# power

short_description:
Deal 1d6 energy (cold, electricity, fire, or sonic) damage.

description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.

      Cold: A ray of this energy type deals +1 point of damage per die.

      Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A ray of this energy type deals +1 point of damage per die.

      Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

augment:
Augment: For every additional power point you spend, this power's damage increases by one die (d6).

full_text:
Energy Ray
Psychokinesis [see text]
Level:
Psion/wilder 1
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
Yes
Power Points:
1
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals +1 point of damage per die.
Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A ray of this energy type deals +1 point of damage per die.
Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's damage increases by one die (d6).


target:
You and creature or object attacking you; see text

short_description:
Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.

description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You weave a field of potential energy of the chosen type around your body. The first successful attack made against you in each round during the power's duration prompts a response from the field with out any effort on your part. The attack may be physical, the effect of a power, or the effect of a spell (including spell-like, supernatural, and extraordinary abilities). An 'ectoburst' discharges from the field, targeting the source of the attack and dealing 4d6 points of damage of the chosen energy type. To be affected, a target must be within close range, you must have line of sight and line of effect to it, and you must be able to identify the source of the attack. The ectoburst is a ranged touch attack made using your base attack bonus plus your key ability modifier for your manifesting class.

      Cold: A field of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold retort is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a field of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A field of this energy type deals +1 point of damage per die.

      Sonic: A field of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

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

full_text:
Energy Retort
Psychokinesis [see text]
Level:
Psion/wilder 3
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal and close (25 ft. + 5 ft./2 levels); see text
Targets:
You and creature or object attacking you; see text
Duration:
1 min./level
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You weave a field of potential energy of the chosen type around your body. The first successful attack made against you in each round during the power's duration prompts a response from the field with out any effort on your part. The attack may be physical, the effect of a power, or the effect of a spell (including spell-like, supernatural, and extraordinary abilities). An 'ectoburst' discharges from the field, targeting the source of the attack and dealing 4d6 points of damage of the chosen energy type. To be affected, a target must be within close range, you must have line of sight and line of effect to it, and you must be able to identify the source of the attack. The ectoburst is a ranged touch attack made using your base attack bonus plus your key ability modifier for your manifesting class.
Cold: A field of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold retort is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a field of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A field of this energy type deals +1 point of damage per die.
Sonic: A field of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's duration increases by 1 minute.


short_description:
Deal 1d6 damage and stun target if it fails both saves.

description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round.

      Cold: A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a stroke of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A stroke of this energy type deals +1 point of damage per die.

      Sonic: A stroke of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

full_text:
Energy Stun
Psychokinesis [see text]
Level:
Psion/wilder 2
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
5-ft. -radius burst
Duration:
Instantaneous
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round.
Cold: A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a stroke of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A stroke of this energy type deals +1 point of damage per die.
Sonic: A stroke of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's damage increases by one die (d6) and its save DC increases by 1.


area:
An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels

description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet. In addition, anyone passing though the energy wall takes 2d6 points of damage +1 point per manifester level (maximum +20).

      If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.

      If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring.

      Cold: A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wall is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a sheet of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A sheet of this energy type deals +1 point of damage per die.

      Sonic: A sheet of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

full_text:
Energy Wall
Metacreativity (Creation) [see text]
Level:
Psion/wilder 3
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels
Duration:
Concentration + 1 round/level
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
No
Power Points:
5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet. In addition, anyone passing though the energy wall takes 2d6 points of damage +1 point per manifester level (maximum +20).
If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring.
Cold: A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wall is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a sheet of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A sheet of this energy type deals +1 point of damage per die.
Sonic: A sheet of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.


short_description:
Deal 13d4 damage of your chosen energy type in 120-ft. cone.

description:
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a flood of energy of the chosen type out of unstable ectoplasm that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone.

      Cold: A wave of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wave is a Fortitude save instead of a Reflex save.

      Electricity: Manifesting a wave of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

      Fire: A wave of this energy type deals +1 point of damage per die.

      Sonic: A wave of this energy type deals -1 point of damage per die and ignores an object's hardness.

      This power's subtype is the same as the type of energy you manifest.

full_text:
Energy Wave
Psychokinesis [see text]
Level:
Psion/wilder 7
Display:
Auditory
Manifesting Time:
1 standard action
Range:
120 ft.
Area:
Cone-shaped spread
Duration:
Instantaneous
Saving Throw:
Reflex half or Fortitude half; see text
Power Resistance:
Yes
Power Points:
13
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a flood of energy of the chosen type out of unstable ectoplasm that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone.
Cold: A wave of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wave is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a wave of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A wave of this energy type deals +1 point of damage per die.
Sonic: A wave of this energy type deals -1 point of damage per die and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power's damage increases by one die (d6). For each extra two dice of damage, this power's save DC increases by 1.


description:
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power's duration.

full_text:
Entangling Ectoplasm
Metacreativity (Creation)
Level:
Psion/wilder 1
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One Medium or smaller creature
Duration:
5 rounds
Saving Throw:
None
Power Resistance:
No
Power Points:
1
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power's duration.
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.


target:
You and all invisible creatures and objects in a 50-ft. -radius burst centered on you

description:
You radiate a psychokinetic burst that disrupts and negates all types of invisibility (though this power can't negate the effect of cloud mind). Any creature that fails its save to avoid the effect loses its invisibility.

      Creatures that are naturally invisible, such as an invisible stalker, are revealed as a dim outline for 1 round (until the beginning of your next turn) and do not have total concealment during this period.

augment:
Augment: For every additional power point you spend, this power's range and the radius of the burst in which it functions both increase by 5 feet.

full_text:
Eradicate Invisibility
Psychokinesis
Level:
Psion/wilder 3
Display:
Visual
Manifesting Time:
1 standard action
Range:
50 ft.
Targets:
You and all invisible creatures and objects in a 50-ft. -radius burst centered on you
Duration:
Instantaneous
Saving Throw:
Reflex negates
Power Resistance:
No
Power Points:
5
You radiate a psychokinetic burst that disrupts and negates all types of invisibility (though this power can't negate the effect of cloud mind). Any creature that fails its save to avoid the effect loses its invisibility.
Creatures that are naturally invisible, such as an invisible stalker, are revealed as a dim outline for 1 round (until the beginning of your next turn) and do not have total concealment during this period.
Augment: For every additional power point you spend, this power's range and the radius of the burst in which it functions both increase by 5 feet.


short_description:
You become difficult to detect with clairsentience powers.

description:
You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as clairvoyant sense, remote viewing, and psionic true seeing. If a clairsentience power or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check (1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester level (maximum +10).

full_text:
Escape Detection
Clairsentience
Level:
Psychic warrior 3, seer 3
Display:
None
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level
Power Points:
5
You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as clairvoyant sense, remote viewing, and psionic true seeing. If a clairsentience power or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check (1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester level (maximum +10).


short_description:
Become ethereal for 1 round/level.8Time Hop, Mass: Willing subjects hop forward in time.9Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.Time RegressionX: Relive the last round.

description:
As the ethereal jaunt spell, except as noted here.

full_text:
Ethereal Jaunt, Psionic
Psychoportation
Level:
Nomad 7
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
Power Points:
13
As the ethereal jaunt spell, except as noted here.


target:
You and one other touched willing creature/three levels; all targets must be joined by linked hands

description:
As the etherealness spell, except as noted here.

full_text:
Etherealness, Psionic
Psychoportation
Level:
Psion/wilder 9
Manifesting Time:
1 standard action
Range:
Touch
Targets:
You and one other touched willing creature/three levels; all targets must be joined by linked hands
Duration:
1 min./level (D)
Saving Throw:
None
Power Resistance:
Yes (harmless)
Power Points:
17
As the etherealness spell, except as noted here.


short_description:
You take no damage from a burst on a successful Reflex save.

description:
You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. When you manifest this power in conjunction with making a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage.

      You can manifest this power with an instant thought, quickly enough to save yourself if you unexpectedly come within range of a dangerous effect. Manifesting this power is an immediate action. You can even manifest this power when it isn't your turn.

augment:
Augment: If you spend 4 additional power points, you take only half damage on a failed Reflex save.

full_text:
Evade Burst
Psychometabolism
Level:
Psion/wilder 7, psychic warrior 3
Display:
Material
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
Psion/wilder 13, psychic warrior 5
You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. When you manifest this power in conjunction with making a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage.
You can manifest this power with an instant thought, quickly enough to save yourself if you unexpectedly come within range of a dangerous effect. Manifesting this power is an immediate action. You can even manifest this power when it isn't your turn.
Augment: If you spend 4 additional power points, you take only half damage on a failed Reflex save.


short_description:
Your acid breath deals 3d6 damage to a close target.

description:
You spit forth vitriolic acid, originating from your mouth, at your target. If you succeed on a ranged touch attack, the target takes 3d6 points of acid damage.

full_text:
Exhalation of the Black Dragon
Psychometabolism [Acid]
Level:
Psychic warrior 3
Display:
Visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
Yes
Power Points:
5
You spit forth vitriolic acid, originating from your mouth, at your target. If you succeed on a ranged touch attack, the target takes 3d6 points of acid damage.
Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points.


description:
This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -1 size penalty on attack rolls, and a -1 size penalty to Armor Class due to your increased size.

      If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power doesn't change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-you cannot crush yourself to death by increasing your size.

      All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage.

      Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can't use a second manifestation of this power to further expand yourself.

augment:
Augment: You can augment this power in one or more of the following ways.
1. If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a -4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -2 size penalty on attack rolls, and a -2 size penalty to Armor Class due to your increased size.
2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
3. If you spend 2 additional power points, this power's duration is 10 minutes per level rather than 1 round per level.

full_text:
Expansion
Psychometabolism
Level:
Psychic warrior 1
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round./level (D)
Power Points:
1
This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -1 size penalty on attack rolls, and a -1 size penalty to Armor Class due to your increased size.
If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power doesn't change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you-you cannot crush yourself to death by increasing your size.
All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage.
Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can't use a second manifestation of this power to further expand yourself.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a -4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -2 size penalty on attack rolls, and a -2 size penalty to Armor Class due to your increased size.
2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
3. If you spend 2 additional power points, this power's duration is 10 minutes per level rather than 1 round per level.


description:
As the fabricate spell, except as noted here.

full_text:
Fabricate, Psionic
Metacreativity (Creation)
Level:
Shaper 4
Display:
Material
Manifesting Time:
See spell text
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Up to 10 cu. ft./level; see spell text
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
7
As the fabricate spell, except as noted here.


short_description:
Transforms a lot of raw goods to finished items.

description:
As psionic fabricate, except ten times as much material is affected by the power.

full_text:
Fabricate, Greater Psionic
Metacreativity (Creation)
Level:
Shaper 6
Target:
Up to 100 cu. ft./level
Power Points:
11
As psionic fabricate, except ten times as much material is affected by the power.


description:
You have a limited ability to falsify one of the subject's senses. The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can't create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.

      You can switch between senses you falsify round by round. You can't alter the size of an object by more than 50% by using this power. Thus, you couldn't make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy manifester who is attempting to use his powers, the enemy must make a Concentration check as if being grappling or pinned.

      Because you override a victim's senses, you can fool a victim who is using true seeing or some other method of gathering information, assuming you know that the victim is actively using such an effect and you can maintain concentration.

augment:
Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

full_text:
False Sensory Input
Telepathy [Mind-Affecting]
Level:
Telepath 3
Display:
Mental
Manifesting Time:
1 round
Range:
Long (400 ft. + 40 ft./level)
Target:
One creature
Duration:
Concentration, up to 1 min./level (D)
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
5
You have a limited ability to falsify one of the subject's senses. The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can't create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
You can switch between senses you falsify round by round. You can't alter the size of an object by more than 50% by using this power. Thus, you couldn't make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy manifester who is attempting to use his powers, the enemy must make a Concentration check as if being grappling or pinned.
Because you override a victim's senses, you can fool a victim who is using true seeing or some other method of gathering information, assuming you know that the victim is actively using such an effect and you can maintain concentration.
Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


target:
A nonmagical, unattended object weighing up to 5 lb.

short_description:
Move small objects at a limited distance.

description:
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power's range.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's range increases by 5 feet.
2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.

full_text:
Far Hand
Psychokinesis
Level:
Psion/wilder 1
Display:
Visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
A nonmagical, unattended object weighing up to 5 lb.
Duration:
Concentration, up to 1 min.
Saving Throw:
None
Power Resistance:
No
Power Points:
1
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power's range.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's range increases by 5 feet.
2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.


target:
Any two living creatures that are initially no more than 30 ft. apart.

short_description:
You link the fates of two targets.4Anchored Navigation: Establish a mishap-free teleport beacon.

description:
You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power's save DC or gain two negative levels.

      No other effects are transferred by the fate link.

full_text:
Fate Link
Clairsentience
Level:
Seer 3
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Any two living creatures that are initially no more than 30 ft. apart.
Duration:
10 min./level
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
5
You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power's save DC or gain two negative levels.
No other effects are transferred by the fate link.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.


description:
Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use it even if it is worse than the original roll.

      You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting this power is an immediate action. If you use the power to reroll a saving throw, you can manifest this power even when it is not your turn.

full_text:
Fate of One
Clairsentience
Level:
Seer 7
Display:
Mental and visual
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
13
Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use it even if it is worse than the original roll.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting this power is an immediate action. If you use the power to reroll a saving throw, you can manifest this power even when it is not your turn.


short_description:
Borrow another's psionic or metapsionic feats.

description:
You can use another's psionic or metapsionic feats for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target's psionic and metapsionic feats, if any, and you can choose a number of these feats to 'leech' equal to your Wisdom modi- fier (minimum one).

      While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the power's duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target.

      If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration. If this save succeeds, the power's duration ends. If the target is killed before the duration expires, you immediately lose the benefit of the stolen feats.

      You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as the prerequisite for another stolen feat.

full_text:
Feat Leech
Clairsentience
Level:
Psion/wilder 2, psychic warrior 2
Display:
Mental and visual
Manifesting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level
Saving Throw:
Will negates; see text
Power Resistance:
Yes
Power Points:
3
You can use another's psionic or metapsionic feats for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target's psionic and metapsionic feats, if any, and you can choose a number of these feats to 'leech' equal to your Wisdom modi- fier (minimum one).
While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the power's duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target.
If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration. If this save succeeds, the power's duration ends. If the target is killed before the duration expires, you immediately lose the benefit of the stolen feats.
You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as the prerequisite for another stolen feat.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.


duration:
Instantaneous and up to one day; see text

short_description:
Cheat death by discorporating into nearby fire for one day.6Dispelling Buffer: Subject is buffered from one dispel psionics effect.

description:
You use your mastery of energy to cheat death. If you are within 30 feet of an open flame, you can use this power. Any damage that would reduce you to 0 hit points or lower instead has a chance to discorporate you. You attempt a Will save (DC 5 + damage dealt); if it succeeds, you simply break apart into dozens of flitting tongues of flame and vanish, along with all your gear and anything you are holding or carrying.

      One day later, you reappear adjacent to an open flame nearest to the place where you discorporated, seeming to materialize from the fire (you choose where you appear along the perimeter of that open flame). While discorporated, you do not exist-you can do nothing, nor can any of your enemies do anything to you.

augment:
Augment: For every 3 additional power points you spend, you gain a +1 bonus on your Will save to determine whether you discorporate.

full_text:
Fiery Discorporation
Psychokinesis [Fire]
Level:
Kineticist 5
Display:
Visual
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
Instantaneous and up to one day; see text
Power Points:
9
You use your mastery of energy to cheat death. If you are within 30 feet of an open flame, you can use this power. Any damage that would reduce you to 0 hit points or lower instead has a chance to discorporate you. You attempt a Will save (DC 5 + damage dealt); if it succeeds, you simply break apart into dozens of flitting tongues of flame and vanish, along with all your gear and anything you are holding or carrying.
One day later, you reappear adjacent to an open flame nearest to the place where you discorporated, seeming to materialize from the fire (you choose where you appear along the perimeter of that open flame). While discorporated, you do not exist-you can do nothing, nor can any of your enemies do anything to you.
Augment: For every 3 additional power points you spend, you gain a +1 bonus on your Will save to determine whether you discorporate.


description:
You can divide yourself, creating a duplicate that comes into existence 5 feet away. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn't do yourself. Your duplicate has all your abilities but none of your psionic or magical equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any psionic or magical equipment you have). You and your duplicate evenly split your power points, your remaining usages of pertinent special abilities for the day, and so on. You retain your psionic focus, if you maintain such when this power is manifested. Treat your duplicate as yourself with two negative levels for the purpose of determining the powers to which the duplicate has access (while the duration of this power lasts, those negative levels cannot be removed by any means). Your duplicate has all other physical traits you had at the time you manifest this power. Powers, spells, or other effects affecting you when you manifest this power do not transfer to your duplicate.

      When the duration expires or when you dismiss the power, you and your duplicate rejoin, no matter how far from each other you are. You gain back any power points the duplicate has not spent. At the time of rejoining, you take half of the damage your duplicate has taken since this power was manifested. This damage could potentially leave you with negative hit points, but it can't reduce your hit points to less than -9.

      If your duplicate dies before the duration expires, no rejoining occurs, and you gain one negative level. If you die, your duplicate remains in existence, and is for all intents you, but with two negative levels. (Once the duration expires, one of the negative levels immediately converts to one lost level; the other negative level can be removed by standard means.)

      You can have only one fissioned duplicate in existence at one time; your duplicate cannot use this power. You cannot use fusion or metaconcert with a duplicate, or share any other power or effect that pools abilities (the sum of you and you is still just you). Similarly, attempting to use powers such as claws of the vampire or vampiric blade to hurt your duplicate only damages your duplicate; these powers do not heal you. Empathic transfer and similar powers are likewise ineffective (transferring wounds to yourself isn't a good healing strategy).

      All powers affecting a fissioned creature, either the original or the duplicate, end when the fission ends. All damage, including hit point damage, ability damage, ability drain, and ability burn damage, is added together.

full_text:
Fission
Psychometabolism
Level:
Egoist 7
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Personal
Effect:
Duplicate of yourself
Duration:
1 round/level (D)
Power Points:
13
You can divide yourself, creating a duplicate that comes into existence 5 feet away. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn't do yourself. Your duplicate has all your abilities but none of your psionic or magical equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any psionic or magical equipment you have). You and your duplicate evenly split your power points, your remaining usages of pertinent special abilities for the day, and so on. You retain your psionic focus, if you maintain such when this power is manifested. Treat your duplicate as yourself with two negative levels for the purpose of determining the powers to which the duplicate has access (while the duration of this power lasts, those negative levels cannot be removed by any means). Your duplicate has all other physical traits you had at the time you manifest this power. Powers, spells, or other effects affecting you when you manifest this power do not transfer to your duplicate.
When the duration expires or when you dismiss the power, you and your duplicate rejoin, no matter how far from each other you are. You gain back any power points the duplicate has not spent. At the time of rejoining, you take half of the damage your duplicate has taken since this power was manifested. This damage could potentially leave you with negative hit points, but it can't reduce your hit points to less than -9.
If your duplicate dies before the duration expires, no rejoining occurs, and you gain one negative level. If you die, your duplicate remains in existence, and is for all intents you, but with two negative levels. (Once the duration expires, one of the negative levels immediately converts to one lost level; the other negative level can be removed by standard means.)
You can have only one fissioned duplicate in existence at one time; your duplicate cannot use this power. You cannot use fusion or metaconcert with a duplicate, or share any other power or effect that pools abilities (the sum of you and you is still just you). Similarly, attempting to use powers such as claws of the vampire or vampiric blade to hurt your duplicate only damages your duplicate; these powers do not heal you. Empathic transfer and similar powers are likewise ineffective (transferring wounds to yourself isn't a good healing strategy).
All powers affecting a fissioned creature, either the original or the duplicate, end when the fission ends. All damage, including hit point damage, ability damage, ability drain, and ability burn damage, is added together.


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

full_text:
Float
Psychoportation
Level:
Psion/wilder 1, psychic warrior 1
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
Power Points:
1
You mentally support yourself in water or similar liquid. You can swim at a speed of 10 feet using the power alone, or use it to boost your swim speed by 10 feet.


short_description:
You fly at a speed of 60 ft.5Baleful Teleport: Destructive teleport deals 9d6 damage.

full_text:
Fly, Psionic
Psychoportation
Level:
Nomad 4
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
Power Points:
7
As the fly spell, except as noted here.


short_description:
Invisible disc provides +4 shield bonus to AC.

description:
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.

augment:
Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.

full_text:
Force Screen
Psychokinesis [Force]
Level:
Psion/wilder 1, psychic warrior 1
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level
Power Points:
1
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.
Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.


short_description:
You transform into a frightening tentacled beast.

description:
You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. You are transformed into a nightmarish version of yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a fright-inducing countenance. You effectively gain a +10 bonus on Disguise checks, though you retain your basic shape and can continue to use your equipment. This power cannot be used to impersonate someone; while horrible, your form is recognizably your own.

      You gain the frightful presence extraordinary ability, which takes effect automatically when you charge a foe. Opponents within 30 feet of you that have fewer Hit Dice or levels than you and that witness your charge become shaken for 5d6 rounds if they fail a Will save (DC 16 + your Cha modifier). An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

      Your horrific form grants you a natural armor bonus of +5, damage reduction 5/-, and a +4 bonus to your Strength score. In addition, you gain +10 feet to your land speed as well as a +10 bonus on Climb and Jump checks.

      A nest of violently flailing black tentacles sprout from your hair and back. You can make up to four additional attacks with these tentacles in addition to your regular melee attacks in each round that you take a full attack action. You can make tentacle attacks within the space you normally threaten. If you make your tentacle attacks in addition to you regular melee attacks, each tentacle attacks at your highest base attack bonus with a -5 penalty. If you forgo all your other attacks, making only tentacle attacks, you make your tentacle attacks at your highest base attack bonus with no penalty. These tentacles deal 2d8 points of damage plus one-half your Strength bonus on each successful strike.

      This power functions only while you inhabit your base form (for instance, you can't be metamorphed or polymorphed into another form, though you can use  claws of the beast, and bite of the wolf in conjunction with this power for your regular attacks), and while your mind resides within your own body.

augment:
Augment: For every additional power point you spend, this power's duration increases by 2 rounds.

full_text:
Form of Doom
Psychometabolism
Level:
Psychic warrior 6
Display:
Visual; see text
Manifesting Time:
1 standard action
Range:
Personal; see text
Target:
You
Duration:
1 round/level (D)
Power Points:
11
You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. You are transformed into a nightmarish version of yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a fright-inducing countenance. You effectively gain a +10 bonus on Disguise checks, though you retain your basic shape and can continue to use your equipment. This power cannot be used to impersonate someone; while horrible, your form is recognizably your own.
You gain the frightful presence extraordinary ability, which takes effect automatically when you charge a foe. Opponents within 30 feet of you that have fewer Hit Dice or levels than you and that witness your charge become shaken for 5d6 rounds if they fail a Will save (DC 16 + your Cha modifier). An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Your horrific form grants you a natural armor bonus of +5, damage reduction 5/-, and a +4 bonus to your Strength score. In addition, you gain +10 feet to your land speed as well as a +10 bonus on Climb and Jump checks.
A nest of violently flailing black tentacles sprout from your hair and back. You can make up to four additional attacks with these tentacles in addition to your regular melee attacks in each round that you take a full attack action. You can make tentacle attacks within the space you normally threaten. If you make your tentacle attacks in addition to you regular melee attacks, each tentacle attacks at your highest base attack bonus with a -5 penalty. If you forgo all your other attacks, making only tentacle attacks, you make your tentacle attacks at your highest base attack bonus with no penalty. These tentacles deal 2d8 points of damage plus one-half your Strength bonus on each successful strike.
This power functions only while you inhabit your base form (for instance, you can't be metamorphed or polymorphed into another form, though you can use  claws of the beast, and bite of the wolf in conjunction with this power for your regular attacks), and while your mind resides within your own body.
Augment: For every additional power point you spend, this power's duration increases by 2 rounds.


short_description:
You cannot be held or otherwise rendered immobile.

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

full_text:
Freedom of Movement, Psionic
Psychoportation
Level:
Psion/wilder 4, psychic warrior 4
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
Power Points:
7
As the freedom of movement spell, except as noted here.


saving_throw:
Fortitude negates and Fortitude partial; see text

short_description:
Fuse subject's flesh, creating a helpless mass.

description:
You cause the touched subject's flesh to ripple, grow together, and fuse into a nearly seamless whole. The subject is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The subject retains the ability to breathe, eat, and excrete, but may lose the use of its senses (see below). If the sudden transformation would prove fatal to the creature (such as fusing a swimming airbreathing subject, or a flying subject), the subject gets a +4 bonus on the save. Unless it loses the use of its senses (see below), the creature can still perform purely mental actions, such as manifesting powers.

      If the target fails its Fortitude save to avoid the power's effect, the subject must immediately attempt a second Fortitude save. If this second save is failed, the creature's eyes and ears fuse over, effectively blinding and deafening it. Moreover, it loses its extraordinary, supernatural, and spell-like abilities, as well as its ability to manifest powers (if any), and is generally in sorry shape.

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

full_text:
Fuse Flesh
Psychometabolism
Level:
Psion/wilder 6
Display:
Visual
Manifesting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Fortitude negates and Fortitude partial; see text
Power Resistance:
Yes
Power Points:
11
You cause the touched subject's flesh to ripple, grow together, and fuse into a nearly seamless whole. The subject is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The subject retains the ability to breathe, eat, and excrete, but may lose the use of its senses (see below). If the sudden transformation would prove fatal to the creature (such as fusing a swimming airbreathing subject, or a flying subject), the subject gets a +4 bonus on the save. Unless it loses the use of its senses (see below), the creature can still perform purely mental actions, such as manifesting powers.
If the target fails its Fortitude save to avoid the power's effect, the subject must immediately attempt a second Fortitude save. If this second save is failed, the creature's eyes and ears fuse over, effectively blinding and deafening it. Moreover, it loses its extraordinary, supernatural, and spell-like abilities, as well as its ability to manifest powers (if any), and is generally in sorry shape.
Incorporeal or gaseous creatures and creatures not composed of flesh are immune to fuse flesh, and a shapechanger can revert to its unfused form as a standard action.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.


target:
You and one touched willing creature of your type and your size or smaller

description:
You and another willing, corporeal, living creature of the same or smaller size fuse into one being. As the manifester, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it.

      The fused being has your current hit points plus the other creature's current hit points. The fused being knows all the powers you and the other creature know, has the sum of your and the other creature's power points, and knows or has prepared any spells you or the other creature possesses (if any). Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being's score is the higher of yours and the other creature's, and the fused being also has the higher Hit Dice or manifester level-this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of the manifester levels that you or the other creature possessed before becoming fused.

      You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends.

      When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through.

      Damage taken by the fused being is split evenly between you and the other creature when the power ends. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being's remaining power points are split between you and the other creature (you can leave with more points than you entered with, as long as you don't exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split between you and the other creature. (If an odd number of negative levels or ability score reductions must be split, you decide whether you or the other creature receives the additional loss.)

      If a fused being is killed, it separates into its constituent creatures, both ofwhich are also dead. You cannot use fission on a fused being.

full_text:
Fusion
Psychometabolism
Level:
Egoist 8
Display:
Auditory, material, and visual
Manifesting Time:
1 round
Range:
Touch
Targets:
You and one touched willing creature of your type and your size or smaller
Duration:
1 min./level (D)
Power Points:
15, XP
You and another willing, corporeal, living creature of the same or smaller size fuse into one being. As the manifester, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it.
The fused being has your current hit points plus the other creature's current hit points. The fused being knows all the powers you and the other creature know, has the sum of your and the other creature's power points, and knows or has prepared any spells you or the other creature possesses (if any). Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being's score is the higher of yours and the other creature's, and the fused being also has the higher Hit Dice or manifester level-this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of the manifester levels that you or the other creature possessed before becoming fused.
You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends.
When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through.
Damage taken by the fused being is split evenly between you and the other creature when the power ends. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being's remaining power points are split between you and the other creature (you can leave with more points than you entered with, as long as you don't exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split between you and the other creature. (If an odd number of negative levels or ability score reductions must be split, you decide whether you or the other creature receives the additional loss.)
If a fused being is killed, it separates into its constituent creatures, both ofwhich are also dead. You cannot use fission on a fused being.
XP Cost: 50 XP.


effect:
A demiplane coterminous with the Astral Plane, centered on your location

short_description:
You instigate a new demiplane on the Astral Plane.

description:
You create a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes. This power works best when manifested while you are on the Astral Plane. Manifestation of this power creates a local density fluctuation that precipitates the creation of a demiplane. At first, the fledgling plane grows in radius at a rate of 1 foot per day to an initial maximum radius of 180 feet as it rapidly draws substance from the surrounding astral ectoplasm. Once the new demiplane reaches its maximum size, it doesn't really stop growing, but its growth rate decreases to only 1 foot per week (approximately a 50-foot increase in radius per year). Once your demiplane is created, you can travel to it using astral caravan, plane shift, or some other power or permanent link that you arrange for separately.

      You determine the environment within the demiplane when you manifest genesis,  reflecting most any desire you can visualize. You determine factors such as atmosphere, water, temperature, and the general shape of the terrain. This power cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). You must add these details in some other fashion if you desire. You can't create lingering psionic effects with this power; you have to add those separately, if desired. Similarly, you can't create a demiplane out of esoteric material, such as silver or uranium; you're limited to stone and dirt. You can't manipulate the time trait on your demiplane; its time trait is as the Material Plane. Once your demiplane reaches 180 feet in radius, you can manifest this power again to gradually add another 180 feet of radius to it, and so on.

      Antigenesis: If genesis is manifested on the Material Plane, the power takes effect and the demiplane begins to grow at the rate noted above, but it gets no larger than a radius of 1 foot per level. The energies of the new plane are exactly canceled by the energies of the original plane, creating a dead spot like a limited cancer on the original plane. The expanding boundary of the dead spot wipes away all construction, crumbles natural land forms, and evaporates water, leaving behind a uniformly level area of inert dust. Living creatures that pass the boundary of the growing dead spot are not directly affected, but plants can find no sustenance in the dust of the dead spot, water-breathing creatures die quickly when water turns to dust, and mobile animals know enough to leave the area alone. Once the wave of change passes, no special essence remains in the dead spot, and it may be colonized naturally over the course of several years by bacteria, plants, and animals.

full_text:
Genesis
Metacreativity (Creation)
Level:
Shaper 9
Display:
Material
Manifesting Time:
One week (8 hours/day)
Range:
180 ft.; see text
Effect:
A demiplane coterminous with the Astral Plane, centered on your location
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
17, XP
You create a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes. This power works best when manifested while you are on the Astral Plane. Manifestation of this power creates a local density fluctuation that precipitates the creation of a demiplane. At first, the fledgling plane grows in radius at a rate of 1 foot per day to an initial maximum radius of 180 feet as it rapidly draws substance from the surrounding astral ectoplasm. Once the new demiplane reaches its maximum size, it doesn't really stop growing, but its growth rate decreases to only 1 foot per week (approximately a 50-foot increase in radius per year). Once your demiplane is created, you can travel to it using astral caravan, plane shift, or some other power or permanent link that you arrange for separately.
You determine the environment within the demiplane when you manifest genesis,  reflecting most any desire you can visualize. You determine factors such as atmosphere, water, temperature, and the general shape of the terrain. This power cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). You must add these details in some other fashion if you desire. You can't create lingering psionic effects with this power; you have to add those separately, if desired. Similarly, you can't create a demiplane out of esoteric material, such as silver or uranium; you're limited to stone and dirt. You can't manipulate the time trait on your demiplane; its time trait is as the Material Plane. Once your demiplane reaches 180 feet in radius, you can manifest this power again to gradually add another 180 feet of radius to it, and so on.
Antigenesis: If genesis is manifested on the Material Plane, the power takes effect and the demiplane begins to grow at the rate noted above, but it gets no larger than a radius of 1 foot per level. The energies of the new plane are exactly canceled by the energies of the original plane, creating a dead spot like a limited cancer on the original plane. The expanding boundary of the dead spot wipes away all construction, crumbles natural land forms, and evaporates water, leaving behind a uniformly level area of inert dust. Living creatures that pass the boundary of the growing dead spot are not directly affected, but plants can find no sustenance in the dust of the dead spot, water-breathing creatures die quickly when water turns to dust, and mobile animals know enough to leave the area alone. Once the wave of change passes, no special essence remains in the dead spot, and it may be colonized naturally over the course of several years by bacteria, plants, and animals.
XP Cost: 1,000 XP.


short_description:
Your hand is replaced seamlessly by your weapon.

description:
You attach any melee weapon you can use in one hand-mundane, psionic, or magical-onto the end of one of your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft, hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls while using the weapon.

      The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted.

      For a psychic warrior under the effect of the claws of the beast power, grafting a weapon means that attacks with this hand deal the base damage of the weapon, instead of the claw upon which a psychic warrior normally relies.

      While your hand is grafted to a weapon, you lose the use of that hand and take a -2 penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph or metamorph you can ignore the grafted weapon or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so is your grafted weapon. If your weapon is destroyed, you permanently lose 2 points of Constitution; the ability drain persists until you can restore your natural anatomy (by means of regenerate or a similar effect).

      When this power's duration expires, the grafted weapon falls to the ground and your hand returns.

full_text:
Graft Weapon
Psychometabolism
Level:
Psychic warrior 3
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
24 hours (D)
Power Points:
5
You attach any melee weapon you can use in one hand-mundane, psionic, or magical-onto the end of one of your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft, hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls while using the weapon.
The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted.
For a psychic warrior under the effect of the claws of the beast power, grafting a weapon means that attacks with this hand deal the base damage of the weapon, instead of the claw upon which a psychic warrior normally relies.
While your hand is grafted to a weapon, you lose the use of that hand and take a -2 penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph or metamorph you can ignore the grafted weapon or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so is your grafted weapon. If your weapon is destroyed, you permanently lose 2 points of Constitution; the ability drain persists until you can restore your natural anatomy (by means of regenerate or a similar effect).
When this power's duration expires, the grafted weapon falls to the ground and your hand returns.


short_description:
Makes 10-ft. square or one object slippery.

description:
As the grease spell, except as noted here.

      Sometimes this power is referred to as ectoplasmic sheen.

full_text:
Grease, Psionic
Metacreativity (Creation)
Level:
Psion/wilder 1
Display:
Visual and olfactory
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target or Area:
One object or a 10-ft. square
Duration:
1 round/level (D)
Saving Throw:
See spell text
Power Resistance:
No
Power Points:
1
As the grease spell, except as noted here.
Sometimes this power is referred to as ectoplasmic sheen.


short_description:
Your iron grip gives +4 bonus on grapple checks.

description:
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.

      You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action. You can manifest this power when it isn't your turn (if you are grappled).

augment:
Augment: For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.

full_text:
Grip of Iron
Psychometabolism
Level:
Psychic warrior 1
Display:
Visual
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
1 round/level
Power Points:
1
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action. You can manifest this power when it isn't your turn (if you are grappled).
Augment: For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.


short_description:
A crystal explodes in an area, dealing 9d4 slashing damage.

description:
A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space (a grid intersection).

      If you aim the crystal at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of crystal takes 5d4 points of bludgeoning damage.

      Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of crystal shards that spray forth.

augment:
Augment: For every additional power point you spend, this power's damage from the explosion of the crystal increases by 1d4 points.

full_text:
Hail of Crystals
Metacreativity (Creation)
Level:
Shaper 5
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
20-ft. -radius burst
Duration:
Instantaneous
Saving Throw:
Reflex half
Power Resistance:
No
Power Points:
9
A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space (a grid intersection).
If you aim the crystal at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of crystal takes 5d4 points of bludgeoning damage.
Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of crystal shards that spray forth.
Augment: For every additional power point you spend, this power's damage from the explosion of the crystal increases by 1d4 points.


description:
You gain an additional move action in the current round. Taking a full round's worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.

      You can manifest this power with an instant thought, quickly enough to gain the benefit of the power before you move. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.

full_text:
Hustle
Psychometabolism
Level:
Egoist 3, psychic warrior 2
Display:
Auditory
Manifesting Time:
1 swift action
Range:
Personal
Target:
You
Effect:
1 extra move action
Power Points:
Egoist 5, psychic warrior 3
You gain an additional move action in the current round. Taking a full round's worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power before you move. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.


manifesting_time:
1 standard action or 1 immediate action; see text

description:
You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane).

      The nature of the knowledge you gain concerning the subject of your analysis might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at.

      An Intelligence check may be required to obtain the desired information. If so, you can manifest hypercognition as an immediate action prior to making the check and receive a +20 bonus for doing so.

full_text:
Hypercognition
Clairsentience
Level:
Seer 8
Display:
Mental
Manifesting Time:
1 standard action or 1 immediate action; see text
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
15
You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane).
The nature of the knowledge you gain concerning the subject of your analysis might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at.
An Intelligence check may be required to obtain the desired information. If so, you can manifest hypercognition as an immediate action prior to making the check and receive a +20 bonus for doing so.


short_description:
Swift tendrils of thought disrupt and confuse your target.

description:
As the confusion spell, except as noted here.

      Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the manifester remains concentrating fully on this power, the subject is confused, making it unable to independently determine it will do. Roll on the following table at the beginning of each of the subject's turns to see what the subject does in that round.


d%
Behavior


01-10
Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).

11-20
Act normally.

21-50
Do nothing but babble incoherently.

51-70
Flee from manifester at top possible speed.


71-100
Attack nearest creature (for this purpose, a psicrystal counts as part of the subject's self).


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

full_text:
Id Insinuation
Telepathy (Compulsion) [Mind-Affecting]
Level:
Psion/wilder 2
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Close (25 ft. +5 ft./2 levels)
Target:
One creature
Duration:
Concentration + 1 round
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
3
As the confusion spell, except as noted here.
Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the manifester remains concentrating fully on this power, the subject is confused, making it unable to independently determine it will do. Roll on the following table at the beginning of each of the subject's turns to see what the subject does in that round.

d%
Behavior


01-10
Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).

11-20
Act normally.

21-50
Do nothing but babble incoherently.

51-70
Flee from manifester at top possible speed.


71-100
Attack nearest creature (for this purpose, a psicrystal counts as part of the subject's self).

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


description:
As the identify spell, except as noted here.

      This power is used to identify the abilities of psionic items.

full_text:
Identify, Psionic
Clairsentience
Level:
Psion/wilder 2
Display:
Material and mental
Manifesting Time:
One day
Range:
Touch
Target:
One touched object
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
3
As the identify spell, except as noted here.
This power is used to identify the abilities of psionic items.


short_description:
You are almost impossible to move and gain damage reduction 15/-.

description:
You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the underlying fabric of the plane. Thus, you could conceivably anchor yourself in midair. Any creature attempting to physically move you must succeed on an opposed Strength check, and you gain a +20 bonus on the check. You can't voluntarily move to a new location unless you stop concentrating, which ends the power.

      You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 15/-.

      You cannot make physical attacks or perform any other large-scale movements (you can make smallscale movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the teleportation descriptor, or any telekinetic effect, manifested on you automatically fail.

augment:
Augment: If you spend 8 additional power points, you can manifest this power as an immediate action.

full_text:
Immovability
Psychometabolism
Level:
Psychic warrior 4
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
Concentration
Power Points:
7
You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the underlying fabric of the plane. Thus, you could conceivably anchor yourself in midair. Any creature attempting to physically move you must succeed on an opposed Strength check, and you gain a +20 bonus on the check. You can't voluntarily move to a new location unless you stop concentrating, which ends the power.
You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 15/-.
You cannot make physical attacks or perform any other large-scale movements (you can make smallscale movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the teleportation descriptor, or any telekinetic effect, manifested on you automatically fail.
Augment: If you spend 8 additional power points, you can manifest this power as an immediate action.


description:
This power makes certain other powers permanent. Depending on the power to be affected, you must be of a minimum manifester level and must expend a number of XP.

      You can make the following powers permanent only in regard to yourself.


Power
Minimum Manifester Level
XP Cost


Aura sight
15th
2,000 XP

Conceal thoughts
9th
500 XP

Danger sense
13th
1,500 XP

Detect psionics
9th
500 XP

Detect remote viewing
15th
2,000 XP

Detect teleportation
9th
500 XP

elfsight
11th
1,000 XP

Know direction and location
9th
500 XP

My light
9th
500 XP

Psionic darkvision
13th
1,500 XP

Psionic tongues
11th
1,000 XP


Ubiquitous vision
13th
1,500 XP

      You manifest the desired power and then follow it with the incarnate manifestation.

full_text:
Incarnate
Metacreativity
Level:
Psion/wilder 5
Display:
Material
Manifesting Time:
2 rounds
Range:
See text
Target, Effect, or Area:
See text
Duration:
Permanent; see text
Saving Throw:
None
Power Resistance:
No
Power Points:
9, XP
This power makes certain other powers permanent. Depending on the power to be affected, you must be of a minimum manifester level and must expend a number of XP.
You can make the following powers permanent only in regard to yourself.

Power
Minimum Manifester Level
XP Cost


Aura sight
15th
2,000 XP

Conceal thoughts
9th
500 XP

Danger sense
13th
1,500 XP

Detect psionics
9th
500 XP

Detect remote viewing
15th
2,000 XP

Detect teleportation
9th
500 XP

elfsight
11th
1,000 XP

Know direction and location
9th
500 XP

My light
9th
500 XP

Psionic darkvision
13th
1,500 XP

Psionic tongues
11th
1,000 XP


Ubiquitous vision
13th
1,500 XP

You manifest the desired power and then follow it with the incarnate manifestation.


short_description:
Tangible field of force provides you with +4 armor bonus to AC.

description:
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can't bypass it the way they do normal armor.

      Your inertial armor can be invisible or can appear as a colored glow, at your option.

      The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

augment:
Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.

full_text:
Inertial Armor
Psychokinesis
Level:
Psion/wilder 1, psychic warrior 1
Display:
Visual; see text
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
Power Points:
1; see text
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can't bypass it the way they do normal armor.
Your inertial armor can be invisible or can appear as a colored glow, at your option.
The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.


short_description:
Gain damage reduction 5/-.Psychic Vampire. Touch attack drains 2 power points/level from foe.

description:
You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain damage reduction 5/-. Inertial barrier also absorbs half the damage you take from any fall.

full_text:
Inertial Barrier
Psychokinesis
Level:
Kineticist 4, psychic warrior 4
Display:
Auditory and mental
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
Power Points:
7
You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain damage reduction 5/-. Inertial barrier also absorbs half the damage you take from any fall.


short_description:
Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.

description:
You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a -2 penalty.

full_text:
Inflict Pain
Telepathy [Mind-Affecting]
Level:
Psion/wilder 2
Display:
Mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
1 round/level
Saving Throw:
Will partial; see text
Power Resistance:
Yes
Power Points:
3
You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a -2 penalty.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


description:
As the confusion spell, except as noted here.

      Creatures affected by this power are permanently confused and constantly behave randomly. Roll on the following table at the beginning the subject's turn each round to see what the subject does in that round.


d%
Behavior


01-10
Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).

11-20
Act normally.

21-50
Do nothing but babble incoherently.

51-70
Flee from manifester at top possible speed.


71-100
Attack nearest creature (for this purpose, a psicrystal counts as part of the subject's self).

      Only psychic chirurgery, reality revision, and other similarly extreme measures can restore the subject's sanity.

full_text:
Insanity
Telepathy (Compulsion) [Mind-Affecting]
Level:
Psion/wilder 7
Display:
Mental
Manifesting Time:
1 standardaction
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
13
As the confusion spell, except as noted here.
Creatures affected by this power are permanently confused and constantly behave randomly. Roll on the following table at the beginning the subject's turn each round to see what the subject does in that round.

d%
Behavior


01-10
Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).

11-20
Act normally.

21-50
Do nothing but babble incoherently.

51-70
Flee from manifester at top possible speed.


71-100
Attack nearest creature (for this purpose, a psicrystal counts as part of the subject's self).

Only psychic chirurgery, reality revision, and other similarly extreme measures can restore the subject's sanity.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


short_description:
Those inside fortress take only half damage from all powers and psi-like abilities until your next action.

description:
You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from powers and psi-like abilities taken by subjects inside the area of the intellect fortress,  including ability damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion.

      Powers that are not subject to power resistance are not affected by an intellect fortress.

      You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it's not your turn.

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

full_text:
Intellect Fortress
Psychokinesis
Level:
Psion/wilder 4
Display:
Auditory
Manifesting Time:
1 immediate action
Range:
20 ft.
Area:
20-ft. -radius spread centered on you
Duration:
1 round
Saving Throw:
None
Power Resistance:
Yes
Power Points:
7
You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from powers and psi-like abilities taken by subjects inside the area of the intellect fortress, including ability damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion.
Powers that are not subject to power resistance are not affected by an intellect fortress.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it's not your turn.
Augment: For every additional power point you spend, this power's duration increases by 1 round.


description:
As the iron body spell, except as noted here.

full_text:
Iron Body, Psionic
Metacreativity (Creation)
Level:
Psion/wilder 8
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
Power Points:
15
As the iron body spell, except as noted here.


target:
One weapon or fifty projectiles, all of which must be in contact with each other at the time of manifestation

description:
As the keen edge spell, except as noted here.

full_text:
Keen Edge, Psionic
Metacreativity
Level:
Psion/wilder 3, psychic warrior 3
Display:
Visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One weapon or fifty projectiles, all of which must be in contact with each other at the time of manifestation
Duration:
10 min./level
Saving Throw:
Will negates (harmless, object)
Power Resistance:
Yes (harmless, object)
Power Points:
5
As the keen edge spell, except as noted here.


target:
One door, box, or chest with an area of up to 10 sq. ft./level

short_description:
Opens locked or psionically sealed door.

description:
As the knock spell, except as noted here.

full_text:
Knock, Psionic
Psychoportation
Level:
Psion/wilder 2
Display:
Material
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One door, box, or chest with an area of up to 10 sq. ft./level
Duration:
Instantaneous; see spell text
Saving Throw:
None
Power Resistance:
No
Power Points:
3
As the knock spell, except as noted here.


short_description:
You discover where you are and what direction you face.

description:
You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after teleporting, using a gate,  or traveling to or from other planes of existence. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing.

      Using this power prior to making a Knowledge (the planes) check with astral caravan grants a +2 bonus on the check.

full_text:
Know Direction and Location
Clairsentience
Level:
Psion/wilder 1
Display:
Mental
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
1
You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing.
Using this power prior to making a Knowledge (the planes) check with astral caravan grants a +2 bonus on the check.


short_description:
Leech power points each time you make a saving throw.

description:
You raise a field of potentiality that drains the vitality from powers that you successfully save against. When you succeed on a saving throw to negate the effect of a foe's power on you, and the power is one that leech field is effective against (see below), your body erupts in a brief flash of crackling dark energy. You gain 1 power point for every 2 power points your foe spent to manifest the power you just saved against (to a maximum number of points equal to your manifester level). You cannot gain power points that would cause you to exceed your normal daily maximum.

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

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

full_text:
Leech Field
Psychometabolism
Level:
Psion/wilder 5
Display:
Visual; see text
Manifesting Time:
1 standard action
Range:
Personal; see text
Target:
You
Duration:
1 min.
Power Points:
9
You raise a field of potentiality that drains the vitality from powers that you successfully save against. When you succeed on a saving throw to negate the effect of a foe's power on you, and the power is one that leech field is effective against (see below), your body erupts in a brief flash of crackling dark energy. You gain 1 power point for every 2 power points your foe spent to manifest the power you just saved against (to a maximum number of points equal to your manifester level). You cannot gain power points that would cause you to exceed your normal daily maximum.
This power is effective against any power that targets a single creature and allows the target a saving throw to negate it, except those that are delivered by a touch attack or a ranged touch attack (including a ray).
Augment: For every 2 additional power points you spend, this power's duration increases by 1 minute.


level:
Nomad 2, psion/wilder 2, psychic warrior 2

range:
Personal or close (25 ft. + 5 ft./2 levels)

target:
You or one willing creature or one object (total weight up to 100 lb./level)

short_description:
You move up and down, forward and back, via mental support.

description:
As the levitate spell, except as noted here.

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

full_text:
Levitate, Psionic
Psychoportation
Level:
Nomad 2, psion/wilder 2, psychic warrior 2
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Personal or close (25 ft. + 5 ft./2 levels)
Target:
You or one willing creature or one object (total weight up to 100 lb./level)
Duration:
10 min./level (D)
Saving Throw:
None
Power Resistance:
Yes (harmless, object)
Power Points:
3
As the levitate spell, except as noted here.
Special: When a psion, wilder, or a psychic warrior manifests this power, the target is the manifester (not a willing creature or an object).


short_description:
As psionic minor creation, plus stone and metal.

description:
As the major creation spell, except as noted here.

full_text:
Major Creation, Psionic
Metacreativity (Creation)
Level:
Psion/wilder 5
Manifesting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Duration:
See spell text
Power Points:
9
As the major creation spell, except as noted here.


area:
2 sq. ft. of surface area of an object or creature

description:
You can excite the structure of a nonpsionic, nonmagical object, heating it to the point of combustion over time. The agitation grows more intense in the second and third rounds after you manifest the power, as described below.

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

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

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

full_text:
Matter Agitation
Psychokinesis
Level:
Psion/wilder 1
Display:
Auditory and material
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
2 sq. ft. of surface area of an object or creature
Duration:
Concentration, up to 1 min./level
Saving Throw:
None
Power Resistance:
Yes
Power Points:
1
You can excite the structure of a nonpsionic, nonmagical object, heating it to the point of combustion over time. The agitation grows more intense in the second and third rounds after you manifest the power, as described below.
1st Round: Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens (1 point of damage).
2nd Round: Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of damage), hair smolders, paint shrivels, water boils.
3rd and Subsequent Rounds: Wood ignites, metal scorches (1d4 points of damage for those holding metallic objects). Skin burns and hair ignites (1d6 points of damage), lead melts.


short_description:
Increase or decrease an object's base hardness by 5.

xp_cost:
250 XP for each point by which the object's hardness is altered.

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

      You can't decrease the hardness of an object that already has hardness 0.

      Working Manipulated Metals: An object or portion thereof whose hardness is decreased or increased is permanently changed. Even hardening adamantine to 25 is possible. You can also harden or weaken a preforged weapon, a suit of armor, or some other finished item.

full_text:
Matter Manipulation
Metacreativity
Level:
Psion/wilder 8
Display:
Auditory and mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
1 cu. ft./level of inanimate material
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
Yes
Power Points:
15, XP
You can weaken or strengthen the substance of an object or structure. You can affect both mundane and magical inanimate material. Weakening an object's substance decreases its hardness and hit points, and strengthening it increases its hardness and hit points. You can increase or decrease an object's hardness by up to 5 from its original hardness. When hardness increases, the object (or portion of an object) gains 3 hit points per inch of thickness for every point of increased hardness. When hardness decreases, the object (or portion of an object) loses 2 hit points per inch of thickness for every point of decreased hardness (to a minimum of 1 hit point per inch of thickness).
You can't decrease the hardness of an object that already has hardness 0.
Working Manipulated Metals: An object or portion thereof whose hardness is decreased or increased is permanently changed. Even hardening adamantine to 25 is possible. You can also harden or weaken a preforged weapon, a suit of armor, or some other finished item.
XP Cost: 250 XP for each point by which the object's hardness is altered.


short_description:
Gain +4 deflection bonus to AC until your next action.

description:
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class.

      You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it's not your turn; however, you must manifest it prior to an opponent's attack roll in order to gain this power's benefit against that attack.

augment:
Augment: You can augment this power in one or both of the following ways.
1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.
2. For every additional power point you spend, this power's duration increases by 1 round.

full_text:
Mental Barrier
Clairsentience
Level:
Psion/wilder 3, psychic warrior 3
Display:
Auditory
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
1 round
Power Points:
5
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it's not your turn; however, you must manifest it prior to an opponent's attack roll in order to gain this power's benefit against that attack.
Augment: You can augment this power in one or both of the following ways.
1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.
2. For every additional power point you spend, this power's duration increases by 1 round.


short_description:
Daze creatures within 10 feet for 1 round.

description:
You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's save DC increases by 1.
2. For every 2 additional power points you spend, this power's range and the radius of its area both increase by 5 feet.

full_text:
Mental Disruption
Telepathy [Mind-Affecting]
Level:
Psion/wilder 2
Display:
Mental
Manifesting Time:
1 standard action
Range:
10 ft.
Area:
10-ft. -radius spread centered on you
Duration:
Instantaneous
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
3
You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's save DC increases by 1.
2. For every 2 additional power points you spend, this power's range and the radius of its area both increase by 5 feet.


target:
You and up to nine other willing psionic creatures in range

short_description:
Mental concert of two or more increases the total power of the participants.

description:
You link your psychic might with other psionic creatures, creating an entity more powerful than the sum of its parts.

      When you manifest this power, a number of power points you designate flows from each participant into a collective pool. One individual is chosen as the metaconcert conductor by mutual consent of the other participants (this is usually the manifester, but doesn't have to be). Until the power ends, this conductor directs the efforts of the group. Misty strands of glowing power link the brows of all the participants in a complex and shifting pattern.

      All the powers of each participant are known to the mental entity ccreated with metaconcert (which is under the conductor's command). This entity can't take any more actions than a normal individual, but it manifests all its powers more effectively. Each participant contributing to the entity provides a cumulative +1 bonus to save DCs that apply when manifesting a power or using a psi-like ability. Likewise, each individual provides a cumulative +1 bonus when the entity makes its own saving throws in response to powers or psi-like abilities.

      If the psionic entity takes ability damage from a psionic attack the total is divided among all the members as determined by the conductor.

      If the entity manifests a power that has an XP cost, all the participants pay an equal share (the conductor pays the remainder if the cost can't be divided evenly).

      Once linked, the participants must remain within a 20-foot-radius area, and as a group can move at a speed of 10 feet. If a participant moves outside the 20-foot-radius area occupied by the others (whether willingly or involuntarily), that individual drops out of the group, and the power point pool of the metaconcert is instantly recalculated.

      All participants who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the current power point pool divided by the number of members. If the conductor drops out, the power ends. That same number of points is removed from the power point pool.

      When a metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the participants (the conductor receives the remainder if the points can't be divided evenly).

full_text:
Metaconcert
Telepathy [Mind-Affecting]
Level:
Psychic warrior 5, telepath 5
Display:
Visual; see text
Manifesting Time:
1 minute
Range:
20 ft.
Target:
You and up to nine other willing psionic creatures in range
Duration:
1 min./level (D)
Power Points:
9
You link your psychic might with other psionic creatures, creating an entity more powerful than the sum of its parts.
When you manifest this power, a number of power points you designate flows from each participant into a collective pool. One individual is chosen as the metaconcert conductor by mutual consent of the other participants (this is usually the manifester, but doesn't have to be). Until the power ends, this conductor directs the efforts of the group. Misty strands of glowing power link the brows of all the participants in a complex and shifting pattern.
All the powers of each participant are known to the mental entity ccreated with metaconcert (which is under the conductor's command). This entity can't take any more actions than a normal individual, but it manifests all its powers more effectively. Each participant contributing to the entity provides a cumulative +1 bonus to save DCs that apply when manifesting a power or using a psi-like ability. Likewise, each individual provides a cumulative +1 bonus when the entity makes its own saving throws in response to powers or psi-like abilities.
If the psionic entity takes ability damage from a psionic attack the total is divided among all the members as determined by the conductor.
If the entity manifests a power that has an XP cost, all the participants pay an equal share (the conductor pays the remainder if the cost can't be divided evenly).
Once linked, the participants must remain within a 20-foot-radius area, and as a group can move at a speed of 10 feet. If a participant moves outside the 20-foot-radius area occupied by the others (whether willingly or involuntarily), that individual drops out of the group, and the power point pool of the metaconcert is instantly recalculated.
All participants who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the current power point pool divided by the number of members. If the conductor drops out, the power ends. That same number of points is removed from the power point pool.
When a metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the participants (the conductor receives the remainder if the points can't be divided evenly).
Augment: For every additional power point you spend, this power's duration increases by 1 minute.


duration:
Instantaneous and 1 min./level (D); see text

description:
You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before, whether personally or by means of another power such as remote viewing.

      This process gives you an uncannily accurate vision of the creature's nature, activities, and whereabouts. When you manifest the power, you learn the following facts about the creature.

      
  Its name, race, alignment, and character class.

  A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher).

  Its location (including place of residence, town, country, world, and plane of existence).

  Significant items currently in its possession.

  Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or races of those the creature fought, spells it cast, items it acquired, and items it left behind (including the location of those items).

  A current mental view of the creature, as described in the remote viewing power, which you can maintain for up to 1 minute per level.



      metafaculty can defeat spells, powers, and special abilities such as screen or mind blank (or even a wish spell) that normally obscure clairsentience powers. You can attempt a caster level check (DC 6 + caster level of the creator of the obscuring effect) to defeat these sorts of otherwise impervious defenses.

      metafaculty is defeated by epic powers, epic spells, and epic special abilities that obscure divinations and clairsentience powers.

full_text:
Metafaculty
Clairsentience
Level:
Seer 9
Display:
Mental, olfactory, and visual
Manifesting Time:
1 hour
Range:
Personal
Target:
You
Duration:
Instantaneous and 1 min./level (D); see text
Power Points:
17, XP
You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before, whether personally or by means of another power such as remote viewing.
This process gives you an uncannily accurate vision of the creature's nature, activities, and whereabouts. When you manifest the power, you learn the following facts about the creature.

  Its name, race, alignment, and character class.

  A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher).

  Its location (including place of residence, town, country, world, and plane of existence).

  Significant items currently in its possession.

  Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or races of those the creature fought, spells it cast, items it acquired, and items it left behind (including the location of those items).

  A current mental view of the creature, as described in the remote viewing power, which you can maintain for up to 1 minute per level.


metafaculty can defeat spells, powers, and special abilities such as screen or mind blank (or even a wish spell) that normally obscure clairsentience powers. You can attempt a caster level check (DC 6 + caster level of the creator of the obscuring effect) to defeat these sorts of otherwise impervious defenses.
metafaculty is defeated by epic powers, epic spells, and epic special abilities that obscure divinations and clairsentience powers.
XP Cost: 1,000.


duration:
1 min./level (D) for a creature; 1 hour/level (D) for an object

description:
You assume the form of a creature of the same type as your normal form, or any other type except construct, elemental, outsider, and undead. The assumed form can have as many Hit Dice as your manifester level, to a maximum of 15.

      You can't assume a form smaller than Fine, nor can you assume an incorporeal, ectoplasmic, or gaseous form. You cannot take the form of any creature that has a template. Your type and subtype (if applicable) change to match the new form.

      Upon changing, you regain lost hit points as if you had rested for a night (though this healing does not restore ability damage and provide other benefits of resting; and changing back does not heal you further). If you are slain while under the effect of this power, you revert to your original form, though you remain dead. You gain the Strength, Dexterity, and Constitution scores of the new form but retain your own Intelligence, Wisdom, and Charisma scores. You also gain all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but do not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any supernatural, psionic, or spelllike abilities.

      You retain all supernatural and spell-like special attacks and special qualities of your normal form, except for those requiring a body part that the new form does not have, if any. You keep all extraordinary special attacks and special qualities derived from class levels, but you lose any benefits of the racial traits of your normal form. If you have a template, special abilities it provides are likewise not retained. If the assumed form is capable of speech, you can communicate normally. You retain any manifesting ability you had in your original form.

      You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws or a bite), racial bonuses on skill checks, racial bonus feats, and any anatomical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

      You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's species. You are effectively disguised as an average member of the new form's race. If you use this power to create a disguise, you get a +10 bonus on your Disguise check.

      When the change occurs, your equipment either remains worn or held by the new form (if it is capable of wearing or holding the item in question) or melds into the new form and becomes nonfunctional. When you revert to your normal form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form.

      You can also use this power to assume the form of an inanimate object. You gain the object's hardness and retain your own hit points. You can take the shape of almost any simple object you can think of. If you attempt to take the form of a complex object, you must make an appropriate skill check.. If you fail the check, your manifestation of the power does not succeed. Likewise, you cannot take the form of a complex mechanical mechanism unless you have some sort of skill associated with the object. You cannot use this power to assume the form of a psionic item or a magic item, or any object with a hardness of 15 or higher. You also cannot take the form of a psionically animated mechanism or any object formed of ectoplasm.

      As an inanimate object, you lose all mobility. You retain your normal senses and your ability to speak. You can manifest a power if you make a Concentration check (DC 20 + power level); however, doing so ends the duration of this power. If you take damage while in the form of an object, your actual body also takes damage (but the object's hardness, if any, protects you).

full_text:
Metamorphosis
Psychometabolism
Level:
Egoist 4
Display:
Material and olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D) for a creature; 1 hour/level (D) for an object
Power Points:
7
You assume the form of a creature of the same type as your normal form, or any other type except construct, elemental, outsider, and undead. The assumed form can have as many Hit Dice as your manifester level, to a maximum of 15.
You can't assume a form smaller than Fine, nor can you assume an incorporeal, ectoplasmic, or gaseous form. You cannot take the form of any creature that has a template. Your type and subtype (if applicable) change to match the new form.
Upon changing, you regain lost hit points as if you had rested for a night (though this healing does not restore ability damage and provide other benefits of resting; and changing back does not heal you further). If you are slain while under the effect of this power, you revert to your original form, though you remain dead. You gain the Strength, Dexterity, and Constitution scores of the new form but retain your own Intelligence, Wisdom, and Charisma scores. You also gain all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but do not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any supernatural, psionic, or spelllike abilities.
You retain all supernatural and spell-like special attacks and special qualities of your normal form, except for those requiring a body part that the new form does not have, if any. You keep all extraordinary special attacks and special qualities derived from class levels, but you lose any benefits of the racial traits of your normal form. If you have a template, special abilities it provides are likewise not retained. If the assumed form is capable of speech, you can communicate normally. You retain any manifesting ability you had in your original form.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws or a bite), racial bonuses on skill checks, racial bonus feats, and any anatomical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's species. You are effectively disguised as an average member of the new form's race. If you use this power to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment either remains worn or held by the new form (if it is capable of wearing or holding the item in question) or melds into the new form and becomes nonfunctional. When you revert to your normal form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form.
You can also use this power to assume the form of an inanimate object. You gain the object's hardness and retain your own hit points. You can take the shape of almost any simple object you can think of. If you attempt to take the form of a complex object, you must make an appropriate skill check.. If you fail the check, your manifestation of the power does not succeed. Likewise, you cannot take the form of a complex mechanical mechanism unless you have some sort of skill associated with the object. You cannot use this power to assume the form of a psionic item or a magic item, or any object with a hardness of 15 or higher. You also cannot take the form of a psionically animated mechanism or any object formed of ectoplasm.
As an inanimate object, you lose all mobility. You retain your normal senses and your ability to speak. You can manifest a power if you make a Concentration check (DC 20 + power level); however, doing so ends the duration of this power. If you take damage while in the form of an object, your actual body also takes damage (but the object's hardness, if any, protects you).


description:
As metamorphosis, except that this power enables you to assume the form of any single nonunique object or creature (of any type) from Fine to Colossal size. The assumed form cannot have more Hit Dice than your manifester level (to a maximum of 25 HD). Unlike metamorphosis, this power allows incorporeal, ectoplasmic, or gaseous forms to be assumed.

      You gain all extraordinary and supernatural abilities (both special attacks and special qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form (for example, dragon or magical beast) in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original form.

      You can become just about anything you are familiar with. You can change form once each round as a swift action.

      The change takes place either immediately before your regular action or immediately after it, but not during the action.

      If you use this power to create a disguise, you get a +10 bonus on your Disguise check.

      As an inanimate object, you lose all mobility; however, you retain your ability to manifest powers normally.

full_text:
Metamorphosis, Greater
Psychometabolism
Level:
Egoist 9
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D) for a creature; 1 hour/level (D) for an object
Power Points:
17, XP
As metamorphosis, except that this power enables you to assume the form of any single nonunique object or creature (of any type) from Fine to Colossal size. The assumed form cannot have more Hit Dice than your manifester level (to a maximum of 25 HD). Unlike metamorphosis, this power allows incorporeal, ectoplasmic, or gaseous forms to be assumed.
You gain all extraordinary and supernatural abilities (both special attacks and special qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form (for example, dragon or magical beast) in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original form.
You can become just about anything you are familiar with. You can change form once each round as a swift action.
The change takes place either immediately before your regular action or immediately after it, but not during the action.
If you use this power to create a disguise, you get a +10 bonus on your Disguise check.
As an inanimate object, you lose all mobility; however, you retain your ability to manifest powers normally.
XP Cost: 200 XP.


description:
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast) or a bite attack (which could be a natural bite attack or one you gain by means of the power bite of the wolf ), you can use this power to provide one of your natural weapons a +1 enhancement bonus on attack rolls and damage rolls.

augment:
Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level.
In addition, for every 4 additional power points you spend, this power improves the natural weapon's enhancement bonus on attack rolls and damage rolls by 1.

full_text:
Metaphysical Claw
Psychometabolism
Level:
Psychic warrior 1
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level
Power Points:
1
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast) or a bite attack (which could be a natural bite attack or one you gain by means of the power bite of the wolf ), you can use this power to provide one of your natural weapons a +1 enhancement bonus on attack rolls and damage rolls.
Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level.
In addition, for every 4 additional power points you spend, this power improves the natural weapon's enhancement bonus on attack rolls and damage rolls by 1.


description:
Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)

      Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same type, and they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their enhancement when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this power.)

      You can't manifest this power on most natural weapons, including a psychic warrior's claw strike. This power does work on a weapon brought into being by the graft weapon power.

augment:
Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level.
In addition, for every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1.

full_text:
Metaphysical Weapon
Metacreativity
Level:
Psychic warrior 1
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Touch
Target:
Weapon touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless, object)
Power Resistance:
Yes (harmless, object)
Power Points:
1
Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)
Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same type, and they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their enhancement when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this power.)
You can't manifest this power on most natural weapons, including a psychic warrior's claw strike. This power does work on a weapon brought into being by the graft weapon power.
Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level.
In addition, for every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1.


target:
One creature; or one or more creatures within a 15-ft. -radius sphere

area:
One creature; or one or more creatures within a 15-ft. -radius sphere

short_description:
Creature or creature lives forevermore in world of his own imagination.

description:
This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a catatonic state. When microcosm is manifested, you can target either a single creature within range or a group of creatures all located within the power's area.

      Single Target: If microcosm targets a single creature, that creature's senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject's senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death.

      Area Effect: If microcosm is manifested on an area, it sends all affected creatures into a shared catatonia (the world is a construct, but within the world, the victims can interact with each other). It affects only creatures that currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first. (Creatures with negative hit points count as having 0 hit points.)

      Manifesting microcosm a second time on an affected creature turns its sensory pathways outward once more. Otherwise, only very potent powers (such as psychic chirurgery or reality revision) or similar effects (such as miracle or wish) can undo the mental crosswiring that this power brings about.

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

full_text:
Microcosm
Telepathy (Compulsion) [Mind-Affecting]
Level:
Psion/wilder 9
Display:
Material
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target or Area:
One creature; or one or more creatures within a 15-ft. -radius sphere
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
Yes
Power Points:
17
This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a catatonic state. When microcosm is manifested, you can target either a single creature within range or a group of creatures all located within the power's area.
Single Target: If microcosm targets a single creature, that creature's senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject's senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death.
Area Effect: If microcosm is manifested on an area, it sends all affected creatures into a shared catatonia (the world is a construct, but within the world, the victims can interact with each other). It affects only creatures that currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first. (Creatures with negative hit points count as having 0 hit points.)
Manifesting microcosm a second time on an affected creature turns its sensory pathways outward once more. Otherwise, only very potent powers (such as psychic chirurgery or reality revision) or similar effects (such as miracle or wish) can undo the mental crosswiring that this power brings about.
Augment: For every additional power point you spend, the number of individual and group hit points the power can affect increases by 10.


short_description:
You are immune to scrying and mental effects.

description:
As Psionic mind blank (see below), except as noted here.

full_text:
Mind Blank, Personal
Telepathy [Mind-Affecting]
Level:
Psion/wilder 7, psychic warrior 6
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
One day
Power Points:
Psion/wilder 13, psychic warrior 11
As Psionic mind blank (see below), except as noted here.


short_description:
Subject immune to mental/emotional effects, scrying, and remote viewing.

description:
The subject is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. Psionic mind blank even foils bend reality,  limited wish,  miracle,  reality revision,  and wish when they are used in such a way as to affect the subject's mind or to gain information about it (however, metafaculty can pierce the protective quality of psionic mind blank). In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn't detected. remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.

full_text:
Mind Blank, Psionic
Telepathy [Mind-Affecting]
Level:
Psion/wilder 8
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
One day
Saving Throw:
Will negates (harmless)
Power Resistance:
Yes (harmless)
Power Points:
15
The subject is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. Psionic mind blank even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject's mind or to gain information about it (however, metafaculty can pierce the protective quality of psionic mind blank). In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn't detected. remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.


short_description:
You discover the subject's secret thoughts.

description:
All the subject's memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the power's duration persists.

      You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above.

      Subjects that do not wish to be probed can attempt to move beyond the power's range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

full_text:
Mind Probe
Telepathy (Charm) [Mind-Affecting]
Level:
Telepath 5
Display:
Auditory, material, and visual
Manifesting Time:
1 minute
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
1 round/level (D)
Saving Throw:
Will partial; see text
Power Resistance:
Yes
Power Points:
9
All the subject's memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the power's duration persists.
You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above.
Subjects that do not wish to be probed can attempt to move beyond the power's range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.


description:
You impress the totality of your psyche into a subject's subconscious. If successfully implanted, the seed of your mind 'germinates' over the period of one week. During this time, the subject begins to unconsciously take on your mannerisms.

      When integration is complete (after one week), the subject becomes you in mind as you were when you manifested the power, but the subject's level is eight lower than your own. (In effect, the subject has received eight negative levels-but these are negative levels that can't be removed.) The subject does not have any of your physical ability scores or equipment, but does have the Intelligence, Wisdom, and Charisma scores you had when you were eight levels lower. The subject also knows the powers you knew when you were eight levels lower.

      While the subject is initially your mental duplicate, the two personalities diverge over time. Although the subject starts off with memories of your experiences, it possesses its original 'soul' and physical body and is free to develop its own personality based on its own new experiences. Thus, the subject is not your slave or servant, but instead a nonplayer character in its own right that shares your earlier memories.

      Protection from evil or a similar spell or power can prevent you from implanting mind seed,  or prevent a seed from germinating while the protective power lasts. Otherwise, a germinating seed can be removed (prior to germination) only by psychic chirurgery,  reality revision, or similarly high-level effects. Manifesting mind seed again during the germination period also cleanses the subject's mind.

full_text:
Mind Seed
Telepathy (Compulsion) [Evil, Mind-Affecting]
Level:
Telepath 8
Display:
Mental
Manifesting Time:
1 standard action
Range:
Touch
Target:
One touched Medium or smaller humanoid
Duration:
Instantaneous; see text
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
15, XP
You impress the totality of your psyche into a subject's subconscious. If successfully implanted, the seed of your mind 'germinates' over the period of one week. During this time, the subject begins to unconsciously take on your mannerisms.
When integration is complete (after one week), the subject becomes you in mind as you were when you manifested the power, but the subject's level is eight lower than your own. (In effect, the subject has received eight negative levels-but these are negative levels that can't be removed.) The subject does not have any of your physical ability scores or equipment, but does have the Intelligence, Wisdom, and Charisma scores you had when you were eight levels lower. The subject also knows the powers you knew when you were eight levels lower.
While the subject is initially your mental duplicate, the two personalities diverge over time. Although the subject starts off with memories of your experiences, it possesses its original 'soul' and physical body and is free to develop its own personality based on its own new experiences. Thus, the subject is not your slave or servant, but instead a nonplayer character in its own right that shares your earlier memories.
Protection from evil or a similar spell or power can prevent you from implanting mind seed,  or prevent a seed from germinating while the protective power lasts. Otherwise, a germinating seed can be removed (prior to germination) only by psychic chirurgery,  reality revision, or similarly high-level effects. Manifesting mind seed again during the germination period also cleanses the subject's mind.
XP Cost: 3,000 XP.


description:
You can attempt to take control of a nearby living creature, forcing your mind (and soul) into its body, and its mind into your body. You can target any creature whose Hit Dice are equal to or less than your manifester level.

      You possess the target's body and force the creature's mind into your body unless it succeeds on a Will save. You can move your mind back into your own body whenever you desire, which returns the subject's mind to its own body and ends the power. If the manifestation succeeds, your life force occupies the host body, and the host's life force takes over yours.

      You can call on rudimentary or instinctive knowledge of the subject creature, but not upon its acquired or learned knowledge (such as skills and feats it possesses). The same is true for the subject in your body. The mind switch brings about the following changes.

      
  You gain the type of your assumed body.

  You gain the Strength, Dexterity, and Constitution scores of your assumed body.

  You gain the natural armor, natural attacks, movement, and other simple physical characteristics of your assumed body.

  You gain the extraordinary special attacks and qualities of your assumed body, but you do not gain supernatural or spell-like abilities.

  You gain the possessions and equipment of your assumed body.

  You retain your own hit points, saving throws (possibly modified by new ability scores), class abilities, supernatural and spell-like abilities, spells and powers, and skills and feats (although skill checks use your new ability scores, and you may be temporarily unable to use feats whose requirements you do not meet in your new body).



      Supernatural abilities that require a certain body part may be unavailable in your new form.

      If either body is killed while the power is in effect, the other participant also dies when the power ends. If one participant's body becomes petrified, imprisoned by temporal stasis or imprisonment,  or incapacitated in some other way, the other participant will be incapacitated in that way when the power ends.

      A targeted Dispel psionics (or similar spells or effects) successfully manifested on either participant causes both minds to return to their original bodies.

full_text:
Mind Switch
Telepathy [Mind-Affecting]
Level:
Telepath 6
Display:
Visual
Manifesting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
You and one other creature
Duration:
10 min./level
Saving Throw:
Will negates; see text
Power Resistance:
Yes
Power Points:
11, XP
You can attempt to take control of a nearby living creature, forcing your mind (and soul) into its body, and its mind into your body. You can target any creature whose Hit Dice are equal to or less than your manifester level.
You possess the target's body and force the creature's mind into your body unless it succeeds on a Will save. You can move your mind back into your own body whenever you desire, which returns the subject's mind to its own body and ends the power. If the manifestation succeeds, your life force occupies the host body, and the host's life force takes over yours.
You can call on rudimentary or instinctive knowledge of the subject creature, but not upon its acquired or learned knowledge (such as skills and feats it possesses). The same is true for the subject in your body. The mind switch brings about the following changes.

  You gain the type of your assumed body.

  You gain the Strength, Dexterity, and Constitution scores of your assumed body.

  You gain the natural armor, natural attacks, movement, and other simple physical characteristics of your assumed body.

  You gain the extraordinary special attacks and qualities of your assumed body, but you do not gain supernatural or spell-like abilities.

  You gain the possessions and equipment of your assumed body.

  You retain your own hit points, saving throws (possibly modified by new ability scores), class abilities, supernatural and spell-like abilities, spells and powers, and skills and feats (although skill checks use your new ability scores, and you may be temporarily unable to use feats whose requirements you do not meet in your new body).


Supernatural abilities that require a certain body part may be unavailable in your new form.
If either body is killed while the power is in effect, the other participant also dies when the power ends. If one participant's body becomes petrified, imprisoned by temporal stasis or imprisonment,  or incapacitated in some other way, the other participant will be incapacitated in that way when the power ends.
A targeted Dispel psionics (or similar spells or effects) successfully manifested on either participant causes both minds to return to their original bodies.
XP Cost: 100 XP.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.


description:
As mind switch,  except as noted here. You permanently exchange bodies with the subject. Since this power's duration is instantaneous, you cannot be forced to return to your natural body by means of dispel psionics,  an antimagic field,  or a similar effect. If the subject's body dies while you are in it, you are dead. The subject immediately loses one level, but otherwise survives the experience in your natural body. If your natural body dies while the subject is in it, you immediately lose one level, but you likewise survive the experience in your new body.

      Your 'natural' body is always considered to be the last one you switched out of. If you exchange bodies with a chain of multiple subjects, you need worry only about the welfare of the last body you switched with. In other words, if your mind is expelled from your current body, your mind returns to the last body you switched with, not to your original body. Similarly, if your original body dies but you have since switched minds with a second subject, you take no penalty. You lose a level only if the body you inhabited immediately prior to your current body is killed.

full_text:
Mind Switch, True
Telepathy [Mind-Affecting]
Level:
Telepath 9
Manifesting Time:
1 minute
Duration:
Instantaneous
Saving Throw:
Will negates; see text
Power Resistance:
Yes
Power Points:
17, XP
As mind switch, except as noted here. You permanently exchange bodies with the subject. Since this power's duration is instantaneous, you cannot be forced to return to your natural body by means of dispel psionics, an antimagic field, or a similar effect. If the subject's body dies while you are in it, you are dead. The subject immediately loses one level, but otherwise survives the experience in your natural body. If your natural body dies while the subject is in it, you immediately lose one level, but you likewise survive the experience in your new body.
Your 'natural' body is always considered to be the last one you switched out of. If you exchange bodies with a chain of multiple subjects, you need worry only about the welfare of the last body you switched with. In other words, if your mind is expelled from your current body, your mind returns to the last body you switched with, not to your original body. Similarly, if your original body dies but you have since switched minds with a second subject, you take no penalty. You lose a level only if the body you inhabited immediately prior to your current body is killed.
XP Cost: 10,000 XP.


description:
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.

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

full_text:
Mind Thrust
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
1
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.
Augment: For every additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power's save DC increases by 1.


short_description:
Drain 1d6 power points from anyone who attacks you with a telepathy power.

description:
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6 power points. This power's effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.

full_text:
Mind Trap
Telepathy [Mind-Affecting]
Level:
Psion/wilder 3
Display:
Auditory
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
1 round
Saving Throw:
None
Power Resistance:
Yes (harmless)
Power Points:
5
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6 power points. This power's effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action. You can use this power even when it is not your turn.
Augment: For every additional power point you spend, this power's duration increases by 1 round.


range:
Close (25 ft. + 5 ft./2 levels); see text

target:
You and one other willing creature within range that has an Intelligence score of 3 or higher

short_description:
You forge a limited mental bond with another creature.

description:
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

augment:
Augment: You can augment this power in one or both of the following ways.
1. If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).
2. For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

full_text:
Mindlink
Telepathy [Mind-Affecting]
Level:
Telepath 1
Display:
Mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels); see text
Targets:
You and one other willing creature within range that has an Intelligence score of 3 or higher
Duration:
10 min./level
Saving Throw:
None; see text
Power Resistance:
Yes (harmless)
Power Points:
1
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
Augment: You can augment this power in one or both of the following ways.
1. If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).
2. For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


description:
As mindlink, except that if the target is a psionic character or creature that knows powers, you can temporarily borrow a power of your choice (you are aware of what powers the subject knows, up to the highest level of power you can manifest).

      Borrowing the subject's power is a separate standard action that provokes an attack of opportunity. If that attack succeeds, the mental communication provided by this power ends immediately. The borrowed power fades from the subject's awareness and appears within your own. You can now spend power points to manifest the borrowed power just as if it were one of your powers known. You maintain knowledge of the borrowed power until the duration of your thieving mindlink expires, at which time you lose knowledge of the power and the power reappears in the mind of the subject, no matter how far from you the subject is. Even if the subject is slain, you lose knowledge of the borrowed power when this power's duration expires.

full_text:
Mindlink, Thieving
Telepathy [Mind-Affecting]
Level:
Telepath 4
Duration:
10 min./level (D)
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
7
As mindlink, except that if the target is a psionic character or creature that knows powers, you can temporarily borrow a power of your choice (you are aware of what powers the subject knows, up to the highest level of power you can manifest).
Borrowing the subject's power is a separate standard action that provokes an attack of opportunity. If that attack succeeds, the mental communication provided by this power ends immediately. The borrowed power fades from the subject's awareness and appears within your own. You can now spend power points to manifest the borrowed power just as if it were one of your powers known. You maintain knowledge of the borrowed power until the duration of your thieving mindlink expires, at which time you lose knowledge of the power and the power reappears in the mind of the subject, no matter how far from you the subject is. Even if the subject is slain, you lose knowledge of the borrowed power when this power's duration expires.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.


short_description:
Subject's recent experiences wiped away, bestowing negative levels.

description:
You partially wipe your victim's mind of past experiences, bestowing two negative levels upon it. If the subject has at least as many negative levels as Hit Dice, it dies. For each negative level it gains, a psionic creature loses knowledge of one power from its highest available level, and a number of power points from its maximum power point total sufficient to manifest that power. The effects of multiple negative levels stack.

      If the subject survives, it loses these two negative levels after 1 hour. (No Fortitude save is necessary to avoid gaining the negative level permanently.)

augment:
Augment: You can manifest this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's save DC increases by 1.
2. For every 3 additional power points you spend, this power bestows an additional negative level on the subject.

full_text:
Mindwipe
Telepathy [Mind-Affecting]
Level:
Psion/wilder 4
Display:
Auditory, mental, and visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Power Resistance:
Yes
Power Points:
7
You partially wipe your victim's mind of past experiences, bestowing two negative levels upon it. If the subject has at least as many negative levels as Hit Dice, it dies. For each negative level it gains, a psionic creature loses knowledge of one power from its highest available level, and a number of power points from its maximum power point total sufficient to manifest that power. The effects of multiple negative levels stack.
If the subject survives, it loses these two negative levels after 1 hour. (No Fortitude save is necessary to avoid gaining the negative level permanently.)
Augment: You can manifest this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power's save DC increases by 1.
2. For every 3 additional power points you spend, this power bestows an additional negative level on the subject.


effect:
Unattended, nonpsionic, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

description:
As the minor creation spell, except as noted here.

full_text:
Minor Creation, Psionic
Metacreativity (Creation)
Level:
Shaper 1
Display:
Material
Manifesting Time:
1 minute
Range:
0 ft.
Effect:
Unattended, nonpsionic, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration:
1 hour/level (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
1
As the minor creation spell, except as noted here.


short_description:
Send a one-way telepathic message to subject.

description:
You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject 'hears' meaningless mental syllables.

full_text:
Missive
Telepathy [Mind-Affecting, Language-Dependent]
Level:
Psion/wilder 1
Display:
Mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Effect:
Mental message delivered to subject
Saving Throw:
None
Power Resistance:
Yes
Power Points:
1
You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject 'hears' meaningless mental syllables.
Augment: For every 2 additional power points you spend, this power's range increases by 5 feet.


target:
All creatures in a 400 ft. + 40 ft./level radius centered on you; see text

short_description:
You send a one-way telepathic message to an area.

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

augment:
Augment: For every 2 additional power points you spend, this power's range increases by 40 feet and its save DC increases by 1.

full_text:
Missive, Mass
Telepathy [Mind-Affecting, Language-Dependent]
Level:
Psion/wilder 2
Display:
Mental
Manifesting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Targets:
All creatures in a 400 ft. + 40 ft./level radius centered on you; see text
Effect:
Mental message delivered to subjects
Saving Throw:
Will negates (harmless)
Power Resistance:
Yes (harmless)
Power Points:
3
You send a telepathic message of up to twenty-five words to all creatures within range. You can include or exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Mass missive is strictly a one-way exchange from you to the subjects. If you do not share a common language, the subjects 'hear' meaningless mental syllables.
Augment: For every 2 additional power points you spend, this power's range increases by 40 feet and its save DC increases by 1.


short_description:
Changes 5 minutes of subject's memories.

description:
As the modify memory spell, except as noted here.

full_text:
Modify Memory, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level:
Telepath 4
Display:
Mental
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
Permanent
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
7
As the modify memory spell, except as noted here.


short_description:
You gain insight bonus on single attack roll, check, or save.

description:
As the moment of prescience spell, except as noted here.

full_text:
Moment of Prescience, Psionic
Clairsentience
Level:
Psion/wilder 7
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level or until discharged
Power Points:
13
As the moment of prescience spell, except as noted here.


description:
Your eyes beam forth a 20-foot cone of light. You and other creatures can see normally in the light. If you walk into an area filled with psionic or magical darkness, my light goes dark while you stay within that area.

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

augment:
Augment: If you spend 2 additional power points, you can manifest this power as a swift action.

full_text:
My Light
Psychokinesis [Light]
Level:
Psion/wilder 1, psychic warrior 1
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
Personal
Effect:
20-ft. cone of light emanating from you
Duration:
10 min./level (D)
Power Points:
1
Your eyes beam forth a 20-foot cone of light. You and other creatures can see normally in the light. If you walk into an area filled with psionic or magical darkness, my light goes dark while you stay within that area.
If my light is used in conjunction with elfsight, the cone of light extends out to 40 feet instead of 20 feet.
Augment: If you spend 2 additional power points, you can manifest this power as a swift action.


area:
10-ft. -radius emanation centered on you

short_description:
Create a field where psionic power does not function.7Reddopsi: Powers targeting you rebound on manifester.8Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.9Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.

description:
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most psionic effects, including powers, psi-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any psionic items or powers within its confines. A null psionics field suppresses any power or psionic effect used within, brought into, or manifested into its area, but does not negate it. Time spent within a null psionics field counts against a suppressed effect's duration.

      Astral constructs and summoned creatures wink out if they enter a null psionics field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the power that is maintaining the construct or summoned creature.

      Creation powers with instantaneous durations and calling powers are not affected by a null psionics field because the power itself is no longer in effect, only its result.

      A normal creature (a normally encountered construct rather than a created one, for instance) can enter the area, as can normal missiles. Furthermore, while a psionic sword does not function psionically within the area, it is still a sword (and a masterwork sword at that). The power has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned or have a limited duration, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field.

      Dispel psionics does not remove the field. Two or more null psionics fields sharing any of the same space have no effect on each other. Certain powers may be unaffected by null psionics field (see the individual power descriptions). Artifacts and deities are unaffected by mortal power such as this. Should a creature's space extend across the boundary of the area enclosed by the field, any part of the creature that lies outside the effect is unaffected by the field.

full_text:
Null Psionics Field
Psychokinesis
Level:
Kineticist 6
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
10 ft.
Area:
10-ft. -radius emanation centered on you
Duration:
10 min./level (D)
Saving Throw:
None
Power Resistance:
See text
Power Points:
11
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most psionic effects, including powers, psi-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any psionic items or powers within its confines. A null psionics field suppresses any power or psionic effect used within, brought into, or manifested into its area, but does not negate it. Time spent within a null psionics field counts against a suppressed effect's duration.
Astral constructs and summoned creatures wink out if they enter a null psionics field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the power that is maintaining the construct or summoned creature.
Creation powers with instantaneous durations and calling powers are not affected by a null psionics field because the power itself is no longer in effect, only its result.
A normal creature (a normally encountered construct rather than a created one, for instance) can enter the area, as can normal missiles. Furthermore, while a psionic sword does not function psionically within the area, it is still a sword (and a masterwork sword at that). The power has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned or have a limited duration, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field.
Dispel psionics does not remove the field. Two or more null psionics fields sharing any of the same space have no effect on each other. Certain powers may be unaffected by null psionics field (see the individual power descriptions). Artifacts and deities are unaffected by mortal power such as this. Should a creature's space extend across the boundary of the area enclosed by the field, any part of the creature that lies outside the effect is unaffected by the field.


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

      You gain damage reduction 10/slashing and a +5 bonus to natural armor that overlaps (does not stack with) any natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease, drowning, poison, stunning, and all powers, spells, or attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect.

      You take only half damage from cold effects of all kinds. However, you become susceptible to all special attacks that affect wood, and you gain vulnerability to fire.

      You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can't use potions) or play wind instruments. You have an armor check penalty of -4 and an arcane spell failure chance of 25%.

      Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium characters), and you are considered armed when making unarmed attacks. When you make a full attack against an object or structure using your unarmed strike, you deal double damage.

full_text:
Oak Body
Psychometabolism
Level:
Psion/wilder 7, psychic warrior 5
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
Power Points:
Psion/wilder 13, psychic warrior 9
This power transforms your body into living oak, which grants you several advantages.
You gain damage reduction 10/slashing and a +5 bonus to natural armor that overlaps (does not stack with) any natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease, drowning, poison, stunning, and all powers, spells, or attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect.
You take only half damage from cold effects of all kinds. However, you become susceptible to all special attacks that affect wood, and you gain vulnerability to fire.
You gain a +4 enhancement bonus to Strength, but you take a -2 penalty to Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can't use potions) or play wind instruments. You have an armor check penalty of -4 and an arcane spell failure chance of 25%.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium characters), and you are considered armed when making unarmed attacks. When you make a full attack against an object or structure using your unarmed strike, you deal double damage.
Augment: For every additional power point you spend, this power's duration increases by 1 minute.


short_description:
Learn details about an object's previous owner.

description:
You can learn details of an inanimate object's previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.

      1st Minute: Last owner's race.

      2nd Minute: Last owner's gender.

      3rd Minute: Last owner's age.

      4th Minute: Last owner's alignment.

      5th Minute: How last owner gained and lost the object.

      6th+ Minute: Next-to-last owner's race, and so on.

      The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

      There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

      This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

      An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power's duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.

augment:
Augment: For every additional power point you spend, this power's maximum duration increases by 10 minutes.

full_text:
Object Reading
Clairsentience
Level:
Seer 2
Display:
Auditory and material
Manifesting Time:
1 minute
Range:
Touch
Target:
Object touched
Duration:
Concentration, up to 10 min./level (D)
Saving Throw:
None
Power Resistance:
Yes
Power Points:
3
You can learn details of an inanimate object's previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.
1st Minute: Last owner's race.
2nd Minute: Last owner's gender.
3rd Minute: Last owner's age.
4th Minute: Last owner's alignment.
5th Minute: How last owner gained and lost the object.
6th+ Minute: Next-to-last owner's race, and so on.
The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).
There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.
This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)
An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power's duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.
Augment: For every additional power point you spend, this power's maximum duration increases by 10 minutes.


short_description:
You fly at a speed of 40 ft. and can hustle over long distances.

description:
As the overland flight spell, except as noted here.

full_text:
Overland Flight, Psionic
Psychoportation
Level:
Psion/wilder 6
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
Power Points:
11
As the overland flight spell, except as noted here.


short_description:
Your natural weapons deal an extra 1d6 nonlethal damage.

description:
Your natural weapons cause additional pain. Each successful attack you make with a natural weapon deals an extra 1d6 points of nonlethal damage to the target.

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

full_text:
Painful Strike
Psychometabolism
Level:
Psychic warrior 2
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
Power Points:
3
Your natural weapons cause additional pain. Each successful attack you make with a natural weapon deals an extra 1d6 points of nonlethal damage to the target.
Augment: If you spend 6 additional power points, you can manifest this power as a swift action.


short_description:
Subject's mind calves self-antagonistic splinter personality for 1 round/level.

description:
You attempt to briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one standard action each round that is purely mental, such as manifesting a power, in the same turn that the subject takes its normal actions.

      The parasitic personality manifests powers using the subject's power point reserve and known powers, but can only manifest powers three or more levels lower than the highest level of power the subject can normally manifest.

      The parasitic personality actively attempts to manifest powers that negatively impact the subject, using the highest-level powers possible (so as to deplete the subject's power point reserve), and the most deadly to the subject. You do not have control over what the parasitic personality does, though it always works against the interest of the subject.

      Both minds communicate with each other telepathically. If a creature is targeted by a compulsion or charm effect while under the effect of this power, it can make a second saving throw if the first one fails. If both saving throws fail, then this power ends and the creature is affected by the charm or compulsion effect.

      The parasitic personality does not gain any advantages if the main personality is subjected to a haste or schism effect.

full_text:
Personality Parasite
Telepathy [Mind-Affecting]
Level:
Psion/wilder 4
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One Medium or smaller humanoid
Duration:
1 round/level (D)
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
7
You attempt to briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one standard action each round that is purely mental, such as manifesting a power, in the same turn that the subject takes its normal actions.
The parasitic personality manifests powers using the subject's power point reserve and known powers, but can only manifest powers three or more levels lower than the highest level of power the subject can normally manifest.
The parasitic personality actively attempts to manifest powers that negatively impact the subject, using the highest-level powers possible (so as to deplete the subject's power point reserve), and the most deadly to the subject. You do not have control over what the parasitic personality does, though it always works against the interest of the subject.
Both minds communicate with each other telepathically. If a creature is targeted by a compulsion or charm effect while under the effect of this power, it can make a second saving throw if the first one fails. If both saving throws fail, then this power ends and the creature is affected by the charm or compulsion effect.
The parasitic personality does not gain any advantages if the main personality is subjected to a haste or schism effect.


effect:
Ethereal 5-ft. by 8-ft. opening, 10 ft. deep + 5 ft. deep per three levels

short_description:
Invisible passage through wood or stone.

description:
As the phase door spell, except as noted here. This power is subject to dispel psionics.

full_text:
Phase Door, Psionic
Psychoportation
Level:
Psion/wilder 7
Display:
Visual
Manifesting Time:
1 standard action
Range:
0 ft.
Effect:
Ethereal 5-ft. by 8-ft. opening, 10 ft. deep + 5 ft. deep per three levels
Duration:
One usage per two levels
Saving Throw:
None
Power Resistance:
No
Power Points:
13
As the phase door spell, except as noted here. This power is subject to dispel psionics.


target:
Willing creature touched, or up to eight willing creatures joining hands

description:
As the plane shift spell, except as noted here.

full_text:
Plane Shift, Psionic
Psychoportation
Level:
Psion/wilder 5
Display:
Visual
Manifesting Time:
1 standard action
Range:
Touch
Targets:
Willing creature touched, or up to eight willing creatures joining hands
Duration:
Instantaneous
Power Points:
9
As the plane shift spell, except as noted here.


duration:
Concentration, up to 1 round/level; see text

short_description:
Drain 1d6 power points/round while you maintain concentration; you gain 1/round.

description:
Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum).

      The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends.

      Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action.

full_text:
Power Leech
Telepathy (Compulsion) [Mind-Affecting]
Level:
Psion/wilder 4
Display:
Visual; see text
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Any psionic creature
Duration:
Concentration, up to 1 round/level; see text
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
7
Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum).
The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends.
Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action.


short_description:
The astral construct gains power resistance equal to 10 + its Hit Dice.

description:
The creature gains power resistance equal to 12 + your manifester level.

full_text:
Power Resistance
Clairsentience
Level:
Psion/wilder 5
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless)
Power Resistance:
Yes (harmless)
Power Points:
9
The creature gains power resistance equal to 12 + your manifester level.


short_description:
Gain +2 insight bonus to one roll.2Clairvoyant Sense: See and hear a distant location.

description:
Precognition allows your mind to glimpse fragments of potential future events-what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That's when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power.

      In practice, manifesting this power grants you a 'precognitive edge.' Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge.

      You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.

full_text:
Precognition
Clairsentience
Level:
Seer 1
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
Power Points:
1
Precognition allows your mind to glimpse fragments of potential future events-what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That's when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power.
In practice, manifesting this power grants you a 'precognitive edge.' Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge.
You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.


short_description:
Gain +1 insight bonus to AC and saving throws.

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

      You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn't applied to your Armor Class, this bonus to AC and saving throws does not apply.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

full_text:
Precognition, Defensive
Clairsentience
Level:
Psion/wilder 1, psychic warrior 1
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
Power Points:
1
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent's blows.
You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn't applied to your Armor Class, this bonus to AC and saving throws does not apply.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.


description:
As precognition,  except as noted here.

      You gain a +4 insight bonus instead of a +2 bonus.

full_text:
Precognition, Greater
Clairsentience
Level:
Seer 6
Display:
Auditory and visual
Manifesting Time:
10 minutes
Range:
Personal
Target:
You
Duration:
1 hour/level
Power Points:
11
As precognition, except as noted here.
You gain a +4 insight bonus instead of a +2 bonus.


short_description:
Gain +1 insight bonus on your attack rolls.

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

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

full_text:
Precognition, Offensive
Clairsentience
Level:
Psion/wilder 1, psychic warrior 1
Display:
Material and visual
Manifesting Time:
1 standard action; see text
Range:
Personal
Target:
You
Duration:
1 min./level (D)
Power Points:
1
Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.


short_description:
Gain +2 insight bonus on your damage rolls.

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

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained on your damage rolls increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

full_text:
Prescience, Offensive
Clairsentience
Level:
Psion/wilder 1, psychic warrior 1
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
Power Points:
1
Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained on your damage rolls increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.


description:
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a mild venom that coats one of your claws. On your next successful melee attack, the venom deals 2 points of Constitution damage. A target struck by the poison can make a Fortitude save (DC 10 + 1/2 your manifester level + your key ability modifier) to negate the damage.

augment:
Augment: For every 6 additional power points you spend, this power's Constitution damage increases by 2 points.

full_text:
Prevenom
Psychometabolism (Creation)
Level:
Psychic warrior 1
Display:
Material
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level or until discharged
Power Points:
1
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a mild venom that coats one of your claws. On your next successful melee attack, the venom deals 2 points of Constitution damage. A target struck by the poison can make a Fortitude save (DC 10 + 1/2 your manifester level + your key ability modifier) to negate the damage.
Augment: For every 6 additional power points you spend, this power's Constitution damage increases by 2 points.


description:
As prevenom, except your weapon gains the poison coating as long as it remains in your grip.

full_text:
Prevenom Weapon
Psychometabolism (Creation)
Level:
Psychic warrior 1
Range:
Touch
Target:
Weapon touched
Power Points:
1
As prevenom, except your weapon gains the poison coating as long as it remains in your grip.


short_description:
Instantly gain another attack of opportunity.

description:
If an enemy provokes an attack of opportunity from you, you can make the attack even if you've already taken your allotted number of attacks of opportunity this round (usually one).

      You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round. Manifesting this power is an immediate action.

full_text:
Prowess
Clairsentience
Level:
Psychic warrior 2
Display:
Mental
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
3
If an enemy provokes an attack of opportunity from you, you can make the attack even if you've already taken your allotted number of attacks of opportunity this round (usually one).
You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round. Manifesting this power is an immediate action.


short_description:
Stun creatures in 30-ft. cone for 1 round.

description:
The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1 round.

augment:
Augment: For every 2 additional power points you spend, the duration of the stun effect increases by 1 round.

full_text:
Psionic Blast
Telepathy [Mind-Affecting]
Level:
Psion/wilder 3
Display:
Auditory
Manifesting Time:
1 standard action
Range:
30 ft.
Area:
30-ft. cone-shaped burst
Duration:
Instantaneous
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
5
The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1 round.
Augment: For every 2 additional power points you spend, the duration of the stun effect increases by 1 round.


short_description:
You can make full attack in same round you charge.

description:
You gain the powerful charging ability of a lion. When you charge, you can make a full attack in the same round.

      You can manifest this power with an instant thought, quickly enough to gain the benefit of the power as you charge. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.

augment:
Augment: For every additional power point you spend, each of your attacks after a charge in the current round gains a circumstance bonus on damage equal to the number of additional points spent.

full_text:
Psionic Lion's Charge
Psychometabolism
Level:
Psychic warrior 2
Display:
Mental
Manifesting Time:
1 swift action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
3
You gain the powerful charging ability of a lion. When you charge, you can make a full attack in the same round.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power as you charge. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.
Augment: For every additional power point you spend, each of your attacks after a charge in the current round gains a circumstance bonus on damage equal to the number of additional points spent.


target:
Door, chest, or portal touched, up to 30 sq. ft./level in size

description:
A psionic lock manifested upon a door, chest, or portal psionically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with psionic lock can be opened only by breaking in or by a successful Dispel psionics effect. Add +10 to the normal DC to break open a door or portal affected by this power.

full_text:
Psionic Lock
Psychoportation
Level:
Psion/wilder 2
Display:
Material
Manifesting Time:
1 standard action
Range:
Touch
Target:
Door, chest, or portal touched, up to 30 sq. ft./level in size
Duration:
Permanent
Saving Throw:
None
Power Resistance:
No
Power Points:
3
A psionic lock manifested upon a door, chest, or portal psionically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with psionic lock can be opened only by breaking in or by a successful Dispel psionics effect. Add +10 to the normal DC to break open a door or portal affected by this power.


short_description:
Repairs construct of 3d8 hit points +1 hp/level.

description:
When laying your hands upon a construct that has at least 1 hit point remaining, you reknit its structure to repair damage it has taken. The power repairs 3d8 points of damage +1 point per manifester level. Constructs that are immune to psionics or magic cannot be repaired in this fashion.

augment:
Augment: For every 2 additional power points you spend, this power repairs an additional 1d8 points of damage.

full_text:
Psionic Repair Damage
Metacreativity
Level:
Shaper 2
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Touch
Target:
Construct touched
Duration:
Instantaneous
Saving Throw:
Will negates (harmless)
Power Resistance:
Yes (harmless)
Power Points:
3
When laying your hands upon a construct that has at least 1 hit point remaining, you reknit its structure to repair damage it has taken. The power repairs 3d8 points of damage +1 point per manifester level. Constructs that are immune to psionics or magic cannot be repaired in this fashion.
Augment: For every 2 additional power points you spend, this power repairs an additional 1d8 points of damage.


description:
Psionic revivify lets a manifester reconnect a corpse's psyche with its body, restoring life to a recently deceased creature. The power must be manifested within 1 round of the victim's death. Before the psyche of the deceased has completely left the body, this power halts its journey while repairing somewhat the damage to the body.

      This power functions like the raisedead spell, except that the affected creature receives no level loss, no Constitution loss, and no loss of powers.

      The creature has -1 hit points (but is stable) after being restored to life.

augment:
Augment: For every 100 additional experience points that both you and the subject pay, the manifestation of this power can be delayed by 1 additional round.

full_text:
Psionic Revivify
Psychometabolism (Healing) [Good]
Level:
Egoist 5
Manifesting Time:
1 standard action
Range:
Touch
Target:
Dead creature touched
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
Yes (harmless)
Power Points:
9, XP
Psionic revivify lets a manifester reconnect a corpse's psyche with its body, restoring life to a recently deceased creature. The power must be manifested within 1 round of the victim's death. Before the psyche of the deceased has completely left the body, this power halts its journey while repairing somewhat the damage to the body.
This power functions like the raisedead spell, except that the affected creature receives no level loss, no Constitution loss, and no loss of powers.
The creature has -1 hit points (but is stable) after being restored to life.
XP Cost: 200 XP.
Augment: For every 100 additional experience points that both you and the subject pay, the manifestation of this power can be delayed by 1 additional round.


description:
You gain an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows you to detect approaching enemies, sniff out hidden foes, and track by sense of smell. With the scent ability, you can identify familiar odors just as humanoids do familiar sights.

      You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

      When you detect a scent, the exact location of the source is not revealed-only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source's location.

      If you have the Track feat, you can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. If you are tracking with psionic scent,  you ignore the effects of surface conditions and poor visibility.

full_text:
Psionic Scent
Psychometabolism
Level:
Psychic warrior 2
Display:
Mental
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
Power Points:
3
You gain an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows you to detect approaching enemies, sniff out hidden foes, and track by sense of smell. With the scent ability, you can identify familiar odors just as humanoids do familiar sights.
You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When you detect a scent, the exact location of the source is not revealed-only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source's location.
If you have the Track feat, you can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. If you are tracking with psionic scent,  you ignore the effects of surface conditions and poor visibility.


short_description:
You repair psychic damage or impart knowledge of new powers.

xp_cost:
Each time you use psychic chirurgery to implant knowledge of a power in another creature, you pay an XP cost equal to 1,000 x the level of the power implanted. If you and the subject are both willing to do so, you can split this cost evenly.

description:
You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of this power you manifest.

      Repair Psychic Damage: You can remove any compulsions and charms affecting the subject. In fact, you can remove any instantaneous or permanent effect caused by a psychic power with psychic chirurgery. Unlike with aura alteration, these effects end or are negated as soon as this power is manifested, with no need for another saving throw.

      You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the highest level it had previously attained. Also, you can restore levels lost to energy drain or a similar effect if the level drain occurred within a number of hours equal to your manifester level.

      You can also remove all psionic effects penalizing the subject's ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the effect of such powers as microcosm,  and so on, but it does not restore levels or Constitution points lost due to death.

      Transfer Knowledge: If desired, you can use this power to directly transfer knowledge of a power you know to another psionic character. You can give a character knowledge of a power of any level that she can manifest, even if the power is not normally on the character's power list. Knowledge of powers gained through psychic chirurgery does not count toward the maximum number of powers a character can know per level.

full_text:
Psychic Chirurgery
Telepathy [Mind-Affecting]
Level:
Telepath 9
Display:
Auditory, mental, and visual
Manifesting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
17, XP; see text
You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of this power you manifest.
Repair Psychic Damage: You can remove any compulsions and charms affecting the subject. In fact, you can remove any instantaneous or permanent effect caused by a psychic power with psychic chirurgery. Unlike with aura alteration, these effects end or are negated as soon as this power is manifested, with no need for another saving throw.
You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the highest level it had previously attained. Also, you can restore levels lost to energy drain or a similar effect if the level drain occurred within a number of hours equal to your manifester level.
You can also remove all psionic effects penalizing the subject's ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the effect of such powers as microcosm,  and so on, but it does not restore levels or Constitution points lost due to death.
Transfer Knowledge: If desired, you can use this power to directly transfer knowledge of a power you know to another psionic character. You can give a character knowledge of a power of any level that she can manifest, even if the power is not normally on the character's power list. Knowledge of powers gained through psychic chirurgery does not count toward the maximum number of powers a character can know per level.
XP Cost: Each time you use psychic chirurgery to implant knowledge of a power in another creature, you pay an XP cost equal to 1,000 x the level of the power implanted. If you and the subject are both willing to do so, you can split this cost evenly.


short_description:
Brutally crush subject's mental essence, reducing subject to -1 hit points.

description:
Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus or collapse unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 3d6 points of damage.

full_text:
Psychic Crush
Telepathy [Mind-Affecting]
Level:
Psion/wilder 5
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Close (25 ft. +5 ft./2 levels)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Will partial; see text
Power Resistance:
Yes
Power Points:
9
Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus or collapse unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 3d6 points of damage.
Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points.


short_description:
Subject can choose skills, feats, and powers anew for previous levels.

xp_cost:
This power costs 50 XP to manifest to reformat choices made when the character reached her current level. For each additional previous level into which the revision reaches, the power costs an additional 50 XP. The manifester and subject split all XP costs evenly.

description:
When this power is manifested, the subject can choose to spend its most recently gained skill points differently (picking new skills and abandoning old ones if it chooses) and to choose a different feat from the one it selected when advancing from its previous level to its current level.

      The subject can also choose to forget powers it acquired when advancing to its current level, replacing them with new ones.

      The subject can undo decisions of these sorts that were made at lower levels, if both the subject and the manifester agree to pay the necessary XP before this power is manifested (see below). The subject must abide by the standard rules for selecting skills and feats, and so it cannot take feats for which it doesn't qualify or take crossclass skills as class skills.

full_text:
Psychic Reformation
Telepathy [Mind-Affecting]
Level:
Psion/wilder 4
Display:
Auditory, mental, and visual
Manifesting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
7, XP; see text
When this power is manifested, the subject can choose to spend its most recently gained skill points differently (picking new skills and abandoning old ones if it chooses) and to choose a different feat from the one it selected when advancing from its previous level to its current level.
The subject can also choose to forget powers it acquired when advancing to its current level, replacing them with new ones.
The subject can undo decisions of these sorts that were made at lower levels, if both the subject and the manifester agree to pay the necessary XP before this power is manifested (see below). The subject must abide by the standard rules for selecting skills and feats, and so it cannot take feats for which it doesn't qualify or take crossclass skills as class skills.
XP Cost: This power costs 50 XP to manifest to reformat choices made when the character reached her current level. For each additional previous level into which the revision reaches, the power costs an additional 50 XP. The manifester and subject split all XP costs evenly.


short_description:
Touch attack drains 2 power points/level from foe.5Psionic RevivifyA X. Return the dead to life before the psyche leaves the corpse.

description:
This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent's power.

      If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains 2 power points from your foe for every manifester level you have. The drained points simply dissipate. Your touch attack, charged with psionic power, is treated as an armed attack.

      If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the power's benefit.

      Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of Intelligence, Wisdom, or Charisma damage (your choice).

full_text:
Psychic Vampire
Psychometabolism
Level:
Egoist 4, psychic warrior 4
Display:
Mental
Manifesting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Power Resistance:
Yes
Power Points:
7
This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent's power.
If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains 2 power points from your foe for every manifester level you have. The drained points simply dissipate. Your touch attack, charged with psionic power, is treated as an armed attack.
If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the power's benefit.
Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of Intelligence, Wisdom, or Charisma damage (your choice).


short_description:
Boost Str, Dex, or Con at the expense of one or more other scores.

description:
You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability burn, which cannot be magically or psionically healed-it goes away only through natural healing.

      You can boost your Strength, Dexterity or Constitution score by an amount equal to your manifester level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent.

      When the duration of this power expires, your ability boost also ends, but your ability burn remains until it is healed naturally.

full_text:
Psychofeedback
Psychometabolism
Level:
Egoist 5, psychic warrior 5
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
Power Points:
9
You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability burn, which cannot be magically or psionically healed-it goes away only through natural healing.
You can boost your Strength, Dexterity or Constitution score by an amount equal to your manifester level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent.
When the duration of this power expires, your ability boost also ends, but your ability burn remains until it is healed naturally.


effect:
1-inch-diameter dollop of quintessence; see text

short_description:
You collapse a bit of time into a physical substance.

description:
You collapse a bit of time from the continuum, forming a 1-ounce dollop of thick, gooey material called quintessence. This substance shimmers like a silver mirror when viewed from some angles but is transparent from other viewpoints. You can smooth a dollop of quintessence around any extremely small object.

      Objects sealed within quintessence are protected from the effects of time; in practical terms, they enter a state of stasis. Living flesh with only partial contact with quintessence is also partially pulled out of the time stream (the manifester is immune to this effect). This disruption deals 1 point of damage per round beginning 10 rounds after partial contact occurs.

      Quintessence can be manually scraped away from a protected object, freeing it to rejoin the time stream. When you do this, there is a 75% chance that the quintessence evaporates back into the continuum. Otherwise, it coalesces again into a 1-inch-diameter bead, available for later use.

      Large quantities of quintessence could theoretically be gathered to preserve large items or structures (or even a complete living creature; if completely immersed, a living creature would not take the damage associated with partial contact). However, psionic characters and creatures are generally loath to do so because accumulations of quintessence weighing 1 pound or more hinder psionic activity within a 5-foot radius of the accumulation: Powers require twice as many power points to manifest, unless the manifester makes a successful Will save (DC 16) each time he or she attempts to manifest a power. Also in these circumstances, manifesting a psi-like ability that is usable at will is a full-round action rather than a standard action.

full_text:
Quintessence
Metacreativity (Creation)
Level:
Shaper 4
Display:
Material; see text
Manifesting Time:
1 round
Range:
0 ft.
Effect:
1-inch-diameter dollop of quintessence; see text
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
7
You collapse a bit of time from the continuum, forming a 1-ounce dollop of thick, gooey material called quintessence. This substance shimmers like a silver mirror when viewed from some angles but is transparent from other viewpoints. You can smooth a dollop of quintessence around any extremely small object.
Objects sealed within quintessence are protected from the effects of time; in practical terms, they enter a state of stasis. Living flesh with only partial contact with quintessence is also partially pulled out of the time stream (the manifester is immune to this effect). This disruption deals 1 point of damage per round beginning 10 rounds after partial contact occurs.
Quintessence can be manually scraped away from a protected object, freeing it to rejoin the time stream. When you do this, there is a 75% chance that the quintessence evaporates back into the continuum. Otherwise, it coalesces again into a 1-inch-diameter bead, available for later use.
Large quantities of quintessence could theoretically be gathered to preserve large items or structures (or even a complete living creature; if completely immersed, a living creature would not take the damage associated with partial contact). However, psionic characters and creatures are generally loath to do so because accumulations of quintessence weighing 1 pound or more hinder psionic activity within a 5-foot radius of the accumulation: Powers require twice as many power points to manifest, unless the manifester makes a successful Will save (DC 16) each time he or she attempts to manifest a power. Also in these circumstances, manifesting a psi-like ability that is usable at will is a full-round action rather than a standard action.


short_description:
Detect surface thoughts of creatures in range.

description:
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.

      Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don't have line of sight to the subject.

      Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

full_text:
Read Thoughts
Telepathy [Mind-Affecting]
Level:
Telepath 2
Display:
Mental
Manifesting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped emanation centered on you
Duration:
Concentration, up to 1 min./level (D)
Saving Throw:
Will negates; see text
Power Resistance:
No
Power Points:
3
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.
Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don't have line of sight to the subject.
Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


xp_cost:
The minimum XP cost for manifesting Reality revision is 5,000

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

      
  Duplicate any psion power of 8th level or lower, provided the power is not prohibited to you.

  Duplicate any other power (but not a spell) of 6th level or lower, such as a psychic warrior power.

  Duplicate any psion power of 7th level or lower even if it's a power prohibited to you.

  Undo the harmful effects of many other powers, such as microcosm,  geas/quest,  or insanity.

  Create a nonpsionic item of up to 25,000 gp in value.

  Create a psionic item, or add to the powers of an existing psionic item (see XP cost below).

  Grant a creature a +1 inherent bonus to an ability score. Two to five reality revisions manifested in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score. Inherent bonuses are instantaneous, so they cannot be negated or dispelled. An inherent bonus cannot exceed +5 for a single ability score. Inherent bonuses to a particular ability score do not stack; only the best one applies.

  Remove injuries and afflictions. A single Reality revision can aid one creature per manifester level, and all subjects are cured of the same kind of affliction.



      Reality revision can not restore the experience point loss from manifesting a power or casting a spell, or the level or  Constitution loss from being returned to life by those effects that reduce level or Constitution.

      
  Revive the dead. Reality revision can bring a dead creature back to life by duplicating a resurrection spell. This power can revive a dead creature whose body has been destroyed, but the task takes two manifestations of reality revision, one to recreate the body and another to infuse the body with life again. Reality revision cannot prevent a character who is brought back to life from losing a level.

  Transport travelers. This power can lift one creature per manifester level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.

  Undo misfortune. Reality revision can undo a single recent event. Manifesting the power forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.



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

      Duplicated powers allow saves and power resistance as normal (but save DCs are calculated as though the power is 9th level).

      XP. When a manifestation duplicates a power that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a manifestation creates or improves a psionic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

full_text:
Reality Revision
Clairsentience
Level:
Psion/wilder 9
Saving Throw:
See text
Power Resistance:
See text
Power Points:
17, XP
As bend reality, but with more farreaching effects. A Reality revision can produce any one of the following effects.

  Duplicate any psion power of 8th level or lower, provided the power is not prohibited to you.

  Duplicate any other power (but not a spell) of 6th level or lower, such as a psychic warrior power.

  Duplicate any psion power of 7th level or lower even if it's a power prohibited to you.

  Undo the harmful effects of many other powers, such as microcosm,  geas/quest,  or insanity.

  Create a nonpsionic item of up to 25,000 gp in value.

  Create a psionic item, or add to the powers of an existing psionic item (see XP cost below).

  Grant a creature a +1 inherent bonus to an ability score. Two to five reality revisions manifested in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score. Inherent bonuses are instantaneous, so they cannot be negated or dispelled. An inherent bonus cannot exceed +5 for a single ability score. Inherent bonuses to a particular ability score do not stack; only the best one applies.

  Remove injuries and afflictions. A single Reality revision can aid one creature per manifester level, and all subjects are cured of the same kind of affliction.


Reality revision can not restore the experience point loss from manifesting a power or casting a spell, or the level or  Constitution loss from being returned to life by those effects that reduce level or Constitution.

  Revive the dead. Reality revision can bring a dead creature back to life by duplicating a resurrection spell. This power can revive a dead creature whose body has been destroyed, but the task takes two manifestations of reality revision, one to recreate the body and another to infuse the body with life again. Reality revision cannot prevent a character who is brought back to life from losing a level.

  Transport travelers. This power can lift one creature per manifester level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.

  Undo misfortune. Reality revision can undo a single recent event. Manifesting the power forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.


You can try to use Reality revision to produce more powerful effects than these, but doing so is dangerous. The manifestation may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.
Duplicated powers allow saves and power resistance as normal (but save DCs are calculated as though the power is 9th level).
XP Cost: The minimum XP cost for manifesting Reality revision is 5,000
XP. When a manifestation duplicates a power that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a manifestation creates or improves a psionic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.


description:
The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present.

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

full_text:
Recall Agony
Clairsentience [Mind-Affecting]
Level:
Psion/wilder 2
Display:
Material
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Will half
Power Resistance:
Yes
Power Points:
3
The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present.
Augment: For every additional power point you spend, this power's damage increases by 1d6 points. For each extra 2d6 points of damage, this power's save DC increases by 1.


description:
As recall agony, except the wounds revealed by folding the fourth dimension are potentially fatal. If the target fails its Will save. it dies. If the save succeeds, the target instead takes 5d6 points of damage.

full_text:
Recall Death
Clairsentience [Death, Mind-Affecting]
Level:
Psion/wilder 8
Saving Throw:
Will partial; see text
Power Points:
15
As recall agony, except the wounds revealed by folding the fourth dimension are potentially fatal. If the target fails its Will save. it dies. If the save succeeds, the target instead takes 5d6 points of damage.


description:
When you manifest reddopsi,  powers targeted against you rebound to affect the original manifester. This effect reverses powers that have only you as a target (except dispel psionics and similar powers or effects). Powers that affect an area and those that produce effects can't be reversed. Reddopsi also can't reverse any power with a range of touch.

      Should you rebound a power back against a manifester who also is protected by reddopsi, the power rebounds once more upon you.

full_text:
Reddopsi
Psychokinesis
Level:
Kineticist 7
Display:
Auditory, mental, and olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
Power Points:
13
When you manifest reddopsi, powers targeted against you rebound to affect the original manifester. This effect reverses powers that have only you as a target (except dispel psionics and similar powers or effects). Powers that affect an area and those that produce effects can't be reversed. Reddopsi also can't reverse any power with a range of touch.
Should you rebound a power back against a manifester who also is protected by reddopsi, the power rebounds once more upon you.


short_description:
Deal 8d6 points electricity damage to those who seek to view you at a distance.

description:
When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. If the scryer fails its saving throw, you are undetected. Moreover, the would-be observer takes 8d6 points of electricity damage. If the scryer makes its saving throw, it takes only 4d6 points of electricity damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but not of the viewer or the viewer's location. It is possible that you might recognize the quasireal viewpoint of someone using the remote viewing power if you could pierce its invisibility (which is true for remote viewing whether or not you use this power).

full_text:
Remote View Trap
Clairsentience [Electricity]
Level:
Psion/wilder 6
Display:
Mental and visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
24 hours + 1 hour/level
Saving Throw:
Will half; see text
Power Resistance:
No
Power Points:
11
When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. If the scryer fails its saving throw, you are undetected. Moreover, the would-be observer takes 8d6 points of electricity damage. If the scryer makes its saving throw, it takes only 4d6 points of electricity damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but not of the viewer or the viewer's location. It is possible that you might recognize the quasireal viewpoint of someone using the remote viewing power if you could pierce its invisibility (which is true for remote viewing whether or not you use this power).


short_description:
See, hear, and potentially interact with subjects at a distance.5Clairtangent Hand: Emulate far hand at a distance.

description:
You send your mind across space and dimensions, forming it into a quasireal viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Will save, the remote viewing attempt fails, and you can't attempt to view that creature again for at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.


Knowledge
Will Save Modifier


None*
+10

Secondhand (you have heard of the subject)
+5

Firsthand (you have met the subject)
+0

Familiar (you know the subject well)
-5


*You must have some sort of connection to a creature you have no knowledge of.

      

Connection
Will Save Modifier


Likeness or picture
-2

Possession or garment
-4

Body part, lock of hair, bit of nail, etc.
-10


Subject on another plane
+5

      If the subject fails its Will save, your mind coalesces a quasi-real viewpoint near enough to the subject to see and hear the subject and its immediate surroundings (up 30 feet in all directions away from the subject).

      While the remote viewing lasts, your real body remains unmoving and unaware of your actual surroundings. On the other hand, your quasi-real viewpoint is treated in some ways as if it were an invisible ectoplasmic form of yourself, except as follows. This power is of the Scrying subdiscipline, but use the following information in place of the standard scrying sensor. As a quasi-real viewpoint, you can speak (though your voice is whispery).

      You may potentially be sensed by the subject of your viewing (subjects who can see or sense invisible or hidden creatures automatically sense you; otherwise you make a Hide check with a +40 bonus to escape detection if immobile, or a +20 bonus if moving). You could be attacked (although if you become subject to dispel psionics, the remote viewing simply ends). If the subject moves, you can attempt to follow it at a speed of 20 feet, though if it gets farther than 30 feet from you (or you move farther than 30 feet from it), the power ends.

      You can attempt to manifest one power through your quasi-real viewpoint, but you must make a Concentration check (DC 20 + level of the power you wish to manifest) to succeed. Manifesting (or attempting and failing to manifest) a power immediately ends the remote viewing.

      Furthermore, all powers from your quasi-real viewpoint cost twice the usual number of power points (you can't exceed the power point limit set by your manifester level, so you are restricted to manifesting lower-level powers than you otherwise could). Power points you spend as a quasireal viewpoint are drained from your real body.

full_text:
Remote Viewing
Clairsentience (Scrying, see text)
Level:
Seer 4
Display:
Mental
Manifesting Time:
1 hour
Range:
See text
Effect:
Quasi-real viewpoint
Duration:
1 min./level (D)
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
7, XP
You send your mind across space and dimensions, forming it into a quasireal viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Will save, the remote viewing attempt fails, and you can't attempt to view that creature again for at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

Knowledge
Will Save Modifier


None*
+10

Secondhand (you have heard of the subject)
+5

Firsthand (you have met the subject)
+0

Familiar (you know the subject well)
-5


*You must have some sort of connection to a creature you have no knowledge of.


Connection
Will Save Modifier


Likeness or picture
-2

Possession or garment
-4

Body part, lock of hair, bit of nail, etc.
-10


Subject on another plane
+5

If the subject fails its Will save, your mind coalesces a quasi-real viewpoint near enough to the subject to see and hear the subject and its immediate surroundings (up 30 feet in all directions away from the subject).
While the remote viewing lasts, your real body remains unmoving and unaware of your actual surroundings. On the other hand, your quasi-real viewpoint is treated in some ways as if it were an invisible ectoplasmic form of yourself, except as follows. This power is of the Scrying subdiscipline, but use the following information in place of the standard scrying sensor. As a quasi-real viewpoint, you can speak (though your voice is whispery).
You may potentially be sensed by the subject of your viewing (subjects who can see or sense invisible or hidden creatures automatically sense you; otherwise you make a Hide check with a +40 bonus to escape detection if immobile, or a +20 bonus if moving). You could be attacked (although if you become subject to dispel psionics, the remote viewing simply ends). If the subject moves, you can attempt to follow it at a speed of 20 feet, though if it gets farther than 30 feet from you (or you move farther than 30 feet from it), the power ends.
You can attempt to manifest one power through your quasi-real viewpoint, but you must make a Concentration check (DC 20 + level of the power you wish to manifest) to succeed. Manifesting (or attempting and failing to manifest) a power immediately ends the remote viewing.
Furthermore, all powers from your quasi-real viewpoint cost twice the usual number of power points (you can't exceed the power point limit set by your manifester level, so you are restricted to manifesting lower-level powers than you otherwise could). Power points you spend as a quasireal viewpoint are drained from your real body.
XP Cost: 20 XP.


description:
This power cures all ability damage, and it restores all points drained from a single ability score (your choice if more than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration does not restore levels or Constitution points lost due to death.

      Restoration can remove negative levels. It can also restore one level to a creature who has had a level drained, if the number of days since the creature lost the level is equal to or less than your manifester level. In such a case, Restoration brings the creature up to the minimum number of experience points necessary to advance it to the next higher level, gaining it an additional Hit Die and level benefits accordingly.

full_text:
Restoration, Psionic
Psychometabolism (Healing)
Level:
Egoist 6
Display:
Material
Manifesting Time:
3 rounds
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will negates (harmless)
Power Resistance:
Yes (harmless)
Power Points:
11
This power cures all ability damage, and it restores all points drained from a single ability score (your choice if more than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration does not restore levels or Constitution points lost due to death.
Restoration can remove negative levels. It can also restore one level to a creature who has had a level drained, if the number of days since the creature lost the level is equal to or less than your manifester level. In such a case, Restoration brings the creature up to the minimum number of experience points necessary to advance it to the next higher level, gaining it an additional Hit Die and level benefits accordingly.


short_description:
Return a lost digit, limb, or other appendage to subject.6Restoration, Psionic: Restores level and ability score drains.7Fission: You briefly duplicate yourself.8Fusion: You combine your abilities and form with another.9Metamorphosis, Greater: Assume shape of any nonunique creature or object each round.

description:
You restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This power does not restore life, but it returns a lost extremity to a living or dead creature if the creature is otherwise mostly intact. The original extremity need not be present when this power is manifested; a new extremity is created by the power. If a head is restored to a body, the original head (if not already destroyed) loses all spark of identity, and can be considered so much dead tissue.

full_text:
Restore Extremity
Psychometabolism (Healing)
Level:
Egoist 5
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will half (harmless)
Power Resistance:
Yes (harmless)
Power Points:
9
You restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This power does not restore life, but it returns a lost extremity to a living or dead creature if the creature is otherwise mostly intact. The original extremity need not be present when this power is manifested; a new extremity is created by the power. If a head is restored to a body, the original head (if not already destroyed) loses all spark of identity, and can be considered so much dead tissue.


target:
One object you can hold or carry in one hand, weighing up to 10 lb./level

short_description:
Teleport to your hand an item you can see.

description:
You automatically teleport an item you can see within range directly to your hand. If the object is in the possession of an opponent, it comes to your hand if your opponent fails a Will save.

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

full_text:
Retrieve
Psychoportation (Teleportation)
Level:
Psion/wilder 6
Display:
Visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One object you can hold or carry in one hand, weighing up to 10 lb./level
Duration:
Instantaneous
Saving Throw:
Will negates; see text
Power Resistance:
No
Power Points:
11
You automatically teleport an item you can see within range directly to your hand. If the object is in the possession of an opponent, it comes to your hand if your opponent fails a Will save.
Augment: For every additional power point you spend, the weight limit of the target increases by 10 pounds.


short_description:
Your partitioned mind can manifest lower level powers.5Metaconcert: Mental concert of two or more increases the total power of the participants.

description:
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new 'second mind' does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions.

      Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn't provoke attacks of opportunity when manifesting a power, because doing so doesn't distract your primary mind.

      Your second mind takes its first action on your turn in the round after schism is manifested.

      Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm.

      Your second mind does not gain any advantages if you are subject to a haste effect, although you gain the overall standard benefits.

full_text:
Schism
Telepathy [Mind-Affecting]
Level:
Telepath 4
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
Power Points:
7
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new 'second mind' does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions.
Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn't provoke attacks of opportunity when manifesting a power, because doing so doesn't distract your primary mind.
Your second mind takes its first action on your turn in the round after schism is manifested.
Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm.
Your second mind does not gain any advantages if you are subject to a haste effect, although you gain the overall standard benefits.


short_description:
Gain a reroll.6Precognition, Greater: Gain +4 insight bonus to one roll.7Fate of One: Reroll any roll you just failed.8Hypercognition: You can deduce almost anything.9Metafaculty: You learn details about any one creature.

description:
You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative branches that reality could take in the next few seconds, and with this foreknowledge you gain the ability to reroll one attack roll, one saving throw, one ability check, or one skill check each round. You must take the result of the reroll, even if it's worse than the original roll. You do not have to make another roll if satisfied with your original roll.

full_text:
Second Chance
Clairsentience
Level:
Seer 5
Display:
Mental
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level or until discharged
Power Points:
9
You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative branches that reality could take in the next few seconds, and with this foreknowledge you gain the ability to reroll one attack roll, one saving throw, one ability check, or one skill check each round. You must take the result of the reroll, even if it's worse than the original roll. You do not have to make another roll if satisfied with your original roll.


short_description:
You sense what the subject senses (single sense).

description:
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same manifestation.

      You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the subject's field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses.

      Once sense link is manifested, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power.

      The strength of the subject's linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power's duration lasts.

augment:
Augment: You can augment this power in one or both of the following ways.
1. If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the other way around.
2. If you spend 4 additional power points, you can link to a second sense of the same subject.

full_text:
Sense Link
Telepathy [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One willing creature
Duration:
Concentration, up to 1min./level
Power Points:
1
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same manifestation.
You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the subject's field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses.
Once sense link is manifested, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power.
The strength of the subject's linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power's duration lasts.
Augment: You can augment this power in one or both of the following ways.
1. If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the other way around.
2. If you spend 4 additional power points, you can link to a second sense of the same subject.


description:
As sense link,  except you can use this power on any creature (willing or unwilling), and this power can't be augmented.

full_text:
Sense Link, Forced
Telepathy [Mind-Affecting]
Level:
Psion/wilder 2
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
3
As sense link, except you can use this power on any creature (willing or unwilling), and this power can't be augmented.


area:
Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you

short_description:
You can find out about an area's past.3Escape Detection: You become difficult to detect with clairsentience powers.

description:
You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location's past.

      The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifester to detect.

      The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

      Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum number of years equal to 100 x your manifester level.

full_text:
Sensitivity to Psychic Impressions
Clairsentience
Level:
Seer 2
Display:
Auditory and material
Manifesting Time:
1 hour
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
Duration:
Concentration, up to 10 min./level
Saving Throw:
None
Power Resistance:
No
Power Points:
3
You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location's past.
The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifester to detect.
The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.
Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum number of years equal to 100 x your manifester level.


target:
One willing creature or one object (up to a 2-ft. cube/level) touched

short_description:
Subject invisible to sight and remote viewing; renders subject comatose.

description:
As the sequester spell, except as noted here.

full_text:
Sequester, Psionic
Clairsentience
Level:
Psion/wilder 7
Display:
None
Manifesting Time:
1 standard action
Range:
Touch
Target:
One willing creature or one object (up to a 2-ft. cube/level) touched
Duration:
One day/level (D)
Saving Throw:
None or Will negates (object)
Power Resistance:
No or Yes (object)
Power Points:
13, XP
As the sequester spell, except as noted here.
XP Cost: 75 XP.


short_description:
You become a living shadow (not the creature).

description:
Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light.

      You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces of liquids-even up the face of a waterfall.

      Your space does not change, so you cannot move into locations you would not normally be able to move into.

      While in your shadow body,  you gain damage reduction 10/magic and darkvision out to 60 feet. You are immune to extra damage from critical hits, ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds.

      While affected by this power, you can be detected by powers that read thoughts, life, or presences (including true seeing), or if you make suspicious movements in lighted areas.

      You cannot harm anyone physically or manipulate any objects, but you can use your powers normally. Doing so may attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Hide check to remain unnoticed.

full_text:
Shadow Body
Psychometabolism
Level:
Psion/wilder 8
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
Power Points:
15
Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light.
You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces of liquids-even up the face of a waterfall.
Your space does not change, so you cannot move into locations you would not normally be able to move into.
While in your shadow body,  you gain damage reduction 10/magic and darkvision out to 60 feet. You are immune to extra damage from critical hits, ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds.
While affected by this power, you can be detected by powers that read thoughts, life, or presences (including true seeing), or if you make suspicious movements in lighted areas.
You cannot harm anyone physically or manipulate any objects, but you can use your powers normally. Doing so may attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Hide check to remain unnoticed.


target:
You and one willing creature, or two willing creatures; see text

short_description:
Willing subject takes some of your damage.

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

      If you and the subject move farther away from each other than close range, the power ends.

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

full_text:
Share Pain
Psychometabolism
Level:
Psion/wilder 2
Display:
Material and mental
Manifesting Time:
1 standard action
Range:
Touch
Targets:
You and one willing creature, or two willing creatures; see text
Duration:
1 hour/level (D)
Power Points:
3
This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. If your hit points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hit point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned.
If you and the subject move farther away from each other than close range, the power ends.
You can manifest this power on two willing subjects, one of which you designate to share its damage with the other.


short_description:
Unwilling subject takes some of your damage.

description:
As share pain, except as noted here.

      You attempt to force the sharing of your wounds with an unwilling creature, and for less time. If you are immune to the type of damage dealt, or if you convert lethal damage into nonlethal damage, the target takes no damage.

full_text:
Share Pain, Forced
Psychometabolism
Level:
Psion/wilder 3
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
1 round/level (D)
Saving Throw:
Fortitude negates
Power Resistance:
Yes
Power Points:
5
As share pain, except as noted here.
You attempt to force the sharing of your wounds with an unwilling creature, and for less time. If you are immune to the type of damage dealt, or if you convert lethal damage into nonlethal damage, the target takes no damage.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.


description:
This power can negate a psionic mind blank or a personal mind blank affecting the target. If the target fails its save and does not overcome your attempt with its power resistance, you can shatter the mind blank by making a successful check (1d20 + your manifester level, maximum +20) against a DC equal to 11 + the manifester level of the creator of the mind blank effect. If you succeed, the psionic mind blank or personal mind blank ends, allowing you to affect the target thereafter with mind-affecting powers.

full_text:
Shatter Mind Blank
Telepathy
Level:
Psion/wilder 5
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
30 ft.
Area:
30-ft. -radius burst centered on you
Duration:
Instantaneous
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
9
This power can negate a psionic mind blank or a personal mind blank affecting the target. If the target fails its save and does not overcome your attempt with its power resistance, you can shatter the mind blank by making a successful check (1d20 + your manifester level, maximum +20) against a DC equal to 11 + the manifester level of the creator of the mind blank effect. If you succeed, the psionic mind blank or personal mind blank ends, allowing you to affect the target thereafter with mind-affecting powers.


target:
You or one willing creature or one unattended object (total weight up to 100 lb./level); see text

short_description:
Subject slides skillfully along the ground.

description:
You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject's maximum jumping distance.

      The subject can skate up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject's speed to normal, while skating down a decline increases her speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

      If you manifest skate on an object, treat the object as having only one-tenth of its normal weight for the purpose of dragging it along the ground.

full_text:
Skate
Psychoportation
Level:
Psion/wilder 1, psychic warrior 1
Display:
Material and visual
Manifesting Time:
1 standard action
Range:
Personal or touch; see text
Target:
You or one willing creature or one unattended object (total weight up to 100 lb./level); see text
Duration:
1 min./level (D)
Saving Throw:
None
Power Resistance:
Yes (harmless, object)
Power Points:
1
You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject's maximum jumping distance.
The subject can skate up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject's speed to normal, while skating down a decline increases her speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)
If you manifest skate on an object, treat the object as having only one-tenth of its normal weight for the purpose of dragging it along the ground.


short_description:
Your psicrystal takes over your concentration power.

description:
Your psicrystal takes over the responsibility of maintaining concentration on any single power you have manifested and are concentrating on. While maintaining this concentration, the psicrystal is limited to move actions in each round, as normal. When the duration of solicit psicrystal expires, the power you transferred to the psicrystal ends (even if this would mean that the power ends earlier than normal). If necessary, the psicrystal makes Concentration checks using your Concentration modifier.

      You can manifest this power (and transfer the responsibility) with an instant thought, quickly enough to gain the benefit of the power before you take any other actions in a round. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.

augment:
Augment: For every additional power point you spend, this power's maximum duration increases by 1 round.

full_text:
Solicit Psicrystal
Telepathy
Level:
Psion/wilder 3
Display:
Auditory
Manifesting Time:
1 swift action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Your psicrystal
Duration:
1 round/level (D)
Saving Throw:
No
Power Resistance:
No
Power Points:
5
Your psicrystal takes over the responsibility of maintaining concentration on any single power you have manifested and are concentrating on. While maintaining this concentration, the psicrystal is limited to move actions in each round, as normal. When the duration of solicit psicrystal expires, the power you transferred to the psicrystal ends (even if this would mean that the power ends earlier than normal). If necessary, the psicrystal makes Concentration checks using your Concentration modifier.
You can manifest this power (and transfer the responsibility) with an instant thought, quickly enough to gain the benefit of the power before you take any other actions in a round. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.
Augment: For every additional power point you spend, this power's maximum duration increases by 1 round.


short_description:
Gain immunity to illusory effects, +6 bonus on Spot and Search checks.

description:
Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as invisibility). Moreover, your Spot and Search checks receive a +6 enhancement bonus for the duration of this power. This power also grants you another saving throw against someone using false sensory input on you, but you must realize that that power has been used in order to know enough to manifest steadfast perception.

full_text:
Steadfast Perception
Clairsentience
Level:
Psychic warrior 4
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
Power Points:
7
Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as invisibility). Moreover, your Spot and Search checks receive a +6 enhancement bonus for the duration of this power. This power also grants you another saving throw against someone using false sensory input on you, but you must realize that that power has been used in order to know enough to manifest steadfast perception.


short_description:
Subjects fall prone and take 1d4 nonlethal damage.

description:
Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power's area. Creatures that fail their saves are thrown to the ground, become prone, and take 1d4 points of nonlethal damage.

augment:
Augment: For every additional power point you spend, this power's nonlethal damage increases by 1d4 points.

full_text:
Stomp
Psychokinesis
Level:
Psychic warrior 1
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
20 ft.
Area:
Cone-shaped spread
Duration:
Instantaneous
Saving Throw:
Reflex negates
Power Resistance:
No
Power Points:
1
Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power's area. Creatures that fail their saves are thrown to the ground, become prone, and take 1d4 points of nonlethal damage.
Augment: For every additional power point you spend, this power's nonlethal damage increases by 1d4 points.


short_description:
Siphon away your enemy's strength and grow stronger.

description:
You gain the ability to siphon away your enemy's strength for your own use. One of your natural or manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you siphon from different foes is tracked separately-the total siphoned from each individual foe is considered a separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the maximum enhancement bonus you can add to your Strength increases by 2.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

full_text:
Strength of My Enemy
Psychometabolism
Level:
Psychic warrior 2
Display:
Visual; see text
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
Power Points:
3
You gain the ability to siphon away your enemy's strength for your own use. One of your natural or manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you siphon from different foes is tracked separately-the total siphoned from each individual foe is considered a separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the maximum enhancement bonus you can add to your Strength increases by 2.
2. If you spend 6 additional power points, you can manifest this power as a swift action.


short_description:
Compels subject to follow stated course of action.

description:
As the suggestion spell, except as noted here.

full_text:
Suggestion, Psionic
Telepathy (Compulsion) [Mind-Affecting, Language-Dependent]
Level:
Telepath 2
Display:
Auditory
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
1 hour/level or until completed
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
3
As the suggestion spell, except as noted here.
Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


duration:
Permanent unless ended or dismissed; see text

short_description:
Put yourself into a state akin to suspended animation.

description:
You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that detect life or thought are incapable of determining that you are alive.

      While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year that actually passes. Though on a slower schedule, you grow hungry after a 'day' without food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate.

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

full_text:
Suspend Life
Psychometabolism
Level:
Psion/wilder 6, psychic warrior 6
Display:
Olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
Permanent unless ended or dismissed; see text
Power Points:
11
You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that detect life or thought are incapable of determining that you are alive.
While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year that actually passes. Though on a slower schedule, you grow hungry after a 'day' without food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate.
If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a successful use of dispel psionics. If you choose to dismiss the power, your trance ends 10 rounds later.


short_description:
You can go without food and water for one day.

description:
You can go without food and water for one day. Each time you manifest this power, your body manufactures suffi- cient solid and liquid nourishment to satisfy your needs for that time.

full_text:
Sustenance
Psychometabolism
Level:
Psion/wilder 2, psychic warrior 2
Display:
Material
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power Points:
3
You can go without food and water for one day. Each time you manifest this power, your body manufactures suffi- cient solid and liquid nourishment to satisfy your needs for that time.


short_description:
Crystal shards are sprayed forth doing 3d4 slashing damage.

description:
Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path. Anyone caught in the cone takes 3d4 points of slashing damage.

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

full_text:
Swarm of Crystals
Metacreativity (Creation)
Level:
Psion/wilder 2
Display:
Material
Manifesting Time:
1 standard action
Range:
15 ft.
Area:
Cone-shaped spread
Duration:
Instantaneous
Saving Throw:
None
Power Resistance:
No
Power Points:
3
Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path. Anyone caught in the cone takes 3d4 points of slashing damage.
Augment: For every additional power point you spend, this power's damage increases by 1d4 points.


short_description:
You receive one kind of sense when another sense is stimulated.

description:
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your senses continue to work normally as well, unless they are impaired for some reason.

      Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver.

      If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4 circumstance bonus on all Spot and Search checks. While feeling light, you are immune to gaze attacks.

      If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +4 circumstance bonus on Listen checks.

      Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.

      You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded).

full_text:
Synesthete
Psychometabolism
Level:
Psion/wilder 1, psychic warrior 1
Display:
Material
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
Power Points:
1
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your senses continue to work normally as well, unless they are impaired for some reason.
Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver.
If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4 circumstance bonus on all Spot and Search checks. While feeling light, you are immune to gaze attacks.
If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +4 circumstance bonus on Listen checks.
Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.
You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded).


short_description:
Move an object with the sustained force of your mind.

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

      You can drop a weight and pick up another during the power's duration, as long as you don't stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.

      If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.

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

full_text:
Telekinetic Force
Psychokinesis [Force]
Level:
Psion/wilder 3
Display:
Visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One object at a time
Duration:
Concentration, up to 1 round/level
Saving Throw:
Will negates (object); see text
Power Resistance:
Yes (object)
Power Points:
5
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power's duration, as long as you don't stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.
Augment: For every additional power point you spend, the weight limit of the target increases by 25 pounds.


short_description:
Telekinetically bull rush, disarm, grapple, or trip your target.

description:
You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.

augment:
Augment: For every 2 additional power points you spend, this power grants a +1 bonus on your checks involving bull rush, disarm, grapple, or trip attempts.

full_text:
Telekinetic Maneuver
Psychokinesis [Force]
Level:
Psion/wilder 4
Display:
Visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
Concentration, up to 1 round/level
Saving Throw:
None
Power Resistance:
Yes
Power Points:
7
You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.
Augment: For every 2 additional power points you spend, this power grants a +1 bonus on your checks involving bull rush, disarm, grapple, or trip attempts.


effect:
1-ft. -diameter/level sphere, centered around creatures or objects

description:
As the telekinetic sphere spell, except as noted here.

full_text:
Telekinetic Sphere, Psionic
Psychokinesis [Force]
Level:
Kineticist 8
Display:
Material
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
1-ft. -diameter/level sphere, centered around creatures or objects
Duration:
1 min./level (D)
Saving Throw:
Reflex negates (object)
Power Resistance:
Yes (object)
Power Points:
15
As the telekinetic sphere spell, except as noted here.


target:
One or more objects or creatures with a total weight of 250 lb. or less

saving_throw:
Will negates or Will negates (object); see text

short_description:
Hurl objects with the force of your mind.

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

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

      Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.

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

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

full_text:
Telekinetic Thrust
Psychokinesis
Level:
Psion/wilder 3
Display:
Visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target or Targets:
One or more objects or creatures with a total weight of 250 lb. or less
Duration:
Instantaneous
Saving Throw:
Will negates or Will negates (object); see text
Power Resistance:
Yes or Yes (object); see text
Power Points:
5
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes-or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power's range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.
If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.


description:
You alter the subject's mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others') Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.

full_text:
Telempathic Projection
Telepathy (Charm) [Mind-Affecting]
Level:
Psion/wilder 1
Display:
Visual
Manifesting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
1 min./level
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
1
You alter the subject's mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others') Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.


short_description:
Instantly transports you as far as 100 miles/level.

description:
As the teleport spell, except as noted here.

full_text:
Teleport, Psionic
Psychoportation (Teleportation)
Level:
Nomad 5
Display:
Visual
Manifesting Time:
1 standard action
Range:
Personal and touch
Target or Targets:
You and touched objects or other touched willing creatures
Duration:
Instantaneous
Saving Throw:
None or Will negates (object)
Power Resistance:
No or Yes (object)
Power Points:
9
As the teleport spell, except as noted here.


short_description:
As psionic teleport, but no range limit and no off-target arrival.

description:
As the greater teleport spell, except as noted here.

full_text:
Teleport, Psionic Greater
Psychoportation (Teleportation)
Level:
Psion/wilder 8
Power Points:
15
As the greater teleport spell, except as noted here.


effect:
5-ft. -radius circle that teleports those who activate it

description:
As the teleportation circle spell, except as noted here.

full_text:
Teleportation Circle, Psionic
Psychoportation (Teleportation)
Level:
Nomad 9
Display:
Mental
Manifesting Time:
10 minutes
Range:
0 ft.
Effect:
5-ft. -radius circle that teleports those who activate it
Duration:
10 min./level (D)
Saving Throw:
None
Power Resistance:
Yes
Power Points:
17
As the teleportation circle spell, except as noted here.


short_description:
Predetermined event triggers teleport.6Banishment, Psionic: Banishes extraplanar creatures.7Dream Travel: Travel to other places through dreams.

description:
You specify a situation that triggers your automatic manifestation of a psionic teleport,  taking you to a predetermined location. You must know the psionic teleport power and have sufficient power points to manifest it when the specified situation occurs.

      The teleport trigger goes off on the initiative count immediately after the specified situation occurs, even if you are flat-footed or you have already taken your turn in the current round. The specified situation can be described in general terms or specific terms.

full_text:
Teleport Trigger
Psychoportation (Teleportation)
Level:
Nomad 5
Display:
Material
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
Power Points:
9
You specify a situation that triggers your automatic manifestation of a psionic teleport, taking you to a predetermined location. You must know the psionic teleport power and have sufficient power points to manifest it when the specified situation occurs.
The teleport trigger goes off on the initiative count immediately after the specified situation occurs, even if you are flat-footed or you have already taken your turn in the current round. The specified situation can be described in general terms or specific terms.


short_description:
Your time frame accelerates for 1 round.

description:
You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below.

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

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

      While under the effect of this power, you cannot enter an area protected by a null psionics field or by a power or spell that neutralizes high-level powers or spells. Normal and magical fire, cold, acid, and the like can still harm you.

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

      Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind gains the benefit, while your second mind remains stuck in the standard time frame).

      Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.

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

full_text:
Temporal Acceleration
Psychoportation
Level:
Psion/wilder 6
Display:
None
Manifesting Time:
1 swift action
Range:
Personal
Target:
You
Duration:
1 round (in apparent time); see text
Power Points:
11
You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined below.
While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.
You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts.
While under the effect of this power, you cannot enter an area protected by a null psionics field or by a power or spell that neutralizes high-level powers or spells. Normal and magical fire, cold, acid, and the like can still harm you.
When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame.
Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind gains the benefit, while your second mind remains stuck in the standard time frame).
Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.
Augment: For every 4 additional power points you spend, this power's duration (in apparent time) increases by 1 round.


short_description:
Gain +1 enhancement bonus to your AC for 10 min./level.

description:
Your skin or natural armor thickens and spreads across your body, providing a +1 enhancement bonus to your Armor Class.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the enhancement bonus increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

full_text:
Thicken Skin
Psychometabolism
Level:
Egoist 1, psychic warrior 1
Display:
Material and olfactory
Manifesting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
Power Points:
1
Your skin or natural armor thickens and spreads across your body, providing a +1 enhancement bonus to your Armor Class.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the enhancement bonus increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.


short_description:
Gain PR 13 against mind-affecting powers.

description:
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.

      You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it's not your turn.

augment:
Augment: For every additional power point you spend, this power's duration increases by 1 round, and the power resistance it provides increases by 1 point.

full_text:
Thought Shield
Telepathy [Mind-Affecting]
Level:
Psion/wilder 2, psychic warrior 2
Display:
Auditory
Manifesting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
1 round
Power Points:
3
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it's not your turn.
Augment: For every additional power point you spend, this power's duration increases by 1 round, and the power resistance it provides increases by 1 point.


target:
One Medium or smaller creature, or one object weighing 300 lb. or less

short_description:
Subject hops forward in time 1 round/level.

description:
The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject's point of view, no time has passed at all.

      In each round of the power's duration, on what would have been the subject's turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.

      If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

augment:
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

full_text:
Time Hop
Psychoportation
Level:
Psion/wilder 3
Display:
Auditory and visual
Manifesting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One Medium or smaller creature, or one object weighing 300 lb. or less
Duration:
1 round/level; see text
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
5
The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject's point of view, no time has passed at all.
In each round of the power's duration, on what would have been the subject's turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.


