Psionic Powers:

General powers are presented by grade in alphabetical order, discipline powers are presented by discipline in grade order. A superscript A appearing at the end of a power's name denotes an augmentable power.

General Powers:

Minor Psionic Powers:

Attraction A: Subject has an attraction you specify.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Conceal Thoughts: You conceal your motives.
Daze A: Humanoid creature with 4 levels or less loses next action.
Déjà Vu A: Your target repeats his last action.
Demoralize A: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Distract: Target has a -4 penalty to Awareness, Investigate, and Sense Motive checks.
Empathy A: You know the subject’s surface emotions.
Empty Mind A: You gain +2 on Will saves until your next action.
Missive A: Send a one-way telepathic message to subject.
Telempathic Projection: Alter the subject’s mood.

Medium Psionic Powers:

Cloud Mind: You erase knowledge of your presence from target’s mind.
Detect Hostility: You know a subject's attitude and can detect hostile creatures within 30 ft. of you.
Ego Whip A: Deal 1d4 Cha damage and daze for 1 round.
Id Insinuation A: Swift tendrils of thought disrupt and confuse your target.
Inflict Pain A: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Mental Disruption A: Daze creatures within 10 feet for 1 round.
Mindsight: Gain low-light vision, +2 bonus on Awareness checks, and may notice hidden items.
Object Reading A: Learn details about an object’s previous owner.
Thought Shield A: Gain Power Resistance 13 against mind-affecting effects.
Tongues: You can communicate with intelligent creatures.

Major Psionic Powers:

Brain Lock A: Subject cannot move (but can still take mental-only actions).
Danger Sense A: You gain +4 bonus against traps and Awareness checks to avoid surprise.
Darkvision: See 60 ft. in total darkness.
Mental Barrier A: Gain +4 deflection bonus to Defense until your next action.
Mind Trap A: Drain 1d6 ISP from anyone who attacks you with a mind-affecting psionic power.
Negate Psionics A: Cancels psionic powers and effects.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Ubiquitous Vision: You have all-around vision.

Discipline Powers:

A discipline is one of six groupings of powers, each defined by a common theme: clairsentience, metacreativity, psychometabolism, psychoportation, and telepathy. Discipline powers tend to be more useful than the general powers. Characters with the 'Psionic Discipline' special ability can freely select from the powers from their given list, while other characters can gain access to them by selecting the 'Expanded Knowledge' talents.

Clairsentience Discipline Powers:

Minor - Precognition: Gain +2 insight bonus to one roll.
Medium - Clairvoyant Sense: See and hear a distant location.
Major - Fate Link A: You link the fates of two targets.

Metacreativity Discipline Powers:

Minor - Entangling Ectoplasm: You entangle a foe in sticky goo.
Medium - Concealing Amorpha: Quasi-real membrane grants you concealment.
Major - Ectoplasmic Cocoon A: You encapsulate a foe so it can’t move.

Psychokinesis Discipline Powers:

Minor - Far Hand A: Move small objects at a limited distance.
Medium - Kinetic Blast A: Deal 1d6 force damage to target.
Major - Telekinesis A: Move or hurl objects with the force of your mind.

Psychometabolism Powers:

Minor - Vigour A: Gain 5 temporary hit points.
Medium - Empathic Transfer A: Transfer another’s wounds to yourself.
Major - Body Adjustment A: You heal 1d12 damage.

Psychoportation Discipline Powers:

Minor - Burst: Gain +10 ft. to speed this round.
Medium - Dimension Swap A: You and ally or two allies switch positions.
Major - Time Hop A: Subject hops forward in time 1 round/level.

Telepathy Discipline Powers:

Minor - Charm Person A: Makes one person your friend.
Medium - Read Thoughts: Detect surface thoughts of creatures in range.
Major - False Sensory Input A: Subject sees what isn’t there.

Augmentable Powers:

Many powers (denoted by a superscript A in the power lists) vary in strength depending on how much ISP you put into them. The more ISP 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.

Several powers can be augmented in more than one way. For these powers, you need to spend ISP separately for each of the numbered options. When the power description specifies that the augmentation is in addition to the regular effects, you gain the indicated benefit according to how many ISP you have already decided to spend on manifesting the power.


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