Caster Level 20
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Control Object (Unleashed) 1 1sa 20 Rnds 300 ft up to 100 lbs None Material No
You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your
control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The
controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is
rigid, it makes creaking, groaning, or grating sounds as you control it. A controlled object can attack an opponent
if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your
Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A
controlled object has its usual hardness and hit points. You can use this power on a non-magical lock, making it
move in such a way as to attempt to unlock itself. If another character makes a Disable Device check to open a
lock in the device that you are concentrating on controlling, the character gains a +4 bonus on the check.
Augment You can augment this power in one or both of the following ways.
1.  For every 2 additional power points you spend, you can control another object at the same time.
  2.  For every 2 additional power points you spend, the weight of the object you can control increases by 100 lb.        
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Control Air (Unleashed) 3 1sa 20 Rnds 1200 ft 50' Radius Spread None Mental No
You have some control over wind speed and direction. The speed of the wind within the area of this power can
be increased or decreased by up to 10 miles per hour.
This power also gives you the ability to alter the direction of the wind by as much as 90 degrees.
Powerful enough winds can cause creatures to be blown away, knocked down, or checked.
Augment For every additional power point you spend, you can modify the wind speed by an additional 10 miles
  per hour, to a maximum change in wind speed of 60 miles per hour.              
  Energy Missile (Unleashed) 3 1sa Instant 300 ft 15' Diameter Special Auditory Yes
Able to affect up to 5 creatures or objects, no two targets can be further than 15'.  You release a powerful missile
of your active energy type (cold, electricity, fire, or sonic) at your foe. The missile deals 3d6 points of damage to
each creature or unattended object you target, to the maximum of five targets. You cannot hit the same target
multiple times with the same manifestation of this power.
Cold A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold missile is a Fortitude save instead of a Reflex save.
Electricity Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming power resistance.
Fire A missile of this energy type deals +1 point of damage per die.
Sonic:  A missile of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment For every additional power point you spend, this power’s damage increases by one die (d6). For every
two additional dice of damage, the power’s save DC increases by 1.
Special A kineticist does not need to select an energy type for this power when he gains psionic focus. He may
choose the type of damage at the time the power is manifested.
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Energy Cone (Unleashed) 5 1sa Instant 60 ft Cone Reflex 1/2 Auditory Yes
You create a cone of energy of your active energy type (cold, electricity, fire, or sonic), extending outward from
your hand, that deals 5d6 points of damage to every creature or object within the area.
Cold A cone of this energy type deals +1 point of damage per die. The saving throw to reduce damage by 1/2 from
a cold cone is a Fortitude save instead of a Reflex save.
Electricity Manifesting a cone of this energy type provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming power resistance.
Fire A cone of this energy type deals +1 point of damage per die.
Sonic A cone of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment For every additional power point you spend, this power’s damage increases by one die (d6). For each
extra two dice of damage, this power’s save DC increases by 1.
Special A kineticist does not need to select an energy type for this power when he gains psionic focus. He may
choose the type of damage at the time the power is manifested.
  Localized Windstorm (Expanded) 5 1sa 20 Rnds 75 ft Wall None   Auditory Yes  
Creates a wall 200 feet long by 100 feet high  Through force of will alone, you generate
a small storm of psychokinetic turbulence in the air. The storm itself manifests as a wall which can intensify the
existing winds in a small area, or can instead be set to exactly counter such winds, generating a peaceful area of
calm. While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It
is possible to create cylindrical or square walls to enclose specific points.
Choose to intensify or pacify the winds when you manifest this power (although the decision can be changed
when you reshape the effect, see below). Intensifying the winds creates an invisible vertical curtain of wind. It is
2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an
eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain
its grasp on an object.) Flying creatures smaller than Medium size cannot pass through the barrier. Loose
materials and cloth garments fly upward when caught in a wind wall. Projectiles of 1 pound or less passing
through the wind wall are deflected upward and miss. For every pound above 1 of the projectile's weight, it has a
10% chance to not be blown off course. Projectiles weighing 10 lbs or more are unaffected by the wind wall.
Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is
no barrier to incorporeal creatures).
Pacifying the winds allows you to generate a region of calm that consists of every 5 ft. cube that shares an edge
or space with where the wind wall would otherwise be. These regions are treated as if their wind conditions were
two categories fairer than they would naturally be, to a minimum of no winds. Additionally, if these areas of calm
overlap an existing wind wall or an intensifying localized windstorm, the two effects cancel, letting normal wind
conditions prevail in the square.
At any point during the duration, you may extend your concentration to a full-round action. Doing so allows you
reshape the wall into any other configuration you could have chosen when you manifest this power, including the
choice to intensify or pacify.
Augment You may 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.. You no longer need to maintain
concentration. You may reshape the wall by spending a standard action in concentration.
2.  If you spend 2 additional power points, the range of this power increases to Medium (100 ft. +10 ft./level.).
3.  If you spend 2 additional power points, your control over the localized windstorm increases greatly. You may
reshape the wall as normal or as an immediate action. You may also generate pockets of calm interspersed with
pockets of intense winds when you shape the wall (effectively, this is the intensify option except that the wall
may be broken with as many 5-foot cubes of calm that you choose, as per the pacify option). 4. For every 2
additional power points you spend, you can reduce the wind conditions an additional category when using the
pacify option.
5.  For every additional power point, the weight limit of projectiles that are deflected increases by 1 lb.
In addition, for every 2 power points spent achieving any of these effects, increase the save DC by 1.
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Control Body (Unleashed) 7 1sa 20 Rnds 300 ft Medium Humanoid Fort neg Material Yes
You psychokinetically control the actions of any humanoid (including undead or outsiders with a humanoid
physiology) that is within range and to which you have line of sight. Control body doesn’t require mental
contact with the subject, since you are actually forcing limb movements independent of the target’s mind. You
can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too
difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest
powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of
sight to the subject, the effect of this power ends.
If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your
Intelligence bonus, and its bonus on damage rolls is equal to your Intelligence bonus. A subject of this power
cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does
gain a bonus to its AC equal to your Intelligence bonus.
Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely
mental actions (such as manifesting powers) can do so. The subject may make an additional Fortitude save each
round you maintain concentration.
The subject is treated as being staggered and may only perform a single move action or standard action under
your direction each round.
You cannot be the target of your own control body power.
Augment This power may be augmented in one or both of the following ways.
1.  For every 2 additional power points you spend, this power can affect a target one size category larger.
2.  If you spend 4 additional power points, the controlled target is no longer treated as being staggered.
  Energy Ball (Unleashed) 7 1sa Instant   1200 ft 20' Radius Spread Reflex 1/2   Auditory Yes  
You create an explosion of energy of your active energy type (cold, electricity, fire, or sonic) that deals 7d6 points
of damage to every creature or object within the area. The explosion creates almost no pressure.
Cold A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold
ball is a Fortitude save instead of a Reflex save.
Electricity Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming power resistance.
Fire A ball of this energy type deals +1 point of damage per die.
Sonic A ball of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment For every additional power point you spend, this power’s damage increases by one die (d6). For
each extra two dice of damage, this power’s save DC increases by 1.
Special A kineticist does not need to select an energy type for this power when he gains psionic focus. He may
choose the type of damage at the time the power is manifested.
  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.                    
5th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Energy Current (Unleashed) 9 1sa 20 Rnds 75 ft 15' Diameter Reflex 1/2 Visual Yes
Your body’s psionically fueled bioenergetic currents produce an arc of energy of your active energy type (cold,
electricity, fire, or sonic) that targets a creature you designate as the primary foe for 9d6 points of damage in every
round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is
initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the
duration lasts. Secondary foes take the same damage that the primary foe takes in every round while the duration
lasts.
Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the
effect with a special ability or power), or should the primary foe move out of range of the effect, the energy
current’s arc randomly retargets another primary and/or secondary foe while the duration lasts, depending on
which foe or foes can no longer be targeted. Targeted foes can move normally, possibly moving out of range of
the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking
full damage in that round.
Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy
current, you must make a successful concentration check (DC 10 + damage dealt) to avoid losing your
concentration on the power.
The save DC to halve the damage for the secondary target is 2 lower than the DC for the primary target.
Cold A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold current is a Fortitude save instead of a Reflex save.
Electricity Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on
manifester level checks for the purpose of overcoming power resistance.
Fire A current of this energy type deals +1 point of damage per die.
Sonic A current of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment You can augment this power in one or both of the following ways.
1.  For every additional power point you spend, this power’s damage increases by one die (d6). For each extra
two dice of damage, this power’s save DC increases by 1.
2.  For every 4 additional power points you spend, this power can affect an additional secondary foe. Any
additional secondary foe cannot be more than 15 feet from another target of the power.
Special A kineticist does not need to select an energy type for this power when he gains psionic focus. He may
choose the type of damage at the time the power is manifested.
  Fiery Discorporation (Unleashed) 9 1 Immediate Special   Self   Self No   Visual No  
You use your mastery of energy to cheat death. If you are within 30 feet of an open flame, you can use this power.
Any damage that would reduce you to 0 hit points or lower instead has a chance to discorporate you. You
attempt a Will save (DC 5 + damage dealt); if it succeeds, you take no damage and simply break apart into dozens
of flitting tongues of flame and vanish, along with all your gear and anything you are holding or carrying.
One day later, you reappear adjacent to an open flame nearest to the place where you discorporated, seeming to
materialize from the fire (you choose where you appear along the perimeter of that open flame). While
discorporated, you do not exist—you can do nothing, nor can any of your enemies do anything to you.
Augment For every 3 additional power points you spend, you gain a +1 bonus on your Will save to determine
whether you discorporate.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Dispelling Buffer (Unleashed) 11 1sa 20 Hrs Special Special None Material/Olfactory Yes D
You create a psychokinetic shield around the subject that improves the chance that any powers affecting the
subject Will resist a dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific
power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, on each dispel
check, add +5 to the DC for the ongoing effect that is subject to being dispelled.
Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last
(with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level
(with the same +5 bonus).
Special When a psychic warrior manifests this power, the range is personal and the target is the manifester.
  Null Psionics Field (Unleashed) 11 1sa 200 Min. 10 ft 10' radius None   Auditory/Visual Special  
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most
psionic effects, including powers, psi-like abilities, and supernatural abilities. Likewise, it prevents the
functioning of any psionic items or powers within its confines. A null psionics field suppresses any power or
psionic effect used within, brought into, or manifested into its area, but does not negate it. Time spent within a
null psionics field counts against a suppressed effect’s duration.
Astral constructs, summoned creatures, and incorporeal undead wink out if they enter a null psionics field if
they fail any applicable power resistance check. They reappear in the same spot once the field goes away. Time
spent winked out counts normally against the duration of the power that is maintaining the construct or
summoned creature.
Creation powers with instantaneous durations and calling powers are not affected by a null psionics field
because the power itself is no longer in effect, only its result.
A normal creature (a normally encountered construct rather than a created one, for instance) can enter the area,
as can normal missiles. Furthermore, while a psionic sword does not function psionically within the area, it is still
a sword (and a masterwork sword at that). The power has no effect on golems and other constructs that are
imbued with magic during their creation process and are thereafter self-supporting (unless they have been
summoned or have a limited duration, in which case they are treated like any other summoned creatures).
Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like
or supernatural abilities, however, may be temporarily nullified by the field.
Dispel psionics does not remove the field. Two or more null psionics fields sharing any of the same space have no
effect on each other. Certain powers may be unaffected by null psionics field (see the individual power
descriptions). Artifacts and deities are unaffected by mortal power such as this. Should a creature’s space extend
across the boundary of the area enclosed by the field, any part of the creature that lies outside the effect is
unaffected by the field.
7th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Reddopsi (Unleashed) 13 1sa 200 Min. Self Self No Auditory/Mental/Olfactory No
Powers and psi-like effects targeted on you are reversed back upon the original manifester. Reddopsi turns only
powers that have you as a target. Effect and area powers are not affected. Reddopsi also fails to stop touch range
powers. Up to 15 power points (or eight spell levels in psionic-magic transparency games) worth of powers are
reversed in this fashion. When you are targeted by a power using a higher amount of power points than the
amount of reddopsi you have left, that power is partially reversed. Subtract the amount of reddopsi left from the
power points of the incoming power, then divide the result by the total power points of the incoming power to
see what fraction of the effect gets through. For damaging powers, you and the manifester each take a fraction of
the damage. For nondamaging powers, each of you has a proportional chance to be the one who is affected. If
you and a manifesting attacker are both warded by reddopsi effects in operation, a resonating field is created.
Roll randomly to determine the result.
% Roll Effect
01-70 Power drains away without effect.
71-80 Power affects both of you equally at full effect.
81-97 Both reversing effects are rendered nonfunctional for 1d4 minutes.
98-100 Both of you go through a rift into another plane.
8th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Psychokinetic Sphere (Unleashed) 15 1sa 20 Min. 75 ft 1' Diameter Sphere Reflex neg Material Yes D
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter
of the sphere, and contains it for the duration of the effect. Anything contained within the sphere weighs only
one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000
pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per manifester
level) after the sphere has succeeded in encapsulating its contents.
You can move the sphere, along with the objects and creatures it contains that weigh a total of 5,000 pounds or
less, by concentrating on the sphere. You can begin moving a sphere in the round after manifesting the power. If
you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you
cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate
(if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during
the duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of
the sphere.
You can move the sphere telekinetically even if you are in it.
The sphere functions as a wall of force, except that it can be negated by dispel psionics. A subject inside the
sphere can breathe normally. The sphere cannot be physically moved either by people outside it or by the
struggles of those within.
9th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Tornado Blast (Unleashed) 17 1 Round Instant 1200 ft 40' Radius Spread Reflex 1/2 Auditory/Visual No
You induce the formation of a slender vortex of fiercely swirling air. When you manifest it, a vortex of air visibly
and audibly snakes out from your outstretched hand.
If you want to aim the vortex at a specific creature, you can make a ranged touch attack to strike the creature. If
you succeed, direct contact with the vortex deals 8d6 points of damage to the creature (no save).
Regardless of whether your ranged touch attack hits (and even if you forgo the attack), all creatures in the area
(including the one possibly damaged by direct contact) are picked up and violently dashed about, dealing 17d6
points of damage to each one. Creatures that make a successful Reflex save take half damage, but are still picked
up.
After being dashed about, each creature that was affected finds itself situated in a new space 1d4 x 10 feet away
from its original space in a random direction. Walls and other barriers can restrict this relocation; in such a case,
the creature ends up adjacent to the barrier.
Augment For every additional power point you spend, this power’s area damage (not the damage from direct
contact dealt to a specific creature) increases by 1d6 points. For each extra 2d6 points of damage, this power’s
  save DC increases by 1.