8th Level If your body is struck for any amount of damage while
growing, it is destroyed and your soul passes on.
Ameliorate
Diamondblade
8th-level psionics (psychometabolism)
Invoking Time: 1 action 8th-level psionics (metacreativity)
Range: Touch Invoking Time: 1 action
Display: Black psionic energy lashes out from your fingers Range: Touch
Display: The weapon touched becomes crystalline,
surrounding your target and filling in missing parts for a
moment translucent, and has your choice of a white, amber, red, or
Duration: 1 hour blue tint
Classes: Disciple of Mending Duration: Concentration, up to 1 minute
Your energy surrounds a creature you touch, reforming Classes: Metamind, Psion
flesh and knitting bone. The target regains 6d10 hit points. One piercing or slashing weapon you touch becomes
For the duration of the power, the target regains 1 hit point at incredibly sharp. You may then use the weapon or give it to
the start of each of its turns. someone else. The weapon grants +3 to hit and inflicts an
The target's severed body members (fingers, legs, tails, and additional 2d10 damage on a successful hit. In addition, the
so on) if any, are restored after 2 minutes. If you have the weapon scores a critical hit on a roll of 19 or 20, and if a
severed part and hold it to the stump, the power critical hit is scored, the wielder may roll the damage dice
instantaneously causes the limb to knit to the stump. three times instead of twice.
This power will overwrite the mind's missing parts,
causing it to be whole and regrowing problematic missing Dissolution
parts, curing effects such as blindness or deafness that have
been present since birth. 8th-level psionics (psychokinesis)
Invoking Time: 1 action
Astral Seed Range: 60 feet
Display: Particles of white-hot psionic energy coalesce
8th-level psionics (metacreativity)
Invoking Time: 10 minutes around the target
Range: Self Duration: Instantaneous
Display: Astral matter is drawn together into the form of a Classes: Disciple of the Kineticist, Metamind
small crystal seed Choose a creature or object within range. It must make a
Duration: Instantaneous Constitution saving throw, taking 12d10 + 20 necrotic
Classes: Disciple of the Shaper, Disciple of Mending, damage on a failure, or half on a success. If this damage
reduces the target to 0 hit points, it is disintegrated.
Metamind
You weave together strands of astral ectoplasm into a A disintegrated creature and everything it is wearing and
crystal containing the seed of your living mind. This seed has carrying, except magic items, are reduced to a pile of fine
10 AC and 1 hit point. You can only have one astral seed in gray dust. The creature can be restored to life only by means
existence at any one time. This seed remains inert until you of a true resurrection,a wish spell, or the reality revision
die. If you are killed at any time, your soul is transferred to power.
the astral seed and it begins to glow dimly.
Upon transference, your physical remains (should they still This manifestation automatically disintegrates a huge or
exist) become inert matter and cannot thereafter be restored smaller nonmagical object or a creation of magical or psionic
to life. The transfer from the slain body to the astral seed force. If the target is a Gargantuan or larger object or
works over any distance, including on other planes of creation of force, this manifestation disintegrates a 15-foot-
existence. cube portion of it. Magic items can be affected if targeted
Once your soul is transferred to your astral seed, you have directly.
the abilities of a psicrystal, plus all the powers you had
prepared and maximum psi points you possessed when you Augment. If you spend one additional psi point, this
died. You have thirty days to grow an organic body, after manifestation deals an additional 2d10 + 10 damage.
which your sentience fades and your soul passes on if it
hasn't entered a new body.
To grow a body, you must spend ten days in uninterrupted
solitude. The body's constituent parts are pulled as ectoplasm
from the astral plane, then slowly molded and transformed
into a living body that is an exact duplicate of your body at the
time you manifested astral seed. As the tenth day ends, your
astral seed merges with your new body and you completely
inhabit the new body.
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Encasing Ice Ethereal Shift
8th-level psionics (metacreativity) 8th-level psionics (psychoportation)
Invoking Time: 1 action Invoking Time: 1 action
Range: 150 feet Range: Touch
Display: Cold mists appear before flash freezing into a block Display: Strands of ghostly energy connect all creatures
of ice whose hands are linked with you
Duration: Concentration, Up to 1 hour Duration: 8 hours
Classes: Psion Classes: Disciple of the Nomad, Metamind
You conjure a block of ice at a location within range. The You and up to 10 creatures whose hands are linked with
ice consists of up to three 15-foot cubes, which you can you step into the border regions of the Ethereal Plane, in the
arrange as you wish. Each cube must have at least one face area where it overlaps with your current plane. Affected
adjacent to the face of another cubes. The ice is a magical creatures remain in the Border Ethereal for the duration or
object with 20d6 + 100 hit points and 15 AC. It grants full until you use your action to dismiss the manifestation. During
cover and occupies space. It has immunity to cold, poison, this time, affected creatures can move in any direction, but
and psychic damage, vulnerability to bludgeoning, fire, and moving up or down costs an extra foot for every foot of
thunder damage, and resistance to piercing and slashing movement. You can see and hear the plane you originated
damage. The ice lasts until it reaches 0 hit points or the from, but everything there looks gray, and you can't see
power ends. anything more than 60 feet away.
Each creature in the ice when it appears can make a While on the Ethereal Plane, a creature can only affect and
Dexterity saving throw. On a success, it can use its reaction to be affected by other creatures on that plane. Creatures that
move up to half its speed so that it is no longer within the aren't on the Ethereal Plane can't perceive creatures on the
block of ice. Otherwise, it is trapped in the ice. The ice is Ethereal Plane and can't interact with them, unless a special
translucent, so a creature can still see through it, and the ability or magic has given them the ability to do so.
inside is lightly obscured. When you manifest this power, you
choose if the ice is hollow or not. Creatures on the Ethereal Plane ignore all objects and
effects that aren't on the Ethereal Plane, allowing them to
Hollow. Each creature trapped in the ice block is pushed move through objects they perceive on the plane in which this
entirely inside the ice if it wasn't already. The inside is cool manifestation was used.
and lightly obscured by mist, and the walls of the ice are 1
foot thick. When the manifestation ends, all affected creatures
immediately return to the plane in which this manifestation
Solid. Each creature trapped in the ice block is restrained was used, located in the spot they currently occupy. If a
until the spell ends or it escapes. A trapped creature must creature occupies the same spot as a solid object or creature
make a Constitution saving throw at the beginning of each of when this happens, it is immediately shunted to the nearest
its turn, taking 4d10 cold damage on a failed saving throw, or unoccupied space that it can occupy and takes force damage
half as much damage on a success. Any creature whose equal to twice the number of feet it is moved.
space is entirely within the ice is also paralyzed and can't
breathe while restrained by it. A creature restrained by the This manifestation has no effect if you cast it while you are
ice can use its action to attempt to escape by breaking free. It on the Ethereal Plane or a plane that doesn't border it, such
makes a Strength check against your spell save DC, with as one of the Outer Planes.
disadvantage if it is paralyzed. On a success, it frees itself and
breaks the ice in its space. When the ice surrounding a Ice Barrier
creature is broken in this way, it is freed even if it didn't
attempt to escape. Every 5-foot cube portion of ice that is 8th-level psionics (metacreativity)
broken reduces the block's hit points by 15. Invoking Time: 1 action
Range: 60 feet
Display: Your body is covered in a thin layer of deep blue
frost
Duration: Concentration, Up to 10 minutes
Classes: Disciple of the Shaper, Metamind
You create a barrier of ice, at least one portion of which
must be within range. The wall is 60 feet long, 15 feet high,
and 1 foot thick. You can place the barrier in 10-foot long
segments, each of which must be connected on at least 1
side. Each 10-foot wide section of the wall has AC 15 and 50
hit points, and is vulnerable to fire damage. Breaking one
section removes that section from the wall, but the wall
otherwise remains intact. A creature that damages the wall
with a melee attack takes cold damage equal to the damage
the creature dealt to the wall.
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Iron Resistance Oaken Body
8th-level psionics (metacreativity) 8th-level psionics (metacreativity)
Invoking Time: 1 action Invoking Time: 1 action
Range: 60 feet Range: Touch
Display: Each creature gains a metallic shell made of Display: The target’s body is covered in bark and leaves
psionic energy for the duration Duration: Concentration, Up to 10 minutes
Duration: Concentration, Up to 1 minute Classes: Disciple of the Egoist, Metamind
Classes: Disciple of the Egoist, Metamind You touch a creature and alter its body to a hybrid of its
Choose up to two creatures that you can see within range.
natural form and living oak. The target gains the following
The targets gain resistance to bludgeoning, piercing, and effects:
slashing damage for the duration.
It has resistance to bludgeoning, piercing, and slashing as
Augment. You can augment this power in one of the well as cold damage.
following ways. Its size becomes Large, if it is not already Huge or larger.
1. If you spend one additional psi point, you can target a It is vulnerable to fire damage.
It is immune to the blinded, deafened, diseased, poisoned,
third creature. and stunned conditions.
2. If you spend one additional psi point, this manifestation's Its unarmed strikes deal 2d8 damage, and deal double
damage to objects and structures.
duration becomes Concentration, up to 10 minutes. Any creature that damages it must succeed on a Dexterity
3. If you spend one additional psi point, the targets also gain saving throw or take 3d10 piercing damage, as shards of
hardened bark splinter off in its direction.
resistance to poison damage. While under this effect, a creature can use its action to
become nearly indistinguishable from an oak tree; until the
Mass Time Suspension end of its next turn, other creatures who were not previously
aware of it must succeed on an Intelligence (Investigation)
8th-level psionics (psychoportation) check with disadvantage against your psionics save DC to
Invoking Time: 1 minute discern the creature's true form. This illusion is dispelled if
Range: 30 feet the creature moves or takes any other action.
Display: Your face appears far younger for a moment,
then returns to normal Overwhelming Attack
Duration: Instantaneous
Classes: Disciple of the Nomad, Metamind 8th-level psionics (telepathy)
Choose any number of willing creatures within range that Invoking Time: 1 action
Range: 60 feet
you can see, who must remain in range for the invoking time. Display: A bulls-eye mark appears on the chest of each of
When you finish invoking this manifestation, you suspend the attack targets
each target in a pocket of time, allowing them a brief respite. Duration: Instantaneous
Affected creatures seem to disappear in a shimmer of silver Classes: Psion
energy. This suspension lasts for 1 Hour. Choose up to five willing creatures you can see within
When creatures reappear, they are in the exact same space, range. Each of those creatures can use their reaction to make
or the nearest unoccupied space, in exactly the same one weapon attack. You choose the targets of the attacks.
orientation and condition as before. Each affected creature
gains the benefits of a short rest. From an affected creature's Perceive the Unseen
point of view, no time has passed at all.
8th-level psionics (telepathy)
Augment. If you spend one additional psi point, this Invoking Time: 1 action
manifestation's invoking time becomes 1 action. Range: 30 feet
Display: A web of crackling, gold psionic energy spreads
Microscopic Form below you
Duration: Concentration, Up to 1 minute
8th-level psionics (psychometabolism) Classes: Disciple of the Seer, Metamind
Invoking Time: 1 bonus action You create a field around yourself that prohibits hiding.
Range: Self
Display: Your shadow casts as far as it would if you were Creatures within range have a -10 penalty to Dexterity
normal size (Stealth) checks, and they can't benefit from being invisible.
Duration: Concentration, Up to 10 minutes You have a +5 bonus to Intelligence and Wisdom checks to
Classes: Metamind, Psion detect objects or creatures within range. You can choose any
You become Fine for the duration. While under this effect, number of creatures to be unaffected by this manifestation.
you gain a +10 bonus to Dexterity (Stealth) checks and a +5
bonus to AC, you can move through gaps up to 1 inch across
without squeezing, and you can’t make weapon attacks.
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Phantom Riches Unsettling Aura
8th-level psionics (telepathy) 8th-level psionics (telepathy)
Invoking Time: 1 action Invoking Time: 1 bonus action
Range: 60 feet Range: 60 feet
Display: A gold choker of psionic energy surrounds the Display: Shadows within range become darker for the
target’s neck duration
Duration: Concentration, Up to 1 minute Duration: Concentration, Up to 10 minutes
Classes: Disciple of the Telepath, Metamind Classes: Metamind, Psion
You plant the phantom of a greatly desired object in a You cloak yourself in unsettling psychic energy. For the
creature’s mind. Choose one creature you can see within duration, any creature within range that can see you must
range. The target must make an Intelligence saving throw. On spend 1 extra foot of movement for every foot it moves
a failed save, you gain partial control over the target’s toward you. You can designate any number of creatures to
behavior for the duration. The target can repeat the saving ignore this effect when you invoke it.
throw at the end of each of its turns, ending the effect on
itself on a success. Wall of Thunder
The target moves as you wish on each of its turns, as it 8th-level psionics (metacreativity)
thinks it pursues the phantom object it desires. If it hasn’t Invoking Time: 1 action
taken damage since its last turn, it can use its action only to Range: 60 feet
admire the object you created in its perception. Display: Thunderous energy travels between your fingers
Duration: Concentration, Up to 10 minutes
Psychic Blast Classes: Disciple of the Kineticist, Metamind
You create a wall of thunder, at least one portion of which
8th-level psionics (psychokinesis)
Invoking Time: 1 action must be within range. The wall is 60 feet long, 15 feet high,
Range: Self (90-foot cone) and 1 foot thick.
Display: A shrill shriek that seems to come from all
directions is emitted in the cone Every foot moved through the wall costs 1 extra foot of
Duration: Instantaneous movement. When a creature moves into the wall’s space for
Classes: Disciple of the Telepath, Metamind the first time on a turn or starts its turn there, that creature
You unleash devastating psychic energy in a 90-foot cone. must succeed on a Strength saving throw, taking 9d6 thunder
damage on a failure, or half on a success. On a failed save, a
Each creature in that area must make an Intelligence saving creature is pushed in a straight line 30 feet away from the
throw, taking 9d10 force damage on a failed save, or half as wall, and is knocked prone. If it collides with an object, it
much damage on a successful one. takes 4d6 thunder damage as the shock wracks its body.
Augment. If you spend one additional psi point, this Wondrous Recall
manifestation deals an additional 2d10 damage.
8th-level psionics (clairsentience)
Psychic Redoubt Invoking Time: 1 action
Range: Touch
8th-level psionics (clairsentience) Display: Your hand glows a pulsing white, which transfers
Invoking Time: 1 action to the target when you touch it
Range: 30 feet Duration: Instantaneous
Display: Rippling orange psionic energy surrounds the Classes: Disciple of the Seer, Metamind
targets You touch a creature, allowing it to bring back to memory 2
Duration: Concentration, Up to 10 minutes
Classes: Metamind, Psion spell slots that have been expended. If no spell slots have
You create a field of protective psychic energy. Choose any been used by the target, nothing happens. Wondrous Recall
cannot recall 6th level or higher spell slots.
number of creatures within range. For the duration, each
target has resistance to psychic damage and advantage on
Intelligence, Wisdom, and Charisma saving throws.
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Zone of Invisibility
8th-level psionics (telepathy)
Invoking Time: 1 action
Range: Self
Display: Particles of dust float upwards instead of
downwards in the area for the duration
Duration: Concentration, Up to 1 minute
Classes: Metamind, Psion
Swirling psychic energy surrounds you and your allies,
wiping your
presence from others' minds. A 10-foot radius
sphere of psionic
energy surrounds you, moving with you.
Creatures you designate in
the sphere, including worn and
carried items, are invisible to
creatures outside the sphere.
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9th Level Assimilate
Affinity Field 9th-level psionics (psychometabolism)
Invoking Time: 1 action
9th-level psionics (psychometabolism) Range: Touch
Invoking Time: 1 action Display: Your pointer finger and eyes turn black as obsidian
Range: Self (20-foot radius) Duration: Instantaneous
Display: An illusion of your face spreads over the faces of all Classes: Disciple of Mending, Metamind
targets, visible only by others Make a melee psionic attack against a living creature. On a
Duration: Concentration, Up to 1 minute hit, you attempt to assimilate the creature into your form and
Classes: Metamind, Psion the creature takes 20d8 necrotic damage. Any creature
reduced to 0 hit points or less by this power is killed, leaving
All creatures in range must make a Constitution saving behind only a trace of fine dust and fully assimilated into your
throw. You create an affinity feedback loop with all creatures form. An assimilated creature's equipment is unaffected. If
that fail the saving throw. All creatures linked to you take all the creature has at least 1 hit point left after this power, they
damage you do, and heal all hit points you regain. Hit points are only partially assimilated.
gained and lost persist after this power ends.
A creature that is partially assimilated into your form
Creatures in range are also subject to magical and psionic grants you a number of temporary hit points equal to half the
effects of 3rd level or lower. Creatures that have affinity to damage you dealt for 1 hour.
you gain a saving throw against each new power or spell
transferred through the affinity field as if the power or spell A creature that is completely assimilated grants you a
was manifested or cast upon them normally. All magical and number of temporary hit points equal to the damage dealt. In
psionic effects transferred to subjects fade at the end of this addition, choose one ability score. You gain the target's
power's duration, although instantaneous effects remain. If chosen ability score for 1 hour if it is higher than your own.
you suddenly become immune to a particular effect or power, You gain a +10 bonus to Disguise checks made to appear as
the effect cannot be transferred to creatures that have affinity that creature for 1 hour.
with you.
Bestial Transformation
Apopsi
9th-level psionics (psychometabolism)
9th-level psionics (telepathy) Invoking Time: 1 action
Invoking Time: 1 round Range: Self
Range: 30 feet Display: Special
Display: The target's eyes become fogged over and their face Duration: Concentration, Up to 8 hours
Classes: Disciple of the Egoist, Metamind
emotionless
Duration: Permanent You alter your physical form to gain various characteristics.
Classes: Metamind, Psion When you use this ability, you can choose one of the following
effects. This transformation lasts for the duration, until you
You force one living creature you can see to make a die, or until you end it as a bonus action. You can use your
constitution saving throw. On a failure, you delete 1d4 action on your turn to choose a different effect, gaining its
powers or spells from its mind permanently. You choose the benefits and losing the benefits of the first one.
level of each spell or power, and the DM randomly
determines which of the target's spells or powers are actually Metabolism. You appear younger and more spry. You
deleted. If powers are deleted, psychic chirurgery or reality regenerate 1 hit point every round, and if you have one of your
revision can be used to restore the lost powers. If spells are severed body parts and hold it to the stump, the limb instantly
deleted, greater restoration or wish can be used to restore the knits to the stump.
lost spells. Regardless of what is lost, the recovery must be
performed within 1 week of losing the spells or power. If a Strength. Your posture becomes hunched forward, and
week passes, the spells or powers are lost permanently. your bone structure expands. Your strength score becomes
24, regardless of what it normally is, and you have advantage
A creature that prepares spells or powers, such as a Lich, on Strength checks and saving throws.
Wizard, or a Wizard, is targeted by apopsi, it loses access to
those spells they currently have prepared and are unable to Instinct. Your legs elongate, and your muscles tone. You
prepare them again unless the spells or powers are restored. have advantage on Dexterity saving throws, and you can use
your bonus action on each of your turns to take the Dash or
Disengage actions.
Shell. Your skin thickens and hardens, taking on a smooth,
segmented appearance. You gain a +3 bonus to your Armor
Class, and you have advantage on Constitution saving throws.
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Breath of the Green Dragon Deep Freeze
9th-level psionics (metacreativity) 9th-level psionics (psychometabolism)
Invoking Time: 1 action Invoking Time: 1 action
Range: Self (90-foot cone) Range: 60 feet
Display: A thin green mist exudes from your mouth Display: Ice starts to encase the target
Duration: Instantaneous Duration: Concentration, Up to 1 minute
Classes: Disciple of the Shaper, Metamind Classes: Metamind, Psion
You exhale a cloud of poison in a 90-foot cone. Each You freeze the liquid inside one creature that you can see
creature in the area must make a Constitution saving throw, within range. The target must make a Constitution saving
taking 11d12 poison damage on a failed save, or half as much throw, taking 8d10 cold damage and being paralyzed on a
damage on a successful one. On a failed save, a creature is failure, or half as much damage and being restrained on a
poisoned for 1 minute. A creature poisoned by this effect success. A creature made of water, such as a water elemental,
takes 2d12 poison damage at the start of each of its turns. has disadvantage on this saving throw and is never immune
to the restrained or paralyzed conditions imposed by this
Breath of the Deep Dragon power. The target repeats the saving throw at the end of each
of its turns, ending the power on a success.
9th-level psionics (psychokinesis)
Invoking Time: 1 action This power has no effect on creatures that are immune to
Range: Self (60-foot cone) cold damage or creatures that have no internal liquid, such as
Display: The minds of the creatures affected feel fuzzy constructs or some forms of undead. A creature killed by this
Duration: Instantaneous spell is transformed completely into ice.
Classes: Disciple of the Kineticist, Metamind
Divergent Path
You exhale a psychic shockwave in a 60-foot cone. Each
creature in the area must make an Intelligence saving throw, 9th-level psionics (clairsentience)
taking 18d6 psychic damage, or half as much on a successful Invoking Time: Varies
one. On a failed save, a creature is stunned until the end of Range: Varies
your next turn. Display: Your eyes, hair, and skin whiten momentarily
Duration: Varies
Decerebrate Classes: Disciple of the Seer, Metamind
9th-level psionics (psychokinesis) Choose one psionic manifestation of any level from any
Invoking Time: 1 action manifestation list. You invoke that manifestation as if you
Range: 30 feet spent up to 9 psi points on it.
Display: A red, circular blemish appears on the back of the
Energy Immunity
target’s neck while paralyzed
Duration: 24 hours 9th-level psionics (metacreativity)
Classes: Disciple of the Nomad, Metamind Invoking Time: 1 action
Range: Touch
You implant psionic energy into a creature's brain stem, Display: Energy of the chosen type is repelled by the target
disabling it. Choose one creature you can see within range. Duration: Concentration, Up to 1 hour
The target must succeed on an Intelligence saving throw, Classes: Disciple of the Egoist, Metamind
with disadvantage if it has 100 hit points or less, or become
paralyzed for the duration. One creature you touch gains immunity to acid, cold, fire,
lightning, or thunder damage (your choice) for the duration.
This manifestation can also be ended by means such as the
manifestation restore vigor or the spell greater restoration. Fusion
9th-level psionics (psychometabolism)
Invoking Time: 1 action
Range: Touch
Display: Earrings made of psionic energy appear on your
fused form’s ears for the duration
Duration: Concentration, Up to 1 minute
Classes: Disciple of the Shaper, Metamind
You and another willing, corporeal, living creature of no
more than one size larger or smaller than you fuse into one
being. As the manifester, you control the actions of the fused
being. However, you can give up this control to the other
creature. Once you give up control, you cannot regain it
unless the other creature relinquishes it.
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The fused being has your hit points plus the other creature's Incite Panic
hit points. The fused being knows all of the manifestations,
has the same amount of psi points, knows or has prepared 9th-level psionics (telepathy)
the same spells, and has the same amount of spell slots as Invoking Time: 1 action
both creatures combined. Any spent psionic power or spell Range: 90 feet
slots prior to the fusion are retained on the fused being. Display: Silver chains made of psionic energy appear
Likewise, all feats, racial abilities, and class features are around the necks of affected creatures, constricting them
pooled (if both creatures have the same ability, the fused Duration: Concentration, Up to 1 minute
being gains it only once.) For each of the six ability scores, Classes: Disciple of the Telepath, Metamind
the fused being's score is the higher of yours and the other Choose up to eight creatures within range that you can see
creature's, its Hit Dice are those of both creatures combined,
and the fused being has the higher level of the two creatures. and that can see you. At the start of each of a target’s turns
The fused being gains all proficiencies and expertise of both for the duration, the target must make a Wisdom saving
beings. throw. On a failed save, the target is frightened until the start
of its next turn, and you roll a die. If you roll an odd number,
You decide what equipment is absorbed into the fused the frightened target moves half its speed in a random
being and what equipment remains available for use. These direction and takes no action on that turn, other than to
fused items are restored to their original owners once the scream in terror. If you roll an even number, the frightened
manifestation ends. When the manifestation ends, the fused target makes one melee attack against a random target
being separates, both creatures appearing in the nearest within its reach. If there is no such target, it moves half its
unoccupied space. If separation occurs in a space without speed in a random direction and takes no action on that turn.
room for both creatures, both creatures are shunted to the
nearest unoccupied space, take 12d6 force damage and are Irrational Phobia
stunned for 1 minute.
9th-level psionics (telepathy)
Damage taken by the fused being is discarded when the Invoking Time: 1 action
manifestation ends. Each constituent creature of the fusion is Range: 90 feet
returned with exactly the same amount of hit points it had Display: Webby projections of nearly transparent psionic
before it entered the fusion. However, any resources spent by energy encase the creature’s face
the fused being are transferred to the original creatures when Duration: Instantaneous
fusion ends. Any debilitating effects are split between you and Classes: Disciple of the Telepath, Metamind
the other creature. If any effects cannot be evenly split, you You deeply seat a phobia in up to 6 creatures that you can
determine who receives the additional loss.
see, paralyzing them out of primal terror.
If a fused being is killed, it separates into its constituent Each target must make a Wisdom saving throw. On a failed
creatures, both of which are also dead. You cannot use fusion
on a being already fused by this manifestation. save, a target takes 11d6 psychic damage and is paralyzed.
On a successful save, a target takes half as much damage and
Incite Awe isn’t paralyzed. A paralyzed target can make a Wisdom saving
throw at the end of each of its turns. On a successful save, the
9th-level psionics (telepathy) paralyzing effect ends.
Invoking Time: 1 action
Range: 60 feet Nullify Psionics
Display: The target’s eyes are surrounded with a faint,
white light 9th-level psionics (clairsentience)
Duration: Concentration, Up to 10 minutes Invoking Time: 1 action
Classes: Metamind, Psion Range: Self
You exert an aura that inspires awe in others. Choose up to Display: Psionic energy flakes off of everything within the
area and disappears
5 creatures you can see within range. Each target must Duration: Concentration, Up to 1 hour
succeed on an Intelligence saving throw or be charmed by Classes: Disciple of the Seer, Metamind
you until your concentration ends. While charmed, a target A 10-foot-radius invisible sphere of deadening influence
obeys all your verbal commands to the best of its ability and
without doing anything obviously self-destructive. The surrounds you, nullifying psionics. In this area, psionic
charmed target will attack only creatures that it has seen energy is immediately discharged, becoming inert. Within the
attack you since it was charmed or that it was already hostile sphere, manifestations can’t be invoked, and psionically
toward. At the end of each of its turns, it can repeat the saving summoned creatures and objects disappear. For the duration,
throw, ending the effect on itself on a success. the sphere moves with you, centered on you.
Psionic manifestations and other psionic effects, except
those created by an artifact or a deity, are suppressed in the
sphere and can’t protrude into it. Psionic power expended to
invoke a suppressed manifestation is consumed. While an
effect is suppressed, it doesn’t function, but the time it spends
suppressed counts against its duration.
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Targeted Effects. Psionic manifestations and other psionic Phantom Idea
effects, such as psidarts and incite fear, that target a creature
or an object in the sphere have no effect on that target. 9th-level psionics (telepathy)
Invoking Time: 1 hour
Areas of Psionics. The area of another psionic effect, such Range: 30 feet
as detonation, can’t extend into the sphere. If the sphere Display: A white glow appears in one eye of both you and
overlaps an area of psionics, the part of the area that is the target for the invoking time, illuminating the pupils
covered by the sphere is suppressed. For example, the wood Duration: Varies
created by a wall of wood is suppressed within the sphere, Classes: Metamind, Psion
creating a gap in the wall if the overlap is large enough. You probe one creature's mind during the invoking time.
Psionics. Any active psionic ability or manifestation on a The creature must remain within range, and you must be
creature or an object in the sphere is suppressed while the able to see it. After the invoking time, the target must make
creature or object is in it. three Intelligence saving throws, and you plant a memory or
idea in it, which lasts for a duration based on the number of
Psionic Travel. Teleportation and planar travel caused by saving throws it fails. You choose whether the idea or
psionics fail to work in the sphere, whether the sphere is the memory is trivial (such as "I had porridge for breakfast" or
destination or the departure point for such travel. A portal to "Ale is the worst") or personality-defining (such as "I failed to
another location, world, or plane of existence, as well as an save my village from orc marauders and am therefore a
opening to an extradimensional space such as that created by coward" or "Magic is a scourge, so I renounce it"). It must be
the rope trick spell, temporarily closes while in the sphere. described in one sentence, however.
Creatures and Objects. A creature or object summoned With one failed saving throw, this effect lasts for the next 4
or created by psionics temporarily winks out of existence in hours. With two failed saving throws, it lasts for 24 hours.
the sphere. Such a creature instantly reappears once the With three failed saving throws, it lasts for 48 hours.
space the creature occupied is no longer within the sphere.
Negate Psionics. Manifestations such as negate psionics have Psychic Crush
no effect on the sphere. Likewise, different nullify psionics
manifestations don’t nullify each other. 9th-level psionics (psychokinesis)
Invoking Time: 1 action
Phantom Betrayal Range: 120 feet
Display: The air seems to crack visually and audibly in the
9th-level psionics (telepathy) area
Invoking Time: 1 action Duration: Instantaneous
Range: 60 feet Classes: Disciple of the Kineticist, Metamind
Display: Deep bruises appear under the target’s eyes You create a 35-foot cube of dense psychic energy within
Duration: Concentration, Up to 1 minute
Classes: Metamind, Psion range. Each creature in that area must make an Intelligence
You plant delusional paranoia in a creature’s mind. Choose saving throw, taking 11d8 force damage on a failed save, or
half on a success. On a failed save, a target is paralyzed for 1
one creature you can see within range. The target must make minute. A paralyzed target can repeat the saving throw at the
an Intelligence saving throw. On a failure, it must target its end of each of its turns, ending this effect on a success.
allies with attacks and other effects for the duration. The
target can repeat the saving throw at the end of each of its Reality Revision
turns, ending the effect on itself on a success. A creature is
immune to this ability if it is immune to being charmed. 9th-level psionics (psychokinesis)
Invoking Time: 1 Action
Range: Self
Display:
Duration: Instantaneous
Classes: Metamind, Psion
Reality Revision lets you create nearly any type of effect.
For example, reality revision can do any of the following:
Duplicate any psionic power of 8th level or lower, provided
the power is not prohibited to you.
Duplicate any psionic power of 7th level or lower, even if
it's a power that is prohibited to you.
Undo the harmful effects of other powers or spells of 9th
level or lower, such as geas.
Create a nonpsionic, nonmagical item of up to 25,000p in
value. The object can be no more than 300 feet in any
dimension, and it appears in an unoccupied space you can
see on the ground.
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159
You allow up to twenty creatures that you can see to When temporal velocity lapses, you are disoriented on your
regain up to 200 hit points, and you end all effects on return to the standard time frame. You suffer disadvantage on
them described in the restore balance power. all attack rolls, saving throws, and ability checks until the end
Revive the dead. Reality revision can bring a dead creature of your next turn.
back to life as per a resurrection spell. This power can
revive a dead creature whose body has been destroyed, Thought of Unmaking
but the task takes two manifestations of reality revision,
one to recreate the body and another to infuse the body 9th-level psionics (psychoportation)
with life again. Invoking Time: 1 action
Transport travelers. This power can lift up to ten willing Range: 60 feet
creatures from anywhere on any plane and place those Display: The target sees you as if you were ink bleeding
creatures anywhere else on any plane regardless of local on paper
conditions. Duration: Instantaneous
You undo a single recent event by forcing a Reroll of any Classes: Metamind, Psion
roll made within the last round (including your last turn). Your mind reaches into the fabric of reality and rips a
Reality reshapes itself to accommodate the new result.
For example, a reality revision power could undo an creature's very existence away. Choose one creature that you
opponent’s successful save, a foe’s critical hit, or a friend’s can see within range. The target must make a Charisma
failed save. You can force the Reroll to be made with saving throw. On a failure, it takes 30 necrotic damage
advantage or disadvantage, and you can choose whether immediately, and again at the start of each of its turns. On a
to use the Reroll or the original roll. success, it takes 15 necrotic damage instead and the
You can try to use reality revision to produce more manifestation ends. A target with 150 hit points or less
powerful or different effects than these, but doing so is automatically fails its saving throw, and each time it takes
dangerous. The manifestation may pervert your intent into a damage from this effect, it takes 60 necrotic damage instead.
literal but undesirable fulfillment or only a partial fulfillment.
This power might simply fail, the effect you desire might only The creature can repeat the saving throw at the end of
be partly achieved, or you might suffer some unforeseen each of its turns, ending this effect on itself on a success.
consequence as a result of how you worded your will. For
example, desiring that a villain were dead might propel you Veil of Pressure
forward in time to a period when that villain is no longer
alive, effectively removing you from the game. Similarly, 9th-level psionics (psychokinesis)
desiring for a legendary magic item or artifact might instantly Invoking Time: 1 action
transport you to the presence of the item’s current owner. Range: Self
Display: Pulses of translucent, violet telekinetic energy
Temporal Velocity emit from your body
Duration: 1 hour
9th-level psionics (psychoportation) Classes: Disciple of the Kineticist, Metamind
Invoking Time: 1 bonus action You create a field of psychokinetic pressure around you to
Range: Self
Display: Your irises change to form dials of a clock, which form a protective veil. For the duration, attack rolls against
make one rotation over the duration before reverting you have disadvantage, and when a creature you can see
Duration: Varies misses you with an attack, you can force the creature to
Classes: Disciple of the Nomad, Metamind repeat the attack roll against itself.
You enter another time frame, speeding up so greatly that
World of Horror
all other creatures seem frozen, though they are actually still
moving at their normal speeds. You are free to act for 1d4+1 9th-level psionics (telepathy)
rounds of apparent time, including your current turn. Invoking Time: 1 action
Range: 60 feet
While temporal velocity is in effect, normal and magical Display: Black tendrils of psionic energy grow from the
energy still harms you, and other creatures are invulnerable ground and latch onto the targets for the duration
to your attacks and damage. However, you can invoke Duration: Concentration, Up to 1 minute
manifestations and leave their effects to appear when the Classes: Metamind, Psion
temporal velocity ends. The manifestations' durations start Choose up to six creatures within range. Each target must
when the temporal velocity is over. You cannot move or harm
items held, carried or worn by a creature stuck in the make a Charisma saving throw, taking 11d6 psychic damage
standard time frame, but you can affect any item that is on a failure, or half on a success. On a failed save, a target is
Unattended. frightened for the Duration.
You are undetectable while temporal velocity lasts. You While frightened by this effect, a target’s speed is reduced
cannot enter an area protected by nullify psionics or by to 0, and it can only use its action, and any bonus action it
psionics that neutralize high-level psionics. might have, to make melee attacks. A frightened target can
repeat the saving throw with disadvantage at the end of each
of its turns, ending the effect on itself on a success.
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