Caster Level 20
0th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR applies Dismiss
  Create Sound (Unleashed) 1 or Focus 1sa 20 Rnds 75 ft Sounds No Auditory No D
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type
of sound the power creates when manifesting it and cannot thereafter change its basic character.  The volume of
sound created, however, depends on your level. You can produce as much noise as four normal humans per
manifester level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running
sounds can be created. The noise produced can be virtually any type of sound within the volume limit.  A horde
of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is
equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.   If
you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and
over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific
individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a
 +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing sound can be used to
  bring sounds into existence that you later manipulate by manifesting control sound.          
  Detect Psionics (Expanded) 1 or Focus 1sa 20 Min. 60 ft Cone None Audio & Visual N D
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any
psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures
with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this
power depends on how long you study a particular area or subject.
1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the strength of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight,
you can make Knowledge (Psionics) checks to determine the discipline involved in each aura. (Make one check
per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as
that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see
Spellcraft).
Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal
weaker auras.
Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If
an aura falls into more than one category, detect Psionics indicates the stronger of the two. Detection of an
overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.
Power or Item Aura Strength
Faint Moderate Strong Overwhelming
Functioning power (power level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Psionic item or creature (manifester  5th or lower 6th-11th 12th-20th 21st+ (artifact)
level)*        
* For creatures without a manifester level, use the creature's CR or hit die, whichever is lower.
Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed
(in the case of a psionic item). If detect Psionics is manifested and directed at such a location, the power indicates
an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original
strength:
Original Strength Duration Each round, you can turn to detect Psionics in a new area. You
Faint 1d6 minutes can tell the difference between magical and psionic auras.
Moderate 1d6 x 10 minutes The power can penetrate barriers, but 1 foot of stone, 1 inch of
Strong 1d6 hours common metal, a thin sheet of lead, or 3 feet of wood or dirt
Overwhelming 1d6 days blocks it.
Augment This power may be augmented in the following way.
Augment: If you spend 2 additional power points, the duration changes to 3 rounds/level. (D) (no concentration
required) and it also gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties
  and command words of magic items in your possession. This power does not allow you to identify artifacts.        
  Distract (Expanded) 1 or Focus 20 Min 75 ft 1 Creature Will neg Mental Yes D
You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all
Perception and Sense Motive checks at a –4 penalty.
Augment If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1
   (to a minimum of 0).                        
  Ectoplasmic Trinket (Expanded) 1 or Focus 1sa 20 Min 0 ft Unattended matter No Material No D
You shape raw ectoplasm into a non-magical, unattended object of nonliving matter. The item created cannot
exceed 1 cubic foot in volume or 1 gp in value. You must succeed on an appropriate Craft skill check to make a
complex item. Coins and other objects of rare and precious materials (such as adamantine, cold iron, silver, etc.)
cannot be created. Objects created in this manner may be used as tools, but have 1 hp and 0 hardness; they are
too fragile to be used as weapons except for arrows, bolts, bullets, darts, and shuriken (manifesting this power
will create up to three of such at once). Attempting to use any created object as a material component for spells
  causes the spell to fail.                        
  Empathy (Expanded) 1 or Focus 1sa 20 Min. 30 ft 30' radius None Mental No D
You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic
needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness,
and many other kinds of sensations and moods can all be perceived. You gain a +2 insight bonus on any Bluff,
Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on
  this power.                          
  Far Hand (Expanded) 1 or Focus 1sa 1 Min. 75 ft 5 lbs of nonmagic No Visual No
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as
far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the
power’s range.
Augment You can augment this power in one or both of the following ways. Alternatively, if you expend your
psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the
power cannot be augmented by either of the following options.
1. For every 2 additional power points you spend, this power’s range increases by 5 feet.
2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.
3. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0)                        
  Fortify, Lesser (Expanded) 1 or Focus 1sa 1 Min Self Self No Mental No
You imbue yourself with psionic energy that protects you from harm, granting yourself a +1 resistance bonus on
  saves.                          
  Missive (Expanded) 1 or Focus 1sa Instant 75 ft 1 creature None Mental No
You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-
way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless
mental syllables.
Augment You can augment this power in one of the following ways.
1.  For every 2 additional power points you spend, this power’s range increases by 5 feet.
2.  If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0), but it cannot be further augmented.                  
  My Light (Expanded) 1 or Focus 1sa 200 Min. 40 ft cone No Audio/Visual No D
Your eyes beam forth a 40-foot cone of light; for the first 20 feet, you shed normal light in such area, and you
increase the light level for the other 20 feet by one step, up to normal light (darkness becomes dim light, and dim
light becomes normal light). In an area of normal or bright light, this power can be manifested but it has no effect,
until you enter into an area with a lower light level.
If my light is used in conjunction with elfsight, the cone of light extends out to 80 feet instead of 40 feet.
Augment You can augment this power in one of the following ways.
1.  If you spend 2 additional power points, you can manifest this power as a swift action.
2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0).                        
  Psionic Repair (Expanded) 1 or Focus 1sa Instant 10 ft up to 1lb/level Will Material/Olfactory Yes
This power repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition,
this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an
object must be present for this power to function. Magic items can be repaired by this power, but you must have
a manifester level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less)
can be repaired with this power, but this power does not restore their magic abilities. This power does not affect
creatures (including constructs). This power has no effect on objects that have been warped or otherwise
  transmuted, but it can still repair damage done to such items.                
  Telekinetic Punch (Unleashed) 1 or Focus 1sa Instant 75 ft 1 creature/object Will neg Visual Yes
You can mentally punch a creature or object from a distance. This power deals 1 point of force damage; creatures
and objects in their possession are allowed a Will save to negate the effect. You cannot push anything into
  another square using this power.                      
  Vim (Unleashed) 1 or Focus 1sa 20 Min. Self Self No Olfactory No
You suffuse yourself with power, gaining 1 temporary hit point. This temporary hit point overlaps (does not stack)
with temporary hit points from any source, including previous manifestations of this power.
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR applies Dismiss
  Absorb Weapon (Expanded) 1 1sa 24 hrs Touch Up to 15 lbs weapon None Olfactory/Visual Yes
You can absorb one weapon of up to 15 lbs into your body and a small tattoo that resembles the item absorbed
appears on the skin of your arm. The absorbed item is undetectable by normal means, although the effect is
detectable via detect psionics. The item can be discharged as a standard action and the weapon is automatically
equipped. You must be capable of holding the weapon or it falls to your feet (such as if you had no hands free).
If the effect ends without being discharged, the item falls to your feet.
The weight of the item still counts toward your encumbrance even when absorbed.
Augment: This power can be augmented in one or more of the following ways.
1.  For every additional power point spent the weight limit of the item to be absorbed increases by 5 lbs.
2.  If you spend two additional power points, you can absorb a shield or armor instead of a weapon. You do not
suffer any applicable armor check penalty of the shield or armor absorbed and when discharged, you
automatically equip the shield or armor as long as you are capable of equipping the item.
3.  If you spend two additional power points, you can store one additional item, although all stored items are
  discharged at the same time and are added together when determining the total weight.          
  Call to Mind (Unleashed) 1 1 Minute Instant Self Self No Mental No
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. On a
 failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If
  successful, you instantly recall what was previously buried in your subconscious.          
  Chameleon (Unleashed) 1sa 200 Min. Self Self No Olfactory No D
Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive
a +10 enhancement bonus on Stealth checks.
Augment For every two additional power points spent, the enhancement bonus on Stealth checks increases by 1.
  Conceal Thoughts (Expanded) 1 or Focus 1sa 20 hrs 75 ft 1 Willing Creature Will neg   Mental Yes  
You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance
bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind
  probe).                          
  Déjà vu (Unleashed) 1 1sa 1 Rnds 300 ft 1 Creature Will neg Mental Yes
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has
changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run
out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the
subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
Augment For every 2 additional power points you spend, this power’s save DC increases by 1.
  Elfsight (Unleashed)   1 1sa 20 hrs Self   Self No   Visual No  
You gain low-light vision (as an elf) for the duration of the power, as well as a +2 bonus on vision-based
  Perception checks.                        
  Float (Expanded) 1 or Focus 1sa 20 Rnds Self Self No Auditory No
You mentally support yourself in water or similar liquid. You can swim at a speed of 5 feet using the power alone,
or, if you already have a swim speed, this power boosts your swim speed by 5 feet.
Augment: For every additional power point you spend, your swim speed and bonus to swim speed increases by
  +5 feet.                          
  Fortify (Expanded) 1 1sa 20 Min. Self Self No Mental No
You imbue yourself with psionic energy that protects you from harm, granting yourself a +2 resistance bonus on
saves.
  Augment For every 2 additional power points you spend, you gain an additional +1 resistance bonus on saves.        
  Hidden Pocket (Expanded) 1 1sa 5 Rnds Touch Special None Material/Mental No D
You transfer one touched object to an extradimensional pocket of space in the palm of your hand. This
extradimensional space is invisible and weightless, regardless of the weight of the item inside it. When the power
ends, the object returns to your hand, although if your hand is not free, the object instead falls to the ground at
your feet. You may only have one such extradimensional pocket active at any given time.  You can affect 1 object
of up to 20 lbs
Augment: You can augment this power in one or both of the following ways.
1.  For every 2 additional power points you spend, the object being stored can weigh an additional pound per
level.
2.  For every 2 additional power points you spend, you can have one additional item in your extradimensional
pocket, although you are still restricted to the weight limit for all of the items combined.
  3.  If you spend 4 additional power points, the duration increases to one day.              
  Inevitable Strike (Expanded) 1 1 Swift Special Self Self None Visual No
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll
(if it is made before the end of the next round) gains a +5 insight bonus. Additionally, you are not affected by the
miss chance that applies to attackers trying to strike a concealed target.
Augment: This power may be augmented in one or both of the following ways.
1.  You can increase the manifesting time to 1 standard action and increase the insight bonus to +20.
2.  For every additional power point spent, the insight bonus increases by 2, but the total bonus may not exceed
  +25.                          
  Kinetic Legerdemain (Expanded) 1 1sa 20 Rnds Touch Special None Visual Yes
You can use telekinesis to make Disable Device checks without a toolkit without suffering the increase to the
check DC.
Augment: This power can be augmented in one or both of the following ways.
1.  For every additional 2 power points you spend, you gain a +1 competence bonus on your Disable Device
checks made with this power.
  2.  If you spend 6 additional power points, the range changes to Close (25 ft. + 5 ft./2 levels) instead of Touch.        
  Locate Secret Doors (Expanded) 1 1sa 20 Min. 60 ft Cone None Auditory/Mental No D
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have
been specifically constructed to escape detection are detected by this power. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you
discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each
round, you can turn to locate secret doors in a new area. The power can penetrate barriers, but 1 foot of stone, 1
  inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.              
  Know Direction and Location (Unleashed) 1 1sa Instant Self Self No Mental No
You generally know where you are. This power is useful to characters that end up at unfamiliar destinations after
teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information
about your location as a feeling or presentiment. The information is usually no more detailed than a summary that
locates you according to a prominent local or regional site. Using this power also tells you what direction you are
facing. Using this power prior to making a Knowledge (planes) check with astral caravan grants a +2 bonus on the
check.
Augment If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1
  (to a minimum of 0).                        
  Metamorphosis, Minor (Unleashed) 1 1sa 20 Min. Self Self No Material No
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or
form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change,
your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus
on Disguise skill checks.
If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to
convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise
imposing form, you gain a +2 circumstance bonus to Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.
Enhancement Menu A
+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A
You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice
  from Abilities Menu A. You may not choose the same option twice.              
  Precognition, Defensive (Unleashed) 1 1sa 20 Min. Self Self No Material/Visual No
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows.
You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus
isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.
Augment You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  Precognition, Offensive (Unleashed) 1 1sa 20 Min. Self Self No Material/Visual No
Your awareness extends a fraction of a second into the future, allowing you to better land blows against your
opponent. You gain a +1 insight bonus on your attack rolls.
Augment You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  Precognition, Tactical (Unleashed) 1 1sa 20 Rnds Self Self No Auditory/Olfactory No
Your awareness extends a fraction of a second into the future, allowing you to better perform a particular combat
maneuver. Select one type of combat maneuver, such as bull rush or reposition, when you manifest this power.
You gain a +2 enhancement bonus to combat maneuver checks of that type for the duration of the effect.
Augment This power may be augmented in one or more of the following ways.
1.  For every 2 additional power points you spend, the enhancement bonus increases by 1.
2.  For every 3 additional power points you spend, you can select an additional combat maneuver.
3.  If you spend 4 additional power points, using the combat maneuver selected does not provoke attacks of
opportunity.
  4.   If you spend 6 additional power points, you can manifest this power as an immediate action.          
  Prescience, Offensive (Unleashed) 1 1sa 20 Min. Self Self No Material/Visual No
Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your
opponent. You gain a +2 insight bonus on your damage rolls.
Augment You can augment this power in one or both of the following ways.
1.  For every 3 additional power points you spend, the insight bonus on your damage rolls increases by 1.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  Vigor (Unleashed) 1 1sa 20 Min. Self Self No Material/Olfactory No
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier
manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.
Augment For every additional power point you spend, the number of temporary hit points you gain increases by
5.
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Animal Affinity (Unleashed) 3 1sa 20 Rnds Self Self No Material No
You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores
(choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4
enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus.
Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you
choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an
increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of
your powers increase for the duration of this power.
Augment For every 5 additional power points you spend, this power grants a +4 enhancement bonus to another
  ability score.                        
  Body Adjustment (Unleashed) 3 1sa 1 Rnds Self Self No Auditory/Material No
You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when
regular damage is healed, an equal amount of nonlethal damage is also healed.
  Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.        
  Body Equilibrium (Unleashed) 3 1sa 200 Min Self Self No Material and Visual No D
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can
walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer
any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed)
on an infirm surface without sinking or breaking through.
  If you fall from any height while using this power, damage from the impact is halved.          
  Breach (Unleashed) 3 1sa Instant 300 ft 1 Box or Chest None Material No
Affects 200 cubic foot chest or box.  You psionically open stuck, barred, or locked doors, as well as
those subject to hold portal or arcane lock.
When you complete the manifestation of this power, make a manifester level check against the DC of the lock
with a +10 bonus. If successful, you open up to two means of closure. This power opens secret doors, as well as
locked or trick-opening boxes or chests. This also loosens welds, shackles, or chains (provided they serve to hold
something shut). If used to open an arcane locked door, the power does not remove the arcane lock but simply
suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again
on its own. This does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes,
vines, and the like. The effect is limited by the area. Each manifestation can undo as many as two means of
  preventing access.                        
  Cloud Mind (Unleashed) 3 1sa 20 Min. 75 ft 1 Creature Will neg None Yes
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its
mind. This power has the following effects.
First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense,
blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any
obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the
effect ends.
If you take an action that creates a sustained and obvious change in the subject’s environment—for example,
attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject
immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or
perceive you can use a move action to warn the subject and thereby grant it a new saving throw.
Augment This power may be augmented in one or both of the following ways.
1.  If you spend 6 additional power points, you may manifest this power as an immediate action.
2.  For every 2 additional power points you spend, this power can affect one additional creature.
3.  If you spend 8 additional power points, this power effects one creature per manifester level.
  4.  In addition, for every 2 power points spent on any of the above options, the power’s save DC increases by 1.        
  Concealing Amorpha (Unleashed) 3 1sa 20 Min 0 ft Centered on Caster No Material No D
You weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous
enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling
membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you
hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers
without hindrance.
Augment If you spend 4 additional power points, the membrane can spread and affect one creature adjacent to
  you. If the creature moves away from you, it loses the protection.                
  Control Sound (Unleashed) 3 1sa 20 Min. 300 ft 1 mix of sounds None Auditory No
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a
group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as
quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound.
If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a
dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended
listener’s Sense Motive check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in
the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Stealth and
audio-based Perception checks.
Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time
destructive impetus that shatters non-magical/non-psionic, unattended objects of crystal, glass, ceramics, or
  porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.              
  Defy Gravity (Unleashed) 3 1sa 200 Min. 75 ft Special None Olfactory Yes D
This psionic power affects you, or one willing creature, or 1 object up to 2000 lbs.
You gain the ability move yourself, another creature, or an object up and down as you wish. A creature must be
willing to be affected, and an object must be unattended or possessed by a willing creature. You can mentally
direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot
move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push
against a ceiling to move laterally (generally at half its base land speed).
An affected creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack
has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent
stabilizing allows the creature to begin again at –1.
Special When a manifester other than a nomad manifests this power, the target is the manifester (not a willing
  creature or an object).                        
  Detect Hostile Intent (Unleashed) 3 1sa 200 Min. 30 ft 30' Radius None Olfactory No
While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent
within 30 feet of you, and their direction from you (but not their specific location). The power detects active
aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught
flat-footed by creatures that are susceptible to mind-affecting powers.
While under the effect of this power, you can make Sense Motive checks as a free action against anyone within
30 feet of you.
The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood
  or dirt blocks it.                        
  Distracting Strike (Expanded) 3 1 Swift 1 Rnds Melee 1 Creature None Material/Olfactory Yes
Your next single melee attack is imbued to distract the opponent. If the attack is successful, you deal damage
normally and, until the end of its next turn, your target takes a -2 penalty to attack rolls and can't make attacks of
opportunity. If your attack misses, the target instead takes a -1 penalty to attack rolls until the end of its next turn,
but can make attacks of opportunity as normal. Any Power Resistance your target has is applicable against this effect.
Augment: You can augment this power in one or both of the following ways.
1.  For every four additional power points spent, this power affects one additional melee attack during this round.
Effects from multiple attacks do not stack.
2.  If you spend 6 additional power points, you can instead manifest this power upon making a successful melee
attack and have the effects of this power instead apply to that attack. Doing so still uses your swift action for the
  round.                          
  Energy Adaptation, Specified (Unleashed) 3 1sa 200 Min. Self Self None Visual No
Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 
10 against any attack that deals you specific type of damage.
When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number
of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving
off a visual display.
The energy resistance provided by this power increases to 20 points at 7th manifester level and to a maximum of
30 points at 11th level.  The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of energy resistance.
  Augment If you spend 4 additional power points, you can manifest this power as an immediate action.        
  Everyman (Expanded) 3 1sa 20 Hrs. Self Self No Visual No
You subtly shift your features and voice, making you less noticeable and granting you a +10 circumstance bonus
to Disguise checks, although you may not attempt to appear as a certain individual or another race. This is a
minor physical transformation, not an illusion, and as such fools touch as well as sight.
You may alter any skin or facial features to be anything normally possible for the race you appear as. Birthmarks,
moles, tattoos, piercing, and other distinguishing features are not visible unless you specifically will it. Psionic
tattoos may still be tapped while hidden.
At any point during the power's duration, you may concentrate as a standard action to change your appearance
again, including to resemble yourself. Your clothing and gear are not changed.
Augment: You can augment this power in one or more of the following ways.
1.  If you spend 1 additional power point, you may use this power to disguise yourself as particular individuals.
2.  If you spend 2 additional power points, you may alter your smell to blend in with creatures using the scent
  ability or who identify individuals by pheromones or other chemical senses.              
  Heightened Vision (Unleashed) 5 1sa 20 Hrs. Self Self No Visual No
You increase your visual acuity, gaining the ability to see 60 feet even in total darkness. Your increased vision is
  black and white only but otherwise like normal sight.                  
  Natural Linguist (Unleashed) 3 1sa 200 Min. Self Self No None No
You telepathically charge your speech and hearing, allowing you to understand an additional language when it is
spoken, even if it is a racial tongue or a regional dialect, and allowing your speech to be understood in that
language. When you manifest this power, choose a language or a creature you want to understand and that you
want to understand you. Any other creature that also understands the same language can understand you and
you can understand them. This does not enable you to speak with creatures who don’t speak. You can make
yourself understood as far as your voice carries. This power does not predispose any creature addressed toward
you in any way. This power does not enable you to speak with creatures immune to mind-affecting powers.
Augment For every additional power point you spend, you may understand and be understood in an additional
  language at the same time while this effect is active.                  
  Psionic Scent (Unleashed) 3 1sa 20 Rnds Self Self No Mental No
You gain an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows you to
detect approaching enemies, sniff out hidden foes, and track by sense of smell. With the scent ability, you can
identify familiar odors just as humanoids do familiar sights.
You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60
feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice
the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple
normal range.
When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within
range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the
source, you pinpoint the source’s location.
You can follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is
10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC
increases by 2. If you are tracking with psionic scent, you ignore the effects of surface conditions and poor
  visibility.                          
  Resist Toxin (Expanded) 3 1sa 20 Hrs. Self Self No Mental/Visual No
You become temporarily immune to poison. Any poison in your system or any poison to which you are exposed
during the power's duration does not affect you until the duration has expired. This does not cure any damage
that poison may have already done.
Augment: This power may be augmented in one of the following ways.
1.  If you spend 2 additional power points, this power can instead cure all diseases from you are suffering. You
must make a manifesting level check (1d20 + manifester level) against the DC of each disease affecting you.
Success means that the disease is cured. The power's duration changes to Instantaneous when using this
augment option. This does not prevent reinfection after a new exposure to the same disease at a later date.
2.  If you spend 4 additional power points, this power can instead detoxify any sort of venom in you. You must
make a manifester level check (1d20 + manifester level) against the DC of each poison affecting you. Success
means that the poison is neutralized. You suffer no additional effects from the neutralized poison, and any
temporary effects are ended, but this does not reverse instantaneous effects, such as hit point damage, temporary
ability damage, or effects that don't go away on their own. The power's duration changes to Instantaneous when
  using this augment option.                      
  Wall Walker (Unleashed) 3 1sa 20 Min. Self Self No Material No
You can walk on vertical surfaces or even traverse ceilings (you need not make Climb checks to traverse these
surfaces). Because of the need to keep at least one foot in contact with the wall or ceiling at all times, you cannot
jump or use the run action, and you can move at only half speed.
You retain your Dexterity bonus to Armor Class, if any, and opponents gain no special bonuses against you.
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Concealing Amorpha, Greater (Unleashed) 5 1sa 20 Rnds 0 ft Centered on Caster No Material No D
You weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous
enclosure. This distortion grants you concealment (opponents have a 50% miss chance), thanks to the rippling
membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you
hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers
without hindrance.
Augment If you spend 4 additional power points, the membrane can spread and affect one creature adjacent to
  you. If the creature moves away from you, it loses the protection.                
  Danger Sense (Unleashed) 5 1sa 20 Hrs Self Self No Visual No D
You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you
to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to
Armor Class against attacks by traps.
Augment If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you
  spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.          
  Dispel Psionics (Unleashed) 5 1sa Instant 300 ft Special None Visual No
This psionic power affects the caster, one creature, object or all in a 20' radius burst.  You can use dispel psionics
to end one ongoing power that has been manifest on a creature or object or to temporarily suppress the psionic
abilities of a psionic item. A dispelled power ends as if its duration had expired. Some Powers, as detailed in their
descriptions, can’t be defeated by dispel Psionics. Dispel Psionics can dispel (but not counter) psi-like effects
just as it does Powers. The effect of a power with an instantaneous duration can’t be dispelled, because the
psionic effect is already over before the dispel Psionics can take effect.
Targeted Dispel
One object, creature, or power is the target of the dispel Psionics power. You make one dispel check (1d20 + your
manifester level) and compare that to the power with highest manifester level (DC = 11 + the power’s manifester
level). If successful, that power ends. If not, compare the same result to the power with the next highest
manifester level. Repeat this process until you have dispelled one power affecting the target, or you have failed to
dispel every power.
For example, a 7th-level manifester manifests dispel Psionics, targeting a creature affected by biofeedback
(manifester level 12th) and flight (manifester level 7th). The manifester level check results in a 19. This check is
not high enough to end the biofeedback (which would have required a 23 or higher), but it is high enough to end
the flight (which only required a 18). Had the dispel check resulted in a 23 or higher, the biofeedback would have
been dispelled, leaving the flight intact. Had the dispel check been a 17 or less, no powers would have been
affected.  You can also use a targeted dispel to specifically end one power affecting the target or one power
affecting an area (such as a wall of fire). You must name the specific power effect to be targeted in this way. If
your manifester level check is equal to or higher than the DC of that power, it ends. No other powers or effects 
on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing power (such as a monster summoned by
summon monster), you make a dispel check to end the power that conjured the object or creature.
If the object that you target is a psionic item, you make a dispel check against the item’s manifester level (DC = 11
+ the item’s manifester level). If you succeed, all the item’s psionic properties are suppressed for 1d4 rounds,
after which the item recovers its psionic properties. A suppressed item becomes nonPsionic for the duration of
the effect. An interdimensional
You automatically succeed on your dispel check against any power that you manifest yourself.
Augment This power may be augmented in one of the following ways.
1.  If you spend an additional 6 power points, your targeted dispel can dispel one power for every four manifester
levels you possess, starting with the highest level powers and proceeding to lower level Powers. It also has a
chance to dispel any effect that remove curse can remove, even if an unaugmented dispel Psionics can’t dispel
that effect. The DC of this check is equal to the curse’s DC.
2.  If you spend an additional 6 power points, you may choose to make an area dispel instead of a targeted dispel.
Area Dispel
When dispel Psionics is used in this way, the power affects everything within a 20-foot-radius burst. Roll one
dispel check and apply that check to each creature in the area, as if targeted by dispel Psionics. For each object
within the area that is the target of one or more Powers, apply the dispel check as with creatures. psionic items
are not affected by an area dispel.
For each ongoing area or effect power whose point of origin is within the area of the dispel Psionics power, apply
the dispel check to dispel the power. For each ongoing power whose area overlaps that of the dispel Psionics
power, apply the dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing power (such as a weapon summoned by call weaponry) is
in the area, apply the dispel check to end the power that conjured that object or creature (returning it whence it
came) in addition to attempting to dispel one power targeting the creature or object.
  You may choose to automatically succeed on dispel checks against any power that you have manifested.        
  Ectoplasmic Grapnel (Expanded) 5 1sa Instant 75 ft 1 Creature/Object None Material Yes
A blob of malleable, adhesive ectoplasm shoots out from your outstretched hand, attached by an ectoplasmic
cord. Upon hitting its target, this ectoplasmic grapnel reels in, pulling the target to you - or you to it.
When manifesting this power, you must have a hand free, and must make a ranged touch attack against the
target; a miss causes the grapnel to retract instantly without attaching to anything. Alternately, you may have it
shoot out from your shield instead of a free hand; you still get your shield's AC bonus against the target, but lose
it against anyone else for the duration of the power.
If you target a creature no more than one size category larger than you, you may attempt a drag combat maneuver
check. If successful, you move the creature 5 feet closer to you. For every 5 by which your attack exceeds your
opponent's CMD, you can drag the target an additional 5 feet toward you. If the creature is willing, you may drag
it up to 30 feet closer to you.
If you target an unattended object, you may pull it up to 30 feet towards you; if this moves it into your square,
you may grasp the item immediately as a free action, although you must have a free hand to do so. If you target
an attended object, the ranged touch attack is made against the opponent, and you must succeed at a disarm or
steal (your choice) combat maneuver check to wrest the item free.
If you fail at the combat maneuver check (or if you target an immovable object such as a creature more than one
size category larger than you, an object bolted to the floor, or a building wall, floor, or ceiling), you are instead
moved up to 30 feet towards the target. This movement provokes attacks of opportunity. Alternately, you may
choose to relinquish your grip on the ectoplasmic cord, knocking you prone and ending the power immediately
rather than moving you towards the target. If you end your movement at a climbable location (such as a wall or
ledge), you must attempt a Climb check (at normal DC) to grab hold (or pull yourself over the edge, in the case of
a ledge); failure means you begin falling, and must make a second Climb check with +20 DC to catch yourself.
If you spend a full-round action bracing yourself before manifesting this power, you get a +2 bonus on the above
combat maneuver checks. Each adjacent ally that spends an Aid Another action to grab hold of you also adds a
+2 bonus to your combat maneuver check, but also suffers the consequence of being dragged or knocked prone
with you should the check fail. If the power duration should be extended beyond instantaneous (see augment
below), each ally holding onto you must spend an Aid Another action each turn to maintain their hold. If you
end your movement at a climbable location, each ally may make a Climb check to grab the wall, or may instead
continue holding onto you; your own Climb check is penalized as normal if their combined weight drops your
encumbrance into a category with a worse armor check penalty.
If you manifest this power while engaged in a grapple that you are in control of, you immediately make a grapple
combat maneuver check; failure means you are no longer grappling the creature, while success means you gain a
+2 bonus to your drag combat maneuver check for each creature (besides yourself) participating in the grapple.
If the drag combat maneuver check fails, you and everyone in the grapple are dragged (or knocked prone)
accordingly.
If you manifest this power while engaged in a grapple that you are not in control of, you immediately make a
grapple combat maneuver check; success means you have broken free of the grapple, while failure means you are
still grappling (but gain a +2 bonus to your drag combat maneuver check for each creature (besides yourself)
participating in the grapple). If the drag combat maneuver check fails, you and everyone in the grapple are
dragged (or knocked prone) accordingly, unless the creature grappling you is too large for you to drag (in which
case the cord snaps and the power fails). The grappling creature may voluntarily release you from the grapple to
avoid being dragged or knocked prone, but must do so before the combat maneuver check is rolled.
Augment: You can augment this power in one or more of the following ways:
1.  If you spend 2 additional power points, the duration increases to 1 round./level. if the ranged touch attack hits. 
The cord does not automatically retract; you may choose to retract or extend the cord up to 30 feet (to the limit of
the power's range) as a standard action, and must succeed at a combat maneuver check each time you attempt to
drag an unwilling creature in this manner. Other creatures may climb or manipulate the cord as they would a rope,
but it is as strong as a chain. An unwilling creature attached to the grapnel must cut (5 hp, hardness 10, AC 10)
or burst (Str DC 26) the cord to move away from you, unless he succeeds at a drag combat maneuver check to
pull you behind him. If the cord is cut or burst, or if you let go of the cord (a free action), the power ends
immediately.
2.  If you spend 2 additional power points, the range of the power increases to Medium (100 ft. + 10 ft./level.).
3.  If you spend 4 additional power points, the cord retracts the full length instantly. A successful combat
maneuver check, by any margin, pulls the target adjacent to you, while a failed combat maneuver check pulls you
adjacent to the target (unless you relinquish the cord and go prone instead).
4.  For every 4 additional power points you spend, this power can drag creatures an additional size category
larger than you, and the cord's hardness increases by 2, hit points increases by 10, and break DC increases by 2.
5.  If you spend 4 additional power points, you can manifest this power as a move action.
In addition, for every 2 additional power points you spend to achieve any of these effects, you also gain a +1
  bonus on any combat maneuver checks or Climb checks you make for this power.          
  Escape Detection (Unleashed) 5 1sa 20 Hrs Self Self No None No
You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as
clairvoyant sense, remote viewing, and psionic true seeing, and similar magical effects. If a clairsentience power
or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check
(1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester
  level (maximum +10).                        
  Evade Burst (Unleashed) 5 1 Immediate Instant Self Self No Material No
You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. When you
manifest this power in conjunction with making a successful Reflex save against an attack that normally deals
half damage on a successful save, you instead take no damage.
  Augment If you spend 4 additional power points, you take only half damage on a failed Reflex save.          
  Sharpened Edge (Unleashed) 5 1sa 200 Min. 75 ft Special Will neg Visual Yes
This psionic power affects 1 weapon or up to 50 projectiles.  You psionically make a weapon keen, improving its
ability to deal telling blows. This doubles the threat range of the weapon. A threat range of 20 becomes 19–20, a
threat range of 19–20 becomes 17–20, and a threat range of 18–20 becomes 15–20. The power can be manifested
only on piercing or slashing weapons. If used on arrows or crossbow bolts, the effect on a particular projectile
ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as
  thrown weapons, for the purpose of this power.                    
  Ubiquitous Vision (Unleashed) 5 1sa 200 Min. Self Self No Visual No
You have metaphoric “eyes in the back of your head,” and on the sides and top as well, granting you benefits in
specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect view of creatures that
might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied
their sneak attack ability while flanking you (but they may still sneak attack you if you are caught flat-footed).
Your vision-based Perception checks gain a +4 enhancement bonus. Concurrently, you take a –4 penalty on
saves against all gaze attacks during the power’s duration.
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Disrupting Strikes (Expanded) 7 1 Swift 1 Rnds Self Self No Material/Visual No
You can use your disrupt pattern ability as part of a full attack sequence instead of as a standard action. Any or
all of the attacks in the full attack sequence can be your disrupt pattern ability in place of a normal attack. This is
an exception to the rule that disrupt pattern may only be used once a round.
  Energy Adaptation (Unleashed) 3 1sa 0 Min. Self   Self None   Visual No  
Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 
10 against any attack that deals you acid, cold, electricity, fire, or sonic damage.
When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number
of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving
off a visual display.
The energy resistance provided by this power increases to 20 points at 7th manifester level and to a maximum of
30 points at 11th level.  The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of energy resistance.
  Augment If you spend 4 additional power points, you can manifest this power as an immediate action.        
  Fold Space (Unleashed) 7 1sa Instant 1200 ft Special Special Visual Special
You instantly transfer yourself from your current location to any other spot within range. You always arrive at
exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this power,
you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t
exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear
or objects up to its maximum load) or its equivalent per three manifester levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported
must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take
1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the
intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of
damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each
creature traveling with you take an additional 4d6 points of damage and the power simply fails.
Augment If you spend 6 additional power points, you can manifest this power as a move action, although you
  still cannot take any other actions until your next turn.                  
  Hidden Body (Expanded) 7 1 Round 20 Hrs. Touch 1 Willing Creature No Olfactory/Visual No D
You meld into the touched creature, psionically fusing with their form. At the time of manifesting, it is decided if
you or the creature touched are the host and the other is the passenger. While fused, the passenger is dormant
and unaware. Any other effects that were on the passenger do not affect the host, and vice versa, while the
power is in effect. The passenger does not need to eat, drink, or sleep, has no concept of time, and is not aware
of surroundings or anything that occurs to the host. The host can discharge the passenger as a standard action
that does not provoke attacks of opportunity. If the host is killed or the power ends, the passenger is immediately
discharged adjacent to the host (or the host's last location for effects such as disintegration). You cannot be
under the effect of hidden body and fusion at the same time.
Augment: This power can be augmented in one of the following ways.
1.  If you spend 4 additional power points, the passenger is aware of everything the host is aware of, although
the passenger can still take no actions while fused.
2.  If you spend 8 additional power points, the passenger is aware of everything the host is aware of and can take
purely mental actions such as manifesting powers, although the passenger is restricted to the senses of the host
  unless using some other means of senses. The power's duration changes to 1 round/level. (D).          
  Slip the Bonds (Unleashed) 7 1sa 200 Min. Self Self No Auditory No
You can move and attack normally for the duration of the power, even under the influence of effects that usually
impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple
you automatically fail. You automatically succeed on any combat maneuver checks and Escape Artist checks
made to escape a grapple or a pin.
You can also move and attack normally while underwater, even with slashing weapons such as axes and swords
or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the
  hand rather than hurled. This does not, however, grant water breathing.              
  Steadfast Perception (Unleashed) 7 1sa 200 Min. Self Self None Visual` No
Your vision cannot be distracted or misled, granting you immunity to all figments and glimmers (such as
invisibility). Moreover, your visual-based Perception checks receive a +6 enhancement bonus for the duration of
this power. This power also grants you another saving throw against someone using false sensory input on you,
  but you must realize that that power has been used in order to know enough to manifest steadfast perception.        
  Vanishing Strike (Expanded) 7 1 Round Instant Self Self No Olfactory/Visual No
Manifesting this power does not provoke attacks of opportunity. As part of manifesting this power, make a
single melee attack against an enemy within reach. After the attack, you bend the light around you, becoming
invisible, and teleport up to 30 feet away from your current location. You stay invisible for one round per
manifester level or until you make an attack.
5th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Adapt Body (Unleashed) 9 1sa 20 Hrs Self Self No Visual No
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely
cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You
can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain),
and you take no damage simply from being in that environment. You need not specify what environment you are
adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile
environment as needed throughout the duration.
You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any
environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the
  usual amount of damage.                      
  Bonding Strike (Expanded) 9 1sa 1 Rnds Melee 2 Creatures None Mental Yes
As part of manifesting this power, make a single melee attack against two enemies within reach. Each hit deals
damage normally. If both attacks are successful, the targets are empathically bound together. Until the end of
your next turn, all hit point damage applied to one target is automatically applied to the other target.
  Manifesting this power does not provoke attacks of opportunity.                
  Parasitic Position (Expanded) 9 1sa 20 Hrs 75 ft 1 Living Creature Fort neg Olfactory/Visual Yes
You transform into telepathic energy patterns and infect a living creature. While inside, you do not need to sleep,
eat, or breathe and experience everything the target experiences, but you are unable to take any actions aside
from dismissing the power. The target creature is unaware that you are within it unless it made a successful
Spellcraft check to identify the power when you manifested it. When the power ends or is dismissed, you
materialize at a location of your choosing within 30 ft. of the target.
Augment: If you spend 6 additional power points, the subject is under your control as if under the effect of mind
  control.                          
  Pierce the Veils (Unleashed) 9 1sa 20 Min. Self Self No` Visual No
You gain the ability to see all things as they actually are. You see through normal and psionic darkness, notice
secret doors hidden by psionics, see the exact locations of creatures or objects under blur or displacement
effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed,
changed, or transmuted things. Further, you can focus your vision as a standard action to instead see into the
Ethereal Plane (but not into extradimensional spaces). The visual range of the effect conferred is 120 feet.
This does not, however, penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not
negate concealment, including that caused by fog and the like. This effect does not help you see through
mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means. In
addition, the effects cannot be further enhanced with known magic, so one cannot use this power through a
  crystal ball or in conjunction with effects such as clairaudience/clairvoyance.              
  Retrieve (Unleashed) 9 1sa Instant 300 ft Special Will neg Visual No
You automatically teleport an item you can see within range directly to your hand. If the object is in the
possession of an opponent, it comes to your hand if your opponent fails a Will save.
Augment For every additional power point you spend, the weight limit of the target increases by 10 pounds.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Aura Alteration (Unleashed) 11 1sa Special 300 ft 1 Willing Creature No Material No
You can use this power in one of two ways: to disguise the subject’s aura (alignment) and level, or to remove a
compulsion or charm effect from the subject.
Disguise If you use this power to disguise the subject’s alignment and level, the power has a duration of 10
minutes per level. You can change the subject’s alignment by only one step. You can adjust the subject’s
apparent level up or down by a number equal to one-half your own level (rounded down) or less.
Remove Compulsion If you use this power to attempt to cleanse the subject’s aura of a baleful or controlling
effect, the duration is instantaneous. This power can remove the compulsion of a curse or a geas/quest effect. It
can also negate any charm and compulsion powers or spells of 6th level or lower, such as crisis of breath or death
urge. When aura alteration is manifested for this purpose, the subject gains another saving throw to remove the
compulsion afflicting it against the original save DC, but with a +2 bonus.
Augment You can augment this power in one of the following ways:
1.  For every additional power point you spend, the duration of the disguise aura increases by 10 minutes.
2.  If you spend 2 additional power points, the subject’s alignment shifts an additional step; if you spend 4
additional power points, the subject’s alignment changes to its opposite.
  3.  For every 3 additional power points you spend, the bonus against the original save is increased by 1.        
  Barred Mind, Personal (Unleashed) 11 1sa 1 Day Self Self No Olfactory No
You are protected from all devices, Powers, and spells that gather information about the target through divination
powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Barred mind also grants a +8
resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind even foils
bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as to gain
information about the target. In the case of remote viewing or scrying that scans an area the creature is in, such
as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are
targeted specifically at the subject do not work at all.
  Augment For every two power points spent, the resistance bonus increases by 1.          
  Cosmic Awareness (Unleashed) 11 1sa 20 Min. Self Self No Visual No
You gain a sixth sense. Once during the power’s duration, you may choose to use its effect. This grants you an
insight bonus equal to your manifester level (maximum +25) on any single attack roll, combat maneuver check,
opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC
against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it
on another character’s turn. You must choose to use the cosmic awareness before you make the roll it is to
modify, or before the attack roll if applying the bonus to your AC. Once used, the power ends. You can’t have
more than one cosmic awareness active on you at the same time.
Augment By spending 2 additional power points, this power’s duration increases to “1 hour/level or until
  discharged”.                        
  Ethereal Passage (Unleashed) 11 1sa Special 0 ft Special None Visual No
Allows 10 uses, creating a passage 5'x8'x 110 feet.  You create an ethereal passage through
wooden, plaster, or stone walls, but not other materials. The ethereal passage is invisible and inaccessible to all
creatures except you, and only you can use the passage. You disappear when you enter the ethereal passage and
appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the passage.
This counts as two uses of the passage. The passage does not allow light, sound, or power effects through it,
nor can you see through it without using it. Thus, the power can provide an escape route, though certain
creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar ability reveals the presence
of an ethereal passage but does not allow its use.
An ethereal passage is subject to dispel psionics. If anyone is within the passage when it is dispelled, he is
harmlessly ejected just as if he were inside a passwall effect.
You can allow other creatures to use the ethereal passage by setting some triggering condition for the door. Such
conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or
alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD,
  and hit points don’t qualify.                      
  Hypercognition (Unleashed) 11 1sa Instant Self Self No Mental No
You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your
mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge.
However, your knowledge is in fact the result of a rigorously logical process that you force your mind to
undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even
  extracting echoes of knowledge from the Astral Plane).