Caster Level 20
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Astral Traveler (Unleashed) 1 or Focus 1 Hour Special Touch Creature Touched Will neg None Yes
This power allows you or a creature you touch to participate in an astral caravan created through use of the 
astral caravan power. While participating in a journey allowed by the astral caravan power, you must hold the
hand of both your fellow passenger ahead of you (or the caravan leader) and your fellow passenger behind you
(unless you happen to be the last in the hand-linked line). If you or any one of your fellow passengers breaks the
hand-to-hand link for 2 consecutive rounds, the impetus through the Astral Plane provided by astral caravan fails.
See the astral caravan power for more information.
All those who are part of the caravan who are capable of performing purely mental actions, such as manifesting a
power, may do so while maintaining hand-to-hand contact with their fellow travelers. When astral travelers begin
their journey, each one is connected to the Material Plane by an insubstantial silvery cord. Very few weapons
exist that can damage a silvery cord. The last creature in the line of those making up the caravan is sometimes
referred to as the rear guard, because he or she has one hand free and can use it to wield a weapon without
relinquishing his or her grip on the next traveler in line. The weightless, subjective environment of the Astral
  Plane allows the caravan to flex and bend as necessary to bring the rear guard’s weapon to bear.          
  Biofeedback (Unleashed) 1 1sa 20 Min. Self Self No Material/Visual No D
You can toughen your body against wounds, lessening their impact. For the duration of this power, you gain
damage reduction 2/–.
  Augment For every 3 additional power points you spend, your damage reduction increases by 1.          
  Burst (Unleashed) 1 1 Swift 1 Rnds Self Self No Auditory No
This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed.
  Augment For every 4 additional power points you spend, the enhancement bonus to speed increases by 10 feet.        
  Call Weaponry (Unleashed) 1 1 Round 20 Min. 0 ft 1 Weapon None Material No D
You call a weapon “from thin air” into your waiting hand (actually, it is a real weapon hailing from another
location in space and time). You don’t have to see or know of a weapon to call it—in fact, you can’t call a specific
weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 non-magical bolts, arrows, or
sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you
relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to
wherever it originated.
Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons
and thus are effective against damage reduction that requires a magic weapon to overcome.
Augment For every 4 additional power points you spend, this power improves the weapon’s enhancement bonus
  on attack rolls and damage rolls by 1.                    
  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).                          
  Deaden Attack (Expanded) 1 1 Swift 20 Rnds 75 ft 1 Weapon No Material Yes
You coat a single manufactured weapon within range in a sheen of springy ectoplasm. The manufactured
weapon deals nonlethal damage instead of lethal damage for the duration of the effect. Ranged weapons transmit
this effect to ammunition fired.
If you attempt to manifest this power on an attended weapon not in your possession, the owner may attempt a
Will save to resist the effect.
  Detect Psionics (Unleashed) 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 Overwheling
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 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).                        
  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.                        
  Empty Mind (Unleashed) 1 1 Immediate 1 Rnds Self Self No Auditory No
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus
on all Will saves until your next action.
  Augment For every 2 additional power points you spend, the bonus on your Will saves increases by 1.        
  Expansion (Unleashed) 1 1sa 20 Min. Self Self No Olfactory No
This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8.
This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size
penalty to Dexterity (to a minimum of 1), a –1 size penalty on attack rolls and AC due to your increased size.
If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This
power does not change your speed.
If insufficient room is available for the desired growth, you attain the maximum possible size and can make a
Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are
constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing .
your size.  All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons
deal more damage.
Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession
(including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons
deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple
effects that increase size do not stack, which means (among other things) that you can’t use a second
manifestation of this power to further expand yourself.
Augment You can augment this power in one or more of the following ways.
1.  If you spend 6 additional power points, this power increases your size by two size categories instead of one.
You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1),
a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size.
2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard
action.
If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 minute per
level.
  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.                          
  Force Screen (Unleashed) 1 1sa 20 Min. Self Self No Auditory No
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield
bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect).
Since it hovers in front of you, the effect has no armor check penalty associated with it.
Augment For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
  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.        
  Grip of Iron (Unleashed) 1 1 Immediate 20 Rnds Self Self No Visual No
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus to your
combat maneuver rolls to grapple.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the
current round. Manifesting this power is an immediate action. You can manifest this power when it isn’t your
turn (if you are grappled).
  Augment For every 2 additional power points you spend, the enhancement bonus increases by 1.          
  Inertial Armor (Unleashed) 1 1sa 20 Hrs Self Self No Visual No
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane
armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of
psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can
be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not
stack with the armor bonus provided by regular armor.
  Augment For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.        
  Metaphysical Weapon (Unleashed) 1 1sa 20 Min. Touch Weapon Touched Will neg Auditory Yes
Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. (An
enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)
Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same type, and
they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their
enhancement when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this
power.)
You can’t manifest this power on most natural weapons, including a psychic warrior’s claw powers. This power
does work on a weapon brought into being by the graft weapon power.
Augment If you spend 4 additional power points, this power’s duration increases to 1 hour per level.
Additionally, for every 4 additional power points you spend augmenting this power, this power improves the
weapon’s enhancement bonus on attack rolls and damage rolls by 1. This bonus does not allow a weapon to
bypass damage reduction aside from magic.
  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).                        
  Precognition, Defensive (Expansive) 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 (Expansive) 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 (Expansive) 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.          
  Prevenom Weapon (Unleashed) 1 1sa 20 Min. Self Self No Material No
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you
can use this power to produce a mild venom that coats one of your claws. On your next successful melee attack,
the venom deals 1 point of Constitution damage per round for 2 rounds. A target struck by the poison can make a
Fortitude save each round to negate the damage and end the affliction.  your weapon gains the poison coating as
  long as it remains in your grip.                      
  Skate (Unleashed) 1 1sa 20 Min. Touch Special None Material/Visual Yes D
You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you
manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone,
allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s land speed
increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases
speed, this power affects the subject’s maximum jumping distance. The subject can skate up or down any incline
or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s
speed to normal, while skating down a decline increases her speed by an additional 15 feet. (This adjustment is
treated as a circumstance bonus.) If you manifest skate on an object, treat the object as having only one-tenth of
its normal weight for the purpose of dragging it along the ground.
  Augment For every additional power point you spend, you can affect an additional target.          
  Synesthete (Unleashed) 1 1sa 200 Min. Self Self No Material No D
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light
or feel sound. You can shift your stimulated sense between these two options once per round as a swift action.
Your senses continue to work normally as well, unless they are impaired for some reason. Your face must be
uncovered to use this power, because it is the skin of your face that acts as the sensory receiver. If you are
feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for
darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4
circumstance bonus on all visual Perception checks. While feeling light, you are immune to gaze attacks. If you
are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio
input provides you with a +4 circumstance bonus on Perception checks to listen. psionic or magical displacement
effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would
your normal senses. You can also use this power to see sound if you are deafened, or hear light if you are blinded,
thus removing all penalties associated with either condition (though you gain no bonuses for using the power in
  this way if you are not deafened or blinded).                    
  Thicken Skin (Unleashed) 1 1sa 200 Min. Self Self No Material/Olfactory No
Your skin or natural armor thickens and spreads across your body, increasing your natural armor bonus by +1.
Augment You can augment this power in one or both of the following ways.
1.  For every 3 additional power points you spend, the bonus 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
  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.          
  Body Purification (Unleashed) 3 1 Round Instant Self Self None Auditory/Material No
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability
drain.
Augment: For every additional power point you spend, this power heals 1 additional point of damage to the same
ability score.
  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.                
  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.                        
  Dimension Swap (Unleashed) 3 1sa Instant 75 ft Special Will neg Visual Yes
This psionic power affects the caster and one ally or two allies.  You instantly swap positions between your
current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies
in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other
creatures.
Special A psychic warrior can manifest this power to swap positions with an ally, but not to swap the positions
of two allies.
  Augment For every 2 additional power points you spend, this power can affect a target one size category larger.        
  Dissolving Weapon (Unleashed) 3 1sa Instant Self Held Weapon None Visual No
The weapon is coated in acid until the caster makes a successful attack.  Your touch, claw, or bite is corrosive,
and sizzling moisture visibly oozes from your natural weapon or hand. You deal 4d6 points of acid damage to any
creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after
use, losing all efficacy and ability to deal damage. You are immune to your own acid.
  Augment For every 2 additional power points you spend, this power’s damage increases by 1d6 points.        
  Endorphin Surge (Expanded) 3 1sa 20 Rnds Self Self No Visual No D
The glands of your body emit massive quantities of endorphins, augmenting your natural abilities. While this
power is active, you are treated as if in a barbarian rage, giving you a +2 morale bonus to your Constitution and
Strength, a +1 morale bonus on Will saves, and a -2 penalty to your Armor Class. The effect is otherwise identical
with a barbarian's rage except you aren't fatigued at the end of the rage.
Augment: If you spend 6 additional power points, the morale bonus to your Constitution and Strength is
increased by 2, and the morale bonus on Will saves is increased by 1.
  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.        
  Feat Leech (Unleashed) 3 1sa 20 Min. Touch Creature Touched Will neg Mental/Visual No
You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target.
If successful, you immediately are familiar with the target’s psionic and metapsionic feats, if any, and you can
choose two of these feats to “leech”.
While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more
feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the
power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer
occurs regardless of the distance between you and the target.
If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw
every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is
killed before the duration expires, you immediately lose the benefit of the stolen feats.
You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as
the prerequisite for another stolen feat.
Augment For every 2 additional power points you spend, you can leech another feat and this power’s save DC
  increases by 1.                        
  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.                  
  Prowess (Unleashed) 3 1 Immediate Instant Self Self No Mental No
If an enemy provokes an attack of opportunity from you, you can make the attack even if you’ve already taken
your allotted number of attacks of opportunity this round (usually one).
You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round.
Manifesting this power is an immediate action. You can manifest this power even if it is not your turn.
  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.                          
  Sustenance (Unleashed) 3 1sa Instant Self Self No Material No
You can go without food and water for one day. Each time you manifest this power, your body manufactures
  sufficient solid and liquid nourishment to satisfy your needs for that time.              
  Thought Shield (Unleashed) 3 1 Immediate 1 Rnds Self Self No Auditory No
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.
Augment For every additional power point you spend, this power’s duration increases by 1 round, and the
power resistance it provides increases by 1 point.
  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.                
  Dimension Slide (Unleashed) 5 1sa Instant 75 ft Self No Visual No
You instantly transfer yourself from your current location to any other spot within range to which you have line
of sight. You can bring along possessions that amount to as much as a medium load, including living creatures
that weigh as much as 20 pounds. Movement caused by the use of dimension slide does not provoke attacks of
opportunity.
If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can’t see
the power simply fails to function.
Augment If you spend 4 additional power points, you can manifest this power as a move action.
  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.          
  Empathic Feedback (Unleashed) 5 1sa 200 Min. Self Self No Auditory/Material Yes
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it
takes damage equal to one quarter the amount it dealt to you (rounded down, minimum 1) unless it succeeds on a
Will save. This damage is empathic in nature, so powers and abilities the attacker may have such as damage
reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no
type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage
your attacker. The damage from empathic feedback is a mind-affecting effect, a successful Will save negates this
damage, and the damage is subject to power resistance.
Augment This power may be augmented in one of the following ways.
1.  By spending 3 additional power points, the damage suffered by your attacker increases to one half the damage
dealt to you.
2.  By spending 6 additional power points, the damage suffered by your attacker is equal to the damage dealt to
 you.
  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.          
  Graft Armor (Unleashed) 5 1sa 24 Hrs Self Self No Olfactory No D
Any armor you are wearing becomes a natural extension of your body, and blends seamlessly with your form.
Now that the armor and you are one, your Maximum Dexterity Bonus increases by 1, the armor's Armor Check
Penalty is reduced by 1 (to a minimum of 0), any arcane spell failure is reduced by 10%, and the armor is treated as
one step lighter for all purposes except armor proficiency (light armor is still considered light armor).
  When this power's duration expires, the armor detaches normally and remains equipped.          
  Graft Weapon (Unleashed) 5 1sa 24 Hrs. Self Self No Olfactory No
You attach any melee weapon you can use in one hand—mundane, psionic, or magical—onto the end of one of
your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft,
hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack
and damage rolls while using the weapon.
The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that
distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the
purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or
spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not
delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted.
For a creature under the effect of the claws of the beast power, grafting a weapon means that attacks with this
hand deal the base damage of the weapon, instead of the claw upon which the creature normally relies.
While your hand is grafted to a weapon, you lose the use of that hand and take a –2 penalty on all skill checks
requiring the use of hands. Powers that temporarily polymorph or metamorph you can ignore the grafted weapon
or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so
is your grafted weapon. If your weapon is destroyed, you permanently lose 2 points of Constitution; the ability
drain persists until you can restore your natural anatomy (by means of regenerate or a similar effect).
  When this power’s duration expires, the grafted weapon falls to the ground and your hand returns.          
  Hustle (Unleashed) 5 1 Swift Instant Self 1 Extra Move No Auditory No
You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using
this power to move away from your foe does provoke attacks of opportunity.
  Mental Barrier (Unleashed) 5 1 Immediate 1 Rnds Self   Self No   Auditory No  
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection
bonus to Armor Class.
You can use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s
attack roll in order to gain this power’s benefit against that attack.
Augment You can augment this power in one or both of the following ways.
1.  If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.
  2. For every additional power point you spend, this power’s duration increases by 1 round.          
  Physical Acceleration (Expanded) 5 1sa 20 Rnds Self Self None Auditory No
You move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, you gain one additional attack. The attack is made using your full base attack
bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as
that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to manifest a
second power or otherwise take an extra action in the round.)
You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes
you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a
maximum of twice your normal speed using that form of movement. This increase counts as an enhancement
bonus, and it affects your jumping distance as normal for increased speed. Multiple physical acceleration effects
don't stack, nor does it stack with haste. Physical acceleration negates slow.
  Augment: If you spend an additional 6 power points, you can manifest this power as a swift action.          
  Psionic Lion's Charge (Unleashed) 5 1 Swift 1 Rnds Self Self No Mental No
You gain the powerful charging ability of a lion. When you charge, you can make a full attack in the same round.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power as you
charge.
Augment For every additional power point you spend, each of your attacks after a charge in the current round
gains a cumulative +1 circumstance bonus on damage.
  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.                
  Vampiric Blade (Unleashed) 5 1sa 20 Rnds 0 ft Weapon you hold No Material/Visual No
You can use this power to change the nature of your weapon. When this power is manifested, your weapon takes
on an ominous glimmer. Each time you make a successful attack against a living creature of Small or larger size,
you are healed of some amount of damage.
You heal a number of hit points equal to half the base damage dealt by your claws of the vampire, rounded down
(additional damage dealt because of a high Strength score or other enhancements does not count toward the
amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher.
Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.
You do not heal damage if your attack deals non-lethal damage, such as when you attack a creature that has the
regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of
biofeedback. Using fission on yourself and then attacking your duplicate also fails to grant any healing.
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Energy Adaptation (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 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.                  
  Immovability (Unleashed) 7 1sa Concentration Self Self No Visual No
You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the
underlying fabric of the plane. Thus, you could conceivably anchor yourself in midair. Any creature attempting
to physically move you must succeed on an opposed Strength check, and you gain a +20 bonus on the check.
You can’t voluntarily move to a new location unless you stop concentrating, which ends the power.
You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 
15/–.
You cannot make physical attacks or perform any other large-scale movements (you can make small-scale
movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the
teleportation descriptor, or any telekinetic effect, manifested on you automatically fail.
  Augment: If you spend 8 additional power points, you can manifest this power as an immediate action.        
  Inertial Barrier (Unleashed) 7 1sa 200 Min. Self Self No Auditory/Mental No
You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes,
as well as providing some protection against falling. You gain damage reduction 5/–. Inertial barrier also absorbs
  half the damage you take from any fall.                    
  Psychic Reformation (Unleashed) 7 10 Minutes Instant 75 ft 1 Creature No Auditory/Mental/Visual No
When this power is manifested, the subject can choose to spend its most recently gained skill ranks differently
(picking new skills and abandoning old ones if it chooses) and to choose a different feat from the one it selected
when advancing from its previous level to its current level.
The subject can also choose to forget powers or spells it acquired when advancing to its current level, replacing
them with new ones.
The subject can undo decisions of these sorts that were made at lower levels, although he suffers increased
penalties the farther back he goes to undo decisions. The subject must abide by the standard rules for selecting
skills and feats, and so it cannot take feats for which it doesn’t qualify. Any change made must have been
available at the level selected. For example, a 7th level Psion who uses this power to change a 2nd level power
gained at 3rd level Psion cannot select a 4th level power to replace it – he must choose a 1st or 2nd level power.
The subject is not limited to changing only a single level’s choices should he decide to undo decisions from prior
levels. Every level between his current level and the earliest level may be altered, so long as the choices made
were valid at the appropriate level.
If the subject goes farther back than the changes from the previous level to its current level, the subject suffers a
cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense,
saving throws, and skill checks for each level back the power changes. In addition, the creature reduces its
current and total hit points by 5 for each level back the power changes. The creature is also treated as one level
lower for the purpose of level-dependent variables (such as spellcasting or manifesting) for each level back the
power changes. These penalties last for 24 hours.
Augment This power may be augmented in either of the following ways.
1.  If you spend 2 additional power points, the penalties end after the subject rests for 8 hours.
2.  If you spend 6 additional power points, the subject does not suffer any penalties.
  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 glamers (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.        
  Truevenom Weapon (Unleashed) 7 1 Swift 20 Min. Self Self Special Material No
You can use this power to produce a horrible poison that coats your weapon. On your next successful melee
attack with the weapon during the power’s duration, the poison deals 1d3 points of Constitution damage per
round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the
  affliction.                          
  Weapon of Energy (Unleashed) 7 1sa 20 Rnds Touch Weapon Touched Fort neg Visual No
You can use this power to energize that weapon. The weapon deals an extra 1d6 points of cold, electricity, or
fire damage (as chosen by you when you choose your active energy type) on a successful hit. On a critical hit, it
deals an extra 1d10 points of energy damage. If the weapon’s critical multiplier is x3, add 2d10 points of energy
damage instead; if the multiplier is x4, add 3d10 points of energy damage.
This power can be manifested on a weapon that already deals energy damage, but if the weapon already deals the
same type of damage as the power, the effects stack. If this power is manifested on a weapon attack already
benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both
manifestations are of different energy types.