Caster Level 20
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Destiny Dissonance (Unleashed) 1 1sa 20 Rnds Touch Creature Touched None Material/Mental Yes
Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store.
Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of
the manifester if you succeed on a melee touch attack.
  Precognition (Unleashed) 1 1sa 200 Min Self   Self No   Visual No  
Precognition allows your mind to glimpse fragments of potential future events—what you see will probably
happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until
the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you
act swiftly, on the information you previously received when you manifested this power. In practice, manifesting
this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time.
You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge
fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge
translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving
throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is
  lower than desired.                        
  Psychic Tracking (Expanded) 1 1sa 20 Rnds Touch Creature Touched None Material/Mental Yes
Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store.
Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of
  the manifester if you succeed on a melee touch attack.                  
  True Terror (Expanded) 3 1sa 1 Rnds 300 ft 1 Living Creature Will neg Mental Yes
This power affects one Intelligent creature of 3 intelligence or higher.  You cause the target to see horrible visions
of future possibilities, stunning the target unless it makes a successful Will save.
Augment: You can augment this power in any of the following ways.
1.  If you expend your psionic focus, the range increases to Long (400 ft. + 40 ft./level.).
2.  For every additional power point you spend, you can target another creature.
3.  For every 2 additional power points you spend, the target becomes stunned for an additional round.
4.  If you spend 2 additional power points, you can target creatures with an Intelligence of 1 or more, as well as
non-living creatures. You still cannot affect creature's that are immune to fear or mind-affecting effects.
5.  If you spend 5 additional power points, this becomes an Area-effect (20 feet radius) centered on you, affecting
all targets within range.
In addition, for every 2 power points spent on the above augment options, the save DC increases by 1.
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Clairvoyant Sense (Unleashed) 3 1sa 20 Min. Psionic Sensor No Auditory/Visual No D
You can see and hear a distant location almost as if you were there. You don’t need line of sight or line of effect,
but the locale must be known—a place familiar to you or an obvious one, such as behind a door, around a corner,
or in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense doesn’t move, but
you can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not
allow psionically or supernaturally enhanced senses to work through it.
If the chosen locale is magically or psionically dark, you see nothing. If it is naturally pitch black, you can see in
a 10-foot radius around the center of the power’s effect or out to the extent of your natural darkvision. The power
  does not work across planes.                      
  False Future (Expanded) 3 1sa 1 Rnds 75 ft 1 Creature Will neg Auditory/Material Yes
You show the targeted creature a vision of the future that is slightly incorrect. At any point in the target's turn,
you can reposition them 5 ft. to reflect their reaction to the false insight. The target may react after the reposition
has occurred. This might make an action the creature was about to take invalid, such as repositioning them when
they are about to make an attack, in which case the action is wasted.
You cannot reposition the creature into a square which they could not occupy or where there is no ground (such
as over a cliff, into a river, or a flow of lava). Repositions using this power do not provoke attacks of opportunity.
Augment: For every 2 additional power points spent, this power lasts an additional round and the save DC
increases by 1. The target gets a save on every round this effect is used upon them at the same save DC.
  Object Reading (Unleashed) 3 1 Minute 200 Min. Touch   Touched Object None   Auditory/Material Yes  
You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by
their previous owners, which can be read by use of this power. The amount of information revealed depends on
how long you study a particular object.
1st Minute Last owner’s race.
2nd Minute Last owner’s gender.
3rd Minute Last owner’s age.
4th Minute Last owner’s alignment.
5th Minute How last owner gained and lost the object.
6th+ Minute Next-to-last owner’s race, and so on.
The power always correctly identifies the last owner of the item, and the original owner (if you keep the power
active long enough).
There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is
a 10% chance that one former owner will be skipped and thus not identified.
This power will not identify casual users as owners. (Anyone who uses an object to attack someone or
something is not thereafter considered a casual user.)
An object without any previous owners reveals no information. You can continue to run through a list of
previous owners and learn details about them as long as the power’s duration lasts. If you use this power
additional times on the same object, the information yielded is the same as if you were using the power on the
object for the first time.
  Augment For every additional power point you spend, this power’s maximum duration increases by 10 minutes.        
  Sensitivity to Psychic Impressions (Unleashed) 3 1 Hour 200 Min. 75 ft Same as Range None Auditory/Material No
You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate
psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture
of the location’s past.
The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and
betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates.
Everyday occurrences leave no residue for a manifester to detect.
The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the
vision, though you might be able to read large banners or other writing if they are in your language.
Beginning with the most recent significant event at a location and working backward in time, you can sense one
distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your
sensitivity extends into the past a maximum number of years equal to 100 x your manifester level.
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  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).                        
  Fate Link (Unleashed) 5 1sa 200 Min. 75 ft 30' Diameter Will neg Olfactory Yes
You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature
experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal
damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of
energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed
on a Fortitude save against this power’s save DC or gain two negative levels.
No other effects are transferred by the fate link.
Augment:  For every 2 additional power points you spend, this power’s save DC increases by 1.
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Anchored Navigation (Unleashed) 7 1sa 20 Hrs. Self Self No Material/Olfactory No
You know where you are in relation to a fixed starting point, which is essential for setting up a mishap-free
teleport beacon. While the duration lasts, you are aware of your exact distance and route (physical or
psychoportive) back to a fixed starting point. The “anchored” starting point is your exact location when you
manifest the power. To designate other anchored starting points, you must manifest this power multiple times
and be present at the desired locations when you do so.
You can also retrace your steps through a maze automatically while the power lasts, without resorting to a map.
Anchored navigation grants you a mindlink with one designated creature who remains within a 60-foot radius of
the starting point, regardless of the distance between you and the creature. The use of anchored navigation is
confined to the plane of existence where you manifest it.
Augment If you spend 6 additional power points, the effect of this power extends across all planar boundaries.
  Remote Viewing (Unleashed) 7 1 Hour 20 Min. Special   Special Will neg   Mental Yes  
You send your mind across space and dimensions, forming it into a quasi-real viewpoint from which you can see
and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject
succeeds on a Will save, the remote viewing attempt fails, and you can’t attempt to view that creature again for
at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical
connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus
on its Will save.
Knowledge Will Save Modifier
None +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
Connection Will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10
Subject on another plane +5
If the subject fails its Will save, your mind coalesces a quasi-real viewpoint near enough to the subject to see and
hear the subject and its immediate surroundings (up 30 feet in all directions away from the subject).
While the remote viewing lasts, your real body remains unmoving and unaware of your actual surroundings. On
the other hand, your quasi-real viewpoint is treated in some ways as if it were an invisible ectoplasmic form of
yourself, except as follows. This power is of the Scrying subdiscipline, but use the following information in place
of the standard scrying sensor. As a quasi-real viewpoint, you can speak (though your voice is whispery).
You may potentially be sensed by the subject of your viewing (subjects who can see or sense invisible or hidden
creatures automatically sense you; otherwise you make a Stealth check with a +40 bonus to escape detection if
immobile, or a +20 bonus if moving). You could be attacked (although if you become subject to dispel psionics,
the remote viewing simply ends). If the subject moves, you can attempt to follow it at a speed of 20 feet, though
if it gets farther than 30 feet from you (or you move farther than 30 feet from it), the power ends.
You can attempt to manifest one power through your quasi-real viewpoint, but you must make a concentration
check (DC 20 + level of the power you wish to manifest) to succeed. Manifesting (or attempting and failing to
manifest) a power immediately ends the remote viewing.
Furthermore, all powers from your quasi-real viewpoint cost twice the usual number of power points (you can’t
exceed the power point limit set by your manifester level, so you are restricted to manifesting lower-level powers
than you otherwise could). Power points you spend as a quasi-real viewpoint are drained from your real body.
Augment:  By spending 2 additional power points, the quasi-real viewpoint can move at a speed of 40 feet.
5th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Clairtangent Hand (Unleashed) 9 1sa 20 Min. Self Self None Auditory/Mental/Visual D
You can emulate a far hand effect at any distance while simultaneously emulating clairvoyant sense to target
your far hand; see the appropriate power descriptions. Clairtangent hand’s duration is up to 1 minute per level
when used with a far hand effect.
Augment:  If you spend 8 additional power points, you can emulate clairvoyant sense in conjunction with either
telekinetic force or telekinetic maneuver, but this power’s duration expires as soon as any of the noted
telekinetic powers deals damage.
  Second Chance (Unleashed) 9 1sa 20 Rnds Self   Self No   Mental No  
You take a hand in influencing the probable outcomes of your immediate environment.
You see the many alternative branches that reality could take in the next few seconds, and with this
foreknowledge you gain the ability to reroll one attack roll, one saving throw, one ability check, or one skill check. 
You must take the result of the reroll, even if it’s worse than the original roll. You do not have to make another roll
if satisfied with your original roll.
Augment For every 3 additional power points spend, you gain a +1 insight bonus on the reroll.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Precognition (Unleashed) 11 10 Minutes 20 Hrs Self Self No Material/Visual No
Precognition allows your mind to glimpse fragments of potential future events—what you see will probably
happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until
the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you
act swiftly, on the information you previously received when you manifested this power. In practice, manifesting
this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time.
You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge
fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge
translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving
throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is
lower than desired.
You gain a +4 insight bonus instead of a +2 bonus, and the effect is not discharged when used. You may only
gain a number of precognitive edges per manifestation equal to your manifester level.
7th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Fate of One (Unleashed) 13 1 Immediate Instant Self Self No Mental/Visual No
Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of the
reroll, you must use it even if it is worse than the original roll.
If you use the power to reroll a saving throw, you can manifest this power even when it is not your turn.
8th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Hypercognition (Unleashed) 15 1sa Instant Self Self No Mental No
You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your
mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge.
However, your knowledge is in fact the result of a rigorously logical process that you force your mind to
undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even
  extracting echoes of knowledge from the Astral Plane).                  
9th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Metafaculty (Unleashed) 17 1 Hour Special Self Self No Mental/Olfactory/Visual No D
You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions
involving any creature you have seen before, whether personally or by means of another power such as remote
viewing.
This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When
you manifest the power, you learn the following facts about the creature:
-  Its name, race, alignment, and character class.
-  A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very
    high (21 HD to 40 HD), or deific (41 HD or higher).
-  Its location (including place of residence, town, country, world, and plane of existence).
-  Significant items currently in its possession.
-  Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such
    as locales traveled through, the names or races of those the creature fought, spells or powers it has used, items
    it acquired, and items it left behind (including the location of those items).
-  A current mental view of the creature, as described in the remote viewing power, which you can maintain for up
    to 1 minute per level.
Metafaculty can defeat spells, powers, and special abilities such as screen or mind blank (or even a wish spell)
that normally obscure clairsentience powers. You can attempt a manifester level check (DC 6 + manifester or
caster level of the creator of the obscuring effect, as appropriate) to defeat these sorts of otherwise impervious
defenses.
Metafaculty is defeated by epic powers, epic spells, and epic special abilities that obscure divinations and
clairsentience powers.
The amount of information gained from metafaculty is taxing on the mind. You suffer 2 points of ability burn to
  your key ability score when you manifest this power.