Psionic Powers

Use Expanded Psionics Handbook for now.

Changes (Subject to change)

  • Dispel Psionics and any similar Psionic Ability rebalanced to reflect the Psionic/Magic Transparency. Augmenting Dispel Psionics by one point increases the maximum caster level by four points to a maximum of +20 Caster Level to bring it in line with its Arcane equivalents.
  • Psychic Containment - Affects one target only.

In the power lists and mantle lists, new powers described in this book are marked with an asterisk. Any power not marked with an asterisk appears in Expanded Psionics Handbook. An A appearing at the end of a power's description denotes an augmentable power. An X denotes a power with an XP component paid by the manifester.

PSION/WILDER POWERS

Psionics Level 1

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Attraction: Subject has an attraction you specify. A
Bolt: You create a few enhanced short-lived bolts, arrows, or bullets. A
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Catfall: Instantly save yourself from a fall. A
Conceal Thoughts: You conceal your motives.
Control Flames: Take control of nearby open flame. A
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
Crystal Shard: Ranged touch attack for 1d6 points of piercing damage. A
Daze, Psionic: Humanoid creature of 4 HD or fewer loses next action. A
Deceleration: Target's speed is halved. A
Deflection Field: Manipulate a field of energy to protect you from attacks. *
Déja-Vu: Your target repeats his last action. A
Demoralize: Enemies become shaken. A
Detect Psionics: You detect the presence of psionics.
Disable: Subjects incorrectly believe they are disabled. A
Dissipating Touch: Touch deals 1d6 damage. A
Distract: Target has –4 penalty on Listen, Search, Sense Motive, and Spot checks. NEED TO ADD
Ecto Protection: An astral construct gains bonus against dismiss ectoplasm. A
Eidetic Lock: Memorize an image or passage completely. *A
Empathy: You know the subject's surface emotions. A
Empty Mind: You gain +2 on Will saves until your next action. A
Endure Elements, Psionic: Exist comfortably in hot or cold environments. *
Energy Arc: Energy of a type you choose shoots from your outstretched fingertips in a short cone. *A
Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage. A
Entangling Ectoplasm: You entangle a foe in sticky goo.
Far Hand: Move small objects from a limited distance. A
Float: You buoy yourself in water or other liquid. A
Force Screen: Invisible disc provides +4 shield bonus to AC. A
Grease, Psionic: Makes 10-ft. square or one object slippery.
Hammer: Melee touch attack deals 1d8/round. A
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC. A
Know Direction and Location: You discover where you are and what direction you face.
Matter Agitation: You heat a creature or object.
Mind Thrust: Deal 1d10 damage. A
Missive: Send a one-way telepathic message to subject. A
My Light: Your eyes emit 20-ft. cone of light. A
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws. A
Precognition, Offensive: Gain +1 insight bonus on your attack rolls. A
Prescience, Offensive: Gain +2 insight bonus on your damage rolls. A
Primal Fear: Target is shaken for 1 round. *A
Sense Link: You sense what the subject senses (single sense). A
Slow Breathing: Gain a +4 competence bonus on saving throws against altitude sickness. *A
Skate: Subject slides skillfully along the ground.
Stone Mind: Gain bonuses on Search checks while standing on stone or earth. *A
Stygian Discernment: Gain insight to act against detected undead and negative energy auras. *
Synchronicity: Ready an action and use it when you choose. *A
Synesthete: You receive one kind of sense when another sense is stimulated.
Telempathic Projection: Alter the subject's mood.
Urban Strider: Move across uneven surfaces or through crowds with ease. *A
Vigor: Gain 5 temporary hit points. A

Psionics Level 2

Bestow Power: Subject receives 2 power points. A
Biofeedback: Gain damage reduction 2/–. A
Body Equilibrium: You can walk on nonsolid surfaces.
Cloud Mind: You erase knowledge of your presence from target's mind.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Concussion Blast: Deal 1d6 force damage to target. A
Control Sound: Create very specific sounds.
Crystalstorm: Crystal spray deals 2d4 damage + 1d4 Con damage. *A
Damp Power: Variable numeric effects of enemy powers are minimized against you. *A
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Earth Walk: Move easily in all directions while on earthen surfaces. *A
Ego Whip: Deal 1d4 Cha damage and daze for 1 round. A
Elemental Steward: Summon a small psionic elemental to protect and serve you. *A
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Energy Adaptation, Specified: Gain resistance 10 against one energy type. A
Energy Emanation: Deal 1d6 points of chosen energy damage to surrounding creatures. *A
Energy Push: Deal 2d6 damage and knock subject back. A
Energy Stun: Deal 1d6 damage and stun target if it fails both saves. *A
Feat Leech: Borrow another's psionic or metapsionic feats. A
Id Insinuation: Swift tendrils of thought disrupt and confuse your target. A
Identify, Psionic: Learn the properties of a psionic item.
Inflict Pain: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save. A
Knock, Psionic: Opens locked or psionically sealed door.
Larval Flayers: Summon 1d4+1 larval flayers to aid you. *A
Levitate, Psionic: You move up and down, forward and back via mental support.
Mental Disruption: Daze creatures within 10 feet for 1 round. A
Missive, Mass: You send a one-way telepathic message to an area. A
Psionic Lock: Secure a door, chest, or portal.
Psychic Scimitar: Create scimitar of the mind that attacks foes. *A
Psychoportive Shelter: Create an extradimensional shelter. *A
Recall Agony: Foe takes 2d6 damage. A
Sense Link, Forced: Sense what subject senses.
Serenity, Psionic: Pacify a creature and stop it from fighting. *A
Share Pain: Willing subject takes some of your damage.
Stygian Ray: Bestow a negative level on foe for 1 round. *
Sustenance: Go without food and water for one day.
Swarm of Crystals: Crystal shards spray forth, dealing 3d4 slashing damage. A
Thought Shield: Gain PR 13 against mind-affecting powers. A
Tongues, Psionic: You can communicate with intelligent creatures.
Zone of Alertness: Gain advantages and Spot and Listen bonus equal to number of allies in area. *A

Psionics Level 3

Body Adjustment: You heal 1d12 points of damage. A
Body Purification: You restore 2 points of ability damage. A
Cerebral Phantasm: Terrifying internal horrors take shape and attack your opponent. *A
Danger Sense: You gain +4 bonus against traps. A
Darkvision, Psionic: See 60 ft. in total darkness.
Dimension Twister: Teleports foe short distance and deals 5d6 damage. *A
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispel Psionics: Cancels psionic powers and effects. A
Energy Bolt: Deal 5d6 energy damage in 120-ft. line. A
Energy Burst: Deal 5d6 energy damage in 40-ft. burst. A
Energy Lance: Lance of energy deals 5d6 hp + secondary effect based on energy type. *A
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round. A
Energy Wall: Create wall of your chosen energy type.
Eradicate Invisibility: Negate invisibility in 50-ft. burst. A
Exhalation of the Bronze Dragon: Exhale a cone of gas that unsettles your enemies for 1d4 rounds. *A
Glyph of Warding, Psionic: Set a psionic trap to protect a chosen area or opening. *A
Heavy Earth: Alter gravity locally. *A
Keen Edge, Psionic: Doubles normal weapon's threat range.
Mental Barrier: Gain +4 deflection bonus to AC until your next action. A
Mindfire: You inflict the disease mindfire upon your foe. *A
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power. A
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Psychic Containment: Temporarily disallow the use of psionics for a single creature. *A
Realized Potential: Target gains +1 on attacks and saves and +2 on trained skill checks. *
Share Pain, Forced: Unwilling subject takes some of your damage. A
Solicit Psicrystal: Your psicrystal takes over your concentration power. A
Telekinetic Force: Move an object with the sustained force of your mind. A
Telekinetic Thrust: Hurl objects with the force of your mind. A
Time Hop: Subject hops forward in time 1 round/level. A
Touchsight: Your telekinetic field tells you where everything is. A
Ubiquitous Vision: You have all-around vision.

Psionics Level 4

Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis. A
Correspond: Hold mental conversation with another creature at any distance.
Death Urge: Implant a self-destructive compulsion. A
Detect Remote Viewing: You know when others spy on you remotely.
Dimension Door, Psionic: Teleports you a short distance. *A
Divination, Psionic: Provides useful advice for specific proposed action.
Ectoplasmic Swarm: Summon a swarm of crystalline spiders. *A
Empathic Feedback: When you are hit in melee, your attacker takes damage. A
Energy Adaptation: Your body converts energy to harmless light. A
Energy Flash: Touch deals 5d6 of chosen energy damage to foe. *A
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action. A
Mindwipe: Subject's recent experiences wiped away, bestowing negative levels. A
Personality Parasite: Subject's mind calves self-antagonistic splinter personality for 1 round/level.
Planar Apotheosis: Temporarily become celestial or fiendish. *A
Power Leech: Drain 1d6 power points/round while you maintain concentration; gain 1 point/round.
Shadow Eft: Summon a shadow eft to aid you. *A
Suggestion, Implanted: Plant suggestion to be triggered later. *A
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target. A
Trace Teleport: Learn destination of subject's teleport. A
Wall of Ectoplasm: You create a protective barrier.

Psionics Level 5

Adapt Body: Your body automatically adapts to hostile environments.
Anticipatory Strike: Take your action out of initiative order. *
Catapsi: Psychic static inhibits power manifestation. A
Celestial Conduit: Launch a bolt of ectoplasm-mediated positive energy from your fingertips. *A
Cranial Deluge: Massive physical damage can cause your opponent's head to explode. *A
Detain Ectoplasm: Dismiss constructs and use liberated ectoplasm to bolster your metacreativity powers. *
Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
Ethereal Agent: Create a psionic sensor that watches the Material Plane from the Ethereal Plane. *
Incarnate: Make some powers permanent. X
Leech Field: Leech power points each time you make a saving throw. A
Major Creation, Psionic: As psionic minor creation, plus stone and metal.
Plane Shift, Psionic: Travel to other planes.
Power Resistance: Grant PR equal to 12 + level.
Psychic Crush: Brutally crush subject's mental essence, reducing subject to –1 hit points. A
Psychotic Break: Targets viciously attack closest creature. *A
Shatter Mind Blank: Cancels target's mind blank effect.
Stomp, Greater: Psychokinetic shock wave deals damage and knocks creatures down. *A
Stygian Dominion: Assume control over the body of a mindless undead creature. *A
Suppress Schism: Block dual minds and schisms. *A
Telekinetic Buffer: Use telekinesis to force creatures away from you. *A
Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn. A
True Seeing, Psionic: See all things as they really are.

Psionics Level 6

Aura Alteration: Repairs psyche or makes subject seem to be something it is not. A
Breath of the Black Dragon:Breathe acid for 11d6 damage. A
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Contingency, Psionic: Sets trigger condition for another power. X
Co-opt Concentration: Take control of foe's concentrationpower.
Disintegrate, Psionic: Turn one creature or object to dust. A
Energy Barrage: Decimate foes with a barrage of energy explosions. *A
Energy Nullification Field: Suppresses psionic powers with chosen energy descriptor. *A
Ethereal Abduction: Force another creature onto the Ethereal Plane. *A
Fuse Flesh: Fuse subject's flesh, creating a helpless mass. A
Inconstant Location: Make swift instantaneous moves in combat. *A
Mind over Energy: Gain brief immunity to chosen energy type. *
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Psychometry: Read psychic impressions from a given location. *A
Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Retrieve: Teleport to your hand an item you can see. A
Stygian Bolt: Enemies in a 120-ft. line gain 1d4 negative levels. *A
Suspend Life: Put yourself in a state akin to suspended animation.
Temporal Acceleration: Your time frame accelerates for 1 round. A

Psionics Level 7

Decerebrate: Remove portion of subject's brain stem.
Divert Teleport: Choose destination for another's teleport.
Energy Claw: Create claw of energy that grapples and damages foe. *A
Energy Conversion: Offensively channel energy you've absorbed.
Energy Wave: Deal 13d6 damage of your chosen energy type in 120-ft. cone. A
Evade Burst: You take no damage from a burst on a successful Reflex save. A
Eyes of the Basilisk: Turn one creature per round to stone with a glance. *
Insanity: Subject is permanently confused. A
Mind Blank, Personal: You are immune to scrying and mental effects.
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Oak Body: Your body becomes as hard as oak. A
Phase Door, Psionic: Invisible passage through wood or stone.
Planar Champion: Call a good or evil creature to do your bidding. *A
Sequester, Psionic: Subject invisible to sight and remote viewing; renders subject comatose. X
Ultrablast: Deal 13d6 damage in 15-ft. radius. A

Psionics Level 8

Bend Reality: Alters reality within power limits. X
Iron Body, Psionic: Your body becomes living iron.
Matter Manipulation: Increase or decrease an object's base hardness by 5. X
Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
Planar Embrace: Temporarily become a half-celestial or half-fiend. *
Recall Death: Subject dies or takes 5d6 damage.
Shadow Body: You become a living shadow (not the creature).
Stygian Veil: You take on traits of the undead type. *
Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.
True Metabolism: You regenerate 10 hit points/round.

Psionics Level 9

Affinity Field: Effects that affect you also affect others.
Apopsi: You delete target's psionic powers. X
Assimilate: Incorporate creature into your own body.
Etherealness, Psionic: Become ethereal for 1 min./level.
Microcosm: Creature or creatures live forevermore in a world of their own imaginations. A
Reality Revision: As bend reality, but fewer limits. X
Stygian Conflagration: Pillar of black flame bestows negative levels on those in its path. *A
Timeless Body: Ignore all harmful and helpful effects for 1 round.
Urge Extermination: Kill one living creature with 90 or fewer hp. *A

PSION/DISCIPLINE POWERS

Psychometabolism

1 Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level. A
2 Animal Affinity Psionic: Gain +4 enhancement to one ability. A
Chameleon: Gain +10 enhancement bonus on Hide checks.
Empathic Transfer: Transfer another's wounds to yourself. A
3 Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Hustle: Instantly gain a move action.
4 Metamorphosis: Assume shape of creature or object.
Psychic Vampire: Touch attack drains 2 power points/ level from foe.
5 Psionic Revivify: Return the dead to life before the psyche leaves the corpse. AX
Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
6 Restoration, Psionic: Restores level and ability score drains.
7 Fission: You briefly duplicate yourself.
8 Fusion: You combine your abilities and form with another. X
9 Metamorphosis, Greater: Assume shape of any nonunique creature or object each round. X

Psychokinesis

1 Control Object: Telekinetically animate a small object.
2 Control Air: You have control over wind speed and direction. A
Energy Missile: Deal 3d6 energy damage to up to five subjects. *A
3 Energy Cone: Deal 5d6 energy damage in 60-ft. cone. A
Telekinetic Boomerang: Object returns to your hand immediately. *A
4 Control Body: Take rudimentary control of your foe's limbs. A
Energy Ball: Deal 7d6 energy damage in 20-ft. radius. A
Inertial Barrier: Gain damage reduction 5/–.
5 Energy Current: Deal 9d6 damage to one foe and half to another foe as long as you concentrate. A
Energy Nullification Field: Suppress psionic powers with chosen energy descriptor. *A
Fiery Discorporation: Cheat death by discorporating into nearby fire for one day. A
6 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
Null Psionics Field: Create a field where psionic power does not function.
7 Reddopsi: Powers targeting you rebound on the manifester.
8 Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
9 Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them. A

Psychoportation

1 Burst: Gain +10 ft. to speed this round.
Detect Teleportation: Know when teleportation powers are used in close range. A
2 Dimension Swap: You and ally or two allies switch positions. A
Evade Attack: Use an immediate action, to deflect attack of opportunity. *A
Levitate, Psionic: You move up and down, forward and back, via mental support.
3 Astral Caravan: You lead an astral traveler-enabled group to a planar destination. A
4 Dimensional Anchor, Psionic: Bars excradimensional movement.
Dismissal, Psionic: Forces a creature to return to its native plane.
Fly, Psionic: You fly at a speed of 60 ft.
5 Baleful Teleport: Destructive teleport deals 9d6 damage. A
Teleport, Psionic: Instantly transports you as far as 100 miles/level.
Teleport Trigger: Predetermined event triggers teleport.
Temporal Reiteration: Manifester conserves 1 round of effects' duration. *A
6 Banishment, Psionic: Banishes extraplanar creatures. A
7 Dream Travel: Travel to other places through dreams. A
Ethereal Jaunt, Psionic: Become ethereal for 1 round/ level.
8 Time Hop, Mass: Willing subjects hop forward in time. A
9 Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
Time Regression: Relive the last round. X

Clairsentience

1 Destiny Dissonance: Your dissonant touch sickens a foe.
Precognition: Gain +2 insight bonus on one roll.
2 Clairvoyant Sense: See and hear a distant location.
Object Reading: Learn details about an object's previous owner. A
Sensitivity to Psychic Impressions: You can find out about an area's past.
3 Escape Detection: You become difficult to detect with clairsentience powers.
Fate Link: You link the fates of two targets. A
4 Anchored Navigation Psionic: Establish a mishap-free teleport beacon. A
Remote Viewing: See, hear, and potentially interact with subjects at a distance. X
5 Clairtangent Hand: Emulate far hand at a distance. A
Second Chance: Gain a reroll.
6 Precognition, Greater: Gain +4 insight bonus on one roll.
7 Fate of One: Reroll any roll you just failed.
8 Hypercognition: You can deduce almost anything.
9 Metafaculty: You learn details about any one creature. X

Metacreativity

1 Astral Construct: Creates astral construct to fight for you. *A
Minor Creation, Psionic: Creates one cloth or wood object.
2 Psionic Repair Damage: Repairs construct of 3d8 hit points +1 hp/level.
3 Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Ectoplasmic Cocoon: You encapsulate a foe so it can't move. A
4 Burrowing Bonds: Crystalline bonds deal 3d6 damage plus 1d6 damage for 1 round/level. *A
Fabricate, Psionic: Transforms raw goods to finished items.
Quintessence: You collapse a bit of time into a physical substance.
5 Hail of Crystals: A crystal explodes in an area, dealing 9d4 slashing damage. A
6 Crystallize: Turn subject permanently to crystal.
Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
7 Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
8 Astral Seed: You plant the seed of your rebirth from the Astral Plane.
9 Genesis: You instigate a new demiplane on the Astral Plane. X
True Creation: As psionic major creation, except items are completely real. X

Telepathy

1 Charm, Psionic: Makes one person your friend. A
Mindlink: You forge a limited mental bond with another creature. A
2 Aversion: Subject has aversion you specify. A
Brain Lock: Subject cannot move or take any mental actions. A
Read Thoughts: Detect surface thoughts of creatures in range.
Suggestion, Psionic: Compels subject to follow stated course of action. A
3 Crisis of Breath: Disrupt subject's breathing. A
Empathic Transfer, Hostile: Your touch transfers your hurt to another. *A
False Sensory Input: Subject sees what isn't there. A
4 Dominate, Psionic: Control target telepathically. A
Mindlink, Thieving: Borrow knowledge of a subject's power. A
Modify Memory, Psionic: Changes 5 minutes of subject's memories.
Schism: Your partitioned mind can manifest lower-level powers.
5 Metaconcert: Mental concert of two or more increases the total power of the participants. A
Mind Probe: You discover the subject's secret thoughts.
6 Mind Switch: You switch minds with another. AX
7 Crisis of Life: Stop subject's heart. A
8 Mind Seed: Subject slowly becomes you. X
9 Mind Switch, True: Permanently swap brains. X
Psychic Chirurgery: Repair psychic damage or impart knowledge of new powers. X