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POWERS


The psion power list uses abbreviated names as follows: Clasen (Clairsentience); Metcre (Metacreativity); Psykin (Psychokinesis); Psymet (Psycho metabolism); Psyport (Psychoportation); and Telep (Telepathy).

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. (Creatures with only Hit Dice, not classes, have character levels equal to their Hit Dice.)

Manifester Level: A power’s effect and duration often depend on manifester level, which is the manifester’s psionic class level. Creatures with no classes have a manifester level equal to their Hit Dice unless otherwise specified.

Creatures and Characters: “Creatures” and “characters” are used synonymously in these power descriptions.

Powers that Look Like Spells: A power with the same name as a spell has the same effect as that spell. The difference is that psionic powers are spell-like abilities.

Psion Powers

0-LEVEL PSION POWERS (Talents)
Clasen
Detect Psionics Detects the presence of psionic activity.
Inkling 50% likely to know if an intended action is good or bad.
Know Direction Know which way is north.
Metcre
Bolt Creates a short-lived bolt, arrow, or bullet.
Finger of Fire Deals 1d3 fire damage to one foe.
Trinket Creates a short-lived trinket.
Psykin
Control Shadow Controls a normal shadow like a puppet.
Far Hand Minor telekinesis.
Far Punch Telekinetic punch deals 1 damage.
My Light Eyes emit a 20-ft. cone of light.
Psymet
Elfsight The manifester has low-light vision.
Lesser Natural Armor Gain +1 natural armor bonus.
Talons Unarmed attacks deal +1 damage.
Verve Gain 1 temporary hit point.
Psyport
Burst Subject’s speed improves by 10 ft. for 1 round.
Catfall Recover well from a fall.
Float Buoys a subject in water or other liquid.
Telep
Daze Creature loses next action.
Distract Subject’s mind wanders, imparting a –1 penalty on some
actions.
Missive Sends a one-way telepathic message to subject.
Telempathic Projection Modifies subject’s emotions.

1st-LEVEL PSION POWERS
Clasen
Combat Precognition Gains a +1 insight bonus to AC.
Destiny Dissonance Touch deals 1d8 subdual damage.
Expanded Vision Wider vision allows the manifester to see more.
Identify Identify single feature of psionic item.
Know Location The manifester knows where he or she is.
Object Reading Knows about an object’s past.
Steadfast Gaze Gaze attacks hold no terror for the manifester.
Metcre
Astral Construct I Creates astral construct to fight for the manifester.
Firefall Fiery sparks deal 1d4 fire damage in 10-ft. radius.
Grease Makes 10-ft. square or one object slippery.
Lesser Metaphysical Weapon Weapon gains a +1 bonus.
Minor Creation Creates one cloth or wood object.
Psycholuminescence Object sheds silvery light.
Psykin
Biocurrent Continuous bioelectrical current deals 1d4 electricity
damage/round to up to two living creatures.
Control Light Adjust light levels up or down.
Control Object Telekinetically animates a small object.
Create Sound Creates the sound he or she desires.
Lesser Concussion Pummel foe for 1d6 damage.
Matter Agitation Heats a creature or object.
Stomp Shock waves in the ground knock foes prone.
Psymet
Biofeedback Self-control allows the manifester to take some damage as
subdual damage.
Bite of the Wolf Bite attack deals 1d8 damage.
Compression Shrink 10%/level (max 50%).
Empathic Transfer Absorb others’ hurts.
Feel Light Use tactile sensation to see.
Feel Sound Use tactile sensation to hear.
Hammer Touch deals 1d8 bludgeoning damage.
Hear Light Use auditory sensation to see.
Lesser Body Adjustment Heal 1d8 hp, or gain a +1 bonus on next Fortitude save to
resist poison or disease, or heal 1 point of temporary ability damage.
See Sound Use visual sensation to hear.
Vigor Gain 3 temporary hit points.
Psyport
Call Weaponry Never lack for a weapon.
Dissipating Touch Touch deals 1d8 damage.
Feather Fall Objects or creatures fall slowly.
Skate Subject slides (skillfully) along the ground as if ice.
Spider Climb Grants ability to walk on walls and ceilings.
Telep
Attraction Subject has an attraction the manifester specifies.
Charm Person Makes one person the manifester’s friend.
Conceal Thoughts The manifester conceals his or her motives.
Demoralize Foes suffer –1 penalty on some actions.
Disable Subjects incorrectly believe they are disabled.
Empathy Know the subject’s surface emotions.
Lesser Mindlink Forge a limited mental bond with another creature.
Sense Link Sense what the subject senses (single sense).

2nd-LEVEL PSION POWERS
Clasen
Augury Learn if an intended action will be good or bad.
Clairaudience/Clairvoyance Hear or see at a distance.
Combat Prescience Gain a +2 insight bonus on attack roll.
Darkvision See in the dark.
Recall Pain Foe takes 3d6 damage from painful memory.
See Invisibility Reveals invisible creatures or objects.
Sensitivity to Psychic Impressions Find out about an area’s past.
Metcre
Astral Construct II Creates astral construct to fight for the manifester.
Burning Ray Fiery ray deals 3d6 damage to foe.
Ectoplasmic Cocoon Encapsulate a foe so it can’t move.
Ecto Puppet Directly control an astral construct.
Sudden Minor Creation Quickly create cloth or wood object.
Psykin
Concussion Pummel foe for 3d6 damage.
Control Air Wind velocity increased or decreased by up to 10 miles per
hour + 5 miles per hour/level.
Control Body Take rudimentary control of foe’s limbs.
Control Flames Control heat and movement of a fire.
Invisibility Subject is invisible for 10 min./level or until it attacks.
Sever the Tie Deal 3d8 damage to undead in 10-ft. radius.
Psymet
Animal Affinity Possess one ability score of a chosen animal.
Body Adjustment Heal 3d6 damage, or gain a bonus on the next Fortitude
save to resist poison or disease, or heal 2 temporary ability points.
Body Equilibrium Walk on nonsolid surfaces.
Chameleon Gain a +10 enhancement bonus on Hide checks.
Claws of the Bear Unarmed attack deals 1d12 damage.
Expansion Grow 10%/level (max 100%).
Painful Touch Unarmed attacks deal an extra 1d6 subdual damage.
Sustenance Go without food and water.
Psyport
Glide Subject glides at speed of 20 ft.
Knock Opens locked or psionically locked doors.
Levitate Subject moves up and down at the manifester’s direction.
Psionic Lock Psionically locks a portal or chest.
Sense Psychoportation Know when others use this discipline.
Telep
Aversion Subject has aversion the manifester specifies.
Brain Lock Subject cannot move or take any mental actions.
Detect Thoughts Detect subject’s surface thoughts.
Inflict Pain Mental attack deals 3d6 damage.
Intrusive Sense Link Subject senses what the manifester senses.
Suggestion Compels subject to follow suggested action.

3rd-LEVEL PSION POWERS
Clasen
Danger Sense Gain a +4 bonus against traps.
Invisibility Purge Dispels invisibility within 5 ft./level.
Nondetection Hides subject from Clair sentience powers and remote
viewing.
Poison Sense Sense poison in 30-ft. radius.
Remote Viewing See subject from a distance.
Ubiquitous Vision Manifester has all-around vision.
Undead Sense Sense the presence of undead.
Metcre
Astral Construct III Creates astral construct to fight for manifester.
Create Food and Water Feeds three humans (or one horse)/level.
Metaphysical Weapon Weapon gains a +3 bonus.
Whitefire Deals 5d4 fire damage in 20-ft. radius.
Psykin
Cone of Sound Sonic energy deals 5d4 sonic damage.
Control Sound Creates very specific sounds.
Greater Concussion Pummel foe for 5d6 damage.
Negate Psionics Cancels psionic powers and effects.
Psymet
Bite of the Tiger Bite attack deals 2d8 damage.
Claws of the Vampire Unarmed attack deals 1d8 damage. Heals the same amount.
Displacement Attacks miss manifester 50% of the time.
Duodimensional Hand Unarmed attacks deal slashing damage with an increased threat range.
Ectoplasmic Form Amorphous form is hard to hurt.
Improved Biofeedback Take charge of body’s damage.
Rejuvenation Heal 1 point of temporary ability damage/hour.
Psyport
Astral Steed Astral steed appears for 1 hour/level.
Dimension Slide Instantly move to any spot seen in close range.
Fly Subject flies at speed of 90 ft.
Time Hop Subject hops forward in time 3d6 rounds.
Telep
Charm Monster Makes monster believe it is your ally.
Crisis of Breath Disrupt the subject’s breathing.
False Sensory Input Falsify one of the subject’s senses.
Fate Link Link the fates of two targets.
Lesser Domination Forces subject to obey manifester’s will.
Mindlink Have a mental bond with others.
Schism Splits manifester’s mind into two independently functional
parts.

4th-LEVEL PSION POWERS
Clasen
Anchored Navigation Navigate from a fixed reference point that manifester
mentally senses.
Aura Sight Can read things in other’s auras.
Detect Remote Viewing Know when others spy on manifester remotely.
Divination Provides specific advice for proposed actions.
Fate of One Reroll a bad roll.
Metcre
Astral Construct IV Creates astral construct to fight for the manifester.
Dismiss Ectoplasm Dissipates ectoplasmic targets.
Fabricate Transforms raw goods to finished items.
Quintessence Collapse a bit of time into a physical substance.
Wall of Ectoplasm Create a protective barrier.
Psykin
Amplified Invisibility Attack once and stay unseen.
Inertial Barrier Subject gains damage reduction 10/+5.
Mass Concussion Foes take 7d4 damage in 20-ft. radius.
Telekinesis Lift or move 25 lb./level at long range.
Psymet
Dissolving Touch Touch deals 7d6 acid damage.
Immovability Manifester is almost impossible to move.
Polymorph Self Assume a new form.
Psychofeedback Use power points to boost your physical ability modifiers.
Natural Armor Gain a +4 natural armor bonus.
Psyport
Dimensional Anchor Bars extradimensional movement.
Dimension Door Teleports manifester and up to 500 lb. a short distance.
Dismissal Forces a creature to return to a native plane.
Freedom of Movement Move normally despite impediments.
Telep
Domination Subject obeys manifester’s will.
Fatal Attraction Implants death urge in subject.
Forced Mindlink Creates mental bond with unwilling subject.
Mindwipe Subject’s recent experiences wiped away.
Tailor Memory False memory implanted in subject.

5th-LEVEL PSION POWERS
Clasen
Power Resistance Subject gains PR 12.
Recall Agony Foe takes 9d6 damage from painful memory.
Sense Psionics Sense psionic powers and effects.
True Seeing See all things as they really are.
Metcre
Astral Construct V Creates astral construct to fight for the manifester.
Ectoplasmic Armor Subject gains a +10 armor bonus.
Ectoplasmic Shambler Foglike predator deals 1 point of damage/round to those it surrounds.
Incarnate Make some psionic effects permanent.
Major Creation Creates cloth, wood, stone, or metal object.
Psykin
Brilliant Blast Light blast deals 9d4 damage in 20-ft. radius.
Clairtangency Use far hand at any distance.
Matter Rearrangement Transmute one metal to another.
Psychic Vampire Touch attack drains 2 power points/level from foe, which
you gain.
Psymet
Adapt Body Adapt manifester’s body to hostile environments.
Energy Barrier Convert energy attacks to harmless light.
Graft Weapon A weapon becomes a natural part of the manifester.
Metamorphosis Take the form of creatures and objects.
Psyport
Baleful Teleport Destructive teleport deals 9d6 damage.
Sending Delivers short message anywhere instantly.
Teleport Instantly transports manifester anywhere.
Teleport Trigger Predetermined event triggers teleport.
Telep
Catapsi Psychic static is a drag on power manifestation.
Greater Domination Subject obeys manifester’s will.
Metaconcert Mental concert of two or more psions increases the total
power of the participants.
Mind Probe Discover the subject’s secret thoughts.

6th-LEVEL PSION POWERS
Clasen
Precognition More in-depth than divination.
Remote View Trap Enemy remote viewers take 4d4 damage.
Shield of Prudence Gain a +6 insight bonus to AC.
Metcre
Astral Construct VI Creates astral construct to fight for the manifester.
Flaming Shroud Encased foe takes 11d6 fire damage.
Improved Fabricate Transforms raw goods to finished items..
Psykin
Ablating Subject is buffered from one negate psionics effect.
Disintegrate One creature or object vanishes.
Greater Biocurrent Continuous bioelectrical current deals 6d6 electricity
damage/round to up to four living creatures.
Null Psionics Field Negates psionics within 10 ft.
Psymet
Breath of the Dragon Breathe fire for 11d4 damage.
Improved Vigor Gain 13 temporary hit points.
Suspend Life Manifester’s life functions slow to imperceptibility.
Psyport
Banishment Banishes extraplanar creatures.
Ethereal Jaunt Become ethereal for 1 round/level.
Improved Fly Subject flies at speed of 180.
Retrieve Teleport to hand an item the manifester can see.
Trace Teleport Learn origin or goal of subject’s teleport.
Telep
Aura Alteration Subject seems something it is not.
Mass Suggestion Many targets follow suggested action.
Mind Switch Switch minds with another.

7th-LEVEL PSION POWERS
Clasen
Emulate Power Manifest any psionic power of 6th level or lower.
Improved Anchored Navigation Navigate from a fixed point even across planar
boundaries.
Sequester Subject invisible to sight and remote viewing.
Metcre
Astral Construct VII Creates astral construct to fight for the manifester.
Contingency Sets trigger condition for another power.
Mass Cocoon Encapsulate foes so they can’t move.
Psykin
Divert Teleport Choose destination for another’s teleport.
Improved Telekinesis Lift or move 100 lb./level at long range.
Power Turning Reflect 1d4+6 power levels back on manifester.
Reddopsi Foe’s power rebounds on her.
True Concussion Pummels foe for 13d6 damage.
Psymet
Energy Conversion Convert energy attacks to one ray energy attack of
manifester’s own.
Fission Briefly duplicate self.
Oak Body Body becomes living wood.
Psyport
Divert Teleport Choose destination for another’s teleport.
Etherealness Travel to the Ethereal Plane with companions.
Phase Door Invisible passage through wood or stone.
Plane Shift Up to eight subjects travel to another plane.
Teleport Without Error Instantly transports manifester anywhere with no off-target
arrival.
Telep
Insanity Subject is permanently confused.
Mass Domination Many targets subject to manifester’s will.
Ultrablast Mental scream deals 13d4 damage to all within 15 ft.

8th-LEVEL PSION POWERS
Clasen
Foresight Psionic senses warn of impending danger.
Hypercognition Deduce almost anything.
Recall Death Foe vividly recalls its future death and dies.
Metcre
Astral Construct VIII Creates astral construct to fight for the manifester.
Mind Store Store the manifester’s personality against future need.
True Creation Creates permanent cloth, wood, stone, or metal objects.
Psykin
Improved Clairtangency Use telekinesis at any distance.
Matter Manipulation Increase or decrease an object’s base hardness by 5.
Telekinetic Sphere Mobile force globe protects one subject.
Psymet
Hypercognition Deduce almost anything.
Iron Body Body becomes living iron.
Shadow Body Become a living shadow (not the creature).
Psyport
Dream Travel Travel to other places through dreams.
Improved Etherealness Stay ethereal longer.
Teleportation Circle Circle teleports any creature inside to designated spot.
Temporal Acceleration Time frame accelerates for 2 rounds.
Telep
Mind Blank Subject immune to mental/emotional effects, scrying, and
remote viewing.
Mind Seed Subject slowly becomes the manifester.
True Domination Dominated subjects less likely to defy the manifester’s will.

9th-LEVEL PSION POWERS
Clasen
Greater Emulation Manifest any psionic power of 8th level or lower.
Metafaculty Subject cannot hide name or location from manifester.
Metcre
Astral Construct IX Creates astral construct to fight for the manifester.
Genesis Instigate a new demiplane in the Astral Plane.
Psykin
Detonation Pummels foe for 17d6 damage.
Dissolution Disintegrate very large objects or creatures.
True Telekinesis Lift or move 500 lb./level at long range.
Psymet
Affinity Field Effects that affect manifester also affect others.
Shapechange Become any creature, change forms once/round.
True Metabolism Regenerate 10 points/round for 1 minute.
Psyport
Astral Projection Projects manifester and friends into Astral Plane.
Probability Travel Manifester and friends physically enter Astral Plane.
Temporal Velocity Time frame accelerates for 3d4 rounds.
Time Regression Relive the last 1d4+1 rounds.
Telep
Apopsi Delete the psionic power of another.
Confidante Manifester and another share a permanent mental bond.
Microcosm Subject explores imaginary world at the expense of the real
one.
Monster Domination Controls any creature, but for less time.
Psychic Chirurgery Repair psychic damage and impart knowledge of new
powers.
Thrall Subject is manifester’s slave forever.

Psychic Warrior Powers
0-LEVEL PSYCHIC WARRIOR POWERS (TALENTS)
Bolt Create a short-lived bolt, arrow, or bullet. (Int)
Burst Subject’s speed improves by 10 ft. for 1 round. (Dex)
Catfall Recover well from a fall. (Dex)
Control Shadow Control a normal shadow like a puppet. (Con)
Daze Creature loses next action. (Cha)
Detect Psionics Detect the presence of psionic activity. (Wix)
Distract Subject’s mind wanders, imparting a –1 penalty on some actions.
(Cha)
Elfsight Manifester has low-light vision. (Str)
Far Punch Telekinetic punch deals 1 damage. (Con)
Float Buoy a subject in water or other liquid. (Dex)
Know Direction Know which way is north. (Wis)
Talons Unarmed attacks deal +1 damage. (Str)
Valor Gain a +1 morale bonus on manifester’s saving throw. (Str)
Verve Gain 1 temporary hit point. (Str)

1st-LEVEL PSYCHIC WARRIOR POWERS
Biofeedback Self-control allows manifester to take some damage as subdual
damage. (Str)
Bite of the Wolf Bite attack deals 1d8 damage. (Str)
Call Weaponry Never lack for a weapon. (Dex)
Combat Precognition Gain a +1 insight bonus to AC. (Wis)
Compression Shrink 10%/level (max 50%). (Str)
Expanded Vision Wider vision allows manifester to see more. (Wis)
Feel Light Use tactile sensation to see. (Str)
Feel Sound Use tactile sensation to hear. (Str)
Hear Light Use auditory sensation to see. (Str)
Hustle Gain one extra partial action. (Str)
Lesser Metaphysical Weapon Weapon gains a +1 bonus. (Int)
Minor Creation Creates one cloth or wood object. (Int)
See Sound You use visual sensation to hear. (Str)
Skate Subject slides (skillfully) along ground as if on ice (Dex)
Vigor Gain 3 temporary hit points. (Str)

2nd-LEVEL PSYCHIC WARRIOR POWERS
Animal Affinity Possess one ability score of a chosen animal. (Str)
Body Equilibrium Can walk on nonsolid surfaces. (Str)
Claws of the Bear Unarmed attack deals 1d12 damage. (Str)
Combat Prescience Gain a +2 insight bonus on your attack roll. (Wis)
Darkvision Can see in the dark. (Wis)
Expansion Grow +10%/level (max +100%). (Str)
Levitate Subject moves up and down at manifester’s direction. (Dex)
Painful Touch Unarmed attacks deal an extra 1d6 subdual damage. (Str)
Sudden Minor Creation Quickly create cloth or wood object. (Int)
Vigilance See through mists, murk, and darkness. (Wis)

3rd-LEVEL PSYCHIC WARRIOR POWERS
Bite of the Tiger Bite attack deals 2d8 damage. (Str)
Claws of the Vampire Unarmed attack deals 1d8 damage. You heal the same amount.
(Str)
Danger Sense Gain a +4 bonus against traps. (Wis)
Displacement Attacks miss manifester 50% of the time. (Str)
Improved Biofeedback Take charge of body’s damage. (Str)
Metaphysical Weapon Weapon gains a +3 bonus. (Int)
Prowess Manifester may take one extra attack of opportunity. (Wis)
Ubiquitous Vision Manifester has all-around vision. (Wis)

4th-LEVEL PSYCHIC WARRIOR POWERS
Dimension Door Teleports manifester and up to 500 lb. short distances. (Dex)
Dissolving Touch Touch deals 7d6 acid damage. (Str)
Immovability Manifester is almost impossible to move. (Str)
Inertial Barrier Subject gains damage reduction 10/+5. (Con)
Polymorph Self Assume a new form. (Str)
Psychofeedback Use power points to boost your physical ability modifiers.
Steadfast Perception Gain a +4 bonus against illusions, +2 bonus on Spot and Search
checks. (Wis)
Telekinesis Lift or move 25 lb./level at long range. (Con)

5th-LEVEL PSYCHIC WARRIOR POWERS
Adamant Grasp Gain a +10 bonus on your grapple checks. (Str)
Adapt Body Adapt manifester’s body to hostile environments. (Str)
Catapsi Psychic static is a drag on power manifestation. (Cha)
Ectoplasmic Armor Subject gains a +10 armor bonus. (Int)
Energy Barrier Convert energy attacks to harmless light. (Str)
Graft Weapon A weapon becomes a natural part of the manifester. (Str)
Psychic Vampire Touch attack drains 2 power points/level from foe, which
manifester gains. (Con)

6th-LEVEL PSYCHIC WARRIOR POWERS
Ablating Subject is buffered from one negate psionics effect. (Con)
Breath of the Dragon Breathe fire for 11d4 damage. (Str)
Call Cohort Teleport cohort to manifester’s location. (Dex)
Ethereal Jaunt Become ethereal for 1 round/level. (Dex)
Improved Vigor Gain 13 temporary hit points. (Str)
Shield of Prudence Gain a +6 insight bonus to AC. (Wis)
Suspend Life Manifester’s life functions slow to imperceptibility. (Str)


POWER FORMAT
Each power description follows the same format.

NAME
This is the name by which the power is generally known.
DISCIPLINE AND DESCRIPTORS
This is the discipline to which the power belongs. Any descriptors that apply are given here [in brackets].
Disciplines: Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation, and Telepathy. The key ability score for each discipline is given (in parentheses) for ease of calculating target DCs.
Descriptors: Acid, chaotic, charm*, cold, compulsion*, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation.
*Compulsion and charm are treated as subschools of the Enchantment school of magic but are used as descriptors here, to the same effect.
LEVEL
This is the strength level of the power, ranging from 0-level (talents) through 9th level (the most powerful). This entry notes which classes can manifest this power. A power’s level affects the DC for any saving throw allowed against the power.
DISPLAY
This gives the type of display that accompanies manifestation of the power.
Displays: Au (Audible), Ma (Material), Me (Mental), Ol (Olfactory), and Vi (Visible).
MANIFESTATION TIME
The time required to manifest the power.
RANGE
The maximum distance from the manifester at which the power can affect a target.
TARGET OR TARGETS/EFFECT/AREA
The number of creatures, dimensions, volume, weight, and so on, that the power affects. If the target is the manifester, he or she does not receive a saving throw, and power resistance does not apply.
DURATION
How long the power lasts.
SAVING THROW
Whether a power allows a saving throw, what type of saving throw it is, and the effect of a successful saving throw.
POWER RESISTANCE
Whether power resistance (PR), a special defensive ability on par with spell resistance, resists the power.
POWER POINTS
The power’s cost to manifest. Talents (0-level powers) cost 1 power point to manifest after a character uses up his or her allotted free manifestations per day.
DESCRIPTIVE TEXT
This portion of the power description details what the power does and how it works. If one of the previous portions of the description included “(see text),” this is where the explanation is found.