Wilder Spell List

by Amellwind

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3.5 to 5e Power List conversion

Psionic powers spring from sentient minds. Even an undead creature or a being that has no physical form can create a reserve of inner strength necessary to manifest powers, as long as it has an Intelligence score of at least 1. Vermin possessed of a hive mind ability are an exception to this rule. A psionic power is a one-time psionic effect. Psionic characters and creatures need not prepare their powers for use ahead of time. They either have sufficient power points to manifest a power or they do not.

Manifesting Powers

Psionic characters and creatures manifest powers. Whether they cost power points when manifest by a psionic character, or are manifested as psi-like abilities, powers’ effects remain the same. The process of manifesting a power uses the same rules as casting a spell, but with some differences.

Manifester level

A power’s effect often depend on its manifester level, which is equal to your psionic class level, such as the wilder class. Most powers cannot be cast at a higher level, but a power that can be augmented for additional effect is also limited by your manifester level (you can’t spend more power points on a power than your manifester level). See Augment, below.

Augment

Augment Many powers have variable effects based on the number of power points you spend when you manifest them. The more points spent, the more powerful the manifestation. How this extra expenditure affects a power is specific to the power. Some augmentations allow you to increase the number of damage dice, while others extend a power’s duration or modify a power in unique ways. Each power that can be augmented includes an entry giving how many power points it costs to augment and the effects of doing so. However, you can spend only a total number of points on a power equal to your manifester level.

Augmenting a power takes place as part of another action (manifesting a power). Unless otherwise noted in the Augment section of an individual power description, you can augment a power only at the time you manifest it.

Display

One of the biggest differences between spellcasting and manifesting a power is that, powers do not use components. Instead when a power is manifested, a display may accompany the primary effect. This secondary effect may be auditory, material, mental, olfactory, or visual. No power’s display is significant enough to create consequences for the psionic creatures, allies, or opponents during combat, but could alert creatures to your presence.

The secondary effect for a power occurs only if the power’s description indicates it. If multiple powers with similar displays are in effect simultaneously, the displays do not necessary become more intense. Instead, the overall display remains much the same, though with minute spikes in intensity.


Dispense with Displays
Despite the fact that almost every power has a display, a psionic character can always choose to manifest the power without the flashy accompaniment. To manifest a power without any display (no matter how many displays it might have), a manifester must make a Concentration check (DC 10 + the level of the power). This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display.

Displays

Auditory
A bass-pitched hum issues from the manifester’s vicinity or in the vicinity of the power’s subject (manifester’s choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the manifester’s option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful DC 10 Wisdom (perception) check. Some powers describe unique auditory displays.


Material
The target or the area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates after 1 round regardless of the power’s duration. Sophisticated psions recognize the material as ectoplasm from the Astral Plane; this substance is completely inert.


Mental
A subtle chime rings once in the minds of creatures within 15 feet of either the manifester or the target (at the manifester’s option). At the manifester’s option, the chime can ring continuously for the power’s duration. Some powers describe unique mental displays.


Olfactory
An odd but familiar odor brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the manifester and spreads to a distance of 20 feet, then fades in less than a second (or lasts for the duration, at the manifester’s option).


Visual
The manifester’s eyes burn like points of silver fire while the power remains in effect. A rainbow-flash of light sweeps away from the manifester to a distance of 5 feet and then dissipates, unless a unique visual display is described. This is the case when the Display entry includes “see text,” which means that a visual effect is described somewhere in the text of the power.

talents (0 Level)
  • Call to Mind
  • Catfall A
  • Control Flames A
  • Control Light
  • Create Sound
  • Crystal Shard A
  • Daze, Psionic A
  • Dissipating Touch A
  • Far Hand A
  • Float:
  • Missive A
  • My Light A
  • Sustenance
1st Level
  • Astral Traveler
  • Attraction A
  • Bolt A
  • Conceal Thoughts
  • Deceleration A
  • Déjà Vu A
  • Demoralize A
  • Distract
  • Empathy A
  • Empty Mind A
  • Energy Ray A
  • Entangling Ectoplasm
  • Force Screen A
  • Grease, Psionic
  • Hammer A:
  • Inertial Armor A:
  • Know Direction and Location
  • Matter Agitation
  • Mental Barrier A
  • Mind Thrust A
  • Precognition, Defensive A
  • Precognition, Offensive A
  • Prescience, Offensive A
  • Sense Link A
  • Skate:
  • Synesthete
  • Telempathic Projection
  • Vigor A:
2nd Level
  • Biofeedback A
  • Body Equilibrium
  • Cloud Mind
  • Concealing Amorpha:
  • Concussion Blast A
  • Control Sound
  • Detect Hostile Intent
  • Ego Whip A
  • Elfsight
  • Energy Adaptation, Specified A
  • Energy Push A
  • Energy Stun A
  • Identify, Psionic
  • Inflict Pain A
  • Knock, Psionic
  • Levitate, Psionic
  • Mental Disruption A
  • Missive, Mass A
  • Psionic Lock
  • Recall Agony A
  • Sense Link, Forced:
  • Share Pain:
  • Swarm of Crystals A
  • Thought Shield A
  • Tongues, Psionic
3rd Level
  • Body Adjustment A
  • Danger Sense
  • Dispel Psionics A
  • Energy Bolt A
  • Energy Burst A
  • Energy Retort A
  • Energy Wall:
  • Eradicate Invisibility A:
  • Keen Edge, Psionic
  • Mind Trap A
  • Psionic Blast A
  • Share Pain, Forced A
  • Solicit Psicrystal A
  • Telekinetic Force A
  • Telekinetic Thrust A
  • Time Hop A
  • Touchsight A
  • Ubiquitous Vision
4th Level
  • Aura Sight A
  • Correspond
  • Death Urge A
  • Detect Remote Viewing
  • Dimension Door, Psionic
  • Divination, Psionic
  • Empathic Feedback A
  • Energy Adaptation A
  • Freedom of Movement, Psionic
  • Id Insinuation A
  • Intellect Fortress A
  • Mindwipe A
  • Personality Parasite
  • Power Leech:
  • Telekinetic Maneuver A
  • Trace Teleport A
  • Wall of Ectoplasm
5th Level
  • Adapt Body:
  • Catapsi A
  • Ectoplasmic Shambler
  • Leech Field A
  • Major Creation, Psionic
  • Plane Shift, Psionic
  • Power Resistance
  • Psychic Crush A
  • Shatter Mind Blank
  • Tower of Iron Will A
  • True Seeing, Psionic
6th Level
  • Aura Alteration A
  • Breath of the Black Dragon A
  • Cloud Mind, Mass
  • Contingency, Psionic
  • Co-opt Concentration
  • Disintegrate, Psionic A
  • Fuse Flesh A
  • Remote View Trap
  • Retrieve A
  • Suspend Life
  • Temporal Acceleration A
  • Touchsight A
  • Wind Walk, Psionic
7th Level
  • Decerebrate:
  • Divert Teleport
  • Energy Conversion
  • Energy Wave A
  • Evade Burst A
  • Insanity A
  • Mind Blank, Personal
  • Oak Body A
  • Phase Door, Psionic
  • Sequester, Psionic
  • Ultrablast A
8th Level
  • Bend Reality
  • Iron Body, Psionic
  • Matter Manipulation
  • Mind Blank, Psionic
  • Recall Death
  • Shadow Body
  • Teleport, Psionic
  • True Metabolism
9th Level
  • Affinity Field
  • Apopsi
  • Assimilate
  • Etherealness, Psionic
  • Microcosm A
  • Reality Revision
  • Timeless Body

Talents

Call to Mind

Divination Talent


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Mental
  • Duration: Conc. Up to 1 minute

By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. You may reroll a Arcana, History, Medicine, Nature, or Religion skill check before the outcome is determined. You must take the result of the reroll, even if it’s worse than the original roll.

Catfall

Transmutation Talent


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Auditory
  • Duration: Instantaneous

You can use this Talent in the air if jumping or falling from a great height. No matter what, you land on your feet when you land and damage that you would have taken from the fall is reduced as if the fall was 20 feet shorter.


Once you use this Talent, you cannot use it again until 1 minute has passed.


Augment
For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter.

Control Flames

Transmutation Talent


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Mental
  • Duration: Instantaneous

Choose a nonmagical flame that you see and fits in a 5-foot cube. You affect it in one of the following ways:

  • You expand the flame 5 feet in one direction if fuel is present in the new location.
  • You extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes to appear within the flames and animate as you like. The shapes last for 1 hour.

If you manifest this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.

Control Light

Transmutation Talent


  • Manifesting Time: 1 action
  • Range: 120 feet (Nine 10-ft. cubes)
  • Display: Visual
  • Duration: Concentration, up to 1 min

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.


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 are blind. If you decrease the ambient light in an area by 100%, even those with darkvision are unable to see within the affected area.


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.

Create Sound

Conjuration Talent


  • Manifesting Time: 1 action
  • Range: 120 feet (Nine 10-ft. cubes)
  • Display: Auditory
  • Duration: Concentration, up to 1 min

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 cannot 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 Charisma (Deception) check opposed by the listener’s Wisdom (Insight) check to avoid arousing suspicion. A creature can repeat its check at the end of

Create sound can be used to bring sounds into existence that you later manipulate by manifesting control sound.

Crystal Shard

Evocation Talent


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory and material
  • Duration: Instantaneous

Upon manifesting this power, you propel a razor-sharp crystal shard at your target. Make a ranged power attack. On hit, the target takes 1d8 piercing damage.

This powers's damage increases by 1d8 when you reach 5th, 11th, and 17th level.


Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.

Daze, Psionic

Enchantment Talent


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Material and mental
  • Duration: instantaneous

You cloud the mind of a humanoid creature. If the target creature has 4 or fewer Hit Dice, it must make a Wisdom saving throw or it can take no actions until the end of its next turn. Humanoids of 5 or more HD automatically succeed the saving throw. A dazed subject is not stunned, so attackers get no special advantage against it.


Augment
For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points.

Dissipating Touch

Transmutation Talent


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Auditory and visual
  • Duration: Instantaneous

Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. Make a melee power attack. On hit, the target takes 1d8 thunder damage.

This powers's damage increases by 1d8 when you reach 5th, 11th, and 17th level.


Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.

Far Hand

Conjuration Talent


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Visual
  • Duration: 1 min.

You can mentally lift and move an object weighing up to 5 lbs. at will from a distance. You can use part of your movement, to propel the object as far as 15 feet 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 points you spend, this power’s range increases by 5 feet.
  2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.

Float

Transmutation Talent


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Auditory
  • Duration: up to 1 minute

You mentally support yourself in water or similar liquid. You can swim at a speed of 10 feet using the power alone, or use it to boost your swim speed by 10 feet.

If you are underwater at the start of your turn, you pushed 10 feet towards the liquids surface without expending any of your movement.

Missive

Transmutation Talent


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Display: Mental
  • Duration: 1 round

As the message cantrip, except as noted here.

  • The message can only be 10 words long
  • The target cannot reply back
  • Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood does not block the power.

Augment
For every 1 additional power points you spend, this power’s range increases by 5 feet.

My Light

Evocation Talent


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Auditory and visual
  • Duration: 10 minutes

Your eyes beam forth a 20-foot 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 the elfsight power, the cone of light extends out to 40 feet instead of 20 feet.


Augment
If you spend 1 additional power points, you can manifest this power as a bonus action

Sustenance

Transmutation Talent


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material
  • Duration: Instantaneous

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.





1st-level powers

Astral Traveler

1st-level Conjuration


  • Manifesting Time: 1 hour
  • Range: Touch
  • Display: none
  • Duration: See text

This power allows you or a creature you touch to participate in an astral caravan created through use of the Astral Caravan power. While participating in a journey allowed by the astral caravan power, you must hold the hand of both your fellow passenger ahead of you (or the caravan leader) and your fellow passenger behind you (unless you happen to be the last in the hand-linked line). If you or any one of your fellow passengers breaks the hand-to-hand link for 2 consecutive rounds, the impetus through the Astral Plane provided by astral caravan fails.

All those who are part of the caravan who are capable of performing purely mental actions, such as manifesting a power, may do so while maintaining hand-to-hand contact with their fellow travelers. When astral travelers begin their journey, each one is connected to the Material Plane by an insubstantial silvery cord. Very few weapons exist that can damage a silvery cord.

The last creature in the line of those making up the caravan is sometimes referred to as the rear guard, because he or she has one hand free and can use it to wield a weapon without relinquishing his or her grip on the next traveler in line. The weightless, subjective environment of the Astral Plane allows the caravan to flex and bend as necessary to bring the rear guard’s weapon to bear.

Attraction

1st-level Enchantment


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Auditory
  • Duration: 1 hour

You plant a compelling attraction in the mind of the target creature. The attraction can be toward a particular person or an object. The target creature must then make a Charisma saving throw. On a failed save, the subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction.


For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. 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’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a advantage any interaction checks you make involving the subject (such as Deception, Intimidate, Insight, and Persuasion).

At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 hour for each level above 1st.


Augment
For every 2 additional power points you spend, this power’s save DC increases by 1 and the bonus on interaction checks increases by 1.

Bolt

1st-level Conjuration


  • Manifesting Time: 1 action
  • Range: touch
  • Display: Material
  • Duration: Concentration, 1 minute

You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has a +1 enhancement bonus on attack rolls and damage rolls.

At Higher Levels. When you manifest this power using a power level of 2nd level or higher, you increase the amount of ammo created by 1d4 and its duration is increased by 1 minute for each level above 1st.


Augment
For every 3 additional power points you spend, this power improves the ammunition’s enhancement bonus on attack rolls and damage rolls by 1.

Conceal Thoughts

1st-level Abjuration


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Mental
  • Duration: Concentration, 1 hour

You protect the one willing’s thoughts from analysis. While the duration lasts, creatures have disadvantage on skill checks when attempting to discern the targets true intentions. It also has advantage on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).

At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 hour for each level above 1st.

Deceleration

1st-level Transmutation


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Auditory and material
  • Duration: 1 minute

You warp space around one Medium or smaller creature, hindering the creature’s ability to move. The target must make a Dexterity saving throw or its speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.

At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 minute for each level above 1st.


Augment
For every 2 additional power points you spend, this power can affect a target one size category larger.

Déjà Vu

1st-level Enchantment


  • Manifesting Time: 1 action
  • Range: 30 feet
  • Display: Mental
  • Duration: 1 minute

A creature of your choice must succeed on a Wisdom save or your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself.


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

Demoralize

1st-level Enchantment


  • Manifesting Time: 1 action
  • Range: Self (30-foot radius)
  • Display: Mental and olfactory
  • Duration: Concentration 1 minute

You fill your enemies with self-doubt in a 30 foot radius around you. Each enemy in the area must make a Wisdom saving throw. On a fail fails, whenever they make an attack roll or saving throw before the power ends, they must roll a d4 and subtract the number rolled. Allies and creatures with an Intelligence score of 6 or less are unaffected.

At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 minute for each level above 1st.


Augment
For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.

Distract

1st-level Enchantment


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Mental
  • Duration: Concentration 1 minute

A creature of your choice must succeed on a Charisma saving throw or you cause your target’s mind to wander, distracting it. Targets under the effect of distract have their passive Perception halved and they make all Insight, Investigation, and Perception checks at disadvantage.

At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 minute for each level above 1st.

Empathy

1st-level Divination


  • Manifesting Time: 1 action
  • Range: Self (30-foot radius)
  • Display: Mental
  • Duration: Concentration, up to 1 min.

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 advantage on Charisma (Deception) checks, Charisma (Intimidation) checks, Wisdom (Insight) Checks, and Charisma (Persuasion) checks that you make in the round you cease concentrating on this power.

At Higher Levels. When you manifest this power using a power level of 2nd level or higher, the duration is increased by 1 minute for each level above 1st.


Augment

  1. For every additional power point you spend, this power’s range and the radius of its area increases by 5 feet.
  2. If you spend 2 additional power points, this power’s maximum duration increases to 1 hour/level.

Empty Mind

1st-level Divination


  • Manifesting Time: 1 reaction
  • Range: Self
  • Display: Auditory
  • Duration: Instantaneous

You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain advantage on Wisdom saving throws until the end of your next turn.


Augment For every 2 additional power points you spend, you gain an addition +1 to you Wisdom saving throws.

Energy Ray

1st-level Evocation


  • Manifesting Time: 1 action
  • Range: 90 feet
  • Display: Auditory
  • Duration: Instantaneous

Upon manifesting this power, you choose cold, fire, lightning, or thunder. You create a ray of energy of the chosen type that shoots forth from your fingertip and gains the benefit blow. Make a range power attack, on a hit the target takes 2d8 points of damage of the choosen type.

  • Cold
    A ray of this energy type deals +1 point of damage per die.
  • Fire
    A ray of this energy type deals +1 point of damage per die.
  • Lightning
    Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor.
  • Thunder
    A ray of this energy type deals -1 point of damage per die and ignores cover.

Augment For every additional power point you spend, this power’s damage increases by 1d8.

Entangling Ectoplasm

1st-level Conjuration


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Visual and Material
  • Duration: up to 1 minute

You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged power attack at one Medium or smaller creature in range. On a successful hit, the subject is covered in goo and becomes restrained. As an action, a creature can make an Strength (Atheletics) check versus your power save DC. On a success the creature is freed or the goo evaporates at the end of the power’s duration.


Augment For every 2 additional power points you spend, this power can affect a target one size category larger.

Force Screen

1st-level Conjuration


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Display: Auditory
  • Duration: 1 minute

You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +2 bonus to your AC.

Grease, Psionic

1st-level Conjuration


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory
  • Duration: 1 minute

As the grease spell, except as noted here.


Sometimes this power is referred to as ectoplasmic sheen.

Hammer

1st-level Conjuration


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Display: Auditory and material
  • Duration: instantaneous

This power charges your touch with the force of a sledgehammer, make a melee power attack. On hit, the target takes 1d6 bludgeoning damage and must make a Constitution saving throw or become stunned until the end of its next turn.


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

Inertial Armor

1st-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 8 hours

Your mind generates a tangible field of force. Your base AC becomes 12 + its Dexterity modifier. The power ends if the target dons armor; you use the force screen power, or if its already active; or if you dismiss the power as an action. Your inertial armor can be invisible or can appear as a colored glow, at your option.


Augment For every 4 additional power points you spend, the armor bonus to Armor Class increases by 1.

Know Direction and Location

1st-level Divination


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Mental
  • Duration: Instantaneous

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.

Matter Agitation

1st-level Conjuration


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory and material
  • Duration: Concentration, up to 1 min.

When you manifest this power, the target creature or object must make Constitution saving throw. On a fail, you can excite the structure of a nonpsionic creature, nonmagical 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.


1st Round
Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens (1 point of damage).


2nd Round
Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of damage), hair smolders, paint shrivels, water boils.


3rd and Subsequent Rounds
Wood ignites, metal scorches (1d4 points of damage for those holding metallic objects). Skin burns and hair ignites (1d6 points of damage), lead melts.

Mental Barrier

1st-level Enchantment


  • Manifesting Time: 1 reaction
  • Range: Self
  • Display: Auditory
  • Duration: 1 round

As the shield spell, except as noted here.


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

  1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.
  2. For every additional power point you spend, this power’s duration increases by 1 round.

Mind Thrust

1st-level Evocation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory and material
  • Duration: Concentration, up to 1 min.

You instantly deliver a massive assault on the thought pathways of any one creature. That creature must make an Intelligence saving throw, or take 2d10 psychic damage.


Augment
For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.

Precognition, Defensive

1st-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material and visual
  • Duration: Concentration, up to 10 min.

Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows.

You gain a +1 bonus to AC and on all saving throws. If caught in a situation where you are surprised, this bonus to AC and saving throws does not apply.


Augment

  1. For every 6 additional power points you spend, the bonus gained to AC is increases by 1.
  2. If you spend 3 additional power points, you can manifest this power as a bonus action.

Precognition, Offensive

1st-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material and visual
  • Duration: Concentration, up to 10 min.

Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 bonus on your attack rolls.


Augment

  1. For every 6 additional power points you spend, the bonus gained on your attack rolls is increases by 1.
  2. If you spend 3 additional power points, you can manifest this power as a bonus action

Prescience, Offensive

1st-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material and visual
  • Duration: Concentration, up to 10 min.

Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 bonus on your damage rolls.


Augment

  1. For every 6 additional power points you spend, the bonus gained on your damage rolls is increases by 1.
  2. If you spend 3 additional power points, you can manifest this power as a bonus action

Skate

1st-level Evocation


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Material and visual
  • Duration: 1 hour

You, another willing creature, or an unattended object weighing less than 100 lb. can slide along solid ground as if on smooth ice. While under this power, you are uneffected by natural difficult terrain. 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 speed increases by 10 feet.

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 10 feet.

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.

Synesthete

1st-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material
  • Duration: 1 hour

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 bonus 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 advantage on Wisdom (Perception) checks involving sight. While feeling light, you are immune to effects that would require you to look away.

If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with advantage on Wisdom (Perception) checks involving hearing.

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.

Telempathic Projection

1st-level Enchantment


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: 10 min

You choose one creature within range that must make a Charisma saving throw. On a fail, you alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You have advantage on any ability check to interact socially with the creature.

Vigor

1st-level Necromancy


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material
  • Duration: 10 min

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) with the newer ones.


Augment For every additional power point you spend, the number of temporary hit points you gain increases by 1d4+1.

2nd-level powers

Biofeedback

2nd-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material and visual
  • Duration: 1 min

You can toughen your body against wounds, lessening their impact. Choose bludgeoning, piercing or slashing damage. During the duration of this power, you gain resistance to that damage type.


Augment For every 3 additional power point you spend, you can choose an additional damage type to have resistance to.

Body Equilibrium

2nd-level transmutation


  • Manifesting Time: 1 action (ritual)
  • Range: Self
  • Display: Material and visual
  • Duration: 1 hour

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. You can move at your normal speed, but you cannot run on an unfirm surface without sinking or breaking through.


You have resistance to fall damage while using this power.

Cloud Mind

2nd-level transmutation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: None
  • Duration: 10 minutes

You target one creature that you can see within range. That creature must make a Wisdom saving throw. On a failed save, You make yourself completely undetectable to the target by erasing all awareness of your presence from its mind. This power has the following effects:

  • You are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
  • The target remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the target’s environment. If you attack the target creature, the effect ends.

If you take an action that creates a sustained and obvious change in the target’s environment-for example, attacking a creature aside from the target or moving a large or attended object the target can see—the target immediately gains a new saving throw against the power. An ally of the target creature that is able to see or perceive you can use a move action to warn the target and thereby grant it a new saving throw at the start of its turn.

Concealing Amorpha

2nd-level Abjuration


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Material
  • Duration: 1 minute

Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. Thanks to the rippling membrane encasing your form, when a creature makes a attack against you, roll a 1d4 and subtract the number rolled.

You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.

Concussion Blast

2nd-level Evocation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Auditory
  • Duration: Instantaneous

A target you can see within range is pummeled with telekinetic force, taking 3d8 force damage and must make a Strength saving throw or be knocked back 10 feet.


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

  1. For every 2 additional power points you spend, this power’s damage increases by 1d8 points.
  2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Control Sound

2nd-level Evocation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Auditory
  • Duration: Concentration, up to 1 min

You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. 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 Charisma (Deception) check opposed by the intended listener’s Wisdom (Insight) check to avoid arousing suspicion.

You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks.

Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

Detect Hostile Intent

2nd-level Evocation


  • Manifesting Time: 1 action
  • Range: Self (30-foot radius)
  • Display: Olfactory
  • Duration: 1 hour

While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised by creatures that are susceptible to mind-affecting powers.

While under the effect of this power, you can make Wisdom (Insight) checks as a free action on your turn against anyone within 30 feet of you.

The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

Ego Whip

2nd-level Evocation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Auditory
  • Duration: Instantaneous

Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target must make a Charisma saving throw, taking 6d4 psychic damage and cannot take take any actions next turn on a failed save or half as much damage and can still take their actions next turn on a successful one.

Elfsight

2nd-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 1 hour

You gain darkvision 60 feet (as if an elf) for the duration of the power, as well as a +2 bonus to your passive Perception.

In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one.

If elfsight is used in conjunction with the my light talent, the cone of light extends out to 40 feet instead of 20 feet.

Energy Adaptation, Specified

2nd-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: Concentration, Up to 10 minutes

You have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.


Augment
If you spend 4 additional power points, you can manifest this power as an reaction.

Energy Push

2nd-level Evocation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Auditory and visual
  • Duration: Instantaneous

When you manifest this power, you choose, cold, lightning, fire, or thunder and the target creature must make a Dexterity saving throw, taking 3d10 damage of the choosen type on a failed save or half as much damage on a successful one.

In addition, if a target of up to one size category larger it must make a Strength saving throw. On a failed save, the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the target from being pushed back, the target instead slams into the object and takes an extra 2d6 bludgeoning damage upon impact.


Augment
For every 2 additional power points you spend, this power’s damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.

Energy Stun

2nd-level Evocation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory
  • Duration: Instantaneous

Upon manifesting this power, you choose cold, lightning, fire, or thunder. You release a powerful stroke of the chosen energy type at a location within range. Each creature within 5 feet of that location must make a Constitution saving throw, taking 2d6 damage of the chosen type and become stunned for 1 minute on a failed save, or half as much damage and are not stunned on a successsful one.

A creature may repeat its saving throw at the end of its turn ending the effect on a successful save.


Augment
For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.

Identify, Psionic

2nd-level divination (ritual)


  • Manifesting Time: 1 day
  • Range: Touch
  • Display: Mental and Material
  • Duration: Instantaneous

As the identify spell, except as noted here.

Inflict Pain

2nd-level Evocation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Mental
  • Duration: Concentration, 1 minute

You telepathically stab the mind of your foe, causing horrible agony. The target must make a Constitution saving throw. On a fail the target suffers wracking pain that imposes disadvantage on attack rolls, skill checks, and ability checks. On a successful save, whenever the target makes an attack roll, skill check, or ability check they must roll a d4 and subtract the number rolled.


Augment
For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Knock, Psionic

2nd-level Transmutation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Material
  • Duration: Instantaneous; see spell text

As the knock spell, except as noted here.

Levitate, Psionic

2nd-level Transmutation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Olfactory
  • Duration: Concentration, Up to 10 minutes; see spell text

As the levitate spell, except as noted here.


Special
When a psion, wilder, or a psychic warrior manifests this power, the target is the manifester (not a willing creature or an object).

Mental Disruption

2nd-level Enchantment


  • Manifesting Time: 1 action
  • Range: Self (10-foot radius)
  • Display: Mental
  • Duration: Instantaneous

You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Wisdom saving throw or become unable to use any actions on until the end of their next turn.


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

  1. For every 2 additional power points you spend, this power’s save DC increases by 1.
  2. For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.

Missive, Mass

2nd-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self (10-foot radius)
  • Display: Mental
  • Duration: Instantaneous

You send a telepathic message of up to twenty-five words to all creatures within range. You can include or exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Mass missive is strictly a one-way exchange from you to the targets. If you do not share a common language, the targets “hear” meaningless mental syllables.


Augment
For every 2 additional power points you spend, this power’s range increases by 40 feet.

Psionic Lock

2nd-level Abjuration


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Material
  • Duration: Permanent

A psionic lock manifested upon a door, chest, or portal psionically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with psionic lock can be opened only by breaking in or by a successful dispel effect. The DC to break open a door or portal affected by this power is equal to your Power Save DC.

Recall Agony

2nd-level Necromancy


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Material
  • Duration: Instantaneous

The fabric of time parts to your will, revealing wounds your target has received in the past (or has yet to receive). The target must make a Constitution saving throw, taking 3d6 psychic damage on a failed save or half as much damage on a successful one. If the target failed the saving throw, they take an additional 2d6 psychic damage at the start of its next turn.


Augment
For every additional power point you spend, this power’s initial damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1.

Share Pain

2nd-level Necromancy


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Mental, Material
  • Duration: 1 hour

This power creates a psychometabolic connection between you and a willing creature so that some of your wounds are transferred to the target creature. You take half damage from all attacks that deal hit point damage to you, and the target takes the remainder. The amount of damage not taken by you is taken by the target. If your hit points are reduced by an effect, that reduction is not shared with the target because it is not a form of hit point damage. When this power ends, subsequent damage is no longer divided between the target and you, but damage already shared is not reassigned.

If you and the target move more than 10 feet away from each other, the power ends.

You can manifest this power on two willing creatures, one of which you designate to share its damage with the other.

Swarm of Crystals

2nd-level Evocation


  • Manifesting Time: 1 action
  • Range: Self (15ft cone)
  • Display: Material
  • Duration: Instantaneous

Thousands of tiny crystal shards spray forth in a 15 foot-cone from your hand. These razorlike crystals slice everything in their path. Each creature in that area must make a Dexterity saving throw, taking 6d4 slashing damage on a failed save or half as much damage on a successful one.


Augment
For every additional power point you spend, this power’s damage increases by 1d4 points.

Thought Shield

2nd-level Enchantment


  • Manifesting Time: 1 reaction
  • Range: Self
  • Display: Auditory
  • Duration: 1 round

You fortify your mind against intrusions. Until the end of your next turn you cannot be charmed, frightened or effected by any other mind effecting powers or spells.


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

Tongues, Psionic

2nd-level Enchantment


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Auditory
  • Duration: 10 minutes

As the tongues spell, except as noted here. This power does not enable you to speak with creatures who are immune to being charmed or frightened.

3rd-level powers

Body Adjustment

3rd-level enchantment


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Auditory and material
  • Duration: Instantaneous

You take control of your body’s healing process, regaining 2d12 + your power modifier of hit points.


Augment For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.

Danger Sense

3rd-level enchantment


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 1 hour

You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you +4 to your passive Perception to detect traps, advantage on dexterity saving throws to avoid traps, and +4 AC against attacks by traps.

Dispel Psionics

3rd-level Abjuration


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Auditory
  • Duration: Instantaneous

You can use dispel psionics to end ongoing powers of 3rd level or lower 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. If the power is 4th level or higher, make a check using your Power ability. The DC equals 10 + the power's level. On a successful check, the power ends. Dispel psionics can end spell-like effects just as it does powers.


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. Artifacts and deities are unaffected by mortal power such as this.

At Higher Levels. You automatically end the effects of a power on the target if the power's level is equal to or less than the level of the power you used.

Energy Bolt

3rd-level Evocation


  • Manifesting Time: 1 action
  • Range: Self (120-foot line)
  • Display: Auditory
  • Duration: Instantaneous or 1d4 rounds; see text

Upon manifesting this power, you choose cold, lightning, fire, or thunder. You release a 120-foot long, 5-foot wide beam of energy. Each creature in the line must make a Dexterity saving throw. A creature takes 7d6 damage of the chosen type on a failed save, or half as much damage on a successful one.


Augment For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Energy Burst

3rd-level Evocation


  • Manifesting Time: 1 action
  • Range: Self (40-foot radius)
  • Display: Auditory
  • Duration: Instantaneous or 1d4 rounds; see text

Upon manifesting this power, you choose cold, lightning, fire, or thunder. You create an explosion of unstable ectoplasmic energy in a 40-foot radius centered on you. Each creature in the area must make a Dexterity saving throw. A creature takes 6d6 damage of the chosen type on a failed save, or half as much damage on a successful one.


Augment For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Energy Retort

3rd-level Transmutation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory
  • Duration: 1 minute

Upon manifesting this power, you choose cold, lightning, fire, or thunder. You weave a field of potential energy of the chosen type around your body. An “ectoburst” discharges from the field the first time you take damage this round, from a creature within 60 feet of you that you can see, make a ranged power attack against it. On hit, the creature takes 2d6 damage of the chosen type.


Augment For every additional power point you spend, this power’s duration increases by 1 minute.

Energy Wall

3rd-level Evocation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Auditory
  • Duration: Concentration, up to 1 minute

Upon manifesting this power, you choose cold, lightning, fire, or thunder. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 damage of the chosen type, or half as much damage on a successful save. One side of the wall, selected by you when you manifest this power, deals 4d8 damage of the chosen type to each creature that ends its turn within 10 feet and 2d6 points of damage to those beyond 10 feet but within 20 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

If this power is manifested as cold, the creatures make a Constitution saving throw instead of a Dexterity saving throw.

Keen Edge, Psionic

3rd-level Transmutation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Visual
  • Duration: 10 minutes

This power makes a weapon magically keen, improving its ability to deal vicious blows. This transmutation double the critical range of the weapon. A critical range of 20 becomes 19-20, a critcal range of 19-20 becomes 17-20, and a critcal range of 18-20 becomes 15-20. The power can be cast only on piercing, slashing weapons; or up to 50 projectiles (all of which must be in contact with each other at the time of casting). If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target.

Mind Trap

3rd-level Abjuration


  • Manifesting Time: 1 reaction
  • Range: Self
  • Display: Auditory
  • Duration: 1 round

You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power or enchantment spell immediately loses 1d4 power points or spell slot of equal level to the spell cast. This power’s effect does not negate the power or spell that is currently being used against you.


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

Psionic Blast

3rd-level Evocation


  • Manifesting Time: 1 action
  • Range: Self (30-foot cone)
  • Display: Auditory
  • Duration: Instantaneous

The air ripples with the force of your mental attack, which blasts the minds of all creatures in a 30-foot cone infront of you. Each creature in that area must succeed on a Intelligence saving throw or take 6d6 psychic damage and are stunned until the end of their next turn. A creature that succeeds on its saving throw takes half as much damage and isn't stunned.


Augment
For every 2 additional power points you spend, the duration of the stun effect increases by 1 round, but the creature may also repeat its saving throw at the end of its turn ending the effect on a success.

Share Pain, Forced

3rd-level Necromancy


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory
  • Duration: 1 minute

As share pain, except as noted here.


You choose a creature within range that must succeed on a Intelligence saving throw or it becomes a willing target for the share pain power. This power does not end if the target creature is not within 10 feet of the manifester. A creature can repeat the saving throw at the end of its turn becoming an unwilling target and ending the power.


Augment
For every 2 additional power points you spend, this power’s save DC increases by 1 for its duration.

Telekinetic Force

3rd-level Transmutation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: Concentration, up to 1 minute

You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Intelligence saving throw. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.

You can drop a weight and pick up another during the power’s duration, as long as you don’t 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 (Athletic) check, except that you apply your key ability modifier to the check instead of your Strength modifier.


Augment
For every additional power point you spend, the weight limit of the target increases by 25 pounds.

Telekinetic Thrust

3rd-level Evocation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: Instantaneous

You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range, each is no more than 10 feet away from another one, and have a total weight of less than 250 lb. Each object or creature can be hurled a maximum distance of 10 feet per level.

You make a ranged power attack for each item, object, or creature thrown to hit the target of the hurled items. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).

Creatures can make a Intelligence saving throw to negate the effect, as those whose held possessions are targeted by this power.

If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).


Augment
For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.

Time Hop

3rd-level divination


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory and visual
  • Duration: Instantaneous

You choose one One Medium or smaller creature, or one object weight 300 lb. or less within range. They must make an Intelligence Saving throw or be thrown forward in time a number of rounds equal to your Power Manifestation ability score. 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. A creature may repeat its saving throw at the end of what would have been its turn, reappearing on a success.

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.


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

  1. For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
  2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
  3. For ever 2 additional power points you spend, this powers duration is increased by 1 and save DC is increased by 1.

Touchsight

3rd-level divination


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 10 minutes

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 granting Blindsight out to 60 feet.


Augment
For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.


Augment
For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.

Ubiquitous Vision

3rd-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 1 hour

You have metaphoric “eyes in the back of your head,” and on the sides and top as well. In effect, you have a 360-degree sphere of sight granting you benefits below:

  • You cannot be suprised while the power is active
  • You have advantage on Wisdom (Perception) checks that rely on sight.
  • You have Darkvision out to a range of 120 feet.

Although you can close or avert your own eyes, you are never considered to be doing so while this power is active.


A light spell cast on you or a Daylight spell cast within 5 feet of you causes you to be Blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

4th-level powers

Aura Sight

4th-level Divination


  • Manifesting Time: 1 action
  • Range: Self (60-foot cone)
  • Display: Visual
  • Duration: Concentration, up to 10 minute

You discern auras. Auras are invisible to the naked eye, but to a psionic viewer manifesting this power they appear as glowing halos or envelopes of colored light that surround all objects. The color of each aura reveals information to the psionic character. The amount of information revealed depends on how long you study a particular area.


1st Round
Presence of good and evil auras in the area. You can’t pin an aura to a particular object or individual at this stage; instead, you see a colored haze suffusing the area. (This power can detect lawful and chaotic auras as well, but doing so requires a separate manifestation that focuses only on that alignment axis.)
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 doesn’t 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. If a creature whose aura you detect has 5 or more Hit Dice than you do, you are overwhelmed by its presence and dazed for 1 round, and the power ends.


Augment
For every 2 additional power points you spend, this power’s range increases by 5 feet.

Correspond

4th-level Divination


  • Manifesting Time: 10 minutes
  • Range: See text
  • Display: Visual
  • Duration: 1 minute

You forge a passive mental link with a creature with an Intelligence score of 6 or higher, with which you have previously had physical or mental contact. The target need not be within sight or even on the same plane as you are. The target recognizes you, and you can mentally communicate with it for the duration (though nothing forces the target 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, you must use an action to send a message.

Death Urge

4th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Mental
  • Duration: 1 round

You choose one living creature in range and they must succeed on a Wisdom saving throw or you plant a hidden death-urge impulse in the target’s unconscious. On the target’s next turn, it looks for the quickest method to end its life and attempts to do so. The target takes no other action on its turn except attempting to harm itself.

If armed, the target attacks itself. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the target 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.

If the target is unarmed and no enemy is nearby, the target simply does nothing at all. A target 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.

This power has no effect on constructs or undead.


Augment
For every 4 additional power points you spend, this power’s save DC increases by 2 and its duration increases by 1 round.

Detect Remote Viewing

4th-level Divination


  • Manifesting Time: 1 action
  • Range: Self (40-foot radius)
  • Display: Mental and visual
  • Duration: 24 hours

You immediately become aware of any attempt to observe you by means of a scrying power or 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 immediately make a Power Manifestation Ability roll against the remote viewers Power Save DC or Spell Save DC. On a success, you get a visual image of the remote viewer and an accurate sense of the remote viewer’s direction and distance from you.

Dimension Door, Psionic

4th-level conjuration


  • Manifesting Time: 1 action
  • Range: 500 feet
  • Display: Visual
  • Duration: Instantaneous

As the dimension door spell, except as noted here.


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

Divination, Psionic

4th-level Divination


  • Manifesting Time: 10 minutes
  • Range: Self
  • Display: Visual
  • Duration: Instantaneous

As the divination spell, except as noted here.

Empathic Feedback

4th-level Necromancy


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual; see text
  • Duration: 10 minutes

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
For every additional power point you spend, this power’s damage potential increases by 1 point.

Energy Adaptation

4th-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: Concentration, Up to 10 minutes

You have resistance to acid, cold, fire, lightning, and thunder damage. Additionally when you are hit by one of these damage types you can choose to radiate visible light that illuminates a 60-foot radius equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.


Augment
If you spend 4 additional power points, you can manifest this power as an reaction.

Freedom of Movement, Psionic

4th-level abjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Auditory
  • Duration: 1 hour

As the freedom of movement spell, except as noted here.

Id Insinuation

4th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory
  • Duration: Concentration, up to 1 minute

As the confusion spell, except as noted here.

Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the target is confused. Roll on the following table at the beginning of each of the target’s turns to see what the creature does in that round.

d10   Behavior
1 Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).
2 Act normally.
3-5 Do nothing but babble incoherently.
6-8 Flee from manifester at top possible speed.
9-10 Attack nearest creature

Augment
For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Intellect Fortress

4th-level abjuration


  • Manifesting Time: 1 reaction
  • Range: Self (20-foot cone)
  • Display: Auditory
  • Duration: 1 round

Until the start of your next turn, you encase yourself and your allies in a shimmering fortress of telekinetic force that fills a 20-foot cube. While inside the area of the intellect fortress, you have resistance to acid, cold, fire, force, lightning, psychic, and thunder damage.


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

Mindwipe

4th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory, mental, and visual
  • Duration: Instantaneous

You choose a creature within range. That creature must succeed on a Intelligence saving throw or you partially wipe your victim’s mind of past experiences, bestowing one level of exhaustion upon it. Additionally if the target is a spellcaster or uses psionics, it loses its highest level spell slot or points equal to the cost of its highest power/spell.


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

Personality Parasite

4th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Auditory and visual
  • Duration: up to 1 minute

You choose one Medium or smaller humanoid within range that must succeed on a Intelligence/Charisma saving throw or you briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one standard action each round that is purely mental, such as manifesting a power or casting a spell, in the same turn that the target takes its normal actions.

The parasitic personality manifests powers or spells using the target’s power point reserve and known powers; or a spellcasters spell slot, or spell points, but can only manifest powers or cast spells three or more levels lower than the highest level the target can normally manifest or cast. The parasitic personality actively attempts to manifest powers that negatively impact the target, using the highest-level powers possible (so as to deplete the target’s power point reserve), and the most deadly to the target. You do not have control over what the parasitic personality does, though it always works against the interest of the target.

The parasite can only cast spells that do not require somanic components


If the target has no powers or spells, the parasite can use the help action to help the targets nearest enemy.


Both minds communicate with each other telepathically. If a creature is targeted by a compulsion or charm effect while under the effect of this power, it has advantage on the saving throw. On a fail, then this power ends and the creature is affected by the charm or compulsion effect.


The parasitic personality does not gain any advantages if the main personality is subjected to a haste or other such effects.

Power Leech

4th-level Necromancy


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory and visual
  • Duration: Concentration, up to 1 minute

Your brow erupts with an arc of crackling dark energy that connects with any one psionic creature in range. The target must succeed an Intelligence saving throw or be drained it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum).

You must use your action to maintain concentration while the target of the drain remains in range or the power ends. If the target is drained to 0 power points, this power ends.

Telekinetic Maneuver

4th-level Abjuration


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: Concentration, up to 1 minute

You can affect a creature within range by concentrating your mind upon its current status and the status you desire, once per round as a bonus action. You can perform a disarm (DMG p.271), a grapple, or to shove a creature. Resolve these attempts as normal, except that you use your Power Attack modifier in place of your Strength (Athletics) check or Dexterity (Acrobatics) check.


Augment For every 2 additional power points you spend, this power grants a +1 bonus on your checks involving a disarm, a grapple, or shove a creature attempts.

Trace Teleport

4th-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self (60-foot cone)
  • Display: Visual
  • Duration: Instantaneous

You can trace the destination of any psionic or magical teleportation made by others within this power’s area within the last minute.

You know the direction and distance the individuals traveled and could teleport to the location yourself if you so desired (and if you know the psionic teleport power), as if you had “seen casually” the location. This power does not grant you any information on the conditions at the other end of the trace beyond the mental coordinates of the location.


Augment If you spend 2 additional power points, this power’s range increases to 120 feet.

Wall of Ectoplasm

4th-level Conjuration


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Visual
  • Duration: up to 10 minutes

You fashion a roiling wall of ectoplasm that is 60 feet long and 10 feet high,; or or a ringed wall up to 20 feet in diameter and 10 feet high The wall is 1 inch thick per four manifester levels and it cannot move once it is formed. Each 10-foot square of the wall has 10 hit points per inch of thickness and an AC of 12 with resistance to bludgeoning, slashing, and piercing damage. A section of the wall whose hit points drop to 0 is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 + 2 per inch of thickness.


Spells, powers, and breath weapons cannot pass through the wall in either direction (though they could damage it). It blocks ethereal creatures as well as 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 creatures have full cover from those on the other side of the wall.


The wall of ectoplasm must be continuous and unbroken when manifested. If its surface is interrupted by any object or creature, the power fails.

5th-level powers

Adapt Body

5th-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 24 hours

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. You have resistance to any environmental feature that normally directly deals 1 or more dice of damage.

Catapsi

5th-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self (30-foot radius)
  • Display: Mental and visual
  • Duration: 1 minute

By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to manifest their powers or use psi-like abilities (you are not affected by your own catapsi manifestation). All psionic activity within the area requires 4 more power points to manifest than normal, unless a character succeeds on a Constitution saving throw each time they attempt to manifest a power. If two or more fields of catapsi overlap, the effects are not cumulative.


The limit on the number of power points a creature can spend on a power remains in effect; thus, a creature 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.


Augment
For every 4 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.

Ectoplasmic Shambler

5th-level Conjuration


  • Manifesting Time: 1 action
  • Range: 500 feet
  • Display: Auditory, material, and olfactory; see text
  • Duration: 10 minute

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 feet. 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. While within the shambler the creature is blinded, 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.


A Creature that starts its turn enveloped by the shambler must make a Concentration check if they are concentrating on a spell and take 1 point of damage for every two manifester levels you had when you manifested the power. Anyone trying to manifest a power must make a Concentration check (DC 15 + power’s or spell’s level) to successfully manifest a power or cast a spell while inside the shambler.


A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet.

Leech Field

5th-level Conjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual; see text
  • Duration: 1 minute

You raise a field of potentiality that drains the vitality from powers (or spells) that you successfully save against. When you succeed on a saving throw enemie’s power on you, and the power 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 (or a number equal to half of the spells slot) you just saved against (to a maximum number of points equal to your manifester level). You cannot gain power points that would cause you to exceed your normal daily maximum.

This power is effective against any power that targets a single creature and allows the target a saving throw, except those that are delivered by a melee or ranged attack (including a ray).


Augment
For every 2 additional power points you spend, this power’s duration increases by 1 minute.

Creation, Psionic

5th-level Conjuration


  • Manifesting Time: 10 minutes
  • Range: 60 feet
  • Display: None
  • Duration: See spell text

As the creation spell, except as noted here.

Plane Shift, Psionic

5th-level Conjuration


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Visual
  • Duration: Instantaneous

As the plane shift spell, except as noted here.

Power Resistance

5th-level Abjuration


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Visual
  • Duration: Concentration, up to 10 minutes

For the duration, the willing creature you touch has resistance to psychic damage and advantage on mind effecting abilities, power, and spells.

Psychic Crush

5th-level Evocation


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Auditory
  • Duration: Instantaneous

Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target creature must make on an Intelligence saving throw. On a failure, the target takes 8d10 psychic damage and falls unconscious for 1 minute, until they take damage, or someone shakes or slap the sleeper awake. On a successful save, the target takes half as much damage and does not fall unconscious.


Augement
For every 2 additional power points you spend, this power’s damage increases by 1d10 points.

Shatter Mind Blank

5th-level Ajuration


  • Manifesting Time: 1 action
  • Range: Self (30-foot radius)
  • Display: Olfactory
  • Duration: Instantaneous

This power can negate a psionic mind blank or a personal mind blank affecting the target. The target must succeed on a Intelligence saving throw, or you shatter the mind blank ending the psionic mind blank or personal mind blank, allowing you to affect the target thereafter with mind-affecting powers.

Tower of Iron Will

5th-level Ajuration


  • Manifesting Time: 1 reaction
  • Range: Self (10-foot radius)
  • Display: Auditory
  • Duration: 1 round

You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving the self-control of all. You and all creatures in the power’s area have advantage on saving throws against mind effecting abilities, powers, and spells such as frightful presence, fear, and charm person.


Augment For every additional power point you spend, this power’s duration increases by 1

True Seeing, Psionic

5th-level divination


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 10 minutes

As the true seeing spell, except as noted here.

6th-level powers

Aura Alteration

6th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Material
  • Duration: 1 hour or instantaneous; see text

You can use this power in one of two ways: to disguise the subject’s aura (alignment) and level, or to remove a compulsion or charm effect from the subject.


Disguise

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 alignment by only one step. 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.


Remove Compulsion

If you use this power to attempt 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 effect. It can also negate any charm and compulsion powers & spells of 6th level or lower, such as charm person 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 at advantage.


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

  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; if you spend 4 additional power points, the subject’s alignment changes to its opposite.

Breath of the Black Dragon

6th-level Evocation


  • Manifesting Time: 1 action
  • Range: Self (60-foot cone)
  • Display: Visual
  • Duration: Instantaneous

Your mouth spews forth vitriolic acid. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 12d6 acid damage on a failed save, or half as much on a successful one.

A creature killed by this spell disolves and becomes a puddle of acid.


Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.

Cloud Mind, Mass

6th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: None
  • Duration: Instantaneous

As cloud mind, except as noted above. Each creature is affected individually.


Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.

Contingency, Psionic

6th-level Enchantment


  • Manifesting Time: 10 minutes
  • Range: Self
  • Display: Olfactory
  • Duration: 1 day

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 manifest 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 use only one psionic contingency companion power at a time; if a second is manifested, the first one (if still active) is dismissed.

Co-Opt Concentration

6th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Mental
  • Duration: Concentration, up to 1 minute

You choose a creature within range that is currently concentrating on a spell or power. That creature must suceed a Intelligence saving throw or you take over control of a power that was manifested by the target. 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).
  • Choose not to concentrate on the co-opted power in the next round, ending the power at that point.

When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean that the power ends earlier than normal).

Disintegrate, Psionic

6th-level Transmutation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory, material, and visual
  • Duration: Instantaneous

As the disintegrate spell, except as noted here.


Augment
For every additional power point you spend, the damage this power deals to a subject that fails its saving throw increases by 4d6 points. Augmenting this power does not change the amount of damage the target takes if it succeeds on its saving throw.

Fuse Flesh

6th-level Transmutation


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Visual
  • Duration: up to 1 minute

You choose a target creature in range that must make a Constituion saving throw. On a fail, 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 airbreathing subject, or a flying subject), the subject gets advantage 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 Constitution saving throw to avoid the power's effect, the target must immediately attempt a second Constitution saving throw. On a fail, the creature’s eyes and ears fuse over, effectively blinding and deafening it.

Incorporeal or gaseous creatures and creatures not composed of flesh are immune to fuse flesh, and a shapechanger can revert to its unfused form as a standard action.


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

Remote View Trap

6th-level Divination


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Mental and visual
  • Duration: 24 hours

When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. The scryer must make a Intelligence saving throw. On a failed save, you are undetected. Moreover, the would-be observer takes 8d6 points of lighting damage. On a successful save the scryer, takes only half damage and is able to observe you normally. 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 remote viewing power if you could pierce its invisibility (which is true for remote viewing whether or not you use this power).

Retrieve

6th-level Transmutation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: Instantaneous

You automatically teleport an item, weighing up to 10 lb. that you can hold or carry you can see within range directly to your hand. If the object is in the possession of a creature, they must succeed on a Wisdom saving throw or it comes to your hand.


Augment For every additional power point you spend, the weight limit of the target increases by 10 pounds.

Suspend Life

6th-level Evocation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Olfactory
  • Duration: Permanent unless ended or dismissed; see text

You can place yourself into a trance so deep that you are almost in suspended animation. Even powers 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.

If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a successful use of dispel psionics. If you choose to dismiss the power, your trance ends 10 rounds later.

Temporal Acceleration

6th-level Transmutation


  • Manifesting Time: 1 bonus action
  • Range: Self
  • Display: None
  • Duration: 1 round (in apparent time); see text

You enter another time frame, 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, you cannot use bonus actions or reactions.

Other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.

You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts.

While under the effect of this power, you cannot 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.

When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are stunned for 1 round upon your return to the standard time frame.

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
For every 4 additional power points you spend, this power’s duration (in apparent time) increases by 1 round.

7th-level powers

Decerebrate

7th-level Transmutation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Mental
  • Duration: Instantaneous

You choose a creature within range to make an Intelligence saving throw. On a fail, you selectively remove a portion of the subject’s brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The target becomes limp and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the creature gains 1 level of exhaustion each day there after until death.

This power has no effect on contructs or undead.

Divert Teleport

7th-level Conjuration


  • Manifesting Time: 1 reaction
  • Range: 120 feet
  • Display: Visual
  • Duration: Instantaneous

Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area.

You can divert the destination of both incoming and outgoing teleportations, psionic and magical. The teleporting creature can make a Wisdom saving throw to foil the diversion on a successful save.

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, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully.

Energy Conversion

7th-level Transmutation


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: Concentration, up to 10 minutes

You have resistance to acid, cold, fire, lightning, and thunder damage. All damage you resist with this power is stored in your body. As an action you can make a range power attack against a creature within 60 feet of you. On a hit you deal damage equal to the amount you have stored as force damage.

Energy Wave

7th-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self (60ft cone)
  • Display: Auditory
  • Duration: Instantaneous

Upon manifesting this power, you choose cold, fire, lightning, or thunder. You create a flood of energy of the chosen type out of unstable ectoplasm in a 60-foot cone infront of you. Each creature in that area, must make on a Dexterity saving throw, taking 12d6 damage of the choosen energy type on a failed save or half as much on a successful one.

Evade Burst

7th-level Conjuration


  • Manifesting Time: 1 reaction
  • Range: Self
  • Display: Material
  • Duration: Instantaneous

You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. You can manifest this power after you make a Dexterity saving throw. If you succeeded on the save you and would normally take half damage from an effect, you instead take no damage.


Augment
If you spend 4 additional power points, you take only half damage on a failed Dexterity saving throw.

Insanity

7th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Mental
  • Duration: Instantaneous

This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. You target one creature within range that must suceed on a Wisdom saving throw when you manifest this power or be affected by it.

An affected target is permanently confused, can't take reactions, and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10   Behavior
1 Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).
2 Act normally.
3-5 Do nothing but babble incoherently.
6-8 Flee from manifester at top possible speed.
9-10 Attack nearest creature

Augment
For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Mind Blank, Personal

7th-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Olfactory
  • Duration: 1 day

You are protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers and spells with the mind-affecting or scrying descriptors. Mind blank even foils reality revision, and wish when they are used in such a way as to affect your mind or to gain information about you. In the case of remote viewing or scrying that scans an area you are in, the effect works but you simply aren’t detected. Remote viewing (scrying) attempts that are targeted specifically at you do not work at all.

Moment of Prescience

7th-level Divination


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: up to 1 minute

This power grants you a powerful sixth sense in relation to yourself. Once during the power’s duration, you may choose to use its effect. This power grants you a bonus equal to half your manifester level on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the bonus to your AC against a single attack. Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the power ends.

You can’t have more than one moment of prescience active on you at the same time.

Oak Body

7th-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Auditory
  • Duration: 10 minutes

This power transforms your body into living oak, which grants you several advantages.

  • You gain resistance to bludgeoning, cold, and piercing damage.
  • You become vulnerable to fire damage.
  • You are immune to being blinded, deafened, poisoned, stunned and immunity against attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect.
  • You have advantage on Strength checks and saving throws, but disadvantage on Dexterity checks and saving throws.
  • Your unarmed attacks deal 1d6 bludgeoning damage and you deal double damage to objects or structures when making an unarmed attack.

Augment
For every additional power point you spend, this power’s duration increases by 1 minute.

Phase Door, Psionic

7th-level Conjuration


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Visual
  • Duration: One usage per two manifester levels when manifested

You create an ethereal passage through wooden, plaster, or stone walls, but not other materials; that is 8 feet tall by 5 feet wide and 10 feet + 5 ft. deep per 3 manifester levels. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the power can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.

A phase door is subject to dispel magic or dispel psionics. If anyone is within the passage when it is dispelled, they are harmlessly ejected to the nearest end of the passage.

You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.

Sequester

7th-level Abjuration


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: none
  • Duration: 1 day

When manifested, this power not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.

If you try to manifest this power on an unwilling creature, that creature must succeed a Wisdom saving throw, or fall under the effects of the power.

Ultrablast

7th-level Evocation


  • Manifesting Time: 1 action
  • Range: Self (15-foot radius)
  • Display: Auditory; see text
  • Duration: Instantaneous

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 enemies in a 15-foot radius around you. Each enemy in that area must make a Wisdom saving throw, taking 45 (13d6) psychic damage on a failed save or half as much on a successful one.


Augment
For every additional power point you spend, this power’s damage increases by 1d6 points.

8th-level powers

Bend Reality

8th-level Transmutation


  • Manifesting Time: 1 action
  • Range: See text
  • Display: Visual
  • Duration: See text

Bend reality lets you create nearly any type of effect. For example, bend reality can do any of the following:

  • Duplicate any psion power of 6th level or lower, provided the power is not of a discipline prohibited to you.
  • Duplicate any other power (but not a spell) of 5th level or lower, provided the power is not of a discipline prohibited to you.
  • Duplicate any psion power of 5th level or lower, even if it’s of a prohibited discipline.
  • Duplicate any other power (but not a spell) of 4th level or lower, even if it’s of a prohibited discipline.
  • Undo the harmful effects of many powers, such as psionic dominate, geas/quest, or insanity.
  • 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 disadvantage on its next saving throw.

A duplicated power allows saving throws and power resistance as normal.

Iron Body, Psionic

8th-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Auditory
  • Duration: 10 minutes

This power transforms your body into living iron, which grants you several powerful resistances and abilities.

Regardless of the armor you are wearing, your armor class cannot be reduced below 18 while the power lasts.

You gain immunity to lightning and poison damage. You gain resistance to acid, fire, bludgeoning, piercing, and slashing damage. You cannot be critically hit. You are immune to being blinded, deafened, diseased, or stunned. however you are vulnerable to any attack that deals extra damage to constructs.

You have advantage on Strength Checks and Strength Saving Throws, but disadvantage on Dexterity Checks and Dexterity Saving throws. While this power is active your speed is reduced by half.

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 duration expires.

Matter Manipulation

8th-level Transmutation


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory and mental
  • Duration: Instantaneous

You can weaken or strengthen the substance of an object or structure. You can affect both mundane and magical inanimate material. Weakening an object’s substance decreases its armor class and hit points, and strengthening it increases its armor class and hit points. You can increase or decrease an object’s armor class by up to 5 from its original armor class. When the armor class increases, the object (or portion of an object) gains 3 hit points for every point it is increased by. When armor class decreases, the object (or portion of an object) loses 2 hit points for every point its armor class is decreased by (to a minimum of 1 hit point per inch of thickness).

This power has no effect on objects that do not have a hit point value. Such as armor or weapons.

Mind Blank, Psionic

8th-level Abjuration


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Olfactory
  • Duration: 1 day

The target is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers and spells with the mind-affecting or scrying descriptors. Mind blank even foils reality revision, and wish when they are used in such a way as to affect the target’s mind or to gain information about it. In the case of remote viewing or scrying that scans an area the target is in, the effect works but the target simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the target do not work at all.

Recall Death

8th-level Necromancy


  • Manifesting Time: 1 action
  • Range: 120 feet
  • Display: Material
  • Duration: Instantaneous

As recall agony, except the wounds revealed by folding the fourth dimension are potentially fatal. If the creature you choose has 100 hit points or fewer, it must succeed a Constitution saving throw or die. On a successful save, or if the creature has more than 100 hit points, the creature takes 18 (5d6) psychic damage.

Shadow Body

8th-level transmutation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Auditory
  • Duration: 10 minutes

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 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 cannot move into locations you would not normally be able to move into.

While in your shadow body, you gain darkvision out to 60 feet resistance to acid, fire, lightning damage. In addition to resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You cannot be critically hit, diseased, drowned, or poisoned.

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 cannot 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 have advantage on your Dexterity (stealth) checks to remain unnoticed.

Teleport, Psionic

8th-level conjuration


  • Manifesting Time: 1 action
  • Range: 10 feet
  • Display: none
  • Duration: Instantaneous

As the teleport spell, except as noted here.

True Metabolism

8th-level conjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material
  • Duration: 10 minutes

You are difficult to kill while this power persists. You automatically heal 10 hit points at the start of your turn for the duration of the power.

This power is not effective against damage from starvation, thirst, or suffocation. You can also use this power to regrow lost portions of your body and to reattach severed limbs or body parts, if you do nothing but concentrate on regrowing the lost body part or reattaching the severed limb for the duration of the power. You do not gain the benefits described earlier when you manifest true metabolism for this purpose.

True Metabolism

8th-level transmutation


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material
  • Duration: 10 minutes

You are difficult to kill while this power persists. You automatically heal 10 hit points at the start of your turn for the duration of the power.

This power is not effective against damage from starvation, thirst, or suffocation. You can also use this power to regrow lost portions of your body and to reattach severed limbs or body parts, if you do nothing but concentrate on regrowing the lost body part or reattaching the severed limb for the duration of the power. You do not gain the benefits described earlier when you manifest true metabolism for this purpose.

9th level-powers

Affinity Field

9th-level Transmutation


  • Manifesting Time: 1 action
  • Range: Self (20-foot radius)
  • Display: Material and visual
  • Duration: up to 1 minute

You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures take all damage as you do and heal all wounds as you do. Hit points gained or lost persist after this power ends.

Creatures in range are also subject to spell and psionic effects of 3rd level or lower, such as charm person or elf sight, that you are the target of. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if they were the designated target. All magical and psionic effects transferred to subjects fade at the end of this power’s duration, although instantaneous effects remain. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you.

You may end this power early as a bonus action.

Apopsi

9th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Auditory, material, and visual
  • Duration: Instantaneous

You target one creature within range that must succeed on a Intelligence saving throw. On a fail, you cause the target to forget 1d4 prepared powers from the subject’s mind. You specify the level of each power, and the game master randomly determines which of the target’s powers is actually deleted. The creature regains the ability to prepare the power after 1 week.

Assimilate

9th-level Necromancy


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Auditory and visual
  • Duration: Instantaneous

Your pointing finger turns black as obsidian. A creature touched by you must succeed on a Constitution saving throw or it is partially assimilated into your form and takes 70 (20d6) points of damage. Any creature reduced to 0 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. If the assimilated creature knows psionic powers, you gain knowledge of one of its powers for 1 hour. You gain some semblance of a creature you completely assimilate for 1 hour, granting you advantage on Charisma (deception) checks made to appear as that creature during that time.

Etherealness, Psionic

9th-level Transmutation


  • Manifesting Time: 1 action
  • Range: Touch
  • Display: Auditory and visual
  • Duration: up to 10 minutes

You and up to 6 other willing creatures joined by linked hands (along with their equipment) become ethereal. Once ethereal, the creatures need not stay together. For the duration of the power, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell 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 feet.

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’t attack material creatures, and spells you cast 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 spell 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 feet that you so travel.

You may end this power early as a bonus action.

Microcosm

9th-level Enchantment


  • Manifesting Time: 1 action
  • Range: 60 feet
  • Display: Material
  • Duration: Instantaneous

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. Otherwise, the spell has no effect.


Area Effect

Microcosm is manifests in a location you specify, All creatures within a 15-foot radius of that location are sent 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.


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.


Augment
For every additional power point you spend, the number of individual and group hit points the power can affect increases by 10.

Reality Revision

9th-level Conjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Mental
  • Duration: Instantaneous

As bend reality, but with more farreaching effects. A reality revision can produce any one of the following effects.

  • Duplicate any psion power of 8th level or lower, provided the power is not prohibited to you.
  • Duplicate any other power (but not a spell) of 6th level or lower, such as a psychic warrior power.
  • Duplicate any psion power of 7th level or lower even if it’s a power prohibited to you.
  • Undo the harmful effects of many other powers, such as microcosm, geas/quest, or insanity.
  • Create a nonpsionic item of up to 25,000 gp in value.
  • Create a psionic item, or add to the powers of an existing psionic item (see XP cost below).
  • Remove injuries and afflictions. A single reality revision can aid one creature per manifester level, and all subjects are cured of the same kind of affliction.
  • Revive the dead. Reality revision can bring a dead creature back to life by duplicating a resurrection spell. This power can revive a dead creature whose body has been destroyed, but the task takes two manifestations of reality revision, one to recreate the body and another to infuse the body with life again. Reality revision cannot prevent a character who is brought back to life from losing a level.
  • Transport travelers. This power can lift one creature per manifester level from anywhere on any plane and place those creatures 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.
  • Undo misfortune. Reality revision 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.

You can try to use reality revision to produce more powerful effects than these, but doing so is dangerous. The manifestation may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.

Duplicated powers allow saves and power resistance as normal.

The stress of manifesting this power to produce any effect other than duplicating another power weakens you. After enduring that stress, each time you Manifest a Power until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend Resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to manifest reality revision ever again if you suffer this stress.

Timeless Body

9th-level Abjuration


  • Manifesting Time: 1 action
  • Range: Self
  • Display: Material
  • Duration: Instantaneous

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.


This power cannot be quickened.

 

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