The following document is a copy of the Psionics SRD adapted for use with the Dark Future setting.  With the exception of the forward pages, no material from the original SRD has been modifed and all wording remains the same, however a lot of material has been removed which is why this document exists.  The only changes required are to the the Psion Class Table, Psion Class Skills and the table of powers available.  These are listed below.  Everything further is unmodified but cut down.  Because of this, there may be some rules in this document which have inadvertenly been left in and should not apply to the Dark Future setting.

Table: The Psion

	Base
	Attack	Fort	Ref	Will			
Level	Bonus		Save	Save	Save	Special	  
-----	------	----	----	----	-------
1	+0		+0	+0	+2	Psicrystal, 	
						two psionic combat modes
2	+1		+0	+0	+3	Bonus feat	
3	+1		+1	+1	+3	Psionic combat mode	  
4	+2		+1	+1	+4		  
5	+2		+1	+1	+4	Psionic combat mode	  
6	+3		+2	+2	+5	Bonus feat	  
7	+3		+2	+2	+5	Psionic combat mode	  
8	+4		+2	+2	+6		  
9	+4		+3	+3	+6	Psionic combat mode	
10	+5		+3	+3	+7	Bonus feat	
11	+5		+3	+3	+7	Psionic combat mode	
12	+6/+1		+4	+4	+8		
13	+6/+1		+4	+4	+8		
14	+7/+2		+4	+4	+9	Bonus feat		
15	+7/+2		+5	+5	+9		
16	+8/+3		+5	+5	+10		
17	+8/+3		+5	+5	+10		
18	+9/+4		+6	+6	+11	Bonus feat	
19	+9/+4		+6	+6	+11		
20	+10/+5	+6	+6	+12	Bonus feat	

Psion Class skills:
Associated Ability: INT
Autohypnosis (WIS), Concentration (CON), Gather Information (CHA), Knowledge (psionics) (INT), Psicraft (INT), Remote View (INT) and Sense Motive (WIS).

Powers Available:

0-LEVEL PSION POWERS (Talents)

Control Shadow		Controls a normal shadow like a puppet.
Daze				Creature loses next action.
Detect Psionics		Detects the presence of psionic activity.
Distract			Subject’s mind wanders, imparting a –1 penalty on some actions.
Far Hand			Minor telekinesis.
Far Punch			Telekinetic punch deals 1 damage.
Inkling				50% likely to know if an intended action is good or bad.
Know Direction 		Know which way is north.
Missive			Sends a one-way telepathic message to subject.
Telempathic Projection	Modifies subject’s emotions.
Verve				Gain 1 temporary hit point.

1st-LEVEL PSION POWERS

Attraction			Subject has an attraction the manifester specifies.
Biofeedback			Self-control allows the manifester to take some damage as subdual 	
				damage.
Charm Person			Makes one person the manifester’s friend.
Combat Precognition		Gains a +1 insight bonus to AC.
Conceal Thoughts		The manifester conceals his or her motives.
Control Light			Adjust light levels up or down.
Control Object		Telekinetically animates a small object.
Demoralize			Foes suffer –1 penalty on some actions.
Destiny Dissonance		Touch deals 1d8 subdual damage.
Disable			Subjects incorrectly believe they are disabled.
Empathy			Know the subject’s surface emotions.
Empathic Transfer		Absorb others’ hurts.
Expanded Vision		Wider vision allows the manifester to see more.
Feel Light			Use tactile sensation to see.
Feel Sound			Use tactile sensation to hear.
Hear Light			Use auditory sensation to see.
Identify			Identify single feature of psionic item.
Know Location		The manifester knows where he or she is.
Lesser Body Adjustment	Heal 1d8 hp, or gain a +1 bonus on  next Fortitude save to resist 
				poison or disease, or heal 1 point of temporary ability damage.
Lesser Concussion		Pummel foe for 1d6 damage.
Lesser Mindlink		Forge a limited mental bond with another creature.
Matter Agitation		Heats a creature or object.
Object Reading		Knows about an object’s past.
See Sound			Use visual sensation to hear.
Sense Link			Sense what the subject senses (single sense).
Steadfast Gaze		Gaze attacks hold no terror for the manifester.
Vigor				Gain 3 temporary hit points.

2nd-LEVEL PSION POWERS

Animal Affinity		Possess one ability score of a chosen animal.
Augury			Learn if an intended action will be good or bad.
Aversion			Subject has aversion the manifester specifies.
Brain Lock			Subject cannot move or take any mental actions.
Chameleon			Gain a +10 enhancement bonus on Hide checks.
Clairaudience/Clairvoyance	Hear or see at a distance.
Combat Prescience		Gain a +2 insight bonus on attack roll.
Control Body			Take rudimentary control of foe’s limbs.
Control Flames		Control heat and movement of a fire.
Detect Thoughts		Detect subject’s surface thoughts.
Inflict Pain			Mental attack deals 3d6 damage.
Intrusive Sense Link		Subject senses what the manifester senses.
Knock				Opens locked or psionically locked doors.
Levitate			Subject moves up and down at the manifester’s direction.
Painful Touch			Unarmed attacks deal an extra 1d6 subdual damage.
Psionic Lock			Psionically locks a portal or chest.
Recall Pain			Foe takes 3d6 damage from painful memory.
Sense Psychoportation	Know when others use this discipline.
Sensitivity to Psychic Impressions	Find out about an area’s past.
Suggestion			Compels subject to follow suggested action.

3rd-LEVEL PSION POWERS

Charm Monster		Makes monster believe it is your ally.
Crisis of Breath		Disrupt the subject’s breathing.
Danger Sense			Gain a +4 bonus against traps.
Dimension Slide		Instantly move to any spot seen in close range.
Displacement			Attacks miss manifester 50% of the time.
False Sensory Input		Falsify one of the subject’s senses.
Fate Link			Link the fates of two targets.
Improved Biofeedback	Take charge of body’s damage.
Lesser Domination		Forces subject to obey manifester’s will.
Mindlink			Have a mental bond with others.
Negate Psionics		Cancels psionic powers and effects.
Nondetection			Hides subject from Clair sentience powers and remote viewing.
Poison Sense			Sense poison in 30-ft. radius.
Rejuvenation			Heal 1 point of temporary ability damage/hour.
Remote Viewing		See subject from a distance.
Schism				Splits manifester’s mind into two independently functional parts.
Ubiquitous Vision		Manifester has all-around vision.

4th-LEVEL PSION POWERS

Anchored Navigation		Navigate from a fixed reference point that manifester mentally 
				senses.
Aura Sight			Can read things in other’s auras.
Detect Remote Viewing	Know when others spy on manifester remotely.
Dimensional Anchor		Bars extradimensional movement.
Dimension Door		Teleports manifester and up to 500 lb. a short distance.
Domination			Subject obeys manifester’s will.
Divination			Provides specific advice for proposed actions.
Fatal Attraction		Implants death urge in subject.
Fate of One			Reroll a bad roll.
Forced Mindlink		Creates mental bond with unwilling subject.
Immovability			Manifester is almost impossible to move.
Inertial Barrier			Subject gains damage reduction 10/+5.
Mindwipe			Subject’s recent experiences wiped away.
Psychofeedback		Use power points to boost your physical ability modifiers.
Telekinesis			Lift or move 25 lb./level at long range.
Tailor Memory		False memory implanted in subject.

5th-LEVEL PSION POWERS

Catapsi			Psychic static is a drag on power manifestation.
Clairtangency			Use far hand at any distance.
Greater Domination		Subject obeys manifester’s will.
Metaconcert			Mental concert of two or more psions increases the total power of 
				the participants.
Mind Probe			Discover the subject’s secret thoughts.
Power Resistance		Subject gains PR 12.
Recall Agony			Foe takes 9d6 damage from painful memory.
Sending			Delivers short message anywhere instantly.
Sense Psionics			Sense psionic powers and effects.
Teleport			Instantly transports manifester anywhere.
Teleport Trigger		Predetermined event triggers teleport.
True Seeing			See all things as they really are.

6th-LEVEL PSION POWERS

Ablating			Subject is buffered from one negate psionics effect.
Aura Alteration		Subject seems something it is not.
Mass Suggestion		Many targets follow suggested action.
Mind Switch			Switch minds with another.
Null Psionics Field		Negates psionics within 10 ft.
Precognition			More in-depth than divination.
Remote View Trap		Enemy remote viewers take 4d4 damage.
Retrieve			Teleport to hand an item the manifester can see.
Shield of Prudence		Gain a +6 insight bonus to AC.
Trace Teleport		Learn origin or goal of subject’s teleport.

7th-LEVEL PSION POWERS

Divert Teleport		Choose destination for another’s teleport.
Improved Telekinesis		Lift or move 100 lb./level at long range.
Insanity			Subject is permanently confused.
Mass Domination		Many targets subject to manifester’s will.
Teleport Without Error	Instantly transports manifester anywhere with no off-target arrival.
Ultrablast			Mental scream deals 13d4 damage to all within 15 ft.

8th-LEVEL PSION POWERS

Foresight			Psionic senses warn of impending danger.
Hypercognition		Deduce almost anything.
Improved Clairtangency	Use telekinesis at any distance.
Mind Blank			Subject immune to mental/emotional effects, scrying, and remote 
				viewing.
Mind Seed			Subject slowly becomes the manifester.
Recall Death			Foe vividly recalls its future death and dies.
True Domination		Dominated subjects less likely to defy the manifester’s will.

9th-LEVEL PSION POWERS

Confidante			Manifester and another share a permanent mental bond.
Metafaculty			Subject cannot hide name or location from manifester.
Microcosm			Subject explores imaginary world at the expense of the real one.
Monster Domination		Controls any creature, but for less time.
Psychic Chirurgery		Repair psychic damage and impart knowledge of new powers.
Thrall				Subject is manifester’s slave forever.
True Telekinesis		Lift or move 500 lb./level at long range.

** End of modified rules **

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

PSIONIC CLASSES

PSION

Alignment: Any.
Hit Die: d4.

Skill Points at 1st Level: (4 + Int modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Weapon and Armor Proficiency: Psions are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Table: Psion Powers

Power				——————— Powers Discovered ———————
Level	Pts/Day	0	1	2	3	4	5	6	7	8	9
-----	-------	-	-	-	-	-	-	-	-	-	-
1	2		2+d	d	—	—	—	—	—	—	—	—
2	3		2+d	1+d	—	—	—	—	—	—	—	—
3	4		2+d	2+d	—	—	—	—	—	—	—	—
4	7		3+d	2+d	d	—	—	—	—	—	—	—
5	10		3+d	2+d	1+d	—	—	—	—	—	—	—
6	15		4+d	2+d	1+d	d	—	—	—	—	—	—
7	20		4+d	3+d	2+d	1+d	—	—	—	—	—	—
8	27		5+d	3+d	2+d	1+d	d	—	—	—	—	—
9	34		5+d	3+d	2+d	2+d	1+d	—	—	—	—	—
10	43		6+d	3+d	2+d	2+d	1+d	d	—	—	—	—
11	52		6+d	3+d	3+d	2+d	2+d	1+d	—	—	—	—
12	63		7+d	3+d	3+d	2+d	2+d	1+d	d	—	—	—
13	74		7+d	4+d	3+d	3+d	2+d	2+d	1+d	—	—	—
14	87		7+d	4+d	3+d	3+d	2+d	2+d	1+d	d	—	—
15	100		7+d	4+d	3+d	3+d	3+d	2+d	2+d	1+d	—	—
16	115		7+d	4+d	4+d	3+d	3+d	2+d	2+d	1+d	d	—
17	130		7+d	4+d	4+d	3+d	3+d	3+d	2+d	2+d	1+d	—
18	147		7+d	4+d	4+d	4+d	3+d	3+d	2+d	2+d	1+d	d
19	164		7+d	4+d	4+d	4+d	3+d	3+d	3+d	2+d	1+d	1+d
20	183		7+d	4+d	4+d	4+d	4+d	3+d	3+d	2+d	2+d	1+d

Power Points/Day: How many psionic power points the psion has access to each day. The psion possesses a maximum number of power points equal to the given number of power points per day plus any bonus power points per day.
“d”: A single extra power from the Psion’s primary discipline.

Table: Psion Bonus Power Points

Ability	————————— Bonus Power Points (by Psion Level) —————————
Score		1–2	3–4	5–6	7–8	9–10	11–12	13–14	15–16	17–18	19–20
-------	---	---	---	---	----	-----	-----	-----	-----	-----

  1–9	———————— Can’t manifest powers with this key ability ————————
10–11		—	—	—	—	—	—	—	—	—	—
12–13		1	—	—	—	—	—	—	—	—	—
14–15		1	3	—	—	—	—	—	—	—	—
16–17		1	3	5	—	—	—	—	—	—	—
18–19		1	3	5	7	—	—	—	—	—	—
20–21		3	3	5	7	9	—	—	—	—	—
22–23		3	5	5	7	9	11	—	—	—	—
24–25		3	5	7	7	9	11	13	—	—	—
26–27		3	5	7	9	9	11	13	15	—	—
28–29		5	5	7	9	11	11	13	15	17	—
30–31		5	7	7	9	11	13	13	15	17	19
32–33		5	7	9	9	11	13	15	15	17	19
34–35		5	7	9	11	11	13	15	17	17	19
36–37		7	7	9	11	13	13	15	17	19	19
38–39		7	9	9	11	13	15	15	17	19	21
40–41		7	9	11	11	13	15	17	17	19	21
etc. . . .

Class Features

Powers: A psion begins play knowing two 0-level powers (also called talents) and zero 1st-level powers, plus one extra power within the character’s primary discipline for each power level known. At each level, the psion discovers one or more powers, as indicated on Table: The Psion. Psions can pick powers from any discipline, but the “d” in each column represents a single extra power learned from the psion’s primary discipline. A “—” indicates no extra powers are known; a “d” or a number indicates that the psion can choose one or more powers at the given level.

To manifest a power within a particular discipline, a psion must have a key ability score of at least 10 + the power’s level. (Psionic attack and defense modes are exempt from this restriction, and do not possess levels.) The DC for saving throws to resist a psion’s powers is 1d20 + the power’s level + the psion’s key ability modifier. The 1d20 roll is made by the attacking psion when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)

Certain powers can be enhanced as they are manifested, at the cost of additional power points.

Note: A psion may choose to discover a lower-level power in place of a higher-level power normally granted by level advancement. If a psion chooses to learn a lower-level power instead of his or her first discipline power for a particular level (indicated by a “d” on Table: Psion Powers), the substitute lower-level power must be in the psion’s primary discipline.

Power Points: A psion can manifest a certain number of 1st-level and higher powers per day based on his or her available power points. The number of available power points per day is improved by his or her bonus power points, if any. 

0-Level Powers: Also called talents, 0-level powers have a special power point cost. A psion can manifest any talent he or she knows for free a number of times per day equal to his or her level +3. After exhausting his or her daily allotment, the psion must pay 1 power point per manifestation of a 0-level power for the rest of the day. 

Psionic Combat Modes: At 1st level, the psion can choose to learn two of the ten psionic combat modes. At every odd-numbered level from 3rd through 11th, he or she can learn one additional psionic combat mode. 

PSIONIC SKILLS

Skill Descriptions

Autohypnosis
(Wis; Trained Only; Psion, Psychic Warrior Only)
Check: The DC and effect depend on the task attempted.

Task					DC
Resist fear				15
Memorize				13
Ignore caltrop wound		13
Tolerate poison			Poison’s DC
Willpower				15

Resist Fear: In response to a fear effect, the character can make an Autohypnosis check on his or her next round even if overcome by fear. A successful check grants another saving throw with a +4 morale bonus to resist the fear effect.
Memorize: The character can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information (but can’t memorize magical spells or similarly exotic scripts). Each successful check allows the character to memorize up to 800 words (or strange sigils or numbers that would fill one piece of regular parchment, though multiple checks allow the character to remember multiples of 800). A character always retain this information; however, he or she can only recall it with another successful Autohypnosis check.
Ignore Caltrop Wound: If the character is wounded by stepping on a caltrop, his or her speed is reduced to one-half of normal. A successful Autohypnosis check removes this movement penalty for a period of 10 minutes. The wound doesn’t go away—it is just ignored through self-persuasion.
Tolerate Poison: In response to being poisoned, the character can make an Autohypnosis check on his or her next action. A successful check grants a +4 morale bonus on the saving throw to resist the poison’s secondary damage.
Willpower: If reduced to 0 hit points (staggered), the character may make an Autohypnosis check. If successful, he or she can take a normal action while at 0 hit points without taking 1 point of damage. The character must make a check for each strenuous action taken. A failed willpower check carries no penalties other than failure—the character can choose not to take that strenuous action. If the character does so anyway, he or she drops to –1 hit points.
Retry: See above.

Concentration (Con)
Check: A character can make a Concentration check to manifest a psionic power despite distractions, such as taking damage or getting hit by an unfriendly spell. A character can also use this skill to maintain focus on things other than psionic powers.
The accompanying table summarizes the various types of distractions that cause a character to make a Concentration check while manifesting a psionic power. “Power level” refers to the level of the power the character is trying to manifest.

DC				Task
10 + damage dealt		Injury or a failed saving throw during 
+ power level	the manifestation (for powers with a manifesting time of 1 full round or more) or injury by an attack of opportunity or readied attack made in response to the power being manifested (for powers with a manifesting 
time of 1 action).

10 + half of continuous	Suffering continuous damage. 
damage last dealt	
+ power level

10 + damage dealt		Damaged by psionic power (or spell).
+ power level	

Distracting power’s	Distracted by nondamaging power. 
save DC + power level	(If the power allows no save, use the DC it would have if it did allow a save).

20 + power level		Grappling or pinned.
10 + power level		Vigorous motion (on a moving mount, bouncing wagon, 
boat in rough water, belowdecks in a storm-tossed 
ship).
15 + power level		Violent motion (galloping horse, very rough wagon 
ride, boat in rapids, on deck of a storm-tossed 
ship).
20 + power level		Affected by improved telekinesis (or earthquake 
spell).
 5 + power level		Weather is a high wind carrying blinding rain or 
sleet.
10 + power level		Weather is wind-driven hail, dust, or debris.
15 + power level	Manifesting defensively (so as not to provoke attacks of opportunity).
15				Caster entangled by a net, snare, tanglefoot bag, or 
power or spell that similarly entangles the 
manifester.

Retry: Yes, though a success doesn’t cancel the effects of a previous failure, which almost always is the loss of the power being manifested or the disruption of the power being concentrated on.
Special: A character with the Combat Manifestation feat gets a +4 bonus on Concentration checks made to manifest a power while on the defensive.

Knowledge (psionics)
(Int; Trained Only)
Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills, although this entry specifically relates to the body of lore dealing with the phenomena of psionics in all its many manifestations.
Check: Answering a question about psionics has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). 
Retry: No. The check represents what a character knows, and thinking about a particular question regarding psionics a second time doesn’t let a character know something he or she never learned in the first place.
Special: An untrained Knowledge (psionics) check is simply an Intelligence check. Without actual training, a character only knows common knowledge about psionics, which is often apocryphal.
If a character has 5 or more ranks of Autohypnosis, he or she gets a +2 synergy bonus on Knowledge (psionics) checks.

Psicraft
(Int; Trained Only)
Use this skill to identify psionic powers as they manifest or psionic effects already in place.
Check: The character can identify psionic powers and psionic effects.

DC				Task
15 + power level	Identify a power as it manifests. (The character must sense the power’s display, or see some visible 
effect, to identify a power.) 
No retry.
15 + power level		Learn a power from a power stone. No retry for that 
power until the character gains at least 1 rank in Psicraft (even if he or she finds another source to try to learn the same power from).
20 + power level		Identify a power that’s already in place and in 
effect. (The character must be able to see or detect the effects of the power.) No retry.
20 + power level		Identify materials created or shaped by psionics. 
No retry.
30 or higher		Understand a strange or unique psionic effect. 
No retry.

Additionally, certain powers allow a character to gain information about psionics provided that he or she makes a Psicraft check as detailed in the psionic power description.
Retry: See above.
Special: A psion gets a +2 bonus when dealing with a power or effect from his or her primary discipline. 
If a character has 5 or more ranks of Use Psionic Device, he or she gets a +2 synergy bonus on Psicraft checks to decipher powers encoded in power stones.

Remote View 
(Int; Psion Only)
Use this skill to spy on someone with the remote viewing power.
Check: A character can’t use this skill without some psionic means to remote view, such as the remote viewing power or an appropriate psionic item. Use of this skill is described in association with that power. The remote viewing power allows a character to spy on others, and this skill just lets the character do it better. This skill also improves a character’s chance to notice when he or she is being viewed remotely by another, or to block being viewed by another, as described under the remote viewing and remote view trap powers.
Special: Characters with the Scry skill get a bonus equal to their Scry base rank to Remote View checks, and vice versa.

Stabilize Self
(Con; Trained Only; Psion, Psychic Warrior Only)
Use this skill to keep from succumbing to a mortal wound.
Check: A character can attempt to subconsciously prevent him or herself from dying. If the character has negative hit points and are losing hit points (at 1 per round, 1 per hour, or 1 per day), he or she can substitute a Stabilize Self check (DC 15) for his or her first normal stabilization roll to become stable. If successful, the character regains no hit points, but does stop losing them. If the first Stabilize Self check is unsuccessful, the character goes back to making normal stabilization checks each round.

Use Psionic Device
(Cha; Trained Only; Bard, Psychic Warrior, Rogue Only)
Use this skill to activate psionic devices, including power stones and dorjes, that otherwise the character could not activate.

Task					DC
Contact power stone		25 + power level
Emulate psionic power		20
Emulate psionic feat		20
Emulate psionic class feature	25
Emulate ability score		25
Emulate alignment			30
Activate blindly			25

Check: A character can use this skill to decipher a power encoded in a power stone or to activate a psionic item. This skill lets a character use a psionic item as if he or she had the appropriate psionic power or feat. It doesn’t allow the character to use psionic items that require paying power points to operate.
When a character is attempting to activate a psionic item using this skill, he or she does so as a standard action. The checks that the character makes to determine whether he or she is successful at emulating the desired factors to successfully perform the activation are instant, however. They take no time by themselves and are included in the activate psionic item standard action. 
A character makes emulation checks each time he or she activates a device such. If the character is using the check to emulate a quality in an ongoing manner, he or she needs to make the relevant emulation checks once per hour.
The character must consciously choose what to emulate. That is, he or she has to know what it is he or she is trying to emulate when making an emulation check.
Note: In cases described below in which effective level is important, it is okay to have an effective level of 0.
Contact Power Stone: This works just like learning a power from a power stone with the Psicraft skill, except that the DC is higher.
Emulate Psionic Power: This use of the skill allows a character to use a psionic item as if he or she had a particular power on his or her class power list. To activate a power stone (an object that stores a specific power) or use a dorje, the character must have a particular power on his or her class power list. By using the skill this way, the character can use such an item as if he or she did have the power on your list. The character’s effective manifester level is the check result minus 20. If the character’s effective level is lower than the manifester level, he or she might fail to manifest the power.
This skill does not let a character manifest the power. It only lets the character use it from a power stone or dorje as if the power were on the character’s class list. Note: If the character is manifesting it from a power stone, he or she has to contact it first.
Emulate Psionic Feat: Sometimes a specific psionic feat is needed to activate a psionic item. This skill does not let a character use that feat. It just lets him or her activate psionic items as if he or she had it.
Emulate Psionic Class Feature: Sometimes a psionic class feature is needed to activate a psionic item. The character’s effective level in the emulated class is the check result minus 20.
This skill does not let the character use another class’s class feature. It just lets him or her activate psionic items as if he or she had it.
If the class whose feature the character is emulating has an alignment requirement, the character must meet it, either honestly or by emulating an appropriate alignment as a separate check.
Emulate Ability Score: To manifest a power of a particular discipline from a power stone, the character needs a high score in the key ability A character’s effective ability score is the check result minus 15.
Emulate Alignment: It is possible that some items have positive or negative effects based on the user’s alignment. A character can use these items as if he or she was of an alignment of his or her choice. A character can emulate only one alignment at a time.
Activate Blindly: Some psionic items are activated by special thoughts or actions. A character can activate such items as if he or she were using the command thought or action even if the character is not and even if he or she doesn’t know it. The character does have to use something equivalent. The character gets a +2 bonus if he or she has activated the item at least once before.
If the character fails by 10 or more, he or she suffers brainburn (see below). Note: This brainburn is in addition to the chance for brainburn that a character normally runs when manifesting a power from a power stone and the power’s manifester level is higher than the character’s level.
Retry: Yes, but if the character ever rolls a natural 1 while attempting to activate an item and fails, then the character can’t try to activate it again for a day.
Special: A character cannot take 10 with this skill.
If a character has 5 or more ranks in Psicraft, he or she gets a +2 synergy bonus on Use Psionic Device checks related to power stones.

Brainburn: When things go awry, the user of a psionic item sometimes improperly manifests the stored power. The resultant psionic surge persists for 1d4 rounds, unless the item is flung 15 feet or feet away or destroyed. The surge deals 1d4 points of electricity damage per power stored per round and arcs across multiple targets. The user is the primary target, and one ally within 15 feet is the secondary target (chosen at random).

PSIONIC FEATS

Prerequisites
Some feats have prerequisites. A character must have the specified ability score, feat, skill, or base attack bonus in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. 
A character can’t use a feat if he or she has lost a prerequisite. 

Types of Feats
Four types of feats are presented here: general, psionic, metapsionic, and item creation feats.

General Feats
Any class can take a general feat.
Psionic Feats
To nonpsionic characters, all psionic feats are treated as special (only psionic characters and creatures may take them). Psionic feats allow the psionic character to enhance combat, augment psionic powers, and manipulate psionic attack and defense modes.
Some psionic feats do not directly use the power points of a psionic character, but the mere presence of those power points and psionic potential allow psionic characters access to these feats. Feats that have a prerequisite of “reserve power points [some number+]” require the psionic character or creature to possess a number of unused power points equal to or greater than the given number to use the feat in any given round. These power points are not used to power the feat; however, if they are not held in reserve the feat is temporarily unavailable. 
Note: If a psionic character’s total power point maximum never equals the reserve power point prerequisite, the character cannot take the feat.
Metapsionic Feats
Metapsionic feats allow a psionic character to enhance the manifestation of a regular power. Using a metapsionic feat doesn’t take any longer but does increase the total power point cost to manifest the power.
A psionic character can use multiple metapsionic feats on a power, and the extra power point cost is cumulative, but a power altered by metapsionic feats can never cost more power points than the manifester’s level minus one (minimum one).
With the proper item creation feat, a character can store a power enhanced by a metapsionic feat in a power stone, psionic tattoo, or dorje, but the level limits for psionic tattoos, power stones, and dorjes apply to the power’s higher, metapsionic level. The metapsionic level increases by 1 for every 2 points a metapsionic feat increases a power’s cost.
Important: Metapsionic feats cannot be used to augment psionic attack and defense modes. The feats that allow direct manipulation of psionic attack and defense mode powers are specifically noted with the given feat.
Item Creation Feats
Psionic characters can use their personal power to create lasting psionic items.
An item creation feat lets a psionic character create a psionic item of a certain type. Regardless of the type of item, each item creation feat has certain features in common.
XP Cost: Power and energy that the psionic character would normally have is expended when making a psionic item. The XP cost normally equals 1/25 the cost of the item in gp. A psionic character cannot spend so much XP that he or she loses a level. However, he or she can, on gaining enough XP to achieve a new level, immediately expend XP on creating an item rather than keeping the XP to advance a level.
Raw Materials Cost: Creating a psionic item requires costly components, most of which are consumed in the process. The cost of these materials normally equals half the cost of the item.
Using an item creation feat also requires access to a laboratory or psionic workshop, special tools, and so on. A psionic character generally has access to what he or she needs unless unusual circumstances apply.
Time: The time to create a psionic item depends on the feat and the cost of the item. The minimum time is one day.
Item Cost: Craft Dorje, Encode Stone, and Scribe Tattoo create items that directly reproduce power effects and whose strength depends on manifester level. A power from one of these items has the strength it would have if manifested by a psionic character of that level. The base price of these items (and thus the base XP cost and the base cost of the raw materials) depends on the manifester level and the power level imprinted into the item. The manifester level must be high enough that the psionic character creating the item can manifest the power at that level. To find the final price in each case, multiply the manifester level by the power’s level and then multiply that figure by a cost in gold pieces noted in each specific feat.
Extra Costs: Any dorje, power stone, or psionic tattoo that stores a power with a costly material component or an XP cost also carries a commensurate cost. For psionic tattoos and power stones, the psionic character must pay the XP cost when creating the item. For a dorje, the psionic character must pay fifty times the XP cost.
Some psionic items similarly incur extra costs in material components or XP as noted in their descriptions.

Feat Descriptions
This is the format for feat descriptions.

Feat Name [Type of Feat]
Description of what the feat does or represents in plain language.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a skill, a base number of power points, or a level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character to do.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Any special rules concerning the feat, such as rules for taking the feat multiple times (normally not allowed).

Body Fuel [Psionic]
Prerequisite: Inner Strength, Talented.
Benefit: The character can “burn” ability points as power points on the basis of 1 power point per 2 ability score points burned. Burning ability points for power points is a free action: A character could burn more than 2 ability score points to gain several power points per free action. Treat reduced ability scores as temporary ability damage.  The character can burn no more than 60 ability points in a day, regardless of any ability healing he or she may receive.

Combat Manifestation [Psionic]
Benefit: The character gets a +4 bonus on Concentration checks made to manifest a power while on the defensive.

Deep Impact [Psionic]
Prerequisite: Str 13+, Power Attack, Psionic Weapon, base attack bonus +3 or more.
Benefit: If the character pays 5 power points per strike, he or she can resolve his or her melee attack with a weapon as a touch attack for purposes of assessing the foe’s Armor Class. The character must decide whether or not to pay the cost prior to making the melee attack. The weapon remains “charged” for a maximum number of rounds equal to the character’s Strength modifier +1, or until the character makes his or her next attack, whichever occurs first. If the attack misses, the power point expenditure is wasted.

Delay Power [Metapsionic]
Benefit: A delayed power doesn’t activate until 1 to 5 rounds after the character finishes manifesting it. The character determines the delay when manifesting the power, and it cannot be changed once set. The power activates just before the character’s turn on the round designated. Only area, personal, and touch powers may be affected by this feat. Any decisions the character would make about the power (including attack rolls, designating targets, or determining or shaping an area) are decided when the power is manifested, while any effects resolved by those affected by the power (including saving throws) are decided when the power triggers. A delayed power may be negated normally during the delay, and can be detected normally in the area or on the target with powers that can detect psionic effects. A delayed power costs a number of power points equal to its standard cost +6.

Disarm Mind [Psionic]
Prerequisite: Cha 13+, Mental Adversary.
Benefit: The character depletes a number of power points equal to his or her Charisma modifier x4 from his or her opponent on any psionic attack that deals 1 or more ability damage, after accounting for the opponent’s mental hardness. To use this feat, the character must pay power points equal to the cost of the psionic attack +3. The character decides whether or not to pay the extra cost after discovering the failure or success of the psionic attack to deal ability damage.

Enlarge Power [Metapsionic]
Benefit: An enlarged power has its range doubled. Powers whose ranges are not defined by distance do not have their ranges increased. Determine an enlarged power’s area or effect as if the character were two manifester levels higher than he or she actually is. An enlarged power costs a number of power points equal to its standard cost +2.

Extend Power [Metapsionic]
Benefit: An extended power lasts twice as long as normal. Powers with a concentration, instantaneous, or permanent duration are not extended. An extended power costs a number of power points equal to its standard cost +2.

Greater Power Penetration [Psionic]
Prerequisite: Power Penetration.
Benefit: The character gets a +4 bonus on manifester level checks (1d20 + manifester level) to beat a creature’s power resistance. This bonus overlaps (does not stack with) the bonus from Power Penetration.

Greater Psionic Focus [Psionic]
Prerequisite: Psionic Focus.
Benefit: Add +4 to the DC for all saving throws against powers from within the character’s discipline if the character has already taken the Psionic Focus feat for the selected discipline. This bonus overlaps (does not stack with) the bonus from Psionic Focus.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes this feat, it applies to a new discipline, but a psion must choose his or her primary discipline the first time he or she takes this feat.

Heighten Power [Metapsionic]
Benefit: A heightened power has a higher psionic power level than normal (up to 9th level). Unlike other metapsionic feats, Heighten Power actually increases the effective level of the power that it modifies. All effects dependent on power level (such as saving throw DCs and ability to penetrate a minor dead psionics zone or a minor globe of invulnerability) are calculated according to the heightened level. The heightened power costs as many power points as a power of its effective level.

Hide Power [Metapsionic]
Benefit: A psionic power can be manifested without one associated display characteristic chosen by the character when he or she takes the feat: auditory, material, mental, olfactory, or visual. The hidden power costs a number of power points equal to the standard cost +2.
Special: A character can take this feat multiple times, each time choosing a different display characteristic to hide while manifesting a given power.

Inner Strength [Psionic]
Benefit: The character gains +1 power points.
Special: A character may gain this feat multiple times, each time gaining a number of power points equal to the previous Inner Strength gain +1. 

Maximize Power [Metapsionic]
Benefit: All variable, numeric effects of a maximized power are maximized. Saving throws and opposed rolls are not affected. Powers without random variables are not affected. The maximized power costs a number of power points equal to its standard cost +6.

Mental Adversary [Psionic]
Prerequisite: Cha 13+.
Benefit: The character deals +1 ability damage on a successful psionic attack when he or she pays the cost of the psionic attack +3 power points. The character decides whether or not to pay the extra cost after determining the failure or success of the psionic attack to breach the defender’s Will save.
Special: A character can gain this feat multiple times, each time gaining the potential to deal bonus damage equal to the previous damage bonus +1, but at a cost equal to the previous cost plus 8 power points. The character decides what increment of bonus damage to deal within the range granted by gaining this feat multiple times.

Mind Trap [Psionic]
Prerequisite: Psychic Bastion.
Benefit: The character depletes a number of power points equal to 10 + his or her Charisma modifier from the attacking opponent on any psionic attack that deals 1 or more ability damage to the character. Against freely manifested attack modes, Mind Trap deals back ability score damage equal in type and amount to that dealt the character, plus an additional 2 points. The opponent cannot raise defense modes against this damage.  To do so, the character must pay power points equal to the cost of the psionic defense +3. The character decides whether or not to pay the extra cost after discovering the failure or success of the opponent’s psionic attack to deal ability damage.

Persistent Power [Metapsionic]
Prerequisite: Extend Power.
Benefit: A persistent power has a duration of 24 hours. The persistent power must have a personal range or a fixed range; a character can’t use this feat on a power with a variable range, or on a power with an instantaneous duration. Note that the character must concentrate on some powers to use their effects; concentration on such a power is a standard action that does not provoke an attack of opportunity. A persistent power costs a number of power points equal to its standard cost +8.

Power Penetration [Psionic]
Benefit: The character gets a +2 bonus on manifester level checks (1d20 + manifester level) to beat a creature’s power resistance.

Power Touch [Psionic]
Prerequisite: Str 13+, Psionic Fist.
Benefit: The character can make attacks of opportunity using any power he or she knows with a range of touch, if he or she has at least one hand free. The Power Touch attack of opportunity does not preclude the normal manifestation of a psionic power during the same round. The power used in conjunction with this feat costs a number of power points equal to its standard cost +2.
Normal: Attacks of opportunity do not involve casting spells or manifesting powers.
Special: Possession of the Quicken Power feat reduces the extra cost of Power Touch to 0 power points (the character still must pay the standard cost for the power used in the attack of opportunity).

Psionic Body [Psionic]
Benefit: At 1st level, the character may use his or her key ability modifier determined by his or her primary discipline, if a psion, instead of his or her Constitution modifier to determine bonus hit points. At higher levels, the character’s bonus hit points are determined by his or her Constitution, as normal. However, the character now gains +1 hit point every time he or she learns a metapsionic feat.
Special: A character may only take this feat as a 1st-level character.

Psionic Dodge [Psionic]
Prerequisite: Dex 13+, Dodge, reserve power points 5+.
Benefit: During the character’s action, he or she designates an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. This can be the same opponent designated for the standard Dodge feat, or a separate opponent. If the same opponent is chosen for both Dodge and Psionic Dodge, the bonuses stack. The character can select a new opponent on any action. Note: A condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) does not make the character lose the dodge bonus from the Psionic Dodge feat. Also, dodge bonuses stack with one another, unlike most other types of bonuses. 

Psionic Fist [Psionic]
Prerequisite: Str 13+.
Benefit: The character’s unarmed strikes deal +1d4 points of bludgeoning damage when he or she pays the cost of 1 power point. The character must decide whether or not to pay the cost prior to making the melee attack. The character’s hand or foot remains “charged” for a maximum number of rounds equal to the character’s Strength modifier +1, or until the character makes his or her next attack, whichever occurs first. If the attack misses, the power point expenditure is wasted.

Psionic Focus [Psionic]
Benefit: Add +2 to the DC for all saving throws against powers from the selected discipline.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new discipline, but a psion must choose his or her primary discipline the first time he or she takes this feat.

Psionic Metabolism [Psionic]
Prerequisite: Con 13+, Rapid Metabolism.
Benefit: The character converts 1 point of normal damage to 1 point of subdual damage per hour, if he or she pays the cost of 1 power point per hour. If the character is unconscious or dying, Psionic Metabolism does not work.

Psychic Bastion [Psionic]
Benefit: The character gains +1 mental hardness against a foe’s successful psionic attack when he or she pays the cost of 3 power points. The character decides whether or not to pay the cost after determining the failure or success of the psionic attack to breach his or her Will save.
Special: A character can gain this feat multiple times, each time gaining bonus mental hardness equal to the previous bonus +1, but the character must pay a cost equal to the previous cost + 8. The character decides what mental hardness increment to use within the range granted by gaining this feat multiple times.

Psychic Inquisitor [Psionic]
Prerequisite: Cha 13+, Psychoanalyst.
Benefit: When a living humanoid lies directly to the character, he or she perceives it. The character detects a maximum number of lies per conversation equal to his or her Charisma modifier. A conversation with an individual, once concluded, may not be renewed with Psychic Inquisitor active for a period of 8 hours. The character decides when, or if, to begin using this feat during a conversation.

Psychoanalyst [Psionic]
Prerequisite: Cha 13+.
Benefit: The character gets a +2 bonus on all Diplomacy, Bluff, and Intimidate checks against living humanoids with an Intelligence score of 4 or higher. He or she gets the same +2 bonus on Charisma checks used to influence or interact with living humanoids having an Intelligence score of 4 or higher.

Quicken Power [Metapsionic]
Benefit: Manifesting a quickened power is a free action. A character can perform another action, even manifest another power, in the same round as he or she manifests a quickened power. A character may only manifest one quickened power per round. A power whose time to manifest is more than 1 full round cannot be quickened. The quickened power costs a number of power points equal to its standard cost +8.
Special: Possession of the Power Touch feat allows the use of that feat and one quickened power in the same round.

Rapid Metabolism [Psionic]
Prerequisite: Con 13+.
Benefit: The character naturally heals a number of hit points per day of rest equal to the standard healing rate + his or her Constitution modifier.

Return Shot [Psionic]
Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, reserve power points 5+.
Benefit: The character need not have a free hand (holding nothing) to use this feat, but he or she must relinquish a two-handed hold on a single item or drop a shield as a free action. Once per round when the character would normally be hit with a ranged weapon, he or she may make a Reflex save (DC 20; if the ranged weapon has an enhancement bonus to attack, the DC increases by that amount). If the character succeeds, he or she snatches the ranged weapon. The character must be aware of the attack and not flat-footed, and cannot already have acted in the round. A character may only use this feat once in any given round.
Snatching a ranged weapon or ammunition (such as an arrow, bolt, or sling bullet) counts as a free action. If the character successfully retrieves a bolt, arrow, or sling bullet, the character can load and fire it back at the foe if the character holds the appropriate weapon. A bow requires a move-equivalent action, a crossbow requires a standard action, and a thrown weapon such as a spear or knife is a free action to throw back. If the character is not holding a ranged weapon suitable to the snatched ammunition in, the character cannot return the attack.
A character makes the return attack at a bonus equal to half the foe’s ranged attack bonus (round down) + the character’s full ranged attack bonus. Exceptional ranged weapons, such as boulders hurled by giants or spells, can’t be snatched.
Special: If the character also has the Deflect Arrows feat, the character makes return attacks at a bonus equal to the foe’s full ranged attack bonus + the character’s full attack bonus.

Speed of Thought [Psionic]
Prerequisite: Wis 13+, reserve power points 1+.
Benefit: The character’s base speed is equal to his or her normal speed +10.
Special: A character can take this feat multiple times. Each time increases his or her base speed by 10 feet and increases the prerequisite of reserve power points by 4. 

Talented [Psionic]
Prerequisite: Inner Strength.
Benefit: The character can manifest three more 0-level powers for free per day than normal.

Trigger Power [Psionic]
Prerequisite: Inner Strength, Talented, reserve power points (see below).
Benefit: Choose any 0-, 1st-, 2nd-, or 3rd-level power the character knows. From now on the character can attempt to trigger that power without paying its cost. To trigger a power, the character must first satisfy the requirement of a power point reserve equal to or greater than what it would normally cost to manifest the power. Then, make an ability check appropriate for the power’s discipline. If the character meets or exceed the ability check DC (see below), the power is manifested normally with no power point cost. If the character fails the check, he or she is forced to pay its cost, but the power is still manifested normally. A character can’t use Trigger Power in conjunction with psionic attack or defense modes.
DCs for the ability check are determined by level: 0-level, 11; 1st level, 13; 2nd level, 15; and 3rd level, 17.
A character cannot take 10 when using Trigger Power.
Special: A character can take this feat multiple times, each time using it for a new triggered power.

Twin Power [Metapsionic]
Benefit: Manifesting a power altered by this feat causes the power to take effect twice on the target, as if the character were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as targets, shaping an area, and so on) apply to both of the resulting powers. The target suffers all the effects of both powers individually and receives a saving throw for each. In some cases, failure of both of the target’s saving throws results in redundant effects, although any ally of the target would have to succeed at two negate attempts in order to free the target from the charm. A twinned power costs a number of power points equal to its standard cost +8.

Up the Walls [Psionic]
Prerequisite: Wis 13+, Speed of Thought, Psionic Charge, reserve power points 5+.
Benefit: The character can take part of one of his or her move actions on a wall if the character begins and end the move on a horizontal surface. The height the character can achieve on the wall is limited only by this movement restriction. If the character does not end his or her move on a horizontal surface, he or she falls prone, taking damage as appropriate for his or her height above the floor. Treat the wall as a normal floor for the purposes of measuring movement. Passing the boundary between horizontal and vertical is equivalent to 5 feet of movement along a normal floor. Opponents on the floor still get attacks of opportunity as the character moves up the wall within areas they threaten.
Special: A character can take other move actions in conjunction with moving on a wall. 

 PSIONIC COMBAT

Overview
There are five psionic attack modes and five psionic defense modes. Each mode is like a specialized psionic power and generally follows the rules for using a psionic power, but there are some differences. Successful psionic attacks deal temporary ability damage, while successful psionic defenses protect the subject from taking that ability damage. Psionic characters can target nonpsionic opponents with attack modes, though nonpsionic creatures are naturally resistant to most such attacks.

Psionic Attack Modes		Psionic Defense Modes
Ego Whip (Dex)		Empty Mind
Id Insinuation (Str)		Intellect Fortress 
Mind Blast (Cha)		Mental Barrier
Mind Thrust (Int)		Thought Shield
Psychic Crush (Wis)		Tower of Iron Will
				(Nonpsionic buffer)

Attack and defense modes do not fall under any one discipline, nor do they possess levels (though for the purposes of Concentration checks an equivalent level is given in Table: Psionic Attack Modes); however, each attack mode is keyed to a particular ability score (noted next to each attack mode in parentheses). The attacker adds his or her key ability modifier to his or her roll to set the defender’s Will save DC against the attack. The ability also indicates the specific type of temporary ability damage the attack deals if successful.

Making a Psionic Attack
A psionic character initiates psionic combat by targeting any opponent in range with one of the five psionic attack modes he or she knows. Using a psionic attack mode is a standard action, and normally only one attack is allowed in a round.
Each psionic attack mode has a power point cost (as noted on Table: Psionic Attack Modes). The attacker sets the defender’s Will save DC with a d20 roll modified by two additional components: the attacker’s appropriate ability modifier and the DC modifier. The attacker’s ability modifier is always his or her key ability modifier, regardless of the specific attack mode used.  The DC modifier is determined by the defense mode raised by the defender, if any, which is found by cross-referencing the attack mode and defense mode on Table: Psionic Combat DC Modifiers. The defender does not know what specific attack he or she is defending against until after the defense is raised, nor does the attacker know what defense will be raised until after the attack is launched.
The attacker may choose to enhance the psionic attack through the use of specific feats, if possessed. An attacker cannot use feats in conjunction with psionic combat that are not specially for use with psionic attack modes.

Making a Psionic Defense
A character defending against a psionic attack mode makes a Will save to determine the success or failure of the attack. Unless flat-footed or out of power points, psionic characters can respond to a psionic attack by putting up one of the five psionic defense modes. The defender is aware of the attack but not the specific attack mode. Following the attack, the defender knows which attack mode it was, regardless of the success or failure of the attack to deal temporary ability damage.
A psionic character must be conscious to raise a psionic defense mode. Regardless of initiative order, a defender may always attempt to put up a defense mode as a free action if he or she has sufficient power points to pay for it and is not flat-footed.
If caught flat-footed, or if the defender’s power points are exhausted, the defender must make a Will save without the benefit of a psionic defense mode’s bonus on the saving throw. The DC modifier of an unanswered psionic attack mode is +8.
A defender who successfully raises a psionic defense mode gains a bonus on the Will save against that psionic attack (and that attack only) and possibly mental hardness against temporary ability score damage, depending on the mode utilized (again, only for the specific attack). This Will save bonus is set out in Table: Psionic Combat DC Modifiers.
Special Considerations: If the defender raises a psionic defense mode but still fails the Will save, the mental hardness granted by the mode, if any, still reduces the total ability damage dealt by the attack (except in the special case of id insinuation). A defender who fails the Will save and does not have sufficient mental hardness to block out all the ability damage takes the balance as the appropriate amount and type of temporary ability damage.
The defender may choose to enhance the psionic defense through the use of specific feats, if possessed. A defender cannot use feats in conjunction with psionic combat that are not specially for use with psionic defense modes.

Defending against Multiple Attacks
Unless flat-footed, a psionic character can defend against multiple psionic attacks from different aggressors in the same round, if he or she has sufficient power points to pay the cost of each defense.

Psionic Attacks against Nonpsionic Creatures
Like psionic creatures, nonpsionic creatures make a Will save to defend against psionic attacks.  Nonpsionic creatures do not chose defense modes, however, they have protection from psionic attacks in the form of a nonpsionic buffer (see Table: Psionic Combat DC Modifiers).  Furthermore, they naturally convert ability damage to rounds of being stunned on a 1-for-1 basis.
Even when stunned a nonpsionic being retains its nonpsionic buffer.

Table: Psionic Combat DC Modifiers
				Ego	Id		Mind	Mind		Psychic
				Whip	Insinuation	Blast	Thrust	Crush
Empty Mind			+1	–2		+3	–3		–5
Intellect Fortress	–2	+1		+0	+6		+4
Mental Barrier		–1	+4		–3	+1		+3
Thought Shield		–4	–1		–2	+4		+2
Tower of Iron Will	+3	+0		–1	+5		–3
Nonpsionic buffer		–8	–9		+4	–8		–8
Flat-footed or out	+8	+7		+8	+8		+8
of power points

The defender knows he or she is being attacked, but not what attack is coming in, and can put up a defense he or she knows unless flat-footed. Depending on the combination of attack mode and defense mode, the defender’s DC is modified as noted on the table. 

Table: Psionic Attack Modes
Attack								Ability	Power
Mode††	  	Range						Damage	Points
Mind Thrust		Close (25 ft. + 5 ft./2 levels)	1d2 Int	1
Ego Whip		Close (25 ft. + 5 ft./2 levels)	1d4 Dex	3
Id Insinuation	Close (25 ft. + 5 ft./2 levels)	1d2 Str*	3
Psychic Crush	Close (25 ft. + 5 ft./2 levels)	2d4 Wis	5
Mind Blast		60 ft. cone**				1d4 Cha†	9

*A defender who fails a Will save ignores mental hardness, if any.
**All creatures caught in the area must save or be affected.
†Nonpsionic beings affected by mind blast are stunned for 3d4 rounds.
††Attack mode level equivalents for the purpose of Concentration checks: Mind Thrust, 1st; Ego Whip and Id Insinuation, 2nd; Psychic Crush, 3rd; Mind Blast, 5th.

Table: Psionic Defense Modes
Defense							Power
Mode				Secondary Protection	Points
Empty Mind			None				1
Thought Shield		1 mental hardness*	1
Mental Barrier		2 mental hardness*	3
Intellect Fortress	3 mental hardness*	5
Tower of Iron Will	2 mental hardness*,	5
10-ft. radius**
Nonpsionic buffer		Ability damage=stun†	n/a

*Mental hardness reduces total ability damage dealt by successful psionic attack. 
**Bonus on defender’s Will save does not stack with overlapping psionic defenses, but mental hardness does stack. 
†Nonpsionic creatures are stunned for a number of rounds equal to the points of ability damage that would be dealt.

Ability Damage from Psionic Attacks
All damage taken during psionic combat is in the form of temporary ability damage. The specific attack mode used determines the type of temporary ability damage dealt. Temporary ability damage returns naturally at a rate of 1 point per day for each damaged ability (2 points per day under the care of someone versed in the Heal skill). 
If a psionic being’s score in any one ability damaged by an attack mode reaches 0, he or she drops helpless. All further psionic attacks against that target deal temporary Constitution damage. The downed being cannot raise psionic defenses against these attacks. If his or her Constitution reaches 0, he or she immediately dies. If brought back to life through magical or psionic means, the victim comes back with a Constitution score of 1. Lost ability points continue to return normally as the temporary damage fades.

Psionic Attack and Defense Modes
Psionic attack and defense modes are in many ways akin to standard powers, but they differ in some ways. Since they do not really belong to any one discipline, a psionic character can use any mode he or she has access to without worrying about a key ability score.  Psionic attack and defense modes are supernatural, not spell-like.  Using an attack mode draws an attack of opportunity, but using a defense mode does not.

Ego Whip
Attack Mode (Dex)
Display: Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Power Resistance: No
Power Points: 3
The defender makes a Will save (DC 1d20 + manifester’s Dexterity modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender’s Will save DC. Those who fail their saving throw take 1d4 points of temporary Dexterity damage.
Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table: Psionic Combat DC Modifiers). On a failed saving throw, nonpsionic creatures are stunned for 1d4 rounds.

Empty Mind
Defense Mode
Display: Au
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1
A manifester can raise empty mind as a reaction in response to a psionic attack mode, even if he or she has already taken the full allotment of actions for the round (unless the manifester is flat-footed or out of power points).  Cross-reference this defense with the attack mode on Table: Psionic Combat DC Modifiers to get the appropriate modifier to the Will save DC.

Id Insinuation
Attack Mode (Str)
Display: Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Power Resistance: No
Power Points: 3
The defender makes a Will save (DC 1d20 + manifester’s Strength modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender’s Will save DC. Those who fail their saving throw take 1d2 points of temporary Strength damage, regardless of mental hardness.
Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table: Psionic Combat DC Modifiers). On a failed saving throw, nonpsionic creatures are stunned for 1d2 rounds.

Intellect Fortress
Defense Mode
Display: Au
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 5
A manifester can raise intellect fortress as a reaction in response to a psionic attack mode, even if he or she has already taken the full allotment of actions for the round (unless the manifester is flat-footed or out of power points).  Cross-reference this defense with the attack mode on Table: Psionic Combat DC Modifiers to get the appropriate modifier to the Will save DC. The manifester also gains mental hardness 3, which is applied against any temporary ability damage dealt by the attack mode if the manifester fails his or her Will save (except against id insinuation).

Mental Barrier
Defense Mode
Display: Au
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3
A manifester can raise mental barrier as a reaction in response to a psionic attack mode, even if he or she has already taken the full allotment of actions for the round (unless the manifester is flat-footed or out of power points). Cross-reference this defense with the attack mode on Table: Psionic Combat DC Modifiers to get the appropriate modifier to the Will save DC. The manifester also gains mental hardness 2, which is applied against any temporary ability damage dealt by the attack mode if the manifester fails his or her Will save (except against id insinuation).

Mind Blast
Attack Mode (Cha)
Display: Vi (see text)
Manifestation Time: 1 action
Range: 60 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Will negates (see text)
Power Resistance: No
Power Points: 9
This attack blasts the minds of all creatures in a 60-foot cone. Defenders within the area make a Will save (DC 1d20 + manifester’s Charisma modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender’s Will save DC. Those who fail their saving throw take 1d4 points of temporary Charisma damage.
A nonpsionic creature’s buffer is less helpful against mind blast than other psionic attack modes. The Will save DC increases by +4, and on a failed saving throw, a nonpsionic creature is stunned for 3d4 rounds (rather than 1d4).

Mind Thrust
Attack Mode (Int)
Display: Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Power Resistance: No
Power Points: 1
The defender makes a Will save (DC 1d20 + manifester’s Intelligence modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender’s Will save DC. Those who fail their saving throw take 1d2 points of temporary Intelligence damage.
Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table: Psionic Combat DC Modifiers). On a failed saving throw, nonpsionic creatures are stunned for 1d2 rounds.

Psychic Crush
Attack Mode (Wis)
Display: Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates (See text)
Power Resistance: No
Power Points: 5
The defender makes a Will save (DC 1d20 + manifester’s Wisdom modifier + DC modifier).
Psionic creatures are allowed to raise a psionic defense mode, which modifies the defender’s Will save DC. Those who fail their saving throw take 2d4 points of temporary Wisdom damage.
Nonpsionic creatures always enjoy a nonpsionic buffer against a psionic attack mode (see Table: Psionic Combat DC Modifiers). On a failed saving throw, a nonpsionic creature is stunned for 2d4 rounds.

Thought Shield
Defense Mode
Display: Au
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1
A manifester can raise thought shield as a reaction in response to a psionic attack mode, even if he or she has already taken the full allotment of actions for the round (unless the manifester is flat-footed or out of power points). Cross-reference this defense with the attack mode on Table: Psionic Combat DC Modifiers to get the appropriate modifier to the Will save DC. The manifester also gains mental hardness 1, which is applied against any temporary ability damage dealt by the attack mode if the manifester fails his or her Will save (except against id insinuation).

Tower of Iron Will
Defense Mode
Display: Au
Manifestation Time: 1 action
Range: 5 feet
Area: 10-ft.-radius emanation, centered on you (see text)
Duration: Instantaneous
Saving Throw: Yes (harmless)
Power Resistance: No
Power Points: 5
A manifester can raise tower of iron will as a reaction in response to a psionic attack mode, even if he or she has already taken the full allotment of actions for the round (unless the manifester is flat-footed or out of power points).  Cross-reference this defense with the attack mode on Table: Psionic Combat DC Modifiers to get the appropriate modifier to the Will save DC. The manifester and those within the area also gain mental hardness 2, which is applied against any temporary ability damage dealt by the attack mode if the manifester fails his or her Will save (except against id insinuation).
Because tower of iron will has an area, it specifically grants mental hardness (but not a DC modifier) to other living, willing creatures against a psionic attack. These bonuses stack. 
Nonpsionic creatures within the area also gain this mental hardness, which shields them from potential rounds of being stunned instead of temporary ability damage, on a point-for-point basis.

 POWERS OVERVIEW

MANIFESTING POWERS

Choosing a Power
A psion or psychic warrior who intends to manifest a power can select any power he or she knows, provided the character is capable of manifesting powers of that level or higher.
To manifest a power the character must pay power points, which count against his or her daily total, but the character can manifest the same power over and over if he or she has points left to pay for it.
Power Points: The psion and psychic warrior class tables show how many power points a character has access to each day, depending on level.
A power’s cost is determined by its level, as shown below. Every power’s cost is also noted in its description.

Power Level		0	1	2	3	4	5	6	7	8	9
Power point cost	0/1	1	3	5	7	9	11	13	15	17

Manifestation Time
A character can manifest a power with a manifestation time of 1 action as a standard action.
A power that takes 1 full round to manifest is a full-round action. It comes into effect just before the beginning of the character’s turn in the round after he or she began manifesting the power. The character then acts normally after the power is completed. A power that takes 1 minute to manifest comes into effect just before the character’s turn 1 minute later (and for each of those 10 rounds the character is manifesting a power as a full-round action).

Range
A psionic power’s range indicates how far from the manifester it can reach, as defined on the Range line of the power description. A power’s range is the maximum distance from the manifester that the power’s effect can occur, as well as the maximum distance at which the manifester can designate the power’s point of origin. If any portion of the area would extend beyond the range, that area is wasted. Standard ranges include:

Personal: The power affects only the manifester.
Touch: The manifester must touch a creature or object to affect it.
Close: The power can reach up to 25 feet away from the manifester. The maximum range increases 5 feet for every two full manifester levels.
Medium: The power can reach up to 100 feet, plus 10 feet per manifester level.
Long: The power can reach up to 400 feet, plus 40 feet per psionic class level.
Unlimited: The power can reach anywhere on the same plane of existence.

Aiming a Power
The manifester must make some choice about whom the power is to affect or where the power’s effect is to originate, depending on the type of power.

Target or Targets: Some powers have a target or targets. The character manifests these powers directly on creatures or objects, as defined by the power itself.
If the character manifests a targeted power on the wrong sort of target the power has no effect. If the target of a power is the manifester (“Target: You”), he or she does not receive a saving throw and neither power resistance nor spell resistance applies. The Saving Throw and Power Resistance headers are omitted from such powers.

Effect: Some powers create or summon things rather than affecting things that are already present. Unless otherwise noted in the power description, the manifester must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the power’s range. 

Ray: Some effects are rays. The character aims a ray as if using a ranged weapon, though typically the character makes a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, the character can fire into the dark or at an invisible creature and hope to hit something. The character doesn't have to see the creature he or she is trying to hit, as the character does with a targeted spell. Intervening creatures and obstacles, however, can block the character's line of sight or provide cover for the creature the character is aiming at.
If a ray spell has a duration, it is the duration of the effect that the ray causes, not the length of time the ray itself persists.

Spread: Some effects spread out from a point of origin to a distance described in the spell. The effect can extend around corners and into areas that the character can't see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. 
The character must designate the point of origin for such an effect but need not have line of effect to all portions of the effect.

Area: Some powers affect an area. The manifester selects where the power originates, but otherwise doesn’t control which creatures or objects the power affects. Sometimes a power describes a specially defined area, but usually an area falls into one of the categories described below. 
 
Burst: As with an effect, the character selects the power’s point of origin. The power bursts out from this point, affecting whatever it catches in its area. A burst power has a radius that indicates how far from the point of origin the power's effect extends.

Cone: When the character manifests a power with a cone area, the cone shoots away from the character in the direction the character designates. A cone starts as a point directly before the character, and it widens out as it goes. A cone's width at a given distance from the character equals that distance. Its far end is as wide as the effect is long.

Creatures: Some powers affect creatures directly, but they affect creatures in an area of some kind rather than individual creatures the character selects. The area might be a burst, a cone, or some other shape.

Many powers affect "living creatures," which means all creatures other than constructs and undead. If a power has a limited amount of targets it can affect, it will ignore those that it cannot affect.

Cylinder: As with a burst, the character selects the power's point of origin. This point is the center of a horizontal circle, and the power shoots down from the circle, filling a cylinder.

Emanation: Some powers have an area like a burst except that the effect continues to radiate from the point of origin for the duration of the power.

Objects: Some powers affect objects within an area the character selects.

Spread: Some powers spread out like a burst but can turn corners. The character selects the point of origin, and the power spreads out a given distance in all directions. Figure distance by actual distance traveled, taking into account turns the effect takes.

Other: A power can have a unique area, as defined in its description.

Line of Effect: A line of effect is a straight, unblocked path that indicates what a power can affect. A line of effect is canceled by a solid barrier. It's not blocked by fog, darkness, and other factors that limit normal sight.
A character must have a clear line of effect to any target that the character manifests a power on or to any space in which the character wishes to create an effect. The character must have a clear line of effect to the point of origin of any power the character manifests. For bursts, cones, cylinders, and emanating powers, the power only affects areas, creatures, or objects to which it has line of effect from its origin (a burst's point, a cone's starting point, a cylinder's circle, or an emanating spell's point of origin).
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a power's line of effect through the 5-foot section containing the hole.  The remainder of the barrier, if unbroken, still blocks line of effect.

Discipline
All powers are grouped according to their discipline. Each of the six disciplines is associated with a key ability score. The key ability score is important when manifesting a power, because it modifies the DC of the opponent’s saving throw to resist a power, as described in Saving Throw, below. The power’s name line gives both the discipline the power belongs to and the appropriate key ability score.
	
Saving Throw
Most harmful powers allow an affected creature to make a saving throw to avoid some or all of the effect. The Saving Throw line in the power description defines which type of saving throw (if any) the power allows, with additional terms to describe how saving throws against the power work.

Negates: This term means that the power has no effect on an affected creature that makes a successful saving throw.

Half: The power deals damage, and a successful saving throw halves the damage taken (round down).

Partial: The power causes an effect on its subject. A successful saving throw means that some lesser effect occurs as detailed in the descriptive text.

None: No saving throw is allowed.

(Object): The power can be manifested on objects, which receive saving throws only if they are magical or psionic, or if they are attended (held, worn, grasped, and so on) by a creature resisting the power, in which case the object gets the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a power can only be manifested on objects. Some powers with this notation can be manifested on creatures or objects.) A psionic item’s save bonuses are each equal to 2 + one-half its manifester level.

(Harmless): The power is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it wishes.

Saving Throw Difficulty Class: Each time you manifest a power, you set the DC of an opponent’s saving throw: 1d20 + the level of the power + your ability score modifier for the key ability.

Succeeding at a Saving Throw: A creature that successfully saves against a power without obvious physical effects feels a hostile force or a tingle, but it cannot deduce the exact nature of the attack. A character does not sense when creatures succeed at saving throws against effect and area powers.

Voluntarily Giving up a Saving Throw: A creature can voluntarily forgo a saving throw and willingly accept a power’s result. Even a character with a special resistance to psionics or magic can suppress this if he or she wants to.

Items Surviving after a Saving Throw: Unless the descriptive text for the power specifies otherwise, all items carried and worn are assumed to survive a psionic attack. If a character rolls a natural 1 for his or her saving throw, however, an exposed item is harmed (provided the attack can harm objects). Determine which four significant objects are most likely to be struck and roll randomly among them. 

If an item is not carried or worn and is not psionic, it does not get a saving throw. It simply is dealt the appropriate damage.

Power Resistance
Power resistance is a special defensive ability. If a character’s power is being resisted by a creature with power resistance, the character must make a manifester level check (1d20 + manifester level) at least equal to the creature’s power resistance (PR) for the power to affect that creature. 
The defender’s power resistance is like an “Armor Class” against psionic attacks.
Normally, a defender’s spell resistance functions just like power resistance in its ability to resist psionic powers.  Likewise, power resistance grants psionic creatures an equal chance to resist spells, using the same mechanism.
A psionic power’s Power Resistance line and descriptive text tell whether power resistance protects creatures from it. In many cases, power resistance applies only when a resistant creature is targeted by the power, not when a resistant creature encounters a power that is already in place.
The terms “object” and “harmless” mean the same as for saving throws. A creature with power resistance must voluntarily drop the resistance in order to receive the effects of a power noted as harmless without the manifester level check described above.

The Power’s Result
Once the character knows which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any), the character can apply whatever results a power entails, as defined in the descriptive text.

Duration
A power’s Duration line tells how long the energy of the power lasts.

Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a power's duration is variable the DM rolls it secretly.

Instantaneous: The power’s energy comes and goes the instant the power is manifest, though the consequences of the power might be long-lasting. 

Permanent: The energy remains as long as the effect does. This means the power is vulnerable to dispel psionics.

Concentration: The power lasts as long as the character concentrates on it. Concentrating to maintain a power is a standard action that doesn't provoke attacks of opportunity. 

Anything that could break the character's concentration when manifesting a power can also break the character's concentration while the character is maintaining one, causing the power to end (see Concentration, below). The character can't manifest a power while concentrating on another one. Sometimes a power lasts for a short time after the character ceases concentrating. In these cases, the power keeps going for the stated length of time after the character stops concentrating. Otherwise, the character must concentrate to maintain the power, but the character can't maintain it for more than a stated duration in any event.

Subjects, Effects, and Areas: If the power affects creatures directly, the result travels with the subjects for the spell's duration. If the power creates an effect, the effect lasts for the duration. The effect might move or remain still. Such effects can be destroyed prior to when their durations end. If the power affects an area, then the power stays with that area for the power's duration. Creatures become subject to the power when they enter the area and become no longer subject to it when they leave.

Touch Spells and Holding the Charge: If the character doesn't discharge a touch power on the round the character manifests the power, the character can hold the discharge of the power (hold the charge) indefinitely. 

The character can make touch attacks round after round. The character can touch one friend (or the character can touch his or her self) as a standard action or up to six friends as a full-round action. If the character touches anything with the character's hand while holding a charge, the power discharges. If the character manifests another power, the touch power dissipates.

Discharge: A few powers last for a set duration or until triggered or discharged.

(D): If the Duration line ends with "(D)," the character can dismiss the power at will. The character must be within range of the power's effect. Dismissing a power is a standard action that does not provoke attacks of opportunity. A power that depends on concentration is dismissible by its very nature, and dismissing it does not require an action (since all the character has to do to end the spell is to stop concentrating).

XP Cost
Some high-level powers entail an experience point (XP) cost to the manifester. No power can restore the lost XP. The manifester cannot spend so much XP that he or she loses a level, so a character cannot manifest the power unless he or she has enough XP to spare. However, the character may, on gaining enough XP to achieve a new level, immediately spend the XP on manifesting the power rather than keeping it to advance a level.
The Power Points line for a power includes a notation when an XP cost must be paid.

Display
When psionic powers are manifested, secondary displays usually accompany the primary effect. The psionic display may be auditory, material, mental, olfactory, or visual. No power’s secondary display is significant enough to create consequences for the psionic creatures, allies, or opponents during combat. The secondary effects for a power only occur if the power’s description indicates it.
If multiple powers with similar displays are in effect simultaneously, the displays do not necessary become more intense. Instead, the general display remains much the same, though with minute spikes in intensity. A Psicraft check (DC 10 + 1 per additional power in use) reveals the exact number of simultaneous powers in play.

Auditory (Au): From the manifester's vicinity or in the vicinity of the power's subject (manifester's choice), a bass-pitched hum issues, eerily akin to many deep-pitched voices. The sound grows in a heartbeat from hardly noticeable to as loud as a shout, which can be heard within 100 feet. At the manifester's option, the instantaneous sound can be so soft that it can be heard within 15 feet only with a successful Listen check (DC 10). Some powers describe unique auditory displays.

Material (Ma): The subject or the area is briefly slicked with a harmless ectoplasmic goo. The slime evaporates after 1 round regardless of the power’s duration.

Mental (Me): A subtle chime rings in the minds of creatures within 15 feet of either the manifester or the subject (at the manifester's option) for the space of 1 second (or lasts for the duration, at the manifester's option). Some powers describe unique mental displays.

Olfactory (Ol): An odd but familiar odor brings to mind a brief mental flash of a memory long buried. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the manifester and spreads to a distance of 20 feet, then fades in less than 1 second (or lasts for the duration, at the manifester's option).

Visual (Vi): The manifester’s eyes burn like points of fire while the power remains in effect, and an instantaneous flash of light sweeps away from the manifester to a distance of 5 feet, unless the power has a unique visual secondary effect.

Concentration
To manifest a power, a manifester must concentrate. If something interrupts the character’s concentration while he or she is manifesting a power, the character must make a Concentration check or lose the power points, with the power unmanifested. The more distracting the interruption and the higher the level of the power that the character is trying to manifest, the higher the DC is.  If the character fails the check, he or she loses the power points just as if the character had manifested the power to no effect.

Psionics are spell-like abilities. In most cases, a spell-like ability (and manifesting a power) works just like a spell, and casting a spell works much like manifesting a power for the purposes of the restrictions that apply. Those restrictions are the same as those on casting a spell, except for one important difference: Armor does not hinder the manifestation of a power. In all other cases, manifesting a power follows the rules for casting a spell.
Situations (other than armor) that interrupt a spell also interrupt the manifestation of a psionic power. When a power manifestation is interrupted, the manifester loses the power points he or she would have spent to successfully manifest the power. If the manifester was using a free 0-level power, the power fails, but the manifester does not use up a free manifestation.  See the Concentration skill for details on interruptions.

Manifesting Defensively: If a character wants to manifest a power without provoking any attacks of opportunity, he or she needs to dodge and weave. To manifest the power, the character must succeed at a Concentration check (DC 15 + the level of the power being manifested). The power fails and the character still loses the power points if he or she fails the check.

Manifester Level
A power’s effect and duration often depend on its manifester level, which is equal to the character’s psionic class level. 
If desired, a character can manifest a power at a lower manifester level than normal, but the manifester level must be high enough for the character to manifest the power in question, and all level-dependent features must be based on the same manifester level.

Power Failure 
If a character tries to manifest a power in conditions where the characteristics of the power (range, area, etc.) cannot be made to conform, the manifestation fails and power points are wasted. 
Powers also fail if the character’s concentration is broken (see Concentration, above).

Special Power Effects
Certain special power features apply to all powers.

Attacks: Some powers refer to attacking. All offensive combat actions, even those that don’t damage opponents are attacks. All powers that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. 

Bonus Types: Many powers give creatures bonuses to various scores. Each bonus has a type that indicates how the power grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and bonuses granted by a suit of armor and a shield used in conjunction by a creature, only the better bonus works. The same principle applies to penalties—a character suffering two or more penalties of the same type applies only the worst one.
Bonus types include armor, competence, deflection, enhancement, enlargement, haste, inherent, insight, luck, morale, natural armor, profane, resistance, sacred, and synergy.

Descriptors: Some powers have descriptors indicating something about how the power functions.  Most of these descriptors have no game effect by themselves, but they govern how the power interacts with other powers, with spells, with special abilities, with unusual creatures, with alignment, and so on.
The descriptors are acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation.

Psionics-Magic Transparency
The default rule for psionics and magic is that psionic powers interact with spells and spells interact with psionic powers in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as transparency.  
Though not explicitly called out in spell descriptions or magic item descriptions, follow this rule: Spells, spell-like abilities, and magic items that could potentially affect psionics do affect psionics.
Spell resistance functions against powers and vice versa.
All spells that negate or dispel magic are equally effective against psionic powers of the same level using the same mechanics, and vice versa. 
The spell detect magic detects psionic powers, their number, and their strength and location within 3 rounds (though a Psicraft check is necessary to determine the discipline of the psionic aura).
“Dead magic” areas are also “dead psionics” areas.
Enchantment Resistance: Races and classes with resistance to spells of the Enchantment school receive the same bonus to resist all psionic powers with the compulsion descriptor. 
Spells and Powers follow the same rules for multiple effects and bonus stacking.

Psionic Powers
Psions and psychic warriors manifest psionic powers. Psionic powers involve the direct manipulation of personal mental energy. These manipulations require natural talent and personal meditation.

Psions and Psychic Warriors
A psionic character’s level limits the number of power points available for manifesting powers (see the class description). A psion’s most important ability score is determined by his or her primary discipline, which if high enough grants additional power points per level.  Members of either class must have a key ability score equal to at least 10 + the power’s level to manifest that power.

Daily Power Point Acquisition: Each day, a psion or psychic warrior needs 8 hours of rest, after which he or she spends 15 minutes concentrating. During this period, the psionic character’s mind is charged anew with power points, reaching the maximum allowed for the character based on level, key ability score (for psion only), and feat acquisition. Without such a period of refreshment, the psionic character does not regain power points used up the day before. A psionic character can only refresh his or her power points once every twenty-four hours.

0-Level Powers: Also called talents, 0-level powers are an exception to the normal rules governing the payment of power points. Psionic characters can manifest 0-level powers a number of times per day equal to their class bonus (three for psions, two for psychic warriors) + manifester level. After that, they must pay 1 power point each time they wish to manifest a 0-level power, until the next day.

Adding Powers to a Psionic Character’s Repertoire: Psions and psychic warriors gain powers and power points each time they achieve new experience levels; they never gain powers any other way. When a psionic character gains a new level, consult the appropriate table in the class description to learn how many powers that character now knows. Refer also to the appropriate class table to learn the number of power points the character now has. The new powers must come from the appropriate class’s power list. 

Using Stored Power Points
A variety of psionic items exist that store power points for later use, chiefly the storage device called the crystal capacitor. Regardless of what sort of item stores the power points, psionic characters all must follow strict rules when tapping stored power points.

The Bottleneck: When using power points from a storage item to manifest a power or a psionic attack/defense mode, a psionic character may not supplement the power’s cost with power points stored in other items or from his own personal power point reserve.  The points required to manifest a power must be supplied entirely by the manifester or the storage item. 

Recharging: Most power point storage devices allow psionic characters to “recharge” the item with their own power points. This depletes the character’s pool on a 1-for-1 basis as if he or she had manifested a power; however, those power points remain indefinitely stored.
The opposite is not true—psionic characters may not use power points stored in a storage item to replenish their own power point reserve.

Psychometabolism Powers and Attacks
The Psychometabolism discipline includes powers that give a manifester the ability to turn unarmed attacks (or bites) into standard melee attacks. However, the total number of attacks the manifester can make in the round does not change. The manifester does now have an off-hand weapon in the form of a second claw (or a claw attack in addition to a held weapon or even a bite, if manifesting another power) and can use the standard rules for making off-hand attacks described in the Player’s Handbook, treating all claw and bite attacks as light weapons. A manifester wielding a weapon could use such a claw or bite attack as an off-hand attack or as the primary attack in the round, as desired. Additionally, the Two-Weapon Fighting and Ambidexterity feats reduce attack roll penalties when using these enhanced attacks with the off hand.

Psionic Disciplines
Every power belongs to one of six psionic disciplines. A discipline is a group of related psionic powers that work in similar ways.

Clairsentience
Clairsentience powers enable the manifester to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden things, and to generally know what is normally unknowable. Many Clairsentience powers have cone-shaped areas. These move with the manifester and extend in the direction he or she looks. The cone defines the area that the manifester can sweep each round. If the manifester studies the same area for multiple rounds, he or she can often gain addition

Metacreativity
Metacreativity powers create objects, creatures, or some form of matter. Creatures the manifester creates usually, but not always, obeys his or her commands.
A creature or object brought into being cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the power’s range, but it does not have to remain within the range.
The power draws raw ectoplasm from the Astral Plane to create an object or creature in the place the psionic character designates (subject to the limits noted above). Objects created in this fashion are generally as solid and durable as a normal object, despite their originally diaphanous substance. If the power has a duration other than instantaneous, psionic energy holds the creation together, and when the power ends or is negated, the created creature or object vanishes without a trace. Some metacreative powers have instantaneous durations. In these cases, the created object or creature is merely assembled through psionics. It lasts indefinitely and does not depend on psionics for its existence.

Psychokinesis
Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce interesting visual effects above and beyond the standard secondary display, such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage.

Psychometabolism
Psychometabolic powers change the physical properties of the psionic character.

Psychoportation
Psychoportation powers move the manifester, an object, or another creature through space and time.

Telepathy
Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior.
Most telepathic powers are mind-affecting. Two types of powers grant the manifester influence over a subject creature:
Charm: The power changes the way the subject views the manifester, typically making the subject see him or her as a good friend.
Compulsion: The power forces the subject to act in some manner or changes the way his or her mind works. Some powers determine the subject’s actions (or the effects on the subject), some allow the manifester to determine the subject’s actions when the manifester manifests them, and others give the manifester ongoing control over the subject.

Special Abilities
Psionic creatures can create psionic effects without taking a psionic class (although many do). Characters using psionic items can also create psionic effects. These effects come in two types: spell-like and supernatural.
Spell-Like Psionic Abilities: Spell-like abilities resemble spells. The manifestation of psionic powers by a psion or psychic warrior is considered a spell-like ability, as is the free manifestation of powers by creatures without a psionic class (creatures that have psionic abilities).  In most cases, a creature’s innate psionic ability works just like the power of the same name. A few such abilities are unique, and their details are explained in the text where the ability is described.
Regardless of the manifester, psionic powers and abilities have no verbal, somatic, or material components. The user activates the power mentally. Armor never affects a power’s use. Psionic abilities have a manifestation time of 1 action unless noted otherwise in the ability description.
Creatures’ psionic abilities are treated the same as psionic powers with regard to spell resistance and suppression by dispel magic. They do not function in areas where psionics are suppressed or negated.
As noted above, some creatures do take levels in psionic character classes. They manifest psionic powers just as psions or psychic warriors do. An individual creature could have some freely manifested psionic abilities and other powers that must be paid for with power points.

Psionic Disease
A character with psionic powers is subject to afflictions that specifically target their source of power.
As with any disease, a psionic character who is injured or attacked by a creature carrying a disease or parasite, or who otherwise comes in contact with contaminated material, must make an immediate Fortitude save. On a success, the disease fails to gain a foothold. On a failure, the character takes damage (or suffers the specified effect) after an incubation period. Once per day afterward, the afflicted character must make a successful Fortitude save to avoid repeating the damage. Two successful saving throws in a row indicate he or she has fought off the disease.

Cascade Flu: Spread by vermin (injury); DC 13; Incubation: one day; Damage: psionic cascade.
A psionic cascade is a loss of control over psionic faculties. Following the incubation period, using power points becomes dangerous. Every time the afflicted character manifests a power, he or she must make a Concentration check (DC 16). On a failed check, a psionic cascade is triggered. The power operates normally, but during the following round, without the character’s volition, two additional powers he or she knows manifest randomly, debiting their power cost from the character’s reserve. During the third round, three additional powers manifest, and so on, until all the psionic character’s power points are drained. (A psionic character who only knows a few powers but has many power points could run through his or her repertoire many times.) Powers activated by the cascade target randomly. Roll d%: On a 01–50 result, the power affects the character, and 51–00 indicates that the power targets other creatures in the vicinity (powers with personal and touch range always affect only the psionic character). Psionic creatures (who manifest their powers freely) cascade until all the powers they know have manifested at least twice.

Cerebral Parasites: Spread by contact with infected psionic creatures (contact); DC 15; Incubation: 1d4 days; Damage: drains 1d8 power points.
Cerebral parasites are tiny organisms, undetectable to normal sight. An afflicted character may not even know he or she carries the parasites. Psionic creatures with cerebral parasites are limited to using each of their known powers only once per day (instead of freely manifesting them).

Power Format
Each power description follows the same format.

Name
This is the name by which the power is generally known. Powers might be known by other names in some locales, and psionic characters often have different names for their powers.

Discipline and Descriptors
This is the discipline to which the power belongs.  Any descriptors that apply are given here [in brackets].
Disciplines: Clairsentience, Metacreativity, Psycho kinesis, Psychometabolism, Psychoportation, and Telepathy. The key ability score for each discipline is given (in parentheses) for ease of calculating target DCs.
Descriptors: Acid, chaotic, cold, compulsion*, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation.
*Compulsion is treated as a subschool of the Enchantment school of magic, but is used as a descriptor here to the same effect.

Level
This is the strength level of the power, ranging from 0-level (talents) through 9th level (the most powerful). This entry notes which classes can manifest this power. A power’s level affects the DC for any saving throw allowed against the power.

Display
This gives the type of display that accompanies manifestation of the power.
Displays: Au (Audible), Ma (Material), Me (Mental), Ol (Olfactory), and Vi (Visible). 

Manifestation Time
The time required to manifest the power.

Range
The maximum distance from the manifester at which the power can affect a target.

Target or Targets/Effect/Area
The number of creatures, dimensions, volume, weight, and so on, that the power affects. 

Duration
How long the power lasts.

Saving Throw
Whether a power allows a saving throw, what type of saving throw it is, and the effect of a successful saving throw.

Power Resistance
Whether power resistance (PR) resists the power. 

Power Points
The power’s cost to manifest. Talents (0-level powers) cost 1 power point to manifest after a character uses up his or her allotted free manifestations per day.

Descriptive Text
This portion of the power description details what the power does and how it works. If one of the previous portions of the description included “(see text),” this is where the explanation is found. 

POWER FORMAT
Each power description follows the same format.

NAME
This is the name by which the power is generally known. 
DISCIPLINE AND DESCRIPTORS
This is the discipline to which the power belongs. Any descriptors that apply are given here [in brackets].
	Disciplines: Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation, and Telepathy. The key ability score for each discipline is given (in parentheses) for ease of calculating target DCs.
	Descriptors: Acid, chaotic, charm*, cold, compulsion*, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation.
*Compulsion and charm are treated as subschools of the Enchantment school of magic but are used as descriptors here, to the same effect.
LEVEL
This is the strength level of the power, ranging from 0-level (talents) through 9th level (the most powerful). This entry notes which classes can manifest this power. A power’s level affects the DC for any saving throw allowed against the power.
DISPLAY
This gives the type of display that accompanies manifestation of the power.
	Displays: Au (Audible), Ma (Material), Me (Mental), Ol (Olfactory), and Vi (Visible). 
MANIFESTATION TIME
The time required to manifest the power. 
RANGE
The maximum distance from the manifester at which the power can affect a target. 
TARGET OR TARGETS/EFFECT/AREA
The number of creatures, dimensions, volume, weight, and so on, that the power affects. If the target is the manifester, he or she does not receive a saving throw, and power resistance does not apply.

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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.

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. 

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.

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.

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.

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.

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). 

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.

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.

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.

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.

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.

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.

Danger Sense
Clairsentience (Wis)
Level: Psion 3/Psychic Warrior 3
Display: Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 5
The manifester gains a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to AC against attacks by traps.

Daze
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 0/Psychic Warrior 0
Display: Me, Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
This power clouds the mind of a humanoid of Medium-size or smaller so that he or she takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but he or she can’t move, use psionic powers, cast spells, and so on.

Demoralize
Telepathy (Cha) [Mind-Affecting]
Level: Psion 1
Display: Ol, Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures, no two of which are more than 15 ft. apart
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
The manifester’s enemies areceive a –1 morale penalty on all saving throws, attack rolls, and skill checks. Allies are unaffected.

Destiny Dissonance
Clairsentience (Wis) [Mind-affecting]
Level: Psion 1
Display: Ma, Me
Manifestation Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: Until discharged
Saving Throw: None
Power Resistance: Yes 
Power Points: 1
At the manifester’s touch the subject takes 1d8 points of subdual damage. This touch attack, charged with a psionic power, is treated as an armed attack.

Detect Psionics
Clairsentience (Wis)
Level: Psion 0/Psychic Warrior 0
Display: Vi, Au
Manifestation Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
The manifester detects psionic auras. The amount of information revealed depends on how long he or she studies a particular area or subject:
1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the strength of the strongest aura.  An overwhelming aura stuns the manifester for 1 round and the power ends.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)
Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.
Aura Strength: An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.
Functioning 		Item			Aura
Power Level		Manifester Level	Strength
0-level			Lingering aura		Dim
or lingering aura
1st–3rd		1st–5th		Faint
4th–6th		6th–11th		Moderate
7th–9th		12th–20th		Strong
Artifact 		Beyond mortal	Overwhelming
or deity-level		psionics		manifester
If an aura falls into more than one category, detect psionics indicates the stronger of the two.
Time Aura Lingers: How long the aura lingers depends on its original strength:
Original Strength	Duration
Faint			1d6 minutes
Moderate 		1d6x10 minutes
Strong			1d6 hours
Overwhelming		1d6 days
Note: Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Remote Viewing
Clairsentience (Wis)
Level: Psion 4
Display: Vi, Me
Manifestation Time: 1 action
Range: 120 ft.
Area: A 120-ft.-radius emanation centered on you
Duration: 24 hours
Saving Throw: None
Power Resistance: No
Power Points: 7
The manifester immediately becomes aware of any attempt to observe him or her by means of clairaudience/clairvoyance or remote viewing. The power’s effect radiates from the manifester and moves as he or she moves. The power also reveals the use of other means of viewing, including magical scrying. The manifester knows the location of every psionic sensor within the power’s area.
If the viewing attempt originates within the area, the manifester also knows its location. If the attempt originates outside this range, the manifester and the remote viewer immediately make opposed Remote View checks. (A Remote View check is the same as an Intelligence check for a creature without the Remote View skill. If opposing magical scrying, the manifester’s Remote View check is opposed by the opponent’s Scry check.) If the manifester at least matches the remote viewer’s result, the manifester gets a visual image of the remote viewer and a sense of the remote viewer’s direction and distance from the manifester (accurate to within one-tenth the distance).

Detect Thoughts
Telepathy (Cha) [Mind-Affecting]
Level: Psion 2
Display Vi, Me
Manifestation Time: 1 action
Range: 60 ft,
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates (see text)
Power Resistance: No
Power Points: 3
The manifester detects surface thoughts. The amount of information revealed depends on how long the manifester studies a particular area or subject:
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the mental strength of each.
3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents the manifester from reading its thoughts, and the manifester must manifest detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that the manifester can pick up.
	Intelligence	Mental Strength
	  1–2		Animal
	  3–5		Very low
	  6–9		Low
	10–11		Average
	12–15		High
	16–17		Very high
	18–21		Genius
	22–25		Supra-genius
	26+		Godlike
Note: Each round, the manifester can turn to detect thoughts in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Dimensional Anchor
Psychoportation (Dex)
Level: Psion 4
Display: Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Power Resistance: Yes
Power Points: 7
A ray springs from the manifester’s hand. The maniester must make a ranged touch attack to hit the target. Any creature or object struck is covered with a ectoplasmic film that completely blocks bodily extradimensional travel. Forms of movement barred by the dimensional anchor include those granted by spells such as astral projection, blink, dimension door, dimension slide, ethereal jaunt, etherealness, gate, maze, phase door, plane shift, shadow walk, dream walk, teleport, and similar spell-like, magical, or psionic abilities. The dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the power is manifested, nor does it block extradimensional perception or attack forms. Dimensional anchor does not prevent astral constructs from disappearing at the end of an astral construct power.
Dimensional anchor protects a subject from the effects of baleful teleport.

Dimension Door
Psychoportation (Dex) [Teleportation]
Level: Psion 4/Psychic Warrior 4
Display: Vi
Manifestation Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures (see text)
Duration: Instantaneous
Power Points: 7
The manifester instantly transfers him or herself from the character’s current location to any other spot within range. The character always arrives at exactly the spot desired—whether by simply visualizing the area or by stating direction. The character can bring along up to 500 pounds of nonliving matter or 250 pounds of living matter. After using this power, the manifester can’t take any other actions until his or her next turn.
If the character arrives in a place that is already occupied by a solid body, he or she becomes trapped in the Astral Plane. Each round that the character is trapped in the Astral Plane in this way, he or she may make a Will save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, make a Will save each minute to appear in a free space within 1,000 feet. If there is no free space within 1,000 feet, the character is stuck on the Astral Plane until rescued.

Dimension Slide
Psychoportation (Dex)
Level: Psion 3
Display: Vi
Manifestation Time: 1action
Range: Close (25 ft. + 5 ft./2levels)
Target: You (see text)
Duration: Instantaneous
Power Points: 5
The character instantly transfers him or herself from the character’s current location to any other spot within range that the character can see directly. The character arrives at exactly the spot desired, if he or she can see it. A character cannot dimension slide through solid objects; even a curtain blocks dimension slide. A character cannot bring along more than his or her medium load carrying capacity, nor can a character bring along any living matter that weighs more than 20 pounds. After using this power, the character can’t take any other actions until his or her next turn.
If the character somehow attempts to transfer him or herself to a location occupied by a solid body, the power simply fails to function.

Disable
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 1
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 15-ft.-radius burst
Duration: 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
The manifester broadcasts a compulsion that convinces one or more creatures that they are disabled (at 0 hit points). Roll 2d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the power’s point of origin are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.
Creatures affected by the power believe that they have somehow been reduced to 0 hit points, and must act accordingly.  Creatures that do attempt to take actions immediately pierce the compulsion, and may act normally. Creatures that attempt to heal themselves or who receive healing are likewise freed of the compulsion, and if they are not otherwise wounded, the healing is wasted. Creatures who are attacked and take damage are also instantly freed of the compulsion. When the duration ends, the creatures’ hit points “return” to their previous level (as they perceive the true state of their health).
Note: Extra hit points are irrelevant for determining how many HD a creature has.

Displacement
Psychometabolism (Str)
Level: Psion 3/Psychic Warrior 3
Display: Au
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 5
The manifester appears to be about 2 feet away from his or her true location. The character benefits from a 50% miss chance as if he or she had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the character normally. True seeing reveals the character’s true location.

Distract
Telepathy (Cha) [Mind-Affecting]
Level: Psion 0/Psychic Warrior 0
Display: Au
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a –1 penalty.

Divert Teleport
Psychoportation (Dex) [Teleportation]; and
Psychokinesis (Con) [Teleportation]
Level: Psion 7
Display: Vi
Manifestation Time: See text
Range: Medium (100 ft. + 10 ft./level)
Area: A circle, centered on you, with a radius of 100 ft. + 10 ft./level
Effect: Diverts the teleportation of any object or creature whose weight does not total more than 300 lb./level
Duration: 10 minutes/level (D)
Saving Throw: Will negates (foils diversion) 
Power Resistance: Yes (foils diversion)
Power Points: 13
The manifester senses the use of various Psychoportation powers and similar spells within the area. The manifester senses the use of these powers whether or not he or she can directly see them. When sensing the use of a specified effect, the manifester knows exactly where the creature is using the power. Specified powers include dimension door, dimension slide, ethereal jaunt, etherealness, fly, spider climb, teleport, and possibly others. The manifester can divert the final destination of any teleportation made by others within the area. This is a free action, like manifesting a quickened power, and counts toward the limit of one quickened power per round. The manifester can divert the destination of both incoming and outgoing teleportations, both psionic and magical. The manifester must overcome the power resistance of creatures that possess it for a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.
For purposes of this power, “divert” means the manifester chooses the actual destination of any teleportation he or she can affect. The destination choosen must be a location to which the manifester has previously teleported.

Divination
Clairsentience (Wis)
Level: Psion 4
Display: Vi, Me
Manifestation Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 7
Divination can provide a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.
The base chance for a correct divination is 70% + 1% per manifester level. The DM adjusts the chance if unusual circumstances require it. If the dice roll fails, the manifester knows the power failed, unless specific psionics or magic yielding false information is at work.
Multiple divinations about the same action by the same manifester use the same dice roll result as the first divination and yield the same answer each time.

Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 4
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 day/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
The manifester can control the actions of any humanoid of Medium-size or smaller. The manifester establishes a telepathic link with the subject’s mind. If the manifester and the subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the subject is experiencing but does not receive direct sensory input from him or her.
Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and subject are on the same plane. The manifester need not see the subject to control it.
Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or negate it.

Empathic Transfer
Psychometabolism (Str)
Level: Psion 1
Display: Ma, Au
Manifestation Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 1
When a character manifests this power, he or she can transfer up to 8 points of damage per manifester level from the subject creature to him or herself.
Alternatively, the manifester can absorb one poison or one disease afflicting the subject creature into him or herself. When the character absorbs a poison or disease, he or she does not absorb the damage done previously dealt by the affliction, but does take up the burden of making the secondary and/or continuing Fortitude saves against the affliction.
Finally, the character can choose to transfer up to 1 point of temporary ability damage per manifester level from the subject to him or herself.

Empathy
Telepathy (Cha) [Mind-Affecting]
Level: Psion 1
Display Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
The manifester detects the surface emotions of any creature he or she can see that is in range. The character can sense basic needs, drives, and emotions.

Expanded Vision
Clairsentience (Wis)
Level: Psion 1/Psychic Warrior 1
Display: Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
The manifester is granted a 315-degree arc of sight, allowing him or her some slight vision of creatures that might otherwise fully flank the character.  Opponents flanking the character gain only a +1 bonus on their attack rolls instead of +2 (although rogues can still take sneak attacks). All the character’s Spot checks gain a +1 enhancement bonus. Concurrently, the character suffers a –2 enhancement penalty against all gaze attacks while the power persists.

False Sensory Input
Telepathy (Cha) [Mind-Affecting]
Level: Psion 3
Display: Me
Manifestation Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
The manifester has a limited ability to falsify one of the subject’s senses. The subject thinks he or she sees, hears, smells, tastes or feels something other than what his or her senses actually report. The manifester can’t fabricate a sensation where none exists, nor make the subject completely oblivious to a sensation, but the manifester can falsify the specifics of one sensation for different specifics. The manifester can switch between senses he or she falsifies round by round. The manifester can’t alter a sensation’s “intensity” by more than 50%. If this power is used to distract an enemy psion who is attempting to manifest a power, the enemy must make a Concentration check as if against a nondamaging power (the DC equals the distracting power’s save DC + 3 in this case).

Far Hand
Psychokinesis (Con)
Level: Psion 0
Display: Vi
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: A nonmagical, unattended object weighing up to 5 pounds
Duration: Concentration
Saving Throw: None
Power Resistance: No
Power Points: 1
The manifester can lift and move an object at will from a distance. As a move-equivalent action, the character can move the object up to 15 feet in any direction, though the power ends if the distance between the character and the object ever exceeds the power’s range. 

Far Punch
Psychokinesis (Con)
Level: Psion 0/Psychic Warrior 0
Display: Vi, Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One individual
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 1
The target is buffeted with telekinetic force for 1 point of damage.
Far punch always affects a target within range that the manifester can see, even if the target is in melee or has partial cover or concealment. However, a shield spell protects the target. Inanimate objects cannot be damaged by the power.

Fatal Attraction
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 4
Display: Me (detectable only by victim)
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7
The manifester plants a hidden death-urge impulse in the subject’s unconscious. The impulse slowly takes root and reinforces itself in the subject’s mind over a period of 1d4 days. The subject’s conscious mind remains completely unaware of the death urge secretly swelling within. The subject’s companions, if any, may each make one Wisdom check on the final day of the time period to notice that the subject seems unaccountably dour and fatalistic.
When the urge has grown to an overpowering psychosis (after 1d4 days), the subject looks for the quickest, most likely method to end his or her life and attempts to do so. If nothing better offered itself, the subject would attempt to perform a coup de grace on him or herself. If the subject had no weapon, he or she would attempt to batter him or herself to death on a wall or other surface. If the subject goes through with a method but fails to die, he or she can make another Fortitude save against the original DC to break the compulsion. Otherwise, the urge secretly grows again over 1d4 days, and the cycle repeats.

Fate Link
Telepathy (Cha)
Level: Psion 3
Display: Ol
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any two living creatures that are initially no more than 30 ft. apart.
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
The manifester temporarily links the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If either dies, the other must immediately succeed at a Fortitude save or gain a number of negative levels equal to the character level of the creature that died (minimum one). All other effects are not transferred by the fate link. A manifester could attempt to create a chain of fate linked creatures, if desired.

Fate of One
Clairsentience (Wis)
Level: Psion 4
Display: Me, Vi
Manifestation Time: See text
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 7
The manifester gains limited omniscience, allowing the character to reroll a saving throw, attack roll, or skill check, and use the better of the two rolls for the result.
A character can manifest this power instantly, quickly enough to gain its benefits in a clutch situation. 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.

Feather Fall
Psychoportation (Dex)
Level: Psion 1
Display: Au
Manifestation Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Any free-falling objects or creatures in a 10-ft. radius whose weight does not total more than 300 lb./level
Duration: Until landing or 1 round/level 
Saving Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points: 1
The creatures or objects affected fall slowly. The rate of fall is instantly changed to a mere 60 feet per round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the power is in effect. However, when the duration expires, a normal rate of fall occurs.
A character can manifest this power instantly, quickly enough to save him or herself if he or she 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.
This power has no special effect on ranged weapons unless they are falling quite a distance. If manifested on a falling item, the item does half normal damage based on weight (1d6 per 400 pounds) with no bonus for the height of the drop.
The power works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Feel Light
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display: Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 1
The manifester experiences light translated through tactile sensation (by touch). The character’s entire body becomes a receiver for light. The character’s field of vision does not change, but if he or she has darkvision, sight is not translated to touch via feel light.
If the character’s eyes are working normally, the expanded view gives a +1 enhancement bonus on all Spot and Search checks. If this power is used in conjunction with hear light, the bonus is +2.

Feel Sound
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display: Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 1
The manifester experiences sound translated through tactile sensation (by touch). The character’s range of hearing does not change.  If the character’s ears are working normally, the expanded reception gives a +1 enhancement bonus on all Listen checks. If this power is used in conjunction with see sound, the bonus is +2..

Forced Mindlink
Telepathy (Cha)
Level: Psion 4
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: 10 minutes/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
The manifester forges a telepathic bond with another creature, which must have an Intelligence score of 6 or higher. 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).  While the bond can be forced on an unwilling creature, it does not compel the creature to respond through the bond.

Foresight
Clairsentience (Wis)
Level: Psion 8
Display: Vi, Ma
Manifestation Time: 1 action
Range: Personal or touch
Target: See text
Duration: 10 minutes/level
Saving Throw: None or Will negates (see text)
Power Resistance: No or Yes (harmless)
Power Points: 15
The manifester gains a powerful sixth sense in relation to him or herself or another. Once the power is manifested, the character receives instantaneous warnings of impending danger or harm to the subject of the power. If the manifester is the subject, he or she is never surprised or flat-footed. In addition, the power gives a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever the manifester would lose a Dexterity bonus to AC.
When another creature is the object of the power, the manifester receives warnings about that creature. The manifester must communicate what he or she learns to the other creature for the warning to be useful, and it can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate power) can all be accomplished before some danger befalls the power’s subject, provided the manifester acts on the warning without delay. The subject, however, does not gain the insight bonus to AC or Reflex saves.

Greater Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 5
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 day/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9
The manifester can control the actions of any humanoid of Medium-size or smaller. The manifester establishes a telepathic link with the subject’s mind. If the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities, regardless of whether the manifester shares a language with the subject. The manifester knows what the subject is experiencing but does not receive direct sensory input from him or her.
Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and subject are on the same plane. The manifester need not see the subject to control it.
Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or negate it.

Hear Light
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display: Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 1
The manifester experiences light translated through auditory sensation (by hearing).  The character can see what his or her eyes would normally reveal, but if the character has darkvision, sight is not translated to sound via hear light.
If the character’s eyes are working normally, the expanded view gives you a +1 enhancement bonus on all Spot and Search checks. If this power is used in conjunction with feel light, the bonus is +2.

Hypercognition
Clairsentience (Wis); and
Psychometabolism (Str) 
Level: Psion 8
Display: Me
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 15
The manifester makes lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in his or her mind. The character can make reasonable statements about a person, place, or object, seemingly from very little knowledge. 
The nature of the knowledge gained concerning the subject of the analysis is subject to the DM’s discretion but might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or object, or even a conclusion concerning a dilemma that the character’ conscious mind is unable to produce.
The DM may ask for an Intelligence check to receive the desired information (DM secretly determines the DC). Intelligence checks made with the aid of hypercognition have a +30 bonus.

Identify
Clairsentience (Wis)
Level: Psion 1
Display: Me, Ma
Manifestation Time: 8 hours
Range: Touch
Target: Up to 1 touched object per level
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 1
This power determines the single most basic function of a psionic item, including how to activate that function (if appropriate), and how many charges are left (if any). 
If a psionic item has multiple different functions that are equally basic, identify determines the lowest-level function. If these functions are also of equal level, the DM decides randomly which is identified.

Immovability
Psychometabolism (Str)
Level: Psion 4/Psychic Warrior 4
Display: Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 7
The manifester is almost impossible to move. The character’s weight does not vary; instead, he or she mentally attaches him or herself to the underlying fabric of the plane. Thus, the character could conceivably anchor him or herself in midair. The character opposes any attempt to be moved by a Strength check modified by a bonus equal to three times the character’s manifester level. Once immovable, the character can’t move to a new location unless he or she first dismisses the power or its duration expires.
While the character is immovable, he or she loses all Dexterity bonuses to AC. Neither can the character attack or make any other movement. However, the character’s anchored body gains damage reduction 20/+3.

Improved Biofeedback
Psychometabolism (Str)
Level: Psion 3/Psychic Warrior 3
Display: Vi, Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 5
The manifester takes a portion of any attack that deals damage as points of subdual damage equal to twice his or her Strength modifier. This power is not retroactive to wounds received prior to manifesting biofeedback.

Improved Clairtangency
Psychokinesis (Con)
Level: Psion 8
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: 15
The manifester can emulate telekinesis 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 telekinesis (the manifester doesn’t need to manifest the power). Improved clairtangency’s duration is up to 1 minute/level when the telekinesis effect is used as a sustained force, but it expires immediately after a violent thrust.

Improved Telekinesis
Psychokinesis (Con)
Level: Psion 7
Display: Vi 
Manifestation Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See text
Duration: Concentration, up to 10 minutes/level, or instantaneous (see text)
Saving Throw: Will negates (object) (see text)
Power Resistance: Yes (object) (see text)
Power Points: 13
The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester’s choice).
Sustained Force: A sustained force moves a creature or object weighing up to 100 pounds per manifester level up to 50 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.
This version of the power lasts up to 1 round per manifester level, but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object cannot be moved beyond the range of the power. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. The manifester might even be able to untie simple knots, though fine actions such as these require Intelligence checks against a DC set by the DM.
Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds per manifester level.
The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects.
Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 60 feet (6d6 points).

Inertial Barrier
Psychokinesis (Con)
Level: Psion 4/Psychic Warrior 4
Display: Au, Me
Manifestation Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7
The subject gains damage reduction 10/+5. Once the power has prevented a total of 10 points of damage per manifester level (maximum 150 points), it is discharged. Inertial barrier also absorbs up to half the damage from a fall. Damage absorbed from a fall counts toward discharging the effect. The psychokinetic barrier delays the effects of gases in the atmosphere for 2d4 rounds.

Inflict Pain
Telepathy (Cha) [Mind-Affecting]
Level: Psion 2
Display: Au
Manifestation Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
This telepathic strike deals 3d6 points of damage.

Inkling
Clairsentience (Wis)
Level: Psion 0
Display: Ol, Au
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1
An inkling 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 50%, 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 inkling 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 inkling.
The inkling can see into the future only about half an hour, so anything that might happen after that does not affect the inkling. Thus, it might miss the long-term consequences of the contemplated action. All inklings manifested by the same person about the same action use the same die roll result as the first inkling.
Note: A character may only manifest inkling a number of times per day equal to his or her Wisdom modifier +1, regardless of further payment of power points or number of free manifestations left in the day. 

Insanity
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 7
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
Creatures affected by this power are permanently insane and constantly behave randomly, as indicated on the follow table:
	d10 roll	Action
	1		Wander away for 1 minute (unless prevented)
	2–6		Do nothing for 1 round
	7–9 		Attack nearest creature for 1 round
	10		Act normally for 1 round
Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if uninterested. Attackers are not at any special advantage when attacking them. Actions are checked at the beginning of each creature’s turn. Any insane creature that is attacked automatically attacks its attackers on its next turn.
Only psychic chirurgery and other extreme measures can restore the subject’s sanity.

Intrusive Sense Link
Telepathy (Cha) [Mind-Affecting]
Level: Psion 2
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
The subject creatuse senses what the manifester senses.  Only one sense is linked, and the manifester may not switch between senses with the same manifestation.  Once sense link is manifested, the link persists even if the subject creature moves out of the original manifestation range (but the link does not work across planes). The manifester does not control the creature, nor can the manifester communicate with it via this power. 
The manifester must concentrate to access the sense link. If he or she does not concentrate, that sense returns to the manifester’s own immediate surroundings. The powers of the manifester’s senses could be enhanced by other powers or items, if desired, allowing the subject creature the same enhanced sense. A successful negate psionics manifested on the manifester or the linked creature ends the power. With respect to the subject creature’s own blindness, deafness, and so on, the manifester is an independent sensory organ. When linked to the manifester, the subject may make his or her own perception checks, such as Spot and Listen, regardless of the manifester’s Spot and Listen results, if any.
This power can be used to damage the subject.  For example, if the manifester links taste and then eats something particularly foul (DM’s discretion), the subject creature must make another Will save against the original DC or be stunned for 1 round. If the manifester eats something that causes damage, the subject creature takes no damage but must make a saving throw against the original DC or be stunned for 1d2 rounds. Likewise, if the manifester links sight and is subject to a gaze attack, so is the subject.

Knock
Psychoportation (Dex)
Level: Psion 2
Display: Ma
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous (see text)
Saving Throw: None
Power Resistance: No
Power Points: 3
The knock power opens stuck, barred, locked, or psionically locked doors (and magically held and arcane locked doors). It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a psionically locked door, the power does not remove the psionic lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or becomes stuck again on its own. Knock does not raise barred gates or similar impediments, nor does it affect ropes, vines, and the like. Note that the effect is limited by the area. Each power can undo up to two means of preventing egress through a portal. 

Know Direction
Clairsentience (Wis)
Level: Psion 0/Psychic Warrior 0
Display: Me
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1
The manifester instantly knows which way is north. If in a place where magnetic field lines do not specify north, the manifester may know the direction of a preeminent landmark, at the DM’s discretion. The character only knows the direction of north immediately after manifesting this power. Subsequent movement could confuse matters once again.

Know Location
Clairsentience (Wis)
Level: Psion 1
Display: Me
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1
The manifester generally knows where he or she is. The power reveals general information about the character’s location. The information is usually no more detailed than a summary that locates you according to a prominent local landmark.  Subsequent movement could confuse matters once again.

Lesser Body Adjustment
Psychometabolism (Str)
Level: Psion 1
Power Points: 3
Power Points: 1
The manifester cures him or herself of 1d8 points of damage.
Alternatively, the manifester can gain a +1 bonus on his or her next Fortitude save against poison or disease. 
Finally, a character can use body adjustment to heal 1 points of temporary ability damage. The manifester doesn’t gain all three benefits from a single manifestation of this power.

Lesser Concussion
Psychokinesis (Con)
Level: Psion 1
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: 1
The target is pummeled with for 1d6 points of  damage. The manifester may choose to have the power deal an equal amount of subdual damage instead.
Lesser 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 cannot be damaged by the power.

Lesser Domination
Telepathy (Cha) [Compulsion, Mind-Affecting, Language-Dependent]
Level: Psion 3
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 day/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
The manifester can control the actions of any humanoid of Medium-size or smaller with who the manifester shares a common language. The manifester establishes a telepathic link with the subject’s mind.  The manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. The manifester knows what the subject is experiencing but does not receive direct sensory input from him or her.
Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and subject are on the same plane. The manifester need not see the subject to control it.
Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or negate it.

Lesser Mindlink
Telepathy (Cha)
Level: Psion 1
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: 10 minutes/level
Saving Throw: None
Power Resistance: No
Power Points: 1
The manifester forges a 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. 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).

Levitate
Psychoportation (Dex)
Level: Psion 2/Psychic Warrior 2
Display: 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: 10 minutes/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3
Levitate allows the manifester to move him or herself, another creature, or an object up and down as the manifester wishes. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. The manifester can mentally direct the recipient to move up or down up to 20 feet each round; doing so is a move-equivalent action. The manifester cannot move the recipient horizontally, but the recipient push or pull themselves along surfaces (generally at half its base speed).
A levitating creature who attacks with a melee or ranged weapon finds him or herself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, and so on, up to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.

Mass Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 7
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 day/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
The manifester can control the actions of any humanoids of Medium-size or smaller, regardless of language. The manifester establishes a telepathic link with the subjects’ mind. The manifester can generally force the subjects to perform as he or she desires, within the limits of the subjects’ abilities.  The manifester can give different directions to different creatures. The manifester knows what the subjects are experiencing but does not receive direct sensory input from them.
Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and subjects are on the same plane. The manifester need not see the subjects to control it.
Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the telepathic link over a subject so warded, but it does not prevent the establishment of domination or negate it.

Mass Suggestion
Telepathy (Cha) [Compulsion, Mind-Affecting, Language-Dependent]
Level: Psion 6
Display: Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 11
The manifester influences the actions of the subject creatures by suggesting a course of action (limited to a sentence or two). The suggestion must be worded in such a manner as to make the action sound reasonable. Asking the creatures to do some other obviously harmful act automatically negates the effect of the power. The suggested course of action can continue for the entire duration. If the suggested action can be completed in a shorter time, the power ends when the subjects finish what they were asked to do. The manifester can instead specify conditions that will trigger a special action during the duration. If the condition is not met before the power expires, the action is not performed.
A very reasonable suggestion causes the saving throw to be made with a penalty (such as –1, –2, and so on) at the discretion of the DM.
If manifest on multiple creatures, the same suggestion applies to all these creatures.
 
Matter Agitation
Psychokinesis (Con)
Level: Psion 1
Display: Au, Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 2 sq. ft. of surface area of an object or creature
Duration: Concentration, up to 2 rounds/level
Saving Throw: None
Power Resistance: Yes
Power Points: 1
The manifester can excite the structure of a nonmagical object, heating it to the point of combustion over time. If the manifester shifts focus to another object, the first object cools and the second object begins to heat up.
1st Round: Readily flammable materials ignite. Skin reddens (1 point of damage).
2nd Round: Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of damage), hair smolders, paint shrivels, water boils.
3rd Round: Wood ignites, metal scorches (1d4 points of damage for those holding metallic objects). Skin burns and hair ignites (1d6 points of damage), lead melts.
The manifester can continue to agitate a chosen surface area up to the duration of the power if concentration holds, but can only deal a maximum of 1d6 points of damage against a living or undead subject.

Metaconcert
Telepathy (Cha) [Mind-Affecting]
Level: Psion 5
Display: Vi (see text)
Manifestation Time: 1 minute
Range: 10 feet
Target: You and up to fifteen other psions who also know metaconcert
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 9
The manifester links his or her psychic might with other psions, creating an entity more powerful than the sum of its parts. All participants (up to sixteen total, including the manifester) must be willing; thus, saving throws and power resistance do not apply. Once linked, all the participant’s power points flow into a collective pool, the total of which is 20% more than the sum of the participants’ pools. When the power is manifested, one individual is chosen as the lead mind by mutual consent of the other participants. Until the power ends, this “conductor” directs the efforts of the group. Visually, misty strands of glowing power link the brows of all the participants in a complex and shifting pattern.
All the powers of each participant are known to the mental entity constructed by metaconcert. This entity can’t take any more actions than a normal individual, but it manifests all its powers more effectively. Each individual psion making up the entity provides a cumulative +1 bonus to DCs set when manifesting a power (including using a psionic attack mode) and a cumulative +1 bonus when making saving throws against powers (including Will saves against psionic attack modes). If the psionic entity takes temporary ability damage from a psionic attack, the total is divided up among all the members as they see fit.
Once linked, the participants must remain within a 20-foot-diameter area, and as a group may only move at a speed of 10 feet. Participants can willingly drop out before the overall metaconcert ends, but they come away with 0 power points. Participants who accidentally move beyond the range of the power or who are forcibly removed also end up with 0 power points.
When metaconcert ends normally or is dismissed, remaining power points in the pool are evenly divided among all the participants (round down). A manifester does not leave a metaconcert with more power points than he or she joined in with.

Metafaculty
Clairsentience (Wis)
Level: Psion 9
Display: Vi, Ol, Me
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None (see text)
Power Resistance: See text
Power Points: 17, XP cost
The manifester gains exceptional insight concerning any individual or creature whom he or she has previously detected via any other Clairsentience or Telepathy power. For purposes of this power, “exceptional insight” includes a name, a mental image of the subject, the subject’s alignment, and the subject’s location (an image of the subject’s current location that is good enough to teleport to as if studied carefully). Powers, special abilities, and spells do not protect against metafaculty’s ability to find the truth, not even mind blank or spells such as wish.
  XP Cost: The manifester expends a number of XP equal to the total level (or HD) of the individual focused on x 500. A character can never expend so much XP using metafaculty that he or she would lose a level. If that would be the case, metafaculty simply fails to work.

Microcosm
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 9
Display: Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One living creature or one or more creatures within a 15-foot-radius sphere
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 17
When microcosm is manifested, it can target either a single creature or a group.
Targeted: If microcosm targets a single creature, that creature’s senses are pinched off from the real world if it has 100 or fewer hit points. The subject’s senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply and will eventually die of thirst and starvation without aid. However, the subject lives within its own made-up world until the time of its actual death.
Area Effect: If microcosm is manifested as an area effect, it sends creatures in a 15-foot-radius sphere into their own (unlinked) catatonias. It affects only creatures that have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first until the next creature would put the total over the 300 hit point limit. (Creatures with negative hit points count as having 0 hit points.)
Manifesting microcosm a second time on a subject can turn its sensory pathways outward once more. Otherwise, only very powerful psionic powers or similar effects (such as psychic chirurgery or the spell greater restoration) can undo the mental crosswiring that creates a private world.

Mind Blank
Telepathy (Cha)
Level: Psion 8
Display: Ol
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 day
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 15
The subject is totally protected from all devices and power that detect, influence, or read emotions or thoughts. This protects against all mind-affecting powers and effects, as well as information gathering by Clairsentience powers or effects (except metafaculty). Mind blank even foils extraordinary powers and spells (such as limited wish, miracle, and wish) when they are used in such a way as to affect the subject’s mind or to gain information about him or her. In the case of remote viewing or scrying that scans an area that the creature is in, the power works but the creature simply isn’t detected. Remote viewing and scrying attempts that are targeted specifically at the subject do not work at all.
Mind blank is not effective against psionic attack modes.

Mindlink
Telepathy (Cha)
Level: Psion 3
Display: Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are initially more than 30 ft. apart
Duration: 10 minutes/level
Saving Throw: None
Power Resistance: No
The manifester forges a telepathic bond with other creatures, which must have Intelligence scores of 6 or higher. The bond can be established only with willing subjects, who therefore receive no saving throw and gain no benefit from power resistance. The manifester can communicate telepathically through the bond even if he or she does not share a common language. 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).

Mind Probe
Telepathy (Cha) [Charm]
Level: Psion 5
Display: Vi, Ma, Au
Manifestation Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 9
All the subject’s memories and knowledge are accessible to the manifester, from memories deep below the surface to those still easily called to mind. The manifester can learn the answer to one question per round, to the best of the subject’s knowledge. The manifester can also probe a sleeping subject, though the subject may make a Will save against the DC of the mind probe to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power’s range, unless somehow hindered. The manifester poses the questions telepathically, and the answers to those questions are imparted directly to the manifester’s mind. The manifester and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to the questions.
Creatures protected by mind blank are immune to mind probe.

Mind Seed
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 8
Display: Ma
Manifestation Time: 3 rounds
Range: 5 feet
Target: One humanoid of Medium-size or smaller
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 15, XP cost
The manifester impresses the totality of his or her psyche into a subject’s subconscious. If successfully implanted, the seed of the manifester’s mind “germinates” over the period of one week. During this time, the subject begins to unconsciously take on the manifester’s mannerisms. Any time before the seven-day deadline, the mind seed can be purged from the subject’s mind with psychic chirurgery or the spell greater restoration (manifesting mind seed again also cleanses the mind).
When integration is complete (after seven days), the subject becomes the manifester in mind as he or she was when he or she manifested the power but eight levels lower in experience. The subject does not possess any of the manifester’s physical statistics or equipment, but does possess his or her ability scores in Intelligence, Wisdom, and Charisma as they were eight levels earlier. The subject also knows the powers the manifester knew at the appropriate level.
As soon as the subject becomes the manifester’s mental duplicate, the two personalities begin to diverge. Although the subject starts off with the manifester’s experiences, he or she possesses his or her original “soul” and physical body and is free to develop his or her own personality based on its own experiences. Thus, the subject is not the manifester’s slave or servant, but instead an NPC in his or her own right who shares the manifester’s earlier memories. 
Protection from evil or a similar spell or power can prevent a manifester from implanting mind seed.
XP Cost: 3,000 XP.

Mind Switch
Telepathy (Cha)
Level: Psion 6
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: You and one other living Medium-size or smaller creature
Duration: Until you return to your body
Saving Throw: Will negates (see text)
Power Resistance: Yes
Power Points: 11
The manifester can attempt to take control of a nearby living creature, forcing its mind (and soul) into the manifester’s body. The manifester may move his or her mind back into his or her own body whenever he or she desirse (which returns the subject’s mind to its own body). The power ends when the manifester sends his or her mind back to his or her own body.
Attempting to switch minds is a full-round action. It is blocked by protection from evil or a similar magical or psionic ward. The manifester possesses the body and forces the creature’s mind into the manifester’s body unless it succeeds at a Will save.
If successful, the manifester’s life force occupies the host body, and the host’s life force takes over the manifester’s. The manifester can call on rudimentary or instinctive knowledge of the subject creature, but not upon its real or acquired knowledge (as can it in the manifester’s body). Each retains his or her own alignment, Intelligence, Wisdom, and Charisma scores, class, level, skills, base attack bonus, base saving throw bonuses, hit points (regardless of new Constitution score), power points (if any), and power resistance (if any). Each gains the new body’s Strength, Constitution, and Dexterity scores (including modifiers based on these abilities), as well as natural (but not magical) armor. Neither gains the other’s special abilities.
As a standard action, the manifester can return to his or her own body, if within range (which ends the power).
If the manifester’s new body is slain, he or she returns to his or her own body, if within range, and the life force of the original body departs. If the new body is slain beyond the range of the power, the manifester dies, but the switched creature lives on in the manifester’s body permanently. If the manifester’s body is slain while inhabited by the power’s subject, it dies, and the manifester continues to inhabit the new body permanently. Any life force with nowhere to go is treated as slain.
A successful targeted negate psionics manifested on either switched body causes both minds to return to their original bodies, if within range. If they are out of range, negate psionics has no effect.

Mindwipe
Telepathy (Cha)
Level: Psion 4
Display: Vi, Ma, Au
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7
This power bestows one negative level per two manifester levels (maximum five negative levels) to the subject.
If the subject has at least as many negative levels as HD, he or she dies. Each negative level gives a creature the following penalties: –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of power, spells, or special abilities). The creature also loses 5 hit points. Additionally, a psionic character or creature loses one power from his or her highest available level (a spellcaster loses one spell or spell slot from his or her highest available level). Negative levels stack.
Assuming the subject survives, he or she regains lost levels after a number of hours equal to the manifester’s manifester level. Usually, negative levels have a chance of permanently draining the subject’s levels, but the negative levels from mindwipe don’t last long enough to do so.

Missive
Telepathy (Cha)
Level: Psion 0
Display: Vi
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature
Effect: Mental message delivered to subject
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
The manifester sends a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange. If the manifester and subject do not share a common language, the subject “hears” meaningless mental syllables.

Monster Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 9
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 day/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 17
The manifester can control the actions of any living creature. The manifester establishes a telepathic link with the subject’s mind. If the manifester and the subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the subject is experiencing but does not receive direct sensory input from him or her.
Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and subject are on the same plane. The manifester need not see the subject to control it.
Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or negate it.

Negate Psionics
Psychokinesis (Con)
Level: Psion 3
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One psionic character or creature, or one object; or 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 5
A manifester can use negate psionics to end ongoing powers that are manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing power (or at least their effects) within an area. A negated power ends as if its duration had expired. Negate psionics can negate (but not counter) the ongoing effects of supernatural abilities as well as psionic powers. Negate psionics affects spell-like abilities just as it affects powers (and spells). Negate psionics cannot undo the effects of any power with instantaneous duration. 
The manifester chooses to use negate psionics in one of two ways: a targeted negation or an area negation:
Targeted Negation: One object, creature, or power is the target of the power. The manifester makes a negation check against the power or against each ongoing power currently in effect on the object or creature. A negation check is 1d20 + 1 per manifester level (maximum +10) against a DC of 11 + the power-to-be-negated’s manifester level.
If the object targeted is a psionic item, make a negation check against the item’s manifester level. If successful, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. 
A character automatically succeedes in the negation check against any power that character manifest him or herself.
Area Negation: The power affects everything within a 30-foot radius.
For each creature that is the target of one or more powers, make a negation check against the power with the highest manifester level. If that fails, make negation checks against progressively weaker powers until one power is negated (which discharges the negate psionics so far as that target is concerned) or all checks fail. The creature’s psionic items are not affected.
For each object that is the target of one or more powers, make negation checks as with creatures. Psionic items are not affected by area negations.
For each ongoing power with an area centered within the negate psionics target area, make a negation check to negate the power.
For each ongoing power whose area overlaps with that of the negation, make a negation check to end the effect, but only within the area of the negate psionics.

Nondetection
Clairsentience (Wis)
Level: Psion 3
Display: None
Manifestation Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 5
The warded creature or object becomes difficult to detect by Clairsentience powers or psionic and magic items that allow others to view the subject from afar. If a Clairsentience power is attempted against the warded creature or item, the manifester of the Clairsentience power must succeed at a manifester level check (1d20 + manifester level) with a DC of 11 + the manifester level of the psionic creature or character who manifested nondetection. If the manifester manifested nondetection on him or herself or on an item currently in the manifester’s possession, the DC is 15 + manifester level.
If manifested on a creature, nondetection wards the creature’s gear as well as the creature itself.

Null Psionics Field
Psychokinesis (Con)
Level: Psion 6
Display: Vi, Au
Manifestation Time 1 action
Range: 10 ft.
Area: A 10-ft.-radius emanation, centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance: See text
Power Points: 11
An invisible barrier surrounds the manifester and moves with him or her. The space within this barrier is totally impervious to most psionic effects. Likewise, it prevents the functioning of any psionic items or psionic powers within its confines. The field suppresses any powers or psionic effects used within, brought into, or manifested into the area, but does not negate them. Time spent within a null psionics field counts against the suppressed power’s duration. 
Astral constructs wink out if they enter the field (or are inside one when it is created). The construct reappears in the same spot once the null psionics field no longer covers the spot where the construct was. Time spent winked out counts normally against the duration of the power that’s maintaining the creature. If the construct has power resistance, when the character manifested the null psionics field the character must make a manifester level check (1d20 + manifester level) against the construct’s PR to make it wink out.
A psionic weapon does not function psionically within the area, but it is still a weapon (and a masterwork one at that). The power has no effect on constructs that are imbued with psionics during their creation process and are thereafter self-supporting (unlike astral constructs that persist only so long as a power’s duration). Undead and outsiders are likewise unaffected (unless summoned). These creatures’ psionic powers, spell-like abilities, or supernatural abilities, however, may be temporarily nullified by the field.
A negate psionics power does not remove the field. Two or more null psionics fields have no appreciable effect on each other. Artifacts, relics, and creatures of demigod or higher status are unaffected by mortal psionics such as this.
Note: Should the manifester be larger than the area enclosed by the field, any part of his or her person that lies outside the field is unaffected by the field.

Object Reading
Clairsentience (Wis)
Level: Psion 1
Display: Au, Ma
Manifestation Time: 1 action
Range: Touch
Target: One object
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 1
The manifester can learn details of an inanimate object’s previous owner. The amount of information revealed depends on how long the manifester studies a particular object.
1st Round: Last owner’s race.
2nd Round: Last owner’s gender.
3rd Round: Last owner’s age.
4th Round: Last owner’s alignment.
5th Round: How last owner gained and lost the object.
6th+ Round: Previous-to-last owner’s race, and so on.
An object without any previous owners reveals no information. A manifester can continue to run down the list of previous owners and learn details about them as long as the power’s duration lasts. If the manifester reads the same object again, he or she does not pick up where he or she left off in the list of previous owners.

Painful Touch
Psychometabolism (Str)
Level: Psion 2/Psychic Warrior 2
Display: Vi, Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 3
When the manifester makes a successful unarmed attack that deals damage (or in conjunction with any bite or claw powers), he or she deals an additional 1d6 points of subdual damage to the target.

Poison Sense
Clairsentience (Wis)
Level: Psion 3
Display: Ol
Manifestation Time: 1 action
Range: 30 ft.
Target: 30-ft.-radius spread, centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 5
While the duration lasts the manifester becomes aware of the presence of poison within 30 feet of him or her, and its general location. The character can determine the exact type of poison with a successful Wisdom check (DC 16). A character with the Alchemy skill may additionally try an Alchemy check (DC 16).
Note: The power can penetrate barriers of up to 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt.

Power Resistance
Clairsentience (Wis)
Level: Psion 5
Display: Ma, Vi
Manifestation Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
This power grants the subject a power resistance (PR) equal to 12 + the manifester’s manifester level.
In order to affect a creature that has power resistance with a power, roll the creature’s power resistance or higher on 1d20 + manifester level. A creature with power resistance may voluntarily lower it in order to accept a psionic effect.

Precognition
Clairsentience (Wis)
Level: Psion 6
Display: Vi, Au
Manifestation Time: 10 minutes
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 5
The precognition power provides the manifester with a useful vision in reply to a question concerning a specific goal, event, or activity that is to occur within a year. The vision can be as simple as a short glimpse of a meaningful image, or it might take the form of a full-length dream lasting several minutes.  In all cases, the DM controls what information is received. Note that if the party doesn’t act on the information, the conditions may change so that the information is no longer useful.
The base chance for a correct precognition is 80%, plus 1% per manifester level. The DM adjusts the chance if unusual circumstances require it. If the dice roll fails, the manifester knows the power failed, unless specific psionics or magic yielding false information is at work.
Multiple precognitions about the same action by the same manifester use the same die roll result as the first precognition and yield the same answer each time.

Psionic Lock
Psychoportation (Dex)
Level: Psion 2
Display: Ma
Manifestation Time: 1 action
Range: Touch
Target: The door, chest, or portal touched, up to 30 square ft./level in size
Duration: Permanent
Saving Throw: None
Power Resistance: No
Power Points: 3
A psionic lock power manifested upon a door, chest, or portal psionically locks it. A manifester can freely pass his or her own lock without affecting it; otherwise, a door or object secured with psionic lock can be opened only by breaking in or by a successful negate psionics or knock power. Add +10 to the normal DC to bash open a door or portal affected by this power. Note that knock does not remove psionic lock; it only suppresses it for 10 minutes.

Psychic Chirurgery
Telepathy (Cha)
Level: Psion 9
Display: Vi, Au, Me
Manifestation Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 17, XP cost (see text)
The manifester can repair psychic damage. He or she can also grant another creature knowledge of powers the manifester knows.
Repair Damage: The manifester can remove any compulsions and charms, even those higher than 6th level. The manifester can remove any ongoing or permanent effect caused by a psychic power with psychic chirurgery, save for hit points. The manifester can also restore all drained levels (or disperse all negative levels) afflicting the subject, regardless of how he or she lost those levels, restoring him or her to the highest level he or she had previously achieved. The drained levels are restored only if the time since the subject lost the level is no more than 1 hour per manifester level. These effects end or are reversed as soon as the manifestation time is completed without need for another saving throw. 
The manifester can also remove all psionic effects penalizing the subject’s abilities, heal all temporary damage to all ability scores, and restore all points permanently drained from all ability scores. Psychic chirurgery also removes all forms of insanity, confusion, and so on, but it does not restore levels or Constitution points lost due to death.
Transfer Knowledge: If desired, the manifester can directly transfer knowledge of a power known to another psionic character. A manifester can’t give a character knowledge of a psionic power of a level higher than he or she could normally manifest, but the manifester could give him or her knowledge of a power that is not normally on the character’s power list. Knowledge of powers granted through psychic chirurgery does not count toward the maximum number of powers a character can know per level.
XP Cost: Each time the manifester uses psychic chirurgery to implant knowledge of a power in another creature, the manifester pays an XP cost equal to 3,000 x the level of the power implanted.

Psychofeedback
Psychometabolism (Str)
Level: Psion 4/Psychic Warrior 4
Display: Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 minute (D)
Power Points: 7
The manifester can use power points to boost his or her Strength, Dexterity, and Constitution modifiers as a free action. While the duration lasts, the manifester can use power points on a round-by-round basis to boost any or all of his or her ability score modifiers by a number equal to half the power points expended for that round as a free action. A manifester could simultaneously boost two scores, or all three, as long as he or she pays the total power point cost. The manifester doesn’t have to boost an ability modifier every round to keep the power in effect—as long as the duration lasts, he or she has the potential to boost ability modifiers on any round he or she chooses.

Recall Death
Clairsentience (Wis) [Death]
Level: Psion 8
Display: Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Power Resistance: Yes
Power Points: 15
The target dies, suffering mortal wounds from his or her past (or future).  The target is entitled to a Will save to survive the attack. If she succeeds, she instead sustains 3d6+15 points of damage.

Recall Pain
Clairsentience (Wis) 
Level: Psion 2
Display: Ma
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 3
The target takes 3d6 points of damage as past (or future) wounds impinge briefly on the present.

Rejuvenation
Psychometabolism (Str) 
Level: Psion 3
Display: Au
Manifestation Time: 1 minute
Range: Personal
Target: You
Duration: 10 hours
Power Points: 5
Rejuvenation cures 1 point of temporary ability damage per hour, up to a maximum of 10 points. It does not restore permanent ability drain.

Remote Viewing
Clairsentience (Wis)
Level: Psion 3
Display: Au, Vi (see text)
Manifestation Time: 1 hour
Range: See text
Effect: Psionic sensor
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 5
The manifester can see and hear some creature, who may be at any distance. The manifester must succeed at a Remote View check to do so. The difficulty of the task depends on how well the manifester knows the subject and what sort of physical connection (if any) he or she has to that creature. Furthermore, if the subject is on another plane, the manifester gets a –5 penalty on the Remote View check.
					Remote View
Knowledge					Check DC
None*						20
Secondhand (Have heard of the subject)	 15
Firsthand (Have met the subject)		10
Familiar (Know the subject well)		5
*A manifester must have some sort of connection to a creature whom he or she has no knowledge of. 

				Remote View
Connection			Check Bonus
Likeness or picture		+5
Possession or garment		+8
Body part, lock of hair,	+10
nail clippings, and so on

This power creates a barely detectable translucent image (roughly similar to the manifester’s own, but not enough to allow recognition) located near the subject. Any creature with an Intelligence score of 12 or higher can notice the image with a successful Remote View check (or Intelligence check) against DC 20.
Missive and darkvision can be manifested through remote viewing. Aura sight can be manifested through remote viewing, but with only a 5% chance per manifester level of operating correctly.

Remote View Trap
Clairsentience (Wis)
Level: Psion 6
Display: Vi, Me
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 24 hours + 1 hour/level
Saving Throw: None
Power Resistance: No
Power Points: 11
When others use power, spells, or other means of observing the manifester from afar, this prepared trap gives them a nasty surprise. Prior to an attempt to view the manifester from afar, he or she and the remote viewer immediately make opposed Remote View checks, but the manifester gains a +10 insight bonus on his or her check. (A Remote View check is the same as an Intelligence check for a creature without the Remote View skill. If opposing a magical scrying, the Remote View check is opposed by the opponent’s Scry check.) If the manifester meets or beats the remote viewer’s result, the manifester is undetected. Moreover, the would-be observer takes 4d4 points of electricity damage. The manifester is aware of the attempt to view him or her, but not of the perpetrator or the perpetrator’s location.

Retrieve
Psychoportation (Dex) [Teleportation]
Level: Psion 6
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One object you could hold in one hand, weighing up to 10 lb./level
Duration: Instantaneous
Saving Throw: None (see text)
Power Resistance: No 
Power Points: 11
The manifester can teleport an item he or she can see within range directly to his or her hand. If the object is in the possession of or held by an opponent, the manifester makes a disarm attempt using a ranged attack, as if with a weapon the same size as the opponent’s.  This does not draw an attack of opportunity.  The manifester gains a +12 competence bonus on this attack roll.

Schism
Telepathy (Cha)
Level: Psion 3
Display: Vi, Au
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 5
The manifester’s mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. The newly partitioned mind does not control the body physically but is free to take one partial action each round that is completely mental (such as manifesting a power). Both minds communicate with each other telepathically. Both can use psionic powers, even at the same time, although both draw from the same power point pool. All powers manifested by the newly partitioned personality cost a number of power points equal to their standard cost +2.
This effect allows the character to take an extra partial action each round, either before or after his or her regular action, as long as that action is the manifestation of a power or some other nonphysical activity. Manifesting powers in threatened areas still provokes attacks of opportunity. 
If the manifester is subjected to a compulsion or charm effect while of two minds, make a second saving throw if the manifester fails the first. If both fail, then schism ends and the character is affected normally by the power. If one fails, the other part of the character’s mind is still free to act normally.
Note: The spell haste does not function on a “split-minded” creature due to its fragmented consciousness. Other spells and powers designated by the DM are likewise unlikely to function, or at the very best, to affect only one of the personalities.

See Sound
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display: Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 1
The manifester experiences sound translated through visual sensation (by sight). The manifester must be able to see normally or also have feel light active. The manifester’s eyes convert sound to light: he or she can see sound even in darkness, as long as some noise is present to give objects shape. The manifester is “blinded” in complete silence. The character’s range of sight does not change.
If the manifester’s ears are working normally, the expanded reception gives a +1 enhancement bonus on all Listen checks. If used in conjunction with feel light, the bonus is +2.

Sending
Psychoportation (Dex)
Level: Psion 5
Display: Me
Manifestation Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round (see text)
Saving Throw: None
Power Resistance: No
Power Points: 9
The manifester contacts a particular creature with whom he or she is familiar and sends a short message of twenty-five words or less to the subject. The subject recognizes the manifester if it knows him or her. It can answer in like manner immediately. Creatures with Intelligence scores as low as 1 can understand the sending, though the subject’s ability to react is limited normally by its Intelligence. Even if the sending is received, the subject creature is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as the manifester is, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the DM’s option.)

Sense Link
Telepathy (Cha) [Mind-Affecting]
Level: Psion 1
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
The manifester senses what the subject creature senses. Only one sense is linked, and the manifester may not switch between senses with the same manifestation.  Once sense link is manifested, the link persists even if the subject creature moves out of the original manifestation range (but the link does not work across planes). The manifester does not control the creature, nor can the manifester communicate with it via this power. 
The manifester must concentrate to access the sense link. If he or she does not concentrate, that sense returns to the manifester’s own immediate surroundings. The powers of the subject creature’s senses could be enhanced by other powers or items, if desired, allowing the manifester the same enhanced sense. The manifester is subject to any gaze attack met by the subject creature (if the linked sense is sight). A successful negate psionics manifested on the manifester or the linked creature ends the power. With respect to the manifester’s own blindness, deafness, and so on, the linked creature is an independent sensory organ. When linked to a subject, the manifester make his or her own perception checks, such as Spot and Listen, regardless of the subject’s Spot and Listen results, if any.

Sense Psionics
Telepathy (Cha) 
Level: Psion 5
Display: Vi
Manifestation Time: 1 action
Range: 1 mile/level
Area: 1 mile/level radius emanation centered on you
Duration: 1 hour/level
Saving Throw: None
Power Resistance: Yes (see text)
Power Points: 9
The manifester detects all psionic activity anywhere within range. He or she knows direction and distance from him or her to within 60 feet and the discipline of the power being used, but no other information is revealed. All powers of 8th level or less are ineffectual in preventing sense psionics from detecting psionic activity.

Sense Psychoportation
Psychoportation (Dex) 
Level: Psion 2
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: A circle, centered on you, with a radius of 100 ft. + 10 ft./level
Duration: 1 hour/level (D)
Saving Throw: No 
Power Resistance: No
Power Points: 3
The manifester senses the use of various Psychoportation powers and similar spells within the area. The manifester senses the use of these powers whether or not he or she can directly see them. When the manifester senses the use of a specified effect, he or she knows exactly where the creature is using the power. 

Sensitivity to Psychic Impressions
Clairsentience (Wis)
Level: Psion 2
Display: Au, Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Area within a 25-ft. + 5 ft./2 levels-radius spread, centered on you
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 2
The manifester gains historical vision in a given location.
The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for the manifester to detect.
The vision of the event is dreamlike and shadowy. The manifester does not gain special knowledge of those involved in the vision, though he or she might be able to read large banners or other writing if they are in an understood language. 
The manifester can sense one distinct event per round of concentration, if any exist at all. This sensitivity extends into the past a number of years equal to 100 x the manifester’s level.

Shield of Prudence
Clairsentience (Wis)
Level: Psion 6/Psychic Warrior 6
Display: Vi, Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 11
The manifester’s awareness extends a few fractions of a second into the future. The character gains a +6 insight bonus to AC. If the character is caught flat-footed, shield of prudence still grants a +4 insight bonus to AC.

Steadfast Gaze
Clairsentience (Wis)
Level: Psion 1
Display: Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Power Points: 1
The manifester gains immunity to all gaze attacks while the duration lasts.

Suggestion
Telepathy (Cha) [Compulsion, Mind-Affecting, Language-Dependent]
Level: Psion 2
Display: Au
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
The manifester influences the actions of the subject creature by suggesting a course of action (limited to a sentence or two). The suggestion must be worded in such a manner as to make the action sound reasonable. Asking the creature to do some other obviously harmful act automatically negates the effect of the power. The suggested course of action can continue for the entire duration. If the suggested action can be completed in a shorter time, the power ends when the subject finishes what he or she was asked to do. The manifester can instead specify conditions that will trigger a special action during the duration. If the condition is not met before the power expires, the action is not performed.
A very reasonable suggestion causes the saving throw to be made with a penalty (such as –1, –2, and so on) at the discretion of the DM.

Tailor Memory
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 4
Display: Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: Instantaneous
Saving Throw: Will negates (see text)
Power Resistance: Yes
Power Points: 7
The manifester inserts a memory of his or her own choosing in your subject’s mind. A manifester can insert a memory of up to 1 round duration per four manifester levels. The manifester chooses when the fake event occurred any time within the last week. The manifester can’t read the subject’s memory with this power.
Tailoring a memory is tricky, because if it is not done right, the subject’s mind recognizes the “memory” as false. Dissonance occurs if the manifester inserts a memory that is out of context with the subject’s past experience. The subject gains a bonus of +1 to +4 to his or her saving throw, depending on the magnitude of dissonance created by specifying an out-of-context memory, as determined by the DM.  Likewise, inserting a memory of the subject taking an action against his or her nature grants a +1 to +4 bonus, depending on the type of memory inserted. Inserting a memory that couldn’t possibly be true causes the power to fail automatically.

Telekinesis
Psychokinesis (Con)
Level: Psion 4/Psychic Warrior 4
Display: Vi 
Manifestation Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See text
Duration: Concentration, up to 1 round/level, or instantaneous (see text)
Saving Throw: Will negates (object) (see text)
Power Resistance: Yes (object) (see text)
Power Points: 7
The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester’s choice).
Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per manifester level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.
This version of the power lasts up to 1 round per manifester level, but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object cannot be moved beyond the range of the power. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. The manifester might even be able to untie simple knots, though fine actions such as these require Intelligence checks against a DC set by the DM.
Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds per manifester level.
The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects.
Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 10 feet (1d6 points).

Telempathic Projection
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 0
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
The manifester can alter the subject’s mood. An affected creature feels the new emotion, but telempathic projection cannot radically change its emotional state. Instead, the power adjusts its emotions by one step. The manifester can grant up to a +1 bonus on his or her own (or others’) attempts at Bluff, Diplomacy, Intimidate, and Perform actions with affected creatures, assuming the manifester adjusts the subject’s emotions in the proper direction (the manifester could also inflict a –1 penalty on similar interactions).

Teleport
Psychoportation (Dex) [Teleportation]
Level: Psion 5
Display: Vi
Manifestation Time: 1 action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures weighing up to 50 lb./level
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Power Resistance: No and Yes (object)
Power Points: 9
This power instantly transports the manifester to a designated destination. Distance is not a factor, but interplanar travel is not possible. The manifester can bring along objects and willing creatures totaling up to 50 pounds per manifester level. Only objects held or in use (attended) by another person receive saving throws and power resistance.
The manifester must have some clear idea of the location and layout of the destination. The clearer the mental image, the more likely the teleportation works. Areas of strong physical, psionic, or magical energies may make teleportation more hazardous or even impossible.
Note: Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
To see how well the teleportation works, roll d% and consult the table below.
		On		Off		Similar
Familiarity		Target		Target		Area		Mishap
Very familiar		01–97		98–99		100		—
Studied carefully	01–94		95–97		98–99		100
Seen casually		01–88		89–94		95–98		99–100
Viewed once		01–76		77–88		89–96		97–100
Description		01–52		53–76		77–92		93–100
False destination	—		—		81–92		93–100
   (1d20+80)

Familiarity: “Very familiar” is a place where the manifester has been very often and where he or she feels at home. “Studied carefully” is a place known well, either because the manifester has been there often or has used other means  to study the place. “Seen casually” is a place that the manifester has seen more than once but with which he or she is not very familiar. “Viewed once” is a place that the manifester has seen once, possibly using psionics. “Description” is a place whose location and appearance are know through someone else’s description, perhaps even from a precise map.
“False destination” is a place that doesn’t exist. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for the manifester to arrive at or even be off target from.
On Target: The manifester appears where he or she wants to be.
Off Target: The manifester appears safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled.
Similar Area: The manifester winds up in an area that’s visually or thematically similar to the target area. Generally, the manifester appears in the closest similar place, but since the power has no range limit, he or she could conceivably wind up somewhere else across the globe.
Mishap: The manifester and anyone else teleporting with him or her have gotten “scrambled.” Each character suffers 1d10 points of damage, and reroll on the chart to see where the characters wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters suffer more damage and must reroll.

Teleport Trigger
Psychoportation (Dex) [Teleportation]
Level: Psion 5
Display: Ma
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 9
The manifester specifies a situation whereby he or she automatically manifests a teleport power to a predetermined location (the manifester must know the teleport power and have sufficient power points to pay its cost). The teleport occurs on the initiative count immediately after the specified situation, even if the manifester is flat-footed or if he or she has already taken a normal action. Specified situations can be general or specific. Otherwise, rules for teleportation work normally.

Teleport without Error
Psychoportation (Dex) [Teleportation]
Level: Psion 7
Display: Vi
Manifestation Time: 1 action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures weighing up to 50 lb./level
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Power Resistance: No and Yes (object)
Power Points: 13
This power instantly transports the manifester to a designated destination. Distance is not a factor, but interplanar travel is not possible. The manifester can bring along objects and willing creatures totaling up to 50 pounds per manifester level. Only objects held or in use (attended) by another person receive saving throws and power resistance.
The manifester must have at least a reliable description of the place to which he or she is teleporting. If the manifester attempts to teleport with insufficient information (or with misleading information), he or she disappears and simply reappear in the original location.  Areas of strong physical, psionic, or magical energies may make teleportation more hazardous or even impossible.
Note: Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Thrall
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 9
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 17, XP cost
The manifester permanently controls the actions of any humanoid of Medium-size or smaller. The manifester establishes a telepathic link with the subject’s mind. If the manifester and the subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the subject is experiencing but does not receive direct sensory input from him or her.
Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a penalty of -10.  If the subject succeeds at the save, the action is not taken, but the subject remains under the manifester’s control. Once a subject of thrall makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.  Obviously self-destructive orders may be carried out if the above save is failed. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and subject are on the same plane. The manifester need not see the subject to control it.
Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or negate it.
The only way to dissolve thralldom is through the successful manifestation of another thrall power, manifested with the intention of freeing the thrall, or the successful use of the spell disjunction.
XP Cost: 5,000 XP.

Trace Teleport
Psychoportation (Dex) [Teleportation]
Level: Psion 6
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Circle, centered on you, with a radius of 100 ft. + 10 ft./level
Effect: Traces the teleportation of any object or creature whose weight does not total more than 300 lb./level
Duration: 1 hour/level (D)
Saving Throw: Will negates (foils trace) 
Power Resistance: Yes (foils trace)
Power Points: 11
The manifester can trace the origination or destination of any teleportation made by others within the area. He or she can trace both psionic and magical teleportations. The manifester must pierce the power resistance of creatures that possess it for a successful trace, but the creature conducting the teleportation can make a Will save to foil the trace.
For purposes of this power, “trace” means the manifester could teleport to the location him or herself if so desired (and knew the teleport power), as if he or she had “seen casually” the trace location. This power does not grant any information on the conditions at the other end of the trace beyond mental coordinates.

True Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 8
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 day/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 15
The manifester can control the actions of any humanoid of Medium-size or smaller. The manifester establishes a telepathic link with the subject’s mind. If the manifester and the subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the subject is experiencing but does not receive direct sensory input from him or her.
Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a penalty of -10.  If the subject fails the save, the action is carried out, but on a success the power is broken. Obviously self-destructive orders may be carried out if the above save is failed. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and subject are on the same plane. The manifester need not see the subject to control it.
Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or negate it.

True Seeing
Clairsentience (Wis)
Level: Psion 5
Display: Vi
Manifestation Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
This power confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical or psionic darkness, notices secret doors hidden by magic or psionics, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, sees through falsified sensory input, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus his or her vision to see into the Ethereal Plane. The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not cancel concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means. In addition, the power effects cannot be further enhanced with known psionics or magic.

True Telekinesis
Psychokinesis (Con)
Level: Psion 9
Display: Vi 
Manifestation Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See text
Duration: Concentration, up to 10 minutes/level, or instantaneous (see text)
Saving Throw: Will negates (object) (see text)
Power Resistance: Yes (object) (see text)
Power Points: 17
The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester’s choice).
Sustained Force: A sustained force moves a creature or object weighing up to 500 pounds per manifester level up to 100 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.
This version of the power lasts up to 1 round per manifester level, but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object cannot be moved beyond the range of the power. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. The manifester might even be able to untie simple knots, though fine actions such as these require Intelligence checks against a DC set by the DM.
Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds per manifester level.
The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects.
Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 160 feet (16d6 points).

Ubiquitous Vision
Clairsentience (Wis)
Level: Psion 3/Psychic Warrior 3
Display: Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 2 rounds/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 5
This power grants the manifester reduced penalties and bonuses in specific situations. In effect, the manifester has a 360-degree sphere of sight, allowing him or her perfect view of creatures that might otherwise flank the manifester. Thus, flanking opponents gain no bonus on their attack rolls instead of +2, and rogues are denied their sneak attack because the character does not lose his or her bonus to Dexterity (but they may still sneak attack if the character is caught flat-footed). The character’s Spot checks gain a +3 enhancement bonus, and his or her Search checks gain a +1 enhancement bonus. Concurrently, the character suffers a –4 enhancement penalty on saves against all gaze attacks during the power’s duration.

Verve
Psychometabolism (Str)
Level: Psion 0/Psychic Warrior 0
Display: Ma, Ol
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 minute (D)
Power Points: 1
The manifester gains 1 temporary hit point.  This hit point does not stack with temporary hit points from other sources or with additional uses of verve.

Vigor
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display: Ma, Ol
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 1
The manifester gains 3 temporary hit points per manifester level (maximum 18 hit points).  These hit points do not stack with temporary hit points from other sources or with additional uses of vigor.