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PSIONIC POWERS (A-C)

 

Ablating

Psychokinesis (Con)

Level: Psion 6/Psychic Warrior 6

Display: Ma, Ol

Manifestation Time: 1 action

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

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

Duration: 1 hour/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 11

The manifester creates a psychokinetic shield around the subject that bolsters its powers’ chance to survive a negate psionics power (or dispel magic spell). When ablating is manifested on a ­ creature or object, add +6 to the DC of the negation check or dispel check for each ongoing power subject to negate psionics. Thus, the DC for each power check is equal to 11 + the power-to-be-negated’s manifester level +6. Ablating ends when its duration expires or after a negate psionics is manifested on its subject.

Negate psionics can negate ablating, but against a targeted negation, ablating is always checked last. Against an area negation, ablating is checked according to its level.

 

Adamant Grasp

Psychometabolism (Str)

Level: Psychic Warrior 5

Display: Vi

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 round/level

Power Points: 9

All the manifester’s grapple checks receive a +10 competence bonus while the duration lasts.

 

Adapt Body

Psychometabolism (Str)

Level: Psion 5/Psychic Warrior 5

Display: Vi

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level (D)

Power Points: 9

The manifester can adapt his or her body to hostile environments. The manifester chooses the environment at the time he or she manifests the power. The manifester can adapt to underwater, extremely hot, extremely cold, and even airless environments, allowing him or her to survive like a creature native to that environment, if any. The manifester can breathe and move, and takes no damage simply from being in that environment. The manifester can somewhat adapt to extreme environments such as acid, lava, fire, electricity, and other volatile areas. Any environment that normally directly deals 1 or more dice of damage per round is too extreme for this power (although it subtracts the first die of damage from the total dealt per round).

An attack form does not constitute an environment.

 

Affinity Field

Psychometabolism (Str)

Level: Psion 9

Display: Vi, Ma

Manifestation Time: 1 action

Range: 20 ft.

Area: 20-ft.-radius emanation, centered on you

Duration: 10 minutes (D)

Saving Throw: None

Power Resistance: Yes

Power Points: 17

While the duration lasts, affected creatures feel all physical forces (damage and healing) that the manifester feels. Hit point gain or loss persists after this power ends.

Creatures in range are also subject to magical and psionic effects of 3rd level or less, but all magic and psionic effects transferred to others fade at the end of this power’s duration, although instantaneous effects remain

 

Amplified Invisibility

Psychokinesis (Con)

Level: Psion 4

Display: Ma

Target: You or creature touched

Duration: 1 minute/level (D)

Saving Throw: Will negates (harmless)

Power Points: 7

The creature or object touched vanishes from sight, even from darkvision. If the recipient is a creature carrying gear, the gear vanishes, too. If manifest on someone else, neither the manifester nor his or her allies can see the subject, unless the manifester can normally see invisible things or employ psionics to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so. Any part of an item that the subject carries but that extends more than 10 feet from her becomes visible.

The subject is not magically silenced, and certain other conditions can render the recipient detectable. The power ends the second time the subject attacks any creature. For purposes of this power, an “attack” includes any power targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not negate the power. Causing harm indirectly is not an attack. Note that powers that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

An invisible attacker gains a +2 bonus on his attack roll (for the two attacks, either melee or ranged, that are allowed before becoming visible), and the defender against such an attack loses any Dexterity bonus to Armor Class.

 

Anchored Navigation

Clairsentience (Wis)

Level: Psion 4

Display: Ol, Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level

Saving Throw: None

Power Resistance: No

Power Points: 7

While the duration lasts, the manifester is aware of his or her exact distance and route (physical or psychoportive) back to a fixed starting point. The manifester must designate the “anchored” starting point when first manifesting the power. To designate other anchored starting points, the manifester must manifest additional anchored navigation powers.

This power also allows teleport to return the manifester to the fixed point with no chance of error. Moreover, this power allows normal telepathic communication (assuming the manifester has a power or ability that grants telepathic communication) with any receptive beings within a 60-foot radius of the fixed point, regardless of distance. Use of anchored navigation is confined to the plane of existence where it was manifest.

 

Animal Affinity

Psychometabolism (Str)

Level: Psion 2/Psychic Warrior 2

Display: Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level (D)

Power Points: 3

The manifester forges a psychometabolic affinity with a chosen kind of animal (“animal” is a creature type), from which he or she emulates one ability score.

The manifester can emulate only one ability score per manifestation of animal affinity, although multiple manifestations can affect the character, as long as each emulates different ability scores. Any of the six ability scores can be enhanced in this fashion. The manifester can increase his or her own ability score by a maximum of 1d4+1 points.

 

Apopsi

Telepathy (Cha)

Level: Psion 9

Display: Vi, Ma, Au

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living psionic creature

Duration: Instantaneous

Saving Throw: Fortitude negates

Power Resistance: Yes

Power Points: 17

The manifester deletes 1d4 powers permanently from the subject’s mind. The manifester specifies the level of each power, and the DM randomly determines which of the subject’s powers is actually deleted. Psychic chirurgery may be used to restore the lost power, but it must be performed within 1 week of losing the power.

 

Astral Construct I

Metacreativity (Int)

Level: Psion 1

Display: Vi, Ma

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One created astral construct

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 1

This power creates one 1st-level astral construct of solidified ectoplasm that attacks the manifester’s enemies. It appears where the manifester designates and acts immediately, on his or her turn. It attacks the manifester’s opponents to the best of its ability. The manifester can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of its turn.

It is not necessary to learn a lower-level astral construct power before learning a higher-level version.

 

 

Astral Construct II

Metacreativity (Int)

Level: Psion 2

Display: Vi, Ma

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One or more astral constructs, no two of which can be more than 30 ft. apart

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 3

This power creates one 2nd-level astral construct or 1d3 1st-level astral constructs of solidified ectoplasm that attacks the manifester’s enemies. It appears where the manifester designates and acts immediately, on his or her turn. It attacks the manifester’s opponents to the best of its ability. The manifester can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of its turn.

It is not necessary to learn a lower-level astral construct power before learning a higher-level version.

 

Astral Construct III

Metacreativity (Int)

Level: Psion 3

Display: Vi, Ma

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One or more astral constructs, no two of which can be more than 30 ft. apart

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 5

This power creates one 3rd-level astral construct, 1d3 2nd-level astral constructs, or 1d4+1 1st-level astral constructs of solidified ectoplasm that attacks the manifester’s enemies. It appears where the manifester designates and acts immediately, on his or her turn. It attacks the manifester’s opponents to the best of its ability. The manifester can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of its turn.

It is not necessary to learn a lower-level astral construct power before learning a higher-level version.

 

Astral Construct IV

Metacreativity (Int)

Level: Psion 4

Display: Vi, Ma

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One or more astral constructs, no two of which can be more than 30 ft. apart

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 7

This power creates one 4th-level astral construct, 1d3 3rd-level astral constructs, or 1d4+1 astral constructs of lower level of solidified ectoplasm that attacks the manifester’s enemies. It appears where the manifester designates and acts immediately, on his or her turn. It attacks the manifester’s opponents to the best of its ability. The manifester can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of its turn.

It is not necessary to learn a lower-level astral construct power before learning a higher-level version.

 

Astral Construct V

Metacreativity (Int)

Level: Psion 5

Display: Vi, Ma

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One or more astral constructs, no two of which can be more than 30 ft. apart

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 9

This power creates one 5th-level astral construct, 1d3 4th-level astral constructs, or 1d4+1 astral constructs of lower level of solidified ectoplasm that attacks the manifester’s enemies. It appears where the manifester designates and acts immediately, on his or her turn. It attacks the manifester’s opponents to the best of its ability. The manifester can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of its turn.

It is not necessary to learn a lower-level astral construct power before learning a higher-level version.

 

Astral Construct VI

Metacreativity (Int)

Level: Psion 6

Display: Vi, Ma

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One or more astral constructs, no two of which can be more than 30 ft. apart

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 11

This power creates one 6th-level astral construct, 1d3 5th-level astral constructs, or 1d4+1 astral constructs of lower level of solidified ectoplasm that attacks the manifester’s enemies. It appears where the manifester designates and acts immediately, on his or her turn. It attacks the manifester’s opponents to the best of its ability. The manifester can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of its turn.

It is not necessary to learn a lower-level astral construct power before learning a higher-level version.

 

Astral Construct VII

Metacreativity (Int)

Level: Psion 7

Display: Vi, Ma

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One or more astral constructs, no two of which can be more than 30 ft. apart

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 13

This power creates one 7th-level astral construct, 1d3 6th-level astral constructs, or 1d4+1 astral constructs of lower level of solidified ectoplasm that attacks the manifester’s enemies. It appears where the manifester designates and acts immediately, on his or her turn. It attacks the manifester’s opponents to the best of its ability. The manifester can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of its turn.

It is not necessary to learn a lower-level astral construct power before learning a higher-level version.

 

Astral Construct VIII

Metacreativity (Int)

Level: Psion 8

Display: Vi, Ma

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One or more astral constructs, no two of which can be more than 30 ft. apart

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 15

This power creates one 8th-level astral construct, 1d3 7th-level astral constructs, or 1d4+1 astral constructs of lower level of solidified ectoplasm that attacks the manifester’s enemies. It appears where the manifester designates and acts immediately, on his or her turn. It attacks the manifester’s opponents to the best of its ability. The manifester can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of its turn.

It is not necessary to learn a lower-level astral construct power before learning a higher-level version.

 

Astral Construct IX

Metacreativity (Int)

Level: Psion 9

Display: Vi, Ma

Manifestation Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One or more astral constructs, no two of which can be more than 30 ft. apart

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 17

This power creates one 9th-level astral construct, 1d3 8th-level astral constructs, or 1d4+1 astral constructs of lower level of solidified ectoplasm that attacks the manifester’s enemies. It appears where the manifester designates and acts immediately, on his or her turn. It attacks the manifester’s opponents to the best of its ability. The manifester can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of its turn.

It is not necessary to learn a lower-level astral construct power before learning a higher-level version.

 

Astral Projection

Psychoportation (Dex)

Level: Psion 9

Display: None

Manifestation Time: 30 minutes

Range: Touch

Targets: You plus one additional creature touched per two levels

Duration: See text

Saving Throw: None

Power Resistance: Yes

Power Points: 17

This power allows the manifester to project an astral body into another plane altogether. The manifester can bring the astral forms of other creatures with him or her, provided the creatures are linked in a circle with the manifester at the time of the manifestation. These fellow travelers are dependent upon the manifester and must accompany him or her at all times. If something happens to the manifester during the journey, the companions are stranded wherever he or she left them.

The manifester projects his or her astral self into the Astral Plane, leaving his or her physical body behind on the Material Plane in a state of suspended animation. The power projects an astral copy of the manifester and all he of she wears or carries onto the Astral Plane. Since the Astral Plane touches upon every other plane, the manifester can travel astrally to other planes. The manifester then leaves the Astral Plane, forming a new physical body (and equipment) on the plane of existence he or she has chosen to enter.

On the Astral Plane or any outer plane, the astral body is connected at all times to the material body by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially. Very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or astral form is slain, the cord simply returns to the person’s body where it rests on the Material Plane, reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

The manifester and companions may travel through the Astral Plane indefinitely. Their bodies simply wait behind in a state of suspended animation until they choose to return their spirits to their physical bodies. The power lasts until the manifester desires to end it, or until it is terminated by some outside means, such as negate psionics manifested upon either the physical body or the astral form, or the destruction of the body back on the Material Plane (which kills the character).

 

Astral Steed

Psychoportation (Dex)

Level: Psion 3

Display: Ma

Manifestation Time: 10 minutes

Range: 0 ft.

Effect: One quasi-real, horselike creature

Duration: 1 hour/level

Saving Throw: None

Power Resistance: No

Power Points: 5

The manifester calls a quasi-real, horselike creature from the Astral Plane. The steed can be ridden only by the manifester or by the one person for whom the manifester specifically calls the mount. An astral steed does not fight, but all normal animals shun it and refuse to attack it.

The mount has an Armor Class of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per manifester level. If it loses all its hit points, the steed disappears. A astral steed has a speed of 20 feet per manifester level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per manifester level.

These mounts gain certain powers according to manifester level. A mount’s abilities include those of mounts of lower manifester levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can ride over water as if it were firm, dry ground.

12th Level: The mount can ride in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. The mount cannot simply take off and fly. It can only ride horizontally across the air. After 1 round in the air, the mount falls.

14th Level: The mount can fly at its speed. It has a maneuverability rating of average.

 

Attraction

Telepathy (Cha) [Compulsion, Mind-Affecting]

Level: Psion 1

Display: Au

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: 1 hour/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 1

The manifester plants a compelling attraction in the mind of the subject. The attraction can be toward a particular person, an object, an action, or an event. The power’s subject will take reasonable steps to meet, get close to, attend, find, or perform the object of its implanted attraction. For the purposes of this power, “reasonable” means that while fascinated, the subject doesn’t suffer from blind obsession.  The subject can still recognize danger, but will not flee unless the threat is immediate. If the manifester makes the subject feel an attraction to the manifester, he or she can’t command the subject indiscriminately, although he or she will be willing to listen to the manifester (even if the subject disagrees). This power grants the manifester a +4 bonus to his or herCharisma modifier when dealing with the subject.

 

Augury

Clairsentience (Wis)

Level: Psion 2

Display: Ol, Au

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: Instantaneous

Power Points: 3

An augury can tell whether a particular action will bring good or bad results for the manifester in the immediate future.

The base chance for receiving a meaningful reply is 70%, plus 1% per manifester level; the DM makes the roll secretly. The DM may determine that the question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, the manifester gets one of four results:

            “Weal” (if the action will probably bring good results).

            “Woe” (for bad results).

            “Weal and woe” (for both).

            “Nothing” (for actions that don’t have especially good or bad results).

If the power fails, the manifester gets the “nothing” result. A psion who gets the “nothing” result has no way to tell whether it resulted from a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the augury. Thus, it might miss the long-term consequences of the contemplated action. All auguries manifested by the same person about the same action use the same die roll result as the first augury.

 

Aura Alteration

Telepathy (Cha) [Mind-Affecting]

Level: Psion 6

Display: Ma

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One living creature

Duration: Instantaneous or 10 minutes/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 11

The manifester can disguise the subject’s aura (alignment), level, or remove compulsions such as crisis of breath, fatal attraction, curses, geases, and quests. Aura alteration can also sever all charm and compulsion powers of 6th level or lower that might affect a target.

If disguising the subject’s alignment or level, the power has a duration of 10 minutes/level. The manifester may change the subject’s alignment by only one degree. The manifester may adjust the subject’s apparent level by a number equal to one-half the manifester’s own level (rounded down).

If attempting to cleanse the subject’s aura, the duration is instantaneous. When aura alteration is manifested, the subject gains another saving throw against the affliction at the original DC, but with a +2 bonus on his or her roll. The manifester can remove the afflictions noted above, and may be able to remove others at the DM’s discretion.

 

Aura Sight

Clairsentience (Wis)

Level: Psion 4

Display: Vi

Manifestation Time: 1 action

Range: 30 ft.

Area: 30-ft.-radius emanation, centered on you

Duration: Concentration, up to 10 minutes/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 7

The manifester discerns auras.  The amount of information revealed depends on how long the character studies a particular area.

1st round: Presence of good or evil auras in the area. The manifester can’t pin an aura to a particular object or individual at this stage.

2nd round: Number of auras (creatures, objects, powers, or spells) in the area.

3rd round: The owner of each aura is revealed, unless the individual is somehow hidden. If the manifester’s character level is 5 or more levels below a target’s actual experience level or HD, the manifester is “overwhelmed” by its presence and stunned for 1 round, and the power ends.

 

Aversion

Telepathy (Cha) [Compulsion, Mind-Affecting]

Level: Psion 2

Display: Au, Ma

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: 1 hour/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 3

The manifester plants a powerful aversion in the mind of the subject. The aversion can be toward a particular parson, an object, an action, or an event. The power’s subject will take reasonable steps to avoid the object of its implanted aversion. If a physical object, he or she will not approach within 30 feet of it. If a word, he or she will not utter or think it, if an action he or she will not perform it, and if an event he or she will not attend it.

If not taking a taboo action directly threatens the subject, he or she may perform the action at a –2 morale penalty on any attack rolls, ability checks, or skill checks involved.

 

Baleful Teleport

Psychoportation (Dex) [Teleportation]

Level: Psion 5

Display: Vi, Ma

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: Any object or creature whose weight does not total more than 300 lb./level

Saving Throw: Will half

Power Resistance: Yes

Power Points: 9

The manifester psychoportively disperses minuscule portions of the subject, dealing 9d6 points of damage. Targets are protected from the effects of a baleful teleport by dimensional anchor.

 

Banishment

Psychoportation (Dex)

Level: Psion 6

Display: Au, Ma

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart

Duration: Instantaneous

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 11

Banishment enables the manifester to force extraplanar creatures out of his or her home plane. Up to 2 HD of creatures per manifester level can be banished. To target a creature, the manifester must present at least one object or substance that it hates, fears, or otherwise opposes. For each such object or substance, he or she gains +1 on your manifester level check to overcome the target’s PR (if any) and +2 on the saving throw DC.

At the DM’s option, certain rare items might work twice as well (+2 to penetrate resistance and +4 to the power’s DC).

 

Biocurrent

Psychokinesis (Con)

Level: Psion 1

Display: Vi (see text)

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: Any two living creatures who are no more than 15 ft. apart

Duration: Concentration, up to 1 minute/level (see text)

Saving Throw: Fortitude half

Power Resistance: Yes

Power Points: 1

The manifester’s body produces an arc of electricity that targets a primary foe for 1d4 points of electricity damage per round that the character meets the requirements (see below). Electricity also arcs off the primary foe to strike one additional foe initially within 15 feet of the primary foe, or who subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes also take 1d4 points of damage per round the duration lasts. Should either the primary or secondary foe fall to below 0 hit points, biocurrent’s electrical arc random­ly retargets another primary and secondary foe while the duration continues. Targeted foes may move or make a saving throw each round for half damage (on that round only), but as long as they remain in range, they continue to be affected.

Maintaining biocurrent is a full-round action (the manifester is limited to only 5-foot steps and no other actions). If the manifester takes damage while maintaining biocurrent, he or she must make a successful Concentration check. If any of these requirements are not met, the electrical arc winks out.

 

Biofeedback

Psychometabolism (Str)

Level: Psion 1/Psychic Warrior 1

Display: Vi, Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 minute/level (D)

Power Points: 1

The manifester takes a portion of any attack that deals damage as points of subdual damage equal to his or her Strength modifier. This power is not retroactive to wounds received prior to manifesting biofeedback.

 

Bite of the Tiger

Psychometabolism (Str)

Level: Psion 3/Psychic Warrior 3

Display: Vi, Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level

Saving Throw: None

Power Resistance: No

Power Points: 5

The power grants the manifester a bite attack (which does not draw an attack of opportunity) with a base damage of 2d8 points. This power can be used in conjunction with feats, powers, or spells allowing additional attacks in one round, and it can be used with multiple attacks gained through level advancement.

 

Bite of the Wolf

Psychometabolism (Str)

Level: Psion 1/Psychic Warrior 1

Display: Vi, Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level

Power Points: 1

The power grants the manifester a bite attack (which does not draw an attack of opportunity) with a base damage of 1d8 points. This power can be used in conjunction with feats, powers, or spells allowing additional attacks in one round, and it can be used with multiple attacks gained through level advancement.

 

Body Adjustment

Psychometabolism (Str)

Level: Psion 2

Display: Au, Ma

Manifestation Time: 1 full round

Range: Personal

Target: You

Duration: Instantaneous

Power Points: 3

The manifester cures him or herself of 3d6 points of damage.

Alternatively, the manifester can focus on a disease or poison. He or she must manifest body adjustment separately for each different condition. If used against a disease, the next daily Fortitude save to attempt to throw off the infection gains a bonus equal to 4 + the character’s manifester level. If used against a poison, the secondary Fortitude save (usually made 1 minute after the first exposure to poison) gains a bonus equal to 4 + the character’s manifester level. Multiple uses of body adjustment for use against poison or disease do not stack.

Finally, a character can use body adjustment to heal 2 points of temporary ability damage. The manifester doesn’t gain all three benefits from a single manifestation of this power.

 

Body Equilibrium

Psychometabolism (Str)

Level: Psion 2/Psychic Warrior 2

Display: Vi, Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 minute/level (D)

Power Points: 3

The manifester can adjust his or her body equilibrium to correspond with any solid or liquid that you stand on. Thus, he or she can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this does not con­fer any resistance to particularly sticky webs). The character can move at his or her normal speed, but cannot run (x4 speed) on an unfirm surface without sinking or breaking through. If the character falls while using this power, damage from the impact is halved.

 

Bolt

Metacreativity (Int)

Level: Psion 0/Psychic Warrior 0

Display: Ma

Manifestation Time: 1 action

Range: 0 ft.

Effect: A nonmagical bolt, arrow, or sling bullet

Duration: 2 rounds

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester creates a single, nonmagical, standard-size crossbow bolt, arrow, or sling bullet, which dissipates into its constituent ectoplasmic particles when the duration lapses.

 

Brain Lock

Telepathy (Cha) [Mind-Affecting]

Level: Psion 2

Display: Vi, Ma

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One humanoid of Medium-size or smaller

Duration: 1 round/level (D)

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 3

The subject stands mentally paralyzed, unable to take any actions. The brain locked subject is not stunned (so attackers get no special advantage). He or she can defend against physical attacks (Dexterity bonus to AC still applies), but otherwise can’t move, and can’t use psionic powers.

A brain locked flyer cannot flap its wings and falls. A swimmer can’t swim and may drown.

 

Breath of the Dragon

Psychometabolism (Str) [Fire]

Level: Psion 6/Psychic Warrior 6

Display: Vi (see text), Ma

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Area: Cone

Duration: Instantaneous

Saving Throw: Reflex half

Power Resistance: Yes

Power Points: 11

The manifester breathes forth fire, originating from his or her mouth and extending outward in a cone. This attack deals 11d4 points of fire damage.

 

Brilliant Blast

Psychokinesis (Con)

Level: Psion 5

Display: Vi (see text)

Manifestation Time: 1 action

Range: Long (400 ft. + 40ft./level)

Area: A 20-ft.-radius spread

Duration: Instantane­ ous

Saving Throw: Reflex half

Power Resistance: Yes

Power Points: 9           

The manifester focuses ambient light into a blast dealing 9d4 points of heat damage to all creatures within the area. Unattended objects also take damage.

 

Burning Ray

Metacreativity (Int) [Fire]

Level: Psion 2

Display: Vi (see text)

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Power Resistance: Yes

Power Points: 3

A ray of burning ectoplasm projects from the manifester’s brow. The manifester must succeed at a ranged touch attack to strike a target with the ray, which deals 3d6 points of fire damage.

 

Burst

Psychoportation (Dex)

Level: Psion 0/Psychic Warrior 0

Display: Au

Manifestation Time: See text

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: 1 round

Power Points: 1

The subject receives a burst of speed. The subject has a speed equal to his or her original speed +10 on his or her next round of actions.

A psionic character can manifest this power instantly on him or herself, quickly enough to gain the benefit of the speed increase in the same round. Manifesting the power is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. If manifested on another creature, the manifestation time is 1 action.

 

Call Cohort

Psychoportation (Dex) [Teleportation]

Level: Psychic Warrior 6

Display: Ma, Vi

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: Your cohort, if any

Duration: Instantaneous

Saving Throw: None

Power Resistance: No

Power Points: 11

Call cohort teleports the manifester’s cohort to him or her from any distance within a plane (but not between planes). A cohort is gained with the Leadership feat. The manifester determines the arrival point of the cohort at any point within close range. If the cohort is not separated from the character when he or she manifests this power, it instead allows the character to teleport the cohort from one point to another within close range.

 

Call Weaponry

Psychoportation (Dex) [Teleportation]

Level: Psion 1/Psychic Warrior 1

Display: Au, Ma

Manifestation Time: 1 action

Range: Touch

Effect: 1 unattended weapon (see text)

Duration: 1 hour/level (see text) (D)

Saving Throw: None

Power Resistance: No

Power Points: 1 (see text)

The manifester calls a weapon “from thin air” into his or her waiting hand (actually, it is a real weapon hailing from some other random location in the multiverse). The manifester doesn’t have to see or know of a weapon to call it—in fact, he or she can’t ever call a specific weapon. The character just specifies the type. If the specified weapon type is one the manifester can call at his or her level, it appears. If the character calls a projectile weapon, it comes complete with 3d6 bolts, arrows, or sling bullets, as appropriate (the ammunition does not have an enhancement bonus, even at 10th level and above). If the character relinquishes his or her grip on the weapon for 2 or more rounds, it automatically returns to wherever it originally came from.

As the manifester’s level increases, he or she can summon better and better weapons, although the power point cost is also greater.

 

Level    Weapons                      Power Points

  1–3    Simple                            1

  4–6    Martial                           3

  7–9    Exotic                             7

10–12  +1 enhancement           11

13–15  +2 enhancement           13

15–17  +3 enhancement           15

18–20  +4 enhancement           17

Weapons with enhancement bonuses are assumed to be psionic, unless the manifester specifies otherwise. Weapons gained by call weaponry are distinctive due to the low hum they emit.

 

Catapsi

Telepathy (Cha) [Mind-Affecting]

Level: Psion 5/Psychic Warrior 5

Display: Vi, Me

Manifestation Time: 1 action

Range: Medium 100 feet

Area: 100-ft.-radius emanation centered on you

Duration: 1 minute/level

Saving Throw: Will negates (see text)

Power Resistance: Yes

Power Points: 9

Catapsi makes it more difficult for other psionic characters to manifest their powers (the character is not affected by his or her own catapsi manifestation). All psionic activity within the area requires twice as many power points to manifest, unless opponents make a successful Will save each time they manifest a power. Freely manifesting 0-level powers takes 1 full round, instead of 1 action, in a catapsi field. If two or more fields of catapsi overlap, one field cancels out the other (determine randomly).

 

Catfall

Psychoportation (Dex)

Level: Psion 0/Psychic Warrior 0

Display: Au

Manifestation Time: See text

Range: Personal

Target: You

Duration: 1 round/level

Power Points: 1

The manifester recovers instantly from a fall and can absorb some damage from falling. The character lands on his or her feet no matter how far he or she falls, and the first 3 points of falling damage are treated as subdual damage.

A psionic character can manifest this power instantly, quickly enough to save him or herself if the character unexpectedly falls. Manifesting the power is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.

 

Chameleon

Psychometabolism (Str)

Level: Psion 2

Display: Ol

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level (D)

Power Points: 3

The manifester receives a +10 enhancement bonus on Hide checks.

 

Charm Monster

Telepathy (Cha) [Charm, Mind-Affecting]

Level: Psion 3

Target: One living creature

Duration: 1 day/level

Power Points: 5

This power makes a creature regard the manifester as his or her trusted friend and ally. If the creature is currently being threatened or attacked by the manifester or allies, however, he or she receives a +5 bonus on his or her saving throw.

The power does not enable the manifester to control the charmed creature as if he or she was an automaton, but he or she perceives the manifester’s words and actions in the most favorable way. The manifester can try to give the subject orders, but must win an opposed Charisma check to convince him or her to do anything he or she would not ordinarily do. (Retries are not allowed.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or apparent allies that threatens the charmed creature breaks the power.

The manifester does not need to be able to speak the subject’s language to communicate with him or her.

 

Charm Person

Telepathy (Cha) [Charm, Mind-Affecting, Language-Dependent]

Level: Psion 1

Display: Me

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One person

Duration: 1 hour/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 1

This power makes a humanoid of Medium-size or smaller regard the manifester as his or her trusted friend and ally. If the creature is currently being threatened or attacked by the manifester or allies, however, he or she receives a +5 bonus on his or her saving throw.

The power does not enable the manifester to control the charmed person as if he or she was an automaton, but he or she perceives the manifester’s words and actions in the most favorable way. The manifester can try to give the subject orders, but must win an opposed Charisma check to convince him or her to do anything he or she would not ordinarily do. (Retries are not allowed.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the manifester or apparent allies that threatens the charmed person breaks the power. Note also that the manifester must speak the person’s language to communicate commands, or else be good at pantomiming.

 

Clairaudience/Clairvoyance

Clairsentience (Wis)

Level: Psion 2

Display: Vi, Au

Manifestation Time: 1 action

Range: See text

Effect: Psionic sensor

Duration: 1 minute/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 3

Clairaudience/clairvoyance enables the manifester to concentrate upon some locale and hear or see (manifester’s choice) almost as if he or she were there. Distance is not a factor, but the locale must be known—a place familiar to the manifester or an obvious one. The power does not allow psionically enhanced senses to work through it. If the chosen locale is magically or psionically dark, the manifester sees nothing. If it is naturally pitch black, the manifester can see in a 10-foot radius around the center of the power’s effect. Lead sheeting, magical protection or psionic protection blocks the power, and the manifester senses that the power is so blocked. The power creates an invisible sensor that can be dispelled or negated. The power functions only on the manifester’s current plane of existence.

 

Clairtangency

Psychokinesis (Con)

Level: Psion 5

Display: Vi, Au, Me

Manifestation Time: 1 action

Range: See text

Area: See text

Duration: Up to 1 minute/level (see text) (D)

Saving Throw: None

Power Resistance: No

Power Points: 9

The manifester can emulate a far hand or far punch effect at any distance, simultaneously emulating clairaudience/clairvoyance. The manifester can concentrate upon some locale and see almost as if he or she were there. Distance is not a factor, but the locale must be known—a place familiar to the manifester or an obvious one. Once the manifester is gazing upon a particular location, he or she may use an effect similar to either far hand or far punch (the manifester doesn’t need to manifest either power). Clairtangency’s duration is up to 1 minute/level when used with a far hand effect, but it expires as soon as a far punch effect is used.

 

Claws of the Bear

Psychometabolism (Str)

Level: Psion 2/Psychic Warrior 2

Display: Vi, Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level

Power Points: 3

The power grants the manifester a claw attack (which does not draw an attack of opportunity) with a base damage of 1d12. This power can be used in conjunction with feats, powers, or spells allowing additional attacks in 1 round, and it can be used with multiple attacks gained through level advancement.

 

Claws of the Vampire

Psychometabolism (Str)

Level: Psion 3/Psychic Warrior 3

Display: Vi, Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level

Power Points: 5

The power grants the manifester a claw attack (which does not draw an attack of opportunity) with a base damage of 1d8. Simultaneously, the manifester heals as many points of damage as he or she deals with claws of the vampire. This power can be used in conjunction with feats, powers, or spells allowing additional attacks in one round, and it can be used with multiple attacks gained through level advancement.

 

Combat Precognition

Clairsentience (Wis)

Level: Psion 1/Psychic Warrior 1

Display: Vi, Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester gains a +1 insight bonus to AC. If he or she is caught flat-footed, this bonus to AC does not apply.

 

Combat Prescience

Clairsentience (Wis)

Level: Psion 2/Psychic Warrior 2

Display: Vi

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 minute/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 3

The manifester gains a +2 insight bonus on his or her attack roll.

 

Compression

Psychometabolism (Str)

Level: Psion 1/Psychic Warrior 1

Display: Ol

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 minute/level (D)

Power Points: 1

The manifester shrink up to 10% per manifester level, decreasing by this amount in height, width, and depth (to a maximum reduction of 50%). Weight decreases by approximately the cube of the size decrease as follows:

            Height Decrease           Weight Decrease

            –10% (x0.9)     –30% (x0.7)

            –20% (x0.8)     –50% (x0.5)

            –30% (x0.7)     –60% (x0.4)

            –40% (x0.6)     –80% (x0.2)

            –50% (x0.5)     –90% (x0.1)

 

The character’s equipment also shrinks. His or her hit points, Armor Class, and attack rolls do not change, but Strength decreases along with size. For every 10% of reduction, the character’s Strength score suffers an enlargement penalty of –1, to a minimum score of 1.

Multiple psionic or magical effects that decrease size do not stack.

 

Conceal Thoughts

Telepathy (Cha)

Level: Psion 1

Display: Vi

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: 1 hour/level

Saving Throw: Yes (harmless)

Power Resistance: Yes (harmless)

Power Points: 1

The manifester protects his or her thoughts from analysis. While the duration lasts, the feat Psychic Inquisitor fails to operate against the character, and he or she gains a +20 circumstance bonus on Bluff checks against those attempting to discern his or her true intentions with Sense Motive. The character also gains a +4 bonus on his or her saving throw against any power used to read his or her mind.

 

Concussion

Psychokinesis (Con)

Level: Psion 2

Display: Au

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One individual

Duration: Instantaneous

Saving Throw: Fortitude half

Power Resistance: Yes

Power Points: 3

The target is pummeled with for 3d6 points of damage. The manifester may choose to have the power deal an equal amount of subdual damage instead.

Concussion always affects a subject within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects are also damaged by the power.

 

Cone of Sound

Psychokinesis (Con) [Sonic]

Level: Psion 3

Display: Vi, Au (see text)

Manifestation Time: 1 action

Range: 60 ft.

Area: Cone

Duration: Instantaneous

Saving Throw: Reflex half

Power Resistance: Yes

Power Points: 5

The manifester releases a focused scream of sonic energy that deals 5d4 points of damage to each creature within its area. (Cone of sound doesn’t work in an area of magical silence.)

Unattended objects also take damage, and the sonic energy can break fragile items. 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.

 

Confidante

Telepathy (Cha)

Level: Psion 9

Display: Ma

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: You and one other creature who is initially no more than 30 ft. away

Duration: Instantaneous

Saving Throw: None

Power Resistance: No

Power Points: 17, XP cost

The manifester forges a permanent telepathic bond with another creature, which must have an Intelligence score of 6 or higher. The bond can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

XP Cost: 2,000 XP.

 

Contingency

Metacreativity (Int)

Level: Psion 7

Display: Ol

Manifestation Time: At least 10 minutes (see text)

Range: Personal

Target: You

Duration: 1 day/level or until discharged

Power Points: 13

The manifester can place another power upon his or her person so that the latter power comes into effect under some condition the manifester dictates when manifesting contingency. The contingency power and the power it is to bring into effect are manifested at the same time. The 10-minute manifestation time is the minimum total for both manifestations; if the companion power has a manifestation time longer than 10 minutes, use that manifestation time instead.

The power to be brought into effect by the contingency must be one that affects the manifester’s person and be of a power level no higher than one-third the character’s manifester level (rounded down, maximum 6th level).

The conditions needed to bring the power into effect must be clear, although they can be general. The contingency immediately brings into effect the second power, the latter being “manifested” instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole power complex (contingency and the companion power) may fail when called on. The companion power occurs based solely on the stated conditions, regardless of whether the character wants it to.

Only one contingency power can be in use at a time; if a second is manifested, the first one (if still active) is negated.

 

Control Air

Psychokinesis (Con)

Level: Psion 2

Display: Me

Manifestation Time: 1 action

Range: 1,000 feet + 500 ft./level

Area: 1,000-ft.-radius spread + 500 ft./level

Duration: Concentration, up to 1 minute/level

Saving Throw: See text

Power Resistance: No

Power Points: 3

The manifester has some control over wind speed and direction. The speed of air within the area can be increased or decreased by up to 10 +5/level miles per hour. The manifester can alter the direction of any wind that moves at this speed or less by up to 90 degrees from its original direction.

 

Control Body

Psychokinesis (Con)

Level: Psion 2

Display: Ma

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One humanoid of Medium-size or smaller

Duration: Concentration, up to 1 minute/level

Saving Throw: Fortitude negates

Power Resistance: Yes

Power Points: 3

The manifester controls the actions of any humanoid that is Medium-size or smaller. Control body doesn’t require mental contact with the subject. The manifester can force the subject to perform, although the manifester has only rudimentary control over the subject’s limbs. The manifester can make the subject stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult, and power manifestation is not possible.

The manifester can force the subject to engage in combat, but its attack roll and AC are not its own. The controlled subject’s attack bonus is equal to the manifester’s base attack bonus + the subject’s Strength modifier (or Dexterity modifier if a ranged attack) with a –4 circumstance penalty applied. The controlled subject cannot make attacks of opportunity against creatures the subject threatens. The controlled subject’s AC gains no benefit from his or her Dexterity score, but he or she does gain a positive benefit, if any, equal to half the manifester’s Dexterity modifier.

Subjects resist this control, and those forced to take actions against their natures receive one new saving throw with a morale bonus of +2. The manifester needs to see the subject to control it.

While the subject’s body is under control, the subject’s mind is not. Creatures that can trigger abilities by an act of will alone can continue to do so.  Attempting to manifest powers in this fashion requires a Concentration check for each power manifested against a DC of 10 + the level of the power the subject attempts to manifest.

 

Control Flames

Psychokinesis (Con)

Level: Psion 2

Display: Au

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: One nonmagical fire source up to 1 sq. ft./level (see text)

Duration: Concentration, up to 1 minute/level

Saving Throw: See text

Power Resistance: No

Power Points: 3

The manifester controls the intensity or movements of one fire source. A nonmagical fire source can be controlled if its bed or base is equal to or less than 1 square foot/level; larger fires cannot be controlled. The manifester can freely switch control between fire sources, or change the character of control, while maintaining concentration, but only one specified change can be made to one fire source in a round. When control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved beyond its original bed).

Increase/Decrease Flame: The manifester can increase a fire’s size by up to 1 square foot/level. Each 1-square-foot expansion increases the potential damage the flames can deal by +1. The manifester can increase a fire’s size beyond the original area, as long as it was equal to or smaller than the allowed size to begin with. The manifester can artificially keep a fire burning that would normally expire for lack of fuel, but dousing a controlled fire in sufficient water still puts it out.

The manifester can decrease the intensity of a flame by 1 square foot/level. Each such decrease in flame intensity causes a –1 reduction to its damage potential (to a minimum of 1 point). Reducing a fire’s size to zero extinguishes it ­ permanently.

Animate Fire: The manifester can make a fire move as if a living creature. An animated fire moves with a speed of 30 feet. It can have a crude humanoid or crude shape (or something more artistic, with an appropriate Craft [sculpting] check against a DC set by the DM), as long as the fire’s overall volume does not exceed its original volume. A fire that moves away from its fuel or its original bed dies as soon as control over it lapses. The animated fire can attack a target, using the controller’s base attack bonus to deliver touch attacks. A successful attack has a chance to set the foe on fire (the foe must roll a Reflex save [DC 15] to avoid this). Normally the victim is allowed a Reflex save each round to put out the flames; otherwise the fire burns for another 1d6 points of damage. Additional hits by the animated fire mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire to intensify flames that are already burning (thus denying the foe Reflex saves after the first).

 

Control Light

Psychokinesis (Con)

Level: Psion 1

Display: Au

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: 9 10-ft. cubes + 3 10-ft. cubes/level

Duration: Concentration, up to 1 minute/level

Saving Throw: See text

Power Resistance: No

Power Points: 1

The manifester can increase or decrease total illumination in an area by up to 20% per manifester level. This increases or decreases overall effective range of vision for characters and creatures dependent on light by the same percentage. Decreasing the ambient light in an area by 100% renders those with normal and low-light vision blind within the affected area.  The change in intensity can be gradual or sudden.

Decreasing ambient light grants circumstance bonuses to Hide checks in the area by +1 for each 40% graduation. The manifester can increase the ambient light in the area to such intensity that it blinds for 1 round every normally sighted creature in the area that fails a Fortitude save.

 

Control Object

Psychokinesis (Con)

Level: Psion 1

Display: Ma

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One nonmagical, unattended object weighing up to 100 pounds

Duration: Concentration, up to 1 round/level

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester can move inanimate objects, almost as if they were alive. Live vegetation may not be controlled in this fashion, nor may already animate objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements. If rigid, it makes creaking, groaning, or grating sounds as the character controls it. The object can move with a speed of 10 feet. A controlled object that attacks an opponent has one slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage.

Note: The manifester may attempt to “control” a normal lock, making it move in such a way as to attempt to unlock itself. Using this power in this fashion grants a +4 competence bonus on Open Lock checks involving that particular lock.

 

Control Shadow

Psychokinesis (Con)

Level: Psion 0/Psychic Warrior 0

Display: Ol

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: Shadow cast by any object or creature with a total area of up to 100 sq. ft.

Duration: Concentration, up to 1 minute/level

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester controls the shadow cast by anyone or anything. The controlled shadow is like a puppet that parodies imagined actions of the object or creature casting the shadow, even if the subject stands still. The manifester can even make the shadow move away from its source, so long as it is cast along a wall or flat surface and remains within range.

 

Control Sound

Psychokinesis (Con)

Level: Psion 3

Display: Vi

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One sound or mixture of related sounds

Duration: Concentration, up to 1 minute/level

Saving Throw: See text

Power Resistance: No

Power Points: 5

The manifester shapes and alter existing sounds. The manifester can target one sound or a group of related sounds. A sound as quiet as a snapping finger can be controlled, but no quieter. The character can substitute any nonmagical sound he or she has heard for the target sound. The manifester can change the words of a speaker into inarticulate babble or into other words entirely. If The manifester attempts to exactly duplicate the voice of a specific individual, or an inherently terrifying sound, he or she must succeed at a Bluff check with a +5 circumstance bonus opposed by the defender’s Sense Motive check to avoid arousing suspicion.

The manifester can muffle a sound all the way to nothing, or magnify a sound to such loudness that it can shatter nonmagical objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth). When a sound is destructively magnified in this manner, all applicable objects within a 3-foot radius of the originating sound are smashed into dozens of pieces. Objects weighing more than 1 pound per manifester level are not affected. Alternatively, the manifester can modulate a sound so that it affects only a single item of the appropriate material weighing up to 10 pounds per manifester level, if within 5 feet of the originating sound. Crystalline creatures of any weight take 1d6 points of damage per manifester level (maximum 10d6) if within 5 feet of the originating sound.

 

Create Food and Water

Metacreativity (Int)

Level: Psion 3

Display: Au, Ma

Manifestation Time: 10 minutes

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Food and water to sustain three humans or one horse/level for 1 day

Duration: 1 day (see text)

Saving Throw: None

Power Resistance: No

This power fashions highly nourishing, if rather bland, food. The food decays and becomes inedible within 24 hours. The water created by this power is just like clean rain water. The water doesn’t go bad as the food does.

 

Create Sound

Psychokinesis (Con)

Level: Psion 1

Display: Vi

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Sounds (see text)

Duration: 1 round/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester creates a volume of sound that arises, recedes, approaches, or remains at a fixed place. The character chooses what type of sound the power creates when first manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on the character’s level. A manifester can produce as much noise as four normal humans per manifester level (maximum twenty humans). The noise produced can be virtually any type of sound within the volume limit.  If the sound created is a specific message, only a few words can be created, and they repeat over and over until the duration expires or is dismissed. If the manifester attempts to exactly duplicate the voice of a specific individual, or an inherently terrifying sound, he or she must succeed at a Bluff check with a +2 circumstance bonus opposed by the defender’s Sense Motive check to avoid arousing suspicion. Create sound can be used as a basis for control sound effects.

 

Crisis of Breath

Telepathy (Cha) [Compulsion, Mind-Affecting]

Level: Psion 3

Display: Au

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One creature of Huge size or smaller

Duration: 2 rounds/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 5

The manifester compels the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the subject’s autonomic breathing cycle. The subject’s lungs do not automatically breathe in again while the power’s duration lasts. Those who choose to consciously control their breathing each round (in an attempt to regain some air) are limited only to partial actions during that round as they gasp for breath.

Affected creatures can choose to take action normally, but each round they do so they risk blacking out from lack of oxygen. They must succeed at a Constitution check (DC 10) every round that passes without a breath to remain conscious. Every round that goes by without a breath, the DC increases by 1, but the DC drops back to 10 if a normal breath is taken.

If a subject fails a Constitution check, it is staggered (0 hp). The following round it drops to –1 hit points and is dying, unless the duration lapses first. Failing a lapse in the power’s duration, the subject dies on the third round.