PSIONICS
of Athas
Introduction
The goal of this document is to fulfill the same role for psionics as Chapter 10 and 11 of the Player's Handbook serve for spellcasting. Many options, from powers to talents to disciplines are explored here, each with their own set of rules. If you are looking for classes and subclasses, please visit the Classes of Athas document.
psionics permeates the worlds of D&D and most often appears in the form of a power.
This chapter provides the rules for Manifesting powers. Different character classes have distinctive ways of learning and using their powers, and monsters use powers in unique ways. Regardless of its source, a power follows the rules here.
What is a Power?
A power is a specific manifestation of a creature's will that takes shape in the material world, causing an array of effects one could compare to magic. These manifestations can cause great eruptions of fire, bend and manipulate other creatures minds, create matter out of nothing but pure mental energy, and more. Those who use powers are known as manifesters.
Powers to manifesters are analogous to spells for spellcasters. By a similar notion, talents are similar to cantrips. Talents are treated as level 0 powers. A Manifest Time is analogous to a Casting Time.
The general rules for spellcasting apply to powers as well with the following exceptions:
Powers are not Spells
Class features, magic items, spells, and other effects and abilities that affect or require spells do not interact with powers and vice versa, unless specifically stated. For example, you could not use the 3rd-level spell Counterspell to prevent a creature from Manifesting a power, nor could you use the 3rd-level power Antipower to prevent another from using a spell.
Additionally, you cannot use psi-points for spells and spell slots for powers, nor can you use them to fuel abilities that require either. You couldn't use a psi-points from mystic to use with your Divine Smite class feature from paladin, for example.
But They Are (Kinda) Magic
With the exception of effects like antimagic field, dispel magic, and counterspell that specifically affects spells and magic items, powers are explicitly magical.
Psi-Points
Instead of fueling their powers with slots, Manifesters fuel their powers with points. A class or subclass will tell you how many psi points you have and how many psi points you can spend at a given time.
Manifesting Powers
You expend a number of psi-points to Manifest a power of a given level. The Psi-Point Cost table summarizes the cost in psi-points of power from 1st to 9th level. Talents don't require psi-points and thus do not have a cost.
Powers of 6th level and higher are particularly taxing to Manifest. Once you Manifest a power of 6th level or higher, you cannot Manifest another power of the same power level until you complete a long rest.
Your class or subclass tells you how many spell points you have of a given level. You regain all spell points at the end of a short or long rest.
Psi-Point Cost
| Power Level | Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 9 |
| 7th | 10 |
| 8th | 11 |
| 9th | 13 |
Stacking Psionic and Magical Effects
Some powers presented here are nearly identical to existing spells within the game. A power of the same name as a spell does not stack with that spell. If a power mimicks a spell, it will be denoted with a (Psionic) at the end.
Components
Unlike spells, powers do not require somatic, material, or verbal components. Just because a Manifester isn't making the obvious incantations and gestures a wizard may doesn't mean you can't tell whether or not a Manifester is Manifesting a power. The amount of focus a power demands may cause the Manifester to shout, brace for the power's effect, or some other visual cue caused by the power itself. If a power has no tells, it will state so in the power description
Disciplines
Like how spells are categorized into seperate schools of magic, powers are seperated into different disciplines.
Clairsentience
Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.
For the purpose of psionics-magic transparency, clairsentience powers are equivalent to powers of the divination school (thus, creatures immune to divination spells are also immune to clairsentience powers).
Metacreativity
Metacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands.
A metacreativity power draws raw ectoplasm from the Astral Plane to create an object or creature in the place the psionic character designates (subject to the limits noted above). Objects created in this fashion are as solid and durable as normal objects, despite their originally diaphanous substance. Psionic creatures created with metacreativity powers are considered constructs, not outsiders.
For the purpose of psionics-magic transparency, metacreativity powers are equivalent to powers of the conjuration school (thus, creatures immune to conjuration spells are also immune to metacreativity powers).
Psychokinesis
Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects above and beyond the power’s standard display, such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage.
For the purpose of psionics-magic transparency, psychokinesis powers are equivalent to powers of the evocation school (thus, creatures immune to evocation spells are also immune to psychokinesis powers).
Psychometabolism
Psychometabolism powers change the physical properties of some creature, thing, or condition.
For the purpose of psionics-magic transparency, psychometabolism powers are equivalent to powers of the transmutation school (thus, creatures immune to transmutation spells are also immune to psychometabolism powers).
Telepathy
Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior.
Most telepathy powers are mind-affecting.
For the purpose of psionics-magic transparency, telepathy powers are equivalent to powers of the enchantment school (thus, creatures resistant to enchantment spells are equally resistant to telepathy powers).
Concentration
Like spells, many powers require concentration. If you are concentrating on a spell, you cannot concentrate on a power and vice versa.
Psionics in Armor
Similar to spells, lacking proficiency in armor hampers you ability to use powers, as armor slows the flow of psychic energy in and out of your body. You must be proficient in the armor you are wearing in order to successfully use powers.
Casting Spells and Powers on the Same Turn
Wheenver you use your bonus action to manifest a power of 1st-level or higher, or cast a spell of 1st-level or higher, you cannot use your action to cast any spell or manifest a power that isn't a talent or cantrip.
Psicraft
Psicraft is an Intelligence skill that represents your knowledge of all things psionic, from disciplines, items of power, identifying powers as they're manifested, creatures who possess psionic abilities, and psionic traditions.
You can use psicraft to identify a power being manifested, as per the same rules regarding identifying a spell presented in Xanathar's Guide to Everything.
Mystic Powers
Talents (0 Level)
- Attraction
- Call to Mind
- Catfall
- Control Flames
- Crystal Shard
- Deceleration
- Dissipating Touch
- Distract
- Empathy
- Energy Ray
- Light (Psionic)
- Mage Hand (Psionic)
- Message (Psionic)
- Mind Sliver (Psionic)
- Minor Illusion (Psionic)
1st Level
- Bestial Claws
- Burning Hands (Psionic)
- Catapult (Psionic)
- Charm Person (Psionic)
- Conceal Thoughts
- Deja Vu
- Demoralize
- Destiny Dissonance
- Detect Psionics
- Detonate
- Dissonant Whispers (Psionic)
- Ego Whip
- Expeditious Retreat
- Entangling Ectoplasm
- Force Screen
- Grease (Psionic)
- Hammer
- Iron Grip
- Mage Armor (Psionic)
- Minor Astral Construct
- Precognition
- Hideous Laughter (Psionic)
- Thicken Skin
2nd Level
- Amplify Pain
- Aversion
- Body Adjustment
- Brain Lock
- Calm Emotions (Psionic)
- Chameleon
- Crown of Madness (Psionic)
- Darkvision (Psionic)
- Detect Thoughts (Psionic)
- Dimension Swap
- Emphatic Feedback
- Emphatic Transfer
- Energy Missile
- Enlarge/Reduce (Psionic)
- Knock (Psionic)
- Levitate (Psionic)
- Mental Barrier
- Mind Spike (Psionic)
- Mind Whip (Psionic)
- Psionic Identification
- Psionic Lock
- Psychic Impressions
- Suggestion (Psionic)
- Warp Object
3rd Level
- Antipower
- Clairvoyance (Psionic)
- Dispel Psionics
- Ectoplasmic Cocoon
- Ectoplasmic Form
- Energy Burst
- Energy Wall
- Eradicate Invisibility
- Fly (Psionic)
- Frozen Rain
- Intellect Fortress (Psionic)
- Lesser Astral Construct
- Lightning Leap
- Protection from Energy (Psionic)
- Psionic Blast
- Time Hop
- Tongues (Psionic)
- Vampiric Blade
4th Level
- Banishment (Psionic)
- Dimension Door (Psionic)
- Confusion (Psionic)
- Fabricate (Psionic)
- Death Urge
- Divination (Psionic)
- Energy Adaptation
- Freedom of Movement (Psionic)
- Immovability
- Schism
- Telekinetic Maneuver
- Wall of Ectoplasm
5th Level
- Adapt Body
- Animate Objects (Psionic)
- Baleful Teleport
- Creation (Psionic)
- Death Field
- Hail of Crystals
- Modify Memory (Psionic)
- Psychic Crush
- Synaptic Static (Psionic)
6th Level
- Breath of the Black Dragon
- Contingency (Psionic)
- Disintegrate (Psionic)
- Fuse Flesh
- Mass Suggestion (Psionic)
- Suspend Life
- Tower of Iron Will
- True Seeing (Psionic)
7th Level
- Crisis of Life
- Reddopsi
- Divert
- Etherealness (Psionic)
8th Level
- Feeblemind (Psionic)
- Insanity
- Mind Blank (Psionic)
- Shadow Body
9th Level
- Astral Projection (Psionic)
- Bend Reality
- Time Leap
Talents
Attraction
telepathy talent
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
You telepathically attempt to cause a creature within range to become attracted to another creature or object. The target must make a Wisdom saving throw. A creature that is immune to being charmed is immune to this power. A creature also automatically succeeds its save if you or one of your companions is fighting it
On a failed save, the target is attracted to the creature or object of your choice for the duration, implanting the abstract idea of that subject in its mind. The DM determines the nature of this attraction, though the attraction is not obsessive. At minimum, the target makes reasonable effort to meet, get close to, attend, or find the object or creature of its attraction. The creature will stop short of putting itself at risk of harm in order to fulfill the nature of its attraction.
If you choose to make the target of the attraction yourself, the creature treats you like a friendly acquaintance if they are a stranger, but otherwise act normal if amicable based on their previous relationship with you unless they were hostile.
If a creature succeeds their save they are immune to the effects of this power for the next 24 hours. This power has no tells.
Call to Mind
telepathy talent
- Manifest Time: 1 reaction, when you or another creature within range fails an Intelligence check
- Range: 30 feet
- Duration: Instantaneous
You recall buried memories and hidden knowledge deep within a creatures mind, allowing them to reroll the failed ability check.
Catfall
psychoportation talent
- Manifest Time: 1 reaction, when you fall from a height of at least 10 feet
- Range: Self
- Duration: Instantaneous
You recover instantly from a fall, landing on your feet regardless of how high the fall is, and you treat the fall as if it were 10 feet shorter than it actually was.
The power recovers you from greater falls as you gain higher levels, treating the fall as if it were 20 feet shorter at 5th level, 30 feet shorter at 11th level, and 40 feet shorter at 17th level.
Cause Decay
psychometabolism talent
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
You erode away flesh with your touch. Make a melee psionic attack against a target within range. On a hit, the target takes 1d8 necrotic damage. If the target is a small or tiny nonmagical object that is not being worn or carried, it is immediately destroyed. If the target is a medium or larger object, a 1-foot cube portion of it is destroyed.
The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Control Flames (Psionic)
psychokinesis talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous or 1 hour (see below)
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously 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—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this power multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Crystal Shard
metacreativity talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
You summon a razor sharp shard of psionic crystal and fire it towards a target within range. Make a ranged psionic attack. On a hit, the target takes 1d8 piercing damage.
The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Deceleration
psychoportation talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You warp space around a medium or smaller creature within range, hindering the subject’s ability to move. The target must make a Charisma saving throw. On a failed save, the target has their speed halved until the start of your next turn.
The power increases in power at high levels, able to target large creatures at 5th level, huge creatures at 11th level, and gargantuan creatures at 17th level.
Light (Psionic)
psychokinesis talent
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.
Dissipating Touch
psychoportation talent
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
Make a melee psionic attack against a creature within range. On a hit, the target takes 1d8 force damage and is teleported 5 feet away in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked (such as by a creature, wall, or object) then the creature does not teleport.
The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Distract
telepathy talent
- Manifest Time: 1 action
- Range: 30 feet
- Duration: 1 minute
You attempt to secretly distract a creatures attention. Choose a creature within range. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on the next Wisdom (Perception), Wisdom (Insight), or Intelligence (Investigation) check it makes within the next minute.
This power has no tells.
Empathy
telepathy talent
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
You immediately learn the surface emotions of a creature you can see within range. This includes, but is not limited to, the targets basic needs, drives, feelings of fear, fatigue, pain, rage, hatred, uncertainty, curiosity, or friendliness.
Additionally, you gain advantage on the next Wisdom (Insight) check you make against that creature while it is still in that emotional state.
Energy Ray
psychokinesis talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
You fire a beam of energy towards a target you can see within range. Make a ranged psionic attack and choose one of the following damage types: cold, fire, lightning, or thunder. The target takes 1d6 damage of the damage type you chose.
The power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mage Hand (Psionic)
psychokinesis talent
- Manifest Time: 1 action
- Range: 30 feet
- Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this power again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Mind Sliver (Psionic)
telepathy talent
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This power's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1st Level
Bestial Claws
1st-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: 8 hours
You manfiest beast-like claws that sprout from your hands. For the duration of the power, you can use your item interaction to bear these claws or cause them to recede. While you bear these claws, they are considered natural weapons with which you can use to make unarmed attacks. Whenever you hit with an attack with one of these claws, you deal 1d8 + your Strength modifier slashing damage. Additionally, you can engage in two-weapon fighting whenever you make an attack with your claws, treating them as if they were light weapons.
Brute Strike
1st-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
You infuse your next attack with great might. The next melee weapon attack you make before the power ends deals an additional 2d8 damage of the attacks type. Additionally, if this attack hits an object, the attack is automatically a critical hit.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Burning Hands (Psionics)
1st-level psychokinesis
- Manifest Time: 1 action
- Range: Self
- Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 plus your psionic modifier fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Catapult (Psionic)
1st-level psychokinesis
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, the maximum weight of objects that you can target with this power increases by 5 pounds, and the damage increases by 1d8, for each power level above 1st.
Conceal Thoughts
1st-level telepathy
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
You protect the subject’s thoughts from analysis. While the duration lasts, Wisdom (Insight) checks made against the creature have disadvantage and any attempt to magically or psionically read the creatures mind automatically fail.
Deja Vu
1st-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You attempt to force the target within range to repeat the action it look last turn. The target must make an Intelligence saving throw or repeat the action it took on its last turn, spending its entire turn to accomplish doing so. If something prevents the target from repeating its last action, it instead does nothing.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, you can target one additional target for each slot level above 1st. The targets must be within 30 feet of each other when you target them.
Demoralize
1st-level telepathy
- Manifest Time: 1 action
- Range: Self (10-foot radius)
- Duration: Concentration, up to 1 minute
Each creature of your choice within 10 feet of you must make a Wisdom saving throw, or be filled with self doubt until the end of your next turn. While filled with self doubt, a creature has disadvantage on attack rolls an ability checks. A creature can repeat the save at the end of each of its turns, ending the effect on a success.
Destiny Dissonance
1st-level clairsentience
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 minute
You grant a creature you can see an overwhelming glimpse at its own fate, causing it to become sick. The target must succeed an Intelligence saving throw or become poisoned. A creature can repeat the save at the end of each of its turns, ending the effect on a success.
Detect Psionics
1st-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of psionics within 30 feet of you. If you sense psionics in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears psionics, and you learn its discipline, if any.
The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detonate
1st-level psychokinesis
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
Choose an object that is not being worn or carried, or animated undead creature, or construct within range. An incorporeal undead creature (such as a ghost) cannot be targeted by this power this way. If the target is an object, 1 cubic foot of material is destroyed as it explodes. If the target is a creature, a significant chunk is decimated. Regardless of target, each creature within 5 feet of it must make a Dexterity saving throw, taking 3d6 force damage on a failed save or half as much on a success. Objects within the area are also damaged. If the initial target is a creature, it is also targeted and it automatically fails its save.
The power makes a significant explosive sound that can be heard up to 300 feet away.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, the damage increases by 1d6 and the amount of material destroyed increases by 1 cubic foot for each power level above 1st.
Dissonant Whispers (Psionic)
1st-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, the damage increases by 1d6 for each power level above 1st.
Ego Whip
1st-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You assault the ego of a creature you can see within range. The target must make a Charisma saving throw, taking 2d4 psychic damage and becoming stunned until the start of your next turn on a failed save. A creature only takes half damage and isn't stunned on a success.
Entangling Ectoplasm
1st-level metacreativity
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You hurl a glob of ectoplasmic goo, making a ranged psionic attack towards a creature within range. On a hit, the target is restrained if they are large or smaller. The ectoplasm extends into the Ethereal Plane, preventing the target from entering it while restrained this way. As an action on each of the targets turns, it can make a Strength save, breaking free on a success.
Hammer
1st-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Instantaneous
Your touch becomes imbued with the force of a hammer strike. Make a melee psionic attack. On a hit, the target takes 2d8 + your psionic ability modifier force damage and, if the target is large or smaller, they are knocked prone.
At Higher Levels. Whenever you Manifest this power at a power level of 2nd level or higher, the damage increases by 1d8 for each power level above 1st.
Iron Grip
1st-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
For the duration, creatures have disadvantage on ability checks made to escape your grapple. Additionally, whenever a creature starts its turn grappled by you, it takes 1d6 bludgeoning damage from your fierce grip.
Grease (Psionic)
1st-level metacreativity
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Expeditious Retreat (Psionic)
1st-level psychoportation
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 10 minutes
This power allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action. On the turn you cast this power, your movement doesn't provoke opportunity attacks.
Force Screen
1st-level psychokinesis
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
You create an invisible disk of force that floats directly in front of you. For the duration, you gain a +2 bonus to armor class. This bonus increases to +4 if you are not wearing a shield.
Hideous Laughter (Psionic)
1st-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this power affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the power ends.
Mage Armor (Psychic)
1st-level psychokinesis
- Manifest Time: 1 action
- Range: Touch
- Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the power ends. The target's base AC becomes 13 + its Dexterity modifier. The power ends if the target dons armor or if you dismiss the power as an action.
Prevenom
1st-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
For the duration, your weapon attacks leech deadly venom into their targets. Until the power ends, your weapon attacks deal an extra 1d6 poison damage on a hit. If a creature takes any of this poison damage, they cannot regain hit points until the power ends.
Minor Astral Construct
1st-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 hour
You conjure forth a spectral being with bits of Astral energy. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Minor Astral Construct stat block. An astral construct appears as an animate clump of ectoplasm, usually with a vaguely humanoid shape, though you can determine the general shape of the astral construct, within the limits of its size. The creature disappears when it drops to 0 hit points or when the power ends.
Whenever you manifest this power, you can choose one of the following special abilities. The astral construct is summoned with that special ability.
- Buff. The astral construct is summoned with an additional 5 hit points.
- Celerity. The astral constructs speeds increase by 10 feet.
- Fly. The astral construct gains a fly speed equal to its base walking speed.
- Resistance. Choose any damage type. The astral construct has resistance to that damage type.
- Swim. The astral construct has a swim speed equal to its base walking speed.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you manifest this power at a power level of 2nd level or higher, use the higher level wherever the power's level appears in the stat block.
Minor Astral Construct
Small construct, unaligned
- Armor Class 10 + the level of the power
- Hit Points 7 + 5 for each power level above 1st
- Speed 20 feet
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 15 (+2) 1 (-5) 11 (+0) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Damage Immunities poison
- Senses passive Perception 10
- Languages understands the languages you speak but cannot speak
Actions
Slam. Melee Psionic Attack: your Psionic attack modifier, 5 ft., one target. Hit: 2d4+2 force damage
Thicken Skin
1st-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: 8 hours
Your skin thickens, increasing your AC by 1. You can use a shield and still gain this benefit.
Precognition
1st-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 hour
You grant yourself a glimpse into the future, a glimpse that isn't coherent until it happens. Once before the power ends, you can roll a single attack roll, ability check, or saving throw you or a friendly creature you that can see make with advantage (no action required). Once you do so, the power then immediately ends.
2nd Level
Amplify Pain
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 minute
You increase the pain a creature feels tremendously. As part of manifesting this power, you touch a creature within range. The next time the creature takes damage before the power ends, they take an additional 2d8 psychic damage and must make a Constitution saving throw. On a failed save, they are rendered unconscious for the duration. Another creature can use its action to awake the unconscious creature, ending the power early.
Aversion
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 8 hours
You implant an idea in the mind of a creature you can see within range, giving it great aversion to it. The target must make a Wisdom saving throw or come under the powers effects for the duration. A creature immune to the frightened condition automatically succeeds its save.
The idea you give the target aversion to could be an object, a creature, a course of action, or anything else you designate. The DM determines the nature of the aversion, whether it be a simple dislike or a great hatred. At minimum, the target takes reasonable actions to avoid the subject of its aversion. If the subject is a creature or object, it attempts to leave the vicinity of that creature or object until it is out of sight. If the subject is a course of action, the creature stop taking that course of action. If it is forced into a situation where it must take the course of action, it must repeat the save against the power, ending the power on a success or refusing the take the course of action on a failure.
The creature will stop short of putting itself in direct harm in order to avoid the subject of its aversion (for example, a creature wouldn't suffocate itself to death because you give it an aversion to breathing.) At DMs discretion, a creature may resort to harming others to avoid the subject of its aversion if it is in a situation where it is forced to do so.
If the subject of aversion is a specific action (such as the Attack action) and the target attempts to take that action, the target must repeat the saving throw against the power. On a failure, the creature's action is wasted. On a success, the power ends.
Body Adjustment
2nd-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You immediately regain 1d10 + your psionic ability modifier hit points.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, you regain an additional 1d10 hit points for each power level above 2nd.
Brain Lock
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You strike out against a creatures mind, locking its thought processes in place. Choose a creature within range. The target must make a Wisdom saving throw or become dazed. While dazed in this way, the target has disadvantage on ability checks, attacks rolls, and cannot use any psionic abilities or powers it possesses. The target can repeat the save at the end of each of its turns, ending the effect on a success.
Calm Emotions (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.
Chameleon
2nd-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
For the duration, your body adapts to your surroundings, giving you perfect camouflage. When you cast this power and as a bonus action on each of your turns after, you can take the hide action, and you can attempt to hide even if you normally wouldn't meet the requirements to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.
Crown of Madness (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
At the beginning of the charmed target's turn, you may either command the target to spend its action to make a melee attack against a creature other than itself, or command it to move up to its speed in a direction of your choice. The target follows your command before doing anything else on its turn. The target may act normally on its turn if you do not command it.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends
Detect Thoughts (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you manifest this pwoer and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.
You can also use this power to detect the presence of thinking creatures you can't see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
The manifesting of this power has no tells.
Darkvision (Psionic)
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Dimension Swap
2nd-level psychoportation
- Manifest Time: 1 action
- Range: 30 ft.
- Duration: Instantaneous
Choose two separate willing medium or smaller creatures within range. Those targets switch places with one another, teleporting into each others place.
Empathetic Feedback
2nd-level telepathy
- Manifest Time: 1 reaction whenever you take damage from a creature you are aware of within range
- Range: 60 feet
- Duration: Instantaneous
You reduce the triggering damage by 1d12 + your psionic ability modifier, and the target must make a Wisdom saving throw. On a failure, it takes an amount of psychic damage equal to the amount of damage you reduced, or half as much on a success.
At Higher Levels. Whenever you manifest this power at a power level of 3rd level or higher, you can reduce the damage you take by an additional 1d12 for each power level above 2nd.
Emphatic Transfer
2nd-level psychometabolism
- Manifest Time: 1 reaction, when a creature other than yourself takes damage
- Range: 30 feet
- Duration: Instantaneous
You substitute your own health for that of the target creature, causing that creature to not take damage. Instead, you take the damage and the target creature immediately regains hit points equal to half the damage you took. This damage to you can't be reduced or prevented in any way.
Energy Missile
2nd-level psychokinesis
- Manifest Time: 1 action
- Range: 60 ft.
- Duration: Instantaneous
Choose up to 3 targets within range and make a seperate power atack against each of them. On a hit, a creature takes 3d8 cold, fire, lightning, or thunder damage (your choice). You can choose different damage types for each target or the same.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, the damage increases by 1d8 for each power level above 2nd.
Enhance Senses
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 hour
You mystically enhance your senses, causing your hearing, sight, touch, taste, and smell to become incredibly honed. For the duration, you gain the benefits of all effects in the Enhance Senses table. If you maintain concentration on the power for the full duration, roll a d10 and consult the table. You gain that benefit for the next 8 hours (no concentration required).
| d10 | Effect |
|---|---|
| 1-2 | Keen Smell. You have advantage on Wisdom (Perception) checks using smell and you have advantage on Wisdom (Survival) checks made to track other creatures. |
| 3-4 | Sharp Hearing. You have advantage on Wisdom (Perception) checks relying on hearing. Additionally, you gain blindsight out to a range of 10 ft. while you are not deafened. |
| 5-6 | Sensitive Touch. You can identify almost anything with just your touch, even the minor differences between two near-identical objects. |
| 7-8 | Eagle Eyes. You have advantage on Wisdom (Perception) checks that rely on sight. Additionally, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. |
| 9-10 | Uncanny Taste. You can detect the presence impurities, poison, or other unusual properties in something else by merely tasting it. This won't usually tell you what the impurity is, though you get a general sense for its nature and whether it is potentially harmful, helpful, or neither. You need not consume enough of something for it to cause harm (such as a very low dose of a mild poison) in order to use this ability. |
Enlarge/Reduce (Psionic)
2nd-level psychometabolism
- Manifest Time: 1 action
- Range: 30 ft.
- Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the power has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the power ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the power ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Knock (Psionic)
2nd-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or psychic means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with psychic lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you manifest the power, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Levitate (Psionic)
2nd-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power's range.
When the power ends, the target floats gently to the ground if it is still aloft.
Mental Barrier
2nd-level clairsentience
- Manifest Time: 1 reaction, which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw, or whenever you take psychic damage
- Range: Self
- Duration: 1 round
You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. This applies to any saves or psychic damage you are subjected to as part of the trigger for this power.
Mind Spike (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 hour
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, the damage increases by 1d8 for each power level above 2nd.
Mind Whip (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 90 feet
- Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the power's other effects.
At Higher Levels. When you manifest this power at a power level of 3rd level or higher, you can target one additional creature for each power level above 2nd. The creatures must be within 30 feet of each other when you target them.
Psionic Identification
2nd-level clairsentience
- Manifest Time: 1 minute
- Range: Touch
- Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a psionic item or some other psionic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any power are affecting the item and what they are. If the item was created by a power, you learn which power created it.
If you instead touch a creature throughout the casting, you learn what powers, if any, are currently affecting it.
Psionic Lock
2nd-level psychoportation
- Manifest Time: 1 minute
- Range: Touch
- Duration: Until Dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you manifest this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting knock (psionic) on the object suppresses psionic lock for 10 minutes.
While affected by this psionic, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Psychic Impressions
2nd-level clairsentience
- Manifest Time: 1 minute
- Range: Touch or Self (see description)
- Duration: Instantaneous
You pick up on the psychic residue left by other creatures and past events. Whenever you manifest this power, choose one of the following effects.
Object Reading. You must touch an object for the duration of this power's manifest time. At the end of the power's manifest time, you immediately learn the following information about the object:
- The race, gender, age, and alignment of the last person to own the object.
- How the last owner came to be in possession of the object.
For the purposes of the power, the last owner was the last person to be in possession of the item for at least 24 hours and had used the item at least once during that time. An object without any owners yields no information.
Room Reading. You pick up on psychic disturbances within the room around you. If you are not in a room, you instead pick up on impressions left in a 30 ft. radius around you when you manifest this power. You must remain in the area you wish to pick up impressions on for the duration of the manifest time. At the end of the power's manifest time, you immediately learn the following information about the area:
- You learn about last major event to happen in the area. Only events involving strong emotions will typically register, such as great battles, weddings, joyous parties, someones birth, or the location of a death or funeral. More mundane occurances, such as a person passing through an area, leave no residue for a manifester to detect.
- You learn the number of creatures present for the event, their general mood, and how long the event took.
Suggestion (Psionic)
2nd-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the power expires, the activity isn't performed.
If you or any of your companions damage the target, the power ends.
Warp Object
2nd-level psychokinesis
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You physically warp a medium-sized or smaller nonmagical object, weapon, or suit of armor you can see within range. The object is temporarily distorted into the shape of your choosing. No matter the material, the object never seems to snap or break. Whenever you use this power, the object is rendered unusable for its initial purpose, but at DM discretion the object may have gained some new utility or function. For the duration of the spell, you can continue warping the object into new forms and shapes as an action on each of your turns.
If you target an object, weapon, or suit of armor that is being worn or held by another creature, that creature gets to make a Strength saving throw to resist the effect, ending the power on a success. If the target was a weapon, that creature can no longer make attacks with that weapon for the duration of the power. If the target is a suit of armor, the target loses the benefit to armor class that suit of armor provides, usually setting their armor class to 10 + their Dexterity modifier. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you manifest this power at a power level of 4th level or higher, you can target one additional for every two power levels above 2nd. At a power level of 5th, you can target large-sized objects, weapons, and suits of armor. At a power level of 7th, you can target huge-sized objects, weapons, and suits of armor. At a power level of 9th, you can target gargantuan-sized objects, weapons, and suits of armor.
3rd level
Antipower
3rd-level psychokinesis
- Manifest Time: 1 reaction, which you take when you see a creature within 60 feet of you manifesting a power
- Range: 60 feet
- Duration: Instantaneous
You attempt to interrupt a creature in the process of manifesting a power. If the creature is manifesting a spell of 3rd level or lower, its power fails and has no effect. If it is manifesting a power of 4th level or higher, make an ability check using your psionic ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the power level you manifest this power at.
Clairvoyance (Psionic)
3rd-level clairsentience
- Manifest Time: 10 minutes
- Range: 1 mile
- Duration: Concentration, up to 10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you manifest this power, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Dispel Psionics
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
Choose one creature, object, or psionic effect within range. Any power of 3rd level or lower on the target ends. For each power of 4th level or higher on the target, make an ability check using your psionic ability. The DC equals 10 + the power's level. On a successful check, the power ends.
At Higher Levels. When you manifest this power at a power of 4th level or higher, you automatically end the effects of a power on the target if the power's level is equal to the level of the power level you manifest this power at.
Ectoplasmic Form
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: Concentration, up to 1 minute
You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape.
For the duration, you have resistance to the damage of psionic effects and powers and immunity to poison damage and the poisoned condition. Your only movement option is a fly speed of 20 feet and you cannot make weapon attacks, cast spells, or use powers. You can pass through small holes, narrow openings, and even mere cracks.
You cannot speak normally, though you can speak telepathically with any creature within 30 feet of you that shares at least one language with you. You also cannot manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with.
Ectoplasmic Cocoon
3rd-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
Writhing strands of ectoplasm reach out from the Astral Plane to envelop a large or smaller creature of your choice within range. The target must make a Dexterity saving throw, or be encased entirely by this cocoon.
For the duration of the spell, the target is restrained and the only actions it can take are one which are entirely mental (such as using psionics or casting spells with no somatic, material, or verbal components). The cocoon makes no attempt to keep a creature aloft if it is flying or swimming, and is falls or sinks if nothing else ie keeping it aloft.
Teleportation and other forms of travel provide a means to escape, but the ectoplasm extends into the Ethereal Plane, blocking escape via that route.
The cocoon itself provides full cover to the creature, and the cocoon has an AC of 10, 30 hit points, and immunity to poison and psychic damage. When the spell ends, the cocoon disappears.
Energy Burst
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Instantaneous
Choose between cold, fire, lightning, and thunder. You create an explosion of unstable ectoplasmic energy of that type originating from a point within range. Each target within 20 feet of that point must make a Dexterity saving throw, taking 6d6 damage of the damage type you chose on a failed save, or half as much on a success.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the damage increases by 1d6 for each power level above 3rd.
Energy Wall
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
Choose between cold, fire lightning, and thunder. You create a wall made of that energy within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the power ends.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 damage of the element you chose, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 4d6 damage of the element you chose to each creature that ends its turn within 10 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.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the damage increases by 1d6 for each power level above 3rd.
Eradicate Invisibility
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: Self (30-foot radius)
- Duration: Concentration, up to 1 minute
You radiate a psychokinetic burst that reveals invisible creatures and objects within range. For the duration, invisible creatures and objects can be seen, appearing as they normally would if visible. Creatures that are naturally invisible instead have a faint outline around their form.
Fly
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the power ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you manifest this power at a power level of 4th level or higher, you can target one additional creature for each power level above 3rd.
Frozen Rain
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
Choose a point you can see within range. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Whenever you manifest this power, each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage. Additionally, its speed is reduced to 0 for the duration. On a successful save, a target takes half as much damage and doesn't have their speed reduced.
As an action on each of its turns, a target that has its speed reduced can end the effect early if it succeeds on a Strength saving throw.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the damage increases by 1d6 for each power level above 3rd.
Intellect Fortress
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 hour
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels. When you manifest this power at a power level of 4th level or higher, you can target one additional creature for each power level above 3rd. The creatures must be within 30 feet of each other when you target them.
Lesser Astral Construct
3rd-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 hour
You conjure forth a spectral being with bits of Astral energy. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Lesser Astral Construct stat block. An astral construct appears as an animate clump of ectoplasm, usually with a vaguely humanoid shape, though you can determine the general shape of the astral construct, within the limits of its size. The creature disappears when it drops to 0 hit points or when the power ends.
Whenever you cast this spell, you can choose one of the following special abilities. The astral construct is summoned with that special ability.
- Buff. The astral construct is summoned with an additional 5 hit points.
- Celerity. The astral construct's speeds increase by 10 feet.
- Fly. The astral construct has a fly speed equal to its base walking speed.
- Resistance. Choose any two damage types. The astral construct has resistance to those damage types.
- Swim. The astral construct has a swim speed equal to its base walking speed.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you manifest this power at a power level of 4th level or higher, use the higher level wherever the power's level appears in the stat block.
Lightning Leap
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: Self (60-foot line)
- Duration: Instantaneous
You let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line.
At Higher Levels. When you manifest this power at a power of 4th level or higher, the damage increases by 1d6 for each power level above 3rd.
Lesser Astral Construct
Medium construct, unaligned
- Armor Class 11 + the level of the power
- Hit Points 45 + 5 for each power level above 3rd
- Speed 30 feet
STR DEX CON INT WIS CHA 21 (+2) 15 (+2) 15 (+2) 1 (-5) 11 (+0) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Damage Immunities poison
- Senses passive Perception 10
- Languages understands the languages you speak but cannot speak
Actions
Multiattack. The construct makes a number of attacks equal to half this spell's level (rounded down).
Slam. Melee Psionic Attack: your psionic attack modifier, 5 feet, one target. Hit: 2d6+5 force damage
Protection from Energy (Psionic)
3rd-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Psionic Blast
3rd-level psychokinesis
- Manifest Time: 1 action
- Range: Self (30-foot cone)
- Duration: 1 round
You send out a blast of violent psychic energy in a 30-foot cone directly in front of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a creature take 3d8 psychic damage and is stunned until the end of your next turn. On a successful save, a creature takes half damage and isn't stunned.
Time Hop
3rd-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You send a creature forward in time, causing them to disappear in a shimmer of light. An unwilling creature must make a Charisma saving throw, resisting the power on a success. An unwilling creature can repeat the save at the end of each of its turns, ending the effect on a success.
When the power ends, the target reappears in the space it left in the exact same condition, as if no time had passed at all for the creature. If the space the creature is in is occupied, it instead appears in the nearest unoccupied space.
Tongues (Psionic)
3rd-level clairsentience
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
This power grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Vampiric Blade
3rd-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 minute
Your attacks sap the lifeforce from the living for the duration. Whenever you hit with a melee weapon attack, you deal an additional 1d8 necrotic damage and regain a number of hit points equal to that amount. If you hit a construct or undead with this attack, you still deal the bonus damage but you do not gain the healing.
4th level
Banishment (Psionic)
4th-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the power ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the power ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you manifest this power at a power level of 5th level or higher you can target one additional creature for each power level above 4th.
Confusion (Psionic)
4th-level telepathy
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this power or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Confusion Behavior
| d10 | Behavior |
|---|---|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 2-6 | The creature doesn't move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 9-10 | The creature can act and move normally. |
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. Whenever you manifest this power at a power of 5th level or higher, the radius of the sphere increases by 5 feet for each level above 4th.
Dimension Door (Psionic)
4th-level psychoportation
- Manifest Time: 1 action
- Range: 500 feet
- Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you manifest this power.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the power fails to teleport you.
Death Urge
4th-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 1 round
You plant a death-urge impulse in the a creatures unconscious. Choose a creature within range. The target must make a Wisdom saving throw or spend its next turn seeking the quickest method of ending its own life. The subject takes no other action on its turn except attempting to harm itself.
If armed, the creature spends its turn attacking itself, making each attack with advantage. If the target is unarmed, the target simply does nothing at all.
A creature 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. In such a case, the creature can repeat the save, refusing the hurl itself into the lethal hazard on a success.
Divination (Psionic)
4th-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: Instantaneous
Your psionics put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The power doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional powers or the loss or gain of a companion.
If you manifest this power two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Energy Adaptation
4th-level psychometabolism
- Manifest Time: 1 reaction, whenever you take cold, fire, lightning, or thunder damage
- Range: Self
- Duration: 1 minute
You defend yourself against the elements, gaining resistance to the triggering damage for the next minute, dispersing the energy as harmless light. You shed bright light in a 30 foot radius and dim light for another 30 feet beyond for the duration.
Fabricate (Psionic)
4th-level metacreativity
- Manifest Time: 10 minute
- Range: 120 feet
- Duration: Instantaneous
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the power is commensurate with the quality of the raw materials.
Creatures or psionic items can't be created or transmuted by this power. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
Freedom of Movement (Psionic)
4th-level psychoportation
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and powers and other psionic effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Immovability
4th-level psychometabolism
- Manifest Time: 1 bonus action
- Range: Self
- Duration: Concentration, up to 1 hour
For the duration, you are entirely unmoveable. Your weight does not vary; instead, you mentally attach yourself to the underlying fabric of the plane. For the duration, you cannot be moved against your will. This includes the forces of gravity, allowing you to anchor yourself in midair if you wish.
You automatically succeed on any checks or saves that would force you to move against your will. Spells, powers, and effects that attempts to teleport, banish, or plane shift you automatically fail. Any creature the same size as your or smaller that makes a shove attempt against you must make a Strength saving throw, being knocked prone on a failed save.
Schism
4th-level telepathy
- Manifest Time: 1 bonus action
- Range: Self
- Duration: 1 hour
Your mind splits into independent parts, allowing you to divert your mental focus in two directions. For the duration, you have advantage on saving throws against being stunned or charmed, advantage on initiative rolls, and advantage on Constitution saving throws made to maintain concentration on a power.
Additionally, while you are concentrating on a power, you can cast another power that require concentration without breaking concentration on the initial power, but the second power you cast only lasts for 1 round, ending at the end of your next turn if it hasn't ended already.
Telekinetic Maneuver
4th-level psychokinesis
- Manifest Time: 1 bonus action
- Range: Self (30-foot radius)
- Duration: 1 minute
Whenever you manifest this power and as a bous action on each of your turns after, you can attempt to psychically grapple or shove one creature within range. At DM's discretion, you may also be able to attempt other actions, such as disarming a creature.
For all of these maneuvers, you use your Intelligence in place of Strength for any Athletics checks you attempt, and you are considered proficient in the skill and can double your proficiency bonus in the skill when using it this way.
The mental focus required by the power means you cannot grapple more than one creature using this power. The power ends early if you manifest it again.
Wall of Ectoplasm
4th-level metacreativity
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Concentration, up to 10 minutes
You fashion a roiling wall of ectoplasm, imbuing it with solidity. You can make the wall up to 60 feet long, 20 feet high, and 1 inch thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 inch thick. The wall provides full cover to any creature on either side of it. A 5-foot section of wall has an AC of 13, 20 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Spells, powers, and other effects cannot pass through the wall, though they can damage it. The wall also prevents teleportation, and extends into the Ethereal Plane.
At Higher Levels. Whenever you manifest this power at a power of 5th level or higher, the hit points each segment of wall possesses increases by 5 for each power level above 4th.
5th Level
Adapt Body
5th-level psychometabolism
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 hour
Up to 8 willing creatures within range become highly adaptable to extreme environments. Each target automatically adapts to one of the following environments whenever it enters it.
Underwater. The target gains a swim speed equal to its land speed and it can breathe underwater. The creature is also immune to the effects of extreme pressure when deep underwater.
Extreme Heat. The target gains resistance to fire damage and doesn't need to make saves against exhaustion caused by the heat. If the environment features airborne ash, sand, or soot that makes it difficult or deadly to breathe, it is not harmful to the target.
Extreme Cold. The target gains resistance to cold damage and doesn't need to make saves against exhaustion caused by the cold. Additionally, the target ignores any difficult terrain caused by deep snow and doesn't slip when walking on slippery ice.
Vacuum. The target no longer needs to breathe and doesn't take any damage from being in said vacuum.
Other Environments. If an environment has natural hazards, such as lava, acid, or electricity, the target gains resistance to the damage of those natural hazards.
A creature loses its adaptations when it leaves the environment.
Animate Objects (Psionic)
5th-level psychokinesis
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the power ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this power if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
| Size | HP | AC | Attack | STR | DEX |
|---|---|---|---|---|---|
| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |
| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |
| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |
| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |
| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 |
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you manifest this power at a power level of 6th level or higher, you can animate two additional objects for each power level above 5th.
Astral Construct
5th-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 hour
You conjure forth a spectral being with bits of Astral energy. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Astral Construct stat block. An astral construct appears as an animate clump of ectoplasm, usually with a vaguely humanoid shape, though you can determine the general shape of the astral construct, within the limits of its size. The creature disappears when it drops to 0 hit points or when the power ends.
Whenever you manifest this power, you can choose one of the following special abilities. The astral construct is summoned with that special ability.
- Regeneration. At the start of each of the astral constructs turns, it regains 5 hit points.
- Improved Buff. The astral construct is summoned with an additional 10 hit points.
- Improved Celerity. The astral construct's speeds increase by 20 feet.
- Hover. The astral construct has a fly (hover) speed equal to its base walking speed.
- Improved Resistance. Choose any three damage types. The astral construct has resistance to those damage types.
- Greater Swim. The astral construct has a swim speed equal to twice its base walking speed.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you manifest this power at a power level of 6th level or higher, use the higher level wherever the power's level appears in the stat block.
Astral Construct
Large construct, unaligned
- Armor Class 12 + the level of the power
- Hit Points 60 + 5 for each power level above 5th
- Speed 40 feet
STR DEX CON INT WIS CHA 24 (+7) 15 (+2) 15 (+2) 1 (-5) 11 (+0) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Damage Immunities poison
- Senses passive Perception 10
- Languages understands the languages you speak but cannot speak
Actions
Multiattack. The construct makes a number of attacks equal to half this power's level (rounded down).
Slam. Melee Psionic Attack: your psionic attack modifier, 5 feet, one target. Hit: 2d8+7 force damage
Baleful Teleport
5th-level psychoportation
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Concentration, up to 1 minute
You teleport miniscule portions of a creature within range, scattering them about. The target must make a Charisma saving throw. On a failed save, the target is teleported in a random direction and takes 4d8 force damage. Roll a 1d20 and consult the table below.
| d20 | Direction |
|---|---|
| 1 | 10 feet west |
| 2 | 10 feet east |
| 3 | 10 feet north |
| 4 | 10 feet south |
| 5 | 10 feet up |
| 6 | 10 feet down |
| 7 | 20 feet west |
| 8 | 20 feet east |
| 9 | 20 feet north |
| 10 | 20 feet south |
| 11 | 20 feet up |
| 12 | 20 feet down |
| 13 | 30 feet west |
| 14 | 30 feet east |
| 15 | 30 feet north |
| 16 | 30 feet south |
| 17 | 30 feet up |
| 18 | 30 feet down |
| 19-20 | No teleportation |
On a success, the target only takes half damage and isn't teleported.
If the creature would end up in an occupied space as part of this ability, they instead teleport to the nearest unoccupied space in that direction.
As a bonus action on subsequent turns, you can repeat the effect on the same target, rolling for the direction they teleport each time.
At Higher Levels. When you manifest this power at a power of 6th level or higher, the damage increases by 1d8 for each power level above 5th.
Creation (Psionic)
5th-level metacreativity
- Manifest Time: 1 minute
- Range: 30 feet
- Duration: Special
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this power to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Creation
| Material | Duration |
|---|---|
| Vegetable matter | 1 day |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mithral | 1 minute |
Using any material created by this power as another power's material component causes that power to fail.
At Higher Levels. When you manifest this power at a power of 6th level or higher, the cube increases by 5 feet for each power level above 5th.
Death Field
5th-level psychometabolism
- Manifest Time: 1 action
- Range: Self (30-ft radius)
- Duration: Instantaneous
You create a field of death that emanates in a 30 foot radius around you as you sacrifice your lifeforce. You take 6d8 necrotic damage. This damage cannot be negated or reduced in any way. Then each creature within the radius other than yourself must make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to twice the necrotic damage you took. On a success, they instead take the same amount of necrotic damage you took.
At Higher Level. When you manifest this power at a power level of 6th or higher, the damage increases by 1d8 for each power level above 5th.
Hail of Crystals
5th-level metacreativity
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Instantaneous
You create a 2-foot diameter ball of psionic crystal and hurl it towards a creature you can see within range. On a hit, the target takes 4d10 points of bludgeoning damage. Regardless of whether the attack hits or misses the orb explodes. The target and each creature within 10 feet of it must make a Dexterity saving throw, taking 6d10 piercing damage on a failed save, or half as much on a success.
At Higher Levels. When you manifest this power at a power of 6th level or higher, both damage rolls increase by 1d10 for each power level above 5th.
Modify Memory (Psionic)
5th-level telepathy
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 minute
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels. If you manifest this power at a power level of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Psychic Crush
5th-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
Your will abruptly and brutally crushes the mental essence of any one creature within range. The target must make an Intelligence saving throw, taking 7d12 psychic damage on a failed save or half as much on a success.
When you manifest this power at a power level of 6th level or higher, the damage increases by 1d12 for each power level above 5th.
Synaptic Static (Psionic)
5th-level telepathy
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this power. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
6th Level
Breath of the Black Dragon
6th-level psychometabolism
- Manifest Time: 1 action
- Range: Self (90-foot line)
- Duration: Instantaneous
You exhale a 10-foot wide, 90-foot long line of acid in front of you. Each creature within that line must make a Dexterity saving throw, taking 10d8 acid damage on a failed save or half as much on a successful one.
At Higher Levels. When you manifest this power at a power level of 7th level or higher, the damage increases by 2d8 for each power level above 6th.
Contingency (Psionics)
6th-level clairsentience
- Manifest Time: 10 minutes
- Range: Self
- Duration: 10 days
Choose a power of 5th level or lower that you can manifest, that has a casting time of 1 action, and that can target you. You cast that power—called the contingent power—as part of manifesting contingency, expending psi-points for both, but the contingent power doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you manifest the two powers. For example, a contingency manifested with time hop might stipulate time hop manifests on you when you are targeted by an attack.
The contingent power takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent power takes effect only on you, even if it can normally target others. You can use only one contingency power at a time. If you cast this power again, the effect of another contingency power on you ends.
Disintegrate (Psionics)
6th-level psychokinesis
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical or psionic force, such as the wall created by wall of force.
A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic and psionic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish power.
This power automatically disintegrates a Large or smaller nonmagical object or a creation of magical or psionic force. If the target is a Huge or larger object or creation of force, this power disintegrates a 10-foot-cube portion of it. A magic or psionic item is unaffected by this power.
At Higher Levels. When you manifest this power at a power level of 7th level or higher, the damage increases by 3d6 for each power level above 6th.
Energy Immunity
6th-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
For the duration, the willing creature you touch has immunity to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Fuse Flesh
6th-level psychometabolism
- Manifest Time: 1 action
- Range: Touch
- Duration: Concentration, up to 1 minute
You cause a creatures flesh to ripple, grow, and meld together in a horrific manner. The target of the power must make a Constitution saving throw. On a failed save, the target is restrained, incapacitated, and falls prone, with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The target retains all of its basic bodily function (such as the ability to breathe).
At the end of the creatures next turn, it must repeat the save or have its eyes and ears fuse over, causing the creature to be blinded and deafened. If the creature succeeds, it spends its next turn stunned as it reels from the experience of having its flesh shaped.
If you maintain concentration on this power for the full duration, the effects of the power are permanent until dispelled.
If a creature succeeds its initial save, its stunned until the end of its next turn.
Creatures that are incorporeal or that do not possess any flesh are unaffected by this power.
Mass Suggestion (Psionic)
6th-level telepathy
- Manifest Time: 1 action
- Range: 60 feet
- Duration: 24 hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the power.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the power ends, the activity isn't performed.
If you or any of your companions damage a creature affected by this power, the power ends for that creature.
At Higher Levels. When you manifest this power at a power level of 7th-level, the duration is 10 days. When you manifest it at 8th-level, the duration is 30 days. When you manifest it at 9th-level, the duration is a year and a day.
Suspend Life
6th-level psychometabolism
- Manifest Time: 10 minutes
- Range: Touch
- Duration: Until Dispelled
A willing creature you touch during the manifesting of this power falls into a deep slumber, appearing as if they had recently died. The target becomes unconscious for the duration. While unconscious in this way, the creature does not age and doesn't need to eat, drink, or breathe. Despite being unconscious, the target is aware of its surroundings and the passage of time, though a single year seems to pass by like a day to the target. The creature can engage in entirely mental activities, such as casting spells that lack any components or using powers.
The creature can choose to awaken from this suspension at any time during the powers duration, and also automatically awakens when it takes damage. When it chooses to awake this way, it remains in a lethargic state for 1 minute, imposing disadvantage on its attack rolls and ability checks and reducing its speed by half.
Tower of Iron Will
6th-level telepathy
- Manifest Time: 1 action
- Range: Self (30-foot radius)
- Duration: Concentration, up to 1 minute
An aura of mind-protecting psionics emanates from you in a 30-foot radius. For the duration, you and creatures of your choice within the aura have advantage on Intelligence, Wisdom, and Charisma saving throws, immunity to psychic damage, and immunity to the charmed and frightened conditions.
True Seeing
6th-level clairsentience
- Manifest Time: 1 action
- Range: Touch
- Duration: 1 hour
This power gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by psionics, and can see into the Ethereal Plane, all out to a range of 120 feet.
7th Level
Crsis of Life
7th-level psychometabolism
- Manifest Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
You attempt to instantly stop the heartbeat of a humanoid you can see within range. The target must make a Constitution saving throw. If the target has 100 hit points or less and fails its save, it immediately dies. If the target succeeds its save, or it has over 100 hit points, it instead takes 6d10 + 30 necrotic damage, taking half on a success. This damage ignores resistance but not immunity to necrotic damage.
At Higher Levels. When you manifest this power at a power level of 8th-level, the power instantly kills a humanoid with 125 hit points or less on a failed save. At 9th level, it instantly kills a humanoid with 150 hit points or less.
Divert
7th-level psychoportation
- Manifest Time: 1 reaction, whenever a creature within range attempt to teleport
- Range: 60 feet
- Duration: Instantaneous
You attempt to redirect a teleporting creature to a location of your choosing. The target must make a Charisma saving throw, negating the power on a success.
On a failure, you teleport the target to a location of your choosing. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether the target arrives there successfully. The DM rolls d100 and consults the table.
Teleportation
| Familiarity | Mishap | Similar | Off-Target | On-Target |
|---|---|---|---|---|
| Associated Object | — | — | — | 01-100 |
| Very Familiar | 01-05 | 06-13 | 14-24 | 25-100 |
| Seen Casually | 01-33 | 34-43 | 44-53 | 54-100 |
| Viewed Once | 01-43 | 44-53 | 54-73 | 74-100 |
| Description | 01-43 | 44-53 | 54-73 | 74-100 |
| False Location | 01-50 | 51-100 | — | — |
Familiarity. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you manifest the power. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target. The target appears where you want it to.
Off Target. The target appears a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if it tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then it would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If the target was teleporting to a coastal city and wound up 18 miles out at sea, it could be in trouble.
Similar Area. The target winds up in a different area that's visually or thematically similar to the target area. If the target was heading for its home laboratory, for example, it might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as its laboratory. Generally, the target appears in the closest similar place, but since the power has no range limit, the target could conceivably wind up anywhere on the plane.
Mishap. The power's unpredictable energy results in a difficult journey. The target takes 3d10 force damage, and the DM rerolls on the table to see where it wind up (multiple mishaps can occur, dealing damage each time).
Etherealness
7th-level metacreativity
- Manifest Time: 1 action
- Range: Self
- Duration: Up to 8 hours
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the power. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
When the power ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This power has no effect if you manifest it it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels. When you manifest this power at a power level of 8th level or higher, you can target up to three willing creatures (including you) for each power level above 7th. The creatures must be within 10 feet of you when you manfiest the power.
Greater Astral Construct
7th-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 hour
You conjure forth a spectral being with bits of Astral energy. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Greater Astral Construct stat block. An astral construct appears as an animate clump of ectoplasm, usually with a vaguely humanoid shape, though you can determine the general shape of the astral construct, within the limits of its size. The creature disappears when it drops to 0 hit points or when the power ends.
Whenever you manifest this power, you can choose one of the following special abilities. The astral construct is summoned with that special ability.
- Greater Regeneration. At the start of each of the astral constructs turns, it regains 10 hit points.
- Greater Buff. The astral construct is summoned with an additional 20 hit points.
- Greater Celerity. The astral construct's speeds increase by 30 feet.
- Hover. The astral construct has a fly (hover) speed equal to its base walking speed.
- Greater Resistance. Choose any three damage types other than bludgeoning, piercing, and slashing damage. The astral construct has immunity to those damage types.
- Iron Body. The astral construct gains resistance to bludgeoning, piercing, and slashing damage from nomagical attacks.
- Greater Swim. The astral construct has a swim speed equal to twice its base walking speed.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you manifest this power at a power level of 8th level or higher, use the higher level wherever the power's level appears in the stat block.
Greater Astral Construct
Huge construct, unaligned
- Armor Class 13 + the level of the power
- Hit Points 80 + 10 for each power level above 8th
- Speed 50 feet
STR DEX CON INT WIS CHA 28 (+9) 15 (+2) 15 (+2) 1 (-5) 11 (+0) 10 (+0)
- Condition Immunities exhaustion, poisoned, paralyzed, unconscious
- Senses passive Perception 10
- Languages understands the languages you speak
Actions
Multiattack. The construct makes a number of attacks equal to half this power's level (rounded down).
Slam. Melee Psionic Attack: your psionic attack modifier, 5 feet, one target. Hit: 2d10+9 force damage
Mass Ectoplasmic Cocoon
7th-level metacreativity
- Manifest Time: 1 action
- Range: 90 feet
- Duration: Concentration, up to 1 minute
Writhing strands of ectoplasm reach out from the Astral Plane to envelop up to 7 large or smaller creatures of your choice within range. A target must make a Dexterity saving throw, or be encased entirely by this cocoon.
For the duration of the power, the target is restrained and the only actions it can take are one which are entirely mental (such as using psionics or casting spells with no somatic, material, or verbal components). The cocoon makes no attempt to keep a creature aloft if it is flying or swimming, and is falls or sinks if nothing else is keeping it aloft.
Teleportation and other forms of travel provide a means to escape, but the ectoplasm extends into the Ethereal Plane, blocking escape via that route.
The cocoon itself provides full cover to the creature, and the cocoon has an AC of 10, 30 hit points, and immunity to poison and psychic damage. When the power ends, the cocoon disappears.
At Higher Levels. When you manifest this power at a power level of 8th-level or higher, you can target one additional creature for each power level above 7th.
Reddopsi
7th-level psychokinesis
- Manifest Time: 1 reaction, whenever you see someone manifest a power that targets you or an allied creature
- Range: 60 feet
- Duration: Special
You attempt to turn a power that only targets you or another allied creature against its manifester. A power of 7th level or lower immediately targets the initial manifester instead, as if they had targeted themselves, using their own psionic save DC or attack bonus. If the power is of 8th level or higher, you must make an ability check using your psionic ability. The DC of the check is 10 + the level of the power. On a success, the initial manfiester is targeted by their own power.
The duration of this power is equal to the duration of the initial power manifested. If the initial power required concentration, you must concentrate on it instead of the initial manifester.
At Higher Levels. When you manifest this power at a power of 8th level or higher, the interrupted power is automatically targets the initial manifeester if its level is less than or equal to the level of the power level you manifest this power at.
8th Level
Feeblemind
8th-level telepathy
- Manifest Time: 1 action
- Range: 150 feet
- Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, use powers, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends.
The power can also be ended by greater restoration, heal, or wish, or bend reality.
Insanity
8th-level telepathy
- Manifest Time: 1 action
- Range: 120 feet
- Duration: Concentration, up to 1 minute
This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 40-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this power or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Insanity Behavior
| d10 | Behavior |
|---|---|
| 1-2 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 3-7 | The creature doesn't move or take actions this turn. |
| 8-9 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 10 | The creature can repeat the save against the effect, ending it on a success. On a failure, it does nothing. |
If you maintain concentration on this power for the full duration, creatures still affected suffers the effects of the power permanently or until it is dispelled.
Mind Blank
8th-level telepathy
- Manifest Time: 1 action
- Range: Touch
- Duration: 24 hours
Until the power ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The power even foils wish spells and power or effects of similar strength used to affect the target's mind or to gain information about the target.
Shadow Body
8th-level psychometabolism
- Manifest Time: 1 action
- Range: Self
- Duration: 1 hour
Your body and all of your equipment become nothing but wispy bits of faint shadow. For the duration, you gain the following benefits:
- You are invisible while you are in any area of dim light or darkness.
- You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You have resistance to acid, cold, fire, lightning, and thunder damage.
- You gain a fly speed equal to your walking speed. This speed is doubled while you are in any area of dim light or darkness.
- You can pass through other creatures and objects as if they were difficult terrain. If you end your turn inside the space of another creature or inside an object, you are shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you travel.
While in this shadow form, you cannot make weapon attacks or interact with objects, though you can still use powers, spells, and other abilities and class features. You also have vulnerability to radiant damage. Each time you take radiant damage while in this form, make a Charisma saving throw. On a failed save, the power immediately ends.
9th Level
Astral Projection
9th-level psychometabolism
- Manifest Time: 1 hour
- Range: 10 feet
- Duration: Special
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the power fails and the manifesting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this power, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The power ends for you and your companions when you use your action to dismiss it. When the power ends, the affected creature returns to its physical body, and it awakens.
The power might also end early for you or one of your companions. A successful dispel psionics power used against an astral or physical body ends the power for that creature. If a creature's original body or its astral form drops to 0 hit points, the power ends for that creature. If the power ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Bend Reality
9th-level clairsentience
- Manifest Time: 1 action
- Range: Self
- Duration: Instantaneous
This power is the most powerful psionic ability any mortal can possess. Through your sheer will, you manifest one of the following effects of your choice:
- You duplicate any power of 8th level or lower
- Undo the effects of most harmful powers, like insanity and fuse flesh
- You grant up to ten creatures you can see immunity to a single power or other psionic effect for 8 hours.
- You instantly change the material, shape, or other element of an object or group of objects that you can see. The object or objects cannot be any larger than a 40-foot square.
You can attempt to bend reality in a way not described above. State to the DM how you attempt to bend reality as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the effect desired, the greater the likelihood that something goes wrong. This power might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you attempted to shape reality. For example, you might bend reality so that a creatures flesh is permanently made out of invulnerable adamantine, only for that creature to collapse from the sheer weight of its own body.
Using the power for any effect other than duplicating another power takes a great toll on your mind. After suffering that great toll, every time you manifest a power, you take 1d10 psychic damage per level of that power. This damage can't be reduced or prevented in any way. Additionally, your Intelligence, Wisdom, and Charisma scores are all reduced to 8, if it isn't 8 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 bend reality ever again if you suffer this stress.
Time Leap
9rd-level psychoportation
- Manifest Time: 1 action
- Range: 30 feet
- Duration: Concentration, up to 1 hour
You and up to 9 other willing creatures within range jaunt forward in time, causing them to disappear in a shimmer of light. When the power ends, each target reappears in the space it left in the exact same condition it left in, as if no time had passed at all for the creature. If the space the creature is in is occupied, it instead appears in the nearest unoccupied space.
You can choose to end this power early at any time before the duration ends.