This material is Open Game Content, and is licensed for
public use under the terms of the Open Game License
v1.0a.
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.