Power List
An A appearing at the end of a power’s name in the power lists denotes an augmentable power. An X denotes a power with an XP component paid by the manifester.
Power Chains
Some powers reference other powers that they are based upon. Only
information in a power later in the power chain that is different from
the base power is covered in the power being described. Header entries
and other information that are the same as the base power are not
repeated. The same holds true for powers that are the equivalents of
spells, only the way the power varies from the spell is noted, such as
power point cost.
Order of Presentation
In the power lists and the power descriptions that follow them, the
powers are presented in alphabetical order by name—except for
those belonging to certain power chains and those that are psionic
equivalents of spells. When a power’s name begins with
“lesser,” “greater,” “mass,” or a
similar kind of qualifier, the power description is alphabetized under
the second word of the power description instead. When the effect of a
power is essentially the same as that of a spell, the power’s
name is simply “Psionic” followed by the name of the spell,
and it is alphabetized according to the spell name.
Manifester Level
A power’s effect often depends on the manifester level, which
is the manifester’s psionic class level. A creature with no
classes has a manifester level equal to its Hit Dice unless otherwise
specified. The word “level” in the power lists always
refers to manifester level.
Creatures and Characters
“Creatures” and “characters” are used synonymously in the power descriptions.
Augment
Many powers vary in strength depending on how many power points you
put into them. The more power points you spend, the more powerful the
manifestation. However, you can spend only a total number of points on
a power equal to your manifester level, unless you have an ability that
increases your effective manifester level.
Many powers can be augmented in more than one way. When the Augment
section contains numbered paragraphs, you need to spend power points
separately for each of the numbered options. When a paragraph in the
Augment section begins with “In addition,” you gain the
indicated benefit according to how many power points you have already
decided to spend on manifesting the power.
Psion/Wilder Powers
- Anti-magic Suppression: Suppress another's psionic anti-magic field.
- Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
- Attraction A: Subject has an attraction you specify.
- Attraction A: Subject has an attraction you specify.
- Bolt A: You create a few enhanced short-lived bolts, arrows, or bullets.
- Call to Mind: Gain additional Knowledge check with +4 competence bonus.
- Catfall A: Instantly save yourself from a fall.
- Conceal Thoughts: You conceal your motives.
- Control Flames A: Take control of nearby open flame.
- Control Light: Adjust ambient light levels.
- Create Sound: Create the sound you desire.
- Crystal Shard A: Ranged touch attack for 1d6 points of piercing damage.
- Daze, Psionic A: Humanoid creature of 4 HD or less loses next action.
- Deceleration A: Target’s speed is halved.
- Déjà Vu A: Your target repeats his last action.
- Demoralize A: Enemies become shaken.
- Detect Psionics: You detect the presence of psionics.
- Disable A: Subjects incorrectly believe they are disabled.
- Dissipating Touch A: Touch deals 1d6 damage.
- Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
- Ecto Protection A: An astral construct gains bonus against dismiss ectoplasm.
- Empathy A: You know the subject’s surface emotions.
- Empty Mind A: You gain +2 on Will saves until your next action.
- Energy Ray A: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
- Entangling Ectoplasm: You entangle a foe in sticky goo.
- Far Hand A: Move small objects at a limited distance.
- Float: You buoy yourself in water or other liquid.
- Force Screen A: Invisible disc provides +4 shield bonus to AC.
- Grease, Psionic: Makes 10-ft. square or one object slippery.
- Hammer A: Melee touch attack deals 1d8/round.
- Inertial Armor A: Tangible field of force provides you with +4 armor bonus to AC.
- Know Direction and Location: You discover where you are and what direction you face.
- Matter Agitation: You heat a creature or object.
- Mind Thrust A: Deal 1d10 damage.
- Missive A: Send a one-way telepathic message to subject.
- My Light A: Your eyes emit 20-ft. cone of light.
- Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws.
- Precognition, Offensive A: Gain +1 insight bonus on your attack rolls.
- Prescience, Offensive A: Gain +2 insight bonus on your damage rolls.
- Sense Link A: You sense what the subject senses (single sense).
- Skate: Subject slides skillfully along the ground.
- Synesthete: You receive one kind of sense when another sense is stimulated.
- Telempathic Projection: Alter the subject’s mood.
- Vigor A: Gain 5 temporary hit points.
- Bestow Power A: Subject receives 2 power points.
- Biofeedback A: Gain damage reduction 2/-.
- Body Equilibrium: You can walk on nonsolid surfaces.
- Cloud Mind: You erase knowledge of your presence from target’s mind.
- Concealing Amorpha: Quasi-real membrane grants you concealment.
- Concussion Blast A: Deal 1d6 force damage to target.
- Control Sound: Create very specific sounds.
- Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
- Ego Whip A: Deal 1d4 Cha damage and daze for 1 round.
- Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
- Energy Adaptation, Specified A: Gain resistance 10 against one energy type.
- Energy Push A: Deal 2d6 damage and knock subject back.
- Energy Stun A: Deal 1d6 damage and stun target if it fails both saves.
- Feat Leech A: Borrow another’s psionic or metapsionic feats.
- Id Insinuation A: Swift tendrils of thought disrupt and confuse your target.
- Identify, Psionic: Learn the properties of a psionic item.
- Inflict Pain A: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
- Knock, Psionic: Opens locked or psionically sealed door.
- Levitate, Psionic: Subject moves up and down at your direction.
- Mental Disruption A: Daze creatures within 10 feet for 1 round.
- Missive, Mass A: You send a one-way telepathic message to an area.
- Psionic Lock: Secure a door, chest, or portal.
- Recall Agony A: Foe takes 2d6 damage.
- Sense Link, Forced: Sense what subject senses.
- Share Pain: Willing subject takes some of your damage.
- Sustenance: Go without food and water for one day.
- Swarm of Crystals A: Crystal shards are sprayed forth doing 3d4 slashing damage.
- Thought Shield A: Gain PR 13 against mind-affecting powers.
- Tongues, Psionic: You can communicate with intelligent creatures.
- Aura Sight A: Reveals creatures, objects, powers, or spells of selected alignment axis.
- Correspond: Hold mental conversation with another creature at any distance.
- Death Urge A: Implant a self-destructive compulsion.
- Detect Remote Viewing: You know when others spy on you remotely.
- Dimension Door, Psionic: Teleports you short distance.
- Divination, Psionic: Provides useful advice for specific proposed action.
- Empathic Feedback A: When you are hit in melee, your attacker takes damage.
- Energy Adaptation A: Your body converts energy to harmless light.
- Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
- Intellect Fortress A: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
- Mindwipe A: Subject’s recent experiences wiped away, bestowing negative levels.
- Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
- Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
- Psychic Reformation X: Subject can choose skills, feats, and powers anew for previous levels.
- Telekinetic Maneuver A: Telekinetically bull rush, disarm, grapple, or trip your target.
- Trace Teleport A: Learn destination of subject’s teleport.
- Wall of Ectoplasm: You create a protective barrier.
Psion Discipline Powers
- Thicken Skin A: Gain +1 enhancement bonus to your AC for 10 min./level.
-
Animal Affinity A: Gain +4 enhancement to one ability.
Chameleon: Gain +10 enhancement bonus on Hide checks.
Empathic Transfer A: Transfer another’s wounds to yourself.
-
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Hustle: Instantly gain a move action.
-
Metamorphosis: Assume shape of creature or object.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
-
Psionic Revivify A X: Return the dead to life before the psyche leaves the corpse.
Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
- Restoration, Psionic: Restores level and ability score drains.
- Fission: You briefly duplicate yourself.
- Fusion X: You combine your abilities and form with another.
- Metamorphosis, Greater X: Assume shape of any nonunique creature or object each round.
Kineticist (Psychokinesis) Discipline Powers
- Control Object: Telekinetically animate a small object.
-
Control Air A: You have control over wind speed and direction.
Energy Missile A: Deal 3d6 energy damage to up to five subjects.
- Energy Cone A: Deal 5d6 energy damage in 60-ft. cone.
-
Control Body A: Take rudimentary control of your foe’s limbs.
Energy Ball A: Deal 7d6 energy damage in 20-ft. radius.
Inertial Barrier: Gain DR 5/-.
-
Energy Current A: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
Fiery Discorporation A: Cheat death by discorporating into nearby fire for one day.
-
Dispelling Buffer: Subject is buffered from one dispel psionics effect.
Null Psionics Field: Create a field where psionic power does not function.
- Reddopsi: Powers targeting you rebound on manifester.
- Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
- Tornado Blast A: Vortex of air subjects your foes to 17d6 damage and moves them.
Nomad (Psychoportation) Discipline Powers
-
Burst: Gain +10 ft. to speed this round.
Detect Teleportation A: Know when teleportation powers are used in close range.
-
Dimension Swap A: You and ally or two allies switch positions.
Levitate, Psionic: Subject moves up and down at your direction.
- Astral Caravan A: You lead astral traveler-enabled group to a planar destination.
-
Dimensional Anchor, Psionic: Bars extra dimensional movement.
Dismissal, Psionic: Forces a creature to return to its native plane.
Fly, Psionic: You fly at a speed of 60 ft.
-
Baleful Teleport A: Destructive teleport deals 9d6 damage.
Teleport, Psionic: Instantly transports you as far as 100 miles/level.
Teleport Trigger: Predetermined event triggers teleport.
- Banishment, Psionic A: Banishes extraplanar creatures.
-
Dream Travel A: Travel to other places through dreams.
Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
- Time Hop, Mass A: Willing subjects hop forward in time.
-
Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
Time Regression X: Relive the last round.
Seer (Clairsentience) Discipline Powers
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Destiny Dissonance: Your dissonant touch sickens a foe.
Precognition: Gain +2 insight bonus to one roll.
-
Clairvoyant Sense: See and hear a distant location.
Object Reading A: Learn details about an object’s previous owner.
Sensitivity to Psychic Impressions: You can find out about an area’s past.
-
Escape Detection: You become difficult to detect with clairsentience powers.
Fate Link A: You link the fates of two targets.
-
Anchored Navigation A: Establish a mishap-free teleport beacon.
Remote Viewing X: See, hear, and potentially interact with subjects at a distance.
-
Clairtangent Hand A: Emulate far hand at a distance.
Second Chance: Gain a reroll.
- Precognition, Greater: Gain +4 insight bonus to one roll.
- Fate of One: Reroll any roll you just failed.
- Hypercognition: You can deduce almost anything.
-
Metafaculty X: You learn details about any one creature.
-
Astral Construct A: Creates astral construct to fight for you.
Minor Creation, Psionic: Creates one cloth or wood object.
- Psionic Repair Damage A: Repairs construct of 3d8 hit points +1 hp/level.
-
Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Ectoplasmic Cocoon A: You encapsulate a foe so it can’t move.
-
Fabricate, Psionic: Transforms raw goods to finished items.
Quintessence: You collapse a bit of time into a physical substance.
- Hail of Crystals A: A crystal explodes in an area, dealing 9d4 slashing damage.
-
Crystallize: Turn subject permanently to crystal.
Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
- Ectoplasmic Cocoon, Mass A: You encapsulate all foes in a 20-ft. radius.
- Astral Seed: You plant the seed of your rebirth from the Astral Plane.
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Genesis X: You instigate a new demiplane on the Astral Plane.
True Creation X: As psionic major creation, except items are completely real.
Telepath (Telepathy) Discipline Powers
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Charm, Psionic A: Makes one person your friend.
Mindlink A: You forge a limited mental bond with another creature.
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Aversion A: Subject has aversion you specify.
Brain Lock A: Subject cannot move or take any mental actions.
Read Thoughts: Detect surface thoughts of creatures in range.
Suggestion, Psionic A: Compels subject to follow stated course of action.
-
Crisis of Breath A: Disrupt subject’s breathing.
Empathic Transfer, Hostile A: Your touch transfers your hurt to another.
False Sensory Input A: Subject sees what isn’t there.
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Dominate, Psionic A: Control target telepathically.
Mindlink, Thieving A: Borrow knowledge of a subject’s power.
Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
Schism: Your partitioned mind can manifest lower level powers.
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Metaconcert A: Mental concert of two or more increases the total power of the participants.
Mind Probe: You discover the subject’s secret thoughts.
- Mind Switch A, X: You switch minds with another.
- Crisis of Life A: Stop subject’s heart.
- Mind Seed X: Subject slowly becomes you.
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Mind Switch, True X: A permanent brain swap.
Psychic Chirurgery X: You repair psychic damage or impart knowledge of new powers.
Psychic Warrior Powers
- Adapt Body: Your body automatically adapts to hostile environments.
- Catapsi A: Psychic static inhibits power manifestation.
- Metaconcert A: Mental concert of two or more increases the total power of the participants.
- Oak Body A: Your body becomes as hard as oak.
- Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.