledgehammer. A successful unarmed melee or melee touch
attack (including natural attacks) deals an additional 1d8 points of bludgeoning damage, and counts as psionic for
overcoming damage reduction. This damage is not inherently increased or decreased by your Strength modifier,


                                                         - 106 -
though you receive your Strength modifier on regular natural attacks, as normal. You are considered armed while
affected by this power, even if you are attacking unarmed.
     Augment: [Egoist or psychic warrior] You can also deal piercing or slashing damage with your attacks.
     2. For every additional power point you spend, this power’s duration increases by 1 round.
     3. For every additional power points you spend, the damage this power deals increases by +1.
     4. [Psychic warrior] If you spend 2 additional power points, the duration of this power becomes “1 round/lvl,”
but the damage you deal is reduced to 1d6, and it becomes nonlethal. This is often called the painful strike augment.
     4a. For every 2 additional power points you spend, the nonlethal damage you inflict increases by 1d6 points.
     5. For every 4 additional power points you spend, the damage this power deals increases by 1d8.
     6. If you spend 4 additional power points, the damage dealt by this power is treated as either cold iron or
alchemical silver for overcoming damage reduction.
     6a. If you spend a total of 5 additional power points, it is treated as adamantine for overcoming damage
reduction.
     6b. If you spend a total of 6 additional power points, it is not affected by damage reduction at all.

Hustle (NA)
Psychometabolism
Level: Egoist 3, wilder 3, psychic warrior 2
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Effect: 1 extra move action
Power Points: Egoist 5, psychic warrior 3

You gain an additional move action in the current round. Move-equivalent actions that would normally provoke
attacks of opportunity still do so, even if they are the result of the use of this power.
     You cannot interrupt an action (including full-attack actions) through the use of this power.
     Augment: 1. If you spend 6 additional power points, this power’s manifesting time becomes “1 immediate
action.” You gain a move action even when it is not your turn, and your initiative immediately resets to that
initiative count. You can also interrupt a longer action (such as a full-attack action) using this power, but this forces
Concentration checks on long manifestation times (equal to being subject to a non-damaging, distracting effect of
the level of this power).
     1a. If you spend 3 additional power points, your initiative does not reset as noted above.
     2. [Negative] If you spend 3 fewer power points (to a minimum cost of 1 power point), this power’s manifesting
time becomes “1 move action.” You can not utilize this augment in conjunction with augment #1.

Id Insinuation (A)
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: Concentration + 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the
manifester remains concentrating fully on this power, the subject is confused, making it unable to independently
determine it will do. Roll on the following table at the beginning of each of the subject’s turns to see what the
subject does in that round.

D%        Behavior
01-10     Attack manifester with melee or ranged weapons (or
          move toward manifester if attack is not possible).
11-20     Act normally.
21-50     Do nothing but babble incoherently.

                                                         - 107 -
51-70     Flee from manifester at top possible speed.
71-100    Attack nearest creature (for this purpose, a psicrystal
          counts as part of the subject’s self).

A confused character who can not carry out the indicated action does nothing but babble incoherently. Attackers are
not at any special advantage when attacking a confused character. Any confused character who is attacked
automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a
confused 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: 1. [Telepath] For every additional power point you spend, targets remain confused for an additional
round, during which you need not concentrate to maintain the power’s effects.
     2. For every additional power point you spend, you can influence the actions of targeted creatures by 5% on the
d100 roll.
     3. For every 2 additional power points you spend, the power can affect an additional target. Any additional
target can not be more than 15 ft from another target of the power.
     3a. For every 2 additional power points you spend, this range increases by 5 ft.
     4. For every 2 additional power points you spend, targets remain confused for an additional round, during which
you need not concentrate to maintain the power’s effects.
     5. [Telepath] If you spend 2 additional power points, the area becomes “10 ft diameter burst,” and you affect all
creatures that fail their Will save.
     5a. For every additional power point you spend, the diameter increases by 5 ft.
     6. If you spend 10 additional power points, this power’s duration becomes “Instantaneous.” Only psychic
chirurgery, reality revision, and other similarly extreme measures can restore the subject’s sanity. This is often
called the insanity augment.

Identify, Psionic (A)
Clairsentience
Level: Psion/wilder 2
Display: Material and mental
Manifesting Time: One day
Range: Touch
Target: One touched object
Duration: Instantaneous; see text
Saving Throw: None
Power Resistance: No
Power Points: 3

This power determines all properties of a single magical or psionic item, including how to activate those functions
(if appropriate), and how many charges are left (if any). Once the manifesting time of this power is finished, you
must spend one full round in physical contact with the item you wish to identify, after which you are aware of all of
the facets noted above.
     Psionic identify does not function when used on an artifact.
     Augment: 1. For every 2 additional power points you spend, you can identify the properties of an additional
object; each object takes an additional round to identify.
     2. If you spend 2 additional power points, this power’s manifesting time becomes “1 hour.”
     2a. If you spend a total of 4 additional power points, it becomes “1 minute.”
     2b. If you spend a total of 6 additional power points, it becomes “1 round.”
     2ba. If you spend 2 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls), its target
becomes “One creature or object,” and its saving throw becomes “Will negates (object, harmless).” In the case of an
object or creature with active supernatural effects, you learn each spell or power, its effect, and its caster or
manifester level. If combined with augment #1, you can identify an additional creature or object within range.
     3. [Seer] If you spend 6 additional power points, you can identify items of lesser artifact status. If you do so, the
backlash of energy is so intense that you must make a Will save (DC 30-this DC can be greater for more powerful
objects) or immediately take nonlethal damage equal to your full hit point total (down to 0 hp), and fall unconscious
until you are brought back to at least 1 hit point. In addition, a failed save means that you retain none of the
information you gained about the artifact you just identified.
     3a. If you spend 10 additional power points, you can identify items of greater artifact status. The Will save to
avoid being knocked unconscious is DC 40 (or greater, for more powerful artifacts).


                                                         - 108 -
Induce Psychosomatic Response (AX)
Telepathy [Mind-Affecting] (Compulsion, Phantasm)
Level: Wilder 2
Display: Mental
Manifesting Time: 1 full-round action or longer; see text
Range: Close (25 ft + 5 ft/2 lvls)
Target: Up to one creature per 2 lvls
Duration: See text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3, XP; see text

You trick the subconscious minds of those around you into believing they have been affected by a power of your
choice, thus bringing those effects into reality.
     When you manifest this power, you mimic a lower-cost power that uses 1 power point. This power must be on
your class’s power list, but need not be one of your powers known. Its range must be Touch or greater, and it must
directly affect one or more creatures, either through targeting or through an area of effect (this includes rays). Induce
psychosomatic response’s duration is identical to that of the mimicked power.
     Immunities, resistances, and special abilities such as Improved Evasion that apply to the simulated power but
not to induce psychosomatic response no longer apply, as the effects of the secondary power are empathic in nature,
and do not actually happen outside of the targets’ minds and bodies. Psionic and metapsionic feats and abilities that
are applied to induce psychosomatic response apply to the secondary power as though they were added to it directly,
if applicable; any feat or ability that cannot be applied to induce psychosomatic response cannot be applied to the
secondary power. For instance, Maximize Power or Empower Power can be used with induce psychosomatic
response if it deals variable damage (such as by emulating energy ray), but any feat that affects energy-based
powers cannot.
     This power gains certain descriptors and sub-disciplines of the power simulated, but not others. It gains the
alignment descriptors [chaotic, evil, exalted, good, lawful, vile], charm, death, language-dependent, healing, scrying,
and teleportation, but not energy or elemental descriptors [acid, air, cold, earth, electricity, fire, force, sonic, water],
creation, light, darkness, or shadow. Descriptors not covered here are subject to DM interpretation.
     If the power you are simulating has a longer manifesting time, use that, instead. You cannot use class-specific
augments not otherwise available to you for any reason, and this power is not subject to the Flexible Manifesting
feat unless you are emulating a power subject to that feat.
     XP Cost: Secondary powers that have an XP cost add that cost to this power.
     Augments: 1. Every time you expend your psionic focus and spend 50 XP per power point spent on this
augment, you can apply a single metapsionic feat you do not have to the power being emulated (but not to induce
psychosomatic response itself). You must meet all prerequisites for the feats you emulate. The power point cost for
this augment is 2 power points for every power point in the metapsionic cost. If the metapsionic feat costs 0 power
points to use, you must spend 1 additional power point, instead. These feats can apply to the secondary power even
if they could not otherwise be applied to induce psychosomatic response.
     1a. If you spend a total of 500 XP per power point spent on augment #1, you need not expend your psionic
focus for that feat. If you use augment #1 to emulate multiple feats, you receive this benefit only for each feat you
pay sufficient XP for.
     2. For every 2 additional power points you spend, the number of power points you can spend on the secondary
power increases by 1.
     3. For every 2 additional power points you spend, you can increase the number of creatures you can target by 1.
     4. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     4a. If you spend a total of 6 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     5. If you spend 8 additional power points, you can choose from powers not on your class’s power list.

Immovability (A)
Psychometabolism
Level: Psychic warrior 4, nomad 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration
Power Points: Psychic warrior 7, nomad 9

                                                          - 109 -
You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the
underlying fabric of the plane. Thus, you could conceivably anchor yourself in midair. Any creature attempting to
physically move you must succeed on an opposed Strength check, and you gain a +20 bonus on the check; you use
your key manifesting ability score, rather than your Strength score, on this check. You can not voluntarily move to a
new location unless you stop concentrating, which ends the power.
     You can not apply your Dexterity bonus to Armor Class; however, your anchored body gains hardness 15.
     You can not make physical attacks or perform any other large-scale movements (you can make small-scale
movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the
teleportation descriptor, or any telekinetic effect, manifested on you automatically fail.
     Augment: 1. [Nomad] This power’s discipline becomes “Psychoportation.”
     2. For every additional power point you spend, the hardness granted by this power increases by 2.
     3. If you spend 4 additional power points, this power’s range becomes “Touch,” its target becomes “One
corporeal creature or object touched,” its saving throw becomes “Fortitude negates (object),” and its power
resistance becomes “Yes (object).” The creature must make an opposed Strength check (against the DC noted
above) in order to move (it receives a single move or standard action per round, but all modes of movement are at
half speed); otherwise it remains suspended until you release it.
     3a. If you spend 4 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
     4. If you spend 8 additional power points, you can manifest this power as an immediate action.

Incarnate (AX)
Metacreativity
Level: Psion/wilder 5
Display: Material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous; see text
Power Points: 9, XP

This power changes the duration of one other power to “Instantaneous [D].” Choose one power marked by an
asterisk (*); if you manifest incarnate immediately prior to manifesting that power, and spend enough XP to affect it
properly, it gains the following augment:

     Augment: If you spend 8 additional power points, this power’s duration becomes “Instantaneous [D].”
 This augment does not increase the XP cost of incarnating the power.

The secondary power must have you as the power’s target, or otherwise have you as its recipient. Certain powers,
such as anchored navigation, must be augmented before they can be used in such a fashion. The power retains your
original manifester level (the level you were at when you incarnated it), as well as all of the choices you made when
you manifested it (including augments).
     You can re-incarnate a power that you manifested previously, updating it to your new manifester level (this
function alone has no inherent XP cost, but see below). If you do so, you must keep all of the power’s original
choices, including augments. You can, however, add new augments, and you need only spend enough XP to pay for
the power points you spend in updating it. The re-incarnated power retains your newer, higher manifester level
thereafter. You may choose, instead, to dismiss the incarnated power. This ends the power permanently, and the XP
you originally spent incarnating it are lost. You are now free to incarnate the power again, using new choices and
augments if you wish.
     You can not incarnate a power that has been adjusted using the Overchannel feat, the wilder’s wild surge
ability, or similar effects if they raise the number of power points you spend above your unmodified manifester
level. If you attempt to do so, the incarnate attempt fails, and you waste the XP and the power points used in the
manifestation. Using Overchannel or wild surge simply to increase the manifester level of the incarnated power, or
to save power points without altering the parameters of the incarnated power works as normal, however.
     Powers with a duration of “Concentration” require a standard action spent concentrating to trigger their effects,
whereupon they immediately activate, and continue until you cease concentration. Detect psionics, for instance, lies
dormant until you concentrate on using it. You can only concentrate on a single power at a time (though certain
effects, such as co-opt concentration and schism allow others to concentrate on the effects for you).
     You can dismiss the incarnated power normally, but dispel attempts and similar (such as dismiss ectoplasm)
only suppress the effect as if it were a psionic item.

                                                       - 110 -
    Powers from other sources are subject to DM fiat.
    XP Cost: 500 XP for every power point spent on the secondary power (not including the augmentation added by
incarnate). If you do not spend enough XP to properly incarnate the secondary power, the effects of incarnate
automatically fail.
    Augment: If you spend 4 additional power points, this power’s range becomes “Touch,” and its target becomes
“One creature touched.” You can take full responsibility for spending XP, or you can split the XP cost of
incarnating the power evenly. In addition, the cost of the secondary power’s incarnate augmentation increases to 11
power points.

       Power Example: You incarnate the psionic fly power as a 13th-level nomad. In order to do so, you manifest
 incarnate, spending 2,500 XP and 9 power points, following it immediately with a manifestation of psionic fly.
 You use the incarnate augmentation, spending 5 power points on psionic fly, and 8 power points on the added
 augmentation. At 16th level, you decide to re-manifest this combination; since you have already spent the power
 points and XP noted above, you can only choose an augment of up to 3 additional power points, deciding to gain
 augment #3 (improving your maneuverability to perfect), and spending an additional 500 XP per additional power
 point spent (an additional 1,500 XP). The manifester level of the effect is now 16, and has 16 power points and
 4,000 XP invested in it. If you want to alter the augmentations you have incarnated aside from simply adding to
 it, you must dismiss the effect permanently before it can be incarnated again.

Inertial Armor (A)*
Psychokinesis [Force]
Level: Psion/wilder 1, psychic warrior 1
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/lvl [D]
Power Points: 1; see text

Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane
armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of
psychokinetic force, incorporeal creatures can not bypass it the way they do normal armor.
     Your inertial armor can be invisible or can appear as a colored glow, at your option.
     The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
     Augment: 1. For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.
     2. [Kineticist] If you spend 2 additional power points, this power’s range becomes “Touch,” and its target
becomes “One creature touched.”
     2a. If you spend a total of 4 additional power points, its range becomes “Close (25 ft + 5 ft/2 lvls),” and its
target becomes “One creature.”
     3. If you spend 8 additional power points, you gain enhanced protection against force effects for 1 round any
time you expend your psionic focus for the duration of this power; such effects are shunted harmlessly to the side as
your inertial armor protects you. In order to gain this effect, you must make an opposed manifester level check
against the originator of the force effect; if no manifester or caster level is stated, use the Hit Dice of the originating
creature, instead. If you succeed, you are immune to the effect for that round; if you fail, you are affected normally.
Expending your focus in this way is a move action.
     3a. If you spend 4 additional power points, expending your psionic focus for the benefit noted above is an
immediate action.

Inertial Barrier (A)*
Psychokinesis
Level: Psion/wilder 2, psychic warrior 1
Display: Auditory and mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl [D]
Power Points: Psion/wilder 3, psychic warrior 1

You project a telekinetic barrier around your body that protects you from harm. You gain damage reduction 2/- .

                                                          - 111 -
    Augment: 1. If you spend 2 additional power points, this power absorbs half the damage taken from any fall
you are subjected to.
    2. If you spend 4 additional power points, this power’s duration becomes “10 min/lvl.”
    2a. If you spend a total of 8 additional power points, it becomes “1 hour/lvl.”
    3. If you spend 6 additional power points, you the telekinetic barrier around your body projects out to 5 ft. All
creatures within range (friend and foe alike) gain your damage reduction so long as they stay within 5 ft of you.
    3a. For every 4 additional power points you spend, this range increases by 5 ft.
    4. [Negative] If you spend 3 fewer power points (to a minimum of 1 pp), this power’s duration becomes “1
round/lvl [D].”
    For every 3 power points you spend (via one of these augmentations, or simply by spending additional power
points), the damage reduction provided by this power increases by 1.

Impart Sentience (NA)
Telepathy
Level: Telepath 7
Display: Mental
Manifesting Time: 1 hour
Range: Touch
Target: One creature or object of Large size or smaller with an Int score of 2 or below; see text
Duration: 1 week [D]
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 13, XP; see text

You awaken a creature or object to humanlike sentience, but only for a limited time.
     You can utilize the impart sentience power on any target with an Intelligence score of 2 or below, which
includes mindless targets (with an Int score of --; these targets lose the [mindless] trait); this includes nonmagical
objects, constructs, and undead.
     The awakened target is friendly toward you. You have no special empathy or connection with a target you
awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
     Awakened objects have characteristics as if they were animated objects of the appropriate size (with the
appropriate number of Hit Dice), and radiate a telepathy aura for detect psionics and the like, although such targets
are otherwise nonmagical unless they have inherent magical or psionic qualities of their own. Their Intelligence,
Wisdom, and Charisma scores are each 3d6, and their alignments are True Neutral unless they have an inherent
alignment of their own (such as an axiomatic holy avenger sword, which would be Lawful Good). Awakened
objects have senses similar to a human’s, and can still be enhanced as a normal item of that kind (though such items
must still be masterwork to be enhanced). Plants (such as mundane trees) gain the plant type, but other objects are
considered constructs. Such targets retain their types and subtypes, rolled ability scores, memories, and personalities
from previous manifestations.
     A creature targeted by this power gains 3d6 Intelligence and +1d3 Charisma. Its type and subtypes (if any)
remain unchanged. An awakened target can speak one language that you know, plus one additional language that
you know per point of its Intelligence bonus (if any).
     In any case where the intended target of this power is controlled by another entity (such as rebuked undead or a
shield guardian actively controlled by a master), the impart sentience power automatically fails unless that entity is
willing to allow this power to take effect. Impart sentience does not alleviate control over such a creature, and its
master’s commands take precedence over any requests made by you.
     XP Cost (Optional): If you spend 200 XP per Hit Die of the creature (or 200 XP per Hit Die of the ‘animated
object’ the power creates), this power’s duration becomes “Instantaneous”. Creatures with partial Hit Dice, such as
rats, require a minimum of 200 XP spent in order for this power to function.
     Augment: 1. For every additional power point you spend, this power’s duration increases by 1 day.
     2. For every 4 additional power points you spend, this power’s duration increases by 1 week.
     3. For every 4 additional power points you spend, this power can affect a creature or object of one size larger.
     4. For every 4 additional power points you spend, each mental ability score provided or enhanced by this power
increases by +1.
     5. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 day.” This cannot be
combined with augments #1 or #2, or with the power’s XP cost.
     6. [Negative] If you spend 4 fewer power points, this power’s manifesting time becomes “1 day.”
     7. [Negative] If you spend 4 fewer power points, this power’s target becomes “One plant, magical beast,
vermin, or animal of Medium size or smaller with an Int score of 2 or below; see text.”

                                                        - 112 -
   7a. [Negative] If you spend a total of 8 fewer power points, this power’s target becomes “One plant or animal of
Small size or smaller with an Int score of 2 or below; see text.”

Inflict Pain (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: 1 round/lvl
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 3

You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes
a -4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a -2 penalty.
     Augment: 1. For every 2 additional power points you spend, this power can affect an additional target. Any
additional target can not be more than 15 ft from another target of the power.
     2. For every 5 additional power points you spend, the penalty imposed by this power increases by 1.
     3. If you spend 6 additional power points, this power’s duration becomes “1 min/lvl.”

Inhabit Construct (A)
Metacreativity
Level: Shaper 7
Display: Material
Manifesting Time: 1 round
Range: Personal and Close (25 ft + 5 ft/2 lvls)
Target: You and one construct
Duration: Up to 1 min/lvl [D]; see text
Saving Throw: Will negates
Power Resistance: No
Power Points: 13

You physically inhabit the body of a nearby construct.
     When you manifest inhabit construct, your body merges with that of the construct-target of this power. Your
form phases out, and you find yourself in control of the construct’s body. While this power lasts, you receive several
benefits, as noted below.
     You inhabit the construct’s body as if it were your own, gaining the construct type and any subtypes of the new
body (these temporarily replace your original ones). You gain everything noted in the construct’s stat entry except
for its alignment, mental ability scores, the mindless trait, Hit Dice and abilities based on Hit Dice (such as class
abilities, base attack bonus, saving throw progressions, skill ranks, and feats), and any psi- and spell-like abilities it
might have. You also have no chance of going berserk (see the clay golem’s entry in the Monster Manual, pg 134).
You retain your own Hit Dice, mental ability scores, class abilities, and any supernatural abilities and psi- or spell-
like abilities you might have. You also retain all of your skill ranks and feats.
     While this power is in effect, you must keep track of two separate hit point pools: yours, and the construct
body’s (your hit point total does not change to reflect your new Constitution score, though you have a Con score of
– for all other purposes). You take half of the damage your construct body takes, and healing yourself heals your
real body half the amount that your construct body is healed. You cannot be rendered unconscious by hit point
damage while this power lasts, but if your real body reaches a hit point total that would normally kill you (usually -
10), you die and this power’s duration ends. If the construct body you inhabit is destroyed (or if its duration expires,
in the case of the animate construct and astral construct powers or the summon monster spells), you are dazed for 1
round, and this power ends.
     Otherwise, the construct body counts as your body for all purposes. Special effects (such as from powers or
spells) pass with you when you enter or exit the construct body, though they are temporarily suppressed if you
suddenly find yourself immune (such as animal affinity when used to grant bonuses to your Con score). You can
also bypass your own body’s magic immunity/immunity to psionics special ability, which is possessed by most
golems, with your own power manifestations, spells, and psi- or spell-like abilities. Effects granted by the


                                                         - 113 -
construct’s supernatural abilities end when this power’s duration expires. Your equipment is also totally subsumed
into your new form, though magical items already activated (such as a headband of intellect) remain in effect.
     When this power’s duration expires, you appear in a location of your choosing somewhere within range (Close),
unless you are somehow unable to perform mental actions (such as if you are dazed or dead), in which case you
appear in a random space adjacent to the construct you inhabited.
     If the construct body already has a master actively controlling it (such as another manifester’s astral construct,
or a shield guardian protecting its master), you must make an opposed Concentration check with the construct’s
master every round the construct is given a command; if you succeed, you can act normally. If you fail, you must do
as the construct’s master commands if at all possible, unless the command is directly self-destructive, in which case
you can do nothing except dismiss the inhabit construct power during that round.
     Augment: 1. If you spend 2 additional power points, this power’s range becomes “Personal and Medium (100
ft + 10 ft/lvl).”
     1a. If you spend a total of 4 additional power points, it becomes “Personal and Long (400 ft + 40 ft/lvl).”
     2. If you spend 4 additional power points, you are not dazed if the construct body is destroyed (or if its duration
expires).
     3. If you spend 4 additional power points, this power’s manifesting time becomes “1 standard action,” though
your turn immediately ends if the manifestation is successful.
     3a. If you spend 2 additional power points, your turn does not end after the manifestation is complete.
     4. If you spend 4 additional power points, this power’s duration becomes “Up to 10 min/lvl [D]; see text.”
     4a. If you spend a total of 8 additional power points, it becomes “Up to 1 hour/lvl [D]; see text.”
     4b. If you spend a total of 12 additional power points, it becomes “Up to 1 day/lvl [D]; see text.”

Intellect Fortress (NA)
Psychokinesis
Level: Psion/wilder 4
Display: Auditory
Manifesting Time: 1 immediate action
Area: 20 ft radius spread centered on you
Duration: 1 round
Saving Throw: None
Power Resistance: Yes
Power Points: 7

You encase yourself and your allies in a shimmering white dome of telekinetic force. All damage from powers,
spells, and psi- and spell-like abilities taken by subjects inside the area of the intellect fortress, including ability
damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such
as damage reduction and evasion.
     Powers and effects that are not subject to power resistance are not affected by an intellect fortress.
     Multiple manifestations of intellect fortress do not stack (see below).
     Augment: 1. For every additional power point you spend, this power’s duration increases by 1 round. If you
combine this with augments #2, #3, or #5, you must spend 2 power points per additional round.
     2. If you spend 2 additional power points, this power’s manifesting time becomes “1 standard action,” and its
saving throw becomes “Will negates.” All creatures in this power’s area of effect aside from you have the indicated
damage that they deal, rather than the damage that they take, halved as noted above for the power’s duration. This is
often called the intellect damper augment. You may manifest using this augment while within a standard intellect
fortress, but dampened attacks inside the intellect fortress are only altered by one of the effects, rather than both.
     3. If you spend 4 additional power points, all forms of damage are reduced as noted above (including
supernatural abilities, powers and spells that are not subject to power/spell resistance, and physical attack forms).
     4. [Kineticist] If you spend 4 additional power points, this augment lowers damage (including ability damage)
from powers, spells, and psi- and spell-like abilities as if all dice had been rolled as 1s. This augment does not work
on abilities that have no variable components, such as maximized spells and powers; you receive the power’s normal
benefits, instead. This is often called the intellect bastion augment.
     5. If you spend 6 additional power points, you receive the benefits of augment #4.
     6. [Negative] If you spend 4 fewer power points, this power’s duration becomes “Instantaneous” and only
works against a single attack (which must be existent at the time of manifestation), after which time its effects end
for all creatures in the area. Effects with durations longer than instantaneous have only the damaging effects for that
round altered. This augment can not be combined with augment #1.



                                                        - 114 -
    7. [Negative] If you spend 4 fewer power points, this power’s range becomes “Personal,” and its target becomes
“You.” (It no longer has an area.) This is often called the intellect shield augment. This can not be combined with
augment #2.
    For every 4 power points you spend (via one of these augmentations, or simply by spending additional power
points), this power’s radius and area increase by 5 ft.

Kinetic Cathexis (AX)
Psychokinesis
Level: Psion/wilder 1
Display: Auditory and Mental
Manifesting Time: 10 minutes; see text
Range: Touch
Target: One surface or Medium or smaller object touched; see text
Area: One 5 ft square; see text
Duration: 6 hours/lvl or until discharged [D]
Saving Throw: See text
Power Resistance: Yes (object)
Power Points: 1, XP

You can set a psionic trap for the unwary. Choose one power that can affect one or more creatures, that has a
duration other than “Concentration,” and with a range greater than “Personal,” that is manifested with 1 power point.
As part of the manifestation of this power, this secondary power’s range becomes “Touch,” and the surface you
touch as part of the manifestation of this power becomes the secondary power’s target. The manifesting time for
both powers is 10 minutes, or the manifesting time for the secondary power, whichever is longer. Though they share
the same manifesting time, kinetic cathexis and the secondary power are manifested and augmented separately.
     Any creature whose body or equipment comes into physical contact with the object or surface activates the trap,
and the secondary power is instantly manifested on the creature as the equivalent of an immediate action. If the
power requires an attack roll, it uses your base attack bonus and key manifesting score (rather than your Dexterity or
Strength score) to hit. The subject must then make all applicable saves, as determined by the secondary power;
power resistance checks and any other saves are then resolved as normal. Powers with larger areas (such as energy
burst) have their areas reduced to a 5 ft cube, and those that affect multiple creatures only do so if multiple creatures
are in the 5 ft cube affected once the power is activated.
     The object or area you touch vibrates with a low, faint hum for the duration of the kinetic cathexis power. It
takes a Listen check (with a DC equal to the save DC of this power) to notice the noise when within 10 ft and again
(at the same DC -5) to pinpoint the source of the noise (subject to modification according to circumstances).
Negating this sound (whether through the silence spell, the control sound power, or similar) does not negate or
otherwise affect the functioning of this power.
     Note: Psionic traps such as kinetic cathexis are hard to detect and disable. A character with the trapfinding
ability can use the Search skill to find the key and Disable Device to thwart it (or a manifester can simply use detect
psionics to pinpoint its location, then use dispel psionics to negate it). The skill DC for this is 25 + power level, or
26 in the case of kinetic cathexis.
     XP Cost: This power costs 4 XP per power point spent on the secondary power.
     Augment: 1. For every additional power point you spend, you increase the power point cap for the
manifestation of the secondary power by 1 (up to your manifester level).
     2. For every additional power point you spend, you can affect an additional 5 ft square and the maximum size of
an area of effect power increases by one 5 ft cube (up to the maximum area of the secondary power); each square
must be contiguous with another square, and each cube must be aligned with its corresponding square; for every 4
power points you spend in this way, you can affect an object one size category larger.
     3. For every 2 additional power points you spend, you can fill an additional 5 ft cube with the effect of the
secondary power; these cubes must be continguous with other cubes, but need not have a corresponding 5 ft square.
     4. For every 4 additional power points you spend, you can increase the maximum duration of this power by 1
hour/lvl.
     5. For every 4 additional power points you spend, the manifesting time for this power decreases by 2 minutes, to
a minimum of 1 standard action; this augment does not lower the manifesting time of the secondary power.
     For every 2 power points you spend (via one of these augmentations, or simply by spending additional power
points), the power point cap for the manifestation of the secondary power increases by 1 (up to your manifester
level), and the effective level for the power increases by 1.

Kinetic Slide (NA)

                                                         - 115 -
Psychokinesis
Level: Kineticist 4, wilder/psychic warrior 5, psion 6
Display: Auditory, visual
Manifesting Time: 1 standard action
Range: Personal and Close (25 ft + 5 ft/2 lvls); see text
Target: You
Duration: 1 round/2 lvls
Power Points: Kineticist 7, wilder/psychic warrior 9, psion 11

You can transfer the kinetic energy of your manifested powers to a different location than you normally could.
      While you are under the effect of kinetic slide, you can manifest powers and psi-like abilities and cast spells and
spell-like abilities with ranges greater than personal and targets (if any) other than you, as if their origin point was
somewhere within Close range rather than your space. In addition, you can make touch attacks against targets at
Close range, even if the effect was originally targeted at you (such as the hammer power). You can position and
align each manifestation as you wish (such as aiming the cone version of the energy burst power onto foes from
straight overhead, for example).
      To do this, you must have line of effect to the surrogate origin point, and have line of effect to the targets or
areas to be affected from the origin point. If the effect has a specific target entry, you must be able to see the
target(s) from your current position (including through effects such as clairvoyant sense).
      Other than the stipulations noted above, kinetic slide does not change the way you manifest or target powers.
You still provoke attacks of opportunity, and still suffer the effects of defensive measures from other creatures (such
as the miss chance granted by the concealing amorpha power, or the retributive properties of energy retort). Note
that most damaging powers (such as energy burst) can hurt you if you are within the power’s area of effect.
      You take a -10 penalty to your Hide checks on the rounds that you manifest powers with displays while hiding;
if you suppress the displays or hide after you manifest, this penalty does not apply.
      Augment: 1. [Egoist, wilder or psychic warrior] You can use the energy transference to make attacks using any
melee or ranged weapon you hold (including natural weapons), aiming them as if they were psionic powers.
      2. If you spend 2 additional power points, you gain the benefits of augment #1.
      3. If you spend 2 additional power points, this power’s duration becomes “1 round/lvl.”
      4. [Kineticist] If you spend 4 additional power points, the range of this power becomes “Touch and Close (25 ft
+ 5 ft/2 lvls)” and the target becomes “One creature touched.” The saving throw becomes “Will negates (harmless)”
and power resistance becomes “Yes (harmless).”
      5. If you spend 6 additional power points, this power’s manifesting time becomes “1 swift action.”
      6. If you spend 6 additional power points, this power’s range becomes “Personal and Medium (100 ft + 10
ft/lvl); see text.”
      6a. If you spend a total of 12 additional power points, it becomes “Personal and Long (400 ft + 40 ft/lvl); see
text.”
      7. [Negative] If you spend 6 fewer power points, this power’s duration becomes “1 round,” and it lasts until the
end of your next turn.

Knock, Psionic (A)
Psychoportation
Level: Psion/wilder 0, psychic warrior 0
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One door, box, chest, or other locked or stuck obstacle of Small size or smaller
Duration: Instantaneous; see text
Saving Throw: Fortitude negates (object)
Power Resistance: Yes (object)
Power Points: 0
Quantum Cost: 2

When you manifest this power on a stuck, barred, locked, held, or arcane locked door, secret door, or a locked or
trick-open box or chest, welds, shackles, or similar, make an Open Lock or Disable Device check (you can do this
even if you have no ranks in those skills). You can attempt to mentally unlock (or unstick, or break) such obstacles
as if you were using the appropriate tools, and with a +2 bonus on the roll. At your option, you can manifest this
power on such an object, and allow someone else to manually unlock, unstick, or break the obstacle, giving them a
+4 bonus to their skill checks (though they must use tools and take an action to attempt to do so).

                                                         - 116 -
    For obstacles that are magically sealed or blocked (such as through doors affected by the psionic lock power),
make an opposed manifester-level check. If you are successful, the spell, power, or other ability is suppressed for 4
rounds + 1 round/lvl. In all other cases, the obstacle does not relock itself or become stuck again on its own. Psionic
knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, chains,
vines, and the like.
    Augment: 1. For every 2 additional power points you spend, the bonus on Open Lock and Disable Device
checks increases by 1.
    2. For every 2 additional power points you spend, the size of the object you can affect increases by 1 category.

Know Direction and Location
Clairsentience
Level: Psion/wilder 0, psychic warrior 0
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 0
Quantum Cost: 1

You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after
teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information
about your location as a feeling or presentiment. The information is usually no more detailed than a summary that
locates you according to a prominent local or regional site. Using this power also tells you what direction you are
facing.
     Using this power prior to making a Knowledge (the planes) check with astral caravan grants a +2 bonus on the
check.

Lacera (NA)
Psychoportation
Level: Psion/wilder 8
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Long (400 ft + 40 ft/lvl)
Area: See text
Duration: Concentration, up to 1 round/lvl
Saving Throw: Reflex partial and Reflex negates; see text
Power Resistance: Yes
Power Points: 15

You release a flurry of whirling, 2-dimensional gateways (called a ‘lacera’) to a coexistent plane of your choosing,
capable of slicing through flesh without effort. Creatures inhabiting both planes are affected as noted below.
     The lacera is a 5 ft diameter cloud of whirling gates that trails a tail of vortices 45 ft behind it. The cloud has a
fly speed of 60 ft, clumsy maneuverability, and is just barely under your control. You cannot hold the lacera
stationary, though you can direct its movement and force it to take a double-move action. Unlike creatures with
clumsy maneuverability, gravity has no bearing on the cloud, meaning ‘up’ and ‘down’ do not alter its movement in
any way. If you concentrate as a standard action, the lacera can take only a move action each round; if you
concentrate as a full-round action, it can make two move actions (thereby traveling 120 ft in one round).
     Any creature that enters the space containing the lacera or its tail takes 10d6 piercing and slashing damage per
round as the vortices shred its flesh (Reflex for half). On a failed save, roll 1d4. The affected creature must make an
additional Reflex save or suffer the result as noted below. This die-roll is not subject to alteration by metapsionic
feats, powers, or similar abilities, such as Maximize or Empower Power.

 Lacera
 1d4 Effect
 1    The lacera decapitates the subject. If the subject requires a head for survival (such as most living creatures,
      vampires, and so on), it dies. Otherwise, it is merely rendered unable to speak, blind and deaf (if applicable).
 2    The vortices disembowel the subject. It must make a Fortitude save or die. Protection against critical hits
      (including immunity) also protects against this effect.

                                                          - 117 -
 3      The whirling blades sever a limb (an equal chance to sever each limb), effectively destroying it.
 4      The portals slice through a major artery, dealing 1d4 points of Constitution damage from blood loss.

Certain creatures, such as oozes, many undead, and some shapechangers, are unaffected or only slightly
inconvenienced by the loss of a body part, as noted in their descriptions. The loss of a head or limb requires certain
effects, such as regeneration, the resurrection spell, or the true metabolism power, to restore it. Creatures that do not
take damage from this power (for whatever reason) are immune to these effects.
     The portals are infinitely sharp, and overcome resistance and immunity to piercing and slashing effects.
     Augment: 1. For every additional power point you spend, the lacera trails vortices for an additional 5 ft.
     2. For every additional power point you spend, you can alter the lacera’s flight speed by 10 ft.
     3. If you spend 2 additional power points, the lacera deals an additional 1d6 points of damage.
     4. For every 3 additional power points you spend, the lacera deals an additional 2d6 points of damage.
     5. For every 4 additional power points you spend, the moving lacera’s flight maneuverability increases by 1
step.
     6. [Negative] For every power point not spent, the lacera’s tail is 5 ft shorter.
     7. [Negative] For every 2 power points not spent, this power deals 1d6 fewer points of damage per round.
     8. [Negative] If you spend 5 fewer power points, this power’s area becomes “5 ft diameter burst” and its
duration becomes “Instantaneous.” Instead of the aforementioned lacera, you create a flurry of portals that spin open
and shut instantly, dealing the damage and forcing the secondary Reflex save as noted above. This augment cannot
be combined with augments #1, #2, #5, or #6.
     8a. For every additional power point you spend, this power deals an additional 1d6 points of damage.

Leech Field (A)
Psychometabolism
Level: Psion/wilder 5
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min.
Power Points: 9

You raise a field of potentiality that drains the vitality from powers, spells, and psi- and spell-like abilities that you
successfully save against. When you succeed on a saving throw of a foe’s power or spell on you, and the ability is
one that leech field is effective against (see below), your body erupts in a brief flash of crackling dark energy. You
gain 1 power point for every 2 power points your foe spent to manifest the power you just saved against (to a
maximum number of points equal to your manifester level). Against a psi-like ability, treat it as though it had been
manifested with enough power points to receive the same effect. Against spells and spell-like abilities, you gain 1
power point for each level of the spell slot (or the minimum effective spell slot, for spell-like abilities) used to cast
the spell; for instance, a 9th level spell, or a spell that was metamagicked up to 9th level, would give you 9 power
points. You can not gain power points that would cause you to exceed your normal daily maximum.
     This power is effective against any power, spell, or psi-or spell-like ability that is subject to power resistance
and requires a saving throw. Abilities with infinite uses per day can not be drained in this manner.
     Augment: 1. For every 2 additional power points you spend, this power’s duration increases by 1 minute.
     2. [Egoist] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes
“Yes (harmless).”

Mass Modulation (A)
Psychometabolism
Level: Egoist 1, wilder 1, psychic warrior 1
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl [D]
Power Points: 1



                                                         - 118 -
You can alter your body’s size, increasing or decreasing it considerably, depending on your whims. This power has
two versions, each of which changes your size category by 1.
      Compression: This version causes instant diminution, halving your height, length, and width, and dividing your
weight by 8. This decrease changes your size category to the next smaller one. Your equipment’s weight is cut in
half.
      Expansion: This power causes instant growth, doubling your height, length, and width and multiplying your
weight by 8. This increase changes your size category to the next larger one. Your equipment’s weight is doubled. If
insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength
check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained
without harm by the materials enclosing you-you can not crush yourself to death by increasing your size.
      All your equipment, worn or carried, is similarly altered by this power. Melee and projectile weapons deal more
or less damage (see the table below). Other psionic or magical properties are not affected by this power. Any
affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal
size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the
weapon that fired them), though they use your new Strength and Dexterity modifiers for attack and damage bonuses.
      Any size alteration created by this power is considered an enhancement bonus to your size category.
      See the tables below for details on the effects of altering your size category. Your Constitution score remains
unchanged.
      Augment: 1. If you spend 2 additional power points, this power’s duration becomes “10 minutes per level.”
      2. For every 6 additional power points you spend, this power alters your size by an additional size category.
      3. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard
action.
      The following tables were taken from pages 291, 296, and 314 in the Monster Manual, regarding changes in a
creature’s size category (for reductions in size, add negative numbers and subtract positive ones):

 MM p 291, Changes to Statistics by Size
                                               Natural
 Old Size      New Size       Str      Dex                 AC/Attack
                                               Armor
 Fine         Diminutive Same        -2        Same        -4
 Diminutive Tiny            +2       -2        Same        -2
 Tiny         Small         +4       -2        Same        -1
 Small        Medium        +4       -2        Same        -1
 Medium       Large         +4*      -2        +2          -1
 Large        Huge          +8       -2        +3          -1
 Huge         Gargantuan +8          Same      +4          -2
 Gargantuan Colossal        +8       Same      +5          -4
 *A Medium creature’s Strength score increases by +4, rather than the
 +8 bonus noted in the Monster Manual

 MM p 291, Increased Damage by Size
 Old Damage                New Damage
 (Each*)
      1d2                      1d3
      1d3                      1d4
      1d4                      1d6
      1d6                      1d8
      1d8                      2d6
      1d10                     2d8
      2d6                      3d6
      2d8                      3d8
 *Repeat the adjustment if the creature moves
 up more than one size category. For example,
 if a Medium creature with two claw attacks
 dealing 1d4 points of damage each advances
 from Medium to Huge, the damage dealt by
 each of its claw attacks increases to 1d8.

 MM p 314: Creature Sizes

                                                       - 119 -
 Size            AC/Attack     Grapple        Hide           Space             Reach          Reach (Long)
 Category        Modifier      Modifier       Modifier       (in squares)      (Tall)         (in squares)
                                                                               (in squares)
 Fine            +8            -16            +16            1/2 ft (1/100)    0 ft (0)       --
 Diminutive      +4            -12            +12            1 ft (1/25)       0 ft (0)       --
 Tiny            +2            -8             +8             2-1/2 ft (1/4)    0 ft (0)       --
 Small           +1            -4             +4             5 ft (1)          5 ft (1)       --
 Medium          +0            +0             +0             5 ft (1)          5 ft (1)       5 ft (1)
 Large           -1            +4             -4             10 ft (2 x 2)     10 ft (2)      5 ft (1)
 Huge            -2            +8             -8             15 ft (3 x 3)     15 ft (3)      10 ft (2)
 Gargantuan      -4            +12            -12            20 ft (4 x 4)     20 ft (4)      15 ft (3)
 Colossal        -8            +16            -16            30 ft+ (6 x 6+)   30 ft+ (6+)    20 ft+ (4+)

Matter Agitation (A)
Psychokinesis (Fire)
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Area: 5 sq. ft of surface area of an object or creature
Duration: Concentration, up to 1 hour
Saving Throw: Fortitude half (object); see text
Power Resistance: Yes
Power Points: 0
Quantum Cost: 4

You can excite the structure of a creature or object, heating it to the point of combustion over time. The agitation
grows more intense in the second and third rounds after you manifest the power, as described below. The subject of
the power receives a Fortitude save each round to halve the damage you deal to it.
     1st Round: Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens (1 point of fire
damage).
     2nd Round: Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of fire
damage on a failed save), hair smolders, paint shrivels, water boils.
     3rd and Subsequent Rounds: Wood ignites, metal scorches (1d4 points of fire damage for those holding metallic
objects, no save). Skin burns and hair ignites (1d6 points of fire damage on a failed save), lead melts.
     Augment: 1. For every additional power point you spend, you deal +2 points of fire damage per round you
spend in concentration.
     2. For every additional power point you spend, treat this power as if you had been concentrating on its effects
for 1 round for the purposes of determining how much damage the subject takes per round.
     3. If you spend 3 additional power points, you can change targets at the beginning of each round without ending
this power’s duration. Each time you do this, the damage you deal resets to round 1.

Matter Manipulation (AX)
Metacreativity
Level: Psion/wilder 6
Display: Auditory and mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Area: 1 cu. ft/lvl of inanimate material or creature; see text
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 11, XP

You can weaken or strengthen the substance of a creature, an object or a structure. You can affect both mundane and
magical inanimate materials, and any creature that has some portion with hardness (such as a psicrystal, a construct,
or a manifester affected by the graft weapon power). Weakening an object’s substance decreases its hardness and hit
points, and strengthening it increases its hardness and hit points. You can increase or decrease an object’s hardness
by up to 5 from its original hardness. When hardness increases, the object (or portion of an object) gains 3 hit points
                                                          - 120 -
per inch of thickness for every point of increased hardness. When hardness decreases, the object (or portion of an
object) loses 2 hit points per inch of thickness for every point of decreased hardness (to a minimum of 1 hit point per
inch of thickness).
     You can not decrease the hardness of a subject that already has hardness 0.
     Working Manipulated Metals: An object or portion thereof whose hardness is decreased or increased is
permanently changed. Even hardening adamantine to 25 is possible. You can also harden or weaken a preforged
weapon, a suit of armor, or some other finished item.
     XP Cost: 250 XP for each point by which the object’s hardness is altered.
     Augment: 1. For every additional power point you spend, you can reduce the XP cost of this power by 10 XP
per point of hardness you alter.
     2. For every 2 additional power points you spend, you can alter the hardness of a substance by an additional
point (assuming you spend the additional XP cost).

Mental Barrier (A)
Clairsentience
Level: Psion/wilder 3, psychic warrior 3
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Power Points: 5

You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection
bonus to Armor Class.
    Augment: 1. For every additional power point you spend, this power’s duration increases by 1 round.
    2. If you spend 2 additional power points, this power’s range becomes “Touch,” and its target becomes “One
creature touched.”
    3. For every 4 additional power points you spend, the deflection bonus to Armor Class increases by 1.

Metabolic Transfer (A)
Psychometabolism
Level: Egoist 2, psychic warrior 2
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Power Points: Egoist/psychic warrior 3

You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power,
you can heal as much as 8 points of damage. The target regains 8 hit points, and you lose hit points equal to half of
that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities such as damage reduction and
regeneration do not lessen or change this damage, since the transfer in damage is purely metabolic in origin. The
damage transferred by this power has no type, so even if you have immunity to the type of damage the target
originally took, the transfer occurs normally and deals hit point damage to you.
     Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into
yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by
the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat
the affliction.
     Finally, you can use this power to transfer up to 3 points of ability damage from the target to yourself in lieu of
the options above.
     You can not target yourself with this power.
     Augment: 1. For every additional power point you spend, you can heal an additional 8 points of damage (to a
maximum of 96 points per manifestation), or an additional 1 point of ability damage.
     1a. For every additional power point you spend, you can heal an additional 5 points of damage beyond the
maximum damage cap.
     2. For every additional power point you spend, you can affect an additional disease or poison affecting the
subject.

                                                         - 121 -
     3. If you spend 2 additional power points, you can transfer your hurt to another. If you do so, this power’s
saving throw becomes “Fortitude half,” and its power resistance becomes “Yes.” Upon making a successful touch
attack, you can transfer 24 points of hit point damage (or less, if you choose) from yourself to the touched creature.
You immediately regain hit points equal to the amount of damage you transfer, though you can not gain hit points in
excess of your full normal total, and you can not transfer ability damage in this way (but see below). This is often
called the hostile metabolic transfer augment.
     3a. If you spend 2 additional power points, this power’s range becomes “20 ft” its area becomes “20 ft radius
spread, centered on you,” and its target becomes “One or more creatures.” You deal damage to all creatures affected,
but you heal damage as if you had affected only the creature that sustained the most damage from the effect. You
can not spread ability damage in this way.
     3ab. For every 2 additional power points you spend, this power’s area and range increase by 5 ft.
     3b. If you spend 4 additional power points, you can transfer up to 2 points of ability damage you have taken to
the creature you target, healing yourself of half that amount. For every 4 additional power points you spend, you can
transfer an additional 2 points of ability damage you have sustained.
     4. For every 2 additional power points you spend you can buffer yourself from 2 points of damage or 1 point of
ability damage you would have taken from the subject. You choose which ability score you buffer, but you must
take a minimum of 1 point of ability damage to every ability score you affect.
     5. If you spend 4 additional power points, any hit points gained by your target (or by you, if using augment #1)
in excess of their normal hp are gained as temporary hp that last for a total of 1 minute before dissipating.

Metaconcert (UA)
Telepathy [Mind-Affecting]
Level: Psychic warrior 5, telepath 5
Display: Visual, Mental; see text
Manifesting Time: 1 minute
Range: 20 ft radius emanation, centered on you
Target: One or more willing psionic creatures
Duration: 1 min/lvl [D]
Saving Throw: None
Power Resistance: Yes
Power Points: 9

You link your psychic might with other psionic creatures, creating a composite network more powerful than the sum
of its parts. If there are no willing, psionic creatures in the area other than you when you use this power, it fails.
     When you manifest this power, up to five willing, psionic creatures in the area connect with you into a
metaconcert network (a "metanetwork"), a distributed, metaphysical analogue of a psionic manifester. Misty strands
of glowing power link the brows of each member in a complex and shifting pattern, and a mental image of each
other member appears in the minds of everyone so linked. A number of power points you designate flow from each
member (including yourself) into a collective pool. If a member does not have enough power points to contribute, he
drops out of the metaconcert (see below).
     One individual is chosen as the metaconcert conductor by mutual consent of the other members (this is usually
the manifester, but does not have to be). Until the power ends, this conductor directs the efforts of the network.
Members of a metaconcert can continue to take actions of their own as normal without disrupting the metanetwork,
provided they stay within the area (see below).
     All the powers known of each member (except metaconcert) are available to the conductor through the
metanetwork. While the conductor may still manifest his own powers as normal, he may instead choose to manifest
a power from the metanetwork instead of from his own powers known. If he does so, he must use the power point
pool of the metanetwork and may not use any of his feats or class features to modify the manifestation (although
items are permitted), but he also gains numerous benefits.
     When manifesting a power from the metanetwork, his manifester level increases by one for each other
metanetwork member (for instance, the normal maximum membership of five members besides the conductor
increases the conductor's manifester level by five). If the conductor manifests a power with an XP cost from the
metanetwork, the XP cost is divided evenly between all members (with the conductor taking the remainder if the
cost can not be divided evenly). It is obvious to an outsider when the conductor manifests from the metanetwork, as
arcs of light pulse between the various members in a scintillating pattern, streaming to the conductor as his power
manifests-- this display can not be hidden.
     The metanetwork also supports its members. Each member of the metanetwork gains a bonus on saving throws
made against spells, powers, and supernatural, spell-like, and psi-like abilities equal to the number of other
members, as the metanetwork distributes incoming magical energy about its nodes. If a spell or power would deal

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damage or ability damage to the conductor, he may choose to instead distribute it evenly between himself and all
willing members. An individual member may decline receiving damage this way on a case-by-case basis (for
example, if a metaconcert consists of the conductor and four other members, one of whom is not willing to receive
damage at this time, the conductor may split the incoming damage between himself and the three willing members).
Damage split this way is typeless and empathic in nature. This splitting takes place prior to the effects of other
powers or abilities that lessen damage, such as energy resistance or the intellect fortress power. Attacks that are not
subject to power resistance can not have their damage or ability damage split this way, though the saving throw
bonus still applies. Once the metanetwork forms, the members must remain within the power's area, and as a group
can move at half the slowest member's speed on the conductor's turn. This counts as a move action for each member
(that is, if the group moves, each member is treated as having used a move action on their next turn). If a member
moves outside the area (whether willingly or involuntarily), that individual drops out of the group, and the power
point pool of the metanetwork is instantly recalculated.
     All members who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to
the metanetwork's current power point pool divided by the number of members. That same number of points is
removed from the metanetwork's power point pool. If the conductor drops out, the power ends. When a metaconcert
ends normally or is dismissed, remaining power points in the pool are divided among all the members (the conductor
receives the remainder if the points can not be divided evenly). No creature can leave a metaconcert with more
power points than they had when they entered it-- surplus points dissipate as harmless light radiating from the
creature's eyes.
     If a society mind manifests this power, it benefits normally from the Spirit of Many class feature, except that the
additional augment has no effect (as metaconcert is an emanation, not a targeted effect).
     Augment: 1. For every additional power point you spend, this power’s duration increases by 1 minute. For
every 2 additional power points spent this way, the maximum number of members of the metanetwork increases by
one, and the range and radius of the area of effect increase by 5 ft.
     2. For every 2 additional power points you spend, the manifesting time of this power decreases by 1 round.
     3. If you spend 4 additional power points, this power’s saving throw becomes “Will negates,” and its power
resistance becomes “Yes.” You can bring in unwilling creatures on a failed save that become part of the
metanetwork for as long as they stay within range. Unwilling creatures receive an additional saving throw each time
they leave and re-enter the range of this power. Such members do not receive any say in any matters regarding who
is the metanetwork conductor, or receive any positive bonuses from the metanetwork (such as the bonus to saving
throws, or a division of damage caused by magical or psionic effects). Willing network members gain benefits as
though the unwilling members were willing, however.
     4. If you spend 4 additional power points, this power’s manifesting time becomes “1 round.”

Metafaculty (AX)
Clairsentience
Level: Seer 9
Display: Mental, olfactory, and visual
Manifesting Time: 1 hour
Range: Personal
Target: You
Duration: Instantaneous and 1 min/lvl [D]; see text
Power Points: 17, XP

You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving
any creature you have seen before, whether personally or by means of another power such as remote viewing.
      This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When
you manifest the power, you learn the following facts about the creature.
      • Its name, race, alignment, and character class.
      • A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD),
very high (21 HD to 40 HD), or deific (41 HD or higher).
      • Its location (including place of residence, town, country, world, and plane of existence).
      • Significant items currently in its possession (generally anything that costs over 10,000 gp, including lesser and
greater artifacts, or items with historical significance, such as a famous painting).
      • Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such
as locales traveled through, the names or races of those the creature fought, spells it cast, items it acquired, and items
it left behind (including the location of those items).
      • A current mental view of the creature, as described in the remote viewing power, which you can maintain for
up to 1 minute per level.

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     Metafaculty can defeat spells, powers, and special abilities such as screen or mind blank (or even a wish spell)
that normally obscure clairsentience powers. You can attempt a manifester level check (DC 6 + caster or manifester
level of the creator of the obscuring effect) to defeat these sorts of otherwise impervious defenses.
     Metafaculty is defeated by epic powers, epic spells, and epic special abilities that obscure divinations and
clairsentience powers.
     XP Cost: 1,000.
     Augment: 1. For every additional power point you spend, this power’s XP cost decreases by 10 XP.
     2. For every 4 additional power points you spend, this power’s manifesting time is cut in half (round up-1 hour
to 30 minutes, to 15 minutes, to 75 rounds, to 38 rounds, and so on).
     3. If you spend 6 additional power points, epic abilities are no longer impervious to metafaculty. Deities,
however, remain impervious to this power.

Metamorphosis (NAX)*
Psychometabolism
Level: Egoist 1
Display: Material and Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl [D] for a creature, or 1 hour/lvl [D] for an object
Power Points: 1, XP (see text)

You can assume the form of a different creature of your size category (though these changes are mostly superficial,
and do not actually change who or what you are, at least initially), or an object, likewise of your size category. You
can not emulate multiple creatures or creatures with the [Swarm] subtype. You keep your normal type and any
subtypes you may have, and you gain the [Augmented Shapechanger] subtype for the duration of the power. This
does not change your weight (but see the augmentations below). Upon changing to the new form, you regain lost hit
points equal to the number of power points you spent in manifesting this power (not including metapsionic feats). If
you are slain while under the effect of this power, you revert to your original form, though you remain dead.
     Creatures: You change your appearance to superficially resemble any creature of your size category. You retain
all of the properties of your normal form (including racial, template, and class-based abilities), except for those
requiring a body part that the new form does not have, if any. If the assumed form is capable of vocalizing in any
way, you can communicate verbally, as normal. You retain any manifesting ability you had in your original form.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, skin color, height,
weight, and gender) within the normal ranges for a creature of that type. You are effectively disguised as a member
of the new form’s race. If you use this power to create a disguise, you gain a bonus on your Disguise check equal to
your manifester level (minimum +4). Beyond simple appearance, the only qualities of your new form that you take
on are the number of limbs and the status of a biped, quadruped, and so on. New limbs are clumsy and have only
basic functionality, and are incapable of making skill checks, attack rolls, or giving you additional modes of
movement unless you take certain menu abilities. At your option, you can shape abilities you choose to resemble
equipment, such as metallic armor (for armored) or steel claws (for natural attack); doing so does not change the
parameters of the menu abilities in any way.
     Objects: You can also use this power to assume the form of an inanimate object. You do not gain the object’s
hardness, and retain your own hit points. You can take the shape of almost any simple object of your size category
that you can think of, such as a chair, a sword, or a rug. If you attempt to take the form of a complex object, you
must make an appropriate skill check. For instance, if you want to take the form of a beautiful painting, you must
make a Craft (painting) check against a DC set by the DM to determine the quality of the painting. If you fail the
check, the quality of the object whose form you assume is very low, and in some cases, the power may fail (such as
when attempting to emulate a complicated mechanical device). Likewise, you can not take the form of a complex
mechanical mechanism unless you have some sort of skill associated with the object. When disguised as an
inanimate object, you lose your natural forms of mobility, and you keep your normal type and any subtype you may
have. You become effectively blind and you lose the ability to speak, though you can hear and feel normally. You
can manifest powers normally, though you must find some way in which to target any powers without the range of
Personal or Touch. You must still make Concentration checks when appropriate conditions apply. If you attempt to
emulate a weapon and have at least 1 point of hardness (through a menu ability or otherwise), you count as psionic
for the purposes of overcoming damage reduction. If you find some way to animate yourself (such as through the
animate object or control body powers), you have the attack forms of an animated object as appropriate for your size
and shape (see pg 13 of the Monster Manual for details).


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     When the change occurs, your equipment alters itself so that it remains worn or held by the new form. You can
also specify that any given piece of equipment falls off and lands near your feet (assuming that you have feet) or is
absorbed into your own body and becomes nonfunctional. (Cursed items can not be dropped or absorbed.) When
you revert to your normal form, any objects previously melded into the new form reappear in the same location on
your body they previously occupied, and are once again functional. Any part of the body or piece of equipment that
is separated from the whole reverts to its normal form within 5 rounds, or when the power ends, whichever is
sooner.
     You can not use this ability in conjunction with the form of doom power, the polymorph spell, or similar effects.
Whichever effect occurs last supercedes and replaces the previous effect, as multiple manifestations of the
metamorphosis power would. Using effects to change your size category (such as mass modulation) adjust your
effective size category while your form is altered, as normal.
     All effects granted by this power, including menu abilities, are considered untyped, innate (Ex) abilities unless
noted otherwise, except that they can be suppressed when they enter a null psionics field. You gain 2 Menu A
abilities when you manifest metamorphosis, and can add others via augmentation, as you desire.
     XP Cost (Optional): For every 100 XP you spend in the manifestation of this power, you can gain 1 power
point’s worth of augmentation, which can only be used to buy menu abilities. This allows you to effectively
augment this power above and beyond your manifester level. You need not actually spend the power points for this
to function, as they are supplied by paying the XP cost (which means that it does not increase the save DCs of any
abilities you gain or increase the duration of the power). You can not use this feature to gain a menu ability that is
too high for you to buy through normal augmentation, regardless of the number of XP you spend. For example, a 4th
level manifester with 6,800 XP can spend 4 power points to augment metamorphosis. He can also spend XP to add
several power points’ worth of menu abilities from Menus A or B, but can not spend so many XP that it would cause
him to lose a level (in this case, more than 800 XP, or 8 power points).
     Augment: 1. For every additional power point you spend, you can gain 1 additional Menu A ability.
     2. For every 3 additional power points you spend, you gain 1 menu ability from Menu B.
     3. For every 6 additional power points you spend, you gain 1 menu ability from Menu C.
     4. For every 9 additional power points you spend, you gain 1 menu ability from Menu D.
     5. For every 2 additional power points you spend, this power’s duration for remaining disguised as an object
increases by 1 hour.
     6. If you spend 2 additional power points, this power’s range becomes “Touch,” its target becomes “One
creature or object touched,” its saving throw entry becomes “Fortitude negates (object, potentially harmless),” and
its power resistance becomes “Yes (object, potentially harmless).” Creatures turned into objects have their
appearance altered as noted above; objects turned into creatures remain inert, appearing to be just dead flesh for the
power’s duration.
     6a. For every 2 additional power points you spend, you can affect an additional target within range.
     7. If you spend 4 additional power points, this power’s duration for remaining disguised as a creature becomes
“10 min/lvl [D].”
     7a. If you spend a total of 7 additional power points, it becomes “1 hour/lvl [D].”
     8. If you spend 6 additional power points, you can alter your appearance once per round as a full-round action to
appear as a different creature or object entirely. You cannot change from a creature to an object or vice-versa, and
you cannot alter the menu abilities you chose upon manifestation of this power.
     8a. If you spend a total of 8 additional power points, you can change your appearance as a standard action.
     8b. If you spend a total of 10 additional power points, you can change your appearance as a move action.
     8c. If you spend a total of 12 additional power points, you can change your appearance as an immediate action.
     9. [Negative] For every power point not spent, you lose 1 ability from Menu A. For every 4 power points not
spent, this the save DCs of this power’s granted abilities decrease by 1.
     10. [Negative] For every power point not spent, you lower one of your physical ability scores (Str, Dex, or Con)
by 1. For every 4 power points not spent, the save DCs of this power’s granted abilities decrease by 1.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the DCs of any abilities you grant yourself increase by 1.

Metamorphosis, Creature Menu Abilities
 Menu A Abilities (1 power point)
 Adaptation: You alter your body in such a way that you gain a +2 bonus to one skill of your choice. Your skin
 becomes mottled, granting you camouflage for Hide checks; your body becomes lithe and flexible for Escape
 Artist checks; and so on. You can gain such a bonus on any skill but Concentration, Perform, Profession, Use
 Magic/Psionic Device, or any skill based on Intelligence, but this menu option does not allow you to use a skill
 untrained if you could not do so otherwise. You can take this option multiple times, but each time you do, you
 must choose a new skill to adapt to.

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     Augment: For every 3 additional power points you spend on this menu ability, the skill bonus you gain
increases by 2.

Amphibious: You gain the aquatic subtype (but no swim speed), as well as the amphibious special quality,
growing gills that allow you to breathe underwater, while retaining the ability to breathe air. You can breathe in
both salt and fresh water.

Armored: You grow a shell, armored plates, or scales, increasing your inherent natural armor bonus by +2.
    Augment: For every 3 additional power points you spend on this menu ability, the inherent natural armor
bonus you gain increases by 2.

Damage Reduction: Your flesh hardens or becomes rubbery, giving you DR 1/-.
   Augment: For every 2 additional power points you spend, your damage reduction increases by 1.

Ferocity: You manipulate your body’s glands to put you in a heightened emotional state, allowing you to rage
at your foes even when you should be dying. You can continue to fight without penalty even while disabled or
dying.

Fury: Once every 10 minutes for up to 4 rounds, you enter a fit of frenzied rage, taking a -2 penalty to
Intelligence and Wisdom, but in return you gain a +2 bonus to Strength. You can not reduce your mental scores
to 0 or less in this manner. The penalties to your mental scores go away at the end of this ability’s duration.
     Augment: For every 2 additional power points you spend on this menu ability, you can gain an additional
+2 bonus to Strength, but at a cost of an additional -1 penalty to both Intelligence and Wisdom.

Improved Carrying Capacity: Your frame becomes sturdier, allowing you to carry increased loads. Your
carrying capacity doubles as if your Strength score were 5 points greater than it actually is.

Lung Endurance: You can hold your breath for a number of rounds equal to 6x your Constitution score before
you risk suffocation or drowning.
    Augment: 1. If you spend 2 additional power points on this menu ability, you can hold your breath for 8x
your Constitution score.
    1a. If you spend a total of 4 additional power points, you can hold your breath for 10x your Constitution
score.

Motility: Your form is altered to allow you an extra movement mode, such as fins for swimming or sticky pads
on your hands and feet for climbing. You can choose any one of the following: Sprinter-You gain a bonus to
your land speed of 10 ft (or gain a land speed of 20 ft, if you don’t have one already). Climber-You gain a
climb speed of 15 ft. Swimmer: You gain a swim speed of 20 ft. This menu option does not give you the ability
to breathe underwater. (You gain a +8 bonus to either Climb or Swim checks, and can take 10 even while
rushed or threatened.) You can choose this option multiple times, but each time you do, you must choose a new
movement mode.
     Augment: 1. For every additional power point you spend on this menu ability, your swim speed increases
by 10 ft.
     2. For every additional power point you spend on this menu ability, your climb speed increases by 5 ft.
     3. For every 3 additional power points you spend on this menu ability, your base land speed increases by
20 ft.
     4. If you spend 6 additional power points on this menu ability, you instead gain the following: Flyer-You
gain a fly speed of 20 ft, with Poor maneuverability.
     4a. For every additional power point you spend, your fly speed increases by 5 ft.
     5. If you spend 6 additional power points on this menu ability, you instead gain the following: Burrower-
You gain a burrow speed of 15 ft. You can not run or charge while burrowing. Your tunnel collapses 5 ft
behind you, but you can breathe while so submerged.
     5a. For every additional power point you spend, your burrow speed increases by 5 ft.

Natural Attack: You gain a single secondary natural melee attack with which you are proficient. This may be a
bite, tentacle, slam, claw, sting, gore, tail slap, or armor spikes (use the damage rating of a claw attack), as
appropriate to the form you are using (though some creatures, such as dragons, have other attacks; if so,
substitute the closest of the aforementioned attack forms for the new attack). You can only gain natural attacks
according to the physiology of the form you are using, so a creature without a mouth, for example, could not

                                                      - 126 -
have a bite attack. You can only use limbs that the form you are using has. The exception to this is for forms
that are usually amorphous (such as oozes), in which you can grow a bashing pseudopod for slam or bite
attacks. The reach of your attacks depends upon your size. You can gain this menu ability multiple times and its
effects stack. Each time you take this option, you either receive a new natural attack, or one of your existing
natural weapons counts as one size category larger for damage purposes (you can gain the latter effects only
once per natural weapon). See the tables on pgs 296 and 314 of the Monster Manual for information on natural
attacks based on size.

Rock Throwing: If you are Small size or larger, you can hurl rocks, fallen masonry, and so on that have a range
increment of 80 ft, and deal 1d8 points of damage + your Str modifier with no penalties to your attack roll.
Throwing a rock is a standard action.
     Augment: 1. If you spend 2 additional power points, the range increment for the rocks you hurl increases
by 30 ft, and the base damage with them increases to the next size category: 2d6 (Large), 2d8 (Huge), 3d6
(Gargantuan), 4d6 (Colossal). You may only gain the benefits of this augment up to your actual size category.
     1a. For every 3 additional power points you spend, you increase the range increment for the rocks you hurl
by 30 ft, and increase their base damage by one size category as noted above.

Spine Attack: You grow a dense coat of bristling spines that you can fire at a distant foe as a swift action (range
increment 20 ft, maximum range 100 ft). If they hit (treat as a primary natural weapon), they deal 1d4 points of
damage + 1 point per 5 manifester levels, and the stricken foe must succeed on a Reflex save or have the quills
break off in its flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks. Quills can be removed
safely with a DC 20 Heal check; otherwise, removing the quills deals an extra 1d4 points of damage (they also
deal this damage if not removed by the time metamorphosis expires). Unlike with most body parts that are
separated from you during metamorphosis’ duration, quills remain lodged in the target’s flesh until they are
removed or until the power ends.
     Augment: 1. If you spend 2 additional power points on this menu ability, your spines deal 1d4 points of
damage + 1 point per 3 manifester levels, impose a -2 penalty to attacks, saves, and checks, and deal 1d6 points
of damage if a Heal check is not made successfully.
     2. If you spend 4 additional power points on this menu ability, your spines deal 1d4 points of damage + 1
point per 2 manifester levels, impose a -3 penalty to attacks, saves, and checks, and deal 1d8 points of damage
if a Heal check is not made successfully.
     3. If you spend 6 additional power points on this menu ability, your spines deal 1d4 points of damage + 1
point per manifester level, impose a -4 penalty to attacks, saves, and checks, and deal 2d6 points of damage if a
Heal check is not made successfully.

Tremorsense: You gain the tremorsense special quality out to 30 ft. You are sensitive to vibrations in the
ground, and can automatically pinpoint the location of anything that is in contact with the ground (or anything
tightly anchored to it, such as a wall). If you are in a liquid environment, you can also sense the location of
creatures that are also moving through the fluid medium.
     Augment: For every additional power point you spend on this menu ability, you can increase its range by
10 ft.

Turn Resistance: You gain turn resistance +2.
     Augment: For every 2 additional power points you spend on this menu ability, your turn resistance
increases by 1.

Menu B Abilities (3 power points)
Bonus Feat: You gain any one fighter bonus feat that you qualify for. You can use menu abilities granted by
the metamorphosis power to qualify for this feat, if necessary. You can take this ability multiple times, as
desired. Hit points gained in this way through taking the Toughness feat are treated like the hit points gained
through a temporary increase in Constitution.
     Augment: If you spend 2 additional power points on this menu ability, you can gain one [General] or
[Psionic] bonus feat you qualify for, instead. These include monstrous feats. Power points and hit points gained
through taking the Psionic Talent and Psionic Body feats are treated like the hit points gained through a
temporary increase in Constitution.

Engulf: You must also have the amorphous special quality in order to take this menu option. You can make an
engulfing attack against creatures at least one size category smaller than you on a successful grapple check. The
creatures remains grappled, and can not escape the grapple unless they succeed in making two checks in a row

                                                       - 127 -
that would otherwise allow it to escape the grapple. You are not considered grappled, but you are considered
entangled so long as the creature is within your body. Any creature that targets either you or the creatures
within you with attacks, spells, spell-like abilities, and so on, has an equal chance of hitting any one of you.
You both also automatically take damage from any special qualities the other might have, such as the energy
burn menu ability. You automatically take damage from any attacks they make against you, however, even on a
natural roll of 1 (this vulnerability does not apply to the engulfed creature). You can hold a maximum of 1
creature of one size category smaller than you, 2 creatures two size categories smaller than you, 4 creatures
three size categories smaller than you, and so on. You can eject any given creature from your body as a free
action during your turn. Creatures that you eject or that are within your body when the metamorphosis power
ends appear in a random space adjacent to yours.
     Augment: If you spend 3 additional power points on this menu ability, you need not grapple a creature in
order to engulf it. You can attempt to engulf a creature at least one size category smaller than you as a standard
action (Reflex negates). If you have the Trample special quality (or as a feat), you can attempt to mow down
creatures you trample, engulfing them on a successful trample instead of dealing damage.

Double Damage Against Objects: Choose one of your natural weapons. Any attack made with this weapon
against an object deals double damage but is still subject to hardness. Adamantine is immune to this ability.
    Augment: If you spend 2 additional power points on this menu ability, you can ignore hardness against
anything but adamantine.

Improved Reach: Choose one of your natural attacks, or a single limb (or pair of identical limbs) wielding a
manufactured weapon. Any attack made with the limb(s) of your choice gain an additional 5 ft of reach.
    Augment: 1. For every 2 additional power points you spend on this menu ability, you can affect another
limb (or pair of identical limbs).
    2. If you spend 3 additional power points, your attacks gain an additional 5 ft of reach.

Ink Cloud: When underwater, you can emit a spherical cloud of jet-black ink with a radius of 30 ft once per
minute as a free action. The effect is otherwise similar to the fog cloud spell cast at your manifester level. Out
of water, the ink emerges in a stream (with a range of Close (25 ft + 5 ft/2 lvls)), which you can squirt into an
opponent’s eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round.

Metatoxin: Choose one of your natural attacks to poison, and one type of ability score (Str, Dex, Con, Int, Wis,
or Cha). Once per round, you can deal 1 point of damage to that ability score if you damage your target and it
fails a Fortitude save (for physical scores) or a Will save (for mental scores). Otherwise, the effect fails. This
damage can be cured in any way that normal ability damage can be cured, though it can also be dispelled as if it
were a psionic effect. If you take this option more than once, it affects another natural attack, and can affect any
single ability score, though you can not add it to an attack that is already affected by this ability. Ability
damage immediately goes away when the metamorphosis power ends, and can not reduce any ability score
below 1.
     Augment: 1. If you spend 3 additional power points on this menu ability, the damage increases to 1d4.
     1a. If you spend a total of 5 additional power points, the damage increases to 1d6 + 1.
     2. If you spend 4 additional power points on this menu ability, the damage your target takes on a failed
save is halved, rather than negated (minimum 1).

Morphic Resonance: You can assume one of the following creature types, temporarily replacing your actual
type with your chosen type, regardless of the form you take: Animal, Fey, Giant, Humanoid, or Monstrous
Humanoid. You are treated as that type for the purposes of powers, spells, and effects. Your form is altered
somewhat to reflect this; for example, if you take a humanoid form with animal as your type, you look feral and
wild, and you gain the suggestion of fur, feathers, or scales, though you are recognizably humanoid. You do not
gain any weapon or armor proficiencies from assuming the new type, but you do get all other applicable
immunities and special qualities (though since you are not mindless, you do not gain this special quality
regardless of your form or type). Opponents may make the appropriate Knowledge checks to determine your
actual type and any subtypes you have assumed; the DC for this check equals the DC of metamorphosis + the
modifiers you have on your Disguise skill.
    If you have some, but not all, of the qualities of your own type (such as through a template or class, or if
you are elan), and choose that type for your own, you gain all of the standard qualities of that type. If you have
no Constitution score and assume a form that normally has a Con score (generally anything other than
constructs or undead), you gain a Con score of 10 for the duration of metamorphosis; you do not reroll your hit
point total.

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     Augment: 1. If you spend 3 additional power points on this menu ability, you can also assume the
following types: Aberration, Magical Beast, Ooze (blind, but with blindsight 30 ft, and does not deal acid
damage), Plant, or Vermin. You also gain any one subtype of your choice, except for aquatic, chaotic, cold,
evil, extraplanar, fire, good, lawful, incorporeal, and swarm.
     1a. If you spend 3 additional power points, you can also assume one of the following types: construct,
dragon, elemental, outsider, or undead. If you choose the construct or undead types, you temporarily lose your
Con score, though your HD temporarily change to d10 + hp based on size (for Constructs) or d12 (for Undead),
which means that you reroll your hit points to suit your new form. The hit point total you lose returns once you
no longer have that type, though any damage you have taken remains in effect. You also gain any one of the
following subtypes: chaotic, cold, evil, fire, good, or lawful. If you choose an alignment subtype, it overrides
your actual alignment, though detect alignment spells and similar register a faint aura of your original
alignment.
     1ab. If you spend 3 additional power points, you can take on as many subtypes as you wish, so long as
they are not diametrically opposed. You can not, for instance, take the fire and cold subtypes or the good and
evil subtypes simultaneously.

Pass Without Trace: You can slip through underbrush, over dusty floors, and through stinging nettles with utter
ease. You can pass without trace, as the spell (though this ability is still Extraordinary in nature).

Raking Frenzy: You can attack twice instead of once while grappling a foe with your primary natural
weapon(s). These attacks are made at your full base attack bonus, and don’t suffer the normal -4 penalty for
attacking during a grapple. You can not rake on a turn in which you begin a grapple.

Rock Catching: If you are Large size or larger, you can catch rocks two size categories smaller than you (that
is, rocks the same size as a gnome or a goblin for a Large sized form, for instance), or projectiles of similar
shape. Once per round, if you would normally be hit by a rock, you can make a Reflex save to catch it as a free
action, taking no damage from the hit. The DC for catching a Small rock is 15, 20 for a Medium one, and 25 for
a Large one (if the projectile provides a magical, masterwork, or similar bonus on attack rolls, the DC increases
by that amount). You must be aware of the attack (and not be flat-footed or otherwise immobilized) in order to
make a rock catching attempt.

Scent: You gain the scent special ability. You can detect approaching enemies, sniff out hidden foes, and track
by sense of smell. You can identify familiar odors just as you would familiar sights. You can detect opponents
within 30 ft by sense of smell. If the opponent is upwind, the range increases to 60 ft. If downwind, it drops to
15 ft. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above.
Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When
you detect a scent, the exact location of the source is not revealed-only its presence somewhere within range.
You can take a move action to note the direction of the scent. Whenever you come within 5 ft of the source,
you can pinpoint the source’s location. If you have the Track feat and the scent ability, you can follow tracks by
smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no
matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC
increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the
effects of surface conditions and poor visibility.

Sprint: Once per minute, you can take on a blinding burst of speed, gaining the ability to move at 10x your
normal speed as a full-round action or as part of a charge. Once you utilize this ability, you are fatigued for 5
rounds afterward.
    Augment: If you spend 3 additional power points on this menu ability, you are fatigued for only 1 round.

Stability: You gain exceptional stability on your feet. You gain a +4 bonus on ability checks to resist being bull
rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing
firmly on the ground).

Stench: Your skin exudes a putrid odor. All living creatures without a similar ability (such as hezrou) within 5
ft of you must make a Fortitude save every round or become nauseated for 1 round. On a successful save, it is
immune from this effect for 1 round. This is considered a poison effect for the purposes of immunities and
saving throws.
     Augment: 1. For every 2 additional power points you spend on this menu ability, you can increase its

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range by 5 ft (up to a maximum of 20 ft).
    2. If you spend 2 additional power points on this menu ability, creatures that make their saving throws
must make a secondary Fortitude save or become sickened for 1 round.

Webbing: You can throw a sticky web once every 1d4 rounds. This is similar to an attack with a net but has a
range increment of 10 ft, and a maximum range of 50 ft, and is effective against targets your size or smaller.
The web anchors ground-bound targets in place, allowing no movement. Flying and swimming creatures are
merely entangled. The webbing melts away within 1 minute. An entangled creature can escape with an Escape
Artist check, or they can burst the web with a Strength check (this check is made with a -4 penalty). The web
has 2 hit points + 1 hit point per manifester level, hardness 0, and takes double damage from fire. This webbing
dissolves at the end of the metamorphosis power.
     Augment: 1. If you spend 2 additional power points on this menu ability, you double its range increment
and maximum range.
     2. For every 2 additional power points you spend on this menu ability, you can target creatures one size
category larger, and the web’s hit points increase by 1 hp per manifester level.
     3. If you spend 4 additional power points, you can create sheets of sticky webbing from 5 to 30 ft square,
which you can spin instead of making a webbing attack. Approaching creatures must succeed on a DC 20 Spot
check to notice a web, or they stumble into it and become trapped as though by a successful web attack.
Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or
grab while pulling free. Each 5 ft section has the same hardness and hit points as a single shot of webbing. You
can move freely over any webbing that you spin yourself.

Menu C Abilities (6 power points)
Amorphous: Your form is mostly liquid, and your body shifts and oozes, randomly growing tentacles, eyes,
mouths, and so on, at your option. You can remain as a vaguely recognizable shape if you wish, or you can
appear as a relatively formless ooze. You become immune to critical hits and can not be flanked.

Attach: If you have a bite attack and successfully hit an opponent with it, you can latch onto its body with your
jaws. If your opponent is the same size as you or larger, you lose your Dexterity bonus to AC. You
automatically deal bite damage once per round until you release your opponent or are removed. You can still
make attacks against the creature you are attached to, and you can be struck with weapons or grappled without
penalty. In order to be forcefully removed through grappling, an opponent (not necessarily the one you are
attached to) must achieve a pin against you during a grapple attempt.

Constrict: You automatically deal bludgeoning damage on a successful grapple check using the damage dealt
by your primary natural attack (but only once per round). If you also have improved grab, you deal constriction
damage in addition to your normal natural attack damage.

Improved Grab: To use this option, you must have a bite, claw, slam, or tentacle attack, or some other melee
attack with an appendage that can hold an opponent. On a successful hit with that weapon on a creature one or
more size categories smaller than you, you can attempt to start a grapple as a free action without provoking an
attack of opportunity. You can enter a grapple normally, or you can hold your opponent with that appendage at
a -20 penalty on grapple checks (though you are not considered grappled yourself). If successful, you pull your
opponent into your space. You do not deal damage when holding your opponent unless you are considered
grappled yourself, or you have the constrict special quality.

Pounce: If you expend your psionic focus as part of a charge, you can make a full attack, including rake attacks
if you have the raking frenzy ability.
     Augment: If you spend 3 additional power points on this menu ability, you no longer need to expend your
psionic focus.

Powerful Build: Your body is taller, stockier, and more muscular than normal for the form you take, and you
are treated in many ways as if you were one size category larger than you actually are. Whenever you are
subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull
rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous for you. You are
also considered to be one size category larger when determining whether a creature’s special attacks based on
size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature
one size larger without penalty. However, your space and reach remain those of a creature of your actual size.


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Racial Emulation: Choose a race, such as goblin, elf, half-giant, or elan. You gain that race as a subtype, and
you count as that race for activating magic items, meeting the prerequisites for feats, and other purposes.

Stone Slide: You can easily burrow through stone, dirt, or almost any other sort of earth except metal as easily
as a fish swims through water, at a speed of 20 ft. Your burrowing leaves behind no tunnel or hole, nor does it
create any ripple or other signs of your presence. Your ability to breathe is unimpaired. A move earth spell cast
on an area containing you flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15
Fortitude save.

Trip: Choose a single natural attack you have. If you hit with it, you can attempt to trip your opponent as a free
action without making a touch attack or provoking an attack of opportunity. If the attempt fails, your opponent
can not react to trip you.

Menu D Abilities (9 power points)
Adhesive: Your body exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items
that touch it. One of your natural attacks per round that hits an opponent holds it fast, automatically grappling
it. Opponents so grappled can not get free without making a Strength check (the DC gains a +5 bonus), unless
the adhesive is removed, you die, or the metamorphosis power ends. A weapon that strikes the adhesive coating
is stuck fast unless the wielder succeeds on a Reflex save. A successful Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but you can still grapple normally. You can dissolve your own adhesive
at will.

Crush: This menu option allows you to jump on or land on an opponent as a standard action, using your whole
body to crush it. Crush attacks are effective only against opponents three or more size categories smaller than
you (though you can attempt normal overrun or grapple attempts against larger opponents). A crush attack
affects as many creatures as can fit under your body. Creatures in the affected area must succeed on a Reflex
save or be pinned, automatically taking bludgeoning damage during the next round unless you move off them.
If you choose to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the
crush each round if they don’t escape. A crush attack deals the same damage as a bite attack, plus 1-1/2 times
your Strength bonus (round down).

Regurgitation: You grow horribly swollen glands on either side of your neck that secrete a caustic substance
that you can forcefully regurgitate at foes, dealing 1d6 acid damage per 3 manifester levels in a 40 ft cone as a
standard action once every 1d4 rounds (Reflex save for half). You and all of your equipment are immune to the
effects of this substance.

Swallow Whole: If you begin your turn with a creature held in your mouth, you can attempt a new grapple
check (as though trying to pin the opponent). If you succeed, you swallow it, and it takes bite damage. Such
creatures must be one or more size categories smaller than you. Swallowed creatures are considered grappled
(though you are not), and take 1d4 points each of acid and bludgeoning damage per 3 manifester levels you
have per round (no save). It can try to cut its way free with a light slashing or piercing weapon, but it must deal
1/5 of your total hp in damage in order to cut its way free (the AC of your stomach is 10 + 1/2 your natural
armor bonus + any deflection bonus you may have). The hole closes automatically due to muscular action, and
the next creature to be swallowed must cut its own way out. Alternately, the swallowed creature can attempt an
opposed grapple check to climb back into your mouth, where it may be bitten and swallowed again. Creatures
still in your gullet when metamorphosis ends that are larger than your normal form can hold (ie, larger than two
size-categories smaller than you) appear prone in a space adjacent to you.

Swift Healing: You gain a special form of the fast healing special quality for 1 round per manifester level upon
manifesting metamorphosis, so long as you spend actions rebuilding your damaged body. As a swift action, you
can heal 2 hit points per 3 manifester levels. As a move action, you can heal 3 hit points per 3 manifester levels.
As a standard action, you can heal 4 hit points per 3 manifester levels. As a full-round action, you can heal 5 hit
points per 3 manifester levels. This ability does not restore hit points lost from starvation, thirst, or suffocation,
and it does not allow a creature to regrow or reattach severed body parts.

Trample: As a full-round action, you can move up to twice your speed and literally run over any opponent at
least one size category smaller than you. You merely have to move over the foes in your path; any creature
whose space is completely covered by your space is subject to the trample attack. If the target’s space is larger
than 5 ft, it is only considered trampled if you move over all the squares it occupies. If you move over only

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  some of the target’s space, it can make an attack of opportunity against you at a -4 penalty. If you accidentally
  end your movement in an illegal space, you return to the last legal position you occupied, or the closest other
  legal position, if there’s one that is closer. A trample attack deals bludgeoning damage, equal to your primary
  natural attack. Trampled creatures can attempt attacks of opportunity, but these take a -4 penalty. If they do not
  make one, they can attempt a Reflex save for half damage. You use your Strength modifier rather than your
  manifesting modifier for this save. You can only deal trampling damage to each target once per round, no
  matter how many times your movement takes you over a target creature.

Metamorphosis, Object Menu Abilities
 Menu A Abilities (1 power point)
 Artistry: You gain +3 to your Craft or other skill check to determine the quality of the item you become.
      Augment: For every 2 additional power points you spend on this menu ability, the bonus to your Craft
 check increases by 3.

  Energy Resistance: You gain energy resistance 5 against the acid and sonic energy types, or 1/2 energy
  damage, whichever is less.
       Augment: For every 3 additional power points you spend on this menu ability, your energy resistance
  increases by 5.

  Hardness: You gain hardness 5.
        Augment: For every 3 additional power points you spend on this menu ability, your hardness increases by
  5. If your hardness is 20 or more and you are in the form of a weapon, you can overcome DR/adamantine.

  Objective Resilience: You gain 1 hit point per manifester level you have per size category you are above Tiny.
  Hit points gained in this way are treated like the hit points gained through a temporary increase in Constitution.
  For instance, if you are a 4th level manifester, and emulate a Medium object, you gain 8 hit points. Despite
  these being actual hit points, they dissipate at the end of the power’s duration.
       Augment: For every 3 additional power points you spend on this menu ability, you gain an additional hit
  point per manifester level you have, per size category you are above Tiny.

  Weight, Decreased: You weigh down to 3/4 of your actual weight at your current size category (multiply by
  0.75). For instance, if your normal size is Medium and your normal weight is 200 lbs, and you become a Small
  object, your weight would normally be 25 lbs. With this menu ability, your weight would be between 18.75 lbs
  (minimum) and 25 lbs (maximum).
       Augment: 1. If you spend an additional power point on this menu ability, your minimum possible weight
  is 1/2 of what it would otherwise be (multiply by 0.5).
       4. If you spend 2 additional power points on this menu ability, your minimum possible weight is 1/8 of
  what it would otherwise be (multiply by 0.125).

  Weight, Increased: You weigh up to 1/8 more than your actual weight at your current size category (multiply
  by 1.125). For instance, if your normal size is Medium and your normal weight is 200 lbs, and you become a
  Large object, your weight would normally be 1600 lbs. With this menu ability, your weight would be between
  1600 lbs (minimum) and 1800 lbs (maximum).
      Augment: 1. If you spend 2 additional power points on this menu ability, your maximum weight is 1/4
  more than what it would otherwise be (multiply by 1.25).
      2. If you spend 4 additional power points on this menu ability, your maximum weight is 3/8 more than
  what it would otherwise be (multiply by 1.375).
      3. If you spend 6 additional power points on this menu ability, your maximum weight is 1/2 more than
  what it would otherwise be (multiply by 1.5).
      4. If you spend 8 additional power points on this menu ability, your maximum weight is 3/4 more than
  what it would otherwise be (multiply by 1.75).

  Menu B Abilities (3 power points)
  Morphic Resonance, Object: As morphic resonance, except your type becomes object. You temporarily lose
  your Con score, though the hit points you lose return once you are no longer an object.
      Augment: 1. If you spend 3 additional power points on this menu ability, you can gain any subtype of your
  choice, except for aquatic, chaotic, cold, evil, extraplanar, fire, good, lawful, incorporeal, and swarm.
      1a. If you spend 3 additional power points, you can gain any one of the following subtypes: chaotic, cold,

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 evil, fire, good, or lawful. If you choose an alignment subtype, it overrides your actual alignment, though detect
 alignment spells and similar register a faint aura of your original alignment.
      1ab. If you spend 3 additional power points, you can take on as many subtypes as you wish, so long as
 they are not diametrically opposed. You can not, for instance, take the fire and cold subtypes, or the good and
 evil subtypes simultaneously.




Metaphysical Weapon (A)*
Psychokinesis
Level: Wilder 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal, or touch; see text
Target: You, or one weapon touched; see text
Duration: 1 min/lvl
Power Points: 1

If you have a natural attack (either from an actual natural weapon or from an effect such as bestial morphology), you
can use this power to change the nature of that weapon, bestowing upon it a +1 enhancement bonus on attack and
damage rolls; this weapon now counts as psionic/magic for the purposes of overcoming damage reduction.
     If you are touching a manufactured weapon, you can instead channel the energy into it upon manifestation,
bestowing a +1 enhancement bonus upon the weapon (this bonus does not stack with any numerical enhancement
bonuses the weapon may already have, nor does it stack with a masterwork weapon’s +1 bonus on attack rolls).
Alternatively, you can affect up to 50 pieces of ammunition, such as arrows, bolts, or bullets. The projectiles must
be of the same type, and they have to be touching each other (such as in the same quiver). Projectiles, but not thrown
weapons, lose their enhancement when used. (Treat shuriken as projectiles, rather than thrown weapons, for the
purpose of this power.)
     Augment: 1. If you spend 4 additional power points, this power’s duration becomes “1 hour/lvl.”
     2. For every 4 additional power points you spend, this power improves the natural weapon’s enhancement
bonus on attack rolls and damage rolls by 1.

Microcosm (NA)
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 9
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One or more creatures
Area: 15 ft radius sphere
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 17

This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a
catatonic state. When microcosm is manifested, you can target either a single creature within range or a group of
creatures all located within the power’s area.
      Single Target: If microcosm targets a single creature, that creature’s senses are pinched off from the real world
if it currently has 100 or fewer hit points. The subject’s senses are all completely fabricated from within its own
mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually
dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual
death.
      Area Effect: If microcosm is manifested on an area, it sends all affected creatures into a shared catatonia (the
world is a construct, but within the world, the victims can interact with each other). It affects only creatures that
currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects
creatures with the lowest hit point totals first. (Creatures with negative hit points count as having 0 hit points.)


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     Manifesting microcosm a second time on an affected creature turns its sensory pathways outward once more.
Otherwise, only very potent powers (such as psychic chirurgery or reality revision) or similar effects (such as
miracle or wish) can undo the mental crosswiring that this power brings about.
     A creature under the effects of microcosm that is then shunted out of its body (such as through the mind switch
power) remains microcosmed; the mind remains in its hallucinatory state, with the body acting normally when
inhabited by someone else.
     Augment: 1. For every additional power point you spend, the number of individual hit points the power can
affect increases by 10, and the total number of hit points for an entire group of creatures increases by 50.
     2. [Telepath] For every additional power point you spend, the number of individual and group hit points the
power can affect increases by 12, and the total number of hit points for an entire group of creatures increases by 60.
     3. [Negative] If you spend 2 fewer power points, this power’s duration becomes “Permanent [D]” and it can be
dispelled normally.
     3a. [Negative] If you spend a total of 4 fewer power points, it becomes “1 round/lvl [D].”

Mind Bullets (NA)
Psychokinesis [Force]
Level: Psion/wilder 9
Display: Auditory, visual
Manifesting Time: 1 full-round action
Range: Medium (100 ft + 10 ft/lvl)
Effect: Ray
Duration: Instantaneous and 1 round/lvl or until discharged [D]; see text
Saving Throw: Fortitude partial (object)
Power Resistance: Yes (object)
Power Points: 17

Your will condenses into solid knots of force, which you can then launch at your foes to kill them.
      Upon manifesting this power and for 1 round/lvl afterwards, you can form a Fine-sized projectile made from
pure force, which you can then fire at an inconceivable velocity. Forming the projectile and firing it is a full-round
action that cannot be performed by either a psicrystal (unless the psicrystal manifested mind bullets of its own
accord) or the secondary mind created by a schism effect. You can only execute this feat 4 times before the energies
from the power dissipate completely.
      When struck by a projectile, a target must make a Fortitude save or immediately die (or be instantaneously
destroyed, in the case of an object). If it succeeds, it takes 17d6+17 points of force damage, instead (which
automatically bypasses hardness and damage reduction of all kinds). Extraordinarily large objects, unless very
fragile, have 20 ft diameter sections destroyed on a failed save. This power cannot generally deal damage to objects
of minor artifact status or greater. Targets who cannot take damage from this power for any reason (such as
immunity to damage from force effects) are immune to being killed by this power.
      Only one iteration of mind bullets can be in effect upon your person at any one time; manifesting it again while
a previous manifestation is in effect merely refreshes your supply of projectiles and the duration of the power. Thus,
any projectiles you hold in reserve when you manifest mind bullets a second time are wasted.
      Mind bullets can be dispelled as if its range was “Personal,” and its target “You.”
      Augment: 1. For every 4 additional power points you spend, the total number of projectiles you can fire
increases by 1.
      2. If you spend 4 additional power points, this power’s manifesting time becomes “1 standard action,” and you
can also fire projectiles as a standard action.
      3. If you spend 4 additional power points, this power’s range becomes “Long (400 ft + 40 ft/lvl).”
      4. If you spend 6 additional power points, this power’s area becomes “5 ft radius burst,” its saving throw
becomes “Fortitude partial and Fortitude half (object),” and the projectiles explode upon contact with their intended
target, dealing appropriate force damage to everything within the burst whether or not the intended target succeeds
at its Fortitude save (this damage replaces the damage noted above). Subjects not hit with the ray attack are entitled
to a Fortitude save to halve the damage taken.
      4a. For every 2 additional power points you spend, the radius of this power’s area increases by 5 ft.
      5. If you spend 8 additional power points, this power gains the [Creation] descriptor, and its power resistance
becomes “No.” Its velocity is such that even if it enters a null psionics field or similar effect, it retains its ability to
overcome damage reduction and hardness of all kinds.
      6. [Negative] If you spend 2 fewer power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
      7. [Negative] If you spend 4 fewer power points, this power’s saving throw becomes “Fortitude negates
(object),” and you no longer deal damage on a successful save.

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   For every additional power point you spend (via one of these augmentations, or simply by spending additional
power points), the damage dealt by each projectile increases by 1d6 + 1 points. For every power point not spent, this
damage decreases by 1d6 + 1.

Mind Probe (A)
Telepathy (Charm) [Mind-Affecting]
Level: Telepath 5
Display: Auditory, material, and visual
Manifesting Time: 1 minute
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: 1 round/lvl [D]
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 9

All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those
still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s
knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save
does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as
long as the power’s duration persists.
      You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds
on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as
described above. This is an exception to the rule that unconscious creatures count as willing for the purposes of
making saving throws.
      Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are somehow
hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your
mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up
only appropriate visual images in answer to your questions.
      Augment: 1. [Seer] The discipline of this power becomes “Clairsentience,” the range becomes “Touch,” the
target becomes “One creature touched,” and the saving throw becomes “None or Will negates; see text.” So long as
the seer maintains contact with the subject, it receives no save; once contact is broken, however, it receives a Will
save so long as it stays within range, as noted above.
      2. For every 2 additional power points you spend, this power’s duration increases by 1 round.
      3. For every 2 additional power points you spend, you can affect an additional creature within 15 ft. You must
impart the same questions each round to every creature so affected; for every 4 power points you spend in this way,
the maximum distance between creatures increases by 5 ft.

Mind Seed (A)
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 8
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One creature of your type
Duration: Instantaneous; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 15, XP

You impress the totality of your psyche into a subject’s subconscious. If successfully implanted, the seed of your
mind “germinates” over the period of one week. During this time, the subject begins to unconsciously take on your
mannerisms.
    When integration is complete (after one week), the subject becomes you in mind as you were when you
manifested the power, but the subject’s level is eight lower than your own. (In effect, the subject has received eight
negative levels—but these are negative levels that can not be removed.) The subject does not have any of your
physical ability scores or equipment, but does have the Intelligence, Wisdom, and Charisma scores you had when
you were eight levels lower. The subject also knows the powers you knew when you were eight levels lower.


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     While the subject is initially your mental duplicate, the two personalities diverge over time. Although the
subject starts off with memories of your experiences, it possesses its original “soul” and physical body and is free to
develop its own personality based on its own new experiences. Thus, the subject is not your slave or servant, but
instead a nonplayer character in its own right that shares your earlier memories.
     Protection from evil or a similar spell or power can prevent you from implanting mind seed, or prevent a seed
from germinating while the protective power lasts. Otherwise, a germinating seed can be removed (prior to
germination) only by psychic chirurgery, reality revision, or similarly high-level effects. Manifesting mind seed
again during the germination period also cleanses the subject’s mind. Lower level effects such as remove curse
allows the subject to make an additional saving throw; only one additional save can be made per day, with all
subsequent saves incurring a cumulative -2 penalty, starting with day 1.
     Creatures with innate manifester or caster levels (such as a cerebrelith or coatl) lose those racial benefits,
instead replacing them with your manifester and/or caster levels in whatever classes you had 8 levels previously.
Otherwise, the creature retains all of its other racial abilities (including psi-like, spell-like, and supernatural
abilities).
     XP Cost: 3,000 XP.
     Augment: 1. For every additional power point you spend, this power’s XP cost decreases by 100.
     2. If you spend 4 additional power points, this power can also affect an animal, fey, giant, humanoid, magical
beast, or monstrous humanoid.
     2a. If you spend a total of 8 additional power points, this power can affect creatures of any type (so long as they
are vulnerable to mind-affecting effects).

Mind Switch (NA)
Telepathy [Mind-Affecting]
Level: Telepath 6
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft + 5 ft/2 lvls)
Targets: You and one other living creature
Duration: 10 min/lvl
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 11, XP

You can attempt to take control of a nearby living creature, forcing your mind (and soul) into its body, and its mind
into your body. You can target any creature whose Hit Dice are equal to or less than your manifester level.
     You possess the target’s body and force the creature’s mind into your body unless it succeeds on a Will save.
You can move your mind back into your own body whenever you desire as an immediate action, which returns the
subject’s mind to its own body and ends the power. If the manifestation succeeds, your life force occupies the host
body, and the host’s life force takes over yours.
     You can call on rudimentary or instinctive knowledge of the subject creature (including racial skill bonuses and
racial bonus feats), but not upon its acquired or learned knowledge (such as HD-based skills and feats it possesses).
The same is true for the subject in your body. The mind switch brings about the following changes:
     • You gain the type and any subtypes of your assumed body, including those gained through class levels, such
as the dragon disciple (as your host body is of that type, regardless of the means used to acquire it).
     • You gain the Strength, Dexterity, and Constitution scores of your assumed body, including those gained
through advanced Hit Dice.
     • You gain the natural armor, natural attacks, movement, and other simple physical characteristics of your
assumed body.
     • You gain the extraordinary special attacks and qualities of your assumed body, but you do not gain
supernatural or spell-like abilities.
     • You gain the possessions and equipment of your assumed body.
     • You retain your own hit points, saving throws (possibly modified by new ability scores), class abilities,
supernatural and spell-like abilities, spells and powers, and skills and feats (although skill checks use your new
ability scores, and you may be temporarily unable to use feats whose requirements you do not meet in your new
body).
     • You gain any template the assumed body might have, including those gained through a class (such as dragon
disciple).
     Supernatural abilities that require a certain body part may be unavailable in your new form.


                                                        - 136 -
     If either body is killed while the power is in effect, the other participant also dies when the power ends. If one
participant’s body becomes petrified, imprisoned by temporal stasis or imprisonment, or incapacitated in some other
way, the other participant will be incapacitated in that way when the power ends. Any powers or other effects that
you manifested on yourself prior to manifesting mind switch follow you to your new body (the same is true for the
other target creature).
     A targeted dispel psionics (or similar spells or effects) successfully manifested on either participant causes both
minds to return to their original bodies.
     XP Cost: 100 XP.
     Augment: 1. If you spend 2 additional power points and 500 XP, this power’s duration becomes “1 hour/lvl.”
     1a. If you spend a total of 6 additional power points, and 1,000 XP, it becomes “1 day/lvl.”
     2. If you spend 12 additional power points and a total of 10,000 XP, this power’s duration becomes
“Instantaneous,” and you permanently switch bodies with the subject. If the subject’s body dies while you are in it,
you are dead. The subject immediately loses one level, but otherwise survives the experience in your natural body. If
your natural body dies while the subject is in it, you immediately lose one level, but you likewise survive the
experience in your new body. Your “natural” body is always considered to be the last one you switched out of. If
you exchange bodies with a chain of multiple subjects, you need worry only about the welfare of the last body you
switched with. In other words, if your mind is expelled from your current body, your mind returns to the last body
you switched with, not to your original body. Similarly, if your original body dies but you have since switched
minds with a second subject, you take no penalty. You lose a level only if the body you inhabited immediately prior
to your current body is killed. This is often called the true mind switch augment.
     2a. If you spend 4 additional power points, you instead consider your new body your “natural” body after the
switch. This severs the tie between you and your old body completely-either can die without causing level loss in the
other. This is often called the never look back augment.
     3. [Negative] If you spend 4 fewer power points, this power’s manifesting time becomes “1 minute.”

Mind Thrust (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 1

You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage
to it. On a successful save the creature takes 2 points of damage, instead.
      Augment: 1. [Telepath] This power’s saving throw becomes “Will half,” and the stipulations noted above and
below regarding the 2 points of damage on a successful save no longer apply.
      2. If your target is reduced to -10 hp or less by this power, you can expend your psionic focus as an immediate
action, causing its head (or comparable structures) to explode in a shower of gore as you overload its nerve centers
to the point of detonation. Utilizing this augment on a manifestation that does not kill the target has no noticeable
effects.
      3. For every additional power point you spend, this power’s damage increases by 1d10 points, and an additional
2 points of damage on a successful save.
      4. If you spend 2 additional power points, this power’s area becomes “10 ft radius burst,” its target becomes
“One or more creatures,” and you deal an additional 1d10 points of damage (and 2 additional points of damage on a
successful save).
      4a. For every 2 additional power points you spend this augment, the radius increases by 5 ft, its damage
increases by 1d10 and damage on a successful save increases by 2.
      5. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl),” the
damage dealt by this power increases by 2d10, and damage on a successful save increases by 4.
      6. If you spend 6 additional power points, this power’s saving throw becomes “Will negates and Will partial;
see text,” it deals 1d4 points of Intelligence or Wisdom damage (negated on a successful saving throw), as well as an
additional 4d10 points of hit point damage (and 8 additional points of damage on a successful save).

Mind Trap (A)

                                                        - 137 -
Telepathy [Mind-Affecting]
Level: Psion/wilder 3
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 5

You set up a trap in your mind against mental intruders. Anyone who attacks you with a telepathy power
immediately loses 1d6 power points. Anyone who attacks you with an enchantment spell loses 1d2 of their spell
slots, chosen at random. Creatures using psi-like and spell-like abilities that simulate such an effect lose one use of
that ability for the day. This power’s effect does not negate the effect that is currently being used against you, and
the creature attacking you need not be vulnerable to mind-affecting effects.
     Augment: 1. For every additional power point you spend, this power’s duration increases by 1 round.
     2. [Telepath] If you spend 2 additional power points, this power’s range becomes “Touch,” its target becomes
“One creature touched,” and its saving throw becomes “Will negates (harmless).”
     2a. If you spend a total of 4 additional power points, its range becomes “Close (25 ft + 5 ft/2 lvls),” and its
target becomes “One creature.”
     3. For every 4 additional power points you spend, the creature attacking you loses an additional 1d6 power
points, 1d2 spell slots, or one use of that psi-like or spell-like ability for the day.

Mindsight (A)*
Clairsentience
Level: Psion/wilder 2, seer 1, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl [D]
Power Points: Psion/wilder 3, seer 1, psychic warrior 1

You gain low-light vision for the duration of the power, as well as a +2 bonus on Search and Spot checks.
    In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 ft of one, getting
to make a Search check as if you were actively looking for it.
    If mindsight is used in conjunction with my light, the cone of light extends out to 40 ft instead of 20 ft.
    Augment: 1. If you spend 2 additional power points, this power grants you darkvision out to 60 ft, in lieu of the
benefits noted above. This is often called the psionic darkvision augment.
    1a. If you spend 4 additional power points, you gain darkvision out to 60 ft in addition to the benefits noted
above.
    2. If you spend 2 additional power points, this power’s duration becomes “1 hour/lvl.”
    3. [Seer] If you spend 2 additional power points, this power’s range becomes “Touch,” its target becomes “One
creature touched,” its power resistance becomes “Yes (harmless),” and its saving throw becomes “Fortitude negates
(harmless).”
    4. If you spend 4 additional power points, you gain the benefits of augment #3.

Mindwipe (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 4
Display: Auditory, mental, and visual
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7

                                                         - 138 -
You partially wipe your victim’s mind of past experiences, bestowing two negative levels upon it. If the subject has
at least as many negative levels as Hit Dice, it dies. For each negative level it gains, a psionic creature loses
knowledge of one power from its highest available level, and a number of power points from its maximum power
point total sufficient to manifest that power. The effects of multiple negative levels stack.
     If the subject survives, it loses these two negative levels after 1 hour. (No save is necessary to avoid gaining the
negative level permanently.)
     Augment: 1. [Egoist] This power loses its mind-affecting descriptor, its discipline becomes
“Psychometabolism,” its range becomes “Touch,” and its saving throw becomes “Fortitude negates.” Egoists often
call this the neural scrambler power.
     2. For every 3 additional power points you spend, this power bestows an additional negative level on the
subject.
     3. If you spend 6 additional power points, the creature must make a save after 1 hour for each negative level it
has received, or take that negative level permanently as level drain.

Missive (A)
Telepathy [Mind-Affecting, Language-Dependent]
Level: Psion/wilder 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: Instantaneous
Effect: Mental message delivered to subject
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 1

You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way
exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental
syllables. Hearing this power is no more distracting than speaking, so it does not force Concentration checks when
your target is casting spells, manifesting powers, and so on.
     Augment: 1. [Telepath] This power loses its language-dependent descriptor, its target becomes “You and one
creature within range,” its duration becomes “10 min/lvl,” and the total number of words you can send is no longer
capped. This allows two-way telepathic communication through the bond even if you do not share a common
language, though no special power or influence is established as a result of the bond. Once the bond is formed it
works over any distance (though not from one plane to another). You cannot send more than 25 words per round.
This is often called the mindlink augment.
     1a. If you spend an additional 2 power points, you can attempt to distract a spellcaster or manifester by sending
a telepathic shriek into their minds as a readied action. The subject must make a Concentration check as though
being distracted by a nondamaging power or spell.
     1b. If you spend 6 additional power points, you can borrow a psionic power from one creature you are
mindlinked with (you are aware of what powers the subject knows, up to the highest level of power you can
manifest). Borrowing the subject’s power is a separate standard action that provokes an attack of opportunity. The
creature must make a Will save to avoid having its power borrowed. If the attack succeeds, the mental
communication provided by this power ends immediately. The borrowed power fades from the subject’s awareness
and appears within your own. You can now spend power points to manifest the borrowed power just as if it were
one of your powers known. You maintain knowledge of the borrowed power until the duration of your mindlink
expires, at which time you lose knowledge of the power and the power reappears in the mind of the subject, no
matter how far from you the subject is. Even if the subject is slain, you lose knowledge of the borrowed power when
this power’s duration expires. This is often called the thieving mindlink augment.
     2. If you spend an additional power point, this power’s range becomes “Medium (100 ft + 10 ft/lvl),” and its
target becomes “All creatures in range.” You can include or exclude from this broadcast any creature you can see, as
well as any creature that you know is within range. This augmentation is commonly referred to as mass missive.
     2a. If you spend a total of 2 additional power points, this power’s range becomes “Long (400 ft + 40 ft/lvl).”
     3. If you spend 6 additional power points, you can forge a passive mental link with a creature with which you
have previously had physical or mental contact. This power’s range becomes “See text,” its duration becomes “1
round/lvl.” (This duration overrides the duration for augment #1.) The subject need not be within sight or even on
the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration

                                                         - 139 -
(though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per
round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a
message is equivalent to a standard action that can provoke attacks of opportunity. This is often called the
correspond augment.
    For every 2 additional power points you spend (via one of these augmentations, or simply by spending
additional power points), the maximum number of words you can send (if applicable), and the maximum number of
words you can send per round increases by 5.

Modify Memory, Psionic (AX)
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1 round, and up to 5 minutes; see text
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7, XP (see text)

You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.
     • Eliminate all memory of an event the subject actually experienced. This power can not negate psionic charm,
geas/quest, psionic suggestion, or similar effects.
     • Allow the subject to recall with perfect clarity an event it actually experienced.
     • Change the details of an event the subject actually experienced.
     • Implant a memory of an event the subject never experienced.
     Initializing the manifestation of this power takes 1 round. If the subject fails to save, you proceed with the
power by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify)
visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization
is complete, or if the subject is ever beyond the power’s range during this time, the effect is lost.
     A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s
natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory
muddied by too much wine.
     XP Cost (Optional): If you spend 200 XP per minute you spend in concentration, this power’s duration becomes
“Instantaneous.”
     Augment: 1. For every additional power point you spend, the manifesting time increases by up to 1 minute, and
you can modify an additional minute of memory.
     2. If you spend 4 additional power points, the manifesting time of this power becomes “1 round, and up to 10
min/lvl; see text,” and you can modify memories lasting as long as you spend manifesting.
     2a. For every additional power point you spend, the manifesting time increases by up to 1 minute, and you can
modify an additional minute of memory.
     3. If you spend 6 additional power points, you can alter 1 minute of memory for every round you spend in
concentration.
     3a. If you spend a total of 8 additional power points, you can alter 1 hour of memory for every round you spend
in concentration.
     3b. If you spend a total of 10 additional power points, you can alter 1 day of memory for every round you spend
in concentration.
     3c. If you spend a total of 20 additional power points, you can alter 1 year of memory for every round you
spend in concentration.

My Light (A)*
Psychokinesis [Light]
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Effect: 20 ft cone of light emanating from you
Duration: 1 hour [D]
Power Points: 0

                                                        - 140 -
Quantum Cost: 3

Your eyes beam forth a 20 ft cone of light. You and other creatures can see normally in the light. If you walk into an
area filled with psionic or magical darkness, my light goes dark while you stay within that area.
     If my light is used in conjunction with mindsight, the cone of light extends out to 40 ft instead of 20 ft.
     Augment: If you spend 2 additional power points, you can manifest this power as a swift action.

Nostrum (NA)
Psychometabolism
Level: Psion/wilder 0, psychic warrior 0
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 5 rounds
Power Points: 0
Quantum Cost: 4

Your mind bolsters your body’s defenses, allowing you to temporarily shrug off otherwise debilitating effects.
    When you manifest this power, you make an immediate Autohypnosis check (at the DCs noted below). If you
succeed, certain status effects you’re subjected to are reduced in severity, as noted below:

 Cowering (25)           Panicked (20)          Frightened (15)         Shaken (10)             Normal
 Paralyzed (25)          Stunned (20)           Dazed (20)
 Exhausted (15)          Fatigued (10)          Normal
 Dying (20)              Stable (15)            Disabled
 Dazzled (10)            Normal
 Sickened (10)           Normal
 Unconscious (15)        Normal

     You may make a single Autohypnosis check as a swift action for each round of this power’s duration, reducing
the severity of one of the above effects by one step (including one that you affected in the previous round). At the
end of this power’s duration, each effect returns to its previous state (unless the effect has otherwise worn off).
     Dying subjects who are affected by this power are automatically stabilized on a successful Autohypnosis check.
Stable subjects that are brought to disabled are healed up to 0 hit points, and immediately regain consciousness.
These two effects are permanent, and do not return to their previous severity at the end of nostrum’s duration.
     If unconscious, dazed, or otherwise unable to act, you must have some means of manifesting this power (such
as the Unconditional Power feat), or have it already manifested upon your person, in order to use each round’s swift
action.
     In addition to the above effects, you receive a +2 enhancement bonus to Autohypnosis checks, and can use the
Autohypnosis skill untrained.
     Augment: 1. For every additional power point you spend, this power’s duration increases by 1 round.
     2. If you spend 2 additional power points, this power’s range becomes “Touch,” and its target becomes “One
creature.” The recipient of this power receives both the enhancement bonus to Autohypnosis and makes the skill
checks to reduce each status ailment's potency.
     2a. If you spend a total of 4 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls)”
     2b. If you spend a total of 6 additional power points, it becomes “Medium (100 ft + 10 ft/lvl).”
     3. If you spend 2 additional power points, nostrum can temporarily remove blindness or deafness, and can
reduce the severity of the above conditions by two steps, rather than one. If the blindness or deafness is your natural
state (such as is the case with a destrachan), or if it is the result of a permanent injury (such as the loss of the eyes),
this power does not restore it.
     3a. If you spend a total of 6 additional power points, this power can affect blindness and deafness, and can
reduce the severity of the above conditions by up to two steps, rather than one.
     3b. If you spend a total of 10 additional power points, this power can also temporarily remove the dazed,
nauseated, and petrification conditions, and can reduce the severity of the above conditions by up to three steps,
rather than one or two.
     4. If you spend 8 additional power points, the effects mitigated by this power are permanently reduced, and do
not reset at the end of nostrum’s duration.
     5. [Negative] For every power point not spent, this power’s duration decreases by 1 round.

                                                          - 141 -
    For every 2 additional power points you spend (via one of these augmentations, or simply by spending
additional power points), the enhancement bonus to Autohypnosis granted by this power increases by 1.

Null Psionics Field (NA)
Psychokinesis
Level: Kineticist 6
Display: Auditory and visual
Manifesting Time: 1 standard action
Area: 10 ft radius emanation centered on you
Duration: 10 min/lvl [D]
Saving Throw: Will negates; see text
Power Resistance: None
Power Points: 11

An invisible barrier surrounds you and moves with you. The space within this barrier resists most magical and
psionic effects, including spells, powers, spell-like, psi-like and supernatural abilities. Likewise, it resists the
functioning of any magical and psionic items within its confines. Any creature that enters the null psionics field with
active effects, tries to manifest within the field, or attempts to project most effects into the field must make 2 Will
saves. If either save fails, the effect is nullified upon entry. All psionic effects on a creature are suppressed upon
failing one of the saves. If the effect lasts for longer than one round, the originator must continue to make an
additional Will save each round until it fails (whereupon the effect is suppressed until the effect is no longer within
the area of the null psionics field). Time spent within a null psionics field counts against a suppressed effect’s
duration.
     Astral constructs and summoned creatures wink out upon entering a null psionics field if its originator fails a
save. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the
duration of the power that is maintaining the construct or summoned creature.
     Creation powers with instantaneous durations and calling powers are not affected by a null psionics field
because the power itself is no longer in effect, only its result.
     A normal creature (a normally encountered construct rather than a created one, for instance) can enter the area,
as can normal missiles. Furthermore, while a psionic sword can be suppressed within the area, it is still a sword (and
a masterwork sword at that). The power has no effect on golems and other constructs that are imbued with magic
during their creation process and are thereafter self-supporting (unless they have been summoned or have a limited
duration, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and
outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however,
may be temporarily nullified by the field.
     Dispel psionics does not normally remove the field (but see the dispel psionics description for details). Two or
more null psionics fields sharing any of the same space have no effect on each other. Certain powers may be
unaffected by null psionics field (see the individual power descriptions). Artifacts and deities are unaffected by
mortal power such as this. Should a creature’s space extend across the boundary of the area enclosed by the field,
any part of the creature that lies outside the effect is unaffected by the field.
     Augment: 1. For every 4 additional power points you spend, the radius of the null psionics field increases by 5
ft.
     2. If you spend 4 additional power points, you remain unaffected by your own null psionics field. This includes
any psicrystal or familiar you might have.
     3. If you spend 4 additional power points, the null psionics field remains stationary where you manifested it. Its
area becomes “10 ft radius emanation.” You can move in and out of the field as you desire.
     4. If you spend 6 additional power points, this power’s duration becomes “1 hour/lvl [D].”
     5. If you spend 6 additional power points, this power’s manifesting time becomes “1 immediate action.”
     6. If you spend 10 additional power points, this power’s saving throw becomes “None,” and it automatically
nullifies any powers, and supernatural and psi-like abilities within the field’s area without a Will save, as described
above.
     7. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 min/lvl [D].”
     7a. If you spend a total of 4 fewer power points, it becomes “1 round/lvl [D].”
     8. [Negative] If you spend 2 fewer power points, you can choose to leave one of the following unaffected by
your null psionics field: powers and spells, psionic and magical items, spell- and psi-like abilities, or supernatural
abilities.
     8a. For every additional power point not spent, you can leave another effect unaffected.

Oak Body (A)*

                                                        - 142 -
Psychometabolism
Level: Psion 7, wilder 6, psychic warrior 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl [D]
Power Points: Psion/wilder 13, wilder 11, psychic warrior 9

This power transforms your body into living oak, which grants you several advantages.
     You gain damage reduction 10/slashing and a +5 bonus to natural armor that overlaps (does not stack with) any
natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease,
drowning, poison, stunning, and all powers, spells, or attacks that affect your physiology or respiration, because you
have no physiology or respiration while this power is in effect.
     You take only half damage from cold effects of all kinds. However, you become susceptible to all special
attacks that affect wood, and you gain vulnerability to fire.
     You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to Dexterity (to a minimum Dexterity
score of 1), and your speed is reduced to half normal. You can speak but can not drink (and thus can not use potions)
or play wind instruments. You have an armor check penalty of -4 and an arcane spell failure chance of 25%.
     Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium
characters), and you are considered armed when making unarmed attacks. When you make a full attack against an
object or structure using your unarmed strike, you deal double damage.
     Augment: 1. For every additional power point you spend, this power’s duration increases by 1 minute.
     2. [Psion/wilder] If you spend 2 additional power points, your body transforms into living iron instead of wood,
granting you damage reduction 15/adamantine and immunity to electricity; you are not susceptible to effects that
affect wood, but you are instead vulnerable to any attack that affects iron golems (including the rusting grasp spell
and rust monster attacks). You lose your natural armor bonus, but take only half damage from acid and fire, gain a
+6 enhancement bonus to your Strength score, and take a -6 penalty to Dexterity (to a minimum of 1). Your chances
for arcane spell failure increase to 50%, and your armor check penalty becomes -8. Your weight increases by a
factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of
air at the bottom of the ocean—at least until the power’s duration expires. This is often called the psionic iron body
augment.

Panzer Avatar (NAX)
Psychometabolism
Level: Egoist 9, wilder 9
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/lvl
Power Points: 17, XP (see text)

You suppress your extraordinary mental abilities to become a veritable engine of physical destruction.
     While this power is in effect, you gain a +5 morale bonus to your attack rolls, +3 hp per Hit Die (treat as hp
gained through an increase in Constitution for the purposes of which hp are lost at the end of this power’s duration),
and a +8 resistance bonus to your natural armor, you gain an additional standard action each round, and you gain 3
bonus general or psionic feats that you qualify for (these feats can be used as prerequisites for other feats granted by
panzer avatar, but do not count as prerequisites for prestige classes and similar). Any Fortitude saves you make
during this power’s duration receive a +4 bonus.
     In addition, you are treated as though you are 3 size categories greater than you actually are for the purposes of
combat maneuvers based on your size (such as during grapple checks, bull rush attempts, and trip attempts), as well
as when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole)
can affect you, but only if doing so is advantageous to you. This stacks with changes to your actual size category,
such as that caused by the mass modulation power, but not with similar abilities (such as the half-giant’s powerful
build). This does not change your space or reach, or the size of the weapons you can wield. Your actual size
category does not change.
     In return, you are unable to cast spells or spell-like abilities, or manifest powers or psi-like abilities, do not have
access to any of the powers on your power list for the purposes of item activation, cannot concentrate on powers

                                                          - 143 -
already in effect, and cannot use any skill or ability that requires intense concentration, such as activating power
stones or dorjes, or the Use Magic/Psionic Device skill. You also receive a -4 penalty to any Will saves you make
during this power’s duration.
     XP Cost (Optional): For every 100 XP you spend in manifesting this power, your effective manifester/caster
level increases by 1 for each manifesting and spellcasting class you have. This includes spell-like and psi-like
abilities. This allows you to manifest powers costing 1 power point per manifester level, and cast spells that you
would have access to at the appropriate caster level; it does not, however, change the number of power points or
spell slots you have. It also does not allow you to concentrate on powers for more than one round, including long
manifestation times; panzer avatar interrupts such attempts at concentration, automatically ending your ability to
concentrate on them just prior to your turn each round.
     You cannot use the bonus standard action granted by this power for any effect granted by this XP expenditure.
You also cannot raise your manifester levels or caster levels beyond their original strengths. For instance, a 17th
level manifester can spend 1700 XP to increase his manifester level to 17; if he spends more XP, they are wasted
and grant no benefit.
     Augment: 1. For every additional power point you spend, this power’s duration increases by 1 round. At your
option, for every 3 power points you spend in this way the bonus you gain to Fortitude saves increases by 1 and the
penalty against your Will saves increases by 1.
     2. For every 2 additional power points you spend, the natural armor bonus granted by this power increases by 1.
For every 4 power points you spend in this way, your effective size category increases by 1.
     3. For every 4 additional power points you spend, you gain an additional bonus feat and an additional +1 to your
attack rolls.
     4. For every 3 additional power points you spend, you gain an additional hit point per HD.
     5. If you spend 6 additional power points, this power’s duration becomes “1 round/lvl [D]” and is dismissable.
     6. [Negative] You can spend fewer power points to decrease the effects of this power, as noted below:

For every      You get
-1 pp          -1 round of duration
-2 pp          -1 effective size category and -1 to
               the granted natural armor bonus
-3 pp          -1 hp per HD, -1 bonus to
               Fortitude saves and -1 penalty to
               Will saves
-4 pp          -1 bonus feat and -1 bonus to
               attack rolls

    These effects are cumulative. For example, if a 17th level egoist uses this augment to spend 11 power points on
panzer avatar, with no additional augmentation, its duration is 11 rounds; he gains +1 hp per HD; he gains no
bonuses to his effective size category; he gains a +5 bonus to natural armor; he gains a +2 bonus to Fortitude saves
(and a -2 penalty to Will saves); and he gains 2 bonus feats and a +3 to his attack bonus.

Phantom Strike (A)
Psychokinesis (Force)
Level: Psion/wilder 3, psychic warrior 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal or touch; see text
Target: You or one weapon touched; see text
Duration: 1 round/lvl
Saving Throw: None, or Fortitude negates (object, harmless); see text
Power Resistance: None
Power Points: Psion/wilder 5, psychic warrior 3

You wreathe your hands or some other body part in a veil of force, dealing damage as if it had the ghost touch
special property on a successful melee attack. This attack can be from an unarmed strike, an inherent natural attack,
or a natural attack form gained by a special ability, such as the metamorphosis or bestial morphology powers.
Because of this, the affected weapon has no miss-chance due to incorporeality, or due to the target residing on the
ethereal plane.
     If you are wielding a manufactured melee weapon, you can instead channel the energy into it upon
manifestation, which likewise benefits from the properties noted above.

                                                       - 144 -
     Phantom strike does not allow you to grapple or be grappled by an ethereal or incorporeal opponent.
     Augment: 1. For every additional power point you spend, you deal +2 points of force damage on a successful
attack. This damage is multiplied on a critical hit.
     2. If you spend 2 additional power points, this power’s duration becomes “1 min/lvl.”
     2a. If you spend 4 additional power points, it becomes “10 min/lvl.”
     2b. If you spend 6 additional power points, it becomes “1 hour/lvl.”
     3. [Egoist, wilder, or psychic warrior] If you spend 4 additional power points, you encase your body in such a
way that you can grapple ethereal and incorporeal creatures normally (with no miss chance), but they can also
grapple you.
     4. For every 4 additional power points you spend, you can affect an additional weapon.

Phase Body (NA)*
Psychoportation
Level: Nomad 7
Display: Visual
Manifesting Time: 1 standard action
Range: Personal and Touch; see text
Target: You, willing creatures touched, and one solid surface; see text
Area: Two 5 ft cubes/lvl [S]
Duration: 1 hour/lvl [D]
Power Points: 13

You destabilize your constituent spacial components, synchronizing your physical substance with that of a portion
of a wall, floor, ceiling, or other solid surface that you touch. You can also affect your gear, as well as any willing
creature that is two or more size categories smaller than you that you are touching at the time of manifestation. The
surface must be made from clay, wood, plaster, stone, dirt, or other nonmetallic, non-animate substances. This
synchronization leaves no visible traces (though detect psionics can detect an identical aura about both you and the
surface you touched).
     This creates a passageway of sorts, accessible only to you, as you share the same space with the solid so long as
you are within it. You can move through this passageway at half-speed, much like wading through mud; if the
portion of the surface you have affected is sufficiently large, you can move up and down as well, much like
swimming or climbing, at half speed. You do not sink into the solid unless you wish to, which means that it remains
solid for you unless you desire otherwise.
     While within the solid, you are rendered blind and you can not breathe (without special assistance from effects
such as a necklace of adaptation or the adapt body power, and touchsight affected by the Burrowing Power feat)
though sound and vibrations travel through the solid normally. You can manifest powers without hindrance, and
even attack through the solid, though anything that leaves contact with you, (including a ranged power that you
manifest) is trapped within as soon as it leaves your person. If you desire to manifest powers from range, you must
use the Burrowing Power feat, or some similar effect, and you must find some way to target the effect.
     You can manifest this power multiple times, and its effects stack. This means you can enlarge the size of the
passageway you can inhabit through multiple manifestations, or be attuned to multiple different areas
simultaneously. You can not, however, have more than 1 manifestation of this power active for every 3 manifester
levels you have.
     Phase body is subject to dispel psionics. If you are within the solid when the effect is dispelled, you are
harmlessly ejected to the nearest open space large enough to support you.
     Augment: 1. For every 2 additional power points you spend, you can affect an additional 10 ft cube of matter.
     2. If you spend 2 additional power points, this power’s saving throw becomes “Fortitude negates (harmless,
object),” its power resistance becomes “No” and you can affect one creature or object (of any size) you touch. The
subject need not remain in contact with you after you manifest this power, though it is subject to the same
restrictions as noted above. Objects you touch can be moved through the solid without becoming stuck, though they
are effectively twice as heavy for lifting, carrying, and towing purposes (including targeting for powers such as
telekinesis) while within it.
     2a. For every 2 power points you spend, you can affect an additional target.
     3. If you spend 4 additional power points, this power’s duration becomes “1 day/lvl [D].”
     3a. If you spend a total of 8 additional power points, it becomes “Permanent [D].”
     4. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 min/lvl [D].”
     4b. If you spend a total of 4 fewer power points, it becomes “1 round/lvl [D].”

Pillory of the Sleepless (NA)

                                                        - 145 -
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion/wilder 2
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 lvls)
Target: One creature
Duration: Instantaneous and 1 day; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

The target creature cannot sleep for 24 hours. A creature who rests does not gain the benefits from resting, so a
creature who rests 8 hours does not regain power points, spells, and usage of spell-like and psi-like abilities. Every
24 hours the creature must make an additional Will save or become fatigued, if already fatigued it becomes
exhausted.
     Pillory of the sleepless is canceled by, and cancels the effects of, sustenance (for the augment forgoing sleep
only).
     Augment: 1. For every additional power points you spend, the duration of this power increases by 6 hours.
     2. For every 2 additional power points you spend, you can affect an additional creature within range.
     3. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     3a. If you spend 4 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     3b. If you spend 8 additional power points, it becomes “See text,” and you can affect any creature that resides
on your plane of existence, but you must be able to name the subject or otherwise unerringly specify the identity of
the creature, and you must know its location in relation to you (within a radius of 25 ft + 5 ft/2 lvls).
     4. [Negative] For every power point not spent on this power, its duration lasts 6 hours less. Thus, spending 2
power points on pillory of the sleepless with no other augments changes its duration to “Instantaneous and 18 hours;
see text.”

Plane Shift, Psionic (A)
Psychoportation
Level: Psion/wilder 5
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Targets: One willing creature per 2 levels (including you); see text
Duration: Instantaneous
Power Points: 9

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing
persons are in physical contact with each other, you can affect up to one creature per 2 levels (this includes you,
although any psicrystal or familiar a target may have counts as part of it for this purpose). Precise accuracy as to a
particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any
other plane, though you appear 5 to 500 miles (5d%) from your intended destination.
     If you attempt to teleport into a plane smaller than this (such as to a plane created by the genesis power) you
appear in a random location within the plane, instead.
     Note: Psionic plane shift transports creatures instantaneously and then ends. The creatures need to find other
means if they are to travel back.
     Augment: 1. For every additional power point you spend, you arrive 5 miles closer to your intended destination
than you otherwise would.
     2. [Nomad] If you spend 2 additional power points, this power can be used against unwilling targets. Its range
becomes “Close (25 ft + 5 ft/2 lvls),” its target becomes “One creature,” its saving throw becomes “Reflex negates,”
and its power resistance becomes “Yes.” If you use this as a touch-range power, you can affect multiple creatures as
noted above (generally to plane shift multiple creatures in a grapple, etc).
     2a. For every 2 additional power points you spend, you can affect an additional creature, though all plane
shifted creatures must be within 20 ft of each other.
     3. For every 2 additional power points you spend, you can plane shift an additional creature.
     4. If you spend 6 additional power points, you receive the benefits of augment #2.

Power Extraction (A)

                                                        - 146 -
Psychokinesis
Level: Psion/wilder 0, psychic warrior 0
Display: Mental
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: 1 round
Power Points: 0
Quantum Cost: 5

You draw the ambient psychic energy from the world around you into your body, granting yourself a separate power
point pool containing a single power point that dissipates at the end of the next round. You use this power point like
you would use a cognizance crystal, though you may use it to power racial abilities (such as elan resistance) as well.
     Since the power point pool created by power extraction is temporary, all effects manifested using this power
also fade at the end of its duration. This means that manifesting times cannot be longer than 1 round (else their
manifestations are automatically interrupted), the durations of any non-instantaneous power manifested using the
temporary power point pool immediately expire, and power points stored in a device such as a cognizance crystal
immediately dissipate at the end of the following round. Note that using power extraction in conjunction with
bestow power drains power points from your original power point pool, not the one created by this power.
     You can only have a single temporary power point pool created by this power at one time, and cannot use the
power points gained from using power extraction to fuel another manifestation of power extraction. You cannot use
any means to extend this power’s duration (including the Extend Power feat).
     Augment: For every additional power point you spend, the size of the temporary power point pool increases by
+1. Note that for this augment, you must still expend your psionic focus to manifest this power, rather than spending
an additional power point to manifest it as a 1st level power. You still can not spend more than your manifester level
in power points for any given manifestation.

Power Resistance (NA)*
Psychometabolism
Level: Psychic warrior 4, psion/wilder 5
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/lvl
Saving Throw: Will negates (potentially harmless)
Power Resistance: Yes (potentially harmless)
Power Points: Psychic warrior 7, psion/wilder 9

The creature gains power resistance equal to 12 + your manifester level, to a maximum of 24. If using this power on
a creature other than yourself, you can choose to utilize it offensively, so that it must overcome its own power
resistance while using abilities that are subject to such.
     Augment: 1. For every additional power point you spend, the maximum power resistance you can gain from
this power increases by 3.
     2. If you spend 4 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
     3. If you spend 6 additional power points, this power’s manifesting time becomes “1 immediate action.”
     4. [Negative] If you spend 2 fewer power points, the duration of this power becomes “1 round/lvl.”
     4a. If you spend 6 fewer power points, it becomes “1 round.”

Precognition (A)*
Clairsentience
Level: Psion/wilder 1, psychic warrior 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl [D]
Power Points: 1


                                                       - 147 -
Your awareness extends a fraction of a moment into the future, granting you the ability to pre-empt your foes’
actions. Choose one of the following options:
     • +1 insight bonus to your AC and all of your saving throws (defensive precognition).
     • +1 insight bonus on your attack rolls (offensive precognition), or
     • +2 insight bonus on your damage rolls against any target that you must make an attack roll to hit (ruinous
precognition).
     If caught in a situation where your Dexterity bonus is not applied to your Armor Class (such as when flat-
footed), this bonus does not apply. You also lose the benefits of this power in situations where you would suffer a
percentage miss chance to hit (for offensive and ruinous precognition only).
     Multiple manifestations of this power do not stack, even if they apply differing bonuses.
     Augment: 1. If you spend 2 additional power points, this power’s duration becomes “10 min/lvl [D].”
     1a. For every 2 additional power points you spend, this power’s duration increases by 10 min/lvl.
     2. [Seer] If you spend 2 additional power points, this power’s range becomes “Touch,” its target becomes “One
creature touched,” its power resistance becomes “Yes (harmless),” and its saving throw becomes “Will Negates
(harmless).”
     3. For every 3 additional power points you spend, you can gain an insight bonus to an additional attribute, as
noted above.
     4. For every 3 additional power points you spend, the insight bonuses granted by this power increase by 1.
     5. If you spend 6 additional power points, you can manifest this power as a swift action.
     5a. If you spend a total of 8 additional power points, you can manifest this power as an immediate action.

Precognitive Edge (NA)
Clairsentience
Level: Seer 1, wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl or until discharged
Power Points: 1

Precognitive edge allows your mind to glimpse fragments of potential future events—what you see will probably
happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the
actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you
act swiftly, on the information you previously received when you manifested this power.
     You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus
that you can apply at any time to either an ability check, attack roll, a damage roll, a saving throw, or a skill check.
You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.
     Augment: 1. If you spend 4 additional power points, this power’s duration becomes “1 hour/lvl or until
discharged.”
     2. For every 3 additional power points you spend, the insight bonus granted by this ability increases by 1.
     3. If you spend 20 additional power points, the insight bonus gained by this power equals your manifester level
(maximum +21), and you can choose to use it to improve your Armor Class for one round, even against touch
attacks or if you are caught flat-footed. If you use this augment, you must choose to use the precognitive edge before
you make the roll it is to modify, rather than after it.
     3a. For every additional power point you spend, the maximum bonus granted by this augment increases by 3.
     4. [Negative] If you spend 4 fewer power points, this power’s manifesting time becomes “10 minutes.”
     5. [Negative] If you spend 8 fewer power points, this power’s duration becomes “1 round/lvl or until
discharged.” This augment can not be combined with augment #1.

Precognizance
Clairsentience
Level: Psion/wilder 0, psychic warrior 0
Display: Mental
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

                                                        - 148 -
Power Resistance: None
Power Points: 0
Quantum Cost: 3

You gain a +1 competence bonus to any single skill check.

Prowess (A)
Clairsentience
Level: Wilder 2, psychic warrior 2
Display: Mental
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3

If an enemy provokes an attack of opportunity from you, you can make the attack even if you’ve already taken your
allotted number of attacks of opportunity this round (usually one).
     Augment: 1. If you spend 2 additional power points, this power’s duration becomes “1 round,” and you can
make an additional attack of opportunity (not including the one above) before the power’s duration expires.
     1a. For every 2 additional power points you spend, this power’s duration increases by 1 round, and the number
of additional attacks of opportunity you can make increases by 1. Other than the number of attacks you can make per
round, these are subject to all of the normal rules regarding attacks of opportunity. If attacks of opportunity are not
provoked during this time, the additional attacks are wasted.

Psionic Blast (A)
Telepathy [Mind-Affecting]
Level: Psion/wilder 3
Display: Auditory
Manifesting Time: 1 standard action
Area: 30 ft cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5

The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast
stuns all affected creatures for 1 round.
    Augment: 1. For every 2 additional power points you spend, the duration of the stun effect increases by 1
round.
    2. For every 2 additional power points you spend, this power’s area increase by 5 ft.
    3. If you spend 6 additional power points, this power’s area becomes “30 ft radius burst, centered on you.”
    4. [Negative] If you spend 2 fewer power points, this power’s area becomes “30 ft line, centered on you.” This
can not be combined with augment #3.

Psionic Creation (NAX)
Metacreativity (Creation)
Level: Shaper 1, psion/wilder 3
Display: Material
Manifesting Time: 1 minute
Range: 0 ft
Effect: Mundane object of nonliving plant matter, up to 1 cu. ft/lvl
Duration: 1 hour/lvl [D]
Saving Throw: None
Power Resistance: No
Power Points: Shaper 1, psion/wilder 5, XP (see text)




                                                        - 149 -
You create a mundane object of nonliving vegetable matter that comes into being either in your hand or at your feet.
The volume of the item created can not exceed 1 cubic ft per manifester level. You must succeed on an appropriate
skill check to make a complex or masterwork item.
     Attempting to use any created object as a material component for a spell causes the spell to fail.
     XP Cost (Optional): If you spend 1/5 of the item’s gold piece value in XP (minimum 1 XP), this power’s
duration becomes “Instantaneous,” and the object becomes completely real and undispellable (even by the dismiss
ectoplasm power). You can not spend more than 2 times your manifester level in XP in this way (but see below).
When manifested in this way, this power is often known as the true creation power.
     XP Cost, Shaper (Optional): As above, except you can not spend more than 5 times your manifester level in XP
in this way (but see below).
     Augment: 1. If you spend 2 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
     1a. If you spend 4 additional power points, it becomes “Medium (100 ft + 10 ft/lvl).”
     1b. If you spend 6 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     2. For every 2 additional power points you spend, you can treat your manifester level as 1 higher for purposes of
spending XP (see above).
     3. [Shaper] For every 3 additional power points you spend, the amount of matter you can create increases by 1
cubic foot per manifester level.
     4. [Shaper] For every 4 additional power points you spend, the duration of this power increases by a factor of 2
(this doubling is not cumulative).
     5. If you spend 4 additional power points, this power’s manifesting time becomes “1 round.”
     5a. If you spend a total of 6 additional power points, it becomes “1 standard action.”
     5b. If you spend a total of 8 additional power points, it becomes “1 immediate action.”
     6. If you spend 8 additional power points, you can create objects that are mineral in nature: stone, crystal, metal,
or the like. In addition, the duration of the created item varies with its relative hardness and rarity, as indicated on
the following table:

Hardness and Rarity Examples         Duration
Vegetable matter                     2 hr/lvl
Stone, crystal, base metals          1 hr/lvl
Precious metals                      20 min/lvl
Gems                                 10 min/lvl
Rare metal*                          1 round/lvl
* Includes adamantine, alchemical silver, and
mithral. You can not use psionic creation to create a
cold iron item.

   This is often called the major psionic creation augment.
   7. [Negative] If you spend 4 fewer power points, this power’s manifesting time becomes “10 minutes.” This
augment can not be combined with augment #5.

Psionic Lion’s Charge (A)
Psychometabolism
Level: Psychic warrior 2
Display: Mental
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3

You gain the powerful charging ability of a lion, further enhanced through the potential of your mind and body.
     Manifesting this power allows you to perform a charge attack and full-attack action in the same round; you may
manifest psionic lion’s charge before or after a charge, and you can even utilize this ability to charge in the middle
of a full-attack, finishing your attack routine after you have done so. Only the attack made as part of your charge
receives the benefits of having performed the maneuver, however.
     Augment: 1. For every additional power point you spend, each of your attacks after a charge in the current
round gains a +1 circumstance bonus on damage.
     2. If you spend 2 additional power points, you can move up to double your movement speed and perform a full
attack action while moving (rather than merely before, after, or during a charge). You must move at least 10 ft to

                                                         - 150 -
receive this benefit, and you can do so with either a ranged or a melee weapon. You need not make all of your
attacks against a single foe, but can attack while moving (at a maximum of one attack per 5 ft of movement).
Moving in this way provokes attacks of opportunity as normal. This is often known as the strike of the viper
augment.
     3. If you spend 4 additional power points, you can make an additional attack during the round in which you use
this ability at a -5 penalty to hit.
     3a. For every 4 additional power points you spend, you can make an additional attack with a cumulative -5
penalty (similar to making an additional attack from your base attack bonus). A manifester wielding more than one
weapon can make each additional attack granted by this augment with any weapon he wields.

Psionic Lock (A)
Psychoportation
Level: Psion/wilder 0, psychic warrior 0
Display: Material
Manifesting Time: 1 standard action
Range: Touch
Target: Door, chest, mechanism, or portal touched, up to Small size
Duration: 1 hour/lvl
Saving Throw: Fortitude negates (Object)
Power Resistance: Yes (Object)
Power Points: 0
Quantum Cost: 2

A psionic lock manifested upon a door, chest, mechanism, or portal psionically locks it. You can freely pass your
own lock without affecting it; add +4 to the Open Lock DC, as well as the DC to break open a door or portal
affected by this power.
     Augment: 1. For every additional power point you spend, the DC bonus increases by 1.
     2. For every additional power point you spend, two additional creatures (designated by you at the time of
manifestation) can bypass the restrictions imposed by this power.
     3. For every 2 additional power points you spend, the size of the object you can affect increases by 1.
     4. If you spend 2 additional power points, this power’s duration becomes “1 day/lvl.”
     4a. If you spend a total of 6 additional power points, this power’s duration becomes “Permanent [D].”

Psionic Repair Damage (A)
Metacreativity
Level: Shaper 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Construct or object touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 3

When laying your hands upon a construct or an object that has at least 1 hit point remaining, you reknit its structure
to repair damage it has taken. The power repairs 3d8 points of damage +1 point per manifester level. Constructs that
are immune to psionics or magic can not be repaired in this fashion.
     Augment: 1. For every 2 additional power points you spend, this power repairs an additional 1d8 points of
damage.
     2. If you spend 4 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls),” and its target
becomes “One construct or object.”
     2a. If you spend a total of 6 additional power points, its range becomes “Medium (100 ft + 10 ft/lvl).”
     2b. If you spend a total of 8 additional power points, its range becomes “Long (400 ft + 40 ft/lvl).”
     3. If you spend 4 additional power points, this power gains the [creation] descriptor, and its power resistance
becomes “No,” as you pull ectoplasm from the Astral Plane to repair the damage done to the construct. This allows
you to repair a construct, even if it is otherwise immune to psionics or magic (though it can still suppress the effect
through a successful save).


                                                        - 151 -
Psionic Revivify (AX)
Psychometabolism (Healing)
Level: Egoist 5
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 9, XP

Psionic revivify lets a manifester reconnect a corpse’s psyche with its body, restoring life to a recently deceased
creature. The power must be manifested within 1 round of the victim’s death. Before the psyche of the deceased has
completely left the body, this power halts its journey while repairing somewhat the damage to the body.
     Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of
revivifying the subject, but magical diseases and curses are not undone. While the power closes mortal wounds and
repairs lethal damage of most kinds, the body of the creature to be revivified must be whole. Otherwise, missing
parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or
possessions are affected in any way by this power.
     The creature has -1 hit points (but is stable) after being restored to life.
     This power has no effect if manifested on a living or animate undead creature. However, it can still be
combined with the psionic contingency power.
     XP Cost: 200 XP. This cost can be evenly split between the manifester and the revived creature, if the target
desires; otherwise, you pay the cost in full. For every 100 additional experience points that you pay, the
manifestation of this power can be delayed by 1 additional round.
     Augment: 1. For every 2 additional power points you spend, you can reduce the XP cost of this power by 25
(minimum 50 XP).
     2. If you spend 6 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
     2a. If you spend a total of 8 additional power points, it becomes “Medium (100 ft + 10 ft/lvl).”
     2b. If you spend a total of 10 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     3. If you spend 8 additional power points, this power’s saving throw becomes “Will negates.” If you attempt to
revive a creature unwilling to come back, it must make its saving throw or be brought back against its will, as noted
above. If the creature is undead, it is subject to this power, but it receives a +4 to its save to resist. If it fails, it is
brought back as it was just prior to undeath, as noted above; it need not be actually dead for this power to function.
However, you must pay the XP cost as noted above.
     4. If you spend 12 additional power points, you can bring a creature back from the dead up to 1 year after it has
died. The XP cost for this power becomes “10,000 XP,” with an additional 2,000 XP for every additional year it has
been dead.

Psionic Scent (A)*
Psychometabolism
Level: Psychic warrior 2
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/lvl
Power Points: 3

You gain an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows you to
detect approaching enemies, sniff out hidden foes, and track by sense of smell. With the scent ability, you can
identify familiar odors just as humanoids do familiar sights.
    You can detect creatures within 30 ft by sense of smell. If the creature is upwind, the range increases to 60 ft; if
downwind, it drops to 15 ft. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges
noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
    When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within
range. You can take a move action to note the direction of the scent. Whenever you come within 5 ft of the source,
you pinpoint the source’s location.


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      If you have the Track feat, you can follow tracks by smell, making a Wisdom (or Survival) check to find or
follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC
increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the
trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track
feat. If you are tracking with psionic scent, you ignore the effects of surface conditions and poor visibility.
      Augment: 1. If you spend an additional power point, you can dismiss the effects of this power as a standard
action.
      2. If you spend 2 additional power points, this power’s duration becomes “1 min/lvl.”
      2a. If you spend a total of 4 additional power points, it becomes “10 min/lvl.”
      2b. If you spend a total of 6 additional power points, it becomes “1 hour/lvl.”
      2c. If you spend a total of 10 additional power points, it becomes “1 day/lvl.”
      3. If you spend 2 additional power points, this power’s range becomes “Touch,” and its target becomes “One
creature touched,” its power resistance becomes “Yes (harmless),” and its saving throw becomes “Fortitude negates
(harmless).”
      4. For every 4 additional power points you spend, you can double the range for detecting scents; this applies to
all aspects of the power (including pinpointing the source of the scent). This doubling is not cumulative.

Psyche Snare (NAX)
Telepathy
Level: Telepath 9
Display: Mental
Manifesting Time: 1 full-round action
Range: Personal and Medium (100 ft + 10 ft/lvl); see text
Target: You and one qualifying creature; see text
Duration: Permanent [D]; see text
Saving Throw: Will negates, and Will partial; see text
Power Resistance: Yes
Power Points: 17, XP

You sap the animating force from your target, entrapping its psyche in a mindscape-cage inside your head, which
you can then use for your own purposes.
      The subject must make two Will saves when you manifest this power. If it succeeds on both, it shrugs off the
effect harmlessly. If it succeeds on one and fails one, it is dazed for 1 round. If it fails both saves, its psyche is
sucked from its body, its mind and soul trapped in a cordoned-off section of your mind. Its body is left comatose
(but otherwise undamaged). If the subject’s body requires food and water, it can die from starvation and thirst, as
normal, unless somehow preserved. Incorporeal beings have their forms snuffed out, and basically do not exist
outside of your mindscape for the duration of this power. The subject is only able to see, hear, taste, touch, or smell
while you choose to let it use your senses (and even then only the ones you choose to allow it to use). It loses all
natural and extraordinary abilities, cannot manifest powers or cast spells (unless it uses the Unconditional Power
feat, or something similar), cannot use any of its psi-like, spell-like, or supernatural abilities, nor can it use its class-
based abilities (except as noted above). It uses your body as its own for all purposes. It can communicate with you
telepathically, and though you cannot force it to speak to you, you can sense its emotions and can determine whether
it is lying to you (assuming it speaks to you at all); it can sense the same from you.
      The subject’s psyche is immune to any effect not noted here that is not [Mind-Affecting], with all such effects
affecting you, instead. This includes those produced by the subject itself.
      You can use the subject’s psyche for numerous purposes, as noted in the sidebar below.
      Once per hour, the subject is entitled to a Will save to break out of its mindscape prison; if it succeeds, its
psyche immediately returns to its own body and it becomes fully conscious. If it survives the experience, the subject
can remember everything it underwent during this power’s duration, and is free to act accordingly.
      Psyche snare does not function against creatures that are both mindless and not living; however, living creatures
are affected (mindless or not), as are non-mindless, non-living creatures. Its duration ends if you dismiss it, if you
die, if the subject’s psyche dies from negative levels, or if a disjunction or dispel psionics levied against you ends
the power (attempting to dispel the creature’s original body, or against a constructed body as noted below, does not
end the effect). Killing the subject’s body does not affect its psyche unless its psyche is freed, in which case its
psyche also dies.
      You can only have one psyche snare active at one time. Successfully manifesting it against a creature while you
already have one iteration active frees the first subject’s psyche and replaces it with the second.
      Note that this power can be easily abused for evil purposes, and such uses can negatively impact the
manifester’s alignment.

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     XP Cost: 50 XP per power point spent on psyche snare.
     Augment: 1. If you spend 2 additional power points, you can manifest this power on a creature that has been
dead for up to 2 rounds, in a way similar to the psychic revivify power. The creature is entitled to a single saving
throw, and if it fails, it is fully-affected by this power as if it were not dead, though its body remains dead after
psyche snare takes effect.
     1a. For every additional power point you spend, the manifestation of this power can be delayed by 2 additional
rounds.
     2. If you spend 4 additional power points, this power’s range becomes “Personal and Long (400 ft + 40 ft/lvl);
see text.” If combined with augment #3, its range becomes “Touch and Long (400 ft + 40 ft/lvl); see text.”
     3. If you spend 4 additional power points, this power’s range becomes “Touch and Medium (100 ft + 10 ft/lvl);
see text.” The subject’s psyche is implanted into the creature you touch, which can then use the psyche as noted in
the sidebar. You can choose whether or not the touched creature can dismiss psyche snare as if it had manifested the
power itself; doing so does not negate your ability to dismiss the power. You can also utilize this augment to send a
psyche already trapped in your mind to another creature. Using this augment frees your mind of its responsibility of
holding the subject’s psyche, so that you can use this power to entrap another creature’s psyche without setting the
original free.
     4. If you spend 6 additional power points, you can absorb the subject’s body and all of its equipment as well,
which ceases to exist outside of the mindscape-cage. The subject’s body is held in timeless stasis, and is released
when its psyche is freed, appearing adjacent to you (or to its constructed body, if applicable) in a random space.
     5. [Negative] If you spend 1 power point less, this power gains the [Mind-Affecting] descriptor.
     6. [Negative] If you spend 1 power point less, this power’s duration becomes “1 hour/lvl [D]; see text.”
     7. [Negative] If you spend 1 power point less, this power’s manifesting time becomes “1 minute.”
     7a. If you spend a total of 2 fewer power points, it becomes “10 minutes.”
     7b. If you spend a total of 3 fewer power points, it becomes “1 hour.”
     7c. If you spend a total of 4 fewer power points, it becomes “1 day.”
     8. [Negative] If you spend 2 fewer power points, this power’s range becomes “Personal and Touch; see text.”
You must be able to touch the creature whose psyche you wish to ensnare.

 Sidebar: Using the Subject’s Psyche
      Manifesting: Once per hour as a free action, you can pull energy from the subject’s psyche that you can then
 use to manifest a power costing up to your manifester level in power points (but not for any other purpose),
 draining the subject of energy to fuel the manifestation. This does not change the manifesting time of the power,
 does not use any of your original power point reserve, and cannot be stored to use at a later time. The subject
 must make a Will save (with the power’s original DC) each time you do this, or it receives one negative level
 from having its essence diminished (this is not based on negative energy or energy drain, and so it can affect
 undead creatures and constructs); this negative level lasts until 1 hour after the duration of psyche snare ends,
 after which the subject must make a Fortitude save for each negative level (equal to the DC of this power) or
 suffer permanent level drain.
      Alternatively, you can drain up to 50 XP per manifester level from the creature’s psyche once per hour to
 fuel the manifestation of a power, to use for the purposes of item creation, and so on. You cannot pull more XP
 from the subject’s psyche than it could spend normally and a successful Will save negates this effect.
      Protection: If you are subject to any effect that would trap your mind or soul (such as psyche snare, trap the
 soul or microcosm), or if you are affected by a level draining effect (such as mindwipe or enervation), you can
 force the subject to take its effects instead of you if it fails a Will save (equal to the DC of this power); this save
 takes place after manifester level checks against your power resistance, but before any saving throws that you
 make against the effect (except for Reflex saves). If the creature fails this save, it is entitled to its own saving
 throws, as normal, though it uses your Constitution score for Fortitude saves, rather than its own, and cannot
 make Reflex saves. These can even affect creatures normally immune to such effects, as they reside within your
 body and count as your type for psyche snare’s duration. Effects such as trap the soul, of course, remove the
 subject’s psyche from your mind, and end this power’s duration.
      Creature Creation: You can also use a psyche trapped by this power as the elemental essence for use in a
 golem or similar creation. It must again succeed on a Will save to negate the effect (which, if successful, wastes
 the XP spent in the creation process), but if it fails and you are otherwise successful, the creature’s psyche is
 removed from your mind (ending the power’s effects), and it inhabits the creation’s body, using it as its own. Hit
 Dice gained in such a way replace racial Hit Dice, and overlap with class-based Hit Dice the subject already has
 (treat class-based Hit Dice as if the subject gestalted those levels with the creation’s racial Hit Dice, though
 previously-existing feats and skills are not changed). You can also force it to make a secondary Will save in order
 to retain its own memories; otherwise they are wiped away, it loses all class levels, racial abilities, and previous
 mental ability scores, and is a mindless automaton, subject to the creation’s nature. If so, it is subservient to you,

                                                         - 154 -
 as normal. If the creation is destroyed, the subject’s memories return (if applicable), and its psyche is free to
 return to its original body.

Psychic Chirurgery (AX)
Telepathy [Mind-Affecting]
Level: Telepath 9
Display: Auditory, mental, and visual
Manifesting Time: 10 minutes
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 17, XP; see text

You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version
of this power you manifest.
     Repair Psychic Damage: You can remove any compulsions and charms affecting the subject. In fact, you can
remove any instantaneous or permanent effect caused by a psychic power with psychic chirurgery. Unlike with aura
alteration, these effects end or are negated as soon as this power is manifested, with no need for another saving
throw.
     You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the
highest level it had previously attained. Also, you can restore levels lost to energy drain or a similar effect if the
level drain occurred within a number of hours equal to your manifester level.
     You can also remove all psionic effects penalizing the subject’s ability scores, heal all ability damage, and
remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the effect
of such powers as microcosm, and so on, but it does not restore levels or Constitution points lost due to death.
     Transfer Knowledge: If desired, you can use this power to directly transfer knowledge of a power you know to
another psionic character. You can give a character knowledge of a power of any level that she can manifest, even if
the power is not normally on the character’s power list. Knowledge of powers gained through psychic chirurgery
does not count toward the maximum number of powers a character can know per level.
     XP Cost: Each time you use psychic chirurgery to implant knowledge of a power in another creature, you pay
an XP cost equal to 1,000 x the level of the power implanted. If you and the subject are both willing to do so, you
can split this cost evenly.
     Augment: 1. For every additional power point you spend, you can mitigate the XP cost of this power by 300.
     2. For every 2 additional power points you spend, you can reduce the manifesting time of this power by half
(round up). This halving is cumulative (from 10 minutes to 5 minutes to 25 rounds, and so on).
     3. If you spend 8 additional power points, you can use psychic chirurgery to implant knowledge of a power
from another creature’s powers known into your own mind, as noted above. The creature whose mind you are
implanting from receives a Will save to negate the effects. You can not combine this augment with augment #1.

Psychic Reformation (AX)*
Telepathy [Mind-Affecting]
Level: Psion/wilder 4
Display: Auditory, mental, and visual
Manifesting Time: 10 minutes
Range: Close (25 ft + 5 ft/2 lvls)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7, XP; see text

Your will reaches into the psychoplane of the collective akashic memory, channeling new thoughts and experiences
into a creature’s mind.
     When this power is manifested, the subject can alter several choices it made upon gaining enough experience to
reach its current level. These choices include its allotment of skill points, feats, and class features (such as the
rogue’s special abilities, or the favored enemies of the ranger), powers known, and spells known (wizards can not
choose to rewrite new spells into their spellbooks in this manner). If the creature has some other ability (such as a

                                                         - 155 -
template or other racial ability that can change depending on the creature’s choices at each level), it can alter that as
well. The creature’s new abilities completely replace the old ones, which are summarily forgotten; although it can
remember having had such experiences, the memories are hazy and dreamlike, and not quite real-seeming. You can
not alter class levels or race in this manner, nor can you alter decisions made by an outside agency (such as
becoming elan), nor alter decisions over which you have no control (such as gaining the lycanthrope template or
being cursed).
     The subject can undo decisions of these sorts that were made at lower levels, if both the subject and the
manifester agree to pay the necessary XP before this power is manifested (see below). The subject must abide by the
standard rules for selecting skills and feats, and so it can not take feats for which it did not qualify for at that level,
or take cross-class skills as class skills. This caveat applies to all other decisions made when using this power
     XP Cost: This power costs 50 XP to manifest to reformat choices made when the character reached her current
level. For each additional previous level into which the revision reaches, the power costs an additional 50 XP. The
manifester and subject split all XP costs evenly.
     Augment: 1. For every additional power point you spend, you can mitigate the XP cost of this power by 5. If
you combine this augment with augment #3, this mitigation increases to 20 XP.
     2. For every 2 additional power points you spend, you can reduce the manifesting time of this power by half
(round up). This halving is cumulative (from 10 minutes to 5 minutes to 25 rounds, and so on).
     3. If you spend 6 additional power points, and spend 200 XP for each additional previous level into which the
revision reaches, you can alter class levels in addition to the choices noted above.
     4. If you spend 6 additional power points, this power’s saving throw becomes “Will negates,” and its power
resistance becomes “Yes.” You can forcefully alter the subject’s experiences according to your whims. You make
the choices noted above when manifesting the power, and the XP cost is not divided between you and the subject.

Psychic Sensitivity (A)
Clairsentience
Level: Seer 2
Display: Auditory, material and visual
Manifesting Time: 1 minute
Range: Touch, and Close (25 ft + 5 ft/2 lvls); see text
Target: One object or structure touched
Duration: Concentration, up to 1 min/lvl
Saving Throw: None
Power Resistance: Yes
Power Points: 3

You receive flashes of visions relevant to the object or structure you touch. These visions are a mixture of all of the
events that have occurred regarding the object in question over the last few centuries (100 years/lvl), and are a
jumble of events both mundane and extraordinary; events with little emotional content are vague and dreamlike,
though events that elicited strong emotions (battles and betrayals, marriages and murders, births and great pain, or
any other event where one emotion dominates) stand out (though since they are intermixed with less vivid visions,
they often remain slightly enigmatic). If the object you touch is stationary, such as a wall or a picture frame that has
remained in place for several years, the visions you receive are of the surrounding area, within Close range (25 ft + 5
ft/2 lvls) as well as of the object itself.
      If the object you are touching belonged to a creature for a significant period of time (generally a month or
more), or the creature used the object during an extraordinary event, as described above, you can discern certain
information about that creature, such as its race, gender, age, alignment, and occasionally its name, if such was
spoken aloud during the vision you gain.
      Using this power does not confer the ability to understand languages spoken in the vision, though you can read
and understand words written or spoken in languages you know; you do, however, gain a vague sense of the
meanings of such things, mostly regarding the emotions involved.
      Beginning with the most recent significant event at a location and working backward in time, you can sense one
distinct event for every minute you maintain concentration, if any such events exist to be sensed. Your sensitivity
extends into the past a maximum number of years equal to 100 x your manifester level.
      Augment: 1. For every additional power point you spend, this power’s maximum duration increases by 1
minute.
      2. For every 2 additional power points you spend, you can sense an additional 100 years into the past.
      3. If you spend 4 additional power points, the area you can sense around the object you are touching becomes
“Medium (100 ft + 10 ft/lvl).”
      3a. If you spend a total of 8 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”

                                                          - 156 -
     4. If you spend 4 additional power points, you can denote a specific period of time or a specific subject you
wish to learn about, within the limits noted above. This technique is not perfect, however, and you are apt to receive
irrelevant visions intermixed with the subject of your inquiry. If the subject you wish to learn of is irrelevant to the
object you are touching, the power fails.
     5. If you spend 6 additional power points, the target of this power becomes “One creature touched,” its saving
throw becomes “Will negates, and Will partial; see text,” and you can receive visions regarding powerfully
emotional events the creature has experienced as noted above. The creature’s original save negates the power
entirely, and if it fails, it receives a new saving throw every minute to negate the next vision you have regarding it.

Psychic Vampire (A)
Psychometabolism
Level: Egoist 4, psychic warrior 4
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/lvl [D] and Instantaneous; see text
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7

This power shrouds a part of your body with darkness that you can use to drain an opponent’s mental might.
     If you manifest this power to affect your hand or other body part, the next successful melee touch attack you
make within the power’s duration (if the victim fails its Fortitude save) drains 2 power points from your foe for
every manifester level you have, to a maximum of 11 power points. The drained points simply dissipate. Your touch
attack, charged with psionic power, is treated as an armed attack.
     If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack
with the weapon to gain the power’s benefit. You can use that natural weapon as a touch attack if you desire, but
you do not deal damage as you otherwise would with a natural attack.
     Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of
Intelligence, Wisdom, or Charisma damage (your choice). You can not bring an ability score below 1 with this
power.
     Augment: 1. For every additional power point you spend, the maximum number of power points you drain
increases by 4.
     1a. For every 4 additional power points you spend, the ability damage you inflict increases by 1 against
applicable opponents.
     2. If you spend 4 additional power points, the manifesting time of this power becomes “1 swift action.”
     2a. If you spend a total of 6 additional power points, it becomes “1 immediate action.”
     3. If you spend 8 additional power points, you absorb one-quarter of the power points you drain from the
creature you touch (or a third of the power points you would have drained if the creature possessed power points).
These power points are added to your power point reserve. Any power points that would bring you above your
maximum dissipate after 1 round. If you use psychic vampire in this way, you gain the [psionic] subtype for that
round’s duration if you do not already have it.

Psychofeedback (A)
Psychometabolism
Level: Egoist 5, psychic warrior 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl [D]
Power Points: 9

You can readjust your body to boost one physical ability score at the expense of one or more other physical or
mental ability scores. Select one ability score you would like to boost, and increase it by the same amount that you
decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability
burn, which can not be magically or psionically healed—it goes away only through natural healing.


                                                         - 157 -
    You can boost your Strength, Dexterity or Constitution score by an amount up to your manifester level,
assuming you can afford to burn your other ability scores to such an extent.
    When the duration of this power expires, your ability boost also ends, but your ability burn remains until it is
healed naturally. You can not burn an ability score to 0 or less using this power. If you have the ability to mitigate
some of the ability burn you take, the benefits you receive are likewise reduced. You gain no benefit from this
power if you are for some reason unable to take ability burn.
    Augment: 1. For every 2 additional power points you spend, this power’s duration increases by 10 minutes.
    2. For every 3 additional power points you spend, you can boost one ability score by 1 without taking the
corresponding ability burn.
    3. If you spend 6 additional power points, this power’s range becomes “Touch,” its target becomes “You and
one creature touched,” its saving throw becomes “Fortitude negates,” and its power resistance becomes “Yes.” If
you make a successful touch attack and the creature fails its save, it takes the ability burn, rather than you, though
you receive the benefits of the boosted ability score.

Psychokinetic Resistance (A)*
Psychokinesis
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Power Points: 0
Quantum Cost: 2

You erect a field of psychokinetic energy that wraps around your body at a distance of 1 ft. You gain a +1 resistance
bonus on all Reflex, Fortitude, or Will saves until your next action.
    Special: If you manifest an augmented psychokinetic resistance (ie, as a 1st level power), the saving throw
bonus you gain increases to +2.
    Augment: For every 5 additional power points you spend, the bonus to your saving throws increases by 1.

Psychometabolic Venom (NA)
Psychometabolism (Creation)
Level: Psychic warrior 1
Display: Material; see text
Manifesting Time: 1 standard action
Range: Personal, or touch; see text
Target: You, or one weapon held; see text
Duration: 1 min/lvl or until discharged
Power Points: 1

If you have a natural attack (either from an actual natural weapon or from an effect such as bestial morphology), you
can use this power to produce a mild venom that coats that weapon. On your next successful melee attack, the
venom deals 2 points of Constitution damage. If you are holding a melee weapon at the time of manifestation, you
can coat the weapon with the venom, instead. Should you let go of the weapon before this power’s duration expires,
the venom denatures and becomes harmless immediately.
     Augment: 1. If you spend 2 additional power points, the venom coating a manufactured weapon does not
denature until 1 round after it leaves your hand (or until the duration of this power expires, whichever comes first),
allowing you to coat ranged weapons and their ammunition. If you drop an envenomed weapon and retrieve it prior
to the venom’s denaturization, the poison remains potent, as if you had not released the weapon.
     2. If you spend 4 additional power points, the saving throw on this power becomes “Fortitude negates.” The
Constitution damage dealt by this power’s poison increases to 1d8, and victims must make a second save 1 minute
later or take 1d8 additional Constitution damage. This is often called the truevenom augment.
     2a. For every 4 additional power points you spend, the Constitution damage increases by 1.
     3. If you spend 4 additional power points, this power’s manifesting time becomes “1 immediate action.”
     4. For every 6 additional power points you spend, the ability damage dealt by the venom created by this power
increases by 2 points.
     5. [Negative] For every 2 power points not spent, the Constitution damage dealt by this power’s venom
decreases by 1 (to a minimum of 1 point).

                                                         - 158 -
Psychoportive Key (A)
Psychoportation (Teleportation)
Level: Psion/wilder 8
Display: Mental
Manifesting Time: 10 minutes
Range: Touch
Target: One Medium or smaller object, or surface touched
Area: One 10 ft x 10 ft square; see text
Effect: A psychoportively-active object that can transport you to a pre-determined location
Duration: 10 min/lvl [D]
Saving Throw: None, or Will negates; see text
Power Resistance: Yes (object)
Power Points: 15

You invest a Medium sized or smaller object you touch (the psychoportive key) with potential psionic energy,
turning it into a temporary psionic item. Any creature that willingly touches the object (and knows the command-
thought or matches the criteria you set, if any) is instantly transported to a predetermined location of your choosing,
along with all of its gear and anything it is holding (there is no save for a willing creature, but a creature that
unwillingly touches the psychoportive key receives a Will save to negate the effect). This transportation effect passes
through the Astral Plane. Once you designate the destination for the key, you can not change it. The manifestation
fails if you attempt to set the key to teleport creatures into a solid object, or to a place which you have not seen or
visited and have no clear description.
      You can also invest a solid surface, such as a wall or floor, with the psychoportive properties noted above. The
area for this effect is a 10 ft square. The effect in the area is subtle and nearly impossible to notice. If you intend to
keep creatures from activating it accidentally, you need to mark the area in some way. Note: Psionic traps such as
psychoportive key are hard to detect and disable. A character with the trapfinding ability can use the Search skill to
find the key and Disable Device to thwart it (or a manifester can simply use detect psionics to pinpoint its location,
then use dispel psionics to negate it). The skill DC for this is 25 + power level, or 34 in the case of psychoportive
key.
      For this effect, you need not have seen or visited the destination, but in that case you must have at least a
reliable description of the place to which the creature is teleporting. If the description given matches that of a nigh-
identical (but different) destination, there is an equal chance that affected creatures will teleport to either location
(which never happens if you have actually seen or visited the location). Interplanar travel is not possible from
anywhere outside of the Astral Plane (see below).
      You can denote a specific command-thought to activate the key’s effects, or you can specify that only creatures
with certain traits can activate it (which happens as soon as they meet your prerequisites). These traits include race,
gender, appearance, alignment, type or subtype, status effects (such as unconsciousness), and so on, but can not be
intangibles such as name, level, or class. You can specify that creatures must meet all of your prerequisites, or as
few as one of them, and you can specify as many prerequisites as you like (including none at all).
      The Astral: If you manifest this power on an object on the Astral Plane, you can use it to plane-hop to any
location that is adjacent to, or coexistent with, the Astral (including demiplanes). You can not travel to any location
that is blocked from astral travel. If the object is removed from the Astral Plane, the psychoportive key effect ends,
unless the target location is A.) on the Astral Plane, or B.) on the plane the item is now on. For instance, you
manifest this power on a spare waterskin while on the Astral Plane, and specify that the location to be transported to
is in Carceri. If the object travels to Carceri or remains on the Astral Plane, the psychoportive key effect works as
noted; otherwise the effect ends.
      The psychoportive key never travels through its own teleportation effect.
      Augment: 1. If you spend 2 additional power points, this power’s duration becomes “1 hour/lvl [D].”
      1a. If you spend a total of 4 additional power points and a total of 10 XP per power point spent, it becomes “1
day/lvl [D].”
      1b. If you spend a total of 6 additional power points and a total of 250 XP per power point spent, it becomes
“Permanent.”
      2. For every 4 additional power points you spend, this power’s area, when used on a solid surface, increases by
5 ft in both dimensions; alternatively, you can affect an object one size category larger.
      3. If you spend 4 additional power points, replace all instances of “Astral” in the description above with another
transitive plane coexistent with the plane you are on. For instance, the Plane of Shadow, the Plane of Dreaming, or
the Ethereal Plane.


                                                         - 159 -
Quintessence (NA)
Metacreativity (Creation)
Level: Shaper 4
Display: Material; see text
Manifesting Time: 1 round
Range: 0 ft
Effect: 1-inch-diameter dollop of quintessence
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7

You collapse a bit of time from the continuum, forming a 1-inch diameter, 1-ounce dollop of thick, gooey material
called quintessence.
     Quintessence resulting from your own manifestations of this power does not subject you to the time-warping
effects (unless you are completely immersed), nor does it deal hit point damage, though its other effects still apply.
     See below for information on the properties of quintessence.
     Augment: 1. For every additional power point you spend, you can improve the chances of a dollop of
quintessence surviving its removal by 10%. This also increases its hp and “hardness” by 1, increases its energy
resistance by 2, and increases the Strength check necessary to remove it by 1. Multiple dollops of quintessence
touching each other permanently take on the properties of the weakest dollops present.
     2. For every 2 additional power points you spend, you create an additional ounce of quintessence.
     3. [Negative] If you spend 4 fewer power points, this power’s manifesting time becomes “1 minute.”

 Quintessence
      This substance shimmers like a silver mirror when viewed from some angles, but is transparent from others,
 and has the consistency of slightly warm, sticky gelatin.
      Properties: Quintessence has 1 hp per ounce and 1 point of hardness. Since it exists partially outside of the
 time-stream, it has energy resistance 20 to positive and negative energy, acid, cold, fire, electricity, and sonic
 energy; nondamaging effects of those energy types do not affect it or anything completely coated by it.
 Quintessence is not magical or psionic in nature, can not be dispelled or disjoined, and is unaffected by effects such
 as dismiss ectoplasm or null psionics field.
      Effects of Quintessence on the Body: Quintessence is a dangerous substance, and acts in some ways like a
 poison. Contact: The substance of a living creature with only partial contact with quintessence is partially pulled
 out of the time stream (the manifester is immune to this effect). This disruption deals 1 point of damage per round
 beginning 1 round after partial contact occurs (no save). Ingestion: Quintessence is especially damaging to a
 creature’s sensitive digestive tract, immediately dealing 1 point of Constitution damage per round for 1d6 rounds
 before enzymes and stomach acid destroy it (Fort DC 25 each round negates this damage, but does not destroy the
 quintessence). It takes 1/16 the amount necessary to immerse a creature for this effect. Creatures that are immune
 to poison only take damage as though they are in contact with the quintessence. Injection: It takes 1/4 the amount
 of quintessence noted above to immerse a creature when injected into its blood-stream (but only if it eats and
 breathes-see types and subtypes in the Monster Manual for details). The only way for such a creature to rejoin the
 time-stream is to use a teleportation effect to remove the quintessence from its body (see below). Creatures that do
 not have circulatory systems (generally non-living and elemental creatures) are immune to this effect. Inhalation:
 A breathing creature that inhales 1/16 the amount necessary to immerse it begins drowning (ie, it must begin
 making Constitution checks immediately); it can cough up the quintessence with a DC 25 Fortitude save each
 round, and can do nothing but take a single move action each round. In all cases, any effect with the teleportation
 descriptor can teleport the creature while leaving the quintessence behind, if the originator desires.
      Immersion in Quintessence: Subjects sealed within quintessence are protected from the effects of time; in
 practical terms, they enter a state of stasis. The amount of quintessence needed to seal a subject outside of the time-
 stream depends on the size of the subject:

        1 ounce:   4 Fine subjects or 1 Diminutive subject. 256 ounces:      1 Large subject.
       4 ounces:   1 Tiny subject.                         1,024 ounces:     1 Huge subject.
      16 ounces:   1 Small subject.                        4,096 ounces:     1 Gargantuan subject.
      64 ounces:   1 Medium subject.                      16,384 ounces:     1 Colossal subject.

     4 ounces of quintessence, if rubbed on a surface, covers approximately 1 square foot. A container coated with
 quintessence also affects all of its contents. Completely-submerged creatures are considered objects; they gain

                                                        - 160 -
 energy resistance 20 as noted above, and gain complete immunity against a single attack that manages to damage
 the quintessence coating it (as they are outside of the time-stream). Once so much as a single ounce of quintessence
 is destroyed or evaporated, the creature rejoins the time-stream, and this no longer applies.
      Removing the Quintessence: Quintessence can be manually scraped away from a protected object with a DC 5
 Strength check, freeing it to rejoin the time stream. When you do this, there is a 75% chance that the quintessence
 evaporates back into the continuum. Otherwise, it coalesces again into a 1-inch-diameter bead, available for later
 use. A single point of damage that gets through the quintessence’s resistances destroys it, forcing it to evaporate
 automatically.
      Teleportation Effects: Effects with the teleportation descriptor affect a subject held in stasis normally (and
 treat creatures as creatures or objects, whichever the originator prefers). If you are aware of the quintessence’s
 presence, you can teleport a subject touching or containing quintessence (even one fully immersed) without
 teleporting the quintessence. This is the only way to remove quintessence injected into a creature’s body (see
 above).
      In Large Quantities: Accumulations of quintessence weighing 16 ounces (1 pound) or more hinder psionic
 activity within a 5 ft radius of the accumulation; powers, spells, and spell- and psi-like abilities automatically fail if
 the manifester fails a manifester level check (DC 25), and powers require twice as many power points to manifest,
 unless the manifester makes a successful Will save (DC 16) each time he or she attempts to manifest a power.
 Manifesting a psi-like ability or casting a spell-like ability in this area is a full-round action, rather than a standard
 action. For every additional pound of quintessence present, the radius of this zone of psionic hindrance increases
 by 5 ft and the Will save DC increases by 2. This emanation is blocked by 3 ft of wood or soil, 1 ft of metal or
 stone, or 1 inch of lead.

Read Thoughts (A)*
Telepathy [Mind-Affecting]
Level: Telepath 2, wilder 2
Display: Mental
Manifesting Time: 1 standard action
Area: 60 ft Cone-shaped emanation centered on you
Duration: Concentration, up to 1 min/lvl [D]
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 3

You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds
on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area
before the duration expires.
     Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts
of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score),
you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected
mind if you do not have line of sight to the subject.
     Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 ft of stone, 1
inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt blocks it.
     Augment: 1. For every additional power point you spend, this power’s range increases by 5 ft.
     2. If you spend 2 additional power points, this power’s duration is not interrupted when you cease
concentrating, and you can resume concentration as a standard action.
     2a. If you spend 4 additional power points, you need not concentrate to maintain this power’s effects.
     3. For every 2 additional power points you spend, you can double the amount of material that this power can
penetrate. This doubling is not cumulative.
     4. If you spend 4 additional power points, this power’s duration becomes “Concentration, up to 10 min/lvl [D].”
     4a. If you spend a total of 8 additional power points, it becomes “Concentration, up to 1 hour/lvl [D].”
     5. If you spend 6 additional power points, this power’s area becomes “60 ft emanation, centered on you.”

Reality Revision (AX)
Clairsentience
Level: Psion/wilder 7
Display: Visual
Manifesting Time: 1 standard action
Range: See text
Target: See text

                                                         - 161 -
Effect: See text
Area: See text
Duration: See text
Saving Throw: See text
Power Resistance: See text
Power Points: 13, XP; see text

You alter reality to suit your whims. Reality revision lets you create nearly any type of effect, in line with the
strength of the effects given below:
     • Duplicate any psion/wilder or discipline power manifested with 11 or fewer power points, provided the
power is not of a discipline prohibited to you.
     • Duplicate any power manifested with 9 or fewer power points, even if it is of a prohibited discipline.
     • Duplicate any spell (arcane or divine) of 5th level or below.
     • Undo harmful effects of 7th level and below, such as psionic dominate, geas/quest, or insanity. The
duration for this effect is Instantaneous.
     • Create any mundane object of up to 1500 gp in value. The duration for this effect is Instantaneous.
     • Produce any other effect whose power level is in line with the above effects, such as a single creature
automatically hitting on its next attack or taking a -8 penalty on its next saving throw.
     A duplicated power or spell allows saving throws and power resistance as normal (but the save DCs are that of
reality revision, rather than the duplicated power). The range, target, and other facets of the effect not specified
above are those of the effect being emulated.
     You can try to use reality revision to produce more powerful effects than these without augmentation, but doing
so is dangerous. The manifestation may pervert your intent into a literal but undesirable fulfillment or only a partial
fulfillment.
     XP Cost: Minimum 300 XP. When reality revision duplicates a power that has an XP cost, you must pay that
cost or 300 XP, whichever is more. When reality revision duplicates a spell with a material component, you must
pay additional XP equal to the value of the material component divided by 5 (but only if the spell’s XP cost + the
XP cost for the material components is greater than the XP cost of reality revision itself).
     Augment: A small number of augments available to this power are given below. Many more are possible, as
nearly anything can be done by imposing one’s will onto reality, given enough power points and XP.
     1. For every additional power point and 100 XP you spend, the power point cost of any power you duplicate
increases by 1 (see “XP Cost” above).
     2. For every 2 power points and 200 XP you spend, the level of any spell you duplicate, and the level of any
effect that you undo, increases by 1.
     3. For every additional power point you spend, the maximum number of XP you can expend in creating a
mundane item increases by 2,000 XP. Every experience point you spend increases the maximum cost of the item by
5 gp.
     4. If you spend 2 additional power points and a total of 3,000 XP, a single reality revision can cure one creature
per manifester level of nearly any ailment, disease, affliction, and so on; all subjects are cured of the same kind of
affliction. Reality revision can not restore the experience point loss from manifesting a power or casting a spell, or
the level or Constitution loss from being returned to life by those effects that reduce level or Constitution.
     5. If you spend 4 additional power points and a total of 5,000 XP, you can create a psionic or magical item, or
add to the powers of an existing item. You also must pay twice the normal XP cost for crafting or improving the
item (though you need not spend gp in order to do so).
     6. If you spend 4 additional power points and a total of 5,000 XP, you can grant a +1 inherent bonus to an
ability score of one creature you touch. Inherent bonuses are instantaneous, so they can not be negated or dispelled.
An inherent bonus can not exceed +5 for a single ability score. Inherent bonuses to a particular ability score do not
stack; only the best one applies.
     6a. For every 4 additional power points and 5,000 XP you spend, you can grant an additional +1 inherent bonus
to one ability score. If you have already used reality revision to alter the ability score in question, you need not re-
spend the XP necessary to increase it up to its current level; only ability score increases above what you have
already made require XP expenditure.
     7. If you spend 4 additional power points and a total of 5,000 XP, you can lift one creature per manifester level
from anywhere on any plane and place them anywhere else on any plane regardless of local conditions. An
unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.
     8. If you spend 4 additional power points and a total of 5,000 XP, you can undo a single recent event.
Manifesting the power forces a reroll of any roll made within the last round (including your last turn). Reality
reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll.
An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.

                                                        - 162 -
Recall Agony (A)
Clairsentience
Level: Psion/wilder 2
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 3

The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That
foe takes 3d6 points of damage as the past (or future) impinges briefly on the present.
     Augment: 1. For every additional power point you spend, this power’s damage increases by 1d6 points.
     2. If you spend 4 additional power points, this power’s range becomes “Long (400 ft + 40 ft/lvl).”
     3. If you spend 12 additional power points, the wounds revealed by folding the fourth dimension are potentially
fatal. This power gains the death descriptor, and its saving throw becomes “Will partial; see text.” If the target fails
its Will save, it dies. If the target succeeds, it instead takes 5d6 points of damage. This augment can not be combined
with augment #1. This is often called the recall death augment.
     3a. For every 3 additional power points you spend, damage on a successful save increases by 1d6.

ReddoPsi (NA)
Psychokinesis
Level: Kineticist 7
Display: Auditory, mental, and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl [D]
Power Points: 13

When you manifest reddopsi, spells and powers targeted against you rebound to affect the original manifester. This
effect reverses effects that have only you as a target (except dispel psionics and similar powers or effects). Powers
and spells that affect an area and those that have an effect entry can not be reversed. Reddopsi also can not reverse
any power with a range of touch.
     Should you rebound a power back against a manifester who also is protected by reddopsi, the power rebounds
once more upon you. Powers can only rebound a maximum of two times, after which time the reddopsi effect fails
to rebound it again.
     Augment: 1. If you spend 2 additional power points, this power can reflect effects with effect: ray in their
descriptions, except for instantaneous creation effects (such as crystal shard).
     1a. If you spend 4 additional power points, this power can similarly reflect effects with a range of touch.
     2. If you spend 4 additional power points, this power can reflect psi- and spell-like abilities.
     2a. If you spend 6 additional power points, it can reflect supernatural abilities as well.
     4. If you spend 6 additional power points, this power’s manifesting time becomes “1 immediate action.”
     5. If you spend 6 additional power points, this power’s duration becomes “1 hour/lvl [D].”
     6. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 min/lvl [D].”
     6a. If you spend a total of 4 fewer power points, it becomes “1 round/lvl [D].”
     7. [Negative] If you spend 6 fewer power points, this power is discharged after it reverses a single effect that
targets you.

Remote View Trap (A)*
Psychokinesis [See text]
Level: Psion/wilder 6
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You

                                                        - 163 -
Duration: 24 hours + 1 hour/lvl
Saving Throw: Will half and Will negates; see text
Power Resistance: No
Power Points: 11

When others use clairvoyant sense or other means of scrying you from afar, your prepared trap gives them a nasty
surprise.
     Choose cold, electricity, fire, or sonic. If the scryer fails its initial saving throw, you remain undetected.
Moreover, the would-be observer takes 8d6 points of energy damage. If the scryer makes its saving throw, it takes
only 4d6 points of energy damage and is able to observe you normally. Objects that are used in the scrying (such as
a crystal ball) also take the damage dealt by this power (subject to hardness and such, as normal).
     Cold: A trap of this energy type deals +1 point of damage per die.
     Electricity: Manifesting a trap of this energy type provides a +2 bonus to the save DC.
     Fire: A trap of this energy type deals +1 point of damage per die.
     Sonic: A trap of this energy type deals -1 point of damage per die (to a minimum of 1 point of damage per
damage die) and ignores an object’s hardness (if applicable).
     Either way, you are aware of the attempt to view you, but not of the viewer or the viewer’s location. It is
possible that you might recognize the quasireal viewpoint of someone using the clairvoyant sense power if you
could pierce its invisibility (which is true for clairvoyant sense whether or not you use this power).
     This power’s subtype is the same as the type of energy you manifest.
     Augment: 1. For every 2 additional power points you spend, this power deals an additional 1d6 energy damage.
For every 4 power points you spend in this way, damage on a failed save increases by 1d6.
     2. [Seer or kineticist] If you spend 2 additional power points, the range on this power becomes “Touch,” its
target becomes “One creature touched,” and its saving throw becomes “Fortitude negates (harmless).”
     2a. For every additional power point you spend, you can target another creature.
     3. [Kineticist] If you spend 2 additional power points, this power no longer has an energy type. You can choose
the trap to unleash a force effect, dealing damage in d4 dice, rather than d6. For instance, an otherwise unaugmented
remote view trap would deal 8d4 force damage on a failed save, and 4d4 force damage on a successful save.
     4. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 hour/lvl [D].”
     5. [Negative] For every 2 power points not spent, this power deals 1d6 less damage on a failed save.

Restoration, Psionic (NA)
Psychometabolism (Healing)
Level: Egoist 6
Display: Material
Manifesting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 11

This power cures all ability damage, and it restores all points drained from a single ability score (your choice if more
than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Psionic restoration
does not restore levels or Constitution points lost due to death.
     Psionic restoration can remove negative levels. It can also restore one level to a creature who has had a level
drained, if the number of days since the creature lost the level is equal to or less than your manifester level. In such a
case, psionic restoration brings the creature up to the minimum number of experience points necessary to advance it
to the next higher level, gaining it an additional Hit Die and level benefits accordingly.
     You can also restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This
power does not restore life, but it returns a lost extremity to a living or dead creature if the creature is otherwise
mostly intact. The original extremity need not be present when this power is manifested; a new extremity is created
by the power. If a head is restored to a body, the original head (if not already destroyed) loses all spark of identity,
and can be considered so much dead tissue (of course, if the creature in question has multiple heads, the new head is
brought into existence alive and well).
     Augment: 1. For every additional power point you spend, you can increase your effective manifester level for
restoring levels lost via level drain by 1.


                                                         - 164 -
     2. For every 4 additional power points you spend, this power’s manifesting time is reduced by 1 round (to a
minimum of 1 round).
     2a. If you spend a total of 10 additional power points, this power’s manifesting time becomes “1 standard
action.”
     3. For every 4 additional power points you spend, you can restore an additional drained ability score.
     4. [Negative] For every power point not spent, you can specify that one of the following effects not be cured:
ability damage and drain, fatigue and exhaustion, negative levels, or lost extremities.
     5. [Negative] If you spend 2 fewer power points, this power’s manifesting time becomes “10 minutes.”
     5a. If you spend a total of 4 fewer power points, this power’s manifesting time becomes “1 hour.”
     For every 2 additional power points you spend on this power (via one of these augmentations, or simply by
spending additional power points), this power’s effective level for effects it can restore (such as decerebrate) is
increased by 1.

Retrieve (A)
Psychoportation (Teleportation)
Level: Psion/wilder 1, psychic warrior 1
Display: None
Manifesting Time: 1 standard action
Range: 30 ft
Target: One object of Tiny size or smaller
Duration: Instantaneous
Saving Throw: Reflex negates (object); see text
Power Resistance: No
Power Points: 1

You teleport an item you can see within range directly to your hand; if the object is attended, the attendant creature
must make a Reflex save to make a grab for it to prevent its teleportation. You can not retrieve an item clutched in a
creature’s hand, claw, mouth, or other prehensile body part.
      If you attempt to teleport an attended item covertly, you must make a Sleight of Hand check as if you were
stealing the item through mundane means. You receive a +2 circumstance bonus on this check. If you succeed, the
creature does not receive a Reflex save. If you fail, however, the attending creature knows of your presence, and
from which direction the effect came, though it does not reveal your exact location; nor does it negate your ability to
hide.
      If you attempt to retrieve a container, such as a bag or a box, its contents are teleported along with it or left
behind, at your option.
      Augment: 1. For every additional power point you spend, the range of this power increases by 10 ft.
      2. If you spend an additional power point, you can target objects of up to Small size.
      2a. For every 2 additional power points you spend, you can teleport an object 1 size category larger, up to Large
size.
      2ab. For every 4 additional power points you spend, you can teleport an object 1 size category larger, up to
Colossal size.
      3. If you spend 2 additional power points, you need not be able to see the object you are attempting to retrieve;
so long as you know the object you are trying to teleport, and its location (within 1 ft), you can attempt to teleport it
to your hand. You need not have either line of effect or line of sight for this effect. This includes objects residing in
an interdimensional space adjacent to the plane you currently inhabit (though the object must still otherwise be
within range of this power).
      4. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
      4a. If you spend a total of 8 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
      4b. If you spend a total of 12 additional power points, it becomes “See text.” You can attempt to retrieve any
item on your plane of existence, and includes the effects of augment #3. You must still abide by the other
restrictions, as noted above.
      5. If you spend 4 additional power points, you can attempt to retrieve an object from a creature’s hand or other
prehensile body part.
      6. [Negative] If you spend 3 fewer power points, this power’s range becomes “20 ft,” and its target becomes
“One unattended object of Tiny size or smaller.” If this brings the power point cost down to 0 or below, you spend 0
power points, and must expend your psionic focus to manifest it. You cannot combine this augment with augment
#5.
      For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), you gain a +1 bonus on your Sleight of Hand checks (if applicable).

                                                         - 165 -
Sands of Time (A)
Psychoportation (See text) [See text]
Level: Nomad 8
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Area: Ten 10 ft cubes [S]
Duration: 5 rounds [D]
Saving Throw: See text
Power Resistance: No
Power Points: 15

You open myriad portals to the aeons beyond space and time, flooding the area you choose with the cruel,
unforgiving sandstorms of the realms outside. The sands shine a brilliant silver-white, and are deleterious to most
creatures and unattended objects that enter their confines. While you reside within the storm, you receive total
concealment for its duration (50% miss chance), as the sands shield you from harm. Other creatures within the storm
receive partial concealment (20% miss chance), but suffer a 50% reduction to their movement speed, as they must
fight against the press of tempestual wind and caustic grit.
     Roll 1d12 every round for each creature or unattended object that is within the area of the storm (save for you,
your psicrystal, your equipment, and any creatures or objects you are touching when you manifest this power); the
target is then subject to the appropriate effects as noted below. This die-roll is not subject to alteration by
metapsionic feats, powers, or similar abilities, such as Maximize or Empower Power.

 Sands of Time
 1d12    Saving Throw         Effect
                              The subject is catapulted into the depths of time, either into the far future or the distant
 1        Will negates        past (50% chance of either), disappearing forever in a flash of light. The duration of
                              this effect is “Instantaneous.”
                              The subject is thrown slightly out of sync with the standard time frame. Time still
                              passes as normal, but the subject cannot interact with other creatures (and vice versa),
 2        Fortitude negates
                              exactly as if it were the subject of the temporal acceleration power. The duration for
                              this effect is “Permanent.”
                              The subject’s memories are wiped away as its younger, less experienced self is called
                              forth by the sands, bestowing 1d6 negative levels on it. One hour later, the subject must
 3        Fortitude negates
                              make another Fort save for each negative level to prevent them from becoming level
                              drain. The duration for this effect is “Instantaneous.”
                              Entropy corrodes all things, and the sands of time epitomize this. The subject must
 4        Reflex half         make a Reflex save or take 1d6 points of acid damage per 2 manifester levels you have.
                              The duration for this effect is “Instantaneous.”
                              The storm’s fury is redoubled, leaving the subject blind, deafened, and stunned. On a
 5        Fortitude partial   successful save, it is left blind or deafened (50% chance for either). The duration for
                              this effect is 1d4 rounds.
                              A warped and twisted reflection of the subject appears adjacent to the original, a
                              simulacrum created from the living sand itself. This duplicate has all of the same
                              statistics (hp and max hp, race, level, feats, skills, class abilities, etc) and equipment as
                              the original, except that its alignment is diametrically opposed, and the duplicate is
                              utterly hostile to the subject. If the original has abilities based on alignment (such as a
                              paladin’s smite evil ability), the duplicate has an opposing ability (ie, smite good). It
 6        Will negates        does everything in its power to hinder and even kill the original. Since the simulacrum
                              is made of sand, and is therefore immune to the effects of this power (and cannot leave
                              the power’s area), the duplicate usually attempts to grapple or otherwise incapacitate
                              the original, keeping it within the confines of the sandstorm. The clone is unable to
                              affect you in any way, even if it somehow manages to attack you. The duration for this
                              effect is 1d4 rounds, after which the clone disperses in a cloud of sand. It (and any
                              effect created by it) is immediately destroyed if forced to leave the storm’s area.
                              The sands invade the subject’s mind with horrifying visions of the realms outside of
          Will negates
 7                            time, driving it permanently insane (see the insanity augment for the id insinuation
          [Mind-Affecting]
                              power). The duration for this effect is “Instantaneous.”
                                                        - 166 -
                                The portal releases a swarm of minuscule flesh-eating creatures of mutable form from
                                the realms outside time. Each round, the subject must make a Reflex save or take 6d6
 8        Reflex half
                                points of damage resulting from blood loss. The creatures die and melt away after 1d6
                                rounds, or if they leave the sandstorm.
                                The subject is affected as though by a targeted dispel psionics, augmented up to the
                                number of power points spent on this power (dispel augment #1 only). The dispel
 9        None
                                attempt takes place before any other effects produced by this power. The duration for
                                this effect is “Instantaneous.”
                                Roll 1d12 twice, and take the result of each die. If you receive this result again, roll
 10-12    N/A
                                1d12 once, instead.

The sands can not exist within the confines of time for more than a few moments; any sand that leaves the area of
this power or that exists within the boundaries of time for more than a round dissipates harmlessly. This effect
happens even within planes with the timeless trait; time still exists within such places, though its effects are
diminished.
     Augment: 1. For every additional power point you spend, you can affect an additional 10 ft cube.
     2. If you spend 1 additional power point, this power gains the acid descriptor, and its saving throw becomes
“Reflex half; see text.” Creatures and objects (except for those immune to the power’s effects, as noted above)
within the power’s area take 1d6 acid damage every round from the caustic, entropic sand. This save is in addition to
the saves for the effects described above.
     2a. For every additional power point you spend, this power deals an additional 1d6 acid damage.
     3. If you spend 2 additional power points, you can affect creatures touching you with this power.
     4. For every 3 additional power points you spend, this power’s duration increases by 1 round.

Schism (NA)
Telepathy [Mind-Affecting]
Level: Telepath 4
Display: Auditory and visual
Manifesting Time: 1 full-round action
Range: Personal
Target: You
Duration: 1 round/lvl [D]
Power Points: 7

You partition your conscious mind into two separate entities, each capable of independent thought and action. The
two minds are connected but autonomous, much like two characters in one body. At any time, each mind is
considered either your ‘primary’ mind (the one that controls your body) or your ‘secondary’ mind (the one that sits
in the back of your head). You can only have one of each at any time; manifesting this power overrides previous
manifestations (including minds created by the personality parasite augment; see below) with the new one. Both are
in constant telepathic communication, giving you numerous other benefits (see below). Your primary mind is treated
as you, retaining all of your racial and class abilities, skills, feats, and so on. It even retains your manifesting and
spellcasting ability. Your secondary mind, however, is considerably more restricted in what it can do.
     Your secondary mind is only capable of taking purely mental actions; it can perform only swift actions and
either a standard or move action (but not both) in one round. It can not take immediate actions, full round actions, or
actions that span multiple rounds, other than concentrating on a power or spell. It can gain and maintain a psionic
focus (see the Psionic Meditation feat), though it comes into existence unfocused, and neither mind can access the
focus of the other. Both minds can either focus or expend the focus in your psicrystal if you have one, however.
     It has access to all of your senses (including those gained by supernatural means, such as through the touchsight
power), which means it is capable of taking the Aid Another action when making Spot, Listen, and Knowledge
checks whenever one is called for (though it otherwise can not make such checks on its own). It treats your body as
its own, and uses all of your ability scores as necessary. It has access to all of your racial and class abilities, as well
as any feats and skill ranks (and other modifiers) you may have. It can use limited-use abilities, such as psi-like
abilities, though doing so expends uses as normal. It also gains the benefits of any passive magic or psionic item you
have, and can utilize use-activated items so long as they require only a mental standard action to activate (such as
dorjes and power stones).
     It can manifest powers using your powers known and your power point reserve, but only as if your manifester
level were six lower than it is. It can also cast spells without verbal or somatic components (though it can use
material components if such are already to hand) using your spell slots, but again at -6 caster level (meaning that it
can not cast a spell that a spellcaster six levels lower that you could not). Thus, if your manifester level is 8th, your

                                                          - 167 -
secondary mind has a manifester level of 2nd, limiting the number of power points you can spend with your
secondary mind to 2. If you use some effect to temporarily improve your manifester level for the manifestation of
schism (such as the Overchannel feat or the wild surge class feature), this does not increase the manifester level of
your secondary mind. Your secondary mind does not provoke attacks of opportunity when manifesting a power (or
taking any other actions), because doing so does not distract your primary mind. It benefits from feats and other
abilities that increase your caster and manifester levels, but only garners as much of a benefit as your primary mind
does.
     Positive effects that target you can affect either mind individually, or both minds simultaneously, at your option
(except for temporal and other effects that give extra actions, such as hustle, haste or temporal acceleration; such
effects can target both minds, but your secondary mind gains no benefit). Your secondary mind can also take control
of your concentration powers as a free action once per round (and vice-versa), with a successful Concentration
check equaling the DC of the power. Any time that your secondary mind makes use of a power manifested by your
primary mind (such as the energy conversion power) it uses your primary mind’s manifester level, since it is the one
that manifested it.
     You can also switch which mind is the primary mind and which is secondary at any time during your turn by
using a standard action (which only provokes attacks of opportunity if performed by your primary mind, and is
useful if your primary mind is somehow taken out of commission or otherwise damaged, usually through a charm or
compulsion effect); either mind can do this, though you can only do so once per round, and if the other mind resists,
you must make opposed Concentration rolls, with your secondary mind receiving a penalty to the check equal to its
penalty to manifester level, to determine which mind has its way.
     If an opponent is aware that your mind is split, any of its [mind-affecting] powers, spells, supernatural abilities,
or psi- or spell-like abilities can target both minds, with each receiving a separate saving throw; otherwise, they only
affect the primary mind, with the secondary mind remaining unaffected; this includes damage to your mental ability
scores (though natural and extraordinary abilities and physical substances such as poisons affect both equally, with
only a single save for both).
     When your secondary mind comes into existence, it does so under the influence of all effects you happen to be
under when you manifest it (other than the effects noted above). Your secondary mind takes its first action on your
turn in the round after schism is manifested, and generally stays on your initiative count, but it is able to delay and
ready actions, and can act outside of your initiative count on its own, if desired (if it has altered its initiative and then
switches to become the primary mind, your body’s initiative switches to that of the new primary mind). When the
power ends, any effects affecting your secondary mind (but not your primary mind) dissipate harmlessly.
     Augment: 1. [Telepath] You can manifest this power offensively. If you do, this power’s range becomes
“Medium (100 ft + 10 ft/lvl),” its target becomes “One creature with Int 3+,” its saving throw becomes “Will
negates,” and its power resistance becomes “Yes.” The secondary mind created by this power has a manifester level
4 below that of the subject’s original mind. Its alignment opposes the original personality on both alignment axes,
and it attempts to do everything it can to oppose the original mind. The parasitic personality actively attempts to
manifest powers that negatively impact the subject, using the highest-level powers possible (so as to deplete the
subject’s power point reserve), and the most deadly to the subject. You do not have control over what the parasitic
personality does, though it always works against the interest of the subject. The hostile secondary mind can not
switch places with the primary mind, but it otherwise works as noted above. This is often known as the personality
parasite augment.
     2. For every additional power point you spend, the duration of this power increases by 1 round.
     3. If you spend an additional power point, your secondary mind comes into existence with an active psionic
focus, but only if you have your own focus active at the time of manifestation.
     4. If you spend 4 additional power points, the manifesting time of this power becomes one standard action.
     5. If you spend 6 additional power points, the duration of this power becomes “1 min/lvl,” and the effective
manifester level of your secondary mind is reduced by 6.
     5a. If you spend a total of 8 additional power points, the duration of this power becomes “10 min/lvl,” and the
effective manifester level of your secondary mind is reduced by 8.
     6. If you spend 6 additional power points, your secondary mind can perform a full round’s worth of actions,
including both a move and a standard action, and can now perform actions that span multiple rounds, such as
manifesting powers.
     6a. If you spend 2 additional power points, your secondary mind can perform immediate actions in addition to
the other actions it can perform.
     7. [Negative] If you spend 2 fewer power points, your secondary mind can only perform one move or standard
action during a given round; it can not perform swift or immediate actions at all (though it can perform such an
action as a standard action, if necessary). This augment can not be combined with augment #6.
     8. [Negative] If you spend 4 fewer power points, your secondary mind does not have the ability to manifest
powers or cast spells from your repertoire, nor does it have the ability to concentrate on your powers or spells, or use

                                                           - 168 -
powers such as energy conversion that simulate the ability to manifest powers, though it is able to use all of your
feats, skills, and other purely mental abilities (including the Use Psionic/Magic Device skill). It no longer has the
powers on your class list for purposes of activating dorjes, power stones, and so on. If making opposed
Concentration checks for determining which mind is primary, the secondary mind receives a penalty equal to your
normal manifester level.

Second Chance (A)
Clairsentience
Level: Seer 5
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/lvl
Power Points: 9

You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative
branches that reality could take in the next few seconds, and with this foreknowledge you gain the ability to reroll
one attack roll, one saving throw, one ability check, or one skill check each round. You must take the result of the
reroll, even if it’s worse than the original roll. You do not have to make another roll if satisfied with your original
roll.
      Augment: If you spend 4 additional power points, this power’s manifesting time becomes “1 immediate
action,” and its duration becomes “Instantaneous.” It can be used only to reroll a single saving throw, attack roll,
ability check, or skill check. This is often called the fate of one augment.

Seismic Perception (NA)*
Clairsentience
Level: Seer 6, psychic warrior 6
Display: Mental
Manifesting Time: 1 round
Area: 1 mile radius
Range: Personal
Target: You
Duration: 10 min/lvl [D]
Power Points: 11

You gain the tremorsense special quality out to 1 mile, but only if you are touching the ground or an adjoining
surface, such as a wall, with bare flesh. You are sensitive to vibrations in the ground, and can automatically pinpoint
the location of anything that is in contact with the ground (or with anything tightly anchored to it, such as a wall). If
you are in a liquid environment, you can also sense the location of creatures that are also moving through the fluid
medium.
     Augment: 1. If you spend 4 additional power points, this power’s duration becomes “1 hour/lvl [D].”
     2. For every 5 additional power points you spend, this power’s radius increases by 1 mile.
     3. [Seer] If you spend 10 additional power points, the range of this power becomes “Touch” and the target
becomes “One creature touched.” The saving throw becomes “Will negates” and power resistance becomes “Yes
(harmless).”
     4. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 min/lvl [D].”
     4a. [Negative] If you spend a total of 4 fewer power points, it becomes “1 round/lvl [D].”
     5. [Negative] If you spend 4 fewer power points, this power’s area becomes “Long (400 ft + 40 ft/lvl).”
     5a. [Negative] If you spend a total of 5 fewer power points, it becomes “Medium (100 ft + 10 ft/lvl).”
     5b. [Negative] If you spend a total of 6 fewer power points, it becomes “Close (25 ft + 5 ft/2 lvls).”

Sense Link (A)*
Telepathy [Mind-Affecting]
Level: Psion/wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One willing creature

                                                         - 169 -
Duration: Concentration, up to 1 min/lvl
Power Points: 1

You perceive what the subject creature perceives using its sight, hearing, taste, smell, or touch. Only one sense is
linked, and you can not switch between senses with the same manifestation.
      You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the subject’s
field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses. You retain a
vague impression of your original body’s senses, but you take a -5 penalty to all skill checks related to the sense you
are borrowing.
      Once sense link is manifested, the link persists even if the subject moves out of the range of the original
manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate
with it by means of this power.
      The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you the same
enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are
blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent
sensory organ, and provides you the benefit of the linked sense from its perspective while this power’s duration
lasts.
      Augment: 1. [Seer] This power’s discipline becomes “Clairsentience,” it loses its [mind-affecting] descriptor,
and its range becomes “Touch.”
      2. If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the
other way around.
      2a. If you spend a total of 4 additional power points, you can each sense what the other senses.
      3. If you spend 2 additional power points, you can affect an unwilling target. This power’s target becomes “One
creature,” its saving throw becomes “Will negates,” and its power resistance becomes “Yes.” This is often called the
forced sense link augment.
      4. If you spend 2 additional power points, the maximum duration of this power becomes “10 min/lvl.”
      4a. If you spend a total of 6 additional power points, it becomes “1 hour/lvl.”
      4b. If you spend a total of 10 additional power points, it becomes “1 day/lvl.”
      5. For every 4 additional power points you spend, you can link to an additional sense of the same subject.
      6. If you spend 4 additional power points, this power’s duration does not end if you cease concentration. You
can resume concentration as a standard action.
      6a. If you spend 2 additional power points, you need not concentrate at all to receive the power’s benefit.
Switching between the subject’s senses and your own is a free action that you can activate once per round.
      6b. If you spend 10 additional power points, this power’s duration becomes “Permanent [D].”
      7. If you spend 4 additional power points, this power reaches across planar boundaries through the Astral Plane.
If either you or the subject moves to a plane not coexistent or coterminous with the Astral, this power’s duration
ends.
      8. If you spend 6 additional power points, you can switch senses using a move action.

Serendipity (A)
Clairsentience
Level: Psion/wilder 0, psychic warrior 0
Display: Mental
Maniesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 hour; see text
Power Points: 0
Quantum Cost: 2

When you manifest this power, you bend chance around you so that you have a minor bout of good luck for
serendipity’s duration. Coins flipped land on the side of your choice (or on edge if you prefer), cards you draw tend
toward winning hands, and other gambles you make have a greater-than-average chance of success (20% to 50%
improvement in your odds of winning, at the DM’s discretion).
    At any time during this power’s duration, you may attempt to influence your luck on a larger scale. This attempt
takes one of two forms. In the case of magical effects based purely on chance (such as drawing cards from a Deck of
Many Things), any time you receive a result that would negatively affect you, roll a d20; if you succeed on a DC 20
check, you may scrap that result and try again (but only once). Or, you can roll a d4:


                                                        - 170 -
 Die
        Result
 Roll
        You receive a +1 luck bonus to your
  1
        AC for 1 round.
        You receive a +1 luck bonus to your
  2
        attack bonus for 1 round.
        You receive a +1 luck bonus to the
  3     damage you deal on all attacks made
        for 1 round.
        You receive a +1 luck bonus on the
  4     next saving throw or skill check you
        make within 1 round.

This die-roll is not subject to alteration by metapsionic feats, powers, or similar abilities, such as Maximize or
Empower Power. If you influence your luck in one of these ways, the duration of serendipity immediately ends, and
you cannot gain any luck-based bonuses (or penalties), nor can you be affected by this power again, for 1 hour.
     Augment: 1.For every additional power point you spend, the amount of time that luck-based bonuses and
penalties are suppressed after attempting to influencing your luck increases by 10 minutes.
     2. For every additional power point you spend, the amount of time that luck-based bonuses and penalties are
suppressed after attempting to influencing your luck decreases by 10 minutes (to a minimum of 10 minutes).
     3. [Seer] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature or object touched,” its saving throw becomes “Will negates (harmless, object),” and its power
resistance becomes “Yes (harmless, object).” Objects affected by this power cannot choose to influence their luck
(unless they’re intelligent), in which case you can choose to do so for them.
     You receive certain benefits when spending additional power points (through augmentation or otherwise): If
you spend a total of 3 additional power points in augmenting this power, you can add or subtract 1 to the d4 result
when you attempt to influence your luck; if you spend a total of 6 additional power points, you can add or subtract
up to 2, instead. For every 5 additional power points you spend, the luck bonus granted by the d4 result increases by
1. For every 6 additional power points you spend, add 1 to the d20 roll when attempting to influence the effects of a
magic item or effect.

Shadow Body (NA)*
Psychometabolism
Level: Psion/wilder 8
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl [D]
Power Points: 15

Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any
other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light. You retain your
type and subtype, but you no longer need to breathe (though your ability to speak remains unaffected).
     You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces
of liquids—even up the face of a waterfall.
     Your space does not change, so you can not move into locations you would not normally be able to move into.
     While in your shadow body, you gain damage reduction 10/psionics and darkvision out to 60 ft. You are
immune to extra damage from critical hits, ability damage, disease, drowning, and poison. You take only half
damage from acid, electricity, and fire of all kinds.
     While affected by this power, you can be detected by powers that read thoughts, life, or presences (including
true seeing), or if you make suspicious movements in lighted areas.
     You can not harm anyone physically or manipulate any objects, but you can use your powers normally. Doing
so may attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Hide check to remain
unnoticed.
     Augment: 1. For every additional power point you spend, the damage reduction you gain increases by 2, and
your Hide check increases by 1.
     2. For every 2 additional power points you spend, you can alter your effective size category by 1 (altering your
space and reach accordingly).

                                                       - 171 -
    3. [Egoist] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes
“Yes (harmless).”
    3a. For every 2 additional power points you spend, you can affect an additional creature.
    4. If you spend 4 additional power points, this power’s duration becomes “10 min/lvl [D].”
    4a. If you spend 6 additional power points, it becomes “1 hour/lvl [D].”
    4b. If you spend 8 additional power points, it becomes “1 day/lvl [D].”
    5. [Negative] If you spend 4 fewer power points, this power’s duration becomes “1 round/lvl [D].” This
augment can not be combined with augment #4.

Shadow Puppet (A)
Psychokinesis
Level: 0
Display: Mental and olfactory
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: One shadow with a total area of up to 100 sq ft/lvl
Duration: Concentration, up to 1 hour
Saving Throw: None
Power Resistance: No
Power Points: 0
Quantum Cost: 1

You can control a single shadow cast by anyone or anything. The controlled shadow is like a puppet that does what
you desire; you can alter the shadow’s size and shape up to the size noted above, and make it move in any way you
can imagine. You can even divorce the shadow from the creature or object to which it belongs, so long as the
shadow stays level with nearby surfaces and remains within range. While you control its shadow, a creature or
object does not produce another one, even if subjected to another light source.
     This power does not work on creatures, or shadows that are the direct result of a power, spell, supernatural
ability, or similar effects.
     Augment: 1. For every additional power point you spend, the maximum size of the shadow you control
increases by an additional 100 sq ft.
     2. If you spend 2 additional power points, you can cease concentration at any time and resume concentration as
a standard action without ending this power’s duration. Any time you cease concentration, you do not control the
shadow’s actions; it returns to its original shape and position until you again resume concentration.

Share Pain (NA)
Psychometabolism
Level: Psion/wilder 2, psychic warrior 2
Display: Material and mental
Manifesting Time: 1 standard action
Range: Touch
Targets: Two creatures: one primary target, and one secondary target; see text
Duration: 1 hour/lvl [D]
Power Points: 3

This power creates a one-way psychometabolic connection between two willing subjects so that one’s wounds are
partially transferred to the other.
     The lethal damage the first subject takes is split evenly between both of the creatures connected by this power.
The amount of damage not taken by the first subject is taken by the second. If its hit points are reduced by a
lowered Constitution score, that reduction is not shared with the second subject because it is not a form of hit point
damage. When this power ends, subsequent damage is no longer divided between the subjects, but damage already
shared is not reassigned. If either subject is immune to the type of damage dealt, or if its lethal damage is converted
into nonlethal damage, the second target takes no damage.
     If the subjects move farther away from each other than Close range, the power ends.
     Multiple manifestations of share pain affecting the same two creatures do not stack (though one subject may be
connected to multiple other subjects, using multiple manifestations), and damage taken as a result of this power does
not trigger share pain’s effects a second time.


                                                        - 172 -
     Augment: 1. If you spend 2 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls),”
and neither target can move more than Medium range from the other, or the effect ends.
     1a. If you spend a total of 4 additional power points, it becomes “Medium (100 ft + 10 ft/lvl),” and neither
target can move more than Long range from the other, or the effect ends.
     1b. If you spend a total of 6 additional power points, it becomes “Long (400 ft + 40 ft/lvl),” and the targets of
this power can move any distance from the other and still be affected, though they must remain on the same plane of
existence.
     2. If you spend 2 additional power points, the connection between the two creatures is a two-way effect; each
evenly splits the damage that the other takes.
     3. For every 4 additional power points you spend, you can affect another willing creature. Damage is evenly
split among all creatures so affected.
     4. If you spend 4 additional power points, you can use this power on unwilling creatures. This power’s target
becomes “Two creatures,” its saving throw becomes “Fortitude negates,” and its power resistance becomes “Yes.”
     4a. If you spend 2 additional power points, share pain can be used on objects. Its target becomes “Two
creatures or objects: one primary target and one secondary target; see text,” its saving throw becomes “Fortitude
negates (object),” and its power resistance becomes “Yes (object).”
     5. [Negative] If you spend 2 fewer power points, this power’s duration becomes “10 min/lvl [D].”
     5a. If you spend a total of 4 fewer power points, its duration becomes “1 min/lvl [D].”
     5b. If you spend a total of 6 fewer power points, its duration becomes “1 round/lvl [D].”

Shatter Mind Blank (A)*
Telepathy
Level: Psion/wilder 5, telepath 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/lvl
Power Points: Psion/wilder 9, telepath 5

Shatter mind blank enhances your telepathic might so that you can overcome even immunity to mind-affecting
effects.
     You gain a +2 enhancement bonus to the save DC and your manifester level or caster level for purposes of
overcoming power resistance on effects of the enchantment school or telepathy discipline; this bonus does not stack
with enhancement bonuses to your key manifesting or casting score (such as that granted by a headband of intellect).
If you attempt to levy an effect with the mind-affecting descriptor against a non-mindless creature immune to mind-
affecting effects (such as an undead creature, or a wizard under the effects of the mind blank spell), it loses that
immunity, and instead gains power resistance equal to 15 + its Hit Dice (or its original power resistance, whichever
is greater). Creatures that gain immunity through supernatural abilities, spell-like or psi-like abilities, or through
spells, use their caster or manifester level, instead.
     If you overcome the creature’s power resistance, the creature is affected normally by that power.
     If you manifest a power against a creature protected by the personal mind blank effect of a tower of iron will,
you do not gain the save bonus to DC, but you do gain a +10 enhancement bonus to manifester level for the
purposes of overcoming the power resistance granted by that power. If used against a creature protected by its area
function, you gain a +5 bonus, instead.
     Augment: 1. [Telepath] If you spend 2 additional power points, the range on this power becomes “Touch,” its
target becomes “One creature touched,” its saving throw becomes “Will negates (harmless),” and its power
resistance becomes “Yes (harmless).”
     1a. For every 2 additional power points you spend, you can target another creature.
     2. For every 2 additional power points you spend, the bonus to overcome a personal mind blank increases by 1.
For every 4 power points you spend in this way, the other enhancement bonuses granted by this power increase by 1.
     3. If you spend 6 additional power points, this power’s duration becomes “1 min/lvl.”
     3a. If you spend a total of 8 additional power points, it becomes “10 min/lvl.”
     3b. If you spend a total of 10 additional power points, it becomes “1 hour/lvl.”
     4. If you spend 6 additional power points, this power’s manifesting time becomes “1 swift action.”

Simulate Object
Metacreativity [Creation]
Level: Psion/wilder 0, psychic warrior 0

                                                       - 173 -
Display: Material
Manifesting Time: 1 standard action
Effect: 1 fragile object, up to 1 cubic ft per level
Range: 0 ft
Duration: 1 hour [D]
Saving Throw: None
Power Resistance: None
Power Points: 0
Quantum Cost: 4

This power is similar to psionic creation, and follows the same rules, except as noted here.
      You can create a single fragile, pseudo-real, mundane object out of unstable ectoplasm to simulate any solid or
cloth-like object you have touched within the last hour, or any one similar object that you can imagine; the
ectoplasm does not have the chemical or physical properties of the object it is simulating, but it does keep the size,
shape, and some of the functionality. For instance, a simulated sugar cube would not melt in water, nor would it
taste sweet; it would, however, look much like the real thing. Each cubic foot of an item made with this power
weighs just 1 pound; objects made by this power either sink or float in water, at your discretion.
      Weapons so created are destroyed upon first use, and deal half damage. Objects created have a mere 3 hp per
cubic ft, no hardness, and take full damage from energy effects. They also break if put to vigorous use.
      An object created by this power looks similar enough to what it is emulating that it is almost indistinguishable
at first glance. Alert creatures get a Spot check (DC of a 5th level power) to notice that it is not what it looks like.
Also, any creature that spends a full-round-action studying it can tell immediately that it is a forgery and a fake.
      The effect lasts for 1 hour, until dismissed, or until destroyed.

Skate (A)*
Psychoportation
Level: Psion/wilder 1, psychic warrior 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal or touch; see text
Target: You or one willing creature or one Small unattended object; see text
Duration: 1 min/lvl [D]
Saving Throw: None
Power Resistance: Yes (harmless, object)
Power Points: 1

You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you
manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone,
allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s land speed
increases by 15 ft. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed,
this power affects the subject’s maximum jumping distance.
      The subject can skate up or down any incline or decline she could normally walk upon without mishap, though
skating up an incline reduces the subject’s speed to normal, while skating down a decline increases her speed by an
additional 15 ft. (This adjustment is treated as a circumstance bonus.)
      If you manifest skate on an object, treat the object as having only one-tenth of its normal weight for the purpose
of dragging it along the ground.
      Subjects affected by this power ignore the ground-effects of ectoplasmic sheen and similar, and no longer need
to perform Balance checks due to slick and slippery surfaces.
      Creatures whose base land speed does not require actually standing on the ground (such as creatures with the
elocator’s scorn earth ability) are affected by this power as normal, but only so long as they can move at their base
speed. An elocator, for instance, must be within 1 ft of a scornable surface in order to utilize this power to its fullest.
Powers and effects that restrict movement (such as when an elocator is more than 1 ft away from a scornable
surface) reduce the movement granted by this power to 1/3 normal.
      Augment: 1. For every 2 additional power points you spend, you can affect an object up to one size category
larger.
      2. [Nomad] If you spend 2 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls), and
its effect becomes “Ray.”
      3. [Psychic warrior or nomad] If you spend 2 additional power points, this power’s manifesting time becomes
“1 swift action,” its range becomes “Personal,” and its target becomes “You.”

                                                          - 174 -
     4. [Nomad] If you spend 2 additional power points, this power can affect unwilling creatures. If you use it in
such a way, its saving throw becomes “Will partial (see text)” and the creature is affected by this power, but can not
mentally direct its movement (on a successful save, it gains the benefits of the skate power normally). It must make
a Reflex save each round, or be unable to move; success means that it can move at half-speed for that round. It also
can not run or charge, and takes a -4 penalty to all movement-related abilities (such as Balance or Tumble checks),
as well as for resisting being moved (against bull-rushes, trip attacks, the stomp power, and the like); flight, swim,
and burrow speeds remain unaffected by this augment. Manifesting the skate power normally on the target negates
this effect.
     4a. For every 2 additional power points you spend, the penalty to movement-related abilities increases by 1.
     5. [Psychic warrior or nomad] If you spend 2 additional power points, you no longer need to be standing to
move using this power; you can move unhindered when not on your feet. You can move while standing on your
hands, or while sitting, kneeling, or prone, as normal, and you can even run in such a state without hindrance. You
must be able to perform mental actions for this effect to work. This augment also allows you to utilize this power at
full effect, even when your movement is otherwise restricted (such as an elocator more than 1 ft away from a
scornable surface).
     6. [Nomad] For every 2 additional power points you spend, the enhancement bonus to speed you grant increases
by 5 ft.
     7. [Nomad] For every 3 additional power points you spend, you can target one additional creature within range.
     8. If you spend 4 additional power points, you gain the benefits of augment #3.

Sonic Sanitation
Psychokinesis [Sonic]
Level: Psion/wilder 0, psychic warrior 0
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal and touch
Target: You or one creature, object, or surface touched
Duration: Instantaneous or Concentration
Saving Throw: Yes (touch) and no
Power Resistance: Yes (touch) and no
Power Points: 0
Quantum Cost: 1

Your body emits a rapid series of ultrasonic pulses that repel dirt and minor contaminants from you, your clothing,
and anything you happen to be touching.
     More serious contaminants, such as encrusted mud, acid, or dried glue require serious concentration to remove;
you can clean 1 square ft of space for each round you spend concentrating; substances that require any sort of check
to avoid or remove, such as sovereign glue, a kuo toa’s adhesive, and so on, can only be removed if the DC to
remove it is 10 + your manifester level or lower, and require a Concentration check (identical to the DC +5) to clear
away. The effects of spells and powers with durations other than permanent or instantaneous can not be affected,
and if you try to clean a surface that carries an infectious disease or a poison, you risk contamination through touch
(if you successfully make the Concentration check, the surface is safe to touch after you have cleaned it off, though
you still have to make your saves as if you had not manifested this power).

Stasis Field (NA)
Psychoportation
Level: Nomad 6
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Area: 15 ft diameter burst
Duration: 1 round
Saving Throw: Reflex negates (object)
Power Resistance: Yes (object)
Power Points: 11

You dam the flow of time in a nearby region. All creatures and objects caught in the effect’s area that fail their
Reflex save are shunted outside of your time-frame, and are held immobile and helpless, while time flows normally
around them.

                                                        - 175 -
     Affected creatures appear to be encased in a thick, transparent gel, which is the visible manifestation of their
temporal fields. You can move through spaces containing these fields, but they become thicker the closer you move
to a creature, distorting space and your vision of the creatures within them. Creatures outside of your time-stream
are invulnerable to attacks, powers, and any other abilities used against them. Their temporal fields shunt any effect
that targets them out of their space, and obscure your vision (full cover and concealment, effective even against
blindsight, psionic true seeing and touchsight), meaning you can not directly target them with any effect. However,
an effect you create that has an area and a duration longer than the remaining duration of the stasis field has its
normal effect on creatures in the area once this power ends.
     Objects within the area are treated as though under the effects of the static time trait: moving an unattended
object within the stasis field requires a Strength check (with the DC equaling the save DC of this power).
Particularly heavy objects are effectively immobile. Objects brought out of the power’s area (including via
teleportation effects) immediately rejoin the normal time-stream.
     Subjects whose spaces overlap with this power’s area but are not fully subsumed by it receive a +4 bonus to
their saving throw.
     Augment: 1. For every additional power point you spend, the diameter of this power’s area increases by 5 ft.
     2. If you spend 2 additional power points, this power’s range becomes “Long (400 ft + 40 ft/lvl).”
     3. For every 4 additional power points you spend, you can increase the duration of this power by 1 round.
     4. For every 6 additional power points you spend, you can affect an additional 15 ft diameter burst. Creatures
whose spaces overlap two or more bursts are only required to make a single save.
     5. If you spend 10 additional power points, this power’s duration becomes “1 day [D].”
     5a. For every 4 additional power points you spend, you can increase the duration of this power by 1 day.
     6. [Negative] If you spend 10 fewer power points, the manifesting time of this power becomes “10 min.”
     6a. [Negative] For every 4 power points not spent, this power’s manifesting time increases by 5 minutes.
     6b. For every additional power point you spend, you receive the benefits of augment #4.

Stomp (A)
Psychokinesis
Level: Psychic warrior 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Area: 20 ft cone-shaped spread, centered on you
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 1

You create a psychokinetic shock wave that travels along the ground, toppling creatures and loose objects. The
shock wave affects only creatures standing on the ground within the power’s area. Creatures that fail their saves are
thrown to the ground, become prone, and take 1d4 points of nonlethal damage.
     Augment: 1. For every additional power point you spend, this power’s area increases by 5 ft, and its nonlethal
damage increases by 1d4 points.
     2. If you spend 4 additional power points, this power’s area becomes “20 ft spread, centered on you,” and it
deals an additional 2d4 nonlethal damage. You are not affected by your own manifestation.
     3. If you spend a total of 8 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl),”
and it deals an additional 6d4 nonlethal damage.
     4. If you spend 4 additional power points, you can send a shockwave through the air, causing nonlethal damage
as noted above, and knocking flying creatures from the sky on a failed Reflex save (and landing prone, if they hit). If
they have not hit the ground by their next turn, they are entitled to another Reflex save to prevent themselves from
falling further; otherwise, if the creature’s flight is supernatural in nature, or based on a power, spell, or item effect,
they can use a move action to regain their equilibrium on their turn. This augment deals an additional 2d4 points of
nonlethal damage. This is often called the one hand clapping augment.

Strength of My Enemy (A)
Psychometabolism
Level: Psychic warrior 2
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal or touch; see text
Target: One natural or manufactured melee weapon

                                                          - 176 -
Duration: 1 round/lvl [D]
Power Points: 3

You gain the ability to siphon away your enemies’ strength for your own use. Choose one of your natural weapons,
or a manufactured melee weapon you are holding; that weapon deals 1 point of Strength damage on each successful
hit, and you gain that point of Strength as an enhancement bonus to your Strength score. Multiple points of Strength
damage that you absorb from a single foe stack (up to a maximum of +8), but Strength bonuses from different foes
are tracked separately. You gain only the highest total. All Strength bonuses dissipate at the end of this power’s
duration, but Strength damage you deal remains until healed.
      Augment: 1. If you spend 2 additional power points, this power can affect a ranged weapon, and you can
siphon off Dexterity instead of Strength. You can only drain a single point of Dexterity per attack roll, which means
that use of abilities such as the Manyshot feat deals only 1 point of Dexterity damage. This is often called the agility
depletion augment.
      2. For every 3 additional power points you spend, the maximum enhancement bonus you can add to the
appropriate ability score increases by 2.
      3. For every 4 additional power points you spend, you can affect another of your natural or manufactured
weapons.
      4. For every 4 additional power points you spend, you increase the duration of this power by an additional 1
round/lvl.
      5. If you spend 6 additional power points, you can manifest this power as a swift action.
      6. If you spend 9 additional power points, you can siphon off Constitution instead of Strength, as noted above.
This is often called the vampiric strike augment.

Suspend Life (NA)
Psychometabolism
Level: Psion/wilder 6, psychic warrior 6
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent; see text [D]
Power Points: 11

You can place yourself into a trance so deep that you are almost in suspended animation. Even magical and psionic
abilities that detect life or thought are incapable of determining that you are alive.
     While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year
that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year
passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate. You can not move, manifest
powers, cast spells, or use most spell-like, psi-like, or supernatural abilities while so suspended. If you have
telepathy, you can communicate to any creatures within range, however. You can concentrate on powers you have
already manifested, so long as you were able to manifest this power without ending their durations.
     Powers and abilities whose effects you were under when you manifested this power have the remainder of their
durations increased by a factor of 350 (which means that a power with 1 hour remaining lasts 350 hours, instead);
however, effects that have specific numerical effects that take place on a round-by-round basis (such as healing or
damage) have their effects reduced so that such effects happen once every 350 rounds, instead. This effect ends once
you awaken from your trance, and the durations of such effects return to normal (minus their subjectively expended
durations). Similarly, while under the effects of suspend life your body ages one day for every year that passes, and
one year for every 350 years that pass.
     Once per day, onlookers can make a Spot or Heal check (DC 40) to determine that you are actually alive;
otherwise, you appear to be dead (though you are, of course, still living, meaning that spells such as animate dead
and powers such as animate object do not affect you). Even so, observers may become suspicious that something is
amiss if your body does not decay over a period of weeks or months, and are free to make deductions regarding such
observations.
     If you take any damage, you come out of your trance 4 rounds later. The trance can also be immediately ended
by a successful use of dispel psionics. If you choose to dismiss the power, your trance ends 10 rounds later.
     Augment: 1. If you spend an additional power point, you are in complete suspended animation, do not age, and
you do not need air, water, or food until you awaken.
     2. [Egoist or psychic warrior] If you spend 2 additional power points, the range on this power becomes
“Touch,” its target becomes “One creature or object (up to a 2 ft cube/lvl) touched,” its saving throw becomes

                                                        - 177 -
“Fortitude negates (object),” and its power resistance becomes “Yes (object).” If the target of this power is an object,
it is treated as though time is moving much more slowly (similar to the gentle repose spell, if the subject is dead).
      2a. If you spend 2 additional power points, the subject remains in suspended animation until you release it, and
cannot willingly awaken.
      3. If you spend 4 additional power points and 75 XP, you and all of your equipment are rendered invisible (as
per the spell), and you remain utterly undetectable to spells of the divination school and powers of the clairsentience
discipline for the duration of this power. Tactile explorations (including powers such as touchsight and abilities such
as blindsense) can find you normally. This is often called the psionic sequester augment.
      4. [Negative] If you spend 2 fewer power points, you remain utterly comatose for this power’s duration, and can
not willingly wake yourself during that time. If you are damaged or the power is dispelled, you can still awaken as
noted above. You choose how long this power lasts when you manifest it, up to the maximum duration allowed.
This augment can not be combined with augment #2.
      5. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 month/lvl; see text [D].”
      5a. If you spend 4 fewer power points, this power’s duration becomes “1 day/lvl; see text [D].”

Sustenance (NA)*
Psychometabolism
Level: Psion/wilder 2, psychic warrior 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous and 1 day; see text
Power Points: 3

You can go without food and water for one day. Each time you manifest this power, your body manufactures
sufficient solid and liquid nourishment to satisfy your needs for that time. This power does not preclude you from
eating or drinking if you so desire.
      Augment: 1. If you spend 2 additional power points, the range on this power becomes “Touch,” its target
becomes “One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance
becomes “Yes (harmless).”
      1a. For every 2 additional power points you spend, you can target another creature with the same manifestation.
      2. If you spend 4 additional power points, you have no need to sleep during this power’s duration. However,
you must still have 8 hours’ rest in order to gain the benefits of natural healing and the replenishment of power
points, spell slots, and per-day abilities.
      2a. For every 2 additional power points you spend, the amount of rest you need for replenishment of the
resources noted above is reduced by 2 hours (to a minimum of 2 hours per day).
      3. If you spend 4 additional power points, your body also recycles oxygen efficiently, allowing you to hold your
breath for the entirety of the power’s duration. You are no longer subject to drowning or suffocating, though you are
still affected by gaseous effects such as cloudkill (unless they specifically require you to breathe in order to
function). You must still breathe if you desire to speak aloud, however.
      4. [Negative] If you spend 3 fewer power points, this power’s duration becomes “1 hour.” If this augment
reduces the power point cost to 0, you must expend your psionic focus in order to manifest it.

Swarm of Crystals (A)
Metacreativity (Creation)
Level: Psion/wilder 2
Display: Material
Manifesting Time: 1 standard action
Area: 15 ft Cone-shaped spread
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3

Thousands of tiny crystalline shards spray forth in an arc from your hand. These razorlike crystals slice everything
in their path. Anyone caught in the cone takes 3d4 points of slashing damage. Upon striking a creature or any other
solid force or object (including the ground), these shards shatter into worthless dust.


                                                        - 178 -
     This power is mentally enhanced via telekinetic force, bypassing damage reduction (but not damage immunity)
of all kinds. Should the swarm be directed to hit a creature in a globe of invulnerability, null psionics field (and the
manifester fails its Will save), or similar effect, it loses this property; as such, it is then subject to damage reduction.
     Augment: 1. [Shaper] You can alter this power to deal piercing or bludgeoning damage, rather than slashing
damage, at your option.
     2. For every additional power point you spend, this power’s damage increases by 1d4 points.
     3. For every 2 additional power points you spend, this power’s area increases by 5 ft, and the damage you deal
increases by 1d4 points.
     4. [Shaper] If you spend 4 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls),” its
area becomes “15 ft diameter spread,” and its damage increases by 2d4 points.
     5. [Negative] For every power point not spent, this power’s damage decreases by 1d4.
     6. [Negative] For every power point not spent, this power’s area decreases by 5 ft. For every 2 power points not
spent, this power’s damage decreases by 1d4 points.
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the effective level of this power increases by 1 for the purposes of overcoming effects such
as a globe of invulnerability.

Synesthete (A)*
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl [D]
Power Points: 1

You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or
feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your
senses continue to work normally as well, unless they are impaired for some reason.
     Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory
receiver.
     If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except
for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4
circumstance bonus on all Spot and Search checks. While feeling light, you are immune to gaze attacks, so long as
your eyes remain closed or you are otherwise blinded.
     If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded
audio input provides you with a +4 circumstance bonus on Listen checks.
     Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your
synesthete senses just as they would your normal senses.
     You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all
penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not
deafened or blinded).
     Augment: 1. If you spend 2 additional power points, the range on this power becomes “Touch,” its target
becomes “One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance
becomes “Yes (harmless).”
     1a. For every 2 additional power points you spend, you can target another creature.
     2. For every 3 additional power points you spend, this power’s duration increases by 10 min/lvl.
     3. If you spend 6 additional power points, this power’s manifesting time becomes “1 immediate action.”

Telekinesis, Tactile (NA)
Psychokinesis
Level: Egoist 4, psychic warrior 3
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration + 1 round/lvl
Power Points: Egoist 7, psychic warrior 5

                                                          - 179 -
You use the might of your mind to telekinetically bolster the strength of your body.
     While this power lasts, you channel telekinetic energy into your limbs. Your key manifesting ability effectively
becomes your Strength score for the duration of this power, and modifies all of your Strength-based abilities,
including melee attack bonus and damage, skills, feats, carrying capacity, and so on. If your manifesting ability
score has been altered through any means, including animal affinity or reality revision, a headband of intellect, or
ability damage or ability burn, the effects are transferred to your augmented Strength score, as well. Conversely,
such effects that have directly altered your Strength score are suppressed for the duration of this power.
     At the end of this power’s duration, your Strength score returns to its previous value.
     Augment: 1. For every additional power point you spend, this power’s duration lasts for an additional round,
during which you need not concentrate to maintain it.
     2. [Egoist] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Will negates (potentially harmless),” and its power resistance
becomes “Yes (potentially harmless).” For the duration of this power, the creature you touch has its Strength score
replaced by its Intelligence, Wisdom, or Charisma score (your choice) as noted above.
     2a. If you spend 4 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
     2b. If you spend 6 additional power points, it becomes “Medium (100 ft + 10 ft/lvl).”
     2c. If you spend 8 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     3. If you spend 4 additional power points, you may concentrate on this power as either a move action or a
standard action. You make the choice of which to use each round of the power’s duration.
     3a. If you spend a total of 8 additional power points, you may concentrate on this power as a swift action in
addition to those mentioned above.
     4. [Negative] If you spend 4 fewer power points, this power’s duration becomes “Concentration.”

Telekinetic Force (NA)*
Psychokinesis [Force]
Level: Psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration, up to 10 min/lvl
Power Points: 3

You move yourself by concentrating your will, creating a sustained force. This power allows you to move yourself
up, down and horizontally, as you wish; you can move yourself in the air or along the ground. You can mentally
direct your movement as much as 20 ft each round. If you spend a full-round action concentrating, you can move as
much as 40 ft.
     Augment: 1. [Nomad] This power’s range becomes “Medium (100 ft + 10 ft/lvl),” its target becomes “One
Medium creature or object,” its saving throw becomes “Will negates (object),” and its power resistance becomes
“Yes (object).” This power ends if the subject is forced out of range, or if it makes a successful Will save. If you
cease concentrating, the force fails, and the subject ceases levitation (and can fall if lifted to a height). A levitating
creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty
on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the
creature to begin again at -1.
     1a. For every 2 additional power points you spend, you can increase the size category of the target you can
affect by 1.
     1b. If you spend 6 additional power points, you can drop a target and pick up another during the power’s
duration, as long as you do not stop concentrating on maintaining the power. An object can be telekinetically
manipulated as if you were moving it with one hand. If you spend at least 5 rounds concentrating on an unattended
object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability
modifier to the check instead of your Strength modifier.
     2. If you spend 2 additional power points, you receive the benefits of augment #1.
     3. If you spend 10 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl), and its
target becomes “One creature; see text.” You can affect a foe by concentrating your mind upon it. You can affect
several different foes, but you can only affect one per round, using one of the following maneuvers: you can perform
a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal (ie, at your size
category), except that they do not provoke attacks of opportunity, you use your manifester level in place of your
base attack bonus, you use your key ability modifier in place of your Strength or Dexterity modifier, and a failed

                                                         - 180 -
attempt does not allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No
save is allowed against these attempts, but power resistance applies normally. This is often called the telekinetic
maneuver augment.
     3a. For every 2 additional power points you spend on this augment, this power grants a +1 bonus on your
checks involving bull rush, disarm, grapple, or trip attempts.
     3b. For every 6 additional power points you spend on this augment, you count as one size category larger for
the above maneuvers.
     4. [Negative] If you spend 4 fewer power points, this power’s duration becomes “Concentration, up to 1
min/lvl.” You can not use this augment (or augment #4a) if doing so would reduce the power’s cost to below 3
power points.
     4a. If you spend a total of 6 fewer power points, this power’s duration becomes “Concentration, up to 1
round/lvl.”

Telekinetic Sphere, Psionic (NA)
Psychokinesis [Force]
Level: Kineticist 8
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Effect: 1 ft diameter/lvl sphere, centered around creatures or objects
Duration: 1 min/lvl [D]
Saving Throw: Reflex negates (object)
Power Resistance: Yes (object)
Power Points: 15

You create a shimmering globe of force of up to 1 ft in diameter per manifester level, trapping creatures and objects
small enough to fit within it. The sphere contains the subject for this power’s duration. The sphere is not subject to
damage of any sort except from a rod of cancellation, a rod of negation, the psionic disintegrate power, or a targeted
dispel psionics. These effects destroy the sphere without any harm to the subject. Nothing can pass through the
sphere, inside or out, though the subject can breathe normally or teleport out through the Astral Plane. The sphere
blocks ethereal travel, and works normally against incorporeal and ethereal creatures.
     The subject may struggle, but the sphere can not be physically moved by creatures within it; outside the sphere
is another matter, however. While within the globe, creatures are nearly weightless. Anything contained within a
psionic telekinetic sphere weighs only 1/16 of its normal weight. At your option, creatures outside the sphere can
move the globe, pushing, pulling, or carrying it as normal, or the glob can remain utterly stationary against physical
movement.
     Either way, however, you can telekinetically lift the globe (and anything within it) using your mind. For this
purpose, treat your key manifesting score as if it were your Strength score for purposes of carrying capacity. You
can use a standard action each round to telekinetically move the new, lower weight up to 30 ft. If you concentrate as
a full-round action, you can move the sphere up to 60 ft. The sphere can not leave the power’s range; if it should do
so for any reason, the sphere collapses. If you cease concentrating, the sphere does not move in that round (if on a
level surface) or descends at its falling rate (if aloft) until it reaches a level surface, the power’s duration expires, or
you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you
can resume concentrating on a later turn during the power’s duration.
     The sphere falls at a rate of only 60 ft per round, which is not fast enough to cause damage to the contents of the
sphere.
     You can move the sphere telekinetically even if you are in it.
     Augment: 1. For every additional power point you spend, the movement rate of this power while you are
concentrating increases by 5 ft for a standard action, and 10 ft for a full-round action.
     2. For every additional power point you spend, your effective manifester level for the radius of the sphere
increases by 2.
     3. For every 2 additional power points you spend, the weight of subjects within the sphere is halved. This
halving is cumulative. For instance, if you spend 4 additional power points, the weight of subjects inside is lessened
to 1/64, as opposed to 1/16.
     4. If you spend 4 additional power points, this power’s range becomes “Long (400 ft + 40 ft/lvl).”
     5. [Negative] For every 2 fewer power points you spend, the lessened weight of subjects within the sphere is
effectively doubled, up to their original weight. This doubling is cumulative. For instance, if you spend 4 fewer
power points, the weight of subjects inside is lessened to 1/4, as opposed to 1/16.
     6. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 round/lvl [D].”

                                                          - 181 -
    6a. If you spend a total of 4 fewer power points, it becomes “Concentration, up to 1 min/lvl [D].”
    7. [Negative] If you spend 2 fewer power points, you are unable to move the sphere telekinetically.

Telekinetic Thrust (NA)
Psychokinesis [Force]
Level: Psion/wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl), and 10 ft/lvl; see text
Area: 15 ft diameter burst; see text
Target: Up to 5 Small or smaller creatures and objects; see text
Duration: Instantaneous
Saving Throw: Ref negates (object); see text
Power Resistance: Yes (object); see text
Power Points: 5

You unleash your pent-up aggression in a focused burst of kinetic force, hurling objects and creatures as if they were
mere toys. You can hurl up to 5 targets (creatures or objects) within the power’s area. You can hurl them up to 10 ft
per level, in any direction, and you need not hurl them in the same direction. All targets receive a Reflex save to
negate being thrown. A creature holding a targeted object loses its grip on a failed save. After the initial burst,
targets are unguided, meaning that their trajectory can lead beyond this power’s range.
     If you aim the hurled subjects at a particular target, you must succeed on a number of ranged attack rolls (one
per subject thrown) to hit, though you apply your key ability modifier instead of your Dexterity modifier. In
addition, you receive a +3 competence bonus to this roll. Hurled weapons deal damage as objects of their size
category (see below), rather than their base damage. Weapon qualities, such as special materials, numerical
enhancement bonuses and special weapon qualities apply as if you were making a standard attack. This power
confers no special qualities to the subjects you throw. Ammunition hurled in this way has the standard chance of
breaking, as normal.
     The damage dealt by subjects you hurl is based on their respective size categories. Small subjects deal 1d6
damage; Tiny subjects deal 1d4 damage; Diminutive subjects deal 1d3 damage; and Fine subjects deal 1d2 damage.
Subjects smaller than Fine (for instance, a grain of sand) deal 1 point of damage. If thrown against a solid surface
(including another creature), they take 1d6 points of damage per 10 ft of travel blocked, or actual distance fallen (if
hurled off a cliff, for example), whichever is greater. Catfall and other effects that affect falling damage (such as
Tumble checks) can negate or lessen the damage they take from being hurled, but not the damage they deal when
colliding with another creature.
     Movement instigated by this power does not provoke attacks of opportunity, and the subjects hurled by this
power can not be caught or deflected unless your targets can normally catch or deflect projectiles of that size.
     [Note] Light weapons (a dagger or a light mace) are 3 size categories smaller than their intended wielders. One-
handed weapons (a club or shortspear) are 2 size categories smaller than their intended wielders. Two-handed
weapons (A halberd or lance) are 1 size category smaller than their intended wielders.
     Augment: 1. For every additional power point you spend, you can affect another target.
     2. For every additional power point you spend, you can hurl all targets an additional 5 ft. For every 2 power
points you spend in this way, creatures can potentially take an additional 1d6 falling damage.
     3. For every 2 additional power points you spend, you can affect subjects up to one size category larger, up to
Large size. Medium subjects deal 1d8 damage. Large subjects deal 2d6 damage.
     3a. For every 4 additional power points you spend, you can affect subjects up to one size category larger than
Large (but you must spend 4 power points on augment #3 first). Huge subjects deal 3d6 damage. Gargantuan
subjects deal 3d8 damage. Colossal subjects deal 6d6 damage.
     4. [Negative] For every power point not spent, you restrict the size of your targets to one size category less, and
smaller. For instance, if you spend 2 fewer power points, you are restricted to Diminutive and smaller targets. If this
would lower the power’s cost to 0, you must expend your psionic focus to manifest this power.
     5. [Negative] For every power point not spent, you affect one target less.
     For every 2 additional power points you spend (via one of these augmentations, or simply by spending
additional power points), you receive a +1 competence bonus on your attack rolls. For every 3 power points you
spend, this power’s diameter increases by 5 ft.

Telempathic Projection (A)
Telepathy (Charm) [Mind-Affecting]
Level: Psion/wilder 0, psychic warrior 0

                                                        - 182 -
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft + 10 ft/lvl)
Target: You, or one creature (see text)
Duration: Instantaneous, and 1 round/lvl
Saving Throw: None, or Will negates (see text)
Power Resistance: Yes
Power Points: 0
Quantum Cost: 4

You alter the subject’s mood by force of will alone, adjusting its attitude toward you by one step in a positive
direction on a successful Diplomacy check; this check is performed as a free action as part of the manifestation of
this power, and you receive a +2 competence bonus to this check. The DC for this power varies according to the
creature’s initial attitude toward you (see the Diplomacy skill for details). For instance, an unfriendly creature can be
made indifferent, or a hostile creature unfriendly. If successful, you can grant a +4 bonus on your own (or others’)
Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature thereafter.
     The Will save is needed only when manifesting this power directly on another creature in order to grant it a
bonus to its Diplomacy check for altering the mood of another creature; otherwise, the target is you, and you gain a
Diplomacy check with the bonus stated above.
     At the end of telempathic projection’s duration, the creature’s attitude returns to its original state.
     Augment: 1. If you spend 2 additional power points, this power’s duration becomes “Instantaneous, and 1
min/lvl.”
     2. For every 3 additional power points you spend, the bonus to the initial Diplomacy check increases by 1.

 INFLUENCING NPC ATTITUDES
 (pg 72 in the Player’s Handbook)*
 Hostile to Unfriendly            DC 20
 Unfriendly to Indifferent        DC 15
 Indifferent to Friendly          DC 15
 Friendly to Helpful              DC 20
 *These DCs are for random NPCs who
 have no specific interest in the
 manifester; NPCs who have specific
 grudges or other interactions with the
 manifester will have higher or lower
 DCs, as appropriate.

Temporal Acceleration (A)
Psychoportation
Level: Psion/wilder 6
Display: None
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round; see text
Power Points: 11

You slice through the normal boundaries of time, speeding up so greatly that all other creatures seem frozen, though
they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest
powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below.
     While your temporal acceleration is in effect, all creatures around you (except for those simultaneously affected
by temporal acceleration or similar effect, such as your psicrystal) appear to be encased in a thick, transparent gel,
which is the visible manifestation of their temporal fields. You can move through spaces containing these fields, but
they become thicker the closer you move to a creature, distorting space and your vision of the creatures within them.
Creatures outside of your time-stream are invulnerable to attacks, powers, and any other abilities used against them.
Their temporal fields shunt any effect that targets them out of their space, and obscure your vision (full cover and
concealment, effective even against blindsight, psionic true seeing and touchsight), meaning you can not directly
target them with any effect. However, an effect you create that has an area and a duration longer than the remaining
duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.

                                                         - 183 -
     You can affect unattended objects and effects, but not objects held, carried, or worn by another creature. You
are virtually undetectable by any means while your temporal acceleration lasts, appearing as a colored blur in the
air, moving far too fast to attack, block, or avoid.
     While under the effect of this power, you can not enter an area protected by a null psionics field or by a power
or spell that neutralizes high-level powers or spells. Normal and magical fire, cold, acid, and the like can still harm
you. Powers you manifest, spells you cast, and other effects you create while under the effects of this power expire
as normal, and creatures you create, summon, or call while in this state act as if also under the effects of temporal
acceleration until its duration ends.
     When your temporal acceleration expires, you resume acting during your current turn in the standard time
frame; you are sickened for 1 round upon your return. If you manifest this power while still sickened, or if you
manifest this power while already under its effects, you retain your sickened status while affected by temporal
acceleration, and you become nauseated for 1 round upon your return, and remain sickened for 1 round per round
you spent accelerated.
     Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers
such as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind
gains the benefit, while your second mind remains stuck in the standard time frame).
     Augment: 1. [Nomad] If you spend 2 additional power points, the range on this power becomes “Close (25 ft +
5 ft/2 levels,” its target becomes “One creature or object,” its saving throw becomes “Fortitude negates (harmless,
object),” and its power resistance becomes “Yes (harmless, object).” You are not subject to becoming sickened or
nauseated by manifesting the power in this way, but the target of the power is.
     2. [Nomad] For every 3 additional power points you spend, this power’s duration increases by 1 round.
     3. For every 4 additional power points you spend, this power’s duration increases by 1 round.
     4. If you spend 6 additional power points, you do not become sickened after returning to the standard time
frame.
     5. [Nomad] If you spend 20 additional power points, this power’s manifesting time becomes “1 immediate
action.” This does not allow you to act immediately after temporal acceleration expires, nor does it alter your
initiative in the round.

Temporal Insight*
Clairsentience [Mind-Affecting]
Level: Psion/wilder 0, psychic warrior 0
Display: Mental
Manifesting Time: 1 standard action
Range: Personal, and Close (25 ft + 5 ft/2 lvls)
Target: You, or one creature
Duration: 1 hour [D]
Saving Throw: None
Power Resistance: None
Power Points: 0
Quantum Cost: 1

You can bestow an uncanny awareness of the passage of time for a short while.
     When you manifest this power, your target instantly knows the exact time of day, as well as the current date and
year as it is passing on the Material Plane (as well as that of whatever plane it happens to be on at the time). The
target can also act as an extremely accurate timer, gaining the ability to judge exactly how long has passed (up to the
second) since the power was manifested.

Thicken Skin (A)*
Psychometabolism
Level: Psion/wilder 0, psychic warrior 0
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/lvl
Power Points: 0
Quantum Cost: 4



                                                        - 184 -
Your skin or natural armor thickens and spreads across your body, providing a +1 enhancement bonus to your
natural armor.
    Augment: 1. For every 3 additional power points you spend, the enhancement bonus increases by 1.
    2. If you spend 6 additional power points, this power’s duration becomes “24 hours.”
    3. If you spend 6 additional power points, you can manifest this power as a swift action.

Time Dilation (NA)
Psychoportation
Level: Nomad 3, psychic warrior 3
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration + 1 round/lvl; see text
Power Points: Nomad 5, psychic warrior 5

You slice time thinly, easing your body into it like a fish sliding through water.
     While this power lasts, your key manifesting ability effectively becomes your Dexterity score for the duration
of this power, and modifies all of your Dexterity-based abilities, including ranged attack bonus, skills, feats,
initiative, and so on. If your manifesting ability score has been altered through any means, including animal affinity
or reality revision, a headband of intellect, or ability damage or ability burn, the effects are transferred to your
augmented Dexterity score, as well. Conversely, such effects that have directly altered your Dexterity score are
suppressed for the duration of this power.
     At the end of this power’s duration, your Dexterity score returns to its previous value.
     Augment: 1. For every additional power point you spend, this power’s duration lasts for an additional round,
during which you need not concentrate to maintain it.
     2. [Nomad] If you spend 2 additional power points, the range on this power becomes “Touch,” its target
becomes “One creature touched,” its saving throw becomes “Will negates (potentially harmless),” and its power
resistance becomes “Yes (potentially harmless).” For the duration of this power, the creature you touch has its
Dexterity score replaced by its Intelligence, Wisdom, or Charisma score (your choice) as noted above.
     2a. If you spend 4 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
     2b. If you spend 6 additional power points, it becomes “Medium (100 ft + 10 ft/lvl).”
     2c. If you spend 8 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     3. If you spend 4 additional power points, you may concentrate on this power as either a move action or a
standard action. You make the choice of which to use each round of the power’s duration.
     3a. If you spend a total of 8 additional power points, you may concentrate on this power as a swift action in
addition to those mentioned above.
     4. [Negative] If you spend 4 fewer power points, this power’s duration becomes “Concentration.”

Time Hop (NA)
Psychoportation
Level: Nomad 2, Psion/wilder 3
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Targets: One Medium or smaller creature, or one Small or smaller object or effect; see text
Duration: Up to 1 round/lvl [D]; see text
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: Nomad 3, psion/wilder 5

The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject
seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject
reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has
passed at all. You decide how long the time hop effect lasts when you manifest the power; after that, the decision
can not be changed (though the effect can still be dismissed or dispelled).
    In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15
Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power
ends.

                                                        - 185 -
     If the space from which the subject departed is occupied upon his return to the time stream, he appears in the
closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
     You can manifest this on certain supernatural effects that are the results of spells, powers, supernatural abilities,
and spell- or psi-like abilities, such as an energy wall, telekinetic sphere, or forcecage. Any effect with the creation
descriptor or ongoing effects that are considered solid for purposes of movement can be affected by this power,
though you can not time hop such an effect if it is larger than a typical size for the largest object you could affect.
     Against objects that have component pieces (such as links in a chain, or grains of sand), you can affect either a
single piece, or multiple pieces up to the size of the largest object you could affect (though the component pieces
must all be in contact with each other, else you must augment to affect more pieces).
     The only way to retrieve a time hopped subject is to manifest an area dispel psionics on the space that the
subject occupied prior to disappearing from the time-stream. Even if the check succeeds, there is a 50% chance that
the dispel attempt will fail.
     Augment: 1. For every 2 additional power points you spend, you can affect creatures and objects of one size
category larger.
     2. For every 2 additional power points you spend, this power can affect an additional target. Any additional
target can not be more than 15 ft from another target of the power.
     2a. For every 2 additional power points you spend, maximum distance between creatures you can affect with
this power increases by 5 ft.
     3. For every 3 additional power points you spend, this power’s duration increases by 1 round.
     4. If you spend 4 additional power points, this power’s duration becomes “Up to 1 min/lvl.”
     4a. If you spend a total of 6 additional power points, it becomes “Up to 10 min/lvl [D].”
     4b. If you spend a total of 8 additional power points, it becomes “Up to 1 hour/lvl [D].”
     5. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     5a. If you spend 8 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     6. If you spend 6 additional power points, this power’s manifesting time becomes “1 immediate action.”
     7. [Nomad] If you spend 6 additional power points, you can time hop all willing subjects that you can affect
within range (including yourself). You can choose to avoid affecting any subject that you desire. This is often called
the mass time hop augment.
     7a. If you spend 2 additional power points, you can attempt to time hop any and all subjects you can affect
within range, willing or not.
     8. [Nomad] If you spend 8 additional power points, targets of this power do not receive Wisdom checks to end
this power prematurely.
     9. [Negative] If you spend 2 fewer power points, this power’s range becomes “Touch.”
     For every 4 power points you spend on this power (via one of these augmentations, or simply by spending
additional power points), the DC for the Wisdom check made by creatures under the effects of this power increases
by 1.

Time Regression (AX)
Psychoportation
Level: Nomad 9
Display: None
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17, XP

You can regress apparent time 1 round into the past. In effect, you “replay” the previous round of activity. The
power regresses time to the point along the time stream just prior to your previous turn, undoing the effects of
everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what
happened during the round that is being replayed; however, you can communicate that knowledge verbally to your
companions, if desired. During the round that you live through a second time, you can act on knowledge you
previously gained by already living through the immediate future. In all likelihood, you’ll probably not choose to
manifest time regression during your second pass through the time stream, instead taking completely new actions,
but you pay the XP cost all the same.
     [Note] It is suggested that if you have this power in your repertoire, you keep track of everything that happens
during each round (preferably with a verbal record, such as a tape recorder); otherwise, using this power can become
quite complicated (especially in complex battles with many participants).
     XP Cost: 1,000 XP.

                                                         - 186 -
     Augment: 1. For every additional power point you spend, you can mitigate this power’s XP cost by 100. You
can never lower this power’s cost to less than half of its total XP cost.
     2. For every additional power point and 100 XP you spend, one creature of your choosing can retain knowledge
of the previous round.

Timeless Body (A)
Psychoportation
Level: Psion/wilder 9
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Power Points: 17

Your body ignores all harmful (and helpful) effects, beginning when you finish manifesting this power and ending at
the end of your next turn. While timeless body is in effect, you are invulnerable to all attacks and powers. Powers
affecting you prior to manifesting this power are suppressed for its duration, and come back once the timeless body
ends; their durations continue to expire, as normal.
     You and any abilities affecting you are not affected by a null psionics field while affected by this power, though
any effects you project into the field (ie, any non-instantaneous, non-creation effects) can be suppressed, as normal.
     This power can not be quickened.
     Augment: 1. If you spend 2 additional power points, the range on this power becomes “Touch,” its target
becomes “One creature or object touched,” and its saving throw becomes “Fortitude negates (harmless, object).”
     2. For every 10 additional power points you spend, this power’s duration increases by 1 round.

Tongues, Psionic (A)*
Clairsentience
Level: Psion/wilder 2
Display: None
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/lvl
Power Points: Psion/wilder 3

This power grants you the ability to speak and understand (but not read or write) one language of the first creature or
object with an Intelligence score of 3 or greater that you speak to after manifesting this power, whether it is a racial
tongue or a regional dialect. You know which languages that it understands, and can choose the language you gain if
it knows more than one. You can only speak and understand one language at a time, and have the accent of the
creature or intelligent object you first talk to upon manifesting this power. Psionic tongues does not enable you to
speak with something that has no language and can not speak. This power does not grant you any extraordinary
ability to communicate with a given subject beyond allowing you to speak and understand its language; you can
make yourself understood only as far as your voice will carry. This power does not predispose any subject addressed
toward you in any way.
     If the subject communicates via specialized body language, you gain the ability to understand the language, but
you can only speak it if you are physically capable of reproducing the necessary somatic components inherent to the
language. For instance, an awakened bulette could understand, but not speak, drow sign language.
     Augment: 1. [Seer] You can comprehend and communicate with animals and other creatures with Intelligence
scores of less than 3, even if they do not actually have an official “language.” You are limited to a single “subrace”
of creatures per manifestation, such as equines, meaning you can speak with all manners of horses, mules, and even
pegasi, but not any other type of animal. You are able to ask questions of and receive answers from animals,
although the power does not make them any more friendly or cooperative than normal. Furthermore, wary and
cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is
friendly toward you, it may do some favor or service for you.
     2. For every additional power point you spend, this power grants you a +2 insight bonus to Decipher Script
checks for one language that you can speak (including those granted by this power); for every 3 power points you
spend in this way, you gain a +1 insight bonus to Decipher Script checks for languages that you can not speak.


                                                        - 187 -
     3. [Seer] For every 2 additional power points you spend, you can read and write any one language you can
speak for the duration of this power.
     4. [Seer] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Will negates (harmless),” and its power resistance becomes “Yes
(harmless).”
     5. For every 2 additional power points you spend, you can speak and understand an additional language or
dialect. This can be either one of the languages of the first creature you speak to, or the next creature in line, at your
option.
     6. [Seer] If you spend 6 additional power points, you can “speak” with the residual consciousness left in the
body of a deceased creature, allowing it to answer several questions that you put to it. You may ask one question per
two manifester levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to
what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or
repetitive. You can manifest this power on a corpse that has been deceased for any amount of time, but the head (or
other receptacle for the creature’s nerve centers) must be mostly intact, or the power fails. This power does not let
you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in
the corpse. The body retains the imprint of the soul that once inhabited it, and thus it can speak with all the
knowledge that the creature had while alive. The corpse, however, can not learn new information. Indeed, it can not
even remember being questioned. This augment does not work on a creature that is currently undead. It is often
known as the psionic speak with dead augment.
     7. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 min/lvl.” If this augment
would lower the power point cost to 0, you must expend your psionic focus to manifest it, and its duration is instead
“1 round/lvl.”

Tornado Blast (NA)
Psychokinesis
Level: Kineticist 9
Display: Auditory and visual; see text
Manifesting Time: 1 round
Range: Long (400 ft + 40 ft/lvl)
Area: 40 ft radius spread
Duration: Instantaneous
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 17

You induce the formation of a slender vortex of fiercely swirling air. When you manifest it, a vortex of air visibly
and audibly snakes out from your outstretched hand.
     If you want to aim the vortex at a specific creature, you can make a ranged touch attack to strike the creature. If
you succeed, direct contact with the vortex deals 8d6 points of damage to the creature (no save).
     Regardless of whether your ranged touch attack hits (and even if you forgo the attack), all creatures in the area
(including the one possibly damaged by direct contact) are picked up and violently dashed about, dealing 17d6
points of damage to each one. Creatures that make a successful Reflex save take half damage.
     After being dashed about, each creature that was affected finds itself situated in a new space 1d4 x 10 ft away
from its original space in a random direction. Walls and other barriers can restrict this relocation; in such a case, the
creature ends up adjacent to the barrier.
     You can also use this power when underwater. When manifested as such, this is often known as the aquatic
vortex power.
     Augment: 1. For every additional power point you spend, this power’s area damage increases by 1d6; for every
2 power points you spend in this way, the damage dealt by the initial ranged touch attack increases by 1d6; for every
4 power points you spend in this way, its area radius increases by 5 ft.
     2. [Kineticist] If you spend 6 additional power points, this power’s area becomes “A line-shaped spread, and a
40 ft radius spread; see text,” (it no longer has an effect) and the initial ranged touch attack becomes a line effect,
dealing the initial damage to every creature in a 5 ft wide line out to the initial ranged touch attack (Reflex half).
You no longer make the ranged touch attack roll. The damage caused by the initial touch attack is caused by the
line-shaped spread instead. In addition, the damage dealt by this power increases by 2d6 on the line effect, and 4d6
on the area damage.
     3. [Negative] For every power point not spent, this power’s area damage decreases by 1d6. For every 2 power
points not spent, the damage dealt by the initial ranged touch attack decreases by 1d6. For every 4 power points not
spent, its area radius decreases by 5 ft.

                                                         - 188 -
     4. [Negative] If you spend 4 fewer power points, this power’s range becomes “Close (25 ft + 5 ft/2 lvls).”
     4a. If you spend a total of 8 fewer power points, it becomes “0 ft,” and you no longer make the initial touch
attack, as the funnel is now centered on your space. This cannot be combined with augments #2 or #5.
     5. [Negative] If you spend 9 fewer power points, this power no longer has an area, and its saving throw
becomes “None.” You can use this power’s initial touch attack, but without the ensuing tornadic funnel. If combined
with augment #2, it retains its Reflex save, and the line-shaped spread deals damage without the funnel at its end.
     5a. For every additional power point you spend, this power deals an additional 1d6 points of damage.

Touch of Energy (NA)
Psychokinesis [see text]
Level: Psychic warrior 4, wilder 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal or touch; see text
Target: You or one weapon touched; see text
Duration: 1 round/lvl
Saving Throw: None, or Fortitude negates (object, harmless); see text
Power Resistance: None
Power Points: Psychic warrior 7, wilder 9

You can wreathe your hands or some other body part in a corona of energy, adding an additional 1d6 points of cold,
electricity, or fire damage (as chosen by you at the time of manifestation) on a successful melee attack. This attack
can be from an unarmed strike, an inherent natural attack, or a natural attack form gained by a special ability, such
as the metamorphosis or bestial morphology powers.
     If you are wielding a manufactured melee weapon, you can channel the energy into it upon manifestation,
granting it the ability to deal energy damage as if it were your natural attack. If the weapon is intelligent, it is
entitled to a Fortitude save to negate becoming wreathed in energy (such items generally only do so if they have a
fondness or loathing for a particular energy type).
     On a critical hit, it deals an extra 1d10 points of energy damage (in addition to its normal 1d6). If the critical
multiplier is x3, add 2d10 points of energy damage instead; if the multiplier is x4, add 3d10 points of energy
damage, and so on.
     This power can be manifested on an attack that already deals energy damage, but if the attack already deals the
same type of damage as the power, the effects stack. If this power is manifested on an attack already benefiting from
the effect of the power, the newer manifestation supersedes the older manifestation, even if both manifestations are
of different energy types.
     This power’s subtype is the same as the type of energy infused in the weapon.
     Augment: 1. For every 4 additional power points you spend, the energy damage you deal increases by 1d6.
This does not increase the additional damage dealt on a critical hit.
     2. [Negative] If you spend 3 fewer power points, this power deals 1d3 energy damage, and deals an additional
1d4 points of energy damage on a critical hit. This additional damage is multiplied as noted above.
     2a. If you spend a total of 5 fewer power points, this power deals 1 point of energy damage, and deals an
additional 1d3 points of energy damage on a critical hit.

Touch of the Vampire (A)
Psychometabolism
Level: Psychic warrior 3
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal, or touch; see text
Target: You, or you and one weapon touched; see text
Duration: 1 round/lvl
Power Points: 5

If you have a natural attack (either from an actual natural weapon or from an effect such as bestial morphology), you
can use this power to change the nature of that weapon. When this power is manifested, your limb takes on an
ominous glimmer. Each time you make a successful natural attack against a living creature with that weapon, you
are healed of some amount of damage.
     You heal a number of hit points equal to half the base damage dealt by your natural attack, rounded down
(additional damage dealt because of a high Strength score or other enhancements does not count toward the amount

                                                        - 189 -
you heal, unless you augment). You heal as many hit points as can be gained while the creature remains at 1 hit
point or higher. Any damage that would reduce the creature to less than 0 hit points does not benefit you.
     You do not heal damage if your attack deals nonlethal damage, such as when you attack a creature that has the
regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of inertial
barrier. Using fission on yourself and then attacking your duplicate also fails to grant any healing.
     If you are wielding a manufactured weapon, you can channel the energy into it upon manifestation, healing
damage as if it were your natural attack. This power ends if you relinquish your grip on the weapon for 1 round or
more. This power does not affect ranged weapons.
     Augment: 1. For every 3 additional power points you spend, the number of hit points of healing you gain from
this power increases by 1, up to the maximum amount of damage you deal with your weapon.
     2. If you spend 4 additional power points, this power’s duration becomes “1 min/lvl.”
     3. If you spend 4 additional power points, this power affects projectile and thrown weapons.

Touchsight (NA)*
Psychometabolism
Level: Psion/wilder 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Area: 60 ft emanation, centered on you
Duration: 1 min/lvl [D]
Power Points: 5

You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total
darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field
emanates from you out to 60 ft. You ignore invisibility, darkness, and most forms of concealment, though you must
have line of effect to a creature or an object to discern it. You do not need to make Spot or Listen checks to notice
creatures; you can detect and pinpoint all creatures and objects within 60 ft. In many circumstances, comparing your
regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible,
hiding, and concealed creatures.
     Touchsight is blocked by solid materials as thin and fragile as a piece of paper. Liquids, however, do not impede
it unless they are extraordinarily viscous (generally at least as thick as cold tree sap-ie, maple syrup), though surface
tension allows you to determine the presence of any liquids you can “see.”
     If you have Search as a class skill, you can search for difficult traps as though you were a rogue. If you actually
have the trapfinding special ability, you gain a +4 enhancement bonus to your Search checks for finding traps and
secret doors, and you can search a 10 ft x 10 ft cube for them as a move action.
     If combined with the Burrowing Power feat, you make a single Psicraft check upon manifestation. You may
bypass barriers whose DC equals your Psicraft check or lower, enabling you to “see” through barriers as if they were
not there. Creatures and attended objects do not count as barriers for this purpose.
     Augment: 1. For every additional power point you spend, the radius of your touchsight field increases by 5 ft.
     2. If you spend 2 additional power points, your touchsight becomes sharper, allowing you a perfect view of
creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues
are denied their sneak attack ability because you do not lose your Dexterity bonus (but they may still sneak attack
you if you are caught flat-footed). Your Spot and Search checks gain a +2 enhancement bonus (which stacks with
the above bonus, if applicable). This is often called the ubiquitous vision augment.
     3. If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes “One
creature or object touched,” and its power resistance becomes “Yes (harmless, object).”
     4. [Negative] For every power point not spent, the radius of your touchsight field decreases by 10 ft.

Tower of Iron Will (A)*
Telepathy [Mind-Affecting]
Level: Psion/wilder 5, psychic warrior 4
Display: Auditory
Manifesting Time: 1 standard action or 1 immediate action; see text
Range: Personal or none; see text
Target: You or you and all creatures in the area; see text
Area: 10 ft emanation; see text
Duration: 10 min/lvl or 1 round; see text

                                                         - 190 -
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: Psion/wilder 9, psychic warrior 7

You generate a bastion of thought so strong that it protects those it affects, improving the mental discipline of all.
This power can be used in one of two ways, as noted below:
     Personal: You gain power resistance of 20 + 1/lvl (to a maximum of 35) against all mind-affecting effects (see
below). The manifesting time for this effect is “1 standard action,” its range is “Personal,” its target is “You,” and its
duration is “10 min/lvl.” This effect is often called personal mind blank.
     Emanation: You can generate a field of mental protection, granting everyone around power resistance of 10 +
1/lvl (to a maximum of 25) against all mind-affecting effects (see below). The manifesting time for this effect is “1
immediate action,” its range is “10 ft,” its area is “10 ft radius emanation centered on you,” and its duration is “1
round.”
     Affected creatures are protected from all devices, spells, powers, and other effects that detect, influence, or read
emotions or thoughts. This power protects against all mind-affecting spells, powers, and effects. Tower of iron will
can even foil reality revision, limited wish, miracle, and wish when they are used in such a way as to affect the
subject’s mind.
     The power resistance granted by tower of iron will is even effective against extraordinary and supernatural
abilities (which are otherwise never affected by power resistance). If no caster level is specified, treat the caster level
as the number of hit dice of whatever creature originally created the effect.
     Augment: 1. For every additional power point you spend, the maximum bonus to power resistance against
mind-affecting effects increases by 3.
     2. [Telepath] For every additional power point you spend, the maximum bonus to power resistance against
mind-affecting effects increases by 5.
     3. For every additional power point you spend, you can increase the duration of this power (when manifested as
an area effect) by 1 round; for every 2 power points you spend in this way, the area and range increase by 5 ft.
     4. [Psion/wilder] If you spend 4 additional power points, this power’s range becomes “Close (25 ft + 5 ft/2
lvls),” its target becomes “One creature,” and its saving throw becomes “Will negates (harmless)” when used as a
personal effect. This is often called the psionic mind blank augment.
     4a. For every 2 additional power points you spend, you can target an additional creature within range.
     5. [Psion/wilder] If you spend 4 additional power points, this power’s duration for the personal mind blank
option becomes “1 hour/lvl.”

True Metabolism (NA)
Psychometabolism
Level: Psion/wilder 8
Display: Material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: 1 min/lvl
Power Points: 15

You are difficult to kill while this power persists. You gain fast healing 10 (but see below).
     You can also use this power to regrow lost portions of your body, such as an arm, a leg, or even a head (if you
have more than one, or can somehow function and survive without one). To do so, you must spend a full minute in
concentration (using full-round actions), during which time you lose the fast healing quality granted by this power;
once the minute is over, the original body part is regrown as if it had never been removed. If you have the severed
body part available, you can reattach it by spending 1 round concentrating on the power while holding the severed
part to its original location; it otherwise works as noted above. You can not attach a body part that was never a part
of you to begin with.
     You must have a Constitution score in order to receive the benefits of this power; if you do not have a
Constitution score, this power does nothing for the length of its duration until you somehow gain a Constitution
score (such as through use of the metamorphosis power).
     Augment: 1. [Kineticist] This power’s discipline becomes “Psychokinesis,” and its effects work even if you do
not have a Constitution score.
     2. For every 2 additional power points you spend, the fast healing granted by this power increases by 1.
     3. If you spend 2 additional power points, you also are not subject to hit point or Constitution damage resulting
from blood loss, as your body continually refreshes its reserves while this power lasts.

                                                          - 191 -
    4. If you spend 2 additional power points, this power’s manifesting time becomes “1 standard action.”
    5. If you spend 2 additional power points, you gain the benefits of augment #1.
    6. [Egoist] If you spend 4 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes
“Yes (harmless).”
    7. [Negative] If you spend 4 fewer power points, this power’s duration becomes “1 round/lvl.”

 Fast Healing
 A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit
 points per round, as given in the creature’s entry (for example, a vampire has fast healing 5). Fast healing does not
 restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body
 parts. Unless otherwise stated, it does not allow lost body parts to be reattached.

True Seeing, Psionic (NA)*
Clairsentience
Level: Psychic warrior 4, psion/wilder 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl
Power Points: Psychic warrior 7, psion/wilder 9

You improve your chances of seeing all magically hidden things as they actually are. Any time you are within 120 ft
of magical or psionic darkness, secret doors or traps hidden by magic, creatures under blur or displacement effects,
invisible creatures or objects, illusions, or things under the effects of polymorph, metamorphosis, or other
transmutation effects, you are entitled to an opposed manifester level check (with a +4 bonus) against the originator
of the effect you are attempting to see through. If you succeed, the attempt to hide the truth from you in such a way
fails, and you successfully perceive the reality of the situation, overlaid with a transparent image of what you would
otherwise see. If you fail, you can make Will saves, Spot checks, Sense Motive checks, and so on, as normal. You
are entitled to a new manifester level check once per minute until you succeed, for the length of this power’s
duration.
     In addition, you gain a +2 insight bonus to saves, skill checks, and ability checks against all illusions, including
any spells, powers, and spell-and psi-like abilities with the shadow descriptor (this includes any abilities-mundane,
extraordinary, or supernatural-possessed by creatures summoned or conjured using such abilities).
     Furthermore, you can see into the Ethereal Plane (but not into other extradimensional spaces); you can either
suppress or resume this ability as a swift action. Objects and creatures of the Ethereal Plane appear to be misty and
dreamlike, and you can distinguish between ethereal and material denizens without effort.
     Psionic true seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its
equivalent. It does not negate concealment, including that caused by natural darkness, mundane fog, and similar.
Psionic true seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding,
or notice secret doors hidden by mundane means. In addition, the power effects can not normally be further
enhanced with known psionics, so one can not use psionic true seeing through a crystal ball or in conjunction with
clairvoyant sense (unless the power states otherwise). This power also can not penetrate the mind-controlling effects
of cloud mind or other charm and compulsion effects.
     Augment: 1. [Seer] If you spend 2 additional power points, the range on this power becomes “Touch,” its target
becomes “One creature touched,” its saving throw becomes “Will negates (harmless),” and its power resistance
becomes “Yes (harmless).”
     2. For every 4 additional power points you spend, the insight bonus against illusions and abilities with the
shadow descriptor increases by 1.
     3. If you spend 6 additional power points, you can take a swift action once per round to alter your vision to see
into any single plane that is coexistent with the plane you are currently on, rather than just the Ethereal (generally
the Astral, Ethereal, and the Plane of Shadows, for a given Material Plane). You can see creatures, objects, forces,
and the landscape in general. These images are superimposed over your normal senses, and you can immediately tell
the difference between what is on your plane and what is on the coexistent plane. If you are not aware of what
planes might be coexistent with the plane you inhabit, you can randomly cycle through all of the planes available,
and can make an educated guess as to which plane you are looking at (Knowledge: The Planes, DC 10 to DC 30,
depending on the obscurity of the plane). You can not see onto planes that are blocked from planar travel by any


                                                         - 192 -
means, nor can you see into obscure extradimensional spaces, such as the inside of a bag of holding or a portable
hole.
    4. [Negative] If you spend 4 fewer power points, this power’s duration becomes “1 round/lvl.”

Twist of Fate (NAX)
Clairsentience
Level: Seer 8
Display: Olfactory
Manifesting Time: 1 standard action
Range: See text
Target: One or more creatures; see text
Duration: 1 round/lvl and instantaneous; see text
Saving Throw: Will negates; see text
Power Resistance: Yes; see text
Power Points: 15, XP (see text)

Your ire alters the balance of chance against your foes.
     On the round you manifest this power and for 1 round/lvl, you focus your will (as a standard action) on a single
creature you can see (including through powers and abilities such as clairvoyant sense). You need not have line-of-
effect. If the creature fails its saving throw, it is subject to one of the effects noted below. You need not focus on the
same creature each round, and you can affect a single target more than once with the same manifestation; a new Will
save and power resistance check is required every time a creature is affected by twist of fate.
     Roll d%; the creature is then subject to the effect on the following table. Only the manifester is aware of which
effects are in place, unless they are immediate and obvious (such as effect #1). This die-roll is not subject to
alteration by metapsionic feats, powers, or similar abilities, such as Maximize or Empower Power. The effects
below are all instantaneous (even if they have a secondary duration), and cannot be disjoined or dispelled. If the
creature is not subject to the effect in question, roll the d% again.

 Die       Effect
 Result
 1         The subject’s neural (or similar) system is corrupted (such as through an aneurysm, or a massive
           magical failure), rendering it deaf, blind, and mute, and it receives all of the appropriate penalties.
 2         For the next 10 minutes, any time the subject makes a d20 roll, it must roll twice; the subject takes the
           worst of the two rolls. In addition, all natural 20s are counted as natural 1s.
 3         The next attack roll that successfully strikes the subject is automatically treated as a critical hit (ie, a
           natural 20, which is automatically confirmed). If there are no negative consequences in treating the
           attack roll as a critical hit, this effect is not triggered until the following successful attack roll.
 4         The next attack roll the subject makes against a foe is treated as a critical failure (ie, a natural 1). It
           must make a Reflex save (with this power’s save DC) or drop its weapon (or its shield, if it is not
           carrying a weapon), if applicable.
 5         The next saving throw the subject makes against a negative effect is treated as a critical failure (ie, a
           natural 1). If the saving throw is against a positive effect (ie, harmless or beneficial), it automatically
           succeeds on the save (ie, a natural 20), and cannot choose to forgo the saving throw.
 6         The subject is distracted by something inconsequential and forgoes its next turn in combat, delaying
           its initiative to initiative count 1. If not currently in combat, this effect occurs the next time initiative
           is rolled.
 7         The next skill check the subject makes is treated as a natural 1, and automatically fails.
 8         The next Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check the subject makes is
           treated as a natural 1, and automatically fails.
 9         The next Appraise, Bluff, Diplomacy, Disguise, Forgery, Gather Information, Intimidate, Perform, or
           Sense Motive check the subject makes is treated as a natural 1, and automatically fails.
 10        The next Autohypnosis, Concentration, Handle Animal, Heal, Survival, or Use Rope check the
           subject makes is treated as a natural 1, and automatically fails. This is the case even if the subject
           expends his psionic focus to ‘take 15’ on a Concentration check.
 11        The next Craft, Disable Device, Knowledge, Open Lock, Profession, Psicraft, Sleight of Hand,
           Spellcraft, Use Magic Device, or Use Psionic Device check the subject makes is treated as a natural 1,
           and automatically fails.
 12        The next Hide, Listen, Move Silently, Search, or Spot check the subject makes is treated as a natural

                                                          - 193 -
     1, and automatically fails.
13   The subject is automatically hit by the next attack roll made against it (even on a critical failure), but
     only if there are negative consequences attached to the attack roll. If there are no negative
     consequences (such as if it would have been healed by the attack roll, rather than damaged), this effect
     is not triggered until the next attack roll.
14   The subject becomes inexplicably clumsy; it receives a -4 penalty to its Dexterity and must make a
     Reflex save (with this power’s save DC) every round that it moves more than half its speed or else it
     falls prone. This effect lasts for 1 round/level.
15   The subject begins choking, coughing, and wheezing uncontrollably, and is stunned for 1d6 rounds.
     Creatures that do not breathe are immune to this effect.
16   The next melee or ranged attack that successfully strikes the subject and deals damage (lethal or
     nonlethal) strikes a particularly sensitive spot, paralyzing it with agonizing pain for 1d3 rounds.
     Creatures that are immune to critical hits are immune to this effect.
17   The next supernatural ability, spell, power, or psi- or spell-like ability the subject attempts to use
     inexplicably fizzles (as if successfully dispelled) and is wasted; this also affects any use-activated
     magical or psionic items used by the subject.
18   If the subject is a spellcaster or manifester, or regularly uses Use Magic Device or Use Psionic
     Device, the next time it successfully casts a spell or manifests a power, it initiates a spontaneously-
     generated wild magic zone of random size (1d10 x 50 ft in radius, centered on the subject; see pages
     149 and 150 in the Dungeon Master’s Guide) that affects the spell or power effect. Reroll any time a
     wild magic effect would somehow benefit the subject. This wild magic zone closes and heals over 1
     round after discovered. Subjects that don’t meet the requirements above are immune to this effect.
19   The subject takes 3d6 points of nonlethal damage per hour as odd occurrences happen over the course
     of the next 24 hours; stubbed toes, falling masonry, oblivious and irate birds, and other forms of bad
     luck continually plague the subject, interrupting sleep and periods of rest, and generally causing
     extreme annoyance. Since these happenings occur at the most inopportune of times, there is a 10%
     chance that such things take place in any given combat round, and they always transpire during the
     subject’s standard action (or its equivalent).
20   For the next 1d4 rounds, the subject is attacked by falling objects, regardless of whether it would
     otherwise be possible for objects to fall on it in its current location (through an open portal to an
     unknown location, if necessary). Anvils and pianofortes are common. The subject is struck by the
     objects and resulting debris, taking 10d6 bludgeoning damage each round (Reflex half). All falling
     objects are smashed beyond repair, and are rendered worthless. (Generally, a voice from the portal
     apologizes for the inconvenience just before it closes, as the portal was opened at the wrong planar
     address.)
21   The subject stumbles on a hidden (inhabiting or hibernating) hellwasp swarm (pg 238 in the Monster
     Manual) during its next turn, which immediately attacks the subject with voracity, to the exclusion of
     all other targets. If this is somehow not possible, the swarm is encountered as soon as the subject
     could conceivably encounter it. If the subject is killed, the swarm inhabits and begins digesting the
     corpse, then continues its hibernation. If the subject flees beyond the reach of the swarm, it flies off to
     hibernate somewhere else.
22   Every object the subject is holding is dropped--belts unbuckle, weapons become slick, backpack
     straps break, and so on. This provokes the following penalties: the subject is disarmed of any material
     weapon or shield it was carrying (even if such objects were secured, such as to a locked gauntlet);
     unless the subject is wearing no clothing or armor it receives a -4 penalty to its AC and Reflex saves
     as such items twist around and come loose; it also loses any items secured on its body (such as a
     backpack or a waterskin) as such things fall to the ground at the subject’s feet. It generally takes the
     subject 1 round to retrieve, repair, and replace any single object displaced by this effect, an action
     which provokes attacks of opportunity.
23   The next teleportation effect that targets the subject displaces all of its clothing and equipment into a
     pile in the 5 ft space adjacent to its destination location, leaving it naked and unarmed after
     teleporting.
24   The subject receives a -5 penalty to all skill and ability checks for the next hour.
25   The next time the subject’s bare flesh touches the ground, a wall, or an unattended object, it contracts
     a fungal poison. It must make a Fort save (DC 20) or immediately become sickened for 1 hour and
     take 1d4 points of Str damage. 1 minute later, it must make an identical save or take an additional 1d6
     points of Str damage. Subjects immune to poison are immune to this effect.
26   As #25, except it suffers paralysis for 2d6 minutes and takes 1d4 points of Dex damage on an initial

                                                   - 194 -
     failed save, and 1d6 points of Dex damage on a secondary failed save.
27   As #25, except it falls unconscious for 1d3 hours and takes 1d4 points of Con damage on an initial
     failed save, and 1d6 points of Con damage on a secondary failed save.
28   The next time the subject performs a specific action as specified by the manifester (such as move
     more than 5 ft, speak, attack, cast a spell or manifest a power, and so on), it activates an old, corroded
     spell-form hidden in its surroundings. Since the magic is corrupted, it fails to show up under effects
     such as detect psionics, or even a bend reality, miracle or wish. It must make a Will save (DC 20) or
     immediately suffer 2d4 points of Intelligence, Wisdom, and Charisma drain.
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
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53
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56
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59
60
61
62
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                                                   - 195 -
 78
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 81
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 83
 84
 85
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 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
 100       Roll 1d% twice, and take the result of each die. If you receive this result again, roll 1d% once, instead.

      Until they come fully into fruition, the effects of this power can only be negated through a reality revision,
limited wish, wish, or miracle, though immediate effects such as blindness or deafness can be healed using the
appropriate means.
      If you have some small bit of the creature’s physical substance in your possession, such as blood, hair, nail-
clippings or scales to attune you to its being, twist of fate’s power resistance entry becomes ‘No’ (but only for that
creature).
      A psicrystal cannot use its standard actions to affect creatures with twist of fate unless it actually manifested the
power itself. In the case of schism, the primary mind must expend its actions to affect additional creatures unless the
power was manifested at a lower manifester level by the secondary mind, in which case the secondary mind can
perform this task.
      XP Cost (Optional): If you spend 10 XP per power point you spend on this power, you can limit the section of
the table you roll from; choose an 11-effect section (such as from effect #1 to effect #11), then roll 1d12 to
determine which effects you can inflict upon your foes. A roll of 12 means that you roll 1d12 twice more (similar to
effect #100). Effects #1 and #99 are considered next to each other for this purpose, and #100 is excluded from this
range.
      Augment: 1. For every 2 additional power points you spend, you can choose to add or subtract 1 from the d%
roll to affect the subject with the effect of your choice; for instance, if you spend 6 power points on this augment and
roll a 12, you can choose any effect between #9 and #15. If you roll a 100, you can add or subtract this number from
the two additional rolls. Effects #1 and #99 are considered next to each other for this purpose, and #100 is excluded
from this range.
      2. For every 6 additional power points you spend, you roll once more on the table above every round for the
effects the subjects suffer.
      3. [Negative] If you spend 6 fewer power points, this power’s duration becomes “Instantaneous,” and you can
no longer affect additional creatures on succeeding rounds.

Ultrablast (NA)
Telepathy [Mind-Affecting]
Level: Psion/wilder 7
Display: Auditory; see text
Manifesting Time: 1 standard action
Area: 15 ft radius spread (centered on you), a 30 ft cone-shaped spread (centered on you), or a 60 ft line-shaped
spread; see text
Duration: Instantaneous
Saving Throw: Will half

                                                          - 196 -
Power Resistance: Yes
Power Points: 13

You “grumble” psychically (which both psionic and nonpsionic creatures can detect), then release a horrid shriek
from your subconscious that disrupts the brains of all creatures hostile to you in the power’s area, dealing 13d6
points of empathic damage to each enemy in range. This area can be in a 15 ft radius spread, in a 30 ft cone-shaped
spread, or in a 60 ft line-shaped spread (that begins at your space).
    Augment: 1. For every additional power point you spend, this power’s damage increases by 1d6 points.
    2. You can spend a number of power points to increase the area of this power, as noted below:

Blast type      For every      You get
Line            1 pp           +10 ft
Cone            1 pp           +5 ft
Spread          2 pp           +5 ft (radius)

    For every 2 power points you spend in this way, this power deals an additional 1d6 damage.
    3. [Negative] For every power point not spent, this power deals 1d6 fewer points of damage.

Vampire’s Kiss (NA)
Psychometabolism
Level: Psion/wilder 7
Display: Auditory and Material
Manifesting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 13

You drain the physical potency from a creature you touch. If the target fails its saving throw, choose Strength,
Dexterity, or Constitution. This ability score is reduced to 0, and it falls prone (for Strength), is rendered immobile
and helpless (for Dexterity), or dies (for Constitution). This reduction is a special form of ability damage that heals
at a rate of 2 points per round, beginning the round after it takes effect. If the target possesses the Mind Over Body
feat, it heals ability damage at 4 points per round, instead.
     Augment: 1. For every 2 additional power points you spend, the number of points of ability damage healed per
round is halved. If this total is reduced below 1 per round, double the number of rounds it takes to heal 1 point of
ability damage, instead; this doubling is cumulative.
     2. [Negative] If you spend 6 fewer power points, this power deals 4 points of ability damage, rather than
reducing the target’s score to 0. It otherwise behaves as noted above. If this ability damage would reduce the
subject’s ability score to below 0, it essentially has a negative mental ability score, and must heal the “negative”
ability score damage before it begins healing as noted above. For instance, a creature with an Strength score of 2
takes 6 points of Strength damage, and now has an Str score of -4. The next round, it heals a point of damage, and
has an Str score of -3, but is still weakened and prone; it takes 4 more rounds for the creature’s Strength score to rise
above 0, and for it to move again.
     2a. For every additional power point you spend, this power deals an additional point of ability damage.

Vigor (NA)
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl
Power Points: 1




                                                         - 197 -
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier
manifestation has not expired merely replaces the older temporary hit points (if any remain), as well as the old
duration, with the newer ones.
     Augment: 1. For every additional power point you spend, the number of temporary hit points you gain
increases by 5.
     2. [Egoist] If you spend 2 additional power points, the range on this power becomes “Touch,” its target becomes
“One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance becomes
“Yes (harmless).”
     2a. For every 2 additional power points you spend, you can affect one additional creature.
     3. If you spend 2 additional power points, this power’s duration becomes “10 min/lvl.”
     3a. If you spend a total of 4 additional power points, it becomes “1 hour/lvl.”
     4. If you spend 6 additional power points, this power’s manifesting time becomes “1 immediate action.”
     5. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 round/3 levels.”

Wall of Ectoplasm (A)
Metacreativity (Creation)
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 lvls)
Effect: Wall whose area is up to four 5 ft squares/lvl [S], a sphere with a radius of up to 1 ft/lvl, or hemisphere with
a radius of up to 2 ft/lvl
Duration: 1 min/lvl [D]
Saving Throw: None
Power Resistance: No
Power Points: 7

You fashion a roiling wall of ectoplasm, imbuing it with solidity. The wall must be anchored to a solid surface, and
can not move once it is formed. It is 1 inch thick per four manifester levels and occupies up to four 5 ft squares per
level. Each 5 ft square of the wall has 10 hit points per inch of thickness and hardness 5. A section of the wall whose
hit points drop to 0 is breached. If a creature tries to break through the wall (a standard action), the DC for the
Strength check is 15 + 2 per inch of thickness.
     The wall of ectoplasm is susceptible to dispel psionics, but it gains a +4 bonus on any check to determine
whether the wall is negated. Spells, powers, and breath weapons can not pass through the wall in either direction
(though they could damage it). It extends into the Ethereal Plane, which means it blocks ethereal travel, as well as
ethereal and material creatures (though ethereal creatures can usually get around the wall by floating under or over it
through material floors and ceilings). The wall is opaque, so neither vision nor gaze attacks operate through it. The
wall does not block astral travel, such as that provided by the dimension swap power.
     A wall of ectoplasm is somewhat shapeable. You can form the wall into a flat plane whose area is up to four 5 ft
squares per level. You can also form it into a sphere with a radius of up to 1 ft per level, or a hemisphere with a
radius of up to 2 ft per level. You can choose to halve its length to double its height or width (flat planes only). The
wall must be continuous and unbroken when manifested. If its surface is interrupted by any object or creature, the
power fails. You can, however, fill in gaps and cracks around the wall’s outside edges, hedging out attempts at using
the ectoplasmic form power or the spell gaseous form. Doing so takes a negligible amount of ectoplasm so long as
the gaps are less than 2 ft wide; otherwise, you must expend a 5 ft section to fill it in. Treat the surface area of a
sphere or hemisphere the same as a plane-shaped wall for purposes of psionic dimensional anchor and similar
effects.
     A 5 ft section of wall can support only so much weight before it collapses. Treat the Strength check DC above
as the wall’s Strength score for the purposes of supporting weight. A 5 ft section of a wall of ectoplasm can hold
only up to its light load before it caves in. For instance, a wall that is 2 inches thick has a “Strength” of 19, and can
hold up to 116 lbs before giving way.
     Augment: 1. [Shaper] The wall created by this power need not be anchored to any actual surface; you can
anchor it to the fabric of the plane, instead. Once it is in effect, the wall is immoveable, as normal.
     2. For every additional power point you spend, you can add two additional 5 ft squares to the length of the wall,
or an additional 1 ft to the radius of a hemisphere; for every 2 power points you spend in this way, you can add an
additional 1 ft to the radius of a sphere.
     3. For every additional power point you spend, each 5 ft section’s hp increases by 3; for every 2 power points
you spend in this way, its hardness increases by 1.
     4. If you spend 2 additional power points, you gain the benefits of augment #1.

                                                         - 198 -
     5. If you spend 4 additional power points, this power’s duration becomes “10 min/lvl [D].”
     5a. If you spend a total of 8 additional power points, it becomes “1 hour/lvl [D].”
     5b. If you spend a total of 12 additional power points, it becomes “Instantaneous,” and is thereafter no longer
affected by effects such as a null psionics field.
     6. If you spend 4 additional power points, this power’s range becomes “Medium (100 ft + 10 ft/lvl).”
     6a. If you spend a total of 8 additional power points, it becomes “Long (400 ft + 40 ft/lvl).”
     7. [Negative] If you spend 2 fewer power points, this power’s duration becomes “1 round/lvl [D].” You can not
combine this augment with augment #5.
     7a. If you spend 4 fewer power points, it becomes “1 round.”

Wall Walker (NA)*
Psychoportation
Level: Wilder 2, psychic warrior 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/lvl
Power Points: 3

You realign your personal gravity to any solid surface you are touching. You can walk on vertical surfaces or even
traverse ceilings (you need not make Climb checks to traverse these surfaces). While affected by this power, you
and all of your equipment treat the surface on which you are standing as “down.” Because of the need to keep at
least one foot in contact with the wall or ceiling at all times, you can not jump or use the run action, and you can
move at only half speed.
     If you are exposed to an effect that alters your gravitational alignment, such as the reverse gravity spell, both
you and the originator must make opposed manifester level checks (a creature without a listed caster or manifester
level uses its Hit Dice total, instead); if you succeed on this check, you remain unaffected for this power’s duration.
     You retain your Dexterity bonus to Armor Class, if any, and opponents gain no special bonuses against you.
     Augments: 1. If you spend 2 additional power points, the range on this power becomes “Touch,” its target
becomes “One creature touched,” its saving throw becomes “Fortitude negates (harmless),” and its power resistance
becomes “Yes (harmless).”
     1a. For every 2 power points you spend, you can target another creature.
     2. If you spend 4 additional power points, this power’s duration becomes “10 min/lvl.”
     2a. If you spend a total of 8 additional power points, it becomes “1 hour/lvl.”
     3. If you spend 6 additional power points, you can retain your personal gravity towards a solid surface while
within 5 ft, even if you are not actually touching it. This allows you to walk at full speed, and even run or charge.
You may also use the Jump skill, though your Jump check must be high enough to move you within 5 ft of another
solid surface, or you fall and land prone.
     3a. For every 4 additional power points you spend, the maximum distance away from a surface you can move
without losing your personal gravity increases by 5 ft.
     4. [Negative] If you spend 1 power point less, this power’s duration becomes “1 round/lvl.”
     4a. If you spend a total of 2 fewer power points, it becomes “1 round.”

Water Wake (NA)
Psychokinesis
Level: Psion/wilder 4, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: 5 ft and Close (25 ft + 5 ft/2 lvls)
Target: One gallon of water or other liquid
Duration: 1 min/lvl [D]
Power Points: Psion/wilder 7, psychic warrior 3

You charge a gallon of liquid within 5 ft of you with psychokinetic energy under your control. It takes on a flowing,
amorphous appearance and floats within 5 ft unless you direct it elsewhere. You can use a move action to direct it to
fly at a speed of 40 ft (perfect maneuverability).
     Once per round as a swift action you can change the function of the water wake: a weapon or a shield.


                                                        - 199 -
     Water whip: In its amorphous state, you can use a standard action to perform a melee attack against any creature
within range of the water whip. It deals 2d8 points of slashing damage (x2 critical) with a 15 ft reach, though it does
not threaten the area into which it can make an attack, nor can it be used to flank. It uses your manifester level as its
base attack bonus, and your key manifesting ability score as a bonus to its attack rolls. You can deal nonlethal
damage with the standard -4 penalty. You can use a full-round action to perform a full-attack just as you would with
a normal weapon (using the base attack bonus as noted above). In addition, the water whip can perform any actions
you could make with a normal whip (with the same bonuses, including those given by feats, but not spells or powers
such as true strike or precognition), and is treated as a weapon for a creature of your size for this purpose.
     Ice shield: You instantly form a 5 ft x 5 ft x 1 inch-thick plane of ice that can be used to block projectiles and
protect others from attacks. Each round, you may use a move action to treat the ice shield as a tower shield for the
purposes of cover for any one creature in range, though it does not provide the AC bonus that a normal tower shield
would. The psychokinetic energy used to maneuver the shield is not strong enough to bear much weight; it has an
effective Strength score of 10, and can only remain aloft or move under its own power while bearing a light load.
     You can only have one water wake active at one time. Using a standard action, a move action, or a full-round
action to concentrate on using the water wake provokes attacks of opportunity unless you are within the area that the
water whip can make attacks (ie, within 15 ft).
     Augment: 1. If you spend 2 additional power points, the water whip version of this power gains a +1
enhancement bonus to attack and damage, and is considered psionic for overcoming damage reduction.
     1a. For every 2 additional power points you spend, you increase the enhancement bonus by +1.
     2. For every 2 additional power points you spend, you can affect an additional gallon of water, effectively
increasing the size-category of the tower shield by 1 or the thickness of the shield by 1 inch. For every 4 power
points you spend in this way, the water whip version of this power deals an additional 1d8 points of damage, and its
reach increases by 5 ft.
     3. If you spend 4 additional power points, this power’s range becomes “5 ft and Medium (100 ft + 10 ft/lvl); see
text.”
     3a. If you spend a total of 8 additional power points, it becomes “5 ft and Long (400 ft + 40 ft/lvl); see text.”
     4. If you spend 4 additional power points, this power’s duration becomes “10 min/lvl [D].”
     4a. If you spend a total of 8 additional power points, it becomes “1 hour/lvl [D].”
     5. [Negative] If you spend 2 fewer power points, this power deals 1d8 fewer points of damage.

Wit’s End (NA)
Telepathy [Mind-Affecting]
Level: Psion/wilder 7
Display: Visual and Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 13

You scramble the target’s neurological faculties. If the target fails its saving throw, choose Intelligence, Wisdom, or
Charisma. This ability score is reduced to 0, and it falls prone in a catatonic state. This reduction is a special form of
ability damage that heals at a rate of 2 points per round, beginning the round after it takes effect. If the target
possesses the Mind Over Body feat, it heals ability damage at 4 points per round, instead.
     Augment: 1. For every 2 additional power points you spend, the number of points of ability damage healed per
round is halved. If this total is reduced below 1 per round, double the number of rounds it takes to heal 1 point of
ability damage, instead; this doubling is cumulative.
     2. [Negative] If you spend 6 fewer power points, this power deals 4 points of ability damage, rather than
reducing the target’s score to 0. It otherwise behaves as noted above. If this ability damage would reduce the
subject’s ability score to below 0, it essentially has a negative mental ability score, and must heal the “negative”
ability score damage before it begins healing as noted above. For instance, a creature with an Intelligence score of 2
takes 6 points of Intelligence damage, and now has an Int score of -4. The next round, it heals a point of damage,
and has an Int score of -3, but is still catatonic and prone; it takes 4 more rounds for the creature’s Intelligence score
to rise above 0, and for it to wake up.
     2a. For every additional power point you spend, this power deals an additional point of ability damage.



                                                         - 200 -
MELDED POWERS AND NAME-CHANGES
This is a list of all of the missing powers from the original Expanded Psionics Handbook, and where they went to.
Some were folded into other powers, others had their names changed, and a few were simply deleted, as noted
below

1ST-LEVEL PSION/WILDER POWERS
Astral Traveler: This power became a 0-level talent.
Bolt: This was folded into the call weaponry power and became ectoweapon (see the list of 0-level talents).
Catfall: This power became a 0-level talent.
Conceal Thoughts: This power became a 0-level talent.
Control Flames: This power became a 0-level talent.
Create Sound: This power became a 0-level talent.
Detect Psionics: This power became a 0-level talent.
Dissipating Touch: This was renamed baleful teleport, which was reworked to scale for nomads into the original
baleful teleport power.
Ecto Protection: This was folded into a 1st level power called dismiss/protect ectoplasm, along with dismiss
ectoplasm.
Empathy: This power became a 0-level talent.
Empty Mind: This was folded into the 0-level talent psychokinetic resistance, which applies to any one type of
saving throw for 1 round.
Far Hand: This power became a 0-level talent.
Float: This power became a 0-level talent.
Force Screen: This power became a 0-level talent.
Grease, Psionic: This was renamed ectoplasmic sheen.
My Light: This power became a 0-level talent.
Precognition, Defensive: This was rolled into the 1st level power, precognition.
Precognition, Offensive: This was rolled into the 1st level power, precognition.
Prescience, Offensive: This was rolled into the 1st level power, precognition.
Telempathic Projection: This power became a 0-level talent.

2ND-LEVEL PSION/WILDER POWERS
Bestow Power: This became a 1st-level power.
Biofeedback: This was rolled into and replaced with inertial barrier.
Elfsight: This was replaced with mindsight.
Energy Adaptation, Specified: This was rolled into and replaced with energy adaptation.
Energy Push: This was rolled into energy ray.
Energy Stun: This was rolled into energy missile.
Psionic Knock: This power became a 0-level talent.
Levitate, Psionic: This was rolled into telekinetic force.
Mental Disruption: This was rolled into psionic daze.
Missive, Mass: This was rolled into missive.
Psionic Lock: This power became a 0-level talent.
Sense Link, Forced: This was rolled into sense link.
Thought Shield: This was rolled into tower of iron will.

3RD-LEVEL PSION/WILDER POWERS
Body Adjustment: This was rolled into body purification and became a 1st level power.
Body Purification: This was rolled into body adjustment and became a 1st level power.
Danger Sense: This power became a 0-level talent.
Darkvision, Psionic: This was rolled into mindsight.
Dismiss Ectoplasm: This was rolled into dismiss/protect ectoplasm.
Energy Bolt: This was rolled into energy burst.
Energy Burst: This was rolled into energy burst.
Eradicate Invisibility: This was rolled into ectoplasmic pigment.
Keen Edge, Psionic: This was rolled into duodimensional edge.
Share Pain, Forced: This was rolled into share pain.
Solicit Psicrystal: This was rolled into co-opt concentration.
Telekinetic Force: This became a 2nd level power.
Ubiquitous Vision: This was rolled into touchsight.

                                                      - 201 -
4TH-LEVEL PSION/WILDER POWERS
Aura Sight: This was rolled into detect psionics.
Correspond: This was rolled into missive.
Dimension Door, Psionic: This was rolled into dimension slide.
Energy Adaptation: This became a 2nd level power.
Personality Parasite: This was removed from the general psion/wilder list and was rolled into schism.
Power Leech: This was rolled into bestow power.
Telekinetic Maneuver: This was rolled into telekinetic force.
Trace Teleport: This was removed from the general psion/wilder list and was rolled into detect teleportation.

5TH-LEVEL PSION/WILDER POWERS
Ectoplasmic Shambler: This became a 3rd level power.
Major Creation, Psionic: This was rolled into psionic creation.
Psychic Crush: This was rolled into disable.
Breath of the Black Dragon: This was removed from the general psion/wilder list and rolled into energy burst
(psychic warrior only).
Cloud Mind, Mass: This was rolled into cloud mind.
Co-Opt Concentration: This became a 3rd level power.
Overland Flight, Psionic: This was rolled into psionic fly.
Retrieve: This became a 1st level power.

7TH-LEVEL PSION/WILDER POWERS
Energy Conversion: This was rolled into energy adaptation.
Energy Wave: This was removed from the general psion/wilder list and became a 3rd-level kineticist power.
Insanity: This was rolled into id insinuation.
Mind Blank, Personal: This was rolled into tower of iron will.
Moment of Precience, Psionic: This was removed from the general psion/wilder list and was rolled into
precognitive edge.
Phase Door, Psionic: This was removed from the general psion/wilder list and remade into phase body.
Sequester, Psionic: This was rolled into suspend life.

8TH-LEVEL PSION/WILDER POWERS
Bend Reality: This was rolled into reality revision and is now a 6th level power.
Iron Body, Psionic: This was rolled into oak body.
Mind Blank, Psionic: This was rolled into tower of iron will.
Recall Death: This was rolled into recall agony.
Teleport, Psionic Greater: This was rolled into psionic teleport.

9TH-LEVEL PSION/WILDER POWERS
ApoPsi: This became a 7th level power.
Etherealness: This was rolled into ethereal jaunt.
Reality Revision: This became a 7th level power.

  PSION DEVOTION POWERS
EGOIST (PSYCHOMETABOLISM) DEVOTION POWERS
1 Thicken Skin: This power became a 0-level talent.
2 Chameleon: This power became a 0-level talent.
3 Empathic Transfer: This power became metabolic transfer.
4 Metamorphosis: This became a 1st level power.
5 Restore Extremity: This was rolled into psionic restoration.
9 Metamorphosis, Greater: This was removed from the egoist list, and was replaced with panzer avatar.

KINETICIST (PSYCHOKINESIS) DEVOTION POWERS
1 Control Object: This became a 0-level talent, and was replaced with animate object.
2 Energy Missile: This became psion/wilder 2.
3 Energy Cone: This was rolled into energy burst.
4 Energy Ball: This was rolled into energy wave.
5 Fiery Discorporation: This was reworked into energy discorporation.

                                                       - 202 -
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
1 Burst: This power became a 0-level talent.
2 Levitate, Psionic: This was rolled into telekinetic force.
4 Fly, Psionic: This became psion/wilder 3.
5 Baleful Teleport: This became psion/wilder 1.
  Teleport, Psionic: This was rolled into dimension slide.
  Teleport Trigger: This was rolled into dimension slide.
6 Banishment, Psionic: This was rolled into psionic dismissal.
7 Ethereal Jaunt, Psionic: This became psion/wilder 4.
8 Time Hop, Mass: This was rolled into time hop.
9 Teleportation Circle, Psionic: This was reworked into psychoportive key and became psion/wilder 8.

SEER (CLAIRSENTIENCE) DEVOTION POWERS
1 Precognition: This was renamed precognitive edge.
2 Object Reading: This was rolled into psychic sensitivity.
   Sensitivity to Psychic Impressions: This was rolled into psychic sensitivity.
   Remote Viewing: This was rolled into clairvoyant sense.
5 Clairtangent Hand: This was rolled into clairvoyant sense.
6 Precognition, Greater: This was rolled into precognitive edge.
7 Fate of One: This was rolled into second chance.
8 Hypercognition: This was rolled into call to mind.

SHAPER (METACREATIVITY) DEVOTION POWERS
1 Minor Creation, Psionic: This became psionic creation.
3 Concealing Amorpha, Greater: This was rolled into concealing amorpha.
5 Hail of Crystals: This was rolled into crystal shard.
6 Fabricate, Greater Psionic: This was rolled into fabricate.
9 True Creation: This was rolled into psionic creation.

TELEPATH (TELEPATHY) DEVOTION POWERS
1 Mindlink: This was rolled into missive.
2 Suggestion, Psionic: This was rolled into psionic charm.
3 Empathic Transfer, Hostile: This was removed from the telepath list.
4 Mindlink, Thieving: This was rolled into missive.
7 Crisis of Life: This was deleted, as recall agony/death is better on all fronts.
9 Mind Switch, True: This was rolled into mind switch.

PSYCHIC WARRIOR POWERS
1ST-LEVEL PSYCHIC WARRIOR POWERS
Astral Traveler: This power became a 0-level talent.
Biofeedback: This was rolled into and replaced with inertial barrier.
Bite of the Wolf: This was rolled into bestial morphology.
Burst: This power became a 0-level talent.
Call Weaponry: This was folded into the bolt power and became ectoweapon (see the list of 0-level talents).
Catfall: This power became a 0-level talent.
Chameleon: This power became a 0-level talent.
Claws of the Beast: This was rolled into bestial morphology.
Compression: This was rolled into mass modulation.
Conceal Thoughts: This power became a 0-level talent.
Detect Psionics: This power became a 0-level talent.
Dissipating Touch: This was renamed baleful teleport.
Elfsight: This was replaced with mindsight.
Empty Mind: This was folded into the 0-level talent psychokinetic resistance, which applies to any one type of
saving throw for 1 round.
Expansion: This was rolled into mass modulation.
Float: This power became a 0-level talent.
Force Screen: This power became a 0-level talent.
Grip of Iron: This power became a 0-level talent.

                                                       - 203 -
Metaphysical Claw: This power was rolled into metaphysical weapon.
My Light: This power became a 0-level talent.
Precognition, Defensive: This was rolled into the 1st level power, precognition.
Precognition, Offensive: This was rolled into the 1st level power, precognition.
Prescience, Offensive: This was rolled into the 1st level power, precognition.
Prevenom: This was rolled into psychometabolic venom.
Prevenom Weapon: This was rolled into psychometabolic venom.
Thicken Skin: This power became a 0-level talent.

2ND-LEVEL PSYCHIC WARRIOR POWERS
Body Adjustment: This was rolled into body purification and became a 1st level power.
Body Purification: This was rolled into body adjustment and became a 1st level power.
Darkvision, Psionic: This was rolled into mindsight.
Dissolving Touch: This was rolled into dissolving weapon.
Empathic Transfer: This became metabolic transfer.
Energy Adaptation, Specified: This was rolled into energy adaptation.
Levitate, Psionic: This was rolled into telekinetic force.
Painful Strike: This was rolled into hammer.
Thought Shield: This was rolled into tower of iron will.

3RD-LEVEL PSYCHIC WARRIOR POWERS
Claws of the Vampire: This was rolled into touch of the vampire.
Concealing Amorpha, Greater: This was rolled into concealing amorpha.
Danger Sense: This power became a 0-level talent.
Dimension Slide: This became a 2nd level power.
Duodimensional Claw: This was rolled into duodimensional edge.
Empathic Transfer, Hostile: This was rolled into metabolic transfer.
Exhalation of the Black Dragon: This was folded into energy ray.
Keen Edge, Psionic: This was rolled into duodimensional edge.
Ubiquitous Vision: This was rolled into touchsight.
Vampiric Blade: This was rolled into touch of the vampire.

4TH-LEVEL PSYCHIC WARRIOR POWERS
Claw of Energy: This was rolled into touch of energy.
Dimension Door, Psionic: This was rolled into dimension slide.
Energy Adaptation: This became a 2nd level power.
Inertial Barrier: This became a 1st level power.
Steadfast Perception: This was rolled into psionic true seeing.
Truevenom: This was rolled into psychometabolic venom.
Truevenom Weapon: This was rolled into psychometabolic venom.
Weapon of Energy: This was rolled into touch of energy.

6TH-LEVEL PSYCHIC WARRIOR POWERS
Breath of the Black Dragon: This was rolled into energy burst.
Form of Doom: This became a 4th level power.
Mind Blank, Personal: This was rolled into tower of iron will.




                                                      - 204 -

				
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