TABLE 3–2: PSIONIC RACIAL FEATS
Feat Prerequisites Benefit
Use energy ray psi-like ability 2 more times/day
Dromite Ray Dromite Use energy ray psi-like ability to create an energy wall
Use expansion 3 + Cha mod times/day
Dromite Barrier Dromite, Dromite Ray, 3 HD Use invisibility more times/day
Do not require food or water
Duergar Expansion Duergar, expansion Can reduce damage taken by 4 points/1 power point
Spend 1 point for +6 bonus on saves for 1 round
Duergar Invisibility Duergar, invisibility 1/day spend 3 points to maintain psionic focus
Able to use psionic charm instead of psionic daze
Elan Repletion, Enhanced Elan Able to use control object instead of far hand
Able to use psionic dismissal instead of dimension door
Elan Resilience, Enhanced Elan Able to use ectoplasmic form instead of
concealing arnorpha
Elan Resistance, Enhanced Elan Able to use burst instead of cat fall
Able to use biofeedback instead of inertial armor
Elan Retainment Elan, 3 HD Able to use psionic knock instead of concussion blast
Able to use mindlink instead of psionic daze
Githyanki Charm Githyanki, psionic daze Use stomp three times/day. CHAPTER 3
Githyanki Control Githyanki, far hand Stomp psi-like ability is doubly effective
Githyanki Dismissal Githyanki, dimension door Use outburst 1/2 HD times/day FEATS
Use energy ray (sonic) 3 + Cha mod times/day
Githyanki Ectoform Githyanki, concealing arnorpha Your energy ray (sonic) deals +1 per damage die
and deafens targets
Githzerai Burst Githzerai, cat fall Use multitask racial trait 2/day.
Githzerai Feedback Githzerai, inertial armor Add +1 to natural armor bonus
Githzerai Knock Githzerai, concussion blast Use metaphysical claw 3 times/day
Githzerai Link Githzerai, psionic daze Use psionic displacement 3 times/day
Half-Giant Stomp Half-giant, stomp Use poison 3 times/day
Half-Giant Thunderer Half-giant, stomp Use burst 3 times/day
Maenad Fury Maenad Use burst to gain an extra attack
Maenad Scream Maenad
Maenad Scream, Deafening Maenad
Synad Multitask, Enhanced Synad
Thri-Kreen Carapace Thri-Kreen
Thri-Kreen Claw Thri-Kreen, metaphysical claw
Thri-Kreen Displacement Thri-Kreen, psionic displacement
Thri-Kreen Poison Thri-Kreen, poison
Xeph Burst, Extra Xeph
Xeph Celerity Xeph
Ectopic Form (Agile Loper) Ectopic Form (Amber Tunneler) 51
Astral constructs you create with this form take on a distinc- Astral constructs you create with this form take on a distinc-
tive quadruped appearance. They are quicker and more agile tive many-legged form, with short, strong legs.
than normal. Benefit: When you create an astral construct using this
Benefit: When you create an astral construct using this form, you give it short, powerful legs that can be used for
form, you imbue it with +4 bonus on initiative checks and a digging in the ground at great speed. The creature is a
+20-foot increase to its base speed. natural tunneler, having a burrow speed equal to its base
An agile loper construct is the same base size as an unmodi- land speed.
fied astral construct fashioned with the astral construct power. An amber tunneler construct is the same base size as an
Agile lopers appear as sleek, centaurlike quadrupeds with unmodified astral construct fashioned with the astral construct
pale fur, humanoid torsos, and black, ramlike horns on power. Amber tunnelers appear as amber-colored,
their foreheads. many-legged, buglike burrowers that are wide and low to the
ground, possessing powerful legs for digging or attacking.
Ectopic Form (Alabaster Aerial)
Astral constructs you create with this form take on a distinc- Ectopic Form (Anathemic Carapace)
tive humanoid appearance, but possessing wings instead of Astral constructs you create with this form take on a distinc-
arms. They are natural fliers. tive buglike appearance, and harbor a retributive energy that
Benefit: When you create an astral construct using this is unleashed if they are destroyed.
form, you shape its arms into wings and give its feet a distinc- Additional Prerequisite: Ectopic Form (any form).
tive handlike appearance. The addition of wings grants your Benefit: When you create an astral construct using this
alabaster aerial a fly speed of 20 feet (average). An alabaster form, you imbue it with latent energy that is unleashed in a
aerial of at least 4th level has a fly speed of 30 feet (average), destructive burst when the construct is destroyed, dealing
and an alabaster aerial of at least 7th level has a fly speed of up to 1d6 points of damage plus an extra 1d6 points for
40 feet (average). every Hit Die of the construct to every adjacent creature
An alabaster aerial construct is the same base size as an (Reflex half; DC 10 + 1/2 constructs HD). You can choose
unmodified astral construct fashioned with the astral construct to detonate an anathemic carapace construct as a standard
power. Alabaster aerials appear as silvery-white humanoids action if you have unobstructed line of sight to your cre-
with wings for arms and large hands on the ends of their legs, ation. Each round, starting in the round after it appears,
rather than feet. They use their wings for flight and their feet the damage of an anathemic carapace's burst reduces by
for pummeling opponents. 1d6 points.
CHAPTER 3 An anathemic carapace construct is the same base size astral construct power. They appear as serpents with a
as an unmodified astral construct fashioned with the astral clubbed tail that delivers a blow enhanced by a chosen
FEATS construct power. Anathemic carapaces appear as oversized, energy type.
red scarabs, eyes blazing with the destructive power they
52 contain. ELAN REPLETION, ENHANCED
Ectopic Form (Astral Aquan) [PSIONIC, RACIAL]
Astral constructs you create with this form take on a dis- As an elan, you can sustain yourself with repletion longer
tinctive eel-like appearance, with a pair of long tentacles than other members of your race.
protruding from its mouth. They are natural swimmers. Prerequisite: Elan.
Benefit: When you create an astral construct using this Benefit: You never need to eat or drink again, and instead
form, you shape it into an eel with two tentacles protruding you rely entirely on your psionic metabolism to provide
from its mouth. The construct is imbued with a swim speed optimum nutrition and hydration.
of 60 feet. Normal: A typical elan can sustain himself without food
An astral aquan construct is the same base size as an or water for 24 hours if he spends 1 power point.
unmodified astral construct fashioned with the astral con-
struct power. Astral aquans appear as silvery-blue eels with, ELAN RESILIENCE, ENHANCED
two long tentacles protruding from their mouths. They use
these tentacles for pummeling opponents. [PSIONIC, RACIAL]
As an elan, you can prevent greater amounts of damage than
Ectopic Form (Ebony Stinger) other members of your race.
Astral constructs you create with this form take on a distinc- Prerequisite: Elan.
tive spiderlike appearance, with a large hooked tail tipped Benefit: As an immediate action, you can reduce the
with a wickedly barbed stinger. damage you are about to take by 4 points for every 1 power
Additional Prerequisite: Ectopic Form (any form). point spent.
Benefit: When you create an astral construct using this Normal: A typical elan can reduce damage he is about to
form, you shape a large hooked tail tipped with a barbed take by 2 points for every 1 power point spent.
stinger. Each of the creature's attacks is made with this
tail, which does piercing damage rather than bludgeoning ELAN RESISTANCE, ENHANCED
damage. In addition, an ebony stingers attacks deal 1 point
of Constitution damage in addition to their normal damage [PSIONIC, RACIAL]
(Fortitude negates; DC 10 + 1/2 construct's HD). Creatures As an elan, you can resist harmful effects more readily than
immune to poison are likewise immune to this effect. other members of your race.
An ebony stinger construct is the same base size as an Prerequisite: Elan.
unmodified astral construct fashioned with the astral construct Benefit: As an immediate action, you can spend 1 power
power. Ebony stingers appear as shiny black spiders with point to gain a +6 racial bonus on saving throws until the
a hooked tail that is tipped with a wicked barb, capable of beginning of your next turn.
delivering a minor poison. Normal: A typical elan gains a +4 racial bonus on saving
throws until the beginning of his next turn.
Ectopic Form (Emerald Gyre)
Astral constructs you create with this form take on a distinc- ELAN RETAINMENT [PSIONIC, RACIAL]
tive apelike appearance, with the exception of a third armlike
limb that grows out of the middle of the back. You can use your psionic metabolism to aid your ability
Benefit: When you create an astral construct using this form, to retain your psionic focus when you would otherwise
you shape a third arm in the middle of the creature's back that expend it.
is used to assist in grabbing opponents, granting the construct
the improved grab menu B ability (EPH 186). Prerequisites: Elan, 3 HD.
An emerald gyre construct is the same base size as an Benefit: Once per day as an immediate action, you
unmodified astral construct fashioned with the astral construct can spend 3 power points to maintain your psionic focus,
power. An emerald gyre appears as a green humanoid (size even it you have just taken an action that would normally
depends on the level of construct) that possesses a third arm expend it.
growing from the middle of its back.
ELEMENTAL ENVOY [PSIONIC]
Ectopic Form (Iridescent Serpent)
Astral constructs you create with this form take on a distinc- This feat allows you to acquire an elemental steward: an
tive serpentine appearance and possess an energetic quality emberling (fire), a geodite (sonic), an arctine (cold), or a
that can change from construct to construct. tempestan (electricity). This elemental steward acts as an
Benefit: When you create an astral construct using this envoy in place of a psicrystal. This envoy remains with you
form, you imbue it with a form of energy of your choice (acid, for an indefinite period of time, until dismissed or destroyed.
cold, electricity, or fire). The construct gains resistance 10 to (Elemental stewards are described in Chapter 5, starting on
the chosen energy type. page 130.)
An iridescent serpent construct is the same base size
as an unmodified astral construct fashioned with the Prerequisites: Knowledge (the planes) 1 rank, Psicrystal
Affinity.
Benefit: When you are able to acquire a new psicrystal,
you can select an elemental steward instead. The type of
steward—emberling (fire), geodite (sonic), arctine (cold), or
tempestan (electricity)—depends on your preference, unless
you have the Privileged Energy teat, in which case the steward
must match the energy type.
Benefit: You can expend your psionic focus to infuse
your armor with psychic energy. This gives you resistance
10 against the next attack or effect with an energy descriptor
that affects you. Using this feat is an immediate action (it
can be used on another creature's turn) in reaction to being
affected by a spell, effect, or attack that deals energy damage
and does not provoke attacks of opportunity.
ENERVATION ENDURANCE [PSIONIC] CHAPTER 3
When facing the aftermath of a wild surge, enervation doesn't FEATS
sap your power points.
Prerequisite: Psychic enervation class feature.
Benefit: Repeated exposure to wild surges and their debili-
tating aftereffects has increased your resistance to psychic
enervation. From now on, when you become enervated, you
lose power points equal to one-half your wilder level, although
you are still dazed until the end of your next turn.
Normal: A wilder overcome by psychic enervation is
dazed until the end of his next turn and loses a number
of power points equal to his wilder level.
ENHANCED BENEFICENCE [PSIONIC]
Your psychic aura is larger than normal, reflecting your
devotion to your deity.
Prerequisite: Psychic aura class feature.
Benefit: The radius of your psychic aura increases by 5 feet
(the radius of your aura would be 10 feet at 1st level, instead
of 5 feet).
Enlad’s mental mastery allows her to reduce the effects ENVOY COGNIZANCE [PSIONIC]
of enervation to little more than an annoyance
When your elemental envoy is nearby, its associated energy
As you advance in power, your elemental steward also enhances your ability to manifest energy powers.
increases in power; see the Elemental Stewards as Envoys
sidebar. Prerequisites: Knowledge (the planes) 1 rank. Psicrystal
Affinity, Elemental Envoy*.
Special: You cannot simultaneously possess both a psi-
crystal and an elemental envoy. Benefit: Because you have chosen to replace your psi-
crystal with an elemental steward -either an emberling
ENERGIZE ARMOR [PSIONIC] (fire), a geodite (sonic), an arctine (cold), or a tempestan
(electricity)—you can now utilize its associated energy to
You can charge your armor with psionic energy, making it enhance any power you manifest that has the same energy
resistant to energy damage. descriptor. While your elemental envoy remains adjacent
to you, you manifest these powers at one manifester level
Prerequisite: Invest Armor*. higher than normal.
EUPHORIC REDUCTION [PSIONIC]
Channel your euphoric surge into a boost for one of your
skills.
ELEMENTAL STEWARDS AS ENVOYS
The special abilities of an elemental envoy advance in a way Manifester Natural Cha ML
Adj. Special
similar to that of a psicrystal. As you increase in level, your el- Level Armor Adj. Adj. +0 —
+1 Deliver touch powers
emental envoy gains a bonus to its natural armor, its Charisma 3rd–4th +1 +1 +2 Telepathy 100 ft.
+3 —
score (which affects the save DCs of its psi-like abilities), and the 5th–6th +2 +2 +4 Power resistance
+5 —
manifester level for its psi-like abilities. Special abilities on the 7th–8th +3 +3 +6 Channel power
+7 —
table refer to the psicrystal special abilities of the same name 9th–10th +4 +4 +8 —
(EPH 22). 11th–12th +5 +5
Manifester Natural Cha ML 13th–14th +6 +6
Level Armor Adj. Adj. Adj. Special 15th–16th +7 +7
1st–2nd +0 +0 +0 Alertness, improved 17th–18th +8 +8
evasion, share powers, 19th–20th +9 +9
telepathic link 53
CHAPTER 3 Prerequisite: Surging euphoria +1 class feature. ability. Your manifester level for this effect is equal to 1/2
Benefit: When you trigger your surging euphoria, you can your Hit Dice (minimum 1st).
FEATS choose to channel it into a concentrated boost of physical resil-
ience. Instead of gaining a bonus on attack rolls, damage rolls, GITHYANKI CONTROL
54 and saving throws, you gain damage reduction equal to three
times the surging euphoria level to which you have access. [PSIONIC, RACIAL]
For instance, a 6th-level wilder with this feat who uses wild You can leverage your far hand psi-like ability to gain greater
surge to boost her manifester level by two and uses surging control over objects.
euphoria can gain damage reduction 3/– for 2 rounds. Prerequisites: Githyanki, far hand psi-like ability.
Benefit: You can expend one or more of your daily uses of
EXTRA AURA [PSIONIC] the far hand psi-like ability granted by your githyanki heritage
to instead gain the use of control object as a psi-like ability. Your
You gain the aura ability of a mantle you have donned. manifester level for this effect is equal to 1/2 your Hit Dice
Prerequisites: Don Mantle*, psychic aura class feature. (minimum 1st).
Benefit: You gain the ability to generate a psychic aura
GITHYANKI DISMISSAL
based on a mantle you have accessed with the Don Mantle feat.
When you generate a psychic aura, you can also choose the aura [PSIONIC, RACIAL]
granted by the mantle from the associated Don Mantle feat. You can leverage your dimension door psi-like ability to gain
greater control over other creatures' locations.
Special: You can gain this feat multiple times. Each time Prerequisites: Githyanki, dimension door psi-like ability.
you do, you choose a new mantle you have donned with the Benefit: You can expend one or more of your daily uses of
Don Mantle feat. the dimension door psi-like ability granted by your githyanki
heritage to instead gain the use of psionic dismissal as a psi-like
FOCUSED PERCEPTION [PSIONIC] ability. Your manifester level for this effect is equal to 1/2
your Hit Dice (minimum 1st).
When you concentrate your faculties, your power of sight
pierces the darkness. GITHYANKI ECTOFORM
Prerequisite: Blind-Fight. [PSIONIC, RACIAL]
Benefit: You must expend your psionic focus to use this You can leverage your concealing amorpha psi-like ability to
feat. When you expend your psionic focus, you gain blind- gain greater control over your own body.
sense out to 60 feet for 1 round. Prerequisites: Githyanki, concealing amorpha psi-like
ability.
FOCUSED SHIELD [PSIONIC] Benefit: You can expend one or more of your daily uses
of the concealing amorpha psi-like ability granted by your
Your mental focus makes you more adept at using your shield. githyanki heritage to instead gain the use of ectoplasmic form
Prerequisite: Shield Proficiency. as a psi-like ability. Your manifester level for this effect is
Benefit: While you are psionically focused and holding equal to 1/2 your Hit Dice (minimum 1st).
a ready shield with which you are proficient, the AC bonus GITHZERAI BURST [PSIONIC, RACIAL]
provided by your shield increases by 1.
You can leverage your cat fall psi-like ability to gain greater
FOCUSED SKILL USER [PSIONIC] control over yourself in your environment.
You can take advantage of your psionic focus in new ways. Prerequisites: Githzerai, cat fall psi-like ability.
Benefit: When you first take this feat, choose three skills Benefit: You can expend one or more of your daily uses of
the cat fall psi-like ability granted by your githzerai heritage
in which you have ranks. While you are psionically focused, to instead gain the use of burst as a psi-like ability. Your
you gain a +2 competence bonus on skill checks when using manifester level for this effect is equal to 1/2 your Hit Dice
any of these three skills. (minimum 1st).
Special: You can take this feat multiple times. Each time, GITHZERAI FEEDBACK
choose three additional skills in which you have ranks.
[PSIONIC, RACIAL]
GESTALT ANCHOR [PSIONIC] You can leverage your inertial armor psi-like ability to further
insulate yourself from harm.
You have a strong bond to the psionic entity you host. When Prerequisites: Githzerai, inertial armor psi-like ability.
you are around other hosts, you can move and act together Benefit: You can expend one or more of your daily uses of
as a fluid unit. the inertial armor psi-like ability granted by your githzerai
heritage to instead gain the use of biofeedback as a psi-like
Prerequisites: Any host feat* or kalashtar, base Will ability. Your manifester level for this effect is equal to 1/2
save +3. your Hit Dice (minimum 1st).
Benefit: While you are psionically focused and within 60 GITHZERAI KNOCK [PSIONIC, RACIAL]
feet of an ally that serves as a host or who is a kalashtar, you
and all host or kalashtar allies within 60 feet gain a +2 insight You can leverage your concussion blast psi-like ability to gain
bonus on initiative checks and Reflex saves. such fine control over manipulating force that you can open
locks or sealed doors.
GITHYANKI CHARM [PSIONIC, RACIAL]
Prerequisites: Githzerai, concussion blast psi-like ability.
You can leverage your psionic daze psi-like ability to gain
greater control over subjects.
Prerequisites: Githyanki, psionic daze psi-like ability.
Benefit: You can expend one or more of your daily uses
of the psionic daze psi-like ability granted by your githyanki
heritage to instead gain the use of psionic charm as a psi-like
Benefit: You can expend one or more of your daily uses of LURK AUGMENT, RANGED [PSIONIC] CHAPTER 3
the concussion blast psi-like ability granted by your githzerai
heritage to instead gain the use of psionic knock as a psi-like You can use some of your lurk augments in conjunction with FEATS
ability. Your manifester level for this effect is equal to 1/2 a ranged attack.
your Hit Dice (minimum 1st). 55
Prerequisite: Lurk augment class feature.
GITHZERAI LINK [PSIONIC, RACIAL] Benefit: You can apply the following lurk augments to your
ranged attack: Additional sneak attack, solid strike, ignore
You can leverage your psionic daze psi-like ability to forge concealment, mental assault, deceptive strike, sneak attack
direct mental contact with another creature. undead, ghost touch, aligned attack, sneak attack constructs,
planar attack, or synaptic disconnect.
Prerequisites: Githzerai, psionic daze psi-like ability. Special: Lurk augments applied to ranged attacks only
Benefit: You can expend one or more of your daily uses affect a target within 30 feet.
of the psionic daze psi-like ability granted by your githzerai
heritage to instead gain the use of mindlink as a psi-like ability. LURK MASTER [PSIONIC]
Your manifester level for this effect is equal to 1/2 your Hit
Dice (minimum 1st). You are more skilled in augmenting your attack than your
training would indicate.
HALF-GIANT STOMP [PSIONIC, RACIAL]
Prerequisite: Lurk augment class feature.
You can use your stomp psi-like ability more often. Benefit: You can treat your lurk level as two higher than
Prerequisites: Half-giant, stomp racial trait. it actually is when determining what abilities you can select
Benefit: You can use the stomp granted by your half-giant with your lurk augment class feature.
heritage three times per day. MAENAD FURY [PSIONIC, RACIAL]
Normal: A half-giant's stomp can be used once per day.
Special: You can take this feat multiple times. Each time You can use your outburst racial trait more often.
Prerequisite: Maenad.
you take it, you gain two more daily uses of your stomp psi- Benefit: You can use the outburst racial trait granted by
like ability.
your maenad heritage three times per day.
HALF-GIANT THUNDERER Normal: A maenad's outburst racial trait can be used once
[PSIONIC, RACIAL] per day.
You can use your stomp psi-like ability to far greater effect. Special: You can gain this feat multiple times. Each time
Prerequisites: Half-giant, stomp racial trait.
Benefit: When you use the stomp ability granted by your you take this feat, you gain two additional daily uses of your
half-giant heritage, your manifester level is equal to your outburst ability.
character level.
Normal: The effect of a half-giant's stomp psi-like ability MAENAD SCREAM [PSIONIC, RACIAL]
is calculated as if the half-giant's manifester level were equal
to 1/2 the half-giant's HD. You can use your energy ray (sonic) psi-like ability more
often.
INSTINCTIVE CONSUMMATOR
Prerequisite: Maenad.
[PSIONIC] Benefit: You can use the energy ray (sonic) psi-like ability
You always make good on your threats. granted by your maenad heritage three times per day.
Prerequisites: Str 13, Power Attack, Cleave. Normal: A maenad's energy ray (sonic) can be used once
Benefit: You must expend your psionic focus to use this per day.
feat. Whenever you threaten a living foe with a critical hit Special: You can gain this feat multiple times. Each time
on a melee attack, you can choose to automatically confirm you take this feat, you gain two additional daily uses of your
the critical hit. energy ray (sonic) psi-like ability.
Normal: All hits that threaten a critical hit must be con-
firmed with an additional successful attack roll. MAENAD DEAFENING SCREAM
INVEST ARMOR [PSIONIC] [PSIONIC, RACIAL]
You can use your energy ray (sonic) psi-like ability to better
You can charge your armor with additional protective qualities. effect.
Prerequisite: Proficient with armor worn. Prerequisite: Maenad.
Benefit: You can expend your psionic focus to increase the Benefit: Whenever you use the energy ray (sonic) ability
granted by your maenad heritage, you deal an extra 1 point
armor bonus of the armor that you're wearing by 3. Using of damage per die. Creatures that take damage from the ray
this feat is an immediate action (it can be used on another are deafened for 2d6 rounds if they fail a Fortitude save (DC
creature's turn) in reaction to being the target of an attack. 10 +1/2 your HD + your Con modifier).
You must decide whether or not to use this feat before the Normal: An energy ray deals –1 point of damage per die
result of your opponent's attack roll is determined. and does not deafen its targets.
LURK AUGMENT, EXTRA [PSIONIC] MANTLE FOCUS [PSIONIC]
You can use your lurk augment more often than normal. The powers from one of your mantles become more potent.
Prerequisite: Lurk augment class feature. Prerequisite: Access to one psionic mantle.
Benefit: You can use your lurk augment class feature three Benefit: Add 1 to the Difficulty Class for all saving throws
more times each day. against powers from the mantle you select. This bonus
stacks with the bonus provided from feats such as Psionic
Endowment.
still gain a +1 bonus on saves against effects that would
otherwise daze or stun you.
CHAPTER 3 MIND CLEAVE [PSIONIC]
FEATS When you lay low a foe, you drain off a portion of its excess
mental energy into the conduit of your mind blade.
Prerequisites: Mind blade class feature, psychic
strike class feature.
Benefit: If you deal a creature enough damage
to make it fall (typically by dropping it to below 0
hit points or killing it) with your mind blade, you
drain off a portion of the creature's liberated
energy of consciousness. The liberated energy
automatically charges the blade used to fell
the foe as if you had imbued it with your
psychic strike class feature.
MIND EMPOWERMENT
[PSIONIC]
When you lay low a foe, you drain off
a portion of its excess mental energy
into the conduit of your mind blade.
Prerequisites: Mind blade class
feature, psychic strike class feature,
Mind Cleave*.
Benefit: If you deal a creature
enough damage to make it fall (typ-
ically by dropping it to below 0 hit
points or killing it) with your mind
blade, you capture a greater portion
of the creature's liberated energy of
consciousness (more than you al-
ready drain with your Mind Cleave
feat). The additional liberated energy
resides in your blade for 3 rounds or
until you make your next successful
psychic strike (whichever occurs
first), whereupon you deal an addi-
tional 1d8 points of damage.
56 Xervxes the soulknife MIND STRIKE,
reenergizes his psychic strike from the FOCUSED [PSIONIC]
energy drained from his foe When you use your psychic strike ability,
you deal more damage.
Special: You can gain this fear multiple times. Each time Prerequisites: Ability to generate a mind
you take the feat, it applies to a new mantle. blade, psychic strike +1d8.
Benefit: If you expend your psionic focus when you
MENTAL JUGGERNAUT [PSIONIC] imbue your mind blade with a psychic strike, the destruc-
tive energy instilled in your blade deals one more die of
You are adroit at avoiding the mind blasting effects of certain damage. For example, when a 7th-level soulknife charges
psionic abilities and powers. his blade with a psychic strike in conjunction with expend-
ing his psionic focus, the damage potential of the blade is
Prerequisite: Ability to gain psionic focus. +3d8 points (instead of +2d8 points).
Benefit: As an immediate action, you can expend your
psionic focus to ignore the consequences of a failed save
against any power, psi-like ability, or other psionic or magi-
cal effect that would otherwise daze or stun you. You can DUAL MIND BLADES AND PSYCHIC STRIKE
decide to use this feat after you have rolled and determined If a soulknife chooses to shape his mind blade by splitting it
the potential outcome of your roll. into two blades, each separate blade is able to hold a psychic
Special: If you choose not to expend your psionic focus, strike as long as the soulknife spends a separate move action
you gain a +2 bonus on your saving throw against any power, to empower each blade with psychic strike.
psi-like ability, or other psionic or magical effect that would
daze or stun you. When you are not psionically focused, you
MIND STRIKE, SWIFT [PSIONIC] PRIVILEGED ENERGY [PSIONIC]
You possess a deadly speed when charging your mind blade You favor one specific energy type over all others.
with psychic energy. Prerequisite: Ability to manifest the energy missile
Prerequisites: Ability to generate a mind blade, psychic power.
strike +2d8. Benefit: Choose one type of energy to become your
Benefit: Once per day, you can charge your mind blade privileged energy: cold, electricity, fire, or sonic. Any time
with a psychic strike as a swift action. you manifest a power that deals damage of your chosen
energy type, that power deals an extra 1 point of damage
Normal: A soulknife imbues his blade with a psychic per die.
strike as a move action.
ORC DOUBLE AXE MIND BLADE PSYMBIOT [PSIONIC] CHAPTER 3
[PSIONIC] You gain benefits when you are near other psionic characters FEATS
When you reshape your mind blade, you can change it into or creatures.
an exotic weapon: an orc double axe. 57
Prerequisites: Ability to generate a mind blade, shape Prerequisites: Knowledge (psionics) 8 ranks, manifester
mind blade class feature. level 3rd.
Benefit: Any time you wish to reshape your mind blade
using your shape mind blade class feature, you can add the Benefit: When you are psionically focused and one or
orc double axe to your shape repertoire. You are proficient more psionic characters or creatures with a manifester
with your orc double axe mind blade—you are treated as level of 3rd or higher stands within 10 feet of you, you
if you possess the Exotic Weapon Proficiency (orc double gain a +2 bonus on ability checks, skill checks, and saving
axe mind blade). The weapon is sized appropriately for you throws. Psionic entities such as those described in any of
and deals damage as an orc double axe. the host feats in this book are not separate creatures for
the purpose of gaining this feat's benefit, nor are astral
POSTPONE ENERVATION [PSIONIC] constructs, or any psionic creatures crafted, projected, or
summoned by you.
You can postpone the onset of your psychic enervation.
Prerequisites: Psychic enervation class feature, wild SKIN OF THE CONSTRUCT [PSIONIC]
surge +2. You can wear an astral construct as if it were a second skin.
Benefit: Whenever you are subject to psychic enervation Prerequisite: Know astral construct power.
Benefit: If you expend your psionic focus, you can fuse
through the failure of a wild surge, you can postpone the
effects of the enervation by 3 rounds. You decide to use this the essence of an astral construct that you have personally
feat after you roll to determine whether you are subject to manifested with your own body. You choose to do this when
psychic enervation. You can voluntarily subject yourself to you first manifest the power to gain this effect (instead of
the effects of the postponed psychic enervation before the 3 creating an astral construct normally). This construct, once
rounds have fully elapsed. Once you use this feat to postpone absorbed into your body, does not count against your limit
the effects, however, you cannot use the wild surge class fea- of astral constructs crafted (in most cases you can have only
ture until you endure the postponed psychic enervation. one astral construct active at a time.
PRACTICED MANIFESTER [PSIONIC] This additional astral "flesh" bonds perfectly with your own,
giving you a silvery-white appearance and 1d8 temporary hit
Choose a manifesting class that you possess. The powers you points that last for up to 1 hour. More important, it grants
manifest from that class are more powerful. you one Menu A choice (EPH 186) that you can use as if you
were the construct.
Prerequisite: Psicraft 4 ranks.
Benefit: Your manifester level for the chosen manifest- You wear the skin of the construct for the normal dura-
ing class increases by four. This benefit can't increase your tion of the manifested astral construct power, after which
manifester level higher than your Hit Dice. Even if you cant time it elapses.
benefit from the full bonus immediately, however, if you later
gain levels of nonmanifesting classes, you might be able to Special: If you have any other feats that modify the
apply the rest of the bonus. appearance or abilities of an astral construct (such as
For example, a human 5th-level psion/3rd-level fighter who Boost Construct or Ectopic Form), you do not accrue those
selects this feat would increase his psion manifester level benefits when you use the astral construct power with Skin
from 5th to 8th (since he has 8 Hit Dice). If he later gained a of the Construct.
fighter level, he would gain the remainder of the bonus, and
his psion manifester level would become 9th (since he now STYGIAN ARCHON [PSIONIC]
has 9 Hit Dice).
A character with, two or more manifesting classes (such You sear the synapses of your mind with a scar of void and
as a psychic warrior/psion) must choose which class gains emptiness. From now on, psionic powers you manifest that
the feats effect. This feat does not affect your powers per day utilize negative energy are more fully tied to the Negative
or powers known. It only increases your manifester level, Energy Plane.
which helps you overcome power resistance and increases
the duration and other effects of your powers. Prerequisite: Know two powers that utilize negative
Special: You can select this feat multiple times. Each energy.
time you choose it, you must apply it to a different mani-
festing class. Benefit: To use this feat, you must maintain your psionic
focus. When manifesting a power that utilizes, disrupts, or
detects negative energy, your manifester level is treated as
one higher than normal.
CHAPTER 3 SYNAD MULTITASK, ENHANCED Benefit: Constant rehearsal and study grant you the mas-
tery required to use your psionic displacement psi-like ability
FEATS [PSIONIC, RACIAL] a total of three times per day.
As a synad (page 139), your threefold mind grants you an
additional opportunity to multitask. Normal: A thri-kreen's psionic displacement psi-like ability
Prerequisite: Synad. can be used once per day.
Benefit: You gain one additional use per day of your
multitask racial trait. You can spend 1 power point to gain a Special: You can gain this feat multiple times. Each time
swift action that you can use to take any purely mental action you take the feat, you gain an additional two daily uses of
twice per day. your psionic displacement ability.
TAP MANTLE [PSIONIC] THRI-KREEN POISON
You gain the ability to access the powers in a new mantle. [PSIONIC, RACIAL]
Prerequisite: Access to one psionic mantle. You can use your poison bite more often.
Benefit: Whenever you gain the ability to learn another Prerequisites: Thri-kreen, poison bite.
Benefit: Your adherence to a slightly modified sleep cycle
psionic power, you can choose a power you can manifest and change in diet pays off—you can secrete venom more
from this new mantle. You essentially gain a new menu of often. You can use your poison bite a total of three times
options from which you can select powers whenever you per day.
would normally learn a new power from advancing in a Normal: A thri-kreen's poison bite can be used once
psionic class. You do not gain the mantle's granted ability or per day.
any other benefit of access to the mantle. Special: You can gain this feat multiple times. Each time
you take the feat, you gain an additional two daily uses of
Special: You can gain this feat multiple times. Each time your poison bite ability.
you do, you choose a new mantle to access.
THRI-KREEN CARAPACE TWO-BLADED MIND BLADE [PSIONIC]
[PSIONIC, RACIAL] When you reshape your mind blade, you can change it into
Your carapace is harder than average. an exotic weapon: a two-bladed sword.
Prerequisite: Thri-kreen.
Benefit: Add 1 to your natural armor bonus. Prerequisites: Ability to generate a mind blade, shape
mind blade class feature.
THRI-KREEN CLAW [PSIONIC, RACIAL]
Benefit: Any time you wish to reshape your mind blade
You can use your metaphysical claw psi-like ability more often. using your shape mind blade class feature, you can add the
Prerequisites: Thri-kreen, metaphysical claw psi-like two-bladed sword to your shape repertoire. You are proficient
with your two-bladed sword mind blade—you are treated as
ability. if you possess the Exotic Weapon Proficiency (two-bladed
Benefit: Extra practice and hard work are rewarded. You sword mind blade). The weapon is sized appropriately for
you and deals damage as a two-bladed sword.
can use your metaphysical claw psi-like ability a total of three
times per day. VOLATILE ESCALATION [PSIONIC]
Normal: A thri-kreen's metaphysical claw psi-like ability When you are attacked with a telepathic power, your innate
can be used once per day. wildness forces a higher mental price on your attacker.
Special: You can gain this feat multiple times. Each time Prerequisite: Volatile mind class feature.
you take the feat, you gain an additional two daily uses of Benefit: While you are psionically focused and have not
your metaphysical claw ability. consciously lowered your volatile mind ability, the number
of power points it costs a manifester to affect you is higher.
THRI-KREEN DISPLACEMENT A manifester who uses a telepathic power upon you while
these conditions apply must pay an additional 1d4 power
[PSIONIC, RACIAL] points on top of his normal cost. This effect stacks with that
You can use your psionic displacement psi-like ability more of the volatile mind class feature.
often.
Prerequisites: Thri-kreen, psionic displacement psi-like VOLATILE LEECH [PSIONIC]
ability.
You gain the power points your attacker wastes attacking you
with a telepathic power.
NEGATIVE ENERGY POWERS Prerequisite: Volatile mind class feature.
Benefit: While you are psionically focused and have not
Many powers use negative energy to inflict harm upon enemies. consciously lowered your volatile mind ability, you absorb
extra power points that manifesters of telepathic powers are
Recognized powers that utilize negative energy (for the pur- forced to pay when they target you.
The power points you absorb in this fashion are added to
poses of the Stygian Archon and Stygian Power feats) include your power point reserve; however, you can never gain more
power points in this fashion than your normal power point
the following: maximum. It you already possess your maximum power
points, your volatile mind ability works normally.
mindwipe stygian veil*
speak with dead, psionic* stygian touch*
stygian bolt* stygian conflagration*
stygian discernment* stygian ray*
58 stygian disruption* stygian weapon*
stygian erasure*
TABLE 3–3: GENERAL FEATS
Feat Prerequisites Benefits
Dorje Mastery Manifester level 9th Gain 4 power points to augment dorje's effects
Dual Dorje Craft Dorje, Two-Weapon Fighting Fight with two dorjes at the same time
Hostile Mind, Improved Cha 15, Hostile Mind Deal 4d6 damage to telepathic aggressors
Psionic Mastery Able to manifest powers or Take 10 on manifester level checks
use psi-like abilities
GENERAL FEATS CHAPTER 3
A small number of feats associated with psionics are catego- FEATS
rized as general feats.
DORJE MASTERY
Psionic dorjes are more potent in your hands.
Prerequisites: Craft Dorje, manifester level 9th.
Benefit: When you use a dorje, the power manifested is
treated as if it were augmented by 4 additional power points.
If the power cannot be augmented, then the DC of saving
throws against the dorje's effect is increased by 2.
DUAL DORJE
You can fight with two dorjes at the same time.
Prerequisites: Craft Dorje, Two-Weapon Fighting.
Benefit: As a full-round action, you can wield and activate
a dorje in each hand (if you have both hands free), with
one designated as your primary dorje and the other as your
secondary dorje. Each use of the secondary dorje expends 2
charges instead of 1.
Idohiro has learned HOSTILE MIND, IMPROVED 59
to harness his speed
to make additional attacks You have mental defenses erected against telepathic attacks.
Prerequisites: Cha 15, Hostile Mind.
against his foes Benefit: Whenever you are subject to a power from the
XEPH BURST EXTRA telepathy discipline (regardless of whether the power is
harmful or beneficial to you), the manifester must make a
[PSIONIC, RACIAL] Will saving throw against a DC of 10 + 1/2 your character
You can use your burst racial trait more often. level + your Cha modifier, and takes an additional 2d6 points
Prerequisite: Xeph. of damage, plus 2d6 points from your Hostile Mind feat,
Benefit: You can use the burst ability granted by your xeph for a total of 4d6 points of damage.
heritage a total of three times per day.
Normal: A xeph's burst ability can be used once per day. The benefit of this feat applies only to psionic powers and
Special: You can gain this feat multiple times. Each time psi-like abilities. This is an exception to the psionics—magic
you take the feat, you gain an additional two daily uses of transparency rule (EPH 155).
your burst ability.
Special: You cannot take or use this feat if you have the
XEPH CELERITY [PSIONIC, RACIAL] ability to use powers (if you have a power point reserve).
You can use your burst racial trait to gain an extra attack. PSIONIC MASTERY
Prerequisite: Xeph.
Benefit: As a swift action, you can expend one or more of You are quick and certain in your efforts to defeat the psionic
defenses and powers of others.
your daily uses of burst granted by your xeph heritage to gain
one extra attack for 1 round, instead of gaining an increase Prerequisite: Ability to manifest psionic powers or use
to your speed. While enjoying your round of celerity, you psi-like abilities.
make one extra attack each round, using your highest base
attack bonus, when you take a full attack action. Benefits: You can take 10 on manifester level checks (as
if the manifester level check were a skill check).
HOST FEATS
Formless entities that prefer to be housed in physical flesh
are mysterious in origin, though some types of these enti-
ties refer to themselves as "quori." Others have different
names for themselves, but all are formless entities that
require a body in which to make their presence known in
this reality. Formless psionic entities attracted by raking
host feats are benign.
TABLE 3–4: HOST FEATS
Feat Prerequisites Benefits
Mind thrust or psionic daze 1/day
Aggressive Mind —
Energy ray or crystal shard 1/day
Antagonist — Force screen or empty mind 1/day
Use host abilities 1 extra time/day
Defensive Shell —
Host Focus Any other host feat Deaden blow or entangling ectoplasm 1/day
Add Cha bonus to mind blade damage for 1 round
Pacifist —
+1 bonus on Will saves while psionically focused,
Spiritual Force Any other host feat, mind blade or +5 for 1 round when focus expended
Mindlink or detect psionics 1/day
Strength of Two Any other host feat
Telepathic Affinity —
CHAPTER 3 Host feats can only be taken by a character who is acting HOST FOCUS [HOST]
as a physical host to another psionic entity. Once a creature
FEATS accepts a psionic entity and becomes its host, the creature and You can use a psi-like ability granted by a host feat an extra
the entity are treated as a single creature for all purposes. The time each day.
entity cannot be purged (except through use of the psychic
reformation power), nor can it choose to leave. Prerequisite: Any other host feat*.
Benefit: You can use one of the two psi-like abilities granted
A creature can have as many host feats as it desires to take. by your host feat one extra time each day. For example, if
Host feats are also considered psionic feats. you have the Telepathic Affinity* feat, which grants access
to the mindlink or detect psionics psi-like abilities, you can use
In an EBERRON campaign, kalashtar and Inspired are both mindlink twice, detect psionics twice, or both mindlink and detect
considered to be hosts to psionic entities, and thus qualify psionics in a single day.
to take host feats. Normal: You can use one of two psi-like abilities once
per day.
AGGRESSIVE MIND [HOST]
PACIFIST [HOST]
The psionic entity you host gives you access to psi-like abili-
ties capable of disrupting the mind of your enemy. You host a psionic entity that dislikes combat and provides
you psi-like abilities to help you avoid a fight.
Benefit: A psionic entity takes up residence within your
flesh. The entity grants you the following psi-like ability: Benefit: A psionic entity takes up residence within your
flesh. The entity grants you the following psi-like ability:
Psi-like Ability: 1/day—mind thrust or psionic daze. Mani-
fester level 1/2 your HD; save DC 11 + your Cha, Int, or Psi-like Ability: 1/day—deaden blow (see page 82) or
Wis modifier. entangling ectoplasm. Manifester level 1/2 your HD; save DC
11 + your Cha, Int, or Wis modifier.
Special: You can use one or the other of your entity-
granted psi-like abilities once per day—you can't use both. Special: You can use one or the other of your entity-granted
Once you use one, you can't use the other for the rest of psi-like abilities once per day—you can’t use both. Once you
the day. use one, you can't use the other for the rest of the day.
60 ANTAGONIST [HOST] SPIRITUAL FORCE [HOST]
The psionic entity you host seeks to cause damage and Your mind blade is an expression of your inner spirit. Your
mayhem, and you have powers to further that end. forceful personality allows you to deal more damage with
your blade.
Benefit: A psionic entity takes up residence within your
flesh. The entity grants you the following psi-like ability: Prerequisites: Any other host feat* mind blade class
feature.
Psi-Like Ability: 1/day—energy ray or crystal shard. Mani-
fester level 1/2 your HD; save DC 11 + your Cha, Int, or Benefit: You can expend your psionic focus to add your
Wis modifier. Charisma bonus (if any) to the damage you deal with your
mind blade. This effect lasts for 1 round.
Special: You can use one or the other of your entity-
granted psi-like abilities once per day—you can't use both. STRENGTH OF TWO [HOST]
Once you use one, you can't use the other for the rest of
the day. As the host of a formless psionic entity, you possess immense
willpower.
DEFENSIVE SHELL [HOST]
Prerequisite: Any other host feat*.
The psionic entity living in your mind enables you to better Benefit: As long as you are psionically focused and pos-
resist attacks. sess at least 1 power point, you receive a +1 insight bonus
on Will saves.
Benefit: A psionic entity takes up residence within your As an immediate action, you can expend your psionic focus
flesh. The entity grants you the following psi-like ability: and spend 1 power point to improve this insight bonus to +5
for 1 round.
Psi-Like Ability: 1/day—force screen or empty mind. Mani-
fester level 1/2 your HD; save DC 11 + your Cha, Int, or TELEPATHIC AFFINITY [HOST]
Wis modifier.
The entity you host gives you the ability to better communi-
Special: You can use one or the other of your entity- cate with other creatures.
granted psi-like abilities once per day—you can't use both.
Once you use one, you can't use the other for the rest of Benefit: A psionic entity takes up residence within your
the day. flesh. The entity grants you the following psi-like ability:
Psi-Like Ability: 1/day—mindlink or detect psionics. Mani- ILLITHID EXTRACTION CHAPTER 3
fester level 1/2 your HD; save DC 11 + your Cha, Int, or
Wis modifier. Your acceptance of your illithid heritage is so encompass- FEATS
ing that you have learned how to extract the brain of a
Special: You can use one or the other of your entity-granted helpless victim.
psi-like abilities once per day—you cant use both. Once you
use one, you can't use the other for the rest of the day. Prerequisites: Illithid Heritage* Illithid Grapple* (4).
Benefit: You have fully embraced your illithid heritage
ILLITHID HERITAGE FEATS and have developed a taste for the brains of other living
creatures. You can extract the brain of a helpless or stunned
Illithid heritage feats are those that allow a character to victim once you have established a hold on its head with all
discover that he has an illithid ancestor somewhere in his four of your tentacles. You must begin your turn with all
line, and then to nurture that heritage. As a character takes four tentacles attached. As a full-round action that provokes
more and more illithid heritage feats, he becomes more attacks of opportunity, you must then make a grapple check.
and more like a mind flayer in his abilities, appearance, If your grapple check is successful, your victim takes 2d4
and outlook. Illithid heritage feats are also considered points of Intelligence damage and grants you a number of
psionic feats. temporary power points equal to the amount of Intelligence
damage you deal. Any creature reduced to Intelligence 0 by
ILLITHID BLAST this attack is instantly slain.
Temporary power points gained with this feat last for 1
You can convert your psionic energy into a mind blast. hour, and power points granted by this feat do not stack with
Prerequisites: Illithid Heritage*, two other illithid feats, each other.
This ability is useless against constructs, elementals, oozes,
manifester level 5th. plants, and undead. It is not instantly fatal to opponents with
Benefit: Once per day as a standard action that requires multiple heads, such as ettins and hydras.
the expenditure of your psionic focus, you can channel ILLITHID GRAPPLE
power points into a mind blast, which is a psi-like attack in a
15-foot cone. Anyone caught in the cone must succeed on a You embrace more of your illithid heritage, and grow at least
Will save (DC 10 + 1/2 your HD + your Cha modifier) or be one long purplish tentacle that you can reveal and unfurl
stunned for 1d4 rounds. when you open your mouth.
ILLITHID COMPULSION Prerequisites: Illithid Heritage*, one other illithid feat.
Benefit: You gain a natural tentacle attack. If you can use
You can call upon your heritage and enhance your ability to weapons, you retain that ability, as well as any other natural
manipulate the minds of other creatures. weapons you have. If you are fighting without weapons, you
can use your tentacle or another natural weapon as a primary
Prerequisite: Illithid Heritage*. attack. If you are armed with a weapon, you can use your
Benefit: Your manifester level for compulsion powers tentacle or your weapon as a primary attack. If you make a
increases by one. You also add 1 to the save DCs of all full attack, you can use the weapon as your primary attack
psionic powers you manifest that have the compulsion along with your tentacle as a natural secondary attack. The
descriptor. tentacle does not improve your natural reach.
Your tentacle deals 1d4 points of damage, and you can use
ILLITHID ENTHUSIAST your Dexterity modifier in place of your Strength modi-
fier on attacks with your tentacle if you have the Weapon
When you manipulate the minds of other creatures, you are Finesse feat.
heartened and emboldened by your success. Additionally, you gain the improved grab special ability
that you can use only with your tentacle, allowing you to
Prerequisite: Illithid Heritage*. initiate a grapple as a free action, without provoking attacks
Benefit: After you successfully affect a foe with a of opportunity, each time you hit with a tentacle attack. You
compulsion power, you gain a morale bonus equal to one- can only attempt to grapple creatures within one size category
half the number of power points spent on the power on of you with your tentacle.
the next Concentration, Knowledge (Psionics), Psicraft,
or Sense Motive check you make before the end of the
next round.
TABLE 3–5: ILLITHID HERITAGE FEATS
Feat Prerequisites Benefits
Gain illithid class skill and a bonus on saves
Illithid Heritage Power point reserve of 1 or more Convert power points into a mind blast
Illithid Blast Illithid Heritage, two other illithid feats, +1 manifester level and DC for compulsion powers
Manifestation grants a bonus on select illithid skills
manifester level 5th
Gain a natural tentacle attack
Illithid Compulsion Illithid Heritage Gain the ability to extract brains with your tentacles
Illithid Enthusiast Illithid Heritage Gain psionic charm and read thoughts as powers
known
Illithid Grapple Illithid Heritage, one other illithid feat Gain dispel psionics, psionic dominate as powers
Illithid Extraction Illithid Heritage, Illithid Grapple (4) known
Illithid Heritage, one other illithid feat, Your natural armor increases by 1
Illithid Legacy
manifester level 3rd
Illithid Legacy, Greater Illithid Legacy, one other illithid feat,
Illithid Skin manifester level 7th 61
Illithid Heritage
Special: You can take this feat up to four times. Each METAPSIONIC FEATS
time you do so, you gain an additional tentacle. Once you As a manifester's knowledge of psionics grows, he can acquire
have gained all four tentacles, the lower half of your face feats that enable him to manifest powers in ways slightly
transforms to resemble that of an illithid. different from how the powers were originally designed or
As a full-round action, you can give up any other attacks learned. For example, a manifester can learn how to manifest
you have to attack with as many tentacles you possess, as a power so that it lasts longer than normal, deals more damage
described above, and can attempt to initiate a separate than normal, or is improved in some other way. For more
grapple with each tentacle as a free action. You do not gain information on metapsionic feats, see page 40 of Expanded
cumulative bonuses for each tentacle already attached (as Psionics Handbook.
an illithid would).
CHAPTER 3 ILLITHID HERITAGE KNOCKDOWN POWER [METAPSIONIC]
FEATS You can manifest powers that knock creatures off their
Somewhere in the deeps of time, your bloodline was polluted feet.
with illithid influence. Recognizing this taint but deciding Benefit: To use this feat, you must expend your psionic
to make the best of it, you have decided to embrace your focus. Knockdown Power knocks any creature caught
connection with your illithid bloodline for the power it can in its area prone if the target fails its saving throw to
offer you. avoid any or all of the damage of the power. It can only
Prerequisite: Power point reserve of 1 or more. be applied to powers that allow Reflex saves and affect
Benefit: You gain Intimidate as a class skill. In addition, an area (a cone, line, burst, and so on). Powers that do
you gain a bonus on saving throws against spells, powers, not allow saving throws gain no
spell-like abilities, and psi-like abilities. This bonus is equal advantage if they are made into
to one-half the number of illithid feats you have, including knockdown powers.
this one (round down, minimum 1). Creatures with evasion
are knocked prone if they
ILLITHID LEGACY fail their Reflex saves (crea-
You have realized greater psion- tures with improved evasion
ic power through your illithid are not knocked down if they
heritage. fail their saves). Flying creatures af-
Prerequisites: Illithid Heritage*, fected by a knockdown power that
one other illithid feat, manifester fail their saving throws are forced
level 3rd. down 10 feet.
Benefit: You know more pow- For example, if a creature makes
ers because of the illithid heritage its saving throw against a knock-
you possess. Add psionic charm and down energy cone but still takes
read thoughts to your list of pow- half damage, it is not knocked
ers known. prone. If it fails its save
and takes full damage, it is
ILLITHID LEGACY, knocked prone.
GREATER Using this feat increases
Your knowledge of psionic power the power point cost by the
has grown even further due to your power by 2. The power's to-
illithid heritage. tal cost cannot exceed your
Prerequisites: Illithid Lega- manifester level.
cy*, any one other illithid feat,
manifester level 7th. LINKED POWER
Benefit: You know more pow- [METAPSIONIC]
ers because of your illithid You can link a power to the power
heritage. Add dispel psionics and you manifest in this round so
psionic dominate to your list of that it goes off next round.
powers known. Benefit: To use this feat,
you must expend your psion-
ILLITHID SKIN ic focus. Manifesting a power
Your skin takes on the glisten- altered by this feat means that you
ing, rubbery, green-mauve must choose two powers—one you in-
consistency of your illithid tend to manifest in this round, and one you
parentage. intend to manifest in the next round. The
Prerequisite: Illithid Gresh the blue wonders power that is manifested in this round is not
Heritage*. if his psionic power stems from a altered in any way, nor is the linked power
forgotten illithid heritage
Benefit: Your natural armor bonus in- that goes off in the next round—however, you
creases by 1. do not need to spend any of your actions or
62 Special: You can take this feat up to three times. Each power points next round to manifest the linked power.
time, your natural armor bonus increases by another 1. The linked power is automatically targeted on the same
area or target as the power you manifest in this round (if the
TABLE 3–6: METAPSIONIC FEATS
Feat Prerequisites Benefits
Power knocks targets prone
Knockdown Power — Manifest a power; linked power goes off next round
Permanently improve a psionic power
Linked Power —
Gain paraelemental choices when manifesting your
Metapower Able to manifest psionic powers, chosen energy power
Drains 1d6 power points from foe; gives 1 to you
Paraelemental Power any other metapsionic feat Foes are shaken when you manifest Stygian powers
Privileged Energy
Manifest powers that affect targets in coexistent
Phrenic Leech — planes and extradimensional spaces CHAPTER 3
Stygian Power Know two negative energy powers,
Stygian Archon* FEATS
Transdimensional Power
—
power you manifest this round has no area or target, choose Prerequisite: Privileged Energy*. 63
an area or target in this round for the linked power to affect Benefit: When you take this feat, you must choose the
in the next round). If the same creature is targeted by both energy type you selected with your Privileged Energy
powers, the target experiences all the effects of both powers feat. To use this feat, you must expend your psionic focus.
individually and receives a saving throw (if applicable) for Upon manifesting a damaging energy power that matches
each. In some cases, such as a psionic charm followed by a your choice of energy, you can access paraelemental
linked psionic charm, failing both saving throws results in energy to further enhance your energy power with ice
redundant effects (although, in this example, any ally of the (cold), magma (fire), ooze (electricity), or smoke (sonic).
target would have to succeed on two dispel attempts to free The paraelemental power still possesses its underlying
the target from the charm effect). energy descriptor.
Targets damaged by paraelemental powers might be
It is possible that by the time the linked power comes affected by the additional effects noted below. In the case
into effect on the following round, the area where it goes of an energy power that requires a saving throw, targets are
off or the target that it affects no longer has relevance. On only subject to these additional effects on a failed save. A
the other hand, you are free on the subsequent round to successful save against the energy power negates the paraele-
take actions normally. mental effect. In the case of an energy power that normally
does not allow a saving throw (such as energy ray), a target
Using this feat increases the power point cost of the of a paraelemental power can attempt a Fortitude save at the
power manifested this round by a number equal to the powers DC to negate only the extra effect.
power point cost of the linked power. Thus if you manifest Ice: As cold energy, but also limits affected foes to a single
energy stun (3 power points) and energy burst (5 power points) move action or standard action (not both) for 1 round as
as the linked power, the metapsionic cost is 8. The total they attempt to free themselves from ice. The power is
of power points you spend in this manner cannot exceed considered to be in effect during this time and can be
your manifester level. dispelled normally.
Magma: As fire energy, but also deals an additional 2d6
METAPOWER [METAPSIONIC] points of fire damage on the round following the attack from
lingering magma. The power is considered to be in effect
You can permanently modify a psionic power you know with during this time and can be dispelled normally.
a metapsionic feat. Ooze: As electricity energy, but the target is also covered in
goo and becomes entangled for 1 round, after which the goo
Prerequisites: Ability to manifest psionic powers, any evaporates. The power is considered to be in effect during
other metapsionic feat. this time and can be dispelled normally.
Smoke: As sonic, but targets that breathe spend the fol-
Benefit: You choose one power known to you to become lowing round coughing, and so are limited to a single move
permanently modified by one metapsionic feat you know. The action or standard action (not both) for 1 round. The power
cost of modifying your chosen power with metapsionic feats is considered to be in effect during this time and can be
is reduced by 2 power points (to a minimum extra cost of 0 dispelled normally.
power points). When you manifest the modified power with Using this feat increases the power point cost of the
that metapsionic feat, you must still obey any restrictions power by 2. The power's total cost cannot exceed your
of that feat (for example, expending your psionic focus). manifester level.
Once a metapower is created by taking this feat, it cannot be Special: You can gain this feat multiple times. Each
changed. The metapower can be used normally with other time you take this feat, choose another energy type (cold,
metapsionic feats you know. electricity, fire, or sonic) that you have also selected with
the Privileged Energy feat. You can now manifest that power
Special: You can gain this feat multiple times. Each time with the matching paraelemental effect described above.
you do, you choose a power—either one you have already
modified or another power you know—and reduce the PHRENIC LEECH [METAPSIONIC]
metapsionic feat cost of that power by 2 power points for a
different specific metapsionic feat. Psionic foes damaged by your power are also mentally
drained.
PARAELEMENTAL POWER
[METAPSIONIC]
When using a power that allows you to choose a type of
energy, you have a wider range of possible choices owing
to your ability to mix energy with matter.
CHAPTER 3 Benefit: You must expend your psionic focus to use this Benefit: You must expend your psionic focus to manifest
feat. This metapsionic alteration can be used with any power a transdimensional power. A transdimensional power has
FEATS that targets a single individual and requires a saving throw its full normal effect on incorporeal creatures, creatures on
to avoid some or all of the power's effect. If the subject fails the Ethereal Plane or the Plane of Shadow, and creatures
its saving throw to avoid the phrenic leeching power's effect, within an extradimensional space in the power's area. This
it loses 1d6 power points. You gain 1 power point from the includes ethereal creatures, creatures that are blinking or
drain. If you already possess full power points, the power shadow walking, manifested ghosts, and creatures within
points drained from the target are lost. the extradimensional space of a rope trick, portable hole, or
other portable extradimensional space.
Using this feat increases the power point cost of the
power by 2. The power's total cost cannot exceed your You must be able to perceive a creature to target it with a
manifester level. transdimensional power, but you do not need to perceive a
creature to catch it in the area of a burst, cone, emanation,
STYGIAN POWER [METAPSIONIC] or spread.
Psionic powers you manifest that utilize negative energy are Using this feat does not increase the power point cost of
branded with an imprint of fear. the power.
Prerequisites: Stygian Archon, know two powers that Normal: Only force effects can affect ethereal creatures,
utilize negative energy. and no Material Plane attack affects creatures on the Plane
of Shadow or in an enclosed extradimensional space. There
Benefit: To use this feat, you must expend your psionic is a 50% chance that any power other than a force effect fails
focus. You can alter a stygian power that deals negative against an incorporeal creature.
levels to toes so that any living creature that gains a nega-
tive level as a result of the power also becomes shaken for
1 minute. The target of a stygian power can attempt a Will
save at the power's save DC (even if it doesn't normally
allow a save) to resist this effect. This is a mind-affecting
fear ability. Creatures immune to fear are not immune to
the primary effect of the power, but they are immune to the
shaken effect.
Using this feat increases the power point cost of the
power by 2. The powers total cost cannot exceed your
manifester level.
TRANSDIMENSIONAL POWER
[METAPSIONIC]
You can manifest powers that affect targets lurking in coex-
istent planes and extradimensional spaces whose entrances-
fall within the power's area.
Keprak the dromite sends an energy ray
into transdimensional space to root out a foe
64
any psionic characters are the sum of the LURK POWERS POWERS, MANTLES, AND ITEMS CHAPTER FOUR
powers they know. They wield psionic
powers the way warriors handle swords, 1ST-LEVEL LURK ROWERS 65
and maintaining a formidable mental
repertoire of power requires exceptional Adrenaline Boost*A: Receive a temporary Str and Dex
attention and exercise. boost.
This chapter presents new and revised psionic powers
for psionic characters. Most of the powers in this chapter Burst: Gain +10 ft. to speed this round.
are new. A handful of them (including astral construct, CatfallA: Instantly save yourself from a fall.
energy missile, energy stun, hostile empathic transfer, and Chameleon: Gain +10 enhancement bonus on Hide
psionic dimension door) are updated versions of powers
from Expanded Psionics Handbook. More than two dozen checks.
are updated versions of powers that appeared in various Compression*: You grow smaller.
older DUNGEONS & DRAGONS books, collected here in one Conceal Thoughts: You conceal your motives.
place for your convenience. This chapter also describes Deaden Blow*A: A weapon deals nonlethal damage
the mantles from which ardents and divine minds choose
their powers. rather than lethal.
In the power lists and mantle lists, new powers described Detect Psionics: You detect the presence of psionics.
in this book are marked with an asterisk. Any power not Dimensional Pocket*A: Transfer object to hidden
marked with an asterisk appears in Expanded Psionics
Handbook. An A appearing at the end of a power's name dimension for safekeeping.
denotes an augmentable power. An X denotes a power with Distract: Target has –4 penalty on Listen, Search,
an XP component paid by the manifester.
Finally, this chapter presents new psionic items, many of Sense Motive, and Spot checks.
them dependent on the new powers in this book, along with Empty MindA: You gain +2 on Will saves until your
psionic locations that confer abilities on their visitors.
next action.
Extend Range*A: Increase the range increment of
a ranged or thrown weapon.
Ear HandA: Move small objects from a limited
distance.
FloatA: Buoy yourself in water or other liquid.
Grease, Psionic: Makes 10-ft. square or one object
slippery.
Know Direction and Location: You discover where
you are and what direction you face.
CHAPTER 4 Mighty Spring*A: Gain +10 enhancement bonus on one Speak with Dead, Psionic*A: Speak or mindlink with a
Jump check this round. corpse to ask it questions.
POWERS, MANTLES
AND ITEMS Precognition, DefensiveA: Gain +1 insight bonus to AC TouchsightA: Your telekinetic field tells you where every-
and saving throws. thing is.
66
Precognition, OffensiveA: Gain +1 insight bonus on your Ubiquitous Vision: You have all-around vision.
attack rolls.
4TH-LEVEL LURK POWERS
Prescience, OffensiveA: Gain +2 insight bonus on your
damage rolls. Aura SightA: Reveals creatures, objects, powers, or spells of
selected alignment axis.
Sensory Gloom*A: Hamper a chosen sense on a single
creature. Death UrgeA: Implant a self-destructive compulsion.
Detect Remote Viewing: You know when others spy on
Skate: Subject slides skillfully along the ground.
Synesthete: You receive one kind of sense when another you remotely.
Dimension Door, Psionic*A: Teleports you a short distance.
sense is stimulated. Freedom of Movement, Psionic: You cannot be held or
2ND-LEVEL LURK POWERS otherwise rendered immobile.
MindwipeA: Subject's recent experiences are wiped away,
Animal AffinityA: Gain +4 enhancement to one ability.
BiofeedbackA: Gain damage reduction 2/–. bestowing negative levels.
Body Equilibrium: You can walk on nonsolid surfaces. Steadfast Perception: Gain immunity to illusory effects,
Cloud Mind: You erase knowledge of your presence from
+6 bonus on Spot and Search checks.
target's mind. Trace TeleportA: Learn destination of subjects teleport.
Concealing Amorpha: Quasi-real membrane grants you Wall of Ectoplasm: You create a protective barrier.
concealment. 5TH-LEVEL LURK POWERS
Detect Hostile Intent: You can detect hostile creatures
Adapt Body: Your body automatically adapts to hostile
within 30 ft. of you. environments.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot
CatapsiA: Psychic static inhibits power manifestation.
checks, and notice secret doors. Ethereal Agent*: Create a psionic sensor that watches the
Energy Adaptation, SpecifiedA: Gain resistance 10 to one
Material Plane from the Ethereal Plane.
energy type. Power Resistance: Grant power resistance equal to 12
Evade Attack*A: Use an immediate action to deflect attack
+ level.
of opportunity. Psychofeedback: Boost Str, Dex, or Con at the expense of
Extend Reach*A: Shift area your weapon threatens by 5 ft.
Identify, Psionic: Learn the properties of a psionic item. one or more other scores.
Knock, Psionic: Opens a locked or psionically sealed door. True Seeing, Psionic: See all things as they really are.
Levitate, Psionic: You move up and down, forward and back
6TH-LEVEL LURK POWERS
via mental support.
Moment of Insight*A: Briefly ignore the effects of Aura AlterationA: Repairs psyche or makes subject seem to
be something it is not.
concealment.
Prowess: Instantly gain another attack of opportunity. Cloud Mind, Mass: Erase knowledge of your presence from
Psionic Lock: Secure a door, chest, or portal. the minds of one creature per level.
See Invisibility, Psionic*A: Reveals invisible creatures or
Contingency, PsionicX: Sets trigger condition for another
objects. power.
Stygian Weapon*: Your weapon is imbued with negative
Dispelling Buffer: You are buffered from one dispel psionics
energy. effect.
Thought ShieldA: Gain PR 13 against mind-affecting
Mind Blank, Personal: You are immune to scrying and
powers. mental effects.
Tongues, Psionic: You can communicate with intelligent
RetrieveA: Teleport an item you can see to your band.
creatures. Suspend Life: Put yourself in a state akin to suspended
Zone of Alertness*A: Gain advantages and Spot and Listen
animation.
bonus equal to number of allies in area. Temporal AccelerationA: Your time frame accelerates for
3RD-LEVEL LURK POWERS 1 round.
Concealing Amorpha, Greater: Quasi-real membrane MANTLES
grants you total concealment.
Ardents and divine minds create their list of potential powers
Danger SenseA: Gain +4 bonus against traps. by choosing specific mantles. Once a mantle is selected,
Darkvision, Psionic: See 60 ft. in total darkness. the character can choose from the powers of that mantle
Eradicate InvisibilityA: Negate invisibility in 50-ft. burst. when selecting a new known power. Each mantle also has
Escape Detection: You become difficult to detect with an associated granted ability that is available to the divine
mind or ardent once the domain is chosen.
clairsentience powers.
Evade BurstA: You take no damage from a burst on a suc- CHAOS MANTLE
cessful Reflex save. Granted Ability: You can expend your psionic focus to
Keen Edge, Psionic: Doubles normal weapon's threat range. deal additional damage to nonchaotic creatures. You deal
Mental BarrierA: Gain +4 deflection bonus to AC until your
next action.
an additional 1d6 points of damage with a melee or ranged 4 Power Leech: Drain 1d6 power points/round while you CHAPTER 4
attack or a spell that deals damage. maintain concentration; you gain 1/round.
1 Destiny Dissonance: Your dissonant touch sickens a foe. POWERS, MANTLES
1 Matter Agitation: You heat a creature or object. 7 Power Thief*A: Steal and quickly use one power from
2 Distracting Shout*A: Distract opponents with your a target. AND ITEMS
powerful shout. 7 Decerebrate: Remove portion of subject's brain stem. 67
4 Personality Parasite: Subject's mind calves self- 9 ApopsiX: You delete target's psionic powers.
antagonistic splinter personality for 1 round/level. CORRUPTION AND MADNESS
5 Catapsi: Psychic static inhibits power manifestation. MANTLE
6 Inconstant Location*A: Make swift instantaneous moves
Granted Ability: Your insights into corruption and mad-
in combat. ness have touched you with insanity and terrible clarity. While
8 Chaos Fissure*: Wild surge and wild magic apply to you are psionically focused, you cannot be confused.
1 Daze, PsionicA: Humanoid creature of 4 HD or lower loses
psionic powers and spells.
next action.
COMMUNICATION MANTLE 1 Primal Fear*A: Target is shaken for 1 round.
2 Brain LockA: Subject cannot move or take any mental
Granted Ability: While psionically focused, you gain
a +2 competence bonus on Diplomacy checks and can use actions.
the Diplomacy skill more quickly and skillfully than others. 3 Mental Turmoil*A: Prevent target from using abilities
When making a rushed Diplomacy check as a full-round
action, you take only –5 penalty on the check. that require mental calm.
1 AttractionA: Subject has an attraction you specify. 4 MindwipeA: Subject's recent experiences are wiped away,
1 Charm, PsionicA: Makes one person your friend.
1 MissiveA: Send one-way telepathic message to subject. bestowing negative levels.
1 Telempathic Projection: Alter the subject's mood. 7 Decerebrate: Remove portion of subject's brain stem.
2 Missive, MassA: You send a one-way telepathic message 7 InsanityA: Subject is permanently confused.
9 MicrocosmA: Creature or creatures live forevermore in a
to an area.
2 Suggestion, PsionicA: Compels subject to follow stated world of their own imaginations.
course of action. CREATION MANTLE
2 Tongues, Psionic: You can communicate with intelligent
Granted Ability: You gain the Ectopic Form feat (page 50)
creatures. as a bonus feat and learn the form of your choice. You must
4 Correspond: Hold mental conversation with another meet all the feat's prerequisites for the form of your choice.
1 Astral Construct*A: Creates astral construct to fight for
creature at any distance.
5 MetaconcertA: Mental concert of two or more increases you.
1 Minor Creation, Psionic: Creates one cloth or wood
the total power of the participants.
9 MetafacultyX: You learn details about any one creature. object.
4 Fabricate, Psionic: Transforms raw goods to finished
CONFLICT MANTLE
items.
Granted Ability: You are more in tune with martial con- 5 Major Creation, Psionic: As psionic minor creation, plus
cepts and gain the Weapon Focus feat as a bonus feat with a
weapon of your choice. stone and metal.
1 Metaphysical WeaponA: Weapon gains +1 bonus. 6 Fabricate, Greater Psionic: Transforms a lot of raw goods
1 Prescience, OffensiveA: Gain +2 insight bonus on your
to finished items.
damage rolls. 9 True CreationX: As psionic major creation, except items are
2 Psionic Lion's ChargeA: You can make a full attack in the
completely real.
same round you charge.
3 Dimension SlideA: Teleports you a very short distance. DEATH MANTLE
4 ImmovabilityA: You are almost impossible to move and
Granted Ability: You can expend your psionic focus to
gain damage reduction 15/–. kill a dying creature, as the death knell spell (PH 217).
5 Psychic CrushA: Brutally crush subject's mental essence, 1 Stygian Discernment*: Gain insight to act against
reducing subject to –1 hit points. detected undead and negative energy auras.
5 Graft Weapon: Your hand is replaced seamlessly by your 2 Stygian Ray*: Bestow a negative level on foe for 1 round.
3 Speak with Dead, Psionic*A: Speak or mindlink with a
weapon.
8 Spirit of War*: Confer +4 on attack rolls and damage rolls, corpse to ask it questions.
4 Death UrgeA: Implant a self-destructive compulsion.
+10 to one save, and confirm one critical threat. 5 Stygian Dominion*A: Assume control over the body of a
CONSUMPTION MANTLE mindless undead creature.
7 Crisis of LifeA: Stop subject's heart.
Granted Ability: You can expend your focus as an imme- 8 Recall Death: Subject dies or takes 5d6 damage.
diate action to gain 5 temporary hit points when someone 8 Stygian Veil*: You take on traits of the undead type.
within 10 feet is wounded. These temporary hit points last
for up to 1 minute. DECEPTION MANTLE
1 Hungry Touch*A: Your touch deals 1d6 damage while
Granted Ability: As an immediate action, you can expend
you heal. your psionic focus to displace yourself until your next action.
2 Feat LeechA: Borrow another's psionic or metapsionic feats. While you are displaced, any attacks that target you have a
50% chance to miss you entirely.
CHAPTER 4 1 Charm, PsionicA: Makes one person your friend. 3 Energy BurstA: Deal 5d6 energy damage in 40-ft. burst.
2 Cloud Mind: You erase knowledge of your presence from 3 Energy Wall: Create wall of your chosen energy type.
POWERS, MANTLES 5 Energy Manipulation*A: You manipulate a source of
AND ITEMS target's mind.
2 Concealing Amorpha: Quasi-real membrane grants you energy.
68 7 Energy WaveA: Deal 13d4 damage of your chosen energy
concealment.
3 False Sensory InputA: Subject sees what isn't there. type in 120-ft. cone.
3 Escape Detection: You become difficult to detect with
EVIL MANTLE
clairsentience powers.
6 Cloud Mind, Mass: Erase knowledge of your presence Granted Ability: You can expend your psionic focus to
deal additional damage to a non-evil creature. You deal an
from the minds of one creature/level. additional 1d6 points of damage with a melee or ranged attack
8 Bend RealityX: Alters reality within power limits. or a spell that deals damage and targets a single creature.
1 Protection from Good, Psionic*: +2 to AC and saves,
DESTRUCTION MANTLE
counter mind control, hedge out summoned creatures.
Granted Ability: You have the Improved Sunder feat as 2 Death Knell, Psionic*: Kills dying creature; you gain 1d8
long as you are psionically focused. If you expend your focus
as part of a sunder attempt, the hardness of the object you are temporary hp, +2 to Str, and +1 level.
sundering is treated as 4 less. 4 Planar Apotheosis*A: Temporarily become celestial or
1 Dissipating TouchA: Touch deals qd6 damage.
2 Dissolving TouchA: Your touch deals 4d6 acid damage. fiendish (fiendish only).
2 Dissolving WeaponA: Your weapon deals 4d6 acid 5 Fiendish Conduit*A: Launch a bolt of ectoplasm-mediated
damage. negative energy from your fingertips.
3 Dispel PsionicsA: Cancels psionic powers and effects. 6 Planar Embrace*: Temporarily become a half-celestial or
6 Disintegrate, PsionicA: Turns one creature or object
half-fiend (half-fiend only).
to dust. 8 Dark Despair*: You gain a dark aura that harms good
7 UltrablastA: Deal 13d6 damage in 15-ft. radius.
9 Intellect Bomb*: Causes your target's head to explode. creatures.
ELEMENTS MANTLE FATE MANTLE
Granted Ability: When you become psionically focused, Granted Ability: Once per day, you can expend your
choose one of the four primary elements with which to align psionic focus to add a bonus on one d20 roll equal to your
yourself (air, earth, fire, or water). As long as you remain level in the class that allowed you to access this ability.
focused, you gain an associated benefit, as given below. 1 Precognition, DefensiveA: Gain +1 insight bonus to AC
Air: You treat any fall as if the distance were 20 feet less. and saving throws.
Earth: You gain a +4 bonus on Balance checks and checks 1 Precognition, OffensiveA: Gain +1 insight bonus on your
to resist bull rush attempts.
Fire: Your melee attacks deal an extra 1 point of fire attack rolls.
damage. 2 Clairvoyant Sense: See and hear a distant location.
Water: You gain a swim speed equal to your base land 4 Remote ViewingX: See, hear, and potentially interact with
speed.
1 Control FlamesA: Take control of nearby open flame. subjects at a distance.
1 Elemental Steward*A: Summon a small psionic elemental 6 Precognition, Greater: Gain +4 insight bonus on one
to protect and serve you.
2 Control AirA: You have control over wind speed and roll.
direction. 7 Fate of OneA: Reroll any roll you just failed. You also gain
2 Earth Walk*A: Move easily in all directions while on
earthen surfaces. an augmentation option unavailable to other manifesters
3 Breathless*A: You don't need to breathe. of this power.
5 Adapt Body: You body automatically adapts to hostile
environments. Augment: If you spend 3 additional power points, you
6 Blackstone Hammer*A: Target weapon petrifies those can reroll a third time. You need not decide to spend the
it strikes. power points for this augmentation until after you decide
9 Tornado BlastA: Vortex of air subjects your foes to 17d6 to roll the third time, but you must spend the power points
damage and moves them. before you know the result of your roll.
9 MetafacultyX: You learn details about any one creature.
ENERGY MANTLE
FORCE MANTLE
Granted Ability: You can expend your psionic focus to
gain resistance 5 against one energy type for a number of Granted Ability: While psionically focused, you gain a
rounds equal to 3 + your Wis modifier. At 10th level, you gain +1 deflection bonus to your Armor Class.
resistance to energy 10 instead. 1 Force ScreenA: Invisible disc provides +4 shield bonus
1 Energy RayA: Deal 1d6 energy (cold, electricity, fire, or
to AC.
sonic) damage. 1 Deflection Field*: Provides +4 deflection bonus to AC.
2 Energy PushA: Deal 2d6 damage and knock subject back. 2 Concussion BlastA: Deal 1d6 force damage to target.
3 Energy BoltA: Deal 5d6 energy damage in 120-ft. line. 3 Telekinetic ForceA: Move an object with the sustained
force of your mind.
3 Ethereal Volley*: Imbue your missiles with force energy,
making them ghost touch weapons.
4 Telekinetic ManeuverA: Telekinetically bull rush, disarm,
grapple, or trip your target.
6 Concussive Detonation*A: Burst of force damages targets
in area.
8 Telekinetic Sphere, Psionic: Mobile force globe encap- 2 Incite Bravery*A: You and allies near you become immune CHAPTER 4
sulates creature and moves it. to fear effects for 1 round/level.
POWERS, MANTLES
FREEDOM MANTLE 2 Zone of Truth, Psionic*: Subjects within range can-
not lie. AND ITEMS
Granted Ability: While psionically focused, you gain a
+10-foot bonus to your speed. You can expend your focus 4 Aura Sight*: Reveals creatures, objects, powers, or spells
to add your manifester level to a roll made to resist being of selected alignment axis.
grappled or to escape from a grapple.
1 Dimension Hop*A: Swiftly teleport a short distance. 4 Discern Lies, Psionic*: Reveals deliberate falsehoods.
2 Hustle: Instantly gain a move action. 5 True Seeing, Psionic: See all things as they really are.
4 Fly, Psionic: You fly at a speed of 60 ft. 6 Perfect Riposte*A: Make an attack of opportunity against
5 Freedom of Movement, Psionic: You cannot be held or
a creature who just missed you.
otherwise rendered immobile. 7 Reddopsi: Powers targeting you rebound on the manifester.
5 Teleport, Psionic: Instantly transports you as far as 100
KNOWLEDGE MANTLE
miles/level.
6 Evade BurstA: You take no damage from a burst on a Granted Ability: While psionically focused, you can make
Knowledge checks as if trained. You can expend your psionic
successful Reflex save. focus to gain a +5 bonus on one Knowledge check.
8 Teleport, Psionic Greater: As psionic teleport, but with no 1 Call to Mind: Gain additional Knowledge check with +1
range limit and no off-target arrival. competence bonus.
1 Detect Psionics: You detect the presence of psionics.
GOOD MANTLE 1 Detect TeleportationA: Know when teleportation powers
Granted Ability: You can expend your psionic focus to are used in close range.
deal additional damage to a non-good creature. You deal an 1 Know Direction and Location: You discover where you
extra 1d6 points of damage with a melee or ranged attack, or
a spell that deals damage and targets a single creature. are and what direction you face.
1 Protection from Evil, Psionic*: +2 to AC and saves, 2 Detect Hostile Intent: You can detect hostile creatures
counter mind control, hedge out summoned creatures. within 30 ft. of you.
2 Empathic TransferA: Transfer another's wounds to 2 Identify, Psionic: Learn the properties of a psionic
yourself. item.
4 Planar Apotheosis*A: Temporarily become celestial or 2 Object ReadingA: Learn details about an object's previ-
fiendish (celestial only). ous owner.
5 Celestial Conduit*A: Launch a line of ectoplasm-mediated 3 TouchsightA: Your telekinetic field tells you where
positive energy from your fingertips. everything is.
6 Planar Embrace*: Temporarily become a half-celestial 4 Detect Remote Viewing: You know when others spy on
or half-fiend (half-celestial only). you remotely.
8 Greater Glory*: Good creatures near you gain benefits. 4 Trace TeleportA: Learn destination of subject's teleport,
6 Psychometry*A: Read psychic impressions from a given
location.
GUARDIAN MANTLE LAW MANTLE
Granted Ability: You can expend your psionic focus as Granted Ability: You can expend your psionic focus to
an immediate action to take the damage dealt to an adjacent deal additional damage to nonlawful creatures. You deal an
ally by a single melee attack. You must declare the use of this additional 1d6 points of damage with a melee or ranged attack,
ability after you know the result of the attack roll against your or a spell that deals damage.
ally, but before damage is rolled. 1 Grip of IronA: You gain +4 bonus on grapple checks.
1 Deaden Blow*A: A weapon deals nonlethal damage rather 1 HammerA: Melee touch deals 1d8/round.
2 Psionic Lock: Secure a door, chest, or portal.
than lethal. 3 Heavy Earth*A: Alter gravity locally.
1 Thicken SkinA: Gain +1 enhancement bonus to your AC 4 ImmovabilityA: You are almost impossible to move and
for 10 min./level. gain damage reduction 15/–.
2 Damp Power*A: Variable numeric effects of enemy powers 4 Steadfast Perception: Gain immunity to illusory effects,
are minimized against you. +6 bonus on Spot and Search checks.
3 Dispel PsionicsA: Cancels psionic powers and effects. 5 Tower of Iron WillA: Grant PR 19 against mind-
4 Wall of Ectoplasm: You create a protective barrier.
5 Protection from Psionics*A: Gain +3 insight bonus on affecting powers to all creatures within 10 ft. until your
next turn.
saves against powers and psi-like abilities. 8 Iron Body, Psionic: Your body becomes living iron.
6 Mind over Energy*: Gain brief immunity to chosen 9 Timeless Body: Ignore all harmful, and helpful, effects
for 1 round.
energy type.
8 Iron Body, Psionic: Your body becomes living iron.
JUSTICE MANTLE LIFE MANTLE 69
Granted Ability: You can expend your psionic focus as an Granted Ability: If you expend your psionic focus as a
swift action as you manifest a power from this mantle, your
immediate action to make an attack of opportunity against manifester level for that power is considered 1 higher (thus
increasing the number of power points you can spend on
a foe that attacks one of your allies. manifesting the power, among other benefits).
1 Call WeaponryA: Create temporary weapon.
2 Call Armor*A: Transfer chosen type of armor to your hand.
CHAPTER 4 LIGHT AND DARKNESS MANTLE
POWERS, MANTLES Granted Ability: When you gain this mantle, choose
AND ITEMS whether you gain low-light vision or darkvision out to 60
feet. If you already have both, you can double the range
of your low-light vision or add 30 feet to the range of
your darkvision.
1 Control LightA: Adjust ambient light levels. You also gain
an augmentation option unavailable to other manifesters
of this power.
Augment: If you spend 4 additional power points, you
can create the effect of a daylight or darkness spell.
1 Elfsight: Gain low-light vision, +2 bonus on Search and
Spot checks, and notice secret doors.
1 My LightA: Your eyes emit 20-ft. cone of light.
2 Claws of Darkness*A: Gain claw attacks and slow grappled
targets.
4 Light Beam*A: Deal 5d6 damage in 120-ft. line.
5 Shadow Walk, Psionic*: Step into shadow to travel
rapidly.
8 Light Burst*A: Blinds all within 10 ft., deals 6d6 damage.
70 The divine mind who wears the mantle of Light and Darkness MAGIC MANTLE
never wants for illumination
Granted Ability: You gain Use Magic Device as a class
1 Touch of Health*A: Channel positive energy to cure skill. If you purchased ranks in Use Magic Device or Use
damage or deal damage to undead. Psionic Device at the cross-class rate, you get additional ranks
in Use Magic Device or Use Psionic Device as if it had always
2 From the Brink*A: You stabilize a dying target. been a class skill for you.
3 Body PurificationA: You heal 1d12 points of damage.
4 Stygian Ward*: Grant immunity to death spells and In addition, you always treat magic and psionics as identical.
Therefore, powers such as dispel psionics work for both magic
negative energy effects. and psionics. Most campaigns already treat them in this
5 Psionic RevivifyAX: Return the dead to life before the manner, so this mantle is most useful in campaigns where
they are considered different systems.
psyche leaves the corpse. 1 Metaphysical WeaponA: Weapon gains +1 bonus.
6 Mend Wounds*A: Cure nonundead of 55 damage, or deal 3 Dispel PsionicsA: Cancels psionic powers and effects.
5 Power Resistance: Grant power resistance equal to 12
55 damage to undead.
6 Restoration, Psionic: Restores level and ability score + level.
6 Analyze Dweomer, Psionic*A: Reveals magical aspects of
drains.
8 True MetabolismA: You regenerate 10 hit points/round. subject. You also gain an augmentation option unavailable
to other manifesters of this power.
Unlike other manifesters of this power, you gain a new
augmentation option. Augment: For every additional power point you spend,
you can analyze an additional object or creature, requiring
Augment: If you spend 5 additional power points, you an additional round per target.
can affect one additional willing creature touched with 6 Null Psionics Field: Create a field where psionic power
this power. does not function.
8 Protection from Spells, Psionic*A: Gain +3 on saves
against spells and spell-like abilities.
MENTAL POWER MANTLE
Granted Ability: For the purpose of determining bonus
power points for the class that gives you this mantle, treat
your Wisdom score as 2 points higher than its actual value.
1 Mind ThrustA: Deal 1d10 damage.
2 Id InsinuationA: Swift tendrils of thought disrupt and
confuse your target.
2 Mental DisruptionA: Daze creatures within 10 feet for
1 round.
3 Mind TrapA: Drain 1d6 power points from anyone who
attacks you with a telepathy power.
4 Intellect FortressA: Those inside fortress rake only half
damage from all power and psi-like abilities until your
next action.
5 Psychic CrushA: Brutally crush target's mental essence,
reducing subject to –1 hit points.
6 Cranial Deluge*A: Massive physical damage can cause THE PLANES MANTLE CHAPTER 4
your opponent's head to explode.
Granted Ability: You can expend your focus to gain a POWERS, MANTLES
8 Hypercognition: You can deduce almost anything. +4 bonus on manifester level checks made to overcome an
outsider's power resistance. You can use this ability in AND ITEMS
NATURAL WORLD MANTLE conjunction with the Power Penetration or Greater Power
Penetration feat, and the effects stack.
Granted Ability: You gain the wild empathy class feature 1 Astral Traveler: Enable yourself or another to join an
(PH 35), except the result is determined by 1d20 + manifester
level + your Cha modifier. astral caravan-enabled trip.
1 Chameleon: Gain +10 enhancement bonus on Hide 3 Astral CaravanA: You lead an astral traveler-enabled group
checks. to a planar destination.
1 Metaphysical ClawA: Your natural weapon gains +1 4 Dimensional Anchor, Psionic: Bars extradimensional
bonus. movement.
1 Stone Mind*A: Gain bonuses on Search checks while 4 Dismissal, Psionic: Forces a creature to return to its
standing on stone or earth. native plane.
2 Animal AffinityA: Gain +4 enhancement to one ability. 5 Plane Shift, Psionic: Travel to other planes.
2 Psionic Scent: Gain the scent ability. 6 Planar Champion*A: Call a good or evil creature to do
4 Metamorphosis: Assume shape of creature or object.
5 Oak BodyA: Your body becomes as hard as oak. your bidding.
7 Animate Plants, Psionic*: One or more plants animate 7 Ethereal Jaunt, Psionic: Become ethereal for 1 round/
and fight for you. level.
9 Earthquake, Psionic*: Intense tremor shakes 5-ft./level 9 Etherealness, Psionic: Become ethereal for 1 min./level.
radius. REPOSE MANTLE
PAIN AND SUFFERING MANTLE Granted Ability: While psionically focused, you gain a +2
bonus on Concentration checks. You can expend your focus
Granted Ability: As an immediate action, you can expend as a free action to gain a +5 bonus on a single Concentra-
your psionic focus to share the pain of the next melee attack tion check.
that deals damage to you. The attacker takes damage equal to 1 Empty MindA: You gain +2 on Will saves until your next
half the damage it deals you.
1 DisableA: Subjects incorrectly believe they are disabled. action.
2 Inflict PainA: Telepathic stab gives your foe –4 on attack 2 Serenity*A: Pacify a creature and stop it from fighting.
2 Empathic TransferA: Transfer another's wounds to
rolls, or –2 if he makes the save.
2 Recall AgonyA: Foe takes 2d6 damage. yourself.
3 Empathic Transfer, Hostile*A: Your touch transfers your 3 Solicit PsicrystalA: Your psicrystal takes over your con-
hurt to another. centration power.
3 Share Pain, ForcedA: Unwilling subject takes some of 4 Steadfast Perception: Gain immunity to illusory effects,
your damage. +6 bonus on Spot and Search checks.
4 Empathic FeedbackA: When you are hit in melee, your 6 Suspend Life: Put yourself into a state akin to suspended
attacker takes damage. animation.
5 Psychotic Break*A: Targets viciously attack closest 7 Mind Blank, Personal: You are immune to scrying and
creature. mental effects.
6 Fuse FleshA: Fuse subject's flesh, creating a helpless
TIME MANTLE
mass.
9 Affinity Field, Pain*: Negative effects that affect you also Granted Ability: You gain a +2 bonus on initiative checks.
In addition, once per day, you can expend your psionic focus
affect others. as an immediate action to delay the onset of one damaging
attack or effect. Instead of taking the damage immediately, as
PHYSICAL POWER MANTLE normal, you take it 1 round later. If, in the intervening turn,
you gain some immunity that would have protected you from
Granted Ability: As a tree action, you can expend your the damage, it does not protect you from the delayed damage.
psionic focus to gain a +2 bonus to Str, Dex, or Con for 1 You are subject to the damage as if you had taken it when the
round. blow or effect was struck.
1 Adrenaline Boost*A: Receive a temporary Str and Dex 1 DecelerationA: Target's speed is halved.
2 Sustenance: Go without food and water for one day.
boost. 3 Time HopA: Subject hops forward in time 1 round/level.
1 VigorA: Gain 5 temporary hit points. 5 Anticipatory Strike*A: Take your action out of initiative
2 Animal AffinityA: Gain +4 enhancement to one ability.
3 Graft Weapon: Your hand is replaced seamlessly by your order.
6 Temporal AccelerationA: Your time frame accelerates for
weapon.
5 Psychofeedback: Boost Str, Dex. or Con at the expense 1 round.
8 Time Hop, MassA: Willing subjects hop forward in time.
of one or more other scores. 9 Time RegressionX: Relive the last round.
7 Oak BodyA: Your body becomes as hard as oak.
8 True MetabolismA: You regenerate 10 hit points/round.
71
CHAPTER 4 PSION/WILDER POWERS Sense LinkA: You sense what the subject senses (single
sense).
POWERS, MANTLES 1ST-LEVEL PSION/WILDER POWERS
AND ITEMS Slow Breathing*A: Gain a +4 competence bonus on saving
Astral Traveler: Enable yourself or another to join an astral throws against altitude sickness.
72 caravan-enabled trip.
Skate: Subject slides skillfully along the ground.
AttractionA: Subject has an attraction you specify. Stone Mind*A: Gain bonuses on Search checks while
BoltA: You create a few enhanced short-lived bolts, arrows,
standing on stone or earth.
or bullets. Stygian Discernment*: Gain insight to act against detected
Call to Mind: Gain additional Knowledge check with +4
undead and negative energy auras.
competence bonus. Synchronicity*A: Ready an action and use it when you
CatfallA: Instantly save yourself from a fall.
Conceal Thoughts: You conceal your motives. choose.
Control FlamesA: Take control of nearby open flame. Synesthete: You receive one kind of sense when another
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire. sense is stimulated.
Crystal ShardA: Ranged touch attack for 1d6 points of Telempathic Projection: Alter the subject's mood.
Urban Strider*A: Move across uneven surfaces or through
piercing damage.
Daze, PsionicA: Humanoid creature of 4 HD or fewer loses crowds with ease.
VigorA: Gain 5 temporary hit points.
next action.
DecelerationA: Target's speed is halved. 2ND-LEVEL PSION/WILDER POWERS
Deflection Field*: Manipulate a field of energy to protect
Bestow PowerA: Subject receives 2 power points.
you from attacks. BiofeedbackA: Gain damage reduction 2/–.
Deja VuA: Your target repeats his last action. Body Equilibrium: You can walk on nonsolid surfaces.
DemoralizeA: Enemies become shaken. Cloud Mind: You erase knowledge of your presence from
Detect Psionics: You detect the presence of psionics.
DisableA: Subjects incorrectly believe they are disabled. target's mind.
Dissipating TouchA: Touch deals 1d6 damage. Concealing Amorpha: Quasi-real membrane grants you
Distract: Target has –4 penalty on Listen, Search, Sense
concealment.
Motive, and Spot checks. Concussion BlastA: Deal 1d6 force damage to target.
Ecto ProtectionA: An astral construct gains bonus against Control Sound: Create very specific sounds.
Crystalstorm*A: Crystal spray deals 2d4 damage + 1d4
dismiss ectoplasm.
Eidetic Lock*A: Memorize an image or passage completely. Con damage.
EmpathyA: You know the subject's surface emotions. Damp Power*A: Variable numeric effects of enemy powers
Empty MindA: You gain +2 on Will saves until your next
are minimized against you.
action. Detect Hostile Intent: You can detect hostile creatures
Endure Elements, Psionic*: Exist comfortably in hot or
within 30 ft. of you.
cold environments. Earth Walk*A: Move easily in all directions while on earthen
Energy Arc*A: Energy of a type you choose shoots from your
surfaces.
outstretched fingertips in a short cone. Ego WhipA: Deal 1d4 Cha damage and daze for 1 round.
Energy RayA: Deal 1d6 energy (cold, electricity, fire, or Elemental Steward*A: Summon a small psionic elemental
sonic) damage. to protect and serve you.
Entangling Ectoplasm: You entangle a foe in sticky goo. Elfsight: Gain low-light vision, +2 bonus on Search and Spot
Far HandA: Move small objects from a limited distance.
FloatA: You buoy yourself in water or other liquid. checks, and notice secret doors.
Force ScreenA: Invisible disc provides +4 shield bonus Energy Adaptation, SpecifiedA: Gain resistance 10 against
to AC. one energy type.
Grease, Psionic: Makes 10-ft. square or one object slippery. Energy Emanation*A: Deal 1d6 points of chosen energy
HammerA: Melee touch attack deals 1d8/round.
Inertial ArmorA: Tangible field of force provides you with damage to surrounding creatures.
Energy PushA: Deal 2d6 damage and knock subject back.
+4 armor bonus to AC. Energy Stun*A: Deal 1d6 damage and stun target if it fails
Know Direction and Location: You discover where you
both saves.
are and what direction you face. Feat LeechA: Borrow another's psionic or metapsionic
Matter Agitation: You heat a creature or object.
Mind ThrustA: Deal 1d10 damage. feats.
MissiveA: Send a one-way telepathic message to subject. Id InsinuationA: Swift tendrils of thought disrupt and
My LightA: Your eyes emit 20-ft. cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC confuse your target.
Identify, Psionic: Learn the properties of a psionic item.
and saving throws. Inflict PainA: Telepathic stab gives your foe –4 on attack
Precognition, OffensiveA: Gain +1 insight bonus on your
rolls, or –2 if he makes the save.
attack rolls. Knock, Psionic: Opens locked or psionically sealed door.
Prescience, OffensiveA: Gain +2 insight bonus on your Larval Flayers*A: Summon 1d4+1 larval flayers to aid you.
Levitate, Psionic: You move up and down, forward and back
damage rolls.
Primal Fear*A: Target is shaken for 1 round. via mental support.
Mental DisruptionA: Daze creatures within 10 feet for 1
round.
Missive, MassA: You send a one-way telepathic message to
an area.
Psionic Lock: Secure a door, chest, or portal. Telekinetic ForceA: Move an object with the sustained force CHAPTER 4
Psychic Scimitar*A: Create scimitar of the mind that of your mind.
POWERS, MANTLES
attacks foes. Telekinetic ThrustA: Hurl objects with the force of your
Psychoportive Shelter*A: Create an extradimensional mind. AND ITEMS
shelter. Time HopA: Subject hops forward in time 1 round/level. 73
Recall AgonyA: Foe takes 2d6 damage. TouchsightA: Your telekinetic field tells you where every-
Sense Link, Forced: Sense what subject senses.
Serenity*A: Pacify a creature and stop it from fighting. thing is.
Share Pain: Willing subject takes some of your damage. Ubiquitous Vision: You have all-around vision.
Stygian Ray*: Bestow a negative level on foe for 1 round.
Sustenance: Go without food and water for one day. 4TH-LEVEL PSION/WILDER POWERS
Swarm of CrystalsA: Crystal shards spray forth, dealing
Aura SightA: Reveals creatures, objects, powers, or spells of
3d4 slashing damage. selected alignment axis.
Thought ShieldA: Gain PR 13 against mind-affecting
Correspond: Hold mental conversation with another
powers. creature at any distance.
Tongues, Psionic: You can communicate with intelligent
Death UrgeA: Implant a self-destructive compulsion.
creatures. Detect Remote Viewing: You know when others spy on
Zone of Alertness*A: Gain advantages and Spot and Listen
you remotely.
bonus equal to number of allies in area. Dimension Door, Psionic*A: Teleports you a short distance.
Divination, Psionic: Provides useful advice for specific
3RD-LEVEL PSION/WILDER POWERS
proposed action.
Body AdjustmentA: You heal 1d12 points of damage. Ectoplasmic Swarm*A: Summon a swarm of crystalline
Body PurificationA: You restore 2 points of ability
spiders.
damage. Empathic FeedbackA: When you are hit in melee, your
Cerebral Phantasm*A: Terrifying internal horrors take
attacker takes damage.
shape and attack your opponent. Energy AdaptationA: Your body converts energy to harm-
Danger SenseA: You gain +4 bonus against traps.
Darkvision, Psionic: See 60 ft. in total darkness. less light.
Dimension Twister*A: Teleports foe short distance and Energy Flash*A: Touch deals 5d6 of chosen energy damage
deals 5d6 damage. to foe.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and Freedom of Movement, Psionic: You cannot be held or
effects. otherwise rendered immobile.
Dispel PsionicsA: Cancels psionic powers and effects. Intellect FortressA: Those inside fortress take only half
Energy BoltA: Deal 5d6 energy damage in 120-ft. line.
Energy BurstA: Deal 5d6 energy damage in 40-ft. burst. damage from all powers and psi-like abilities until your
Energy Lance*A: Lance of energy deals 5d6 hp + secondary next action.
MindwipeA: Subject's recent experiences wiped away,
effect based on energy type. bestowing negative levels.
Energy RetortA: Ectoburst of energy automatically targets Personality Parasite: Subject's mind calves self-antagonistic
splinter personality for 1 round/level.
your attacker for 4d6 damage once each round. Planar Apotheosis*A: Temporarily become celestial or
Energy Wall: Create wall of your chosen energy type. fiendish.
Eradicate InvisibilityA: Negate invisibility in 50-ft. burst. Power Leech: Drain 1d6 power points/round while you
Exhalation of the Bronze Dragon*A: Exhale a cone of gas maintain concentration; gain 1 point/round.
Psychic ReformationX: Subject can choose skills, feats, and
that unsettles your enemies for 1d4 rounds. powers anew for previous levels.
Glyph of Warding, Psionic*A: Set a psionic trap to protect Shadow Eft*A: Summon a shadow eft to aid you.
Suggestion, Implanted*A: Plant suggestion to be triggered
a chosen area or opening. later.
Heavy Earth*A: Alter gravity locally. Telekinetic ManeuverA: Telekinetically bull rush, disarm,
Keen Edge, Psionic: Doubles normal weapon's threat grapple, or trip your target.
Trace TeleportA: Learn destination of subject's teleport.
range. Wall of Ectoplasm: You create a protective barrier.
Mental BarrierA: Gain +4 deflection bonus to AC until your
5TH-LEVEL PSION/WILDER POWERS
next action.
Mindfire*A: You inflict the disease mindfire upon your Adapt Body: Your body automatically adapts to hostile
environments.
foe.
Mind TrapA: Drain 1d6 power points from anyone who Anticipatory Strike*: Take your action out of initiative
order.
attacks you with a telepathy power.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round. CatapsiA: Psychic static inhibits power manifestation.
Psychic Containment*A: Temporarily disallow the use of Celestial Conduit*A: Launch a bolt of ectoplasm-mediated
psionics for a single creature. positive energy from your fingertips.
Realized Potential*: Target gains +1 on attacks and saves Cranial Deluge*A: Massive physical damage can cause your
and +2 on trained skill checks. opponent's head to explode.
Share Pain, ForcedA: Unwilling subject takes some of your Detain Ectoplasm*: Dismiss constructs and use liberated
damage. ectoplasm to bolster your metacreativity powers.
Solicit PsicrystalA: Your psicrystal takes over your
concentration power.
CHAPTER 4 Ectoplasmic Shambler: Foglike predator deals 1 point of Temporal AccelerationA: Your time frame accelerates for
damage/two levels each round to an area. 1 round.
POWERS, MANTLES
AND ITEMS Ethereal Agent*: Create a psionic sensor that watches the 7TH-LEVEL PSION/WILDER POWERS
Material Plane from the Ethereal Plane.
Decerebrate: Remove portion of subject's brain stem.
IncarnateX: Make some powers permanent. Divert Teleport: Choose destination for another's teleport.
Leech FieldA: Leech power points each time you make a Energy Claw*A: Create claw of energy that grapples and
saving throw. damages foe.
Major Creation, Psionic: As psionic minor creation, plus Energy Conversion: Offensively channel energy you've
stone and metal. absorbed.
Plane Shift, Psionic: Travel to other planes. Energy WaveA: Deal 13d4 damage of your chosen energy
Power Resistance: Grant PR equal to 12 + level.
Psychic CrushA: Brutally crush subject's mental essence, type in 120-ft. cone.
Evade BurstA: You take no damage from a burst on a suc-
reducing subject to –1 hit points.
Psychotic Break*A: Targets viciously attack closest creature. cessful Reflex save.
Shatter Mind Blank: Cancels target's mind blank effect. Eyes of the Basilisk*: Turn one creature per round to stone
Stomp, Greater*A: Psychokinetic shock wave deals damage
with a glance.
and knocks creatures down. InsanityA: Subject is permanently confused.
Stygian Dominion*A: Assume control over the body of a Mind Blank, Personal: You are immune to scrying and
mindless undead creature. mental effects.
Suppress Schism*A: Block dual minds and schisms. Moment of Prescience, Psionic: You gain insight bonus
Telekinetic Buffer*A: Use telekinesis to force creatures
on single attack roll, check, or save.
away from you. Oak BodyA: Your body becomes as hard as oak.
Tower of Iron WillA: Grant PR 19 against mind-affecting Phase Door, Psionic: Invisible passage through wood or
powers to all creatures within 10 ft. until your next turn. stone.
True Seeing, Psionic: See all things as they really are. Planar Champion*A: Call a good or evil creature to do your
6TH-LEVEL PSION/WILDER POWERS bidding.
Sequester, PsionicX: Subject invisible to sight and remote
Aura AlterationA: Repairs psyche or makes subject seem to
be something it is not. viewing; renders subject comatose.
UltrablastA: Deal 13d6 damage in 15-ft. radius.
Breath of the Black DragonA: Breathe acid for 11d6
damage. 8TH-LEVEL PSION/WILDER POWERS
Cloud Mind, Mass: Erase knowledge of your presence from Bend RealityX: Alters reality within power limits.
the minds of one creature/level. Iron Body, Psionic: Your body becomes living iron.
Matter ManipulationX: Increase or decrease an object's
Contingency, PsionicX: Sets trigger condition for another
power. base hardness by 5.
Mind Blank, Psionic: Subject immune to mental/emotional
Co-opt Concentration: Take control of foe's concentration
power. effects, scrying, and remote viewing.
Planar Embrace*: Temporarily become a half-celestial or
Disintegrate, PsionicA: Turn one creature or object to
dust. half-fiend.
Recall Death: Subject dies or takes 5d6 damage.
Energy Barrage*A: Decimate foes with a barrage of energy Shadow Body: You become a living shadow (not the creature).
explosions. Stygian Veil*: You take on traits of the undead type.
Teleport, Psionic Greater: As psionic teleport, but no range
Energy Nullification Field*A: Suppresses psionic powers
with chosen energy descriptor. limit and no off-target arrival.
True Metabolism: You regenerate 10 hit points/round.
Ethereal Abduction*A: Force another creature onto the
Ethereal Plane. 9TH-LEVEL PSION/WILDER POWERS
Fuse FleshA: Fuse subject's flesh, creating a helpless mass. Affinity Field: Effects that affect you also affect others.
Inconstant Location*A: Make swift instantaneous moves ApopsiX: You delete target's psionic powers.
Assimilate: Incorporate creature into your own body.
in combat. Etherealness, Psionic: Become ethereal for 1 min./level.
Mind over Energy*: Gain brief immunity to chosen MicrocosmA: Creature or creatures live forevermore in a
energy type. world of their own imaginations.
Overland Flight, Psionic: You fly at a speed of 40 ft. and Reality RevisionX: As bend reality, but fewer limits.
Stygian Conflagration*A: Pillar of black flame bestows
can hustle over long distances.
Psychometry*A: Read psychic impressions from a given negative levels on those in its path.
Timeless Body: Ignore all harmful and helpful effects for
location.
Remote View Trap: Deal 8d6 points electricity damage to 1 round.
Urge Extermination*A: Kill one living creature with 90
those who seek to view you at a distance.
RetrieveA: Teleport to your hand an item you can see. or fewer hp.
Stygian Bolt*A: Enemies in a 120-ft. line gain 1d4 negative
74
levels.
Suspend Life: Put yourself in a state akin to suspended
animation.
PSION DISCIPLINE POWERS NOMAD (PSYCHOPORTATION) CHAPTER 4
DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) POWERS, MANTLES
DISCIPLINE POWERS 1 Burst: Gain +10 ft. to speed this round.
Detect TeleportationA: Know when teleportation powers AND ITEMS
1 Thicken SkinA: Gain +1 enhancement bonus to your AC are used in close range.
for 10 min./level. 75
2 Dimension SwapA: You and ally or two allies switch
2 Animal AffinityA: Gain +4 enhancement to one ability. positions.
Chameleon: Gain +10 enhancement bonus on Hide Evade Attack*A: Use an immediate action, to deflect
checks. attack of opportunity.
Empathic TransferA: Transfer another's wounds to Levitate, Psionic: You move up and down, forward and
yourself. back, via mental support.
3 Ectoplasmic Form: You gain benefits of being 3 Astral CaravanA: You lead an astral traveler-enabled group
insubstantial and can fly slowly. to a planar destination.
Hustle: Instantly gain a move action.
4 Dimensional Anchor, Psionic: Bars excradimensional
4 Metamorphosis: Assume shape of creature or object. movement.
Psychic Vampire: Touch attack drains 2 power points/ Dismissal, Psionic: Forces a creature to return to its
level from foe. native plane.
Fly, Psionic: You fly at a speed of 60 ft.
5 Psionic RevivifyA X: Return the dead to life before the
psyche leaves the corpse. 5 Baleful TeleportA: Destructive teleport deals 9d6 damage.
Psychofeedback: Boost Str, Dex, or Con at the expense Teleport, Psionic: Instantly transports you as far as 100
of one or more other scores. miles/level.
Restore Extremity: Return a lost digit, limb, or other Teleport Trigger: Predetermined event triggers teleport.
appendage to subject. Temporal Reiteration*A: Manifester conserves 1 round
of effects' duration.
6 Restoration, Psionic: Restores level and ability score
drains. 6 Banishment, PsionicA: Banishes extraplanar creatures.
7 Dream TravelA: Travel to other places through dreams.
7 Fission: You briefly duplicate yourself.
8 FusionX: You combine your abilities and form with Ethereal Jaunt, Psionic: Become ethereal for 1 round/
level.
another. 8 Time Hop, MassA: Willing subjects hop forward in time.
9 Metamorphosis, GreaterX: Assume shape of any non- 9 Teleportation Circle, Psionic: Circle teleports any
creatures inside to designated spot.
unique creature or object each round. Time RegressionX: Relive the last round.
KINETICIST (PSYCHOKINESIS) SEER (CLAIRSENTIENCE)
DISCIPLINE POWERS DISCIPLINE POWERS
1 Control Object: Telekinetically animate a small object. 1 Destiny Dissonance: Your dissonant touch sickens
2 Control AirA: You have control over wind speed and a foe.
Precognition: Gain +2 insight bonus on one roll.
direction.
Energy Missile*A: Deal 3d6 energy damage to up to five 2 Clairvoyant Sense: See and hear a distant location.
subjects. Object ReadingA: Learn details about an object's previous
3 Energy ConeA: Deal 5d6 energy damage in 60-ft. cone. owner.
Telekinetic Boomerang*A: Object returns to your hand Sensitivity to Psychic Impressions: You can find out
immediately. about an area's past.
4 Control BodyA: Take rudimentary control of your foe's
limbs. 3 Escape Detection: You become difficult to detect with
Energy BallA: Deal 7d6 energy damage in 20-ft. radius. clairsentience powers.
Inertial Barrier: Gain damage reduction 5/–. Fate LinkA: You link the fates of two targets.
5 Energy CurrentA: Deal 9d6 damage to one foe and half
to another foe as long as you concentrate. 4 Anchored NavigationA: Establish a mishap-free teleport
Energy Nullification Field*A: Suppress psionic powers beacon.
with chosen energy descriptor. Remote ViewingX: See, hear, and potentially interact with
Fiery DiscorporationA: Cheat death by discorporating subjects at a distance.
into nearby fire for one day.
6 Dispelling Buffer: Subject is buffered from one dispel 5 Clairtangent HandA: Emulate far hand at a distance.
psionics effect. Second Chance: Gain a reroll.
Null Psionics Field: Create a field where psionic power
does not function. 6 Precognition, Greater: Gain +4 insight bonus on one
7 Reddopsi: Powers targeting you rebound on the manifester. roll.
8 Telekinetic Sphere, Psionic: Mobile force globe encap-
sulates creature and moves it. 7 Fate of One: Reroll any roll you just failed.
9 Tornado BlastA: Vortex of air subjects your foes to 17d6 8 Hypercognition: You can deduce almost anything.
damage and moves them. 9 MetafacultyX: You learn details about any one creature.
SHAPER (METACREATIVITY)
DISCIPLINE POWERS
1 Astral Construct*A: Creates astral construct to fight
for you.
CHAPTER 4 Minor Creation, Psionic: Creates one cloth or wood PSYCHIC WARRIOR
object. POWERS
POWERS, MANTLES 2 Psionic Repair Damage: Repairs construct of 3d8 hit
AND ITEMS points +1 hp/level. 1ST-LEVEL PSYCHIC WARRIOR
3 Concealing Amorpha, Greater: Quasi-real membrane POWERS
grants you total concealment.
Ectoplasmic CocoonA: You encapsulate a foe so it can't Adrenaline Boost*A: Receive a temporary Str and Dex
move. boost.
4 Burrowing Bonds*A: Crystalline bonds deal 3d6 damage
plus 1d6 damage for 1 round/level. Astral Traveler: Enable yourself or another to join an astral
Fabricate, Psionic: Transforms raw goods to finished caravan-enabled trip.
items.
Quintessence: You collapse a bit of time into a physical BiofeedbackA: Gain damage reduction 2/–.
substance. Bite of the Wolf: Gain bite attack for 1d8 damage.
5 Hail of CrystalsA: A crystal explodes in an area, dealing Burst: Gain +10 ft. to speed this round.
9d4 slashing damage. Call Armor*A: Transfer chosen type of armor to your hand.
6 Crystallize: Turn subject permanently to crystal. Call WeaponryA: Create temporary weapon.
Fabricate, Greater Psionic: Transforms a lot of raw goods CatfallA: Instantly save yourself from a fall.
to finished items. Chameleon: Gain +10 enhancement bonus on Hide
7 Ectoplasmic Cocoon, Mass: You encapsulate all foes in
a 20-ft. radius. checks.
8 Astral Seed: You plant the seed of your rebirth from the Claws of the BeastA: Your hands become deadly claws.
Astral Plane. CompressionA: You grow smaller.
9 GenesisX: You instigate a new demiplane on the Astral Conceal Thoughts: You conceal your motives.
Plane. Deaden Blow*A: A weapon deals nonlethal damage rather
True CreationX: As psionic major creation, except items are
completely real. than lethal.
Detect Psionics: You detect the presence of psionics.
TELEPATH (TELEPATHY) Deflection Field*A: Manipulate a field of energy to protect
DISCIPLINE POWERS
you from attacks.
1 Charm, PsionicA: Makes one person your friend. Dissipating TouchA: Touch deals 1d6 damage.
MindlinkA: You forge a limited mental bond with another Distract: Target has –4 penalty on Listen, Search, Sense
creature.
Motive, and Spot checks.
2 AversionA: Subject has aversion you specify. Elfsight: Gain low-light vision, +2 bonus on Search and Spot
Brain LockA: Subject cannot move or take any mental
actions. checks, and notice secret doors.
Read Thoughts: Detect surface thoughts of creatures in Empty Mind: Gain +2 on Will saves until your next action.
range. Endure Elements, Psionic*: Exist comfortably in hot or
Suggestion, PsionicA: Compels subject to follow stated
course of action. cold environments.
ExpansionA: Become one size category larger.
3 Crisis of BreathA: Disrupt subject's breathing. Extend Range*A: Increase the range increment of a ranged
Empathic Transfer, Hostile*A: Your touch transfers your
hurt to another. or thrown weapon.
False Sensory InputA: Subject sees what isn't there. FloatA: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus
4 Dominate, PsionicA: Control target telepathically.
Mindlink, ThievingA: Borrow knowledge of a subject's to AC.
power. Grip of IronA: Your iron grip gives +4 bonus on grapple
Modify Memory, Psionic: Changes 5 minutes of subject's
memories. checks.
Schism: Your partitioned mind can manifest lower-level HammerA: Melee touch attack deals 1d8 DMG/round.
powers. Inertial ArmorA: Tangible field of force provides you with
5 MetaconcertA: Mental concert of two or more increases +4 armor bonus to AC.
the total power of the participants. Inspire Mount*A: Increase the speed of your mount, and
Mind Probe: You discover the subject's secret thoughts.
its ability to avoid attacks.
6 Mind SwitchA X: You switch minds with another. Metaphysical ClawA: Your natural weapon gains +1 bonus.
7 Crisis of LifeA: Stop subject's heart. Metaphysical WeaponA: Weapon gains +1 bonus.
8 Mind SeedX: Subject slowly becomes you. Mighty Spring*A: Gain +10 enhancement bonus on your
9 Mind Switch, TrueX: Permanently swap brains.
jump this round.
Psychic ChirurgeryX: Repair psychic damage or impart My LightA: Your eyes emit 20-ft. cone of light.
knowledge of new powers. Precognition, DefensiveA: Gain +1 insight bonus to AC
76 and saving throws.
Precognition, OffensiveA: Gain +1 insight bonus on your
attack rolls.
Prescience, OffensiveA: Gain +2 insight bonus on your
damage rolls.
PrevenomA: Your claws gain a poison coating.
Prevenom WeaponA: Your weapon is mildly venomous.
Primal Fear*A: Target is shaken for 1 round.
Slow Breathing*A: Gain a +4 competence bonus on saving
throws against altitude sickness.
Skate: Subject slides skillfully along the ground.
StompA: Subjects fall prone and take 1d4 nonlethal Stygian Erasure*A: Remove negative levels. CHAPTER 4
damage. Stygian Weapon*: Your weapon is imbued with negative
POWERS, MANTLES
Stone Mind*A: Gain bonuses to Search checks while energy.
standing on stone or earth. Sustenance: You can go without food and water for one day. AND ITEMS
Thought ShieldA: Gain PR 13 against mind-affecting
Stygian Discernment*: Gain insight to act against detected 77
undead and negative energy auras. powers.
Wall Walker: Grants ability to walk on walls and ceilings.
Synesthete: You receive one kind of sense when another
sense is stimulated. 3RD-LEVEL PSYCHIC WARRIOR
POWERS
Thicken SkinA: Gain +1 enhancement bonus to your AC
for 10 rain./level. Claws of the Vampire: Heal half of your claw's base
damage.
Urban Strider*A: Move across uneven surfaces or through
crowds with ease. Concealing Amorpha, Greater: Quasi-real membrane
grants you total concealment.
VigorA: Gain 5 temporary hit points.
Danger SenseA: Gain +4 bonus against traps.
2ND-LEVEL PSYCHIC WARRIOR Dimension SlideA: Teleports you very short distance.
POWERS Duodimensional Claw: Increases your natural weapon's
Animal AffinityA: Gain +4 enhancement to one ability. threat range.
Body AdjustmentA: Heal 1d12 points of damage. Ectoplasmic Form: You gain benefits of being insubstantial
Body Equilibrium: You can walk on nonsolid surfaces.
Body PurificationA: Restore 2 points of ability damage. and can fly slowly.
Concealing Amorpha: Quasi-real membrane grants you Empathic FeedbackA: When you are hit in melee, your
concealment. attacker takes damage.
Damp Power*A: Variable numeric effects of enemy powers Empathic Transfer, Hostile*A: Your touch transfers your
are minimized against you. hurt to another.
Darkvision, Psionic: See 60 ft. in total darkness. Escape Detection: You become difficult to detect with
Detect Hostile Intent: You can detect hostile creatures
clairsentience powers.
within 30 ft. of you. Evade BurstA: You take no damage from a burst on a suc-
Dimension SwapA: You and an ally switch positions.
Dissolving TouchA: Your touch deals 4d6 acid damage. cessful Reflex save.
Dissolving WeaponA: Your weapon deals 4d6 acid Exhalation of the Black DragonA: Your acid breath deals
damage. 3d6 damage to a close target.
Distracting Shout*A: Distract opponents with your Exhalation of the Bronze Dragon*A: Exhale a cone of gas
powerful shout. that unsettles your enemies for 1d4 rounds.
Earth Walk*A: Move easily in all directions while on earthen Graft Weapon: Your hand is replaced seamlessly by your
surfaces. weapon.
Empathic TransferA: Transfer another's wounds to yourself. Keen Edge, Psionic: Doubles normal weapon's threat
Energy Adaptation, SpecifiedA: Gain resistance 10 to one
range.
energy type. Mental BarrierA: Gain +4 deflection bonus on AC until
Energy Emanation*A: Deal 1d6 points of chosen energy
your next action.
damage to surrounding creatures. Stygian Bane*: Your weapon takes on the bane quality.
Ethereal Volley*: Imbue your missiles with force energy, Telekinetic Boomerang*A: Object returns to your hand
making them ghost touch weapons. immediately.
Extend Reach*A: Shift area your weapon threatens by 5 ft. Ubiquitous Vision: You have all-around vision.
Feat LeechA: Borrow another's psionic or metapsionic feats. Vampiric Blade: You heal half of your base weapon damage.
Hustle: Instantly gain a move action.
Incite Bravery*A: You and allies near you become immune 4TH-LEVEL PSYCHIC WARRIOR
POWERS
to fear effects for 1 round/level.
Levitate, Psionic: You move up and down, forward and back, Claw of Energy: Your claws deal additional energy damage.
Dimension Door, Psionic*A: Teleports you short distance.
via mental support. Energy AdaptationA: Your body converts energy to harm-
Moment of Insight*A: Briefly ignore the effects of
less light.
concealment. Freedom of Movement, Psionic: You cannot be held or
Painful StrikeA: Your natural weapons deal an extra 1d6
otherwise rendered immobile.
nonlethal damage. ImmovabilityA: You are almost impossible to move and
Perfect Archery*A: Ranged fire does not provoke attacks
gain DR 15/–.
of opportunity. Inertial Barrier: Gain DR 5/–.
Power Claws*A: Your natural weapon deals force damage. Planar Apotheosis*A: Temporarily become celestial or
Power Weapon*: Your weapon deals force damage.
Prowess: Instantly gain another attack of opportunity. fiendish.
Psionic Scent: Gain the scent ability. Psychic Vampire: Touch attack drains 2 power points/
Psionic Lion's ChargeA: You can make a full attack in the
level from foe.
same round you charge. Psychokinetic Weapon*A: Animate a weapon to fight of
Strength of My EnemyA: Siphon away your enemy's
its own volition.
strength and grow stronger. Steadfast Perception: Gain immunity to illusory effects,
+6 bonus on Spot and Search checks.
CHAPTER 4 Stygian Disruption*: Your weapon takes on the undead Stomp, Greater*A: Psychokinetic shock wave deals damage
disruption quality. and knocks creatures down.
POWERS, MANTLES
AND ITEMS Truevenom: Your natural weapons are covered in horrible 6TH-LEVEL PSYCHIC WARRIOR
poison. POWERS
Truevenom Weapon: Your weapon is horribly poisonous. Blackstone Hammer*A: Target weapon petrifies those it
Weapon of Energy: Weapon deals additional energy strikes.
damage. Breath of the Black DragonA: Breathe acid for 11d6 damage.
Dispelling Buffer: You are buffered from one dispel psionics
5TH-LEVEL PSYCHIC WARRIOR
POWERS effect.
Form of DoomA: You transform into a frightening tentacled
Adapt Body: Your body automatically adapts to hostile
environments. beast.
Inconstant Location*A: Make swift instantaneous moves
CatapsiA: Psychic static inhibits power manifestation.
Empower Weapon*: Store a power in your weapon. in combat.
Living Arrow*A: Semisentient arrows can follow foes around Mind Blank, Personal: You are immune to scrying and
corners. mental effects.
MetaconcertA: Mental concert of two or more increases the Mind over Energy*: Gain brief immunity to chosen energy
total power of the participants. type.
Oak BodyA: Your body becomes as hard as oak. Rage of the Remorhaz*A: Your body becomes searing hot,
Perfect Riposte*A: Make attack of opportunity against
damaging those who touch you.
creature who just missed you. Stygian Touch*A: Your touch bestows negative levels and
Psychofeedback: Boost Str, Dex, or Con at the expense of
transfers life force to you.
one or more other scores. Suspend Life: Put yourself into a state akin to suspended
animation.
78 The powers herein are presented in Duration: 1 round/level (D) POWERS
alphabetical order. Saving Throw: Fortitude negates
Power Resistance: Yes You indicate the object, and with a bright
ADRENALINE BOOST Power Points: 17 flash of light, you understand it.
Psychometabolism Your eyes burn with an intense red glow, As analyze dweomer (PH 197), except as
Level: Lurk 1, Physical Power 1, and for a moment both you and your noted here.
target are sheathed in a translucent red
psychic warrior 1 shimmer. ANIMATE PLANTS,
Display: Olfactory PSIONIC
Manifesting Time: 1 swift action This ability functions as the affinity
Range: Personal field power (EPH 75), except that you Psychokinesis
Target: You can opt not to include certain creatures Level: Natural World 7
Duration: 1 round that are in the area, and only negative Display: Auditory and olfactory
Power Points: 1 conditions are shared. Those within Manifesting Time: 1 standard action
the feedback loop take all damage Range: Close (25 ft. + 5 ft/2 levels)
A sharp, metallic musky scent overwhelms (including ability damage) that you Targets: One Large plant/3 levels or
you for a moment as your body is energized take, but they gain no benefits from any
by the power of your mind. healing you receive. Spells or powers all plants within range; see text for
that impose penalties are shared; those animate plants
You can increase your physical prowess that grant bonuses are not. Duration: 1 round/level or 1 hour/
and reaction speed until the begin- level; see text for animate plants
ning of your next round. You receive ANALYZE DWEOMER, Saving Throw: None
a +2 insight bonus to Strength and PSIONIC Power Resistance: No
Dexterity. Power Points: 13
Clairsentience
Augment: For every 3 additional Level: Magic 6 The sweet scent of freshly cut grass and the
power points you spend, the bonus Display: Visual rustle of leaves herald the kinetic force you
increases by 1. Manifesting Time: 1 standard action instill in living plants.
Range: Close (25 ft. + 5 ft./2 levels)
AFFINITY FIELD, PAIN Target: One object or creature As animate plants (PH 199), except as
Duration: 1 round noted here.
Psychometabolism Saving Throw: None or Will negates;
Level: Pain and Suffering 9, psion/ ANTICIPATORY STRIKE
see text for analyze dweomer
wilder 9 Power Resistance: No Psychoportation
Display: Material and visual Power Points: 11 Level: Psion/wilder 5, Time 5
Manifesting Time: 1 standard action Display: Auditory
Range: 20 ft. Manifesting Time: 1 immediate
Area: 20-ft.-radius emanation, centered
action
on you Range: Personal
Target: You
Duration: Instantaneous Display: Visual Power Resistance: Yes (harmless) CHAPTER 4
Power Points: 9 Manifesting Time: 1 standard action Power Points: 5
Range: Touch POWERS, MANTLES
The air reverberates with an eager hum as Target: Melee weapon touched Ectoplalsm covers your mouth.
your movements pick up speed. Duration: 1 round/level or until AND ITEMS
You alter your body so that you no
You take your normal action for the discharged longer need to breathe. You cannot
round at the time that you manifest Saving Throw: None (object, harm-less) be harmed by inhaled substances
this power, rather than waiting for and can function without fresh air
your turn to come up in the initiative or Fortitude negates; see text (even underwater) for the duration of
sequence. In subsequent rounds, your Power Resistance: No (object, harm- the power.
place in the initiative order does not
change—you change the time when less) or yes; see text Augment: If you spend 2 additional
you act for this round only. You can take Power Points: 11 power points, this power can affect one
a standard action and a move action, or additional touched creature.
a full-round action, just as you could The weapon you touch suddenly shines with
if you were taking your action at your a pale, glowing light.
normal place in initiative order. You
can't activate this power if you're flat- You alter the nature of one weapon BURROWING BONDS
footed, and you can't use the power a and imbue it with the ability to petrify
second time until after your next turn those it strikes. Although the base Metacreativity (Creation)
has passed. damage of the weapon is unaltered, the Level: Shaper 4
weapon deals bludgeoning damage for Display: Auditory and material
For example, if you normally act on the duration of the power. Manifesting Time: 1 standard action
initiative count 15, you could use this Range: Medium (100 ft. + 10 ft./level)
power to act again on initiative count If a creature struck by a weapon Target: One Medium or smaller
12, but this means that you wouldn't affected by blackstone hammer fails
be able to act on the next round at its saving throw, it (along with all its creature
initiative count 15 (since you've carried gear) is turned into a mindless, Duration: 1 round/level (D)
already used that turn's actions), and inert statue of dark stone. Striking a Saving Throw: Reflex negates
you wouldn't be able to use the power creature with the weapon discharges Power Resistance: No
again until after your next turn (that the power. If a statue resulting from Power Points: 7
is, after the next round's initiative this power is broken or damaged, the
count 15). subject (if ever returned to flesh) has A pealing chime accompanies the appear-
similar damage or deformities. The ance of a long, slender, malleable shaft of
ASTRAL CONSTRUCT creature is not dead, but neither does crystal. It entwines your foe in its loops,
it seem to be alive when viewed with piercing his flesh and holding him bound.
Metacreativity (Creation) spells such as deathwatch.
Level: Creation 1, shaper 1 The crystalline bonds deal 3d6 points
Display: Visual Only creatures made of flesh are of damage when they first entwine
Manifesting Time: 1 round affected by this power. and pierce the target's flesh, and 1d6
Range: Close (25 ft. + 5 ft./2 levels) points of piercing damage (see the
Effect: One created astral construct Augment: For every 4 additional Metacreativity and Damage Reduction
Duration: 1 round/level (D) power points you spend, you can sidebar, below) every round thereafter
Saving Throw: None invest the weapon with an additional as they continue to writhe and burrow,
Power Resistance: No charge. Each additional charge allows tightening their grasp.
Power Points: 1 the weapon to be used one more time
before the blackstone hammer effect A target caught by the bonds can
Coalescing ectoplasm takes the form you is discharged. attempt purely mental actions, such
desire. as manifesting a power. However, the
BREATHLESS burrowing nature of the bonds requires
As astral construct (EPH 77), except as that a manifester make a Concentration
noted here. Psychometabolism check for each power attempted with a
Level: Elements 3 DC of 20 + half the continuous damage
You can have only one astral con- Display: Material last dealt. (The continuous damage is
struct shaped at any one time. If you Manifesting Time: 1 standard action that damage dealt in each round after
shape another astral construct, any Range: Personal; see text the initial round of the effect.)
previous construct dissipates. (The Target: You; see text
exception is if you are a 5th-level ecto- Duration: 10 min./level The target can break loose by spend-
pic adept, which gives you the ability Saving Throw: None ing 1 round and making a DC 20
to create another astral construct while
you have one active.)
BLACKSTONE HAMMER METACREATIVITY AND DAMAGE REDUCTION 79
Any damage-dealing metacreativity power that specifies piercing, slashing, or blud-
Psychometabolism geoning damage does not automatically overcome a creature’s damage reduction.
Level: Elements 6, psychic warrior 6 Such powers include crystal shard (EPH 89), hail of crystals (EPH 111), swarm of crystals
(EPH 134), burrowing bonds (page 79), and crystalstorm (page 81).
CHAPTER 4 Strength check or a DC 25 Escape Artist 1. For every 4 additional power points the connection made, you instantly
check. Alternatively, cutting or damag- you spend, the item's enhancement guide a massive charge of positive
POWERS, MANTLES ing the bonds can free a victim. The bonus to Armor Class improves by 1. energy from your psyche into the
AND ITEMS crystal has AC 5, hardness 12, and 30 For example, if you spend 15 power material world, channeling it along a
hit points. points, you call a shield or a suit of burning ectoplasmic line that extends
armor with a +3 enhancement bonus from your outstretched hands. Anyone
Augment: You can augment this to Armor Class. caught in the area takes 9d6 points of
power in one or more of the follow- damage. Undead caught in the area
ing ways. 2. If you spend 4 additional power take 2 additional points of damage per
points, you can alter the substance of die. A construct or inanimate object
1. For every 2 additional power points the armor to make it mithral. If you takes only 5d6 points of damage from
you spend, this power's save DC and the spend 8 additional power points, you this power. This power is a positive
DCs to break loose increase by 1. can make it adamantine. energy effect.
2. For every 2 additional power points Augment: For every additional
you spend, this power can affect a target power point you spend, the power deals
of one size category larger. an additional 1d6 points of damage
(1d6+2 against undead), and the power's
3. For every 2 additional power save DC increases by 1.
points you spend, the continuous
damage increases by 1d6 points. CEREBRAL PHANTASM
CALL ARMOR Telepathy [Fear, Mind-Affecting]
Level: Psion/wilder 3
Psychoportation (Teleportation) Display: Visual
Level: Justice 2, psychic war- Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
rior 1 Target: One creature
Display: Material Duration: Instantaneous
Manifesting Time: 1 round Saving Throw: Will negates
Range: 0 ft. Power Resistance: Yes
Effect: One suit of armor or Power Points: 5
shield; see text A dark flash in the corner of your subcon-
Duration: 1 min./level (D); scious awakens inner demons of the target's
see text mind. You and others see only a
Saving Throw: None vague shape as it lurches forward
Power Resistance: No and envelops the target.
Power Points: Justice 3,
psychic warrior 1
Armor appears on your body,
answering your mental call.
You call a suit of armor or a You haul a horror lurking
shield to you, seemingly from beneath the target's protective sanity
thin air. (Actually, it is a real item into reality and thrust it into her
snatched from some other random Crystalline bonds bold and burrow waking mind. Everyone sees some-
location in space and time.) You don't through the victim’s flash thing different, but many witness a
have to see or know of the item to call nightmare of eyes, tentacles, dripping
it. In fact, you can't ever call a specific slime, and gnashing mouths all scream-
item; you just specify the kind (chain CELESTIAL CONDUIT ing atonally. Everyone other than the
shirt, full plate, buckler, and so on). Psychokinesis target sees only a vague shape that
The item is made of ordinary materials Level: Good 5, psion/wilder 5 lurches forward and envelops her. If the
appropriate for its kind. Armor appears Display: Material and visual target fails her Will saving throw, she
correctly donned, and a shield appears Manifesting Time: 1 standard action takes 3d6 points of nonlethal damage
on the proper arm. Armor and shields Range: 120 ft. and is dazed for 1d4 rounds, though
gained by call armor are distinctive due Area: 120-ft. line she continues to scream, cry, and froth
to their astral glimmer. Duration: Instantaneous during that time. If the target makes
If a called suit of armor is ever off Saving Throw: Reflex halt her Will save, she takes no damage and
your body or you relinquish your grip Power Resistance: Yes is not dazed.
on a called shield for 2 or more consecu- Power Points: 9 Augment: For every 2 additional
tive rounds, the object automatically power points you spend, the power's
returns to its point of origin. (For Your hands seem to shift and change into save DC increases by 1.
this purpose, you're considered to be pure ectoplasm as a stream of radiant
wearing armor when you're donning energy pulses outward from them. CHAOS FISSURE
or shedding it.) Telepathy (Compulsion) [Mind-
80 Augment: You can augment this Reaching across the planes, you form Affecting]
power in one or both of the follow- a momentary link between yourself Level: Chaos 8
ing ways. and the Positive Energy Plane. With Display: Auditory and visual
Manifesting Time: 1 standard action not gain any additional attacks—you every additional 2d6 points of damage,
Range: Close (25 ft. + 5 ft./2 levels) simply have two claw attacks at your the powers save DC increases by 1.
Area: 20-ft.-radius emanation centered normal attack bonus.
on a creature, object, or point in If you grapple an opponent, you CRANIAL DELUGE
space deal claw damage with each successful Psychometabolism
Duration: 1 round/level (D) grapple check, and the grappled target Level: Mental Power 6, psion/wilder 5
Saving Throw: Will negates or none is under the effect of a slow spell for as Display: Auditory and visual
(object); see text long as you maintain the grapple unless Manifesting Time: 1 round
Power Resistance: Yes or no (object); the opponent makes a Fortitude save Range: Close (25 ft. + 5 ft./2 levels)
see text (DC 12 + key ability modifier). Target: One creature that has an CHAPTER 4
Power Points: 15 As a swift action, you can extend Intelligence score of 3 or higher POWERS, MANTLES
the claws up to 6 feet, which increases Duration: Instantaneous AND ITEMS
The area you indicate roils with the force of your reach by 5 feet, giving a Small or Saving Throw: Fortitude negates
chaos. The air shivers with flashes of light Medium creature a reach of 10 feet Power Resistance: Yes
and moans with discordant notes. and an upright Large creature a reach Power Points: Mental Power 11,
of 15 feet. psion/wilder 9
When you manifest this power, com- Augment: You can augment this
plete chaos prevails in the affected area. power in one or both of the follow- A deep, ominous tone builds into a madden-
All psionic powers are manifested as ing ways. ing cacophony. When the echoes abruptly
if using the wilder's wild surge class 1. By spending additional power cease, your foe's head detonates.
feature (DMG 31) with the possibility points, you can create larger, sharper,
of psychic enervation. The wild magic and more deadly claws, as shown on Grasping the biofeedback controls of
planar trait (DMG 149) is applied to all the table below. your foe's brain, you begin to force his
spells cast and spell-like abilities used head to produce a deluge of cranial
in the area. Power Claw Damage fluid. At the beginning of your next
Points Small Medium Large turn, when you finish manifesting
CLAWS OF DARKNESS 3 1d4 1d6 1d8 the power, your foe must succeed on
5 1d6 1d8 2d6 a Fortitude save or take 18d6 points of
Psychometabolism [Darkness] 7 1d8 2d6 3d6 damage from cranial swelling. If your
Level: Light and Darkness 2 11 2d6 3d6 4d6 foe is reduced to 0 or fewer hit points
Display: Visual 15 3d6 4d6 5d6 by this power, his head explodes.
Manifesting Time: 1 standard action 19 4d6 5d6 6d6
Range: Personal A creature that dies from cranial deluge
Target: You can be resurrected but not raised.
Duration: 1 round/level (D) Every 2 additional power points you Augment: For every 2 additional
Power Points: 3 spend to increase damage also increases power points you spend, the power's
the Fortitude save DC by 1. save DC increases by 1.
You draw material from the Plane of 2. If you spend 6 additional power
Shadow. Your hands and forearms elongate points, you can manifest this power as CRYSTALSTORM
and change shape into featureless claws of a swift action. Metacreativity (Creation)
inky blackness. Level: Psion/wilder 2
CONCUSSIVE Display: Material
You gain two natural attacks with your DETONATION Manifesting Time: 1 standard action
claws, each dealing 1d4 points of cold Psychokinesis [Force] Range: Close (25 ft. + 5 ft./2 levels)
damage (or 1d6 points if you are Large, Level: Force 6 Area: Ray
or 1d3 points if you are Small) plus your Display: Auditory Duration: Instantaneous
Strength bonus. Manifesting Time: 1 standard action Saving Throw: Fortitude partial; see
Your claws are natural weapons, so Range: Medium (100 ft. + 10 ft./level) text
you are considered armed when attack- Area: 20-ft.-radius burst Power Resistance: No
ing with them, and they can be affected Duration: Instantaneous Power Points: 3
by powers, spells, and effects that Saving Throw: Reflex half
enhance or improve natural weapons Power Resistance: Yes Thousands of razor-sharp crystal shards
(such as the magic fang spell). You can- Power Points: 11 spray in a thick ray from your hand toward
not choose to deal nonlethal damage your foe.
with your claws. A loud, echoing boom accompanies the burst
Your claws work just like the natural of force you create. Razor-sharp crystal shards shoot from
weapons of many monsters. You can your hand. These crystals are super-
make an attack with one claw or a full You create a massive burst of telekinetic naturally sharp and lacerate flesh. You
attack with two claws at your normal force that deals 6d6 points of force must succeed on a ranged touch attack
attack bonus, replacing your normal damage to all creatures and unattended with the ray to deal damage to a target.
attack routine. You take no penalties objects in its area. The ray deals 2d4 points of slashing
for two-weapon fighting, and neither Augment: For every additional power damage (see the Metacreativity and 81
attack is a secondary attack. If your point you spend, the detonation deals Damage Reduction sidebar, page 79)
base attack bonus is +6 or higher, you do an additional 1d6 points of damage. For and causes a living target to gush blood,
dealing an additional 1d4 points of Effect: 10-ft.-radius emanation, cen- If you manifest this power on an
Constitution damage on a failed Forti- tered on you attended weapon, the possessor of the
tude saving throw. Duration: 1 round/level weapon is allowed a Will saving throw
Augment: You can augment this Saving Throw: See text to resist the attempt.
power in one or both of the follow- Power Resistance: Yes; see text Augment: If you spend 2 additional
ing ways. Power Points: 15 power points, this power can affect a
1. For every additional power point natural weapon. (The weapon is con-
you spend, the shards deal an additional Good foes near you hear the dark wailing sidered to be attended, which means
1d4 points of damage. of lost souls. that its possessor is allowed a save.)
CHAPTER 4 2. For every 2 additional power points
POWERS, MANTLES you spend, the shards deal an additional When you manifest this power, you DEATH KNELL, PSIONIC
AND ITEMS
point of Constitution damage on a gain a dark aura that confers several Psychometabolism [Death, Evil]
failed Fortitude saving throw. benefits, especially while fighting Level: Evil 2
good creatures. Display: Auditory
DAMP POWER A creature that enters the area of your Manifesting Time: 1 standard action
Psychometabolism aura is wracked with despair and must Range: Touch
Level: Guardian 2, psion/wilder 2, make a successful Will save or take a –2 Target: One living creature touched
psychic warrior 2 penalty on attack rolls, saving throws, Duration: Instantaneous/10 minutes
Display: Visual ability checks, skill checks, and weapon per HD of subject; see text for death
Manifesting Time: 1 immediate action damage rolls. Power resistance applies knell
Range: Personal to this effect; you make your manifester Saving Throw: Will negates
Target: You level check each time a creature with Power Resistance: Yes
Duration: See text power resistance enters the area of your Power Points: 3
Power Points: 3 aura (whether due to your movement or
the creature's). A tolling bell sounds a funeral tone.
Anamberauraquicklyspreadsoveryourbody, Good creatures must endure addi-
moderating the effects of the environment. tional hardship from exposure to the As death knell (PR 217), except as noted
dark energy surrounding you. A good here.
When you manifest this power, you creature that enters the area of your
are protected from the vagaries of aura rakes 1d6 points of damage, plus DEFLECTION FIELD
destructive energies directed against 1 additional point per manifester level. Psychokinesis [Force]
you. All variable numeric effects of It continues to take this damage at Level: Force 1, psion/wilder 1, psychic
the next power, psi-like ability, spell, or the beginning of each of its turns if it warrior 1
spell-like ability that affects you before remains in the area of your aura. Display: Auditory and visual
the end of your next turn is decreased Finally, you gain a +2 insight bonus Manifesting Time: 1 swift action
to its minimum possible value. to your Armor Class and on saves Range: Personal
For instance, if you are struck by an against the attacks, powers, and abili- Target: You
energy ray augmented to deal 5d6 points ties of good creatures. Duration: Concentration + 1 round,
of damage while protected by damp up to 1 min./level
power, you would take only 5 points DEADEN BLOW Power Points: 1
of damage. Metacreativity
If the power, psi-like ability, spell, Level: Guardian 1, lurk 1, psychic A shimmering band of energy hums as it
or spell-like ability affects an area— warrior 1 spins and twirls, protecting you from each
as does energy ball (EPH 100), for Display: Material incoming attack.
example—its effect is only minimized Manifesting Time: 1 swift action
for you. Other creatures in the area are Range: Close (25 ft. + 5 ft./2 levels) A shimmering band of energy spins
affected normally. Target: One weapon around you, deflecting attacks away
Beneficial numeric effects are like- Duration: 1 round/level while you continue to concentrate.
wise damped when you manifest this Saving Throw: Will negates; see text While your concentration remains
power. Power Resistance: Yes; see text unbroken, and for 1 round after you
Augment: If you spend 4 additional Power Points: 3 stop concentrating, you gain a +4 deflec-
power points, the next power, psi-like tion bonus to your Armor Class.
ability, spell, or spell-like ability that Ectoplasm issues forth from your fingertips,
affects you and also affects an area is sheathing the weapon you touch in a rub- DETAIN ECTOPLASM
minimized for all creatures you desig- bery gray cocoon. Metacreativity
nate within its area (not just for you). Level: Psion/wilder 5
A single manufactured weapon is Display: Auditory and visual
DARK DESPAIR sheathed in rubbery ectoplasm. The Manifesting Time: 1 standard action
Psychometabolism [Evil] ectoplasmic sheath transforms the Range: Medium (100 ft. +10 ft./level)
Level: Evil 8 damage dealt by the weapon from lethal Area: 30-ft.-radius burst
82 Display: Auditory to nonlethal damage. Unattended Duration: Instantaneous and 1 round/
Manifesting Time: 1 standard action weapons or weapons in your possession level; see text
Range: 10 ft. are automatically sheathed. Saving Throw: Will negates; see text
Power Resistance: No You step into a black spherical void; when Duration: Instantaneous
Power Points: 9 you step out, you are somewhere else. Saving Throw: Will negates
Power Resistance: Yes
The creatures, objects, and effects in the area As dimension door (PH 221), except as Power Points: 5
disappear with an audible pop. noted here.
Augment: This power appears in Your foe is sucked down a vortex of shim-
As dismiss ectoplasm (EPH 94), except Expanded Psionics Handbook (page 92), mering silver energy, only to appear at
that when you do away with creatures, but it has been updated here with new a nearby location, hurt and twisted by
objects, or effects composed of ecto- augmentation options. A character the passage.
plasm, you psionically reserve the who already knows the power also CHAPTER 4
constituent ectoplasm for later use with knows these new augmentations, The subject of the power is violently POWERS, MANTLES
your own metacreativity powers. which can be applied individually or displaced in space. In effect, the subject AND ITEMS
An ectoplasmic creature that fails its all at once. appears to be sucked down a vortex of
Will saving throw dissipates into con- 1. If you spend 2 points less than the shimmering silver energy, only to be
stituent ectoplasm that streams to you given power point cost, you manifest instantly spat out in the new location,
and either adheres to an object you hold this power as a full-round action. in the direction you specify (within
or takes up orbit around your head. 2. If you spend 2 points less than range). The subject reappears in the
A creature under the effect of the the given power point cost, you tele- same orientation as before. However,
ectoplasmic form power that fails its port yourself and touched objects or the rift in space you create to enable
saving throw is destroyed outright, and other touched willing creatures up this movement is crudely rendered, and
you detain its constituent ectoplasm. to 20 feet. the target takes 5d6 points of damage
Other ongoing powers that create 3. If you spend 2 additional power in the transition.
ectoplasmic objects or effects, such points, the visual display of the power If the space into which the subject
as ectoplasmic cocoon, are detained if is particularly dazzling. The bright reappears is occupied, he appears in
you succeed on a manifester level flash left behind when you vacate an the closest unoccupied space, still in
check (1d20 + your manifester level, area dazzles all remaining creatures his original orientation. Determine the
maximum +15) against a DC of 11 + the within a 10-foot radius of your previ- closest space randomly if necessary.
power's manifester level. ous position. Augment: You can augment this
Once you have successfully used this 4. If you spend 6 additional power power in one or more of the follow-
power, you have an ectoplasmic reserve points, you can manifest this power as ing ways.
until this power's duration elapses or a move action. This option cannot be 1. For every 2 additional power
until you use up the reserve. If you used in conjunction with augmenta- points you spend, you can affect a
manifest any metacreativity power tion option 1. creature of one size category larger,
while you maintain an ectoplasmic or double the weight of an object to
reserve, you manifest that power as if DIMENSION HOP be affected.
your manifester level were one higher Psychoportation (Teleportation) 2. For every 2 additional power points
than normal. Level: Freedom 1 you spend, the subject is moved an
Once you use up your ectoplasmic Display: Auditory additional 5 feet.
reserve to increase the manifester level Manifesting Time: 1 swift action 3. For every 2 additional power
of a metacreativity power, the duration Range: 10 feet points you spend, the subject takes an
of this power ends. Target: You additional 1d6 points of damage.
Against constructed psionic items Duration: Instantaneous
that appear to be mere ectoplasm, such Power Points: 1 DIMENSIONAL POCKET
as any of the psychoactive skins, this Psychoportation
power merely suppresses the item's With a soft chime, you disappear and reap- Level: Lurk 1
abilities for 1d4 rounds (just as occurs pear nearby. Display: Visual
with the dismiss ectoplasm power). Manifesting Time: 1 standard action
You instantly move to an unoccupied Range: Touch
DIMENSION DOOR, square up to 10 feet away within line Target: One unattended object,
PSIONIC of sight. weighing up to 1 lb./level
Psychoportation (Teleportation) Augment: For every additional Duration: 1 hour/ level (D)
Level: Lurk 4, psion/wilder 4, psychic power point you spend, you can move Saving Throw: None
warrior 4 an additional 5 feet. Power Resistance: No
Display: Visual Power Points: 1
Manifesting Time: 1 standard action DIMENSION TWISTER
Range: Long (400 ft. + 40 ft./level) Psychoportation (Teleportation) With a touch of your hand, a small object
Target: You and touched objects or Level: Psion/wilder 3 is sent into safekeeping.
other touched willing creatures Display: Visual
Duration: Instantaneous Manifesting Time: 1 standard action Your touch transfers an unattended
Saving Throw: None and Will negates Range: Close (25 ft. + 5 ft./2 levels) object to an extradimensional pocket
(object) Target: One Medium or smaller crea- hidden in the palm of your hand. The 83
Power Resistance: No and yes (object) ture, or one object weighing up to dimensional pocket is invisible and
Power Points: 7 300 lb. weightless, regardless of its contents.
When the power ends or is dismissed, Augment: If you spend 4 additional Range: Close (25 ft. + 5 ft./2 levels)
the object returns to your hand (or next power points, the area of the power is Effect: One ectoplasmic swarm
to your hand if you cannot hold it). transformed into a 15-foot burst. Duration: Concentration + 2 rounds
You can manifest this power again Saving Throw: None
before its duration elapses, in which case EARTH WALK Power Resistance: No
the stored object remains stored and Psychometabolism Power Points: 7
the duration resets to 1 hour/level. Level: Elements 2, psion/wilder 2,
Augment: You can augment this psychic warrior 2 A bright flash of light heralds the arrival of
power in one or both of the follow- Display: Visual a swarm of shiny jade spiders, surging out
CHAPTER 4 ing ways. Manifesting Time: 1 standard action in a wave of legs and clicking mandibles.
POWERS, MANTLES 1. For every additional power point Range: Personal
AND ITEMS
you spend, you can store an additional Target: You You summon an ectoplasmic swarm
pound per level (but still only one Duration: 1 min./level (page 129) that attacks all other crea-
object). Power Points: 3 tures within its area. If no living
2. If you spend 2 additional power creatures are within its area, the swarm
points, you gain the ability to dismiss You ascend the wall as if it were level attacks or pursues the nearest creature.
this power as a swift action. ground. You have no control over its target or
direction of travel.
DISCERN LIES, PSIONIC You create a perfect mental bond with Augment: If you spend 2 additional
Clairsentience stone, allowing you to move over it power points, you can call the swarm
Level: Justice 4 with uncanny ease. While this power so that it shares a space with creatures
Display: Visual is in effect, you can climb stone and already present.
Manifesting Time: 1 standard action earthen surfaces at your current base
Range: Close (25 ft. + 5 ft./2 levels) speed, including moving across ceil- EIDETIC LOCK
Targets: One creature/level, no two of ings, overhangs, and other slanted Telepathy (Compulsion) [Mind-
which can be more than 30 ft. apart or vertical surfaces without making Affecting]
Duration: Concentration, up to 1 Climb checks. While climbing in this Level: Psion/wilder 1
round/level manner, you do not have to make a Display: Mental
Saving Throw: Will negates Climb check to avoid losing your grip Manifesting Time: 1 standard action
Power Resistance: No when you take damage. Range: Touch
Power Points: 7 In addition, you can cling to a stone Target: 1 willing creature
surface easily with just one limb, allow- Duration: 1 day/level
A thin blue and gold strand connects your ing you to attack without restriction, Saving Throw: Will negates (harmless)
forehead with that of your target. manifest powers normally, and retain Power Resistance: Yes (harmless)
your Dexterity bonus to Armor Class Power Points: 1
As discern lies (PH 221), except as noted while climbing.
here. Augment: If you spend 6 additional The mental image of a large metallic
power points, you can manifest this deadbolt sliding into place is accompanied
DISTRACTING SHOUT power as a swift action. by a resounding mental click.
Psychometabolism [Mind-Affecting]
Level: Chaos 2, psychic warrior 2 EARTHQUAKE, PSIONIC You can telepathically embed an image
Display: Auditory Psychokinesis or a short passage of text into the long-
Manifesting Time: 1 standard action Level: Natural World 9 term memory of a single creature.
Range: 15 ft. Display: Auditory The creature can, any time within
Area: 15-ft. cone Manifesting Time: 1 standard action the duration of the power, thoroughly
Duration: Instantaneous Range: Long (400 ft. + 40 ft/level) describe the image or recite the pas-
Saving Throw: Will negates Area: 80-ft.-radius spread (S) sage verbatim. The limit to this ability
Power Resistance: Yes Duration: 1 round is an image of a single nonmoving
Power Points: 3 Saving Throw: See text for earthquake figure, or a passage of a nonmagical or
Power Resistance: No nonpsionic nature of up to 500 words.
The power of your ear-splitting war cry Power Points: 17 If the creature has artistic skill (5 or
echoes across the battlefield. more ranks in Craft [painting]), it can
A bass rumbling from deep within the earth also reproduce the image on canvas.
Your shout distracts your enemies. builds into a roar of sound. If the creature can't read the language
Starting from your square, the power in which a passage is written but has
of your shout extends in a 15-foot cone. As earthquake (PH 225), except as noted skill in calligraphy (5 or more ranks
Any creature caught in the area that here. in Craft [calligraphy]), it can reproduce
fails a saving throw is momentarily dis- the passage. If the creature can read the
tracted. Affected creatures are subject ECTOPLASMIC SWARM language in which a passage is written,
to attacks of opportunity if any foes Metacreativity (Creation) it can reproduce the passage without
84 threaten the distracted subjects. If you Level: Psion/wilder 4 needing the Craft skill.
threaten a distracted subject, you can Display: Visual Augment: If you spend 4 additional
also make an attack of opportunity. Manifesting Time: 1 round power points, the duration of the power
becomes instantaneous. The informa- disappear and reappear on your target. any given time. You can store a power
tion becomes permanently locked in costing up to your manifester level
the creature's mind. You transfer your hurt to another. When minus 4.
you manifest this power and make a suc- You expend the power points for
ELEMENTAL STEWARD cessful touch attack, you can transfer up the stored power, including aug-
Psychoportation [see text] to 25 points of damage from yourself to mentations, when you empower the
Level: Elements 1, psion/wilder 2 the touched creature. You cannot trans- weapon initially (in addition to those
Display: Visual fer more points than the damage you spent to manifest empower weapon).
Manifesting Time: 1 round have already taken. You immediately Once the power is stored, you can
Range: Close (25 ft. + 5 ft./2 levels) regain hit points equal to the amount manifest the power from the weapon CHAPTER 4
Effect: One summoned creature of damage you transfer. You cannot use without expending power points from POWERS, MANTLES
Duration: 1 round/level (D) this power to gain hit points in excess of your own reserve. You can manifest AND ITEMS
Saving Throw: None your full normal total. The transferred the power stored within the weapon
Power Resistance: No damage is empathic in nature, so as you stored it, complete with its
Power Points: 3 powers and abilities the subject might chosen augmentations.
have (such as damage reduction and For example, the 14th-level psychic
A small rent appears in the fabric of space, regeneration) do not lessen or change warrior Ragnara knows both empower
and through it steps a small humanoid, this damage. The damage transferred weapon and oak body. She manifests
surrounded by a nimbus of energy. by this power has no type, so even if empower weapon and chooses to store
the subject has immunity to the type of oak body augmented with 1 power
Choose one of the four kinds of ele- damage you originally took, the transfer point (the maximum allowed at her
mental stewards (page 130): emberling occurs normally and deals damage to manifester level minus 4). At the time
(fire), geodite (sonic), arctine (cold), or the subject. she manifests empower weapon and
tempestan (electricity). The kind you Augment: You can augment this stores oak body, she spends 19 power
choose appears where you designate power in one or both of the follow- points (9 for empower weapon and 10
and acts immediately, on your turn. ing ways: for the augmented oak body). Several
It attacks your opponents to the best 1. For every additional power point days later, when she manifests the
of its ability. If you can communicate you spend, you can transfer an addi- stored power, she does so without any
with the elemental steward, you tional 5 points of damage. power point expenditure.
can direct it not to attack, to attack 2. For every 2 additional power
particular enemies, or to perform points you spend, you can affect one ENDURE ELEMENTS,
additional target within 20 feet of you. PSIONIC
other actions.
Elemental stewards can be summoned Starting with the creature touched Psychometabolism
only into an area that can support them. and continuing to the next closest Level: Psion/wilder 1, psychic war-
For example, you cannot summon an creature, each target takes half the rior 1
emberling into an aquatic environment. damage this power would deal (with Display: Visual
The type of elemental steward you a Will save to further reduce the Manifesting Time: 1 standard action
summon determines the subtype of this damage) until each target has taken Range: Touch
power. For example, elemental steward is damage or you have been restored to Target: Creature touched
considered to be a fire power when you maximum hit points. Duration: 24 hours
summon an emberling. Saving Throw: Will negates (harmless)
Augment: For every 2 additional EMPOWER WEAPON Power Resistance: Yes (harmless)
power points you spend, you have Psychometabolism Power Points: 1
a chance to summon one additional Level: Psychic warrior 5
elemental steward. Each additional Display: Visual An amber aura quickly spreads over
steward you attempt to summon has a Manifesting Time: 10 minutes your body, moderating the effects of the
50% chance of appearing. All elemental Range: Touch environment.
stewards must be of the same kind. Target: One weapon touched
Duration: Permanent until dis- As endure elements (PH 226), except as
EMPATHIC TRANSFER, charged (D) noted here.
HOSTILE Saving Throw: Will negates (object)
Telepathy [Mind-Affecting] Power Resistance: Yes (object) ENERGY ARC
Level: Pain and Suffering 3, psychic Power Points: 9 Psychokinesis [see text]
warrior 3, telepath 3 Level: Psion/wilder 1
Display: Auditory and material The blade of your weapon takes on a crystal- Display: Auditory
Manifesting Time: 1 standard action line quality, shining faintly as psychic power Manifesting Time: 1 standard action
Range: Touch converts it into a vessel of power. Area: 15-ft.-cone
Target: Creature touched Duration: Instantaneous
Duration: 1 round or until discharged You can store one power that you can Saving Throw: Reflex half (object)
Saving Throw: Will half manifest in a weapon of your choice. Power Resistance: Yes
Power Resistance: Yes Only one such power can be stored in Power Points: 1 85
Power Points: 5 a weapon at a time; you cannot have
Asharpcryofpainsplitstheairasyourwounds more than one empowered weapon at
The air around you crackles as you draw + 10 feet per level). The explosions can You create a shining claw of energy and
energy from it to unleash in a focused arc. overlap each other’s areas. Any creature send it to grab your foe.
caught in multiple explosions must
Upon manifesting this power, you make a Reflex saving throw for each, You target one opponent within range
choose cold, electricity, fire, or sonic. which means that it is possible for a to be grappled by a Large claw made of
A cone of the chosen type of energy single creature to be required to make energy (cold, electricity, fire, or sonic).
shoots from your fingertips. Any up to three saving throws. An energy claw gets one grapple attack
creature in the area of effect takes 1d4 This power's subtype is the same as per round. It has a +12 bonus on its
points of damage. the type of energy you manifest. touch attack and a grapple check
CHAPTER 4 Cold: An arc of this energy type deals Augment: For every 4 additional modifier of 17 + your Int modifier.
POWERS, MANTLES +1 point of damage per die. power points you spend, each explo- The claw deals 3d6 points of energy
AND ITEMS
Electricity: Manifesting an arc sion deals an additional 1d6 points damage (of the appropriate type) to a
of this energy type provides a of damage, and the power's save DC creature it successfully grapples
+2 bonus on the save DC and increases by 1. each round.
a +2 bonus on manifester level An energy claw is sus-
checks for the purpose of over- ceptible to dispelling and
coming power resistance. is suppressed in areas of
Fire: An arc of this energy null psionics. Directing a
type deals +1 point of damage claw to change targets is a
per die. move action. It does not get
Sonic: A bolt of this energy a flanking bonus nor help a
type deals –1 point of damage combatant get one.
per die and ignores an object's Cold: A claw of this energy
hardness. type deals +1 point of cold dam-
This power's subtype is the age per die when grappling a
same as the type of energy you target. The claw takes 1–1/2 times
manifest. the normal damage from fire.
Augment: For every 2 additional Electricity: A claw of this energy
power points you spend, the power type provides a +2 bonus on mani-
deals an additional 1d4 points of fester level checks for the purpose
damage, and the power's save DC of overcoming power resistance.
increases by 1. The claw takes 1–1/2 times the
normal damage from acid.
ENERGY BARRAGE Fire: A claw of this energy
Psychokinesis [see text] type deals +1 point of fire
Level: Psion/wilder 6 damage per die when grap-
Display: Auditory and pling a target. The claw
material takes 1–1/2 times the normal
Manifesting Time: 1 standard damage from cold.
action Sonic: A claw of this
Range: Medium (100 ft. + 10 energy type deals–1 point of
ft/level) sonic damage per die when
Area: Three 10-ft. spreads; see grappling a target.
text This power's subtype is the
Duration: Instantaneous same as the type of energy you
Saving Throw: Reflex half; manifest.
see text Augment: For every addi-
Power Resistance: No tional power point you spend, the claw
Power Points: 11 Stand too close to Mloin and you’ll freeze in gains a +1 bonus on its touch attack
the grip of his energy emanation and grapple checks. For every 2 power
A shrill whistle pierces the air, followed points you spend, the energy damage
by three explosions that detonate with a dealt to a grappled opponent increases
cacophonous roar. ENERGY CLAW by 1d6 points.
Metacreativity (Creation) [see text]
Upon manifesting this power, you Level: Psion/wilder 7 ENERGY EMANATION
choose cold, electricity, fire, or sonic. Display: Visual Psychokinesis [see text]
You create three explosions of energy of Manifesting Time: 1 standard action Level: Psion/wilder 2, psychic war-
the chosen type. Each explosion deals Range: Medium (100 ft. + 10 ft./level) rior 2
5d6 points of damage to every creature Effect: 10-ft. claw Display: Visual
or object within each specified area. Duration: 1 round/level (D) Manifesting Time: 1 standard action
86 The explosions create almost no pres- Saving Throw: None Range: 5 ft.
sure. All the areas you choose must be Power Resistance: Yes Target: 5-ft.-radius emanation, cen-
in range of you and each other (100 feet Power Points: 13 tered on you
Duration: 1 round/level Electricity: This energy type pro- Augment: For every 2 additional
Saving Throw: None vides a +2 bonus to the save DC and power points you spend, this power
Power Resistance: Yes a +2 bonus on manifester level checks deals an additional 1d6 points of
Power Points: 3 for the purpose of overcoming power damage.
resistance.
A glowing halo of energy surrounds you, Fire: This energy type deals +1 point ENERGY
MANIPULATION
damaging all who stand too near. of damage per die.
Sonic: This energy type deals –1 Psychokinesis
You expel concentrated energy from point of damage per die and ignores Level: Energy 5
your body, dealing 1d6 points of an object's hardness. Display: Mental CHAPTER 4
energy damage to all creatures within This power's subtype is the same as Manifesting Time: 1 standard action POWERS, MANTLES
the area every round. The energy the type of energy you manifest. Range: Close (25 ft. + 5 ft/2 levels) AND ITEMS
emanated is chosen by you when you Augment: For every additional Effect: Alter energy effect
first manifest the power: cold, electric- powet point you spend, the power deals Duration: 1 round
ity, fire, or sonic. Once chosen, you an additional 1d6 points of damage. For Saving Throw: None
emanate the same energy type for the every 2d6 additional points of damage, Power Resistance: Yes
power's duration. the power's save DC increases by 1. Power Points: 9
Cold: This energy type deals +1 point
of damage per die. ENERGY LANCE You access a source of energy as it appears,
Electricity: This energy type provides Psychokinesis [see text] altering it in fundamental ways according
a +2 bonus to the save DC and a +2 Level: Psion/wilder 3 to your whim.
bonus on manifester level checks for Display: Material and visual
the purpose of overcoming power Manifesting Time: 1 standard action You can manipulate an existing source
resistance. Range: Close (25 ft. + 5 ft./2 levels) of energy or an ally's ability to deal
Fire: This energy type deals +1 point Target: One creature or object energy damage (cold, fire, electricity,
of damage per die. Duration: Instantaneous or sonic). Once you have manifested
Sonic: This energy type deals –1 Saving Throw: Fortitude half (object); this power, you can trigger the powers
point of damage per die and ignores see text effect as an immediate action at any
an object's hardness. Power Resistance: Yes point during its duration. When the
This power's subtype is the same as Power Points: 5 power's effect is triggered, you can par-
the type of energy you manifest tially suppress or enhance the energy
Augment: For every 3 additional You fashion a lance composed of seething ability of a creature within range that
power points you spend, the power energy and release it like a ballista bolt at exhibits any magical or psionic vari-
deals an additional 1d6 points or your foe. able damaging energy effect (such as
damage. For every two extra dice of a fireball spell, an energy missile power,
damage, the power's save DC increases Upon manifesting this power, you or a red dragon's breath weapon) by
by 1. choose cold, electricity, fire, or sonic. 5 dice.
You release a focused lance of intense For example, you manifest energy
ENERGY FLASH energy of the chosen type at a target, manipulation, and then an ally psion
Psychokinesis [see text] dealing it 5d6 points of damage. manifests energy burst. That power
Level: Psion/wilder 4 Cold: This energy type chills the normally deals 5d6 points of damage,
Display: Visual target and stiffens its joints in addition but you enhance the power so that it
Manifesting Time: 1 standard action to dealing damage. If the target fails its deals 10d6 points of damage of the
Range: Touch Fortitude save, it must give up its next chosen energy type.
Target: Touched creature move action. Alternatively, if a young adult red
Duration: Instantaneous Electricity. This energy type jolts dragon used its breath weapon during
Saving Throw: Fortitude half and disorients the target in addition the duration of your energy manipula-
Power Resistance: Yes to dealing damage. If the target fails tion, you could trigger its effect to
Power Points: 7 its Fortitude save, it takes a –2 penalty suppress the damage. The dragon's
on all Will saves and Wisdom-based breath weapon would deal 5d10 points
Your merest touch against your foe flashes checks for 1 round. of fire damage instead of 10d10 points
with potent energy. Fire: This energy type scorches the (provided you were able to overcome
target with pain in addition to dealing the dragon's spell resistance).
On a successful touch attack, you deal damage. If the target fails its Fortitude Either way, the power's duration ends
5d6 points of damage to the creature save, it takes a –2 penalty on attack rolls once you trigger the effect.
touched, doing cold, electricity, fire, and Reflex saves for 1 round. Augment: If you spend 6 additional
or sonic damage. In addition to the Sonic: This energy type deals –1 point power points, you can manifest and
energy damage, the target is dazed of damage per die. The subject takes a trigger this ability as an immediate
for 1 round on a failed Fortitude save –2 penalty on all Fortitude saves and action instead of as a standard action
(the same save that determines full or Concentration checks for 1 round. The (thus eliminating the need to manifest
half damage). lance ignores an object's hardness. the power and use it within the follow- 87
Cold: This energy type deals +1 point This powers subtype is the same as ing round).
of damage per die. the type of energy you manifest.
ENERGY MISSILE Power Resistance: Yes You create an ethereal psionic sensor,
Psychokinesis [see text] Power Points: 3 vaguely humanoid and ominous in stat-
Level: Kineticist 2 ure, that relays visual information.
Display: Visual A roaring whoosh sounds through the air as You can summon an ethereal agent at
Manifesting Time: 1 standard action you gather elemental energy to yourself. any point you can see. It then imme-
Range: Medium (100 ft. + 10 ft./level) diately re-forms on the Ethereal Plane
Targets: Up to five creatures or objects, As energy stun (EPH 104), except as and can travel beyond your line of sight
no two of which are more than 15 noted here. without hindrance. Even while outside
ft. apart This power's subtype is the same as your line of sight on the Ethereal Plane,
CHAPTER 4 Duration: Instantaneous the type of energy you manifest. it explores according to your mental
POWERS, MANTLES Saving Throw: Reflex half Augment: For every additional directions. The agent travels at 40 feet
AND ITEMS
Power Resistance: Yes power point you spend, the power per round (400 feet per minute) if view-
Power Points: 3 deals an additional 1d6 points of ing an area ahead as a human would
damage. For each additional 2d6 (primarily looking at the floor) or 10
You send a missile of energy howling toward points of damage, the power's save DC feet per round (100 feet per minute)
your foe. increases by 1. if examining the ceiling and walls
as well as the floor ahead. The agent
As energy missile (EPH 102), except as ETHEREAL ABDUCTION travels in any direction as long as the
noted here. Psychoportation power lasts.
This power's subtype is the same as Level: Psion/wilder 6 You must concentrate to use an
the type of energy you manifest. Display: Visual ethereal agent. If you do not concen-
Augment: For every additional Manifesting Time: 1 standard action trate, the agent stands inert. Once
power point you spend, the power deals Range: Close (25 ft. + 5 ft./2 levels) your concentration lapses, the power
an additional 1d6 points of damage. For Target: One creature ends after 5 rounds unless you renew
each additional 2d6 points of damage, Duration: 1 round/level your concentration. An ethereal agent
the powers save DC increases by 1. Saving Throw: Will negates can pass through solid objects, but
Power Resistance: Yes it can never leave the Ethereal Plane. It
ENERGY Power Points: 11 can be seen and attacked by anything
NULLIFICATION FIELD that can see and attack an ethereal
Psychokinesis Misty tendrils snake from nowhere to wrap creature. It has an Armor Class equal
Level: Kineticist 5, psion/wilder 6 themselves around your opponent, dragging to 14 + your Dexterity modifier and
Display: Auditory him inexorably into ethereal captivity. can take 10 points of damage before
Manifesting Time: 1 standard action being destroyed.
Range: 10 ft. You can force another creature and its An ethereal agent can see normally
Area: 10-ft.-radius emanation, centered equipment onto the Ethereal Plane. but also has darkvision out to 60 feet
on you Until the duration expires, the creature and blindsense out to 30 feet. It uses
Duration: 10 min./level (D) is stuck on the Ethereal Plane unless it its own senses to view its surround-
Saving Throw: None has another way of leaving. You can also ings. Because the agent resides on
Power Resistance: No use this power while on the Ethereal the Ethereal Plane, the perception
Power Points: 9 Plane to pull a creature to you from the of the corporeal world it relays to you
Material Plane. For all other purposes, is somewhat blurred; you can make
You concentrate and are rewarded by a low this power functions like psionic ethereal Spot and Search checks through the
hum of protection. jaunt (EPH 105). ethereal agent while maintaining your
Augment: For every additional power concentration on it, but those checks
An invisible field of energy surrounds point you spend, you can affect one carry a –2 penalty.
you. This power functions like a null additional creature.
psionics field, but it applies only to ETHEREAL VOLLEY
powers with the energy descriptor you ETHEREAL AGENT Psychokinesis [Force]
choose when you first manifest this Clairsentience Level: Force 3, psychic warrior 2
power: cold, electricity, fire, or sonic. Level: Lurk 5, psion/wilder 5 Display: Material
Augment: For every 4 additional Display: Visual Manifesting Time: 1 standard action
power points you spend, the radius of Manifesting Time: 10 minutes Range: Close (25 ft. + 5 ft/2 levels)
this power's area increases by 5 feet. Range: Unlimited Target: 50 projectiles, all of which must
Effect: Psionic sensor be in contact with each other at the
ENERGY STUN Duration: Concentration + 5 rounds, time of manifestation
Psychokinesis [see text) up to 10 min./level (D) Duration: 10 min./level
Level: Psion/wilder 2 Saving Throw: None Saving Throw: None
Display: Auditory Power Resistance: No Power Resistance: No
Manifesting Time: 1 standard action Power Points: 9 Power Points: 5
Range: Close (25 ft. + 5 ft./2 levels)
88 Area: 5-ft.-radius burst The vague outline of a hulking shape shim- Each piece of ammunition touched is cov-
Duration: Instantaneous mers into view before disappearing onto the ered in a sheath of hard ectoplasm, taking
Saving Throw: Reflex half Ethereal Plane. on a pale blue translucence.
Projectiles (such as arrows and bolts) EXTEND RANGE adjacent opponent, but you can attack
transform into missiles of pure force Psychokinesis one 10 feet away. If you are using a gui-
as they are launched at your opponents. Level: Lurk 1, psychic warrior 1 sarme (a polearm with a 10-foot reach),
Each projectile is treated as though it Display: Visual you do not threaten an opponent 10 feet
were a ghost touch weapon. Manifesting Time: 1 swift action away, but you do threaten an opponent
Range: Touch 15 feet away.
EVADE ATTACK Target: One thrown or ranged weapon Augment: For every additional
Psychoportation Duration: 1 round/level power point you spend, the duration
Level: Lurk 2, nomad 2 Power Points: 1 increases by 1 round.
Display: Visual CHAPTER 4
Manifesting Time: 1 immediate action Your ranged weapon leaves energy trails EYES OF THE BASILISK POWERS, MANTLES
Range: Personal that propel it unerringly through the air. Psychometabolism AND ITEMS
Target: You Level: Psion/wilder 7
Duration: Instantaneous When using a ranged or thrown Display: Visual
Power Points: 3 weapon, you can empower the weapon Manifesting Time: 1 standard action
to provide a telekinetic thrust so that Range: 30 ft.
A shimmering, translucent blue sphere it travels farther with greater accuracy. Target: One creature within 30 ft.
blinks into existence around you, remaining When manifesting extend range, you per round
intact just long enough to deflect an attack can double the range increment of a Duration: 1 round/level (D)
of opportunity. weapon you hold. If used on a thrown Saving Throw: Fortitude negates
weapon, the weapon itself is affected by Power Resistance: Yes
You warp space, briefly creating a the power. If used on a ranged weapon Power Points: 13
shimmering, translucent blue sphere that uses ammunition, the ammunition
around yourself that deflects one attack is not affected, but the weapon (such Your eyes glow with a pale green incandes-
of opportunity you provoke with your as a crossbow) is energized by your cence, hinting at concentrated malice.
move action. psionic impulse.
Augment: If you spend 4 additional Augment: For every 4 additional Your look turns one creature per round
power points, you can attempt to avoid power points you spend, you can to stone permanently. Once each round,
one successful regular attack made increase the base range increment of you can choose to look at a creature as
against you (instead of an attack of oppor- the weapon by another 100 percent a standard action. The creature must
tunity). To successfully evade a regular For example, if you spend a total of 5 succeed on a Fortitude saving throw or
attack, you must make a manifester level power points, you can triple the range be turned to stone.
check (1d20 + your manifester level, increment of a weapon. For a total of 9 Creatures can avoid the need to make
maximum +10) against a DC of 15. If power points, you can quadruple the a saving throw by not looking at you.
you succeed, the attack misses. range increment. On its turn, a creature chooses whether
it is looking at you normally, averting
EXHALATION OF THE EXTEND REACH its eyes, or looking away.
BRONZE DRAGON Psychokinesis Averting Eyes: Your opponent can
Telepathy (Compulsion) [Mind- Level: Lurk 2, psychic warrior 2 attempt to avoid looking at your face,
Affecting] Display: Visual and instead look at your body, watch
Level: Psion/wilder 3, psychic war- Manifesting Time: 1 swift action your shadow, track you in a reflective
rior 3 Range: Touch surface, and so on. Each round, an
Display: Visual Target: One melee weapon opponent has a 50% chance to avert its
Manifesting Time: 1 standard action Duration: 1 round eyes in this manner, avoiding the need
Range: 30 ft. Power Points: 3 to make a saving throw against your eyes
Area: 30-ft. cone of the basilisk power. However, you gain
Duration: Instantaneous Your melee weapon warps and extends concealment against that opponent.
Saving Throw: Will negates its reach. Looking Away: An opponent can look
Power Resistance: Yes away or cover its eyes (such as with a
Power Points: 5 You cause a telekinetic extension to blindfold) so that it cannot see you at
form as you strike with your weapon, all. You gain total concealment against
The spectral image of a bronze dragon encom- granting you greater reach in combat. that opponent.
passesyourentirebodyasyouopenyourmouth When you manifest this power, your
and exhale a cloud of shimmery breath. weapon becomes a reach weapon, FIENDISH CONDUIT
extending its reach by 5 feet. If your Psychokinesis
Your mouth spews forth a gas that weapon is already a reach weapon, this Level: Evil 5
repulses targets. Creatures within the power extends its reach an additional
cone must succeed on a Will save or 5 feet. The weapon no longer threatens Your hands shift and change into pure
be compelled to do nothing but move all the squares that it previously threat- ectoplasm as a stream of dark energy pulses
away from you for 1d4 rounds. ened, but instead threatens those that outward from them.
Augment: For every 2 additional are 5 feet farther away. For example, if 89
power points you spend, the power's you manifest extend reach while using As celestial conduit (page 80), except the
save DC increases by 1. a bastard sword, you cannot attack an link you form is between yourself and
the Negative Energy Plane, and the As glyph of warding (PH 236), except as Area: 20-ft.-radius burst, centered on
ectoplasmic line formed is composed noted here. you
of negative energy. The power heals Augment: For every 2 additional Duration: Instantaneous
undead creatures of 9d6 points of power points you spend, the power Saving Throw: Fortitude negates
damage, and deals 9d6 points of damage deals an additional 1d 10 points of Power Resistance: Yes
to all other creatures. damage. For each additional 2d10 Power Points: 5
Augment: For every additional power points of damage, the power's save DC
point you spend, the power heals undead increases by 1. Light explodes from your form and settles
of an additional 1d6 points of damage, into the earth, infusing it with mass beyond
CHAPTER 4 or deals an additional 1d6 points of GREATER GLORY its norm.
POWERS, MANTLES damage to all other creatures. Psychometabolism [Good]
AND ITEMS
Level: Good 8 You create an area of strange, other-
FROM THE BRINK Display: Visual worldly gravity, causing the earth itself
Psychometabolism (Healing) Manifesting Time: 1 standard action to pull creatures downward. Creatures
Level: Life 2 Range: 20 ft. in the affected area that fail their saving
Display: Material and mental Targets: One good creature/level in a throws fall prone. In addition, these
Manifesting Time: 1 immediate action 20-ft.-radius burst centered on you creatures are slowed (as the slow spell)
Range: Close (25 ft. + 5 ft/2 levels) Duration: 1 round/level as long as they remain prone and for 1
Target: One dying creature Saving Throw: See text round after they stand up. Creatures
Duration: Instantaneous Power Resistance: Yes that succeed on their saves are not
Saving Throw: Will negates (harmless) Power Points: 15 knocked down, but they are still slowed
Power Resistance: No for 1 round. Creatures that are already
Power Points: 3 You cause pure light to surround good prone and fail their saves are slowed
creatures near you, bathing them in a holy as long as they remain prone and for 1
You exert your power to prevent a crea- radiance that gives them great power when round after they stand up.
ture from stepping into the next world, combating the forces of evil. Creatures with multiple legs or
anchoring it tenuously to its depleted, but stability (such as a dwarf) have a bonus
stable, body. When you manifest this power, you on this save as if they were attempting
give any good creatures near you the a Strength check to resist a normal
When you manifest this power, you ability to combat evil more effectively. trip attempt.
automatically stabilize the target. This power has several benefits. Since you are in the area of heavy
Augment: For every additional Each affected creature gains the gravity, you are slowed just as other
power point you spend, the target ability to smite evil. The smite attack creatures are, but you are never knocked
regains 1 hit point, restoring it up to a can be used once during the duration prone when you manifest this power.
maximum of 1 hit point. For example, of the power. Creatures using the smite Augment: If you spend 4 additional
Kalar sees his ally Phenn drop in attack gain a bonus on their damage power points, you are not slowed by
combat, reduced to–5 hit points. Kalar rolls equal to your manifester level. manifesting this power.
can manifest this power to stabilize Greater glory blocks any attempt
Phenn at a distance, and can augment by a nongood creature to possess the HUNGRY TOUCH
the power with up to 6 power points to warded creatures (by a magic jar attack, Psychometabolism
heal Phenn (bringing him back up to 1 for example) or to exercise mental Level: Consumption 1
hit point). control over the creatures (including Display: Mental and olfactory
charms and compulsions). The protec- Manifesting Time: 1 standard action
GLYPH OF WARDING, tion does not prevent such attempts Range: Touch
PSIONIC from targeting the creature, but it sup- Target: One creature
Metacreativity presses their effects for the duration of Duration: Instantaneous
Level: Psion/wilder 3 greater glory. Saving Throw: Fortitude half; see
Display: Material and visual Each creature under the effect of text
Manifesting Time: 10 minutes greater glory gains a +2 insight bonus Power Resistance: Yes
Range: Touch to Armor Class and on saves against Power Points: 1
Target: Object touched or up to 5 sq. the attacks, powers, and abilities of evil
ft./level creatures. A delicious scent wafts through the air as
Duration: Permanent until dis- Finally, evil creatures that attack a your touch steals a small portion of the life
charged (D) creature benefiting from greater glory essence of another creature.
Saving Throw: No (object) or yes; see must make Fortitude saves or be nause-
text for glyph of warding ated for 1d4 rounds. On a successful touch attack, you deal
Power Resistance: Yes 1d6 points of damage to the target
Power Points: 5 HEAVY EARTH creature and gain temporary hit points
Psychometabolism equal to the amount of damage dealt.
A pale glow issues from a thin tracery of Level: Law 3, psion/wilder 3 The target can attempt a Fortitude save
90 silvery ectoplasm, laid down to entrap those Display: Visual to take half damage and negate your hit
who enter the area. Manifesting Time: 1 standard action point gain. The temporary hit points
Range: 20 ft. last for up to 10 minutes.
Augment: For every 2 additional Augment: For every additional When you manifest this power, you
power points you spend, the power power point you spend, the duration cause the target creature's brain—or
deals an additional 1d6 points of of this power is extended by 1 round. whatever neural or magical network
damage, and the power's save DC functions as its brain—to explode
increases by 1. INSPIRE MOUNT unless the target makes a successful
Psychometabolism Will save. This explosion instantly kills
INCITE BRAVERY Level: Psychic warrior 1 (or destroys, in the case of intelligent
Telepathy (Compulsion) [Mind- Display: Visual undead) the subject. A creature without
Affecting] Manifesting Time: 1 standard action an Intelligence score is immune to
Level: Justice 2, psychic warrior 2 Range: Touch this power. CHAPTER 4
Display: Auditory Target: One willing mount The explosion causes a backlash of POWERS, MANTLES
Manifesting Time: 1 swift action Duration: 1 min./level devastating psionic energy to flood AND ITEMS
Range: 20 ft. Saving Throw: Will negates (harmless) the area around the creature in a 20-
Area: 20-ft.-radius spread, centered Power Resistance: Yes (harmless) foot-radius burst. This energy deals
on you Power Points: 1 damage equal to 1d6 points x the target
Duration: 1 round/level creature's Intelligence score to all
Saving Throw: Will negates (harmless) Your mount is enveloped in a golden radi- creatures in the area and causes them to
Power Resistance: Yes (harmless) ance as you infuse it with strength, stamina, become dazed for 1 round, regardless of
Power Points: 3 and speed. whether they have Intelligence scores.
Affected creatures can attempt Reflex
Trumpets blare and drums crash, inspiring While your mount enjoys the benefit saves for half damage and to negate the
you and your allies to acts of bravery. of this power, its speed increases by 20 daze effect.
feet. Furthermore, you can make a Ride
You and your allies within 20 feet check to negate a hit on your mount as LARVAL FLAYERS
become immune to fear effects. though you had the Mounted Combat Psychoportation
Augment: If you spend 4 additional feat. If you already possess this feat, Level: Psion/wilder 2
power points, you can increase the you receive a +10 competence bonus Display: Auditory
duration of this power to 10 minutes on your Ride check when attempting Manifesting Time: 1 round
per level. to negate a hit on your mount. When Range: Close (25 ft. + 5 ft./2 levels)
you attempt to negate a hit on your Effect: 1d3 summoned larval flayers
INCONSTANT mount (whether successful or not), the Duration: 1 round/level (D)
LOCATION power ends. Saving Throw: None; see text
Psychoportation (Teleportation) Augment: You can augment this Power Resistance: No
Level: Chaos 6, psion/wilder 6, psychic power in one or both of the follow- Power Points: 3
warrior 6 ing ways.
Display: Visual 1. If you spend 6 additional power A sick tearing noise heralds the arrival
Manifesting Time: 1 standard action points, you can manifest this power as of several eyeless, squiggling creatures
Range: Personal an immediate action. that resemble tadpoles, each a full 2
Target: You 2. If you spend 6 additional power feet in length. Their small, lampreylike
Duration: 1 minute points, you can increase this powers mouths are obscured by a disquieting mass
Power Points: 11 duration to 10 minutes per level. of tentacles.
Your frame seems to shimmer, its outline INTELLECT BOMB This power calls 1d3 psionic creatures
known as larval flayers (page 133).
vaguely blurred as you disappear and reap- Psychokinesis The larval flayers appear where you
designate and act immediately, on
pear around the battlefield. Level: Destruction 9 your turn. (As Tiny creatures, they
initially appear together in the same
Display: Visual square.) They attack your opponents
to the best of their ability. If you can
You teleport yourself around the battle- Manifesting Time: 1 standard action communicate with the creatures, you
can direct them not to attack, to attack
field, making it hard for your enemies Range: Close (25 ft. + 5 ft./2 levels) particular enemies, or to perform
other actions.
to pin you down. At the beginning of Target/Area: One living creature
Augment: You can augment this
each of your turns, as a swift action, with an Intelligence score and power in one or both of the follow-
ing ways.
you can teleport yourself to any other 20-ft.-radius burst
1. For every 2 additional power points
space to which you have line of sight, Duration: Instantaneous you spend, you can call one additional
larval flayer.
as long as that space is no farther than Saving Throw: Will negates and
2. For every 2 additional power points
you could move in one normal move Reflex half; see text you spend, one of the larval flayers you
call appears already attached to a foe
action. You can bring along objects Power Resistance: Yes
as long as their weight doesn't exceed Power Points: 17
your maximum load. This transport is
instantaneous and does not provoke Your target's head shudders briefly under a
attacks of opportunity. Once you tremendous barrage of destructive mental
teleport, you can take your actions for power, then explodes in a burst of energy.
the round normally. You do not have to The backlash of the explosion assaults 91
adjust your location each round, but the the minds of nearby creatures, tearing at
duration counts down just the same. their synapses.
in range that you specify and can use each additional 2d6 points of damage, MEND WOUNDS
its brain sap ability (page 133) unless the power's save DC increases by 1. Psychometabolism (Healing)
the selected foe succeeds on a Reflex Level: Life 6
saving throw. LIVING ARROW Display: Material
Metacreativity Manifesting Time: 1 standard action
LIGHT BEAM Level: Psychic warrior 5 Range: Touch
Psychokinesis [see text] Display: Auditory Target: One creature
Level: Light and Darkness 4 Manifesting Time: 1 standard action Duration: Instantaneous
Display: Visual Range: Touch Saving Throw: Will negates (harm-
CHAPTER 4 Manifesting Time: 1 standard action Target: Projectile weapon touched less) or Will half
POWERS, MANTLES Range: 120 ft. Duration: 1 round/level (D) Power Resistance: Yes
AND ITEMS
Area: 120-ft. line Saving Throw: Will negates (object) Power Points: 11
Duration: Instantaneous Power Resistance: Yes (object)
Saving Throw: Reflex half Power Points: 9 Your touch taps a conduit of positive energy,
Power Resistance: Yes healing the target of its wounds.
Power Points: 7 A trill of sound indicates the projectile
you've just touched has been granted a brief, With a touch, you can channel positive
A ribbon of flashing light or coruscating predatory half-life. energy and cure a target creature of up
darkness flies from your hand. to 55 points of damage. If used against
When you manifest living arrow, you an undead creature, mend wounds
Upon manifesting this power, you give a semblance of life to the pro- instead deals 55 points of damage. An
choose light, shadow, or darkness. You jectiles you shoot at your foes (often undead creature can attempt a Will save
release a powerful line of the chosen arrows fired from a bow, but crossbow for half damage.
type that deals 5d6 points of damage to bolts, sling stones, and other projectile Augment: You can augment this
every creature or object within the area. weapons are also subject to this power). power in one or both of following
The beam begins at your fingertips. The power affects the first projectile ways.
Light: A beam of this type dazzles you fire each round, granting it limited 1. For every additional power point
opponents that fail their saving throw. sentience and the ability to alter its you spend, you heal an additional 5
Shadow: A beam of this type deals course in mid-flight. points of damage or deal an additional
–1 point of damage per die, but You can launch a living arrow at 5 points of damage to an undead
damages ethereal creatures without a target known to you within the creature.
a miss chance. maximum range of the weapon. The 2. If you spend 4 additional power
Darkness: A beam of this type deals +1 living arrow travels to the target, even points, you can heal all creatures
point of damage per die in conditions around corners. Only an unavoidable within 20 feet of you.
of shadowy illumination or darkness. obstacle or the limit of the arrow's
This power's subtype is the same as range prevents the arrow from reach- MENTAL TURMOIL
the type of beam you manifest. ing its target. A closed door thwarts Telepathy (Compulsion) [Mind-
Augment: For every additional power a living arrow, as does an otherwise Affecting]
point you spend, this power deals an sealed chamber. A living arrow ignores Level: Corruption and Madness 3, Pain
additional 1d6 points of damage. any cover or concealment its target and Suffering 3
might have, but the attack is other- Display: Mental
LIGHT BURST wise rolled normally. The arrow Manifesting Time: 1 standard action
Psychokinesis retains any magical properties it Range: Close (25 ft. + 5 ft./2 levels)
Level: Light and Darkness 8 otherwise would have, such as an Target: One creature
Display: Visual enhancement bonus from the bow or Duration: 1d4+1 rounds
Manifesting Time: 1 standard action the projectile itself. Saving Throw: Will negates
Range: Long (400 ft. + 40 ft/level) Augment: You can augment this Power Resistance: Yes
Area: 80-ft.-radius burst power in one or both of the follow- Power Points: 5
Duration: Instantaneous ing ways.
Saving Throw: Reflex partial; see text 1. For every 3 additional power Your target's body stiffens as it feels you set
for sunburst points you spend, you can launch an barriers inside its mind.
Power Resistance: Yes additional living arrow each round
Power Points: 15 (assuming you have multiple attacks You set a mental barrier in the target's
per round with that ranged weapon). mind, preventing it from using abilities
You point and a bright flash of light fills the 2. If you spend 2 additional power that require mental calm. While under
area you indicate. points, you gain a brief vision of your the effect of this power, the target
target from the arrows point of view, as can not use any Charisma-, Dexterity-,
As sunburst (PH 289), except as noted if you had manifested clairvoyant sense or Intelligence-based skills (except
here. Light burst deals 15d6 points of (EPH 83). You see the target for only a for Balance, Escape Artist, Intimidate,
damage to undead creatures. fraction of a second. The vision ends and Ride), the Concentration skill, or
92 Augment: For every additional when the arrow either strikes the target any abilities that require patience or
power point you spend, the power deals or fails to reach it. concentration. In addition, the target
an additional 1d6 points of damage. For can't cast spells, manifest powers, use
spell-like or psi-like abilities, or activate Manifesting Time: 1 standard action Target: You
magic items that require a command Range: Touch Duration: 1 round
word, a spell trigger (such as a wand), Target: Living creature touched Power Points: 3
or spell completion (such as a scroll) to Duration: Instantaneous
function. The target can use any feat Saving Throw: Fortitude negates Your swift thought protects you from retali-
it has except Combat Expertise, item Power Resistance: Yes ation as you fire your ranged weapon amid
creation feats, metamagic feats, and Power Points: 5 the chaos of battle.
metapsionic feats.
Augment: For every 2 additional A gust of warm air wafts the odor of sickness While this power is manifested, you do
power points you spend, the power's and death across the area. not provoke attacks of opportunity for CHAPTER 4
save DC increases by 1 and the power firing ranged weapons. POWERS, MANTLES
can affect an additional target. Any If the target fails her saving throw, she Augment: For every additional power AND ITEMS
additional target must be within 15 feet contracts mindfire. The disease has no point you spend, you can increase this
of another target of the power. incubation period; the victim immedi- power's duration by 1 round.
ately takes 1d4 points of Intelligence
MIGHTY SPRING damage. Each day thereafter, the victim PERFECT RIPOSTE
Psychokinesis must succeed on a Fortitude saving Clairsentience
Level: Lurk 1, psychic warrior 1 throw (DC equal to the manifested Level: Justice 6, psychic warrior 5
Display: Auditory power's DC) or take another 1d4 points Display: Visual
Manifesting Time: 1 swift action of Intelligence damage. Manifesting Time: 1 standard action
Range: Personal If the victim makes her Fortitude Range: Touch
Target: You save for two days in a row, she fights Target: Melee weapon touched; see text
Duration: 1 round off mindfire and recovers, taking no Duration: 1 round/level
Power Points: 1 more damage. Saving Throw: None (object, harmless)
Augment: For every 3 additional Power Resistance: No (object,
The sound of a collapsing metal coil accom- power points you spend, the disease harmless)
panies your leap and reverberates as you're deals 1 additional point of Intelligence Power Points: 11
propelled through the air. damage, and the save DC (for the power
and the disease) increases by 1. You take on an ominous glow.
With a telekinetic boost, you can jump
higher than normal. You receive a +10 MOMENT OF INSIGHT You form a perfect bond with your
enhancement bonus on one Jump Clairsentience melee weapon. Once per round, as long
check this round. Level: Lurk 2, psychic warrior 2 as you hold the weapon with which you
Augment: For every 2 additional Display: Visual have bonded, you can make an attack
power points you spend, you can add Manifesting Time: 1 swift action of opportunity against any creature
an additional +5 to the enhancement Range: Personal that attacks you with a melee weapon
bonus. Target: You or natural attack and misses, provided
Duration: 1 round that the attacking creature is within
MIND OVER ENERGY Power Points: 3 your threatened area.
Psychometabolism You must be holding a melee weapon
Level: Guardian 6, psion/wilder 6, A faint glow illuminates the hollows of your in your hand when you manifest this
psychic warrior 6 eyes, giving you clarity of vision sufficient power.
Display: Visual to fully detect concealed foes. Augment: If you spend 6 additional
Manifesting Time: 1 immediate action power points, you can manifest this
Range: Personal For the duration of this power, you can power as a swift action.
Target: You ignore the effects of concealment, but
Duration: 1 round/level not invisibility, enjoyed by any creature PLANAR APOTHEOSIS
Power Points: 11 within 30 feet. Whatever effect is Psychometabolism [see text]
creating concealment—such as fog, Level: Evil 4, Good 4, psion/wilder 4,
You concentrate, and your form's hue shadow, or absolute darkness—you psychic warrior 4
becomes partially saturated with a color can see through it to your target for Display: Visual
related to the energy you choose. just one moment. Manifesting Time: 1 standard action
Augment: For every 2 additional Range: Personal
You mentally reinforce your living power points you spend, you can Target: You
tissue with pure psionic will, gaining increase the duration of this power by Duration: 1 round/level (D)
immunity to the energy type you 1 round. Power Points: 7
choose for the duration of the power:
cold, electricity, fire, or sonic. PERFECT ARCHERY A silver (or black) halo appears above your
Clairsentience head, revealing your connection to the
MINDFIRE Level: Psychic warrior 2 Outer Planes.
Psychometabolism Display: Mental 93
Level: Psion/wilder 3 Manifesting Time: 1 swift action When you manifest this power, you
Display: Material and olfactory Range: Personal choose between celestial apotheosis
or fiendish apotheosis. The power The champion you choose
gains the good or evil descriptor, appears where you designate
respectively. If you are good-aligned, and acts immediately, on
you must choose celestial, and if you your turn. It attacks your
are evil-aligned, you must choose fiend- opponents to the best of its
ish. If your alignment has no good or ability. If you can communi-
evil component, you can choose either cate with the champion, you
version of the power. can direct it not to attack, to
You psionically reach across the attack particular enemies,
CHAPTER 4 planes and form a tenuous bond with or to perform other actions.
POWERS, MANTLES a plane appropriate to the chosen A planar champion called
AND ITEMS
apotheosis. From this bond, you gain with this power does not
the following effects. have its summoning abil-
ity, if any.
• Darkvision out to 60 feet. Augment: For every 6
• Power resistance equal to 5 + your additional power points
manifester level. you spend, you summon
• If you chose celestial apotheosis, one additional champion
you gain resistance to acid 10, of the same type.
cold 10, and electricity 10, as well
as the ability to smite evil once, PLANAR
dealing additional damage equal EMBRACE
to your manifester level against an Psychometabolism [see
evil foe. text]
• If you chose fiendish apotheosis, you Level: Evil 6, Good 6, psion/
gain resistance to cold 10 and fire 10, wilder 8
as well as the ability to smite good Display: Visual
once, dealing additional damage Manifesting Time: 1 round
equal to your manifester level against Range: Personal
a good foe. Target: You
Augment: If you spend 6 additional Duration: 1 round/level (D)
power points, you can increase the Power Points: 15
duration to 10 minutes per level. A silver (or black) halo appears A psion enjoys the celestial empowerment
above your head, and white of a planar embrace
PLANAR CHAMPION
Psychoportation [see text] feathered (or black leathery)
Level: Psion/wilder 7 wings sprout from your back, revealing a you were a 6 HD creature with the
Display: Visual powerful connection to the Outer Planes. appropriate template.
Manifesting Time: 1 round • If you chose half-celestial, you
Range: Close (25 ft. + 5 ft./2 levels) When you manifest this power, you gain wings and a fly speed equal to
Effect: One summoned creature must choose whether to receive abili- twice your base land speed (good
Duration: 1 round/level (D) ties from the half-celestial template maneuverability).
Saving Throw: None (MM 144) or the half-fiend template • If you chose half-fiend, you gain
Power Resistance: No (MM 147). The power gains the good wings and a fly speed equal to
Power Points: 13 or evil descriptor, respectively. If you your base land speed (average
are good-aligned, you must choose half- maneuverability).
The shimmer of a silver aura (or a cloud of celestial, and if you are evil-aligned,
foul gray smoke) heralds the arrival of a you must choose half-fiend. If your POWER CLAWS
fantastic extraplanar being. alignment has no good or evil compo- Psychokinesis [Force]
nent, you can choose either version of Level: Psychic warrior 2
When you manifest this power, you the power. Display: Visual
must choose whether to call a cham- You psionically reach across the Manifesting Time: 1 swift action
pion of good (a sibyllic guardian, page planes and form a bond with a plane Range: Personal
135) or a champion of evil (a cerebrilith, appropriate to the chosen template. Target: You
EPH 193). The power gains the good From this bond, you gain the follow- Duration: 1 round/level or until
or evil descriptor, respectively. If you ing effects. discharged
are good-aligned, you must choose a Power Points: 3
sibyllic guardian, and if you are evil- • You receive spell-like abilities
aligned, you must choose a cerebrilith. appropriate to a half-celestial or Your natural weapon takes on a deadly
If your alignment has no good or evil half-fiend that has Hit Dice equal to gleam.
94 component, you can choose either one-half your manifester level. For
version of the power. instance, if you're a 13th-level psion, You encase one of your natural weap-
you receive spell-like abilities as if ons in telekinetic force. The next
successful attack with that natural before you must use it or lose access Power Resistance: No; see text for
weapon deals force damage instead to it. protection from evil
of regular damage. This has a number Power Points: 1
of effects: The natural weapon does POWER WEAPON
not suffer a miss chance against Psychokinesis [Force] Your target glows with a soft light; a sighing
incorporeal creatures, and the damage Level: Psychic warrior 2 sound is barely audible, and then fades.
from the natural weapon overcomes Display: Visual
damage reduction as if it were a spell Manifesting Time: 1 swift action As protection from evil (PH 266), except
and not a weapon attack. Only the Range: Touch as noted here.
base natural weapon damage, magical Target: Melee or thrown weapon CHAPTER 4
enhancement bonuses, bonus damage touched PROTECTION FROM POWERS, MANTLES
from Strength, and other bonuses on Duration: 1 round/level or until GOOD, PSIONIC AND ITEMS
the natural weapon itself are changed discharged Telepathy
to force damage. Bonus damage dice Saving Throw: None Level: Evil 1
from any source, such as sneak attack Power Resistance: No
or the flaming weapon quality, deal Power Points: 3 Your target glows with a red light, and a
their normal type of damage. grating sound is heard.
Augment: For every 2 additional Your weapon takes on a deadly gleam.
power points you spend, you can invest As psionic protection from evil (see above),
the weapon with an additional charge. This power functions like power claws except as noted here.
Each additional charge allows the (see above), except as noted here.
weapon to be used one more time before Instead of your natural weapon, your PROTECTION FROM
melee or thrown weapon deals force PSIONICS
the power claws effect is discharged.
damage. Clairsentience
POWER THIEF Level: Guardian 5
Telepathy (Compulsion) [Mind- PRIMAL FEAR Display: Mental
Affecting] Telepathy [Mind-Affecting] Manifesting Time: 1 standard action
Level: Consumption 7 Level: Corruption and Madness 1, Range: Touch
Display: Mental psion/wilder 1, psychic warrior 1 Target: One creature
Manifesting Time: 1 standard action Display: Mental Duration: 10 min./level
Range: Close (25 ft. + 5 ft./2 levels) Manifesting Time: 1 swift action Saving Throw: Will negates (harmless)
Target: One creature Range: Medium (100 ft. + 10 ft./level) Power Resistance: Yes (harmless)
Duration: Instantaneous; see text Target: One living creature with an Power Points: 9
Saving Throw: Will negates Intelligence of 3 or higher
Power Resistance: Yes Duration: 1 round You grant a creature great insight into its
Power Points: 13 Saving Throw: Will negates surroundings, enabling it to better avoid
Power Resistance: Yes harmful psionic manifestations.
You reach into a psionics-using creature's Power Points: 1
mind and extract the knowledge of one of The subject gains a +3 insight bonus
its available powers. When you look at your foe, images of on saving throws against powers and
terror blossom in its mind—images only psi-like abilities (but not against super-
When you use this power, you steal it can see. natural and extraordinary abilities).
one of the subject creature's available Augment: For every 3 additional
powers, but you must use it quickly or Primal fear slips past the target's mental power points you spend, you increase
lose it. If the target fails its save, you defenses to blast his subconscious mind the bonus by 1.
gain the use of one of its powers, and with pure visceral terror. The victim
it loses power points equal to its mani- can't even describe what he saw, but PROTECTION FROM
fester level minus 2. You must then he is shaken for 1 round. This effect SPELLS, PSIONIC
activate the stolen power before the end doesn't stack with other fear effects. Psychometabolism
of your next turn, or it fades away and Augment: For every additional Level: Magic 8
is lost to you. The subject regains the power point you spend, you can desig- Display: Olfactory
stolen power alter 1 minute. nate an additional target for the spell. Manifesting Time: 1 standard action
The level of the stolen power is Range: Touch
one lower than the highest level of PROTECTION FROM Target: Creature touched
power the target knows. For example, EVIL, PSIONIC Duration: 10 min./level
you steal a 5th-ievel power from an Telepathy Saving Throw: Will negates (harm-
11th-level psion. The specific power Level: Good 1 less, object)
stolen is determined randomly. You Display: Auditory and visual Power Resistance: Yes (harmless,
can manifest the power once as a psi- Manifesting Time: 1 standard action object)
like ability. Range: Touch Power Points: 15
Augment: For every additional Target: Creature touched 95
power point you spend, you can retain Duration: 1 min./level (D) As you touch the creature, the smell of
the stolen power for 1 additional round Saving Throw: Will negates (harmless) burned paper fills the air.
As protection from spells (PH 266), except (and any associated bonus power Manifesting Time: 1 standard action
as noted here. points) that return when the power Range: Close (25 ft. + 5 ft/2 levels)
Augment: For every 4 additional ends (even if it is negated), but not if Target: One weapon
power points you spend, you can pro- the scimitar is destroyed. In this latter Duration: 1 round/level
tect an additional creature. case, treat the lost Intelligence points Saving Throw: Yes (object)
as ability damage. Power Resistance: Yes (object)
PSYCHIC The scimitar appears in your hand Power Points: 7
CONTAINMENT when first manifested. Directing the
Telepathy (Compulsion) [Mind- scimitar takes a standard action. Once The blade dances and twirls before you,
CHAPTER 4 Affecting] directed to attack an enemy within becoming a whirling scythe of death as it
POWERS, MANTLES Level: Psion/wilder 3 range, it disappears and then reappears moves of its own accord.
AND ITEMS
Display: Mental in melee with that creature; thus,
Manifesting Time: 1 standard action you can use a psychic scimitar to attack You animate an unattended weapon
Range: Close (25 ft. + 5 ft./2 levels) enemies at a distance. Attacks with a or weapon in your possession, causing
Target: One psionic creature psychic scimitar are melee touch attacks. it to attack foes seemingly of its own
Duration: 1 round/level The power gives you a +2 bonus on your volition. Once animated, the weapon
Saving Throw: Will negates melee touch attack roll. Attacking with attacks your opponents to the best
Power Resistance: Yes a psychic scimitar counts normally as of its ability and psychokinetically
Power Points: 5 an attack. You can choose to redirect mimics a fly speed of 20 feet (per-
the scimitar to attack a new opponent; fect). The weapon attacks using your
A feeling of hopelessness overcomes your doing so requires an additional stan- base attack bonus modified by your
enemy as you erect a barrier in his mind. dard action. Wisdom modifier, plus any additional
The blade deals 1d6 points of damage. bonuses the weapon might possess.
You can temporarily prevent a psionic Since the blade is immaterial, your The weapon deals damage normally,
creature from using its psionics or psi- Strength modifier does not apply to the though the damage is modified by
like abilities. Reaching into its mind, damage even if you wield the blade in your Wisdom modifier rather than
you build a wall between its ego and your hand. If you wield the scimitar in your Strength modifier.
the rest of its psyche. (Any powers your hand, you are treated as proficient Augment: You can augment this
already active continue to work unless even if you lack proficiency with the power in one or both of the follow-
concentration is required, but the scimitar. Other creatures cannot wield ing ways.
target can't manifest new powers for your psychic scimitar. 1. For every 3 additional power points
the duration.) Each round, as a full- A psychic scimitar always strikes from you spend, you can add a +1 insight
round action on its turn, the subject your direction. The blade cannot flank bonus to the psychokinetic weapon's
can attempt another saving throw to targets as a creature can. The blade is attack bonus.
break the containment and resume incorporeal and thus cannot be harmed 2. For every additional power point
vising its psionic abilities. If the save by normal weapons. It has improved you spend, you can increase the weap-
is successful, the duration of psychic evasion, your save bonuses, and a base on's fly speed by 5 feet.
containment ends. Armor Class of 22. Your Intelligence
Augment: For each additional power modifier applies to the blade's Armor PSYCHOMETRY
point you spend, you can affect one Class as if it were the scimitar's Dexter- Clairsentience
additional psionic creature. ity modifier. A psychic scimitar has 4 Level: Knowledge 6, psion/wilder 6
hit points. Display: Visual
PSYCHIC SCIMITAR You can also use your scimitar to Manifesting Time: 1 minute
Psychometabolism deliver the effect of any power of 4th Range: 10 ft.
Level: Psion/wilder 2 level or lower with a range of touch Area: 10-ft-radius emanation, centered
Display: Visual that you can manifest. If you make a on you
Manifesting Time: 1 standard action successful attack with the blade, the Duration: Concentration, up to 1
Range: Medium (100 ft. +10 ft./level) power is manifested on the target as if min./level (D)
Effect: One psychic blade you had manifested it yourself. Saving Throw: None
Duration: 1 min./level (D) After it delivers a power, or if the Power Resistance: No
Saving Throw: None blade goes beyond range or moves out of Power Points: 11
Power Resistance: No your sight, the blade returns to you and
Power Points: 3 hovers until given further direction. Beneath the scrutiny of your measuring
Augment: For every 2 additional eye, images of the past stream across the
A wraithlike, glowing scimitar shaped from power points you spend, the psychic wavering landscape.
your psychic might materializes and moves scimitar deals 1 additional point of
as you desire. damage. You can see images of creatures that
have come into the area in the recent
You can create an immaterial scimitar PSYCHOKINETIC past. Upon manifesting this power in
that allows you to attack enemies WEAPON a given area, you can see all that has
96 or deliver low-level touch powers at Psychokinesis happened in the recent past.
a distance. When you manifest the Level: Psychic warrior 4 You get a general feel for who has
power, you lose 2 Intelligence points Display: Visual been present at the location and what
they were doing there. You might be diameter. You and other creatures can Augment: For every 2 additional
able to tell when the creatures in ques- enter the shelter at will. The shelter power points you spend, the power's
tion left the area and how long they had holds up to seven creatures of Large save DC increases by 1.
been there before departing, determine or smaller size.
a rough estimate of their numbers, and From inside the shelter, you can RAGE OF THE
discern strong emanations of chaos, look out of the entrance as if you REMORHAZ
evil, good, or law. were looking through a window. Psychometabolism
The amount of information revealed However, creatures in the shelter are Level: Psychic warrior 6
depends on how long you study the hidden, beyond the reach of powers Display: Visual
location in question. (including clairsentient probes), unless Manifesting Time: 1 standard action CHAPTER 4
1st Minute: The number of creatures those powers work across planes. Range: Personal POWERS, MANTLES
to last pass through the area (group or Powers cannot be manifested across Target: You AND ITEMS
individual). the extradimensional interface, nor Duration: 1 round/level
2nd Minute: The type of creatures to can area effects cross it. Power Points: 11
pass through the area. Once inside the shelter, you can take
3rd Minute: The length of time the a standard action to will the exterior You skin pulses with a red glow.
creatures were in the area (up to the entrance to become invisible on the
duration studied). plane on which it was created. You Your skin pulses, generating a heat so
4th Minute: The general alignment of can still see out of the entrance, but intense that anything touching your
the creatures that were in the area. creatures on the plane of origin can't body takes 4d6 points of fire damage.
5th Minute: What direction the crea- see in, even if they're able to discern Creatures striking you with natural
tures came from to get to the area. the shimmering entrance itself. attacks or unarmed attacks are subject
6th Minute: What the creatures did When the power ends, anything to this damage as well. Creatures
while they were in the area. inside the shelter is expelled. striking with melee weapons do not
7th Minute: What direction the crea- Augment: For every additional take damage from your heat, but their
tures went when they left the area. power point you spend, the shelter weapons do take damage.
8th+ Minute: The next-to-last group can hold one additional creature of You and your possessions are
of creatures in the area (repeat cycle any size. immune to your own heat (but you are
with each previous group of creatures not resistant or immune to heat from
until concentration fails or duration PSYCHOTIC BREAK other sources).
elapses). Telepathy (Compulsion) [Mind- Augment: For every 2 additional
Creatures enjoying the benefit of mind Affecting] power points you spend, the power
blank or cloud mind (or similar effects) Level: Pain and Suffering 5, psion/ deals an additional 1d6 points of dam-
are not detected by psychometry. wilder 5 age. For each additional 2d6 points of
Augment: For every additional power Display: Visual damage, the power's save DC increases
point you spend, you can increase the Manifesting Time: 1 standard action by 1.
radius of the area by 10 feet. Range: Medium (100 ft. +10 ft/level)
PSYCHOPORTIVE Targets: All creatures in a 15-ft.-radius REALIZED POTENTIAL
burst Clairsentience
SHELTER Duration: 1 round/level Level: Psion/wilder 3
Psychoportation Saving Throw: Will negates Display: Mental
Level: Psion/wilder 2 Power Resistance: Yes Manifesting Time: 1 standard action
Display: Visual Power Points: 9 Range: Touch
Manifesting Time: 10 minutes Target: Creature touched
Range: 10 ft. A brain-bending burst of swirling light Duration: 1 round/level
Effect: Extradimensional space detonates over your foes. Saving Throw: Will negates (harmless)
Duration: 1 hour/level (D) Power Resistance: Yes (harmless)
Saving Throw: None You broadcast a telepathic cacophony Power Points: 5
Power Resistance: No calculated to snap the minds of those
Power Points: 3 caught within the area. Affected sub- You touch a creature and infuse it with the
jects undergo a psychotic break and potential to realize its aspirations.
A distortion in the space around you heralds begin to attack the nearest creature
the creation of an extradimensional pocket (for this purpose, a psicrystal doesn't The target receives a vision of her own
whose entrance appears as a faint shimmer count as a creature). Any psychotic future, gaining deeper insight into her
in the air. character who is attacked automati- abilities, but only temporarily. For the
cally attacks its last attacker on its next duration of this power, the character
You mentally grab an adjacent bubble turn, as long as the duration continues. gains a +1 competence bonus on attack
of empty extradimensional space and A psychotic character will not make rolls and saving throws, and a +2 com-
stretch it so that it connects locally. attacks of opportunity against any petence bonus on skill checks made
The shelter has a single entrance on creature that it is not already devoted using skills in which the character
the plane on which it was created. to attacking (either because of its most has ranks. 97
The entry point looks like a faint recent action or because it has just
shimmer in the air that is 7 feet in been attacked).
SEE INVISIBILITY, who try to ascertain the properties of affect one additional creature, no
PSIONIC a potion by taste automatically fail in two of which can be more than 30
Clairsentience the attempt. feet apart.
Level: Lurk 2 Touch: The target cannot feel the
Display: Visual ground (as if its limbs had fallen asleep) SHADOW EFT
Manifesting Time: 1 standard action or assess its position in relation to the Psychoportation [Evil]
Range: Personal ground accurately. The target must Level: Psion/wilder 4
Target: You succeed on a DC 5 Balance check each Display: Auditory and visual
Duration: 10 min./level round to keep from falling prone. If Manifesting Time: 1 round
CHAPTER 4 Power Points: 3 the target falls prone, it must succeed Range: Close (25 ft. + 5 ft./2 levels)
POWERS, MANTLES on a DC 10 Balance check to stand up. Effect: One summoned shadow eft
AND ITEMS
Your eyes lake on a golden hue, glowing Creatures that normally benefit from Duration: 1 round/level (D)
brightly as your vision pierces the veil of [he the tremorsense ability no longer do Saving Throw: None
invisible and ethereal. so for the duration of the power. Power Resistance: No
Augment: You can augment this Power Points: 7
As see invisibility (PH 275), except as power in one or both of the follow-
noted here. ing ways. A deep tone presages the appearance of
Augment: For every 2 additional 1. For every 2 additional power an awful shape made half of bone and
power points you spend, you can points you spend, you can affect one half of black so concentrated it has taken
include one additional willing crea- additional sense simultaneously. You on form. It looks like a faceless, wingless
ture, allowing it to see what you see. can affect a total of four senses. demon. Its bony claws are long and tipped
You must be touching the additional 2. For every 2 additional power with the void.
subject(s) when you manifest this points you spend, the power's save DC
augmented version. increases by 1. This power calls a creature known as
a shadow eft (page 134). The shadow
SENSORY GLOOM SERENITY eft appears where you designate and
Psychometabolism Telepathy (Compulsion) [Mind- acts immediately, on your turn. It
Level: Lurk 1 Affecting] attacks your opponents to the best of
Display: Material Level: Psion/wilder 2, Repose 2 its ability. If you can communicate
Manifesting Time: 1 standard action Display: Olfactory with the eft, you can direct it not to
Range: Close (25 ft. + 5 ft./2 levels) Manifesting Time: 1 standard action attack, to attack particular enemies,
Target: One creature Range: Medium (100 ft. + 10 ft./level) or to perform other actions.
Duration: 1 round/level Target: One creature Augment: You can augment this
Saving Throw: Fortitude negates Duration: Concentration, up to 1 power in one or both of the follow-
Power Resistance: Yes round/level ing ways.
Power Points: 1 Saving Throw: Will negates 1. For every 4 additional power points
Power Resistance: Yes you spend, you summon one additional
Grayish ectoplasm erupts from the skin Power Points: 3 shadow eft.
of your enemy's face (or body), inhibiting 2. For every 2 additional power
its senses. The sweet, calming scent of jasmine lingers points you spend, one shadow eft you
in the air. call appears already hiding in a shadow
You override your target's nervous you specify (see the creature's hide in
system and partially shut down one of You can reach into the mind of one shadow ability). However, foes gain an
its senses. You choose which sense to creature and calm its agitation. You immediate Spot check to detect the
affect when manifesting this power. do not gain control over the creature, hidden eft.
Each obscured sense has a different but you can stop it from fighting. The
effect on the foe. target cannot take violent actions or do SHADOW WALK,
Sight: The target's vision is hampered. anything destructive. However, it can PSIONIC
It sees its surroundings as if through a defend itself. Any aggressive action or Psychoportation
dense fog. Creatures that are adjacent to damage dealt to an affected creature Level: Light and Darkness 5
the target seem blurry, and any attacks breaks your compulsion and allows the Display: Visual
made against an adjacent opponent are creature to act normally. Manifesting Time: 1 standard action
made as if that opponent had conceal- This power suppresses all morale Range: Touch
ment. Creatures more than 5 feet away bonuses and immediately brings a Target: One touched creature/level
from the target have the benefit of barbarian out of rage. It also suppresses Duration: 1 hour/level
total concealment. fear effects and removes the confused Saving Throw: Will negates
Hearing: The target is temporarily condition. When serenity's duration Power Resistance: Yes
deafened (PH 307). elapses, the original power, spell, or Power Points: 9
Scent/Taste: The target cannot effect takes hold of the creature again,
smell or taste anything. Creatures provided that its duration has not You and the creatures you touch are shrouded
98 that normally benefit from the scent expired in the meantime. with dark tendrils that writhe around
ability (MM 314) no longer do so for Augment: For every 2 additional your bodies.
the duration of the power. Characters power points you spend, you can
As shadow walk (PH 277), except as Area: 40-ft.-radius emanation, centered of a creature of the deep earth, signifying
noted here. on you your enhanced knowledge of things below
Duration: 1 round/level the ground.
SLOW BREATHING Power Points: 15
Psychometabolism When you manifest this power, your
Level: Psion/wilder 1, psychic war- You channel the raw spirit of war, giving mind becomes as the earth, and the
rior 1 nearby allies incredible battle prowess. earth becomes your mind. You gain a +4
Display: Visual bonus on Search checks while standing
Manifesting Time: 1 standard action You emanate an aura that grants you on a surface of earth or stone (including
Range: Personal and your allies within the area several a worked stone floor). CHAPTER 4
Target: You benefits. In addition, you gain a further +2 POWERS, MANTLES
Duration: 1 hour/level First, affected creatures gain a +4 bonus on Search checks to notice AND ITEMS
Power Points: 1 competence bonus on attack rolls and unusual stonework. This bonus stacks
damage rolls. with the regular +4 bonus on all Search
You concentrate, and your shin radiates a Second, each affected creature gains checks from this power and with the
healthy, rosy glow. a +10 insight bonus on a single saving +2 bonus to notice unusual stonework
throw that it can use once at any time from the stonecunning racial trait.
You reduce the need for oxygen in your during the duration of the power. Augment: If you spend 6 additional
body, increasing your ability to become Finally, each creature can automati- power points, you can manifest this
acclimated to the thin air of high cally confirm a critical hit once during power as a swift action.
altitudes. You gain a +4 competence the duration of the power.
bonus on saving throws against altitude STYGIAN BANE
sickness (DMG 90). STOMP, GREATER Psychometabolism
Augment: If you spend 4 additional Psychokinesis Level: Psychic warrior 3
power points, you become immune to Level: Psion/wilder 5, psychic war- Display: Visual
altitude sickness. rior 5 Manifesting Time: 1 standard action
Display: Visual Range: Touch
SPEAK WITH DEAD, Manifesting Time: 1 standard action Target: Weapon touched
PSIONIC Range: 120 ft. Duration: 1 min./level
Clairsentience Area: 120-ft. line Saving Throw: Will negates (harm-
Level: Death 3, lurk 3 Duration: Instantaneous less, object)
Display: Auditory and material Saving Throw: Reflex negates Power Resistance: Yes (harmless,
Manifesting Time: 10 minutes Power Resistance: No object)
Range: Touch Power Points: 9 Power Points: 5
Target: One dead creature
Duration: 1 min./level The earth splits and cracks as a thin chasm A serene gray radiance, roughly as bright as
Saving Throw: Will negates; see text snakes across the area, fast as lightning. a candle's flame, envelops your weapon.
for speak with dead
Power Resistance: No Your foot stomp precipitates a psycho- You give a weapon the undead bane
Power Points: 5 kinetic shock wave that travels along a special ability in addition to any other
narrowchannelintheground,spreading properties it has. Against undead, your
A death knell rings mournfully and a into creatures and objects in the area. weapon's enhancement bonus (if any) is
brackish ectoplasm seeps from your fingers, Creaturesthatfailtheirsavingthrowsfall +2 higher than normal, and it deals an
dripping on the corpse you seek to query. prone and take 7d6 points of damage. additional 2d6 points of damage. The
The fluid is quickly absorbed into the corpse's Augment: For every 2 additional power has no effect if manifested upon
rotting form, and it groans. power points you spend, the power deals a weapon that already has the undead
an additional 1d6 points of damage. For bane quality.
As speak with dead (PH 281), except as each additional 2d6 points of damage, Alternatively, you can affect up to 50
noted here. You can ask up to five ques- the power's save DC increases by 1. arrows, bolts, or bullets. The projectiles
tions, unless you augment the power. must be of the same kind and they have
This is considered a negative energy STONE MIND to be together, such as in the same
power for the purpose of the Stygian Psychometabolism quiver. A projectile (but not a thrown
Archon feat (page 57). Level: Natural World 1, psion/wilder weapon) loses the special ability after
Augment: For every 4 additional 1, psychic warrior 1 it is used in an attack.
power points you spend, you can ask Display: Visual The weapon is considered good-
one additional question. Manifesting Time: 1 standard action aligned for the purpose of overcoming
Range: Personal damage reduction.
SPIRIT OF WAR Target: You
Telepathy Duration: 1 min./level STYGIAN BOLT
Level: Conflict 8 Power Points: 1 Psychometabolism
Display: Mental Level: Psion/wilder 6 99
Manifesting Time: 1 standard action Your manifestation gives your eyes the hue Display: Material and visual
Range: 40 ft. of boulders and your shin the dusty texture Manifesting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex
negates
Power Resistance:
Yes
Power Points: 11
CHAPTER 4 Black lightning erupts from
your fingertips and stabs
POWERS, MANTLES at the life force of your
AND ITEMS enemies.
Reaching across the Stygian bolts stab at an enemy’s life force
planes, you form a mo-
mentary link between Display: Visual creature must make a Fortitude saving
yourself and the Neg-
ative Energy Plane. Manifesting Time: 1 standard action throw (DC equal to the stygian confla-
Drawing on your tempo-
rary stygian channel, you Range: Medium (100 ft. +10 ft./level) gration's save DC) for each negative
discharge a powerful bolt
that extends from your Area: Cylinder (15-ft. radius, 40 ft high) level. If the save succeeds, that nega-
outstretched hand. Anyone
caught in the area gains 1d4 Duration: Instantaneous tive level is removed. If the save fails,
negative levels. This is a negative
energy effect. Saving Throw: Fortitude partial; see the negative level still goes away, but
If the subject has at least as many text one of the subject's character levels is
negative levels as it has Hit Dice, it
dies. Assuming the subject survives, Power Resistance: Yes permanently drained.
it regains lost levels after a number of
hours equal to your manifester level Power Points: 17 An undead creature in the area gains
(maximum 15 hours). Negative levels
usually have a chance of permanently 1d4×5 temporary hit points that last for
draining the victim's levels, but the
negative levels from stygian bolt don't An exhalation of the void erupts from the up to 1 hour.
last long enough to do so.
ground and assaults the heavens in the form Augment: For every 2 additional
Undead affected by a stygian bolt gain
2d4×5 temporary hit points that last for of a 40-foot-tall pillar of black flame. power points you spend, the power
up to 1 hour.
bestows one additional negative level,
Augment: For every 4 additional
power points you spend, the power You psionically reach across the planes and affected undead gain 5 additional
bestows an additional 1d4 negative
levels, and affected undead gain 2d4×5 to form a temporary bond with the temporary hit points.
additional temporary hit points.
Negative Energy Plane. Drawing
STYGIAN
CONFLAGRATION deeply on your link, you ignite a pillar STYGIAN
of black flame that rises from the DISCERNMENT
Psychometabolism
Level: Psion/wilder 9 ground into the sky. Each creature Clairsentience
caught in the area of effect gains 1d4 Level: Death 1, psion/wilder 1, psychic
negative levels. warrior 1
There is no saving throw to avoid Display: Auditory and visual
gaining the negative levels, but 24 Manifesting Time: 1 standard action
hours after gaining them, an affected Range: 60 ft.
100 NEGATIVE LEVELS Negative levels stack. Power point losses for each subsequent
Many stygian powers described in this book deal with negative stacked negative level are calculated from the effective (lowered)
levels. A quick primer on negative levels follows. level each time.
Each negative level gives a creature a –1 penalty on attack Furthermore, a spellcaster loses one spell or spell slot from
rolls, saving throws, skill checks, and ability checks; deals 5 the highest spell level available to him. If two or more spells
points of damage; and gives a –1 penalty to effective level (for fit this criterion, the caster decides which one becomes inac-
determining the duration, DC, and other details of powers or cessible. The lost spell becomes available again as soon as the
special abilities). Additionally, a psionic manifester loses a negative level is removed, providing the caster would be capable
number of power points equal to his original manifester level. of using it at that time.