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Psionics, mainly known in Faerûn as the Invisible Art or ki and colloquially known also as mind magic is practiced by psionicists.

PractitionersEdit


The most notable Psionicists belong to the powerful illithid race (which has earned the nickname "mind flayers" due to its considerable psionic powers), possessed of a communal intelligence.

Few members of any other race besides aboleths are psionicists and they tend to be less powerful than illithids. Notable non-illithid psionicists include the members of the fallen drow House Oblodra, of which only Kimmuriel Oblodra survives.

While psionic organizations are uncommons in Faerûn, a few do exist:

  • The Kaliesh'erai: an association of elves based in Evereska
  • Stray Thoughts: an adventuring company based in Sembia and lead by the human wilder Jacenelle Traen
  • Forak-Erach-Naek: a group of duergar soulknife/assassins based in the Underdark
  • The College of the Eclipse: a society dedicated to the advancement of psionic abilities based in Riatavin in Tethyr
  • The Hall of Mental Splendor: a group of psionic mercenary spies based in Skullport and lead by the human psion Vhondryl

In the south of Faerûn existed a whole realm ruled by powerful human psionics, known as Jhaamdath. It existed between -5800 DR and -255 DR, when it became under the tyrannic emperor Dharien a threat for the elves of Nikerymath. As a kind of vengeance for their crimes against the wood and its inhabitants, the high magi of the elves unleashed a gargantuan tidal wave and destroyed the whole realm.

Nature of Psionics Edit

Use of psionic power does not require spell components. Psionic power can be more quickly activated than either divine or arcane magic. Psionicists must possess formidable mental discipline in order to use their psionic powers.

Although it has never been explicitly detailed, the range of Psionic powers is far smaller than the range of divine and arcane powers. However, psionicists do not need to "remember" their powers for later use; they can be called up at any time.

Before the Time of Troubles, psionics was more common in the realms. Briefly afterward, there was no psionics in the Realms, save for those that used a spelljammer to take them to Realmspace.

Deities of psionicsEdit


DisciplinesEdit

  • Clairsentience-Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable. They include precognition and remote viewing. A psion who specializes in clairsentience is known as a seer, and is most akin to an arcane diviner. In 3rd edition, Clairsentience is linked to Wisdom.
  • Metacreativity-Metacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands. Powers of the metacreativity discipline include astral construct and greater psionic fabricate. A psion who specializes in metacreativity is known as a shaper, and is most akin to an arcane conjurer. Metacreativity was not introduced until 3rd edition. In 3rd edition, Metacreativity is linked to Intelligence.
  • Metapsionics-Metapsionic powers generally augment other psionic powers, although the discipline also contains some utility powers. The Metapsionics discipline was introduced in 2nd edition, and was not carried over into 3rd edition. In the 3rd and 3.5 editions, abilities which were part of the Metapsionics discipline in 2nd edition are often handled through metapsionic feats and item creation feats, although some metapsionic powers were converted into Clairsentience or Telepathy powers.
  • Psychokinesis-Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage. They include energy missile and tornado blast. A psion who specializes in psychokinesis is known as a kineticist, and is most akin to an arcane evoker. In 3rd edition, Psychokinesis is linked to Constitution.
  • Psychometabolism-Psychometabolism powers change the physical properties of some creature, thing, or condition. They include animal affinity and psionic revivify. A psion who specializes in psychometabolism is known as an egoist, and is most akin to an arcane transmuter. In 3rd edition, Psychometabolism is linked to Strength.
  • Psychoportation-Psychoportation powers move the manifester, an object, or another creature through space and time. They include astral caravan and psionic teleport. A psion who specializes in psychoportation is known as a nomad, and has no arcane counterpart. In 3rd edition, Psychoportation is linked to Dexterity.
  • Telepathy-Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior. They include psionic suggestion and mind switch. A psion who specializes in telepathy is known as a telepath, and is most akin to an arcane enchanter. In 3rd edition, Telepathy is linked to Charisma.

NotesEdit

False Eideticism Telepathy [Mind-Affecting] Level: Psion/Wilder 1 Display: Olfactory Manifesting Time: 1 round Range: Touch Target: one willing creature Duration: Concentration (up to 5 rounds) Saving Throw: Will partial (see text) Power Resistance: Yes Power Point Cost: 1

You have the ability to induce visual images in another's mind. The effect is similar to a silent image spell, except that the induced imagery completely replaces the target's own senses. No actual illusions are created, and the induced imagery is seen by no one other than the target. The target is aware that the visions are induced rather than real; however, if he fails his Will save, he is convinced that the manifester is relating an actual memory. The save recieves a +2 bonus if the conveyed memory is actually real. Success on a save breeds no particular distrust, and the manifester is free to convince the target of the image's truth by any other means.

Augment For an additional 2 power points, the duration instead becomes Concentration (up to one minute per level). For every additional 2 power points spent, the save DC increases by 1. For an additional 2 power points, the power may target any touched willing creature who remains adjacent to the manifester. Each target recieves the same imagery. For each additional 2 power points, the power may include an additional sense (sound, touch, etc.).


Ectoplasmic Cleansing Metacreativity (Creation) Level: Psion/wilder 1 Display: Visual and material Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 1 sq. ft./level of surface area Duration: 10 minutes Saving Throw: Reflex negates (harmless, object) Power Resistance: No Power Points: 1

This power creates a layer of ectoplasm covering the area. This ectoplasm binds to anything designated by the manifester as "unclean" and then slowly evaporates back into the Astral Plane, taking whatever it was bound to with it, leaving behind a clean surface.

Matter Agitation, Controlled Psychokinesis Level: Psion/wilder 1 Display: Visual Area: 1 cu. ft./level of nonliving matter Power Resistance: Yes (object) Power Points: 1

As matter agitation, except as above, and that you can stop increasing the heat of the target object at any time and maintain the current heat for the remainder of the power's duration.

Mending, Psionic Psychometablism Level: Psion/wilder 1 Display: Visual Manifesting Time: 1 standard action Target: Up to 1 object/round, none of which can weigh more than 5 lb. Duration: Concentration, up to 1 round/level Power Points: 1

As mending, except as above, and that metal objects can be repaired as well as ceramic and wooden ones.

Bloodletting Psychometabolism (Str) [Evil] Level: Psion 4 Display: Vi (see text) Manifestation Time: 1 action Range: Touch Target: Living creature touched Duration: Until discharged (instantaneous) Saving Throw: Fortitude partial (see text) Power Resistance: Yes Power Points: 7

Your mere touch causes blood to erupt from every opening on your target's body, including any open wounds it may have. This attack causes extreme pain and may cause the victim to become dazed. Your successful melee touch attack causes 7d6 points of damage; it also causes the victim to become dazed for 1d3 rounds unless it makes a successful Fortitude save.

Burning Blood Psychokinesis (Con) [Evil] Level: Psion 5 Display: Vi (see text) Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 living creature at a time Duration: Concentration, up to 1 round/level Saving Throw: Fortitude negates (see text) Power Resistance: Yes Power Points: 9

Similar to matter agitation, you excite the blood of a living creature, heating it to the point of combustion over time. The subject of this power receives a Fortitude save to avoid the effect. If the save succeeds, it cannot be affected by this manifestation of the power, otherwise the subject's blood begins to heat up. If you shift your focus to another subject, the first subject's blood cools and the second subject begins to heat up. You automatically lose concentration if the subject leaves the power's range.

1st Round: The creature's blood heats up, causing 2d4 points of damage. The creature must also make an additional Fortitude save to avoid taking 1 point of temporary Strength damage.

2nd Round: The creature's blood boils, causing 3d4 points of damage. The creature must also make an additional Fortitude save to avoid taking 2 points of temporary Strength damage.

3rd Round: The creature's blood ignites, causing 4d4 points of damage and 1d4+1 points of temporary Strength damage. The creature must also make an additional Fortitude save or fall unconscious for as long as the power affects the creature.

4th+ Round: For every round of concentration beyond the 3rd, the subject takes 1d4 points of fire damage, since its blood continues to burn, and 1 point of temporary Strength damage. The creature must also make an additional Fortitude save each round to avoid falling unconscious for as long as the power affects the creature.

Caducity of Flesh Psychometabolism (Str) [Evil] Level: Psion 5 Display: Vi, Me Manifestation Time: 1 action Range: Touch Target: Living creature touched Duration: Until discharged (instantaneous) Saving Throw: None Power Resistance: Yes Power Points: 9

Once you manifest this power, sickly green liquid with a foul stench drips from your fingertips until you discharge the effect; your touch causes a victim's flesh to wither and rot away, dealing 4d6 points of vile damage, +1 per manifester level (maximum +20), +2 points of temporary (vile) Constitution damage. This damage is vile damage (see Book of Vile Darkness).

Claw of Abomination Psychometabolism (Str) [Evil] Level: Psion 5/Psychic Warrior 5 Display: Vi, Ma, Ol Manifestation Time: 1 action Range: Personal Target: You Duration: 1 hour/level Power Points: 9

Your fingers grow into long, sooty talons that smoke with an oily fetor. The power grants you a natural attack (claw) with a base damage of 2d8. You can use this power in conjunction with feats, powers, or spells allowing additional attacks in 1 round. It also can be used with multiple attacks gained through level advancement. Wounds inflicted by claw of abomination fester and reopen, causing them to be twice as hard to heal as normal wounds. Reduce all healing applied to these wounds by half. For example, if a creature takes 6 points of damage from the claw, a cure light wounds spell that normally would heal 10 points of damage heals only 5 points instead. When a victim has any damage from this power, any healing he or she receives must be applied to that damage first. Damage done by this power to creatures that are under the effects of a bless spell may be healed normally.

Claw of the Fiend Psychometabolism (Str) [Evil] Level: Psion 4/Psychic Warrior 4 Display: Vi, Ma Manifestation Time: 1 action Range: Personal Target: You Duration: 1 hour/level Power Points: 7

Your fingers grow into long, dark talons that drip with ichor. The power grants you a natural attack (claw) with a base damage of 2d6. You can use this power in conjunction with feats, powers, or spells allowing additional attacks in 1 round. It also can be used with multiple attacks gained through level advancement. Damage from claw of the fiend causes bleeding wounds. The injured creature loses 2 additional hit points each round until the wound is treated (Heal check DC 15) or receives psionic or magical healing.

Claw of the Shadow Demon Psychometabolism (Str) [Evil] Level: Psion 6/Psychic Warrior 6 Display: Vi, Ma, Ol Manifestation Time: 1 action Range: Personal Target: You Duration: 1 hour/2 levels (D) Power Points: 7

The skin on your hand turns black, visible wounds appear in the skin from which blood slowly drips, and your fingers grow into long, dark talons. You can make a natural attack (claw) with these talons, which deal 1d6 points of vile damage, plus your Strength modifier. The talons are only semimaterial, and they bypass most forms of armor to sink into flesh. Your claw attack ignores armor bonuses, shield bonuses, and natural armor bonuses. Force effects provide effective armor or shield bonuses against your claw attack. You can grapple foes normally when using this power.

Ectoplasmic Mist Metacreativity (Int) Level: Psion 2 Display: Ma, Ol Manifestation Time: 1 action round Range: Medium (100 ft. + 10 ft./level) Effect: Cloud that spreads in 30-ft. radius, 20 ft. high Duration: 10 minutes/level Saving Throw: None Power Resistance: No Power Points: 3

You call forth a deep purple mist of ectoplasm that billows out from the point you designate. The mist obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the mist in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round. The power does not function underwater.

Hellish Mist Metacreativity (Int) [Fire] Level: Psion 4 Display: Ma, Ol Manifestation Time: 1 action round Range: Medium (100 ft. + 10 ft./level) Effect: Cloud that spreads in 30-ft. radius, 20 ft. high Duration: 3 rounds Saving Throw: Reflex half Power Resistance: No Power Points: 7

As ectoplasmic mist with one exception: On the manifester's initiative of the 3rd round, the mist becomes unstable and ignites, enveloping anyone in the area of the mist in a hellish white hot flame similar to the whitefire power. The flame deals 4d4 points of fire damage +1 point per manifester level (maximum +20). The mist totally dissipates at the end of the 3rd round.

Scream of Death Psychokinesis (Con) [Evil, Sonic] Level: Psion 9 Display: Au Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature/level and all undead creatures within a 30-ft-radius spread, centered on you Duration: Instantaneous Saving Throw: Fortitude partial (see text) Power Resistance: Yes Power Points: 17

You release a terrible scream of negatively charged sonic energy that kills living creatures (except for yourself). Creatures closest to the point of origin are affected first. Creatures who successfully make their initial Fortitude save to avoid death, as well as unattended inanimate objects, still suffer 3d6 points of vile damage, as unseen razor sharp claws rip and tear at them relentlessly, rending large swatches of flesh from living victims.

If the damage caused to an interposing barrier shatters or breaks through it, the sound may continue beyond the barrier if the power's range permits; otherwise, it stops there just as any other power effect does.

The negative energy of this power also rebukes undead creatures, causing them to cower in fear. Undead in the area may be rebuked. The manifester makes a turning check to rebuke them as a cleric of 2 levels lower than the level of manifester.

Spontaneous Combustion Psychokinesis (Con) Level: Psion 4 Display: Au, Vi Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature per 2 manifester levels, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: Fortitude half Power Resistance: Yes Power Points: 7

The target's internal temperature rises rapidly; inflicting 3d6 points of fire damage plus 2 points of temporary Constitution damage. You must have line of sight to a creature for this power to affect them. A successful Fortitude save reduces damage by half.

Multiply Pain Telepathy (Cha) [Mind-Affecting] Level: Psion 2 Display: Me Manifestation Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 minute/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3

This power causes the subject to believe that any wounds it suffers while this power is in effect are worse than they actually are. This belief so strong that the sheer mental stress causes the subject to suffer physically, taking an additional 1d6 points of subdual damage for each attack that causes damage. The maximum dice of subdual damage a subject may take in a round cannot exceed 1/2 your manifester level.

Synaptic Shock Psychometabolism (Str) Level: Psion 1, Psychic Warrior 1 Display: Vi, Me Manifestation Time: 1 action Range: Touch Target: One living creature Duration: 1 round/level or until discharged (D) Saving Throw: Fortitude partial (see text) Power Resistance: Yes Power Points: 1

This power shrouds your hand in a shimmering violet radiance that can cause synaptic damage to an opponent. A successful melee touch attack overloads synapses in the target's body, causing 2 points of temporary Constitution damage. If the target succeeds at a Fortitude save, it takes no Constitution damage and instead takes 1d6 points of subdual damage.

Vile Mist Metacreativity (Int) [Evil] Level: Psion 3 Display: Ma, Ol Manifestation Time: 1 action round Range: Medium (100 ft. + 10 ft./level) Effect: Cloud that spreads in 30-ft. radius, 20 ft. high Duration: 10 minutes/level Saving Throw: Will negates Power Resistance: No Power Points: 5

As ectoplasmic mist, however the mist glows slightly with a sickly green aura. Anyone in the area takes 1d4 points of vile damage per round (see Book of Vile Darkness). The mist does not damage a creature that makes its save, but the creature's vision is still obscured.

Items

Dark Heart of Vollus: Originally created by Vollus, a grim psion obsessed with keeping his Psychometabolism powers as he embraced his death, the dark heart grants an undead creature a Constitution score of 18 for the purposes of manifesting powers and saving throws only. It does not grant bonus hit points.

A dark heart is a shiny black crystal about the size of a human heart weighing roughly 4 pounds. When inserted into the body cavity where the subject's heart used to be, it begins to pulse with an ominous red glow, and a faint sound similar to that of a heartbeat can be heard with each pulse. Over the course of a round, hundreds of shimmering black strands resembling a circulatory system stretch out from the heart, burrowing through skin and bone, and attaching themselves to all parts of the undead creature.

While the heart does not grant the undead a true metabolism, it does allow them to manifest any Psychometabolism powers that do not rely on the manifester having a metabolism. For example, an undead psion with this could manifest talons but could not manifest vigor. The heart also grants a +4 bonus on Fortitude saves. The heart functions only when placed in a corporeal psionic undead.

Manifester Level: 18th; Prerequisites: Craft Universal Item, psionic reality alteration; Market Price: 225,000 gp; Weight: 4 lb.


Aphasia 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: 1 hour/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3

You attack the linguistic centers of your target’s brain, causing it to lose the ability to speak 1d2 randomly chosen languages it knows.

Augmentation For every two additional power points you spend, the target loses access to an additional language. If you spend six additional power points, the target is struck mute, losing the ability to speak at all.

Atavistic Mind Clairsentience Level: Psion/Wilder 2, Psychic Warrior 1 Display: Olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 3 (Psion/Wilder), 1 (Psychic Warrior)

You draw on your primal subconscious, gaining access to the skills your primitive ancestors mastered in ages past. Choose one of the following benefits to gain:

Atavistic Athleticism: You gain a +5 bonus on Climb, Jump, and Swim checks.

Atavistic Instinct: You gain a +3 insight bonus on Initiative checks and a +5 insight bonus on Survival checks.

Atavistic Senses: You gain low-light vision and a +5 insight bonus on Listen and Spot checks.

Atavistic Speed: You gain a +10 insight bonus to your base land speed and a +3 insight bonus on Reflex saves.[/list]Augmentation: For every two additional power points you spend, you may choose an additional ability to gain access to. If you spend 5 additional power points, this power's duration increases to 10 min./level. If you spend 10 additional power points, this power's duration increases to 24 hours.

Crystalline Termination Metacreativity Level: Shaper 9 Display: Material Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous until discharged Saving Throw: See text Power Resistance: No Power Points: 17

You create millions of microscopic crystals within the target's body. If it fails a Fortitude save, its body is infused with a countless number of minute crystalline blades, which initially have no harmful effect. However, as long as you are within 100 ft. of the target, you may, as a standard action, discharge the power and activate the crystals. They begin whirling around within the subject's body, destroying it from within. He takes 17d6 points of slashing damage, with a Fortitude save for half. Damage reduction applies to this damage, though the shards are treated as magic weapons for overcoming it. In addition, if he fails a second Fortitude save, he takes 2d6 points of Con damage as the shards lacerate his innards. If you do not discharge this power within 1 week/2 levels of manifesting it, the crystals are harmlessly absorbed into the subject's body.

Augmentation For every additional power point spent, the slashing damage dealt increases by 1d6. For every two additional power points spent this way, the DC of this power increases by one, as does the Con damage dealt.

Energy Bow Psychokinesis [See Text] Level: Psychic Warrior 3, Psychokineticist 3 Display: Material Manifesting Time: 1 standard action Effect: 1 bow of energy Range: 0 ft. Duration: 1 round/level Saving Throw: Fortitude partial (see text) Power Resistance: No Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. A bow of that energy appears in your hands. You may, as an standard action, fire an arrow of energy from the bow, which deals 1d6 points of damage of its energy type and has an additional effect based on its energy type. The bow has a range increment of 100 ft. If the bow leaves your hands, it dissipates harmlessly. This power’s subtype is the same as the type of energy you manifest.

Cold A cold arrow deals +1 point of damage. A creature struck by a cold arrow must make a Fortitude save or be blinded for 1 round.

Electricity A creature struck by an electricity arrow must make a Fortitude save or be stunned for 1 round. The DC of this save is increased by 2.

Fire A fire arrow deals +1 point of damage. A creature struck by a fire arrow must make a Fortitude save or be dazed for 1 round.

Sonic A sonic arrow deals -1 point of damage and ignores an object’s hardness. A creature struck by a sonic arrow must make a Fortitude save or be deafened for 1 round.

Augmentation For every two additional power points you spend, the DC of this power increases by one. For every three power points spent this way, you gain a +1 enhancement bonus on attack rolls made with the energy bow.

Energy Guillotine Psychokinesis [See Text] Level: Psychokineticist 7 Display: Visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial Power Resistance: Yes Power Points: 13

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You launch a thin blade of this energy at your target, aimed to sever his neck. You must make a ranged touch attack to hit your target. The blade deals 13d6 points of damage of the chosen energy type, and if the target fails a Fortitude save, it is decapitated. Most of the time, a creature that is decapitated dies, though some creatures, such as undead, constructs, oozes, and some aberrations either have no heads or do not need a head to live. This power’s subtype is the same as the type of energy you manifest.

Cold A cold guillotine deals +1 point of damage per die.

Electricity Manifesting an electricity guillotine 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 fire guillotine deals +1 point of damage per die.

Sonic A sonic guillotine deals -1 point of damage per die and ignores an object’s hardness.

Augmentation For every additional power point you spend, the damage dealt by the guillotine increases by 1d6. For every two extra dice of damage dealt, this power's DC increases by 1.

Energy Mine Psychokinesis [See Text] Level: Psion/Wilder 3 Display: Material Manifesting Time: 1 standard action Range: Touch Target: Object touched Duration: Permanent until discharged (D) Saving Throw: See text Power Resistance: Yes Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You imbue the touched object with the chosen energy, turning it into an energy mine. You may choose to have the mine either be triggered by a delay or proximity. A delay-triggered mine detonates after a number of minutes chosen by you upon manifesting the power, which cannot exceed your manifester level. A proximity-triggered mine detonates whenever it is touched by a creature other than you or up to one creature per level you designate when manifesting the power. Once triggered, the energy mine explodes in a 10 ft. radius burst of energy, dealing 5d6 points of damage. A creature in the same square as the mine takes full damage with no save, as does the mine itself. All other creatures caught in the burst may make a Reflex save for half damage. This power’s subtype is the same as the type of energy you manifest.

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

Electricity Manifesting an electricity mine 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 fire mine deals +1 point of damage per die.

Sonic A sonic mine deals -1 point of damage per die and ignores an object’s hardness.

Augmentation For every additional power point you spend, the damage dealt by the mine increases by 1d6. For every two extra dice of damage dealt, this power's DC increases by 1.

Energy Nova Psychokinesis [See Text] Level: Psychokineticist 9 Display: Visual Manifesting Time: 1 standard action Range: 30 ft. Area: 30 ft. radius emanation, centered on you. Duration: Concentration, up to 1 round/level Saving Throw: Reflex half (see text) Power Resistance: Yes Power Points: 17

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You surround yourself in a seething aura of that energy. On the round you manifest this power, all creatures other than you take 17d6 points of that type of damage, with a Reflex save for half damage. Each subsequent round, all creatures again take energy damage, by the damage decreases by 1d6. Once the damage dealt by this power is reduced to 0, the power ends, even if you maintain concentration. This power’s subtype is the same as the type of energy you manifest.

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

Electricity Manifesting an electricity nova 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 fire nova deals +1 point of damage per die.

Sonic A sonic nova deals -1 point of damage per die and ignores an object’s hardness.

Augmentation For every additional power point you spend, the damage dealt in the first round increases by 1d6. For every two extra dice of damage dealt, this power's DC increases by 1.

Infocalypse Clairsentience Level: Seer 9 Display: Mental Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: 17

You open a direct link between your mind and the collective unconscious of all minds, giving you access to the knowledge of all things. However, the knowledge that surges into your mind shatters your sanity. You gain a +10 insanity bonus to Int, a +20 insanity bonus on all Knowledge checks, and you may use all Knowledge skill untrained. In addition, you may manifest any psionic power as if you knew it. However, each round you take 1 point of Wis burn, and every time you manifest a power that you do not know normally, you take Wis burn equal to half that power's level, rounded up. If this power reduces you to Wis 1 or less, you go permanently insane. Only an artifact or deity can restore your sanity.

Memetic Plague Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 7 Display: Mental Manifesting Time: 1 standard action Range: Long (100 ft. + 10 ft./level) Target: One creature Duration: 1 round/level Saving Throw: See text Power Resistance: Yes Power Points: 13

You implant a viral idea--a meme--into your subject's mind. If it fails its Will save, it is infected by the meme. Each subsequent round, it must make another Will save or take 1d6 points of Cha burn and be confused for that round, as the meme overlays itself on the subject's ego. In addition, it becomes a short-range telepathic vector for the meme. Each round, all creatures adjacent to the infected creature must make a Will save or become infected by the memetic plague themselves, though it only lasts as long as the remaing duration of the original power.

Mesmer Telepathy [Mind-Affecting] Level: Psion/Wilder 2 Display: Mental Manifesting Time: 1 standard action Range: 40 ft. Area: Cone-shaped burst Duration: 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3

You emit a hypnotic psychic aura, which takes the form of a barely-visible cone of multicolored light. All creatures caught in the cone must save or be fascinated.

Augmentation: For every two additional power points you spend, the DC of this power increases by one.

Mindlight Metacreativity [Light] Level: Psion/Wilder 1, Psychic Warrior 1 Manifesting Time: 1 standard action Effect: 1 sphere of light Range: 0 ft. Duration: 1 hour/level Power Points: 1

You create a sphere of luminous ectoplasm, which shines as a torch and orbits your head, much like an ioun stone. In addition, as a move action, you may attempt a DC 15 Intelligence check to double the range of the sphere's light for 1d6 rounds.

Psychic Trap Telepathy [Mind-Affecting] Level: Psion/Wilder 3 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: One creature Duration: 1 hour/level Saving Throw: Will negates Power Resistance: Yes Power Points: 5

You inflame your subject’s mind with latent psychic stress. Though this power initially causes no harm, and has no obvious effects, whenever the subject manifests a power, casts a spell, or similar, the stress is triggered. He takes an amount of nonlethal damage equal to the level of the spell or power, and may have to make a Concentration check to avoid losing the power.

Augmentation If you spend two additional power points, this power causes its subject to take lethal damage, rather than subdual damage.

Purifying Meditation Psychometabolism Level: Psion/Wilder 1, Psychic Warrior 1 Display: Olfactory Manifesting Time: 1 full-round action Range: Personal Target: You Duration: 30 minutes Power Points: 1

You enter a state of meditation for 30 minutes. During this time, you are treated as being asleep, though you do not take the standard penalty on Listen checks. If you exit the trance before the duration of this power, it is discharged without effect. However, if you spend the whole thirty minutes in meditation, you are healed as if you had spent a night resting, and are cured of the fatigued and exhausted conditions if you are currently subject to them. You do not gain any other benefits of a night's sleep, such as regaining power points.

Augmentation If you spend 1 additional power point, you may are healed of 1d4 points of ability damage to one ability score. If you spend 3 additional power points, you are cured of any diseases afflicting you. If you spend 5 additional power points, any poisons affecting you are neutralized, and you suffer no further effects from them. If you spend 10 additional power points, you are healed of any negative levels, ability damage, or ability drain effecting you. All these augmentations are cumulative.

Scramble Synapses Psychokinesis [Electricity, Mind-Affecting] Level: Psion/Wilder 2, Psychic Warrior 2 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous, then 1 round Saving Throw: Will partial Power Resistance: Yes Power Points: 3

As part of this power, you must make a touch attack against your target. If the attack is successful, he takes 3d6 points of electricity damage. In addition, the electrical current interrupts his thought processes–he must make a Will save or be confused for 1 round. Creatures immune to mind-affecting powers are damaged normally, but are immune to the confusion effect.

Augmentation For every additional power point you spend, the damage dealt is increased by 1d6. For every two additional power points spent this way, the DC of this power increases by one and the duration of the confusion effect increases by one round.

Thanatopsis Clairsentience Level: Seer 2 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: Touched corpse Duration: 1 round Saving Throw: None Power Resistance: No Power Points: 3

You scan the psychic imprint of a corpse to learn of the dead creature’s life. You view the creature’s perception of its own death, finding out as well as it did how it died. If you manifest this power again on that corpse, you are instead presented with the creature’s perception of a randomly chosen moment of great importance of the creature’s life, generally lasting about 5 minutes.

Unleash the Id Telepathy (Compulsion) [Mind-Affecting] Level: Psion/Wilder 6 Display: Mental Manifesting Time: 1 standard action

This spell incites a deep-seated rage in its targets. Those who fail their saves gain a +6 morale bonus to Strength and may make a single extra attack at their highest base attack bonus when making a full attack. However, they take a -4 penalty to AC and take 2 points of nonlethal damage each round. Finally, they lose the ability to tell friend from foe. Instead, each round, they must attack the creature closest to them, excepting their own familiar or similar companion, deciding which creature to attack randomly if their are multiple creatures equidistant from them.

Unspeakable Horror Telepathy [Mind-Affecting] Level: Psion/Wilder 4 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: See text Saving Throw: Fortitude partial and Will partial (see text) Power Resistance: Yes Power Points: 7

You seize control of your foe's senses for a moment, forcing them to view a scene of mind-shattering horror. If they fail their Fortitude save, they are nauseated for 1d4+1 rounds. Even if they succeed the save, they are sickened for 1 round. If they fail their Will save, they are panicked for 5d6 rounds. Even if they succeed that save, they are shaken for 1 round.

Augmentation For every two additional power points you spend, the DC of this power increases by one and you may target an additional creature with this power.

Worldwind Psychoportation Level: Nomand 9 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: 1 creature/level Duration: Instantaneous, then 1 hour/level Saving Throw: Will negates Power Resistance: Yes Power Points: 15

You call up a silvery wind that wisks the targets of this power through the Astral Plane. All targets that fail their Will save are sent to a random plane. In addition, if they attempt to return to the plane you manifest this power on within 1 hour/level of being sent away, this wind repels them, preventing them from travelling to the plane.

Channel Talent Clairsentience Level: Medium 3 Display: Mental and Visual Manifesting Time: 1 minute Range: Touch Target: Touched corpse Duration: 5 minutes/level Saving Throw: None Power Resistance: No Power Points: 5

You access the latent memories contained by the residual psyche of a dead creature, allowing you to make use of its physical and mental talents. You learn all the feats possessed by the creature, and may choose a number equal to your Intelligence modifier. You gain all those feats for the duration of this power. You cannot gain feats through this power that you do not meet the prerequisites for, but you can use one of the feats you gained to meet the prerequisites of another feat. If you manifest this power again while its duration is still active, you lose the effects of the previous manifestation.

Augment If you spend 4 less power points, then you can instead channel languages possessed by the dead creature. You learn all languages spoken by the dead creature, and may choose a number equal to your Intelligence modifier to channel. You cannot channel secret languages with channel talent, as they require a higher lingual understanding than can be gained from the residual psyche.

If you spend 2 less power points, then you can instead channel skills possessed by the dead creature. You learn all the skill ranks possessed by the dead creature, and may choose a number equal to your Intelligence modifier to channel. You may use that creature’s skill ranks in place of your own for those skills, though its skill ranks cannot exceed the maximum number of ranks you may have in a skill.

If you spend an additional 4 power points, then you can instead channel psionic powers possessed by the dead creature. You learn all the psionic powers possessed by the dead creature, and may choose a number equal to your intelligence modifier to channel. You cannot channel powers of the highest level of power you can manifest, and you can only channel a single power of the second highest level of power you can manifest.

If you spend an additional 11 power points, then you can channel languages, skills, feats, and powers, all as above.

Ephemeral Incarnation Telepathy Level: Medium 4 Display: Mental Manifesting Time: 10 minutes Range: Touch Target: Corpse touched Duration: Instantaneous Saving Throw: None Power Resistance: Yes (harmless) Power Points: 7, 150 XP

You use your psiumbral companion as a medium for channeling the dead, using it to house the soul of a dead creature. When you manifest this power, you transplant the soul of the dead creature targeted into your psiumbral. The subject becomes aware of your identity and alignment, and may choose whether or not the power effects him.

The subject’s mind takes over your psiumbral, as with the mind switch ability. It retains its own mental ability scores and similar, and can act freely. You have no control over it, though you can force its soul out of your psiumbral as a full-round action, with no save or resistance allowed. It can also leave the psiumbral for the afterlife at will. The soul can still be resurrected normally, and the psiumbral can take the place of its corpse for purposes of resurrection spells that require some or all of the subject’s corpse.

Augment: If you spend an additional 8 power points, you can manifest this power as a contingency. Its range changes to personal, its target changes to you, and its duration changes to Permanent until discharged. Once you die, your soul transmigrates to your own psiumbral, at which point the power functions as normal.

Necrotic Evolution Psychometabolism Level: Medium 3 Display: Material and olfactory Manifesting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One corporeal undead creature Duration: Instantaneous Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power Points: 5, 50 XP

You infuse an undead creature with negative energy, causing its physical form to mutate and evolve. You may choose a single ability from Menu A of abilities available to astral constructs. That undead creature gains that ability permanently. The number of augmentations bestowed on an undead creature cannot exceed one augmentation plus an additional one for every 8 HD it has.

Augment If you spend 6 additional power points and 100 additional XP, you may instead choose an ability from Menu B.

If you spend 12 additional power points and 200 additional XP, you may instead choose an ability from Menu C.

Spectral Servitor Telepathy Level: Medium 8 Display: Mental Manifesting Time: 1 hour Range: Touch Target: Corpse touched Duration: Permanent Saving Throw: None Power Resistance: No Power Points: 15, 15 XP

You telepathically tap the residual psyche lingering in a corpse and infuse it with negative energy, transforming it into an incorporeal undead. When you manifest this power, you create a wraith out of a single corpse. The wraith is entirely under your mental control. You can control a number of HD of incorporeal undead created by this power equal to four times your manifester level.

In addition, because this power displaces the residual psyche from the corpse, that corpse is no longer subject to the effects of spells like speak with dead or powers like channel talent that make use of it.

Augment By spending 2 less power points, you may instead create a shadow.

By spending 2 additional power points and 10 additional XP, you may instead create a spectre.

By spending 5 additional power points and 35 additional XP, you may instead create a spectral savant (see Complete Psionic). In addition to power points gained with its siphon power ability, the spectral savant may also use your own power points to manifest its psionic powers. You can only create a spectral savant from the body of a creature capable of manifesting psionic powers, and it cannot have HD greater than your manifester level. You can control only one spectral savant at a time.

Stygian Binding Telepathy (Compulsion) [Language-Dependant, Mind-Affecting] Level: Medium 9 Display: Mental Manifesting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Permanent Saving Throw: Will negates Power Resistance: Yes Power Points: 17

You bind a living creature to your will, forcing it to obey your commands. You may choose a single service or course of action for it to perform. While you cannot choose actions that would lead to certain death, you may choose almost any other action. The subject must follow the given instructions to complete its task, no matter how long it takes.

In addition, if the subject dies while under the effects, then it rises as a ghost, and still must follow your commands. You have no additional control over it as a ghost beyond your chosen command. The ghost’s rejuvenate ability will cause it to revive upon being destroyed unless its task has been completed.

If the subject is prevented from obeying its commands for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying its commands.

Stygian binding cannot be dispelled normally. Only reality revision, wish, miracle, or effects of similar power can undo it.

Umbral Mediator Metacreativity Level: Medium 2 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) Power Points: 3

Your psiumbral companion forms a skintight ectoplasmic chrysalis over your body, allowing you to physically interact with the undead. Your psiumbral must be skinriding you in order for you to manifest this power, and if it ceases to possess you, this power’s duration ends. Any armor or shields you wear gain the ghost touch property.

Augment If you spend an additional 3 power points, then any weapon or other item you hold also gains the ghost touch property.

Umbral Sight Clairsentience Level: Medium 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) Power Points: 1

Your psiumbral companion forms a sensory conduit between the worlds of the living and the dead, allowing you to see the undead for what they truly are. Your psiumbral must be skinriding you in order for you to manifest this power, and if it ceases to possess you, this power’s duration ends. You gain the ability to see and perceive the strength of undead auras, as the detect undead spell, although you need not concentrate to see them.

Augment If you spend an additional 2 power points, then you can see invisible and ethereal undead normally.

If you spend an additional 6 power points, then you see all undead truly, as if under the effects of the psionic true seeing power.

Astral Swarm Metacreativity (Creation) Level: Shaper 3 Display: Visual Range: Close (25 ft. + 5 ft./2 levels) Effect: Swarm of tiny constructs Duration: 1 round/level (D) Power Points: 5

You create a swarm of minute, ectoplasmic constructs shaped like hornets. The swarm occupies a 10-ft. square, has an AC of 15, and 25 hp, as well as all traits of the swarm subtype. Each round, all creatures in the astral swarm’s space take 1d6 damage. As a move action, you may move the swarm up to 20 ft., but it cannot move under its own power.

Augment For every additional power point you spend, the swarm’s hp increases by 5. For every three additional power points spent, the damage dealt by the swarm increases by 1d6, and the swarm’s AC increases by 1.

Enrage Telepathy (Compulsion) [Mind-Affecting] Level: Psion/Wilder 4 Display: Auditory Manifesting Time: 1 standard action Range: 30 ft. Target: One creature Duration: 1 round/level Saving Throw: Will negates Power Resistance: Yes PP: 7

You intrude into the target’s mind and suppress its higher brain functions, reducing it to an atavistic, animal state of mind. It gains a +4 morale bonus to Strength and Constitution and a +2 morale bonus on Will saves. It loses any ability to perform exceptions except to attack the creature nearest to it each round with any weapons it carries, or its bare hands if necessary. If multiple creatures are equally close to the creature, it may choose which to attack.

Augment: For every two additional power points you spend, the bonuses to Strength and Constitution increases by +2, to a maximum of +8, and the bonus on saves increases by +1, to a maximum of +5. In addition, if you spend three additional power points, you may dismiss this power.

Incinerate Psychokinesis [Fire] Level: Psion/Wilder 2 Display: Auditory Manifesting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial Power Resistance: Yes PP: 3

Using telekinesis, you agitate the molecules in the target’s body, causing the creature to spontaneously combust. It takes 3d6 fire damage, with a Fortitude save for half. If the creature fails its save, then it also catches on fire.

Augment: For every two additional power points you spend, this power deals an additional 1d6 damage and its saving throw increases by one.

Jolt Psychokinesis [Electricity] Level: Psion/Wilder 1 Display: Auditory Manifesting Time: 1 standard action Range: 30 ft. Effect: Ray Duration: Instantaneous, then one round Saving Throw: Fortitude partial Power Resistance: Yes PP: 1

You manifest an arc of electricity that scrambles your targets nervous system. To successfully hit your target, you must succeed on a ranged touch attack. If you succeed, the target takes 1d4 electricity damage. In addition, it must make a Fortitude save. If it fails, then it cannot take any move actions during its next round. Creatures immune to critical hits are immune to this secondary effect, with the exception of constructs–the electricity still impedes the magic that allows them to function.

Augment: For every two additional power points you spend, this power deals an additional 1d4 damage and its saving throw increases by one. If you spend 4 additional power points this way, then the target instead cannot take standard actions in its next round. If you spend 8 additional power points, it cannot take any actions at all.

Kinetic Deflection Psychokinesis Level: Psion/Wilder 1 Display: Visual Manifesting Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous PP: 1

With a burst of telekinesis, you can reverse the course of projectiles aimed against you. Whenever you are attacked with a ranged or thrown weapon, you may manifest this power. You make a manifester level check, and use the higher of the check’s result or your AC to determine whether or not the attack hits. In addition, if the attack misses, the projectile reverses its course and attacks its original firer, using your manifester level check as its attack roll to determine whether it hits, and dealing damage as normal.

Augment: For every three additional power points you spend, you can reflect an additional attack made before the start of your next turn.

If you spend an additional five power points, you can use this power to deflect spells or powers that use a ranged attack roll to determine if they hit. Rime Psychokinesis [Cold] Level: Psion/Wilder 1 Display: Auditory Manifesting Time: 1 standard action Range: 30 ft. Target: One creature Duration: Instantaneous Saving Throw: None Power Resistance: Yes PP: 1

You drain heat from the air surrounding the target, causing a thick layer of ice to form over it. Each round the creature is covered by the layer of ice, it takes 1d4 cold damage. In addition, it takes a -1 penalty on all attack rolls, damage rolls, ability checks, and skill checks. The creature can break the layer of ice by making a Strength check, DC 11 + your primary manifesting ability modifier, as a full-round action. In addition, the layer of ice melts if the creature takes 5 or more points of fire damage from any source.

Augment: For every additional power point you spend, the cold damage dealt each round increases by one. For every two additional power points spent, the DC of the Strength check to break the ice increases by one and the amount of fire damage needed to melt the ice increases by 5. For every four additional points spent, the penalty increases by one, to a maximum of -5.

Sonic Boom Psychokinesis [Sonic] Level: Psion/Wilder 5 Display: Auditory Manifesting Time: 1 standard action Range: 45 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude partial Power Resistance: Yes PP: 9

You unleash a wave of sonic energy, dealing 9d4 sonic damage to all creatures caught in it, with a Fortitude save for half damage. In addition, creatures that fail their save are pushed back 5 ft., plus an additional 5 ft. for every 5 points of damage they take. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact, with no save.

Augment: For every two additional power points you spend, this power deals an additional 1d4 damage and its saving throw increases by one. The damage increase applies to both the initial blast and any damage from impact with an object.

Telekinetic Trap Psychokinesis Level: Kineticist 4 Display: Visual Manifesting Time: 1 full-round action Range: 30 ft. Effect: Invisible telekinetic trap Duration: 10 minutes/level Saving Throw: Will negates Power Resistance: Yes PP: 7

This power allows you to create an invisible, immaterial psionic trap that attacks those who trigger it with telekinetic force. The trap occupies a single 5-ft. square. The first creature to enter that square triggers the trap. The creature trigger the trap is telekinetically pushed up to 70 ft. in any direction, including straight up. If a creature is hurled against a solid surface by the trap, it takes 1d6 damage. If it falls as a result of being pushed up, it takes standard falling damage. Creatures of up to 300 lbs. can be thrown by the trap; others are unaffected.

Augment For every additional power point you spend, the trap can hurl a creature an additional 10 ft., and the weight limit of the target increases by 25 pounds.

Insanity Mantle Deities: Cyric, Dragon Below, The Fury, Vecna Granted Power: You may lack sanity, but the power of your madness bolsters your will. You permanently lose 2 points of wisdom, but you add your Charisma modifier, rather than your Wisdom modifier, to Will saving throws. Aura: All enemies within your aura slowly lose their sanity. Each minute a creature remains in your aura, it must make a Will save, DC 10 + ½ your Divine Mind level + your Wisdom modifier, be confused for 1d4 rounds. A creature that successfully makes its save is immune to your Insanity aura for 24 hours. This is a mind-affecting, compulsion effect.

1. Disable 2. Id Insinuation 2. Swarm of Delirium 3. Cerebral Phantasm (CP) 4. Personality Parasite 4. Schism 5. Psychotic Break (CP) 6. Glorious Madness 7. Psionic Insanity 8. Form of Doom 9. Ego Vortex

Swarm of Delirium Telepathy (Compulsion) [Mind-Affecting] Level: Insanity 2 Display: Mental Manifesting Time: 1 Standard Action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 minute/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3

If the target fails its save, it believes it is covered in a creeping horde of insects. It takes a -1 penalty on all attack rolls and skill checks. In addition, it must make a DC 15 Concentration check in order to manifest a power or cast a spell.

Augment: For every 2 additional power points you spend, the penalty is increased by 1 and the DC of the Concentration check increases by 2.

Glorious Madness Telepathy (Compulsion) [Mind-Affecting] Level: Insanity 6 Display: Mental Manifesting Time: 1 Standard Action Range: 20 ft. Area: 20 ft. radius burst, centered on you. Duration: 10 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 11

All enemies within the area of this power that fail their save become madly obsessed with you. They become charmed, and take 1d6 points of Charisma damage. In addition, they take a -4 penalty on all saves against mind-affecting powers you manifest.

Augment: For every 2 additional power points you spend, the penalty on saves increases by one. For every 4 additional power points you spend to increase the penalty, the Charisma damage also increases by one.

Ego Vortex Telepathy [Mind-Affecting] Level: Insanity 9 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius spread Duration: Instantaneous Save: Will half and Will negates, see text PR: Yes Power Points: 15

You reach out with your mind, and destroy the self-consciousness of all creatures within the area of the spell. You erase their ego, their very individuality, dealing 3d6 points of Wis burn and Cha burn to all creatures within range, Will half.

If a creature’s Wisdom or Cha score is lowered to 0 by this, its self-consciousness completely dissipates. It must make a second Will save, this time using the modifier from its lowered Wisdom, or die. If it dies, its body, bereft of any will to animate it, collapses it and dissolves into a organic “soup” of the chemicals it is made up of.

Augment: By spending three extra power points, the ability burn is increased by 1d6.

By spending five additional power points, you may destroy not only the will of the creatures–you may also destroy their very soul. Any creature killed by the power can not be resurrected.

Psionic Heir Telepathy Level: Psion/Wilder 3 Display: Mental Manifesting Time: 1 hour Range: Touch Target: 1 pregnant creature Duration: Instantaneous Save: Will negates (harmless) Power Resistance: Yes (harmless) Power Points: 5, XP.

You reach into the quiescent mind of an unborn creature gestating in the target, awakening its psionic potential. When born, it gains Wild Talent as a bonus feat. If it is of a race with the naturally psionic ability, it instead gains Psionic Talent as a bonus feat.

XP Cost: 50 xp.

Strafing Crystals Metacreativity Level: Psion/Wilder 3 Display: Material Range: Close (25 ft. + 5 ft./2 levels) Effect: Multiple rays Targets: 5 creatures Saving Throw: None Power Resistance: No Power Points: 9

You create and fire a crystal shard at 5 enemies within range. You must make an attack roll to hit each enemy. An enemy hit takes 5d6 points of damage.

Augment For every additional power point you spend, this power’s damage increases by 1d6 points.

By spending two power points, you may fire an additional shard.

Body of Ethos Psychometabolism Level: Egoist 7, Ardent 7 (See text) Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 13

You reshape your body to match your ethos. You take on the form of one of the following outsiders, based on your alignment, as with the greater metamorphosis power.

Chaotic Good: Ghaele Chaotic Evil: Vrock Chaotic Neutral: Gray Slaad Lawful Good: Sibllyic Guardian (Complete Psionic) Lawful Evil: Osyluth Lawful Neutral: Formian Myrmarch Neutral Good: Leonal Neutral Evil: Mezzoloth (Monster Manual III) True Neutral: Cuprilach (Fiend Folio)

Special: Any ardent of 13th level or higher may choose to learn this power in place of a power granted by a mantle.

Memetic Erosion Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 5 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: 9

You implant an idea in the target’s mind if it fails its Will save. Over time, the target’s mind becomes consumed by the idea, till nothing is left but the idea. Each week, the target must make a Will save, or have a portion of his memory be replaced by the idea, causing him to suffer 1d3 points of Intelligence drain. Once he falls to 0 Intelligence, he goes permanently insane.

While the intelligence drain caused by this power may be restored normally, the power itself as well as the insanity it causes can only be dispelled by aura alteration, psychic chirurgery, reality revision, and other similarly extreme measures.

Augment If you spend 4 additional power points, either the subject must save every day, rather than every week, or take Int drain, or the Int drain increases to 1d6 per week.

If you spend 6 additional power points, the subject dies upon reaching 0 Intelligence, rather than going insane.

Usurp Psicrystal Clairsentience Level: Seer 5 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 psicrystal Duration: Permanent Save: Will negates Power Resistance: Yes Power Points: 9, XP

You implant a fragment of your personality in another’s psicrystal, allowing you to exploit the link between it and its master for surveillance purposes. Each day, you may spend 1 minute per manifester level viewing the world through the psicrystal, exactly as if it were a quasireal viewpoint formed by the remote viewing power.

XP Cost: 100 xp

Empower Psicrystal Metacreativity Level: Psion/Wilder 6 Display: Material Manifesting Time: 1 standard action Range: Touch Target: Psicrystal touched Duration: 3 rounds Power Points: 11

You infuse your psicrystal with power, making it a potent guardian and enabling it with three abilities. Only one ability may be active at a time. You may designate which ability is active as a swift action.

Repel Powers: Your psicrystal causes powers targeting you to rebound on their manifester, as the reddopsi power.

Bolster Will: Your psicrystal gives you a +8 resistance bonus on Will saves.

Extrude Shard: Your psicrystal extrudes a shard from itself and fires it at any creature within 90 ft. It must make a ranged touch attack to hit, using your base attack. The attack deals 5d6 points of damage.

Augment For every additional power point you spend, this power’s duration increases by 1 round. In addition, for every two points spent, the damage dealt by the extrude shard ability increases by 1d6.

Special: You must have a psicrystal to manifest this power.

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