Caster Level 20
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  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.        
  Detect Teleportation (Unleashed) 1 1sa 20 Min. 40 ft 40' radius No Visual No
You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these
powers whether or not you have line of sight or line of effect (although a force effect prevents this detection).
When you sense the use of an appropriate power, you know the direction in which the power was used, though
not the distance or the exact effect.
Augment If you spend 2 additional power points, this power’s range increases to Medium (100 ft. + 10 ft./level).
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  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
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.        
  Gravitational Well (Expanded) 3 1sa 20 Rnds 300 ft 1 Creature Reflex neg Material/Olfactory Yes
An artificial well of gravity manifests on the target, pulling other objects in towards it. All attacks against the
target gain a +2 circumstance bonus to the attack roll as attacks are drawn toward it from the increased
gravitational pull.
In addition, attacks made against any other creatures within 10 ft. of the target suffer a -2 penalty to attack rolls,
as the altered gravity attempts to pull the attack toward the affected creature.
Any attempt to move closer to or around the target is unhindered, but any attempt to move away from the
affected creature is treated as difficult terrain until more than 10 ft. away. A successful Reflex save negates this
Creatures benefiting from Stability or Personal Gravity, such as an elocater, gain a +4 bonus to their saving throw.
Augment: This power may be augmented in one or both of the following ways.
1.  By spending an additional 2 power points, ranged attacks, but not ranged touch attacks, fired at nearby targets
are likely to veer off course, turning toward the creature affected. Any ranged attack within 10 ft. that misses its
target has a 25% chance of striking at the creature affected. Roll a second attack roll at a -4 penalty with the
affected creature as the target. If the attack roll is successful, the affected creature is struck by the ranged attack.
2.  For every 4 additional power points spent, the distance from the target increases by 5 ft. to determine if a
missed attack strikes at the affected creature.
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Astral Caravan (Unleashed) 5 1 Hour Special Self Special No None No
You lead a caravan into the Astral Plane, leaving the Material Plane behind. Since the Astral Plane touches upon
other planes, you can travel astrally to any of these other planes as you wish, but only if you know your way
(see below).
You can bring other willing creatures with you, provided that these subjects have each manifested astral traveler
and are linked hand to hand with you at the time of the astral caravan’s manifestation. These fellow travelers are
dependent upon you and must accompany you at all times. If something happens to you during the journey that
causes you to break hand-to-hand contact, your companions are stranded wherever you leave them. Because the
planes are a dangerous place, those who lead astral caravans usually choose to manifest this power only if they
have a large party of travelers assembled. Sometimes groups of lower-level adventurers may hire you to lead
forays beyond the Material Plane.
The astral caravan power lasts while you and your fellow travelers maintain your original formation, until:
1.  You reach your intended destination plane,
2.  You desire to end the power while still traversing the Astral Plane.
3.  You or anyone traveling with you breaks the hand-to-hand chain connecting the travelers for 2 consecutive
rounds, or
4.  The power is terminated by some outside means, such as dispel Psionics. When the power ends, you and
your fellow travelers halt in whatever portion of the Astral Plane you happen to be traversing (the Astral Plane is
in many ways subjective in location; in any event, one place on the Astral looks much like any other).
While you are traveling through the Astral Plane, those natives who happen to glimpse you and your fellow
travelers perceive you to be moving at a speed of 30 feet (you can’t run), with you flying in the lead and your
fellow travelers strung out behind you, each linked to the next by one hand.
Depending on your knowledge of the planes, your journey through the subjective space that is the Astral Plane
may take a longer or shorter period of time. For each 24 hours you travel, make a Knowledge (planes) check.
Unless a location is particularly hard to find and well guarded, or conversely easy to find and well advertised, the
average DC for an astral caravan journey should be set at 20. You cannot take 20 on this check, though you can
take 10. Each check may be modified by your degree of familiarity with the destination or by some connection
you have with the place; see the following tables.
Each successful check indicates that you are one step closer to your goal. To finally arrive at your location, you
must succeed on six checks within a span of 12 days. (If you fail to make six successful checks within the first 12
days, you can continue to make one check per day until you get the requisite six successes within a span of 12
consecutive days). When you successfully make the requisite number of checks, the journey ends, and you
appear on your chosen plane within 10–1,000 (1d% x 10) miles of your intended destination on that plane.
Augment If you spend 2 additional power points, this power weaves a quasi-real filmy membrane around
yourself and all those adjacent to each other in the caravan (being linked by hand is not required if this membrane
is used). You remain visible within the translucent, amorphous enclosure. You can pick up or drop willing
passengers, easily reaching through the film. Anything you hold is enveloped by the film. Any attacks made
through the enclosure in either direction have a 25% miss chance due to the rippling membrane.
Destination Knowledge Planes Check Modifier
None (1) n/a
Secondhand (you have heard of the destination) -10
Firsthand (you have visited before) 0
Familiar (you have visited three or more times) 5
(1) If you have no direct knowledge of your destination, you must have some connection to it in order to travel
there; see below.
Connection Knowledge Planes Check Modifier
Likeness or picture of destination 2
Object from destination 4
Planar Cartographer’s map of destination 10
When you manifest this power in its augmented form, your apparent speed to those observing on the Astral
Plane is 40 feet, and you can make a Knowledge (planes) check once every 12 hours to attempt to make it to your
  destination (six successful checks within 12 consecutive days still sees you to your desired goal).
  Delayed Response (Expanded) 5 1 Immediate Instant   75 ft 1 Creature Will neg   Auditory/Mental Yes  
You force the target to delay their action until after the next creature in the initiative order takes their action unless
the target makes a successful Will save. You must manifest this power before the results of the creature's actions
are determined. This may result in the creature's action being invalid, such as attacking a target that has moved, in
which case the action is wasted. If the target was manifesting a power or casting a spell, they do not need to make
a concentration check.
Augment: For every 3 additional power points you spend, the target's action is delayed until after an additional
creature in the initiative order.
  Gravitational Anchor (Expanded) 5 1sa 20 Rnds 300 ft 10' Radius Burst Reflex neg   Material/Olfactory Yes  
You generate an increased gravity field at a single point within range, pulling creatures and objects downward.
The targeted point can be a creature or unattended object, but if so, the target is allowed a Reflex save to negate
the effect. Each creature moving or attacking within the affected area must make a Reflex Save each round or be
affected by the effects of the gravity field for that round. The increased gravity field inflicts a -2 penalty on all
non-ray attack that pass through the affected area (even ranged attacks originated by or targeting creatures
outside of the field), and all movement through the affected area counts as difficult terrain. Creatures attempting
to fly or levitate in the field are forcibly dragged down 20 ft. per round at the end of their turn. Any creature that
falls more than 10 ft. in the field that strikes the ground takes double damage from the fall. In addition, trip
attempts gain a +2 circumstance bonus, rather than the -2 penalty, against affected targets within the field.
Creatures benefiting from Stability or Personal Gravity, such as an elocater, gain a +4 bonus to their saving throw.
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Expulsion (Unleashed) 7 1sa Instant 75 ft 1 Extraplanar Creat Will neg Auditory Yes
You force an extraplanar creature back to its proper plane if it fails a Will save. If the manifestation is successful,
the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other
than its own.
  Flight (Unleashed)   7 1sa 20 Min. Self   Self No   Auditory No D
You can fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor, or if you carry a medium or heavy
load). You can ascend at half speed and descend at double speed, and your maneuverability is good. Using this
power requires only as much concentration as walking, so you can attack or manifest normally. You can charge
but not run, and you cannot carry aloft more weight than your maximum load, plus any armor you wear. You gain
a bonus on Fly skill checks equal to 1/2 your manifester level.
Should the duration expire while you are still aloft, the power fails slowly. You float downward 60 feet per round
for 1d6 rounds. If you reach the ground in that amount of time, you lands safely. If not, you fall the rest of the
distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a power effectively ends it, you also
descend safely in this way if the power is dispelled, but not if it is negated by a null psionics field.
  Wrench (Unleashed)   7 1sa 20 Min. 300 ft Ray None   Auditory Yes  
A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or
object struck by the ray is covered with a shimmering field that completely blocks extradimensional travel,
wrenching it fully in its current planar location. Forms of movement barred by this include astral projection, blink,
dimension door, ethereal form, ethereal jaunt, etherealness, gate, maze, plane shift, teleport, and similar abilities.
The power also prevents the use of a gate or teleportation circle for the duration.
Wrench does not interfere with the movement of creatures already in ethereal or astral form when the power is
manifested, nor does it block extradimensional perception or attack forms. Also, wrench does not prevent
summoned creatures from disappearing at the end of a summoning power.
5th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Baleful Teleport (Unleashed) 9 1sa Instant 75 ft 1 Corporal Creature Fort 1/2 Material/Visual Yes
You psychoportively disperse minuscule portions of the subject, dealing 9d6 points of damage. Targets can be
protected from the effects of this power by wrench.
Augment For every additional power point you spend, this power’s damage increases by 1d6 points. For each
extra 2d6 points of damage, this power’s save DC increases by 1 and your manifester level increases by 1 for the
purpose of overcoming power resistance.
  Psychoport (Unleashed) 9 1sa Instant   Special   Special Special   Visual Special  
This power instantly transports you to a designated destination, which may be as distant as 100 miles per
manifester level. Interplanar travel is not possible. 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 four Medium 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. As with all
powers where the range is personal and the target is you, you need not make a saving throw, nor is power
resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and
power resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the
more likely the teleportation works. Areas of strong physical or psionic energy may make teleportation more
hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the table at the end of this power. Refer to the
following information for definitions of the terms on the table.
Familiarity “Very familiar” is a place where you have been very often and where you feel at home. “Studied
carefully” is a place you know well, either because you can currently physically see it or you’ve been there often.
“Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed
once” is a place that you have seen once, possibly using powers such as remote viewing. “False destination” is
a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as
such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination,
roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to
hope to arrive at or even be off target from.
On Target You appear where you want to be.
Off Target You appear safely a random distance away from the destination in a random direction. Distance off
target is d% of the distance that was to be traveled. The direction off target is determined randomly.
Similar Area You wind up in an area that’s visually or thematically similar to the target area. Generally, you
appear in the closest similar place within range. If no such area exists within the power’s range, the power simply
fails instead.
Mishap You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of
damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time
“Mishap” comes up, the characters take more damage and must reroll.
Familiarity On Target  Similar Area Mishap Off Target Similar Area   Area Mishap
Very familiar 01-97 98-99 00 --
Studied carefully 01-94 95-97 98-99 100
Viewed Once 01-76 77-88 89-96 97-100
False Destination 0 81-92 93-00 93-100
Augment:  For every 2 additional power points spend, consider the familiarity of a location 1 step better, with the
exception of a false destination, which is always considered a false destination.
  Psychoport Trigger (Unleashed) 9 1sa 20 Hrs Self   Self No   Material No D
You specify a situation that triggers your automatic manifestation of a psychoport, taking you to a predetermined
location. You must know the psychoport power and have sufficient power points to manifest it when the specified
situation occurs.
The psychoport trigger goes off on the initiative count immediately after the specified situation occurs, even if
you are flat-footed or you have already taken your turn in the current round. The specified situation can be
described in general terms or specific terms.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Banish (Unleashed) 11 1sa Instant 75 ft 30' Diameter Will neg Auditory/Material Yes
You force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per manifester level
can be banished.
Augment For every 2 additional power points you spend, this power’s save DC increases by 1 and your
manifester level increases by 1 for the purpose of overcoming power resistance.
  Reposition (Expanded) 11 1sa Instant   300 ft Special Will neg   Auditory/Mental Yes  
You instantly reposition each willing target anywhere within Medium range (100 ft. + 10 ft./level.) from your location
to which you have line of effect. This does not provoke attacks of opportunity for the creatures moved. The
destination must be a valid space; this power cannot reposition creatures inside of another creature, a boulder, or
some other solid structure, etc., although it could reposition a creature through a wall, as long as the manifester
has line of effect to the destination, or reposition a creature underwater, midair, or over a bonfire. Attempts to
reposition a creature into a harmful situation allow the creature a save.
Those affected by this psionic power can extend themselves beyond the initial range, but their final position must
be within the range.  Tithe manifester himself can be affected by reposition if he has the collective class feature,
but all range measurements are made from the manifester's starting location, not his final location.
Augment: This power may be augmented in the following ways.
1.  If you spend 6 additional power points, you may target unwilling creatures.
2.  If you spend 8 additional power points, you may manifest this power as an immediate action.
7th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Dream Travel (Unleashed) 11 1sa 20 Hrs Touch Special Will neg Visual Yes D
You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and
into the region of dreams. You can take more than one creature along with you (subject to your level limit), but
each one must be touching another one. You physically enter the land of dreams, leaving nothing behind.
In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds
of dreamers everywhere. For every minute you move through dream, you can “wake” to find yourself five miles
displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering
where only dreams normally prowl, moving the desired distance, and then stepping back into the waking world.
You know where you will come out in the waking world.
Dream travel can also be used to travel to the Dreamscape and other planes that contain creatures that dream,
but doing this requires crossing into the dreams of outsiders, where you are subject to the vagaries of many
dream realities—a potentially perilous proposition. Transferring to another plane of existence in this fashion
requires 1d4 hours of uninterrupted travel.
Any creatures that come along when dream travel is manifested also make the transition to the borders of
unconscious thought. A creature separated from you wanders off into the dreamscape. When the duration ends,
all affected creatures return to the waking world as much as 1,000 miles (d%x10) from their starting point. If a
creature remains in the dreamscape, it is powerless to leave unless it can manifest the dream travel power itself or
someone who manifests the power seeks out the lost creature.
  Augment For every 2 additional power points you spend, this power’s save DC increases by 1.          
  Ethereal Form (Unleashed) 13 1sa 20 Rnds Self Self No Visual No
You become ethereal, along with your equipment. For the duration of the power, you are in the Ethereal Plane,
which overlaps the Material Plane. When the power expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at
half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and
hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane
from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and powers you
manifest while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or
effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material. If you end the power and become
material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and
take 1d6 points of damage per 5 feet that you so travel.
8th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Time Hop, Mass (Unleashed) 15 1sa 20 Hrs 75 ft 300 lbs or less Will neg Auditory/Visual Yes
The subjects of the power hops forward in time 1 hour for every manifester level you have. In effect, the subjects
seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The
subjects reappear in exactly the same orientation and condition as before. From the subject’s point of view, no
time has passed at all.
In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15
Wisdom check. Success allows the subjects to return. The subject can act normally on its next turn after this
power ends.
If the space from which the subjects departed are occupied upon his return to the time stream, he appears in the
closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
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 affect a creature of one size category larger, or double
the weight of an object to be affected.
2.  For every 2 additional power points you spend, this power can affect an additional target. Any additional
target cannot be more than 15 feet from another target of the power.
Augment If you spend 6 additional power points, you can manifest this power as an immediate action.
9th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Psychoportation Circle (Unleashed) 17 10 Minutes 200 Min. 0 ft 5' Radius None Mental Yes
You create a circle on the floor or other horizontal surface that teleports, as greater psychoport, any creature who
stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The
power fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are
not familiar and have no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it
accidentally, you need to mark the circle in some way.
Magic traps such as psychoportation circle are hard to detect and disable. A character with the trapfinding class
feature can use the Disable Device to disarm magic traps. The DC in each case is 25 + spell level, or 34 in the case
of psychoportation circle.
  Time Regression (Unleashed) 17 1sa Instant   Self   Self No   None No  
You can regress apparent time 1 round into the past. In effect, you “replay” the previous round of activity. The
power regresses time to the point along the time stream just prior to your previous turn, undoing the effects of
everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what
happened during the round that is being replayed; however, you can communicate that knowledge verbally to
your companions, if desired. During the round that you live through a second time, you can act on knowledge
you previously gained by already living through the immediate future. In all likelihood, you’ll probably not
choose to manifest time regression during your second pass through the time stream, instead taking completely
  new actions.