entries.
Ego Whip
Attack Mode (Dex) Display: Me
Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous
Saving Throw: Will negates (see text) Power Resistance: No
Power Points: 3
Your rapid mental lash assaults the victim's ego. The defender makes a Will save (DC 1d20 + your Dexterity modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender's Will save DC. Those who fail their saving throw take 1d4 points of temporary Dexterity damage.
Nonpsionic creatures always enjoy a nonpsionic buffer 19ainst a psionic attack mode (see Table 4–1). On a failed saving throw, nonpsionic creatures are stunned for 1d4 rounds.
Empty Mind Defense Mode Display: Au
Manifestation Time: 1 action Range: Personal
Target: You
Duration: Instantaneous Power Points: 1
You can raise empty mind as a reaction in response to a psionic attack mode, even if you've already taken your full allotment of actions for the round (unless you are flat-footed or out of power points). Empty mind hides your mind in an expanse of vacuous conception. Cross-reference this defense with the attack mode on Table 4–1: Psionic Combat DC Modifiers to get the appropriate modifier to your will save DC.
Id Insinuation Attack Mode (Str) Display: Me
Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous
Saving Throw: Will negates (see text) Power Resistance: No
Power Points: 3
Tendrils of thought disrupt the victim's subconscious mind, slicing through the toughest mental defenses. The defender makes a will save (DC 1d20 + your Strength modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender's will save DC. Those
who fail their saving throw take 1d2 points of temporary Strength damage, regardless of mental hardness.
Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table 4-1). On a failed saving throw, nonpsionic creatures are stunned for 1d2 rounds.
Intellect Fortress Defense Mode Display: Au
Manifestation Time: 1 action Range: Personal
Target: You
Duration: Instantaneous Power Points: 5
You can raise intellect fortress as a reaction in response to a psionic attack mode, even if you've already taken your full allotment of actions for the round (unless you are flat-footed or out of power points). Intellect fortress encases the mind in a shimmering fortress of mental determination. Cross-reference this defense with the attack mode on Table 4–1:
Psionic Combat DC Modifiers to get the appropriate modifier to your will save DC. You also gain mental hardness 3, which is applied against any temporary ability damage dealt by the attack mode if you fail your will save (except against id insinuation).
Mental Barrier Defense Mode Display: Au
Manifestation Time: 1 action Range: Personal
Target: You
Duration: Instantaneous Power Points: 3
You can raise mental barrier as a reaction in response to a psionic attack mode, even if you've already taken your full allotment of actions for the round (unless you are flat-footed or out of power points). Mental barrier is a construct of dissembling thoughts that shields the mind. Cross-reference this defense with the attack mode on Table 4–1: Psionic Combat DC Modifiers to get the appropriate modifier to your will save DC. You also gain mental hardness 2, which is applied against any temporary ability damage dealt by the attack mode if you fail your Will save (except against id insinuation).
Mind Blast Attack Mode (Cha) Display: Vi (see text)
Manifestation Time: 1 action Range: 60 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Will negates (see text) Power Resistance: No
Power Points: 9
The air ripples with the force of your mental attack, which
CHAPTER 4: PSIONICS
44
blasts the minds of all creatures in a 60-foot cone. Defenders within the area make a will save (DC 1d2o + your Charisma modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender's Will save DC. Those who fail their saving throw take 1d4 points of temporary Charisma damage.
A nonpsionic creature's buffer is less helpful against mind blast than other psionic attack modes. The will save DC increases by +4, and on a failed saving throw, a nonpsionic creature is stunned for 3d4 rounds (rather than 1d4).
Mind Thrust Attack Mode (Int) Display: Me
Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous
Saving Throw: Will negates (see text) Power Resistance: No
Power Points: 1
Desire alone delivers a massive assault on the pathways of your victim's mind. The defender makes a Will save (DC 1d2o + your Intelligence modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender's will save DC. Those who fail their saving throw take 1d2 points of temporary Intelligence damage.
Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table 4–1). On a failed saving throw, nonpsionic creatures are stunned for 1d2 rounds.
Psychic Crush Attack Mode (Wis) Display: Me
Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2Ievels) Target: One living creature Duration: Instantaneous
Saving Throw: Will negates (See text) Power Resistance: No
Power Points: 5
Your will surrounds that of your foe and begins to squeeze mercilessly. The defender makes a will save (DC 1d2o + your Wisdom modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender's Will save DC. Those who fail their saving throw take 2d4 points of temporary Wisdom damage.
Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table 4–1). On a failed saving throw, a nonpsionic creature is stunned for 2d4 rounds.
Thought Shield Defense Mode Display: Au
Manifestation Time: 1 action Range: Personal
Target: You
Duration: Instantaneous Power Points: 1
You can raise thought shield as a reaction in response to a psionic attack mode, even if you've already taken your full allotment of actions for the round (unless you are flat-footed or out of power points). Thought shield erects a shield of hope for sanctuary. Cross-reference this defense with the attack mode on Table 4–1: Psionic Combat DC Modifiers to get the appropriate modifier to your will save DC. You also gain mental hardness 1, which is applied against any temporary ability damage dealt by the attack mode if you fail your Will save (except against id insinuation).
Tower of Iron Will Defense Mode Display: Au
Manifestation Time: 1 action Range: 5 feet
Area: 10-ft.-radius emanation, centered on you (see text) Duration: Instantaneous
Saving Throw: Yes (harmless) Power Resistance: No Power Points: 5
You can raise tower of iron will as a reaction in response to a psionic attack mode, even if you've already taken your full allotment of actions for the round (unless you are flat-footed or out of power points). Tower of iron will generates a bastion of thought so strong that it offers protection to both you and those nearby. Cross-reference this defense with the attack mode on Table 4–1: Psionic Combat DC Modifiers to get the appropriate modifier to your Will save DC. You and those within the area also gain mental hardness 2, which is applied against any temporary ability damage dealt by the attack mode if you fail your Will save (except against id insinuation).
Because tower of iron will has an area, it specifically grants mental hardness (but not a DC modifier) to other living, willing creatures against a psionic attack. These bonuses stack. For example, if three adjacent psionic characters were targeted by a mind blast, they could each individually raise a tower of iron will and in sum enjoy mental hardness 6 against that specific attack (if all are in a 10-foot-diameter area). Each would make an individual Will save, however—there is no stacking of save DC modifiers from multiple towers.
Nonpsionic creatures within the area also gain this mental hardness, which shields them from potential rounds of being stunned instead of temporary ability damage, on a point-for-point basis.
CHAPTER 4: PSIONICS
his chapter begins with the power lists of the psion and psychic warrior classes. The psion power list uses abbre-viated names as follows: Clasen (Clairsentience); Metcre (Metacreativity); Psykin (Psychokinesis); Psymet (Psycho-metabolism); Psyport (Psychoportation); and Telep (Tele-pathy). The rest of the chapter contains power descriptions in alphabetical order by power name.
Power Chains: Some powers reference other powers that they are based upon. Only information in a power later in the power chain the 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.
Hit Dice: The term “Hit Dice” is used synonymously with
“character levels” for effects that a number of Hit Dice of creatures. (Creatures with only Hit Dice, not classes, have character levels equal to their Hit Dice.)
Manifester Level: A power’s effect and duration often depends on manifester level, which is the manifester’s psionic class level. Creatures with no classes have a manifester level equal to their Hit Dice unless otherwise specified.
Creatures and Characters: “Creatures” and “characters” are used synonymously in these power descriptions.
Powers that Look like Spells: A power with the same name as a spell in the Player’s Handbook has the same effect as that spell. The difference is that psionic powers are spell-like abilities.
0%LEVEL PSION POWERS
(Talents) Clasen Detect Psionic. You detect the presence ofpsionic activity.
Inkling. You are 50% likely to know if an intended action is good or bad.
Know Direction. You know which way is north.
Metcre Bolt. You create a short-lived bolt, arrow, or bullet.
Finger of Fire. You deal 1d3 fire damage to one foe.
Trinket. You create a short-lived trinket.
Psykin Control Shadow. You control a normal shadow like a puppet.
Far Hand. Minor telekinesis.
Far Punch. Telekinetic punch deals 1 damage.
My Light. Your eyes emit a 20-ft. cone of light.
Psymet Elfsight. You have low-light vision.
Lesser Natural Armor. You gain +1 natural armor bonus.
Talongs. Your unarmed attacks deal +1 damage.
Verve. You gain 1 temporary hit point.
46
Psyport Burst. Subject speed improves by 10 ft. for 1 round.
Catfall. You recover well from a fall.
Float. You buoy a subject in water or other liquid.
Telep Daze. Creature loses next action.
Distract. Subject's mind wanders, imparting a –1 penalty on some actions.
Missive. You send a one-way telepathic message to subject.
Telempathic Projection. You modify subject's emotions.
1st%LEVEL PSION POWERS
Clasen Combat Precognition. You gain a +1 insight bonus to AC.
Destiny Dissonance. Your touch hurts your oppo-nent's mind, dealing 1d8 subdual damage.
Expanded Vision. Wider vision allows you to see more.
Identify. Identify single feature of psionic item.
Know Location. You know, generally, where you are.
Object Reading. You know about an object's past.
Steadfast Gaze. Gaze attacks hold no terror for you.
Metcre Astral Construct I. Creates astral construct to fight for you.
Firefall. Fiery sparks deal1d4 fire damage in 10-ft.
radius.
Grease. Makes 10-ft. square or one object slippery.
Lesser Metaphysical Weapon. Weapon gains a +1 bonus.
Minor Creation. Creates one cloth or wood object.
Psycholuminescence. Object sheds silvery light.
Psykin Biocurrent. Continuous bioelectrical current deals 1d4 electricity damage/round to up to two living creatures.
Control Light. Adjust light levels up or down.
Control Object. You telekinetically animate a small object.
Create Sound. You create the sound you desire.
Lesser Concussion. Pummel foe for 1d6 damage.
Matter Agitation. You heat a creature or object.
Stomp. Shock waves in the ground knock your foes prone.
Psymet Biofeedback. Self-control allows you to take some damage as subdual damage.
Bite of the Wolf. Your bite attack deals 1d8 damage.
Compression. You shrink 10%/level (max 50%).
Empathic Transfer. You absorb others' hurts.
Feel Light. You use tactile sensation to see.
Feel Sound. You use tactile sensation to hear.
Hammer. Touch deals 1ds bludgeoning damage.
Hear Light. You use auditory sensation to see.
Lesser Body Adjustment. You heal1d8 hp, or gain a +1 bonus on your next Fortitude save to resist poison or disease, or heal 1 point of temporary ability damage.
See Sound. You use visual sensation to hear.
Vigor. You gain 3 temporary hit points.
Psyport Call Weaponry. Never lack for a weapon.
DissipatingTouch. Touch deals 1d8 damage.
Feather Fall. Objects or creatures fall slowly.
Skate. Subject slides (skillfully) along the ground as if ice.
Spider climb. Grants ability to walk on walls and ceilings.
Telep Attraction. Subject has an attraction you specify.
Charm Person. Makes one person your friend.
Conceal Thoughts. You conceal your motives.
Demoralize. Foes suffer -1 penalty on some actions.
Disable. Subjects incorrectly believe they are disabled.
Empathy. You know the subject's surface emotions.
Lesser Mindlink. You forge a limited mental bond with another creature.
Sense Link. You sense what the subject senses (single sense).
2nd%LEVEL PSION POWERS
Clasen Augury. Learn if an intended action will be good or bad.
Clairaudience/Clairvoyance. Hear or see at a distance.
Combat Prescience. You gain a +2 insight bonus on your attack roll
Darkvision. You can see in the dark.
Recall Pain. Foe takes 3d6 damage from painful memory.
See Invisibility. Reveals invisible creatures or objects.
Sensitivity to Psychic Impressions. You can find out about an area's past.
Metcre Astral Construct II. Creates astral construct to fight for you.
Burning Ray. Fiery ray deals 3d6 damage to foe.
Ectoplasmic Cocoon. You encapsulate a foe so it can't move.
Ecto Puppet. You directly control an astral construct.
Sudden Minor Creation. Quickly create cloth or wood object.
Psykin Concussion. Pummel foe for 3d6 damage.
Control Air. Wind velocity increased or decreased by up to 10 miles per hour + 5 miles per hour/
level.
Control Body. You take rudimentary control of foe's limbs.
Control Flames. You control heat and movement of a fire.
Invisibility. Subject is invisible for 10 min./level or until it attacks.
Sever the Tie. You deal 3d8 damage to undead in 10-ft. radius.
Psymet Animal Affinity. You possess one ability score of a chosen animal.
Body Adjustment. You heal3d6 damage, or gain a bonus on your next Fortitude save to resist poison or disease, or heal 2 temporary ability points.
CHAPTER 5: POWERS
47
Body Equilibrium. You can walk on nonsolid surfaces.
Chameleon. You gain a +10 enhancement bonus on Hide checks.
Claws of the Bear. Your unarmed attack deals 1d12 damage.
Expansion. You grow 10%/level (max 100%).
Painful Touch. Your unarmed attacks deal an extra 1d6 subdual damage.
Sustenance. You can go without food and water.
Psyport Glide. Subject glides at speed of 20 ft.
Knock. Opens locked or psionically locked doors.
Levitate. Subject moves up and down at your direction.
Psionic Lock. Psionically locks a portal or chest.
Sense Psychoportation. Know when others use this discipline.
Telep Aversion. Subject has aversion you specify.
Brain Lock. Subject cannot move or take any mental actions.
Detect Thoughts. You detect subject's surface thoughts.
Inflict Pain. Your mental attack deals 3d6 damage.
Intrusive Sense Link. Subject senses what you sense.
Suggestion. Compels subject to follow suggested action.
3rd%LEVEL PSION POWERS
Clasen Danger Sense. You gain a +4 bonus against traps.
Invisibility Purge. Dispels invisibility within 5 ft./level
Nondetection. Hides subject from Clairsentience powers and remote viewing.
Poison Sense. Sense poison in 30-ft. radius.
Remote Viewing. You see subject from a distance.
Ubiquitous Vision. You have all around vision.
Undead Sense. You sense the presence of undead.
Metcre Astral Construct III. Creates astral construct to fight for you.
Create Food and Water. Feed's three humans (or one horse)/level.
Metaphysical Weapon. Weapon gains a +3 bonus.
Whitefire. Deals 5d4 fire damage in 20-ft. radius.
Psykin Cone of Sound. Sonic energy deals 5d4 sonic damage.
Control Sound. You can create very specific sounds.
Greater Concussion. Pummel foe for 5d6 damage.
Negate Psionics. Cancels psionic powers and effects.
Psymet Bite of the Tiger. Your bite attack deals 2d8 damage.
Claws of the Vampire. Your unarmed attack deals 1d8 damage. You heal the same amount.
Displacement. Attacks miss you 50% of the time.
Duodimensional Hand. Your unarmed attacks deal slashing damage with an increased threat range.
Ectoplasmic Form. Your amorphous form is hard to hurt.
Improved Biofeedback. You take charge of your body's damage.
Rejuvenation. You heal 1 point of temporary ability damage/hour.
Psyport Astral Steed. Astral steed appears for 1 hour/level.
Dimension Slide. Instantly move to any spot you can see in close range.
Fly. Subject flies at speed of 90 ft.
Time Hop. Subject hops forward in time 3d6 rounds.
Telep Charm Monster. Makes monster believe it is your ally.
Crisis of Breath. You disrupt the subject's breathing.
False Sensory Input. You falsify one of the subject's senses.
Fate Link. You link the fates of two targets.
Lesser Domination. Forces subject to obey your will.
Mindlink. You have a mental bond with others.
Schism. Splits your mind into two independently functional parts.
4th%LEVEL PSION POWERS
Clasen Anchored Navigation. You navigate from a fixed reference point that you mentally sense.
Aura Sight. You can read things in other's auras.
Detect Remote Viewing. You know when others spy on you remotely.
Divination. Provides specific advice for proposed actions.
Fate of One. You can reroll a bad roll
Metcre Astral Construct IV. Creates astral construct to fight for you.
Dismiss Ectoplasm. Dissipates ectoplasmic targets.
Fabricate. Transforms raw goods to finished items.
Quintessence. You collapse a bit of time into a physical substance.
Wall of Ectoplasm. You create a protective barrier.
Psykin Amplified Invisibility. Attack once and stay unseen.
Inertial Barrier. Subject gains damage reduction 10/+5.
Mass Concussion. Foes take 7d4 damage in 20-ft.
radius.
Telekinesis. Lift or move 25lb./level at long range.
Psymet Dissolving Touch. Your touch deals 7d6 acid damage.
Immovability. You are almost impossible to move.
Polymorph Self. You assume a new form.
Psychofeedback. You can use power points to boost your Str, Con, and/or Dex ability modifiers.
Natural Armor. You gain a +4 natural armor bonus.
Psyport Dimensional Anchor. Bars extradimensional movement.
Dimension Door. Teleports you and up to 500 lb. a short distance.
Dismissal. Forces a creature to return to a native plane.
CHAPTER 5: POWERS
48
Freedom of Movement. Move normally despite impediments.
Telep Domination. Subject obeys your will.
Fatal Attraction. Implants death urge in subject.
Forced Mindlink. Creates mental bond with unwilling subject.
Mindwipe. Subject's recent experiences wiped away.
Tailor Memory. False memory implanted in subject.
5th%LEVEL PSION POWERS
Clasen Power Resistance. Subject gains PR 12.
Recall Agony. Foe takes 9d6 damage from painful memory.
Sense Psionics. You sense psionic powers and effects.
True Seeing. See all things as they really are.
Metcre Astral Construct V. Creates astral construct to fight for you.
Ectoplasmic Armor. Subject gains a +10 armor bonus.
Ectoplasmic Shambler. Foglike predator deals 1 point of damage/round to those it surrounds.
Incarnate. You make some psionic effects permanent.
Major Creation. As minor creation, plus stone and metal.
Psykin Brilliant Blast. Light blast deals 9d4 damage in 20-ft. radius.
Clairtangency. You can use far hand at any distance.
Matter Rearrangement. You transmute one metal to another.
Psychic Vampire. Your touch attack drains 2 power points/level from foe, which you gain.
Psymet Adapt Body. You adapt your body to hostile environments.
Energy Barrier. You convert energy attacks to harmless light.
Graft Weapon. A weapon becomes a natural part of you.
Metamorphosis. You take the form of creatures and objects.
Psyport Baleful Teleport. Destructive teleport deals 9d6 damage.
Sending. Delivers short message anywhere instantly.
Teleport. Instantly transports you anywhere.
Teleport Trigger. Predetermined event triggers teleport.
Telep Catapsi. Psychic static is a drag on power
Telep Catapsi. Psychic static is a drag on power