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Powers By Level

This section lists the psionic powers alphabetically by level.

Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a number of Hit Dice of creatures. A creature with only Hit Dice from its species, not from any classes it may have, has a character level equal to its Hit Dice. A creature with class levels is considered to have Hit Dice equal to the total of its Hit Dice and its class levels.

Manifester Level: A power's power effect depends on manifester level, which is the manifester's level in the appropriate psionic class. Creatures with no classes have a manifester level equal to their Hit Dice unless otherwise specified.

Creatures and Characters: "Creatures" and "characters" are used synonymously in the power descriptions.

List Format: Powers in the following lists are presented in order of power level (from lowest to highest) and alphabetized within each level group. A brief description of the power's effect is provided. Also, each power's key ability is identified in parentheses right after its Name.

Level Zero

Burst (Dex) Speed improves by 10 feet for 1 round.
Daze (Cha) Target loses next action.
Detect Psionics (Wis) Manifester can detect the presence of psionic activity.
Distract (Cha) Target's mind wanders, imparting a -1 penalty on certain actions.
Far Hand (Con) Minor telekinesis.
Far Punch (Con) Telekinetic strike deals 1 damage.
Finger of Fire (Int) Deal 1d3 fire damage to target.
Missive (Cha) Send a one-way telepathic message.
Valor (Str) Gain a +1 morale bonus on saving throws.
Verve (Str) Gain 1 temporary hit point.

Level One

Attraction (Cha) Target develops an attraction the manifester specifies.
Charm Person (Cha) Makes target manifester's friend.
Combat Precognition (Wis) Gain a +1 insight bonus to Defense.
Control Object (Con) Telekinetically animate a small object.
Fire Bolt (Int) Deals 1d6+1 fire damage to target.
Lesser Bioweapon (Str) Create a staff of bioenergy that deals 1d4 bludgeoning damage.
Lesser Body Adjustment (Str) Heal 1d8 hp, or gain +1 bonus on next Fortitude save to resist poison or disease, or heal 1 point of ability damage.
Lesser Concussion (Con) Mentally pummel target for 1d6 damage.
Lesser Mindlink (Cha) Forge a limited mental bond with target.
Object Reading (Wis) Reveal an object's past.
Vigor (Str) Gain 3 temporary hit points.

Level Two

Brain Lock (Cha) Target can't move or take any mental actions.
Clairaudience/Clairvoyance (Wis) Hear or see at a distance.
Claws of the Bear (Str) Manifester's claw attack deals 1d12 damage.
Combat Focus (Wis) Gain a +4 insight bonus to initiative.
Combat Prescience (Wis) Gain a +2 insight bonus on attack rolls.
Concussion (Con) Mentally pummel target for 3d6 damage.
Darkvision (Wis) See in the dark.
Detect Thoughts (Cha) Detect target's surface thoughts.
Electric Charge (Int) Shocking touch deals 2d6 damage to target.
Inflict Pain (Cha) Mental attack deals 3d6 damage to target.
Levitate (Dex) Target moves up or down at manifester's direction.
Sensitivity to Psychic Impressions (Wis) Reveal an area's past.
Suggestion (Cha) Compels target to follow suggested action.

Level Three

False Sensory Input (Cha) Falsify one of the target's senses.
Lesser Domination (Cha) Forces target to obey manifester's will.
Lightning Strike (Int) Deals 3d6 electrical damage in a 30-foot radius.
Mental Blast (Cha) Target stunned for 3d4 rounds.
Metaphysical Weapon (Int) Weapon gains a +3 enhancement bonus.
Mind Darts (Int) A flurry of mental bursts deals 2d6 damage to target.
Mindlink (Cha) Forge a mental bond with others.
Negate Psionics (Con) Cancels psionic powers and effects.
Whitefire (Int) Deals 5d4 fire damage in 20-foot radius.

Level Four

Domination (Cha) Subject obeys manifester's will.
Fire Storm (Int) Deals 5d6 fire damage in 30-foot radius.
Forced Mindlink (Cha) Forge mental bond with unwilling target.
Greater Bioweapon (Str) Creates a staff of bioenergy that deals 2d8 bludgeoning damage.
Natural Armor (Str) Manifester gains a +4 natural armor bonus to Defense.
Psychofeedback (Str) Use power points to boost Str, Dex, and/or Con modifiers.
Tailor Memory (Cha) Plant false memory in target.
Telekinesis (Con) Lift or move 25 pounds per level at long range.

Level Five

Mind Probe (Cha) Discover a target's secret thoughts.
Power Resistance (Wis) Target gains power resistance 12.
Sending (Dex) Deliver short message anywhere instantly.