Caster Level 20
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Empathic Connection (Unleashed) 1 1sa 20 Hrs 75 ft 1 Humanoid Will neg Mental Yes
You reach out with your mind, finding the emotional strings that most apply to your target. With delicate
influences, you twist those emotional strings, making your target view you as a friend (treat the target’s attitude
as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a
+5 bonus on its saving throw. This does not enable you to control the affected person as if it was an automaton,
but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but
you must win an opposed Charisma
Augment You can augment this power in one or more of the following ways. 1. If you spend 2 additional
power points, this power can also affect an animal, fey, magical beast, or monstrous humanoid. 2. If you spend
4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to
 the creature types mentioned above. 3. If you spend 4 additional power points, this power’s duration increases
to one day per level. In addition, for every 2 additional power points you spend to achieve any of these effects,
this power’s save DC increases by 1.
  Mindlink (Unleashed)   1 1sa 200 Min. 75 ft Special Special   Mental Yes  
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you
do not share a common language. No special power or influence is established as a result of the bond. Once the
bond is formed, it works over any distance (although not from one plane to another).
Augment You can augment this power in one or both of the following ways.
1.  If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not
willing (Will save negates).
2.  For every additional power point you spend, this power can affect an additional target. Any additional target
cannot be more than 15 feet from another target of the power.
  Suppress Compulsion (Expanded) 1 1 Swift 1 Rnds 75 ft 1 Creature None   None Yes  
You can attempt to suppress a compulsion or charm effect on another creature by overwhelming the creature
with conflicting telepathic signals, temporarily canceling the domination. When you manifest this power, make a
manifester level check against the ongoing controlling power currently in effect on the creature. The manifester
level check is 1d20 + your manifester level against a Difficulty Class of 11 + the manifester level of the entity that
originally manifested the controlling power. On a successful check, the control is suppressed for 1 full round.
Even though suppressed, the compulsion or charm is still considered to be running off its duration.
Augment: You can augment this power in one or more of the following ways.
1.  If you spend 4 additional power points, you can attempt to permanently terminate a compulsion or charm
effect on another creature, including mind control. When you manifest this power, make a manifester level check
against the ongoing controlling power currently in effect on the creature against a Difficulty Class of 11 + the
manifester level of the entity that originally manifested the controlling power. On a successful check, you
terminate the effect.
2.  For every additional power point you spend, you increase your check result by +1 and extend the duration
by 1 round.
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Aversion (Unleashed) 3 1sa 20 Hrs 75 ft 1 Creature Will neg Auditory/Material Yes
You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual
or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it;
if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it.
The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by
doing so.
If the subject is forced into taking an action she has an aversion to, she takes a –2 penalty on any attack rolls,
ability checks, or skill checks involved.
Augment:  For every 2 additional power points you spend, this power’s save DC increases by 1 and the
duration increases by 1 hour.
  Brain Lock (Unleashed) 3 1sa Conc +1 Rnds 300 ft 1 Humanoid Will neg   Material/Visual Yes  
The subject’s higher mind is locked away. He stands dazed, unable to take any actions other than those
identified below. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a
full-round action that does not provoke attacks of opportunity.
A brain locked subject is not stunned, so attackers get no special advantage against him.
A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make
for the surface.
Augment:  You can augment this power in one or both of the following ways.
1.  If you spend 2 additional power points, this power can also affect an animal, fey, magical beast, or monstrous
humanoid.
2.  If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or
outsider in addition to the creature types mentioned above.
In addition, for every 2 power points spent on either of the above options, the power’s save DC is increased by
1.
  Compelling Voice (Unleashed) 3 1sa 20 Hrs. 75 ft 1 Creature Will neg   Auditory Yes  
You tune your voice to the empathic vibrations of your target, making the next words you speak seem very
convincing (limited to a sentence or two). The suggestion must be worded in such a manner as to make the
activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the
effect of the power.
The suggested course of activity can continue for the entire duration. If the suggested activity can be
completed in a shorter time, the power ends when the subject finishes what it was asked to do. You can instead
specify conditions that will trigger a special activity during the duration. If the condition is not met before the
power duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Augment:  For every 2 additional power points you spend, this power can affect an additional target and the
power’s save DC increases by 1. Any additional target cannot be more than 15 feet from another target of the
power.
  Read Thoughts (Unleashed) 3 1sa 20 Min. 60 ft Cone Will neg   Mental No  
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that
succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters
the area before the duration expires.
Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts
of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score),
you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected
mind if you don’t have line of sight to the subject.
Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Augment For every 2 additional power points you spend, this power’s save DC increases by 1.
  Sense Minds (Expanded) 3 1sa 20 Min. 60 ft cone Will neg   Visual No  
You can locate creatures. For the duration of the effect, you can detect any non-mindless creature in range,
although the amount of information you learn depends on how long you concentrate on an area.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or
higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the effect
ends.
If you concentrate on a specific creature in the area of effect for one full round, you can pinpoint their exact
location.
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Battlesense (Expanded) 5 1sa 20 Rnds 30 ft Special No Mental No
You are able to affect 20 creatures with this psionic power.  You link the minds of your allies,
dramatically improving their coordination. When you manifest this power, a type of heads-up display appears in
each target's mind, improving their coordination and group awareness. Each affected target can use the Aid
Another action as an immediate action. Creatures that move out of the 30 foot range after the power is 
manifested are still affected by the power.
Additionally, all targets that are also willing members of your collective (if any) gain one special ability of your
choice from this list. Your choice affects all members equally.
+1 circumstance bonus to attack rolls
+1 circumstance bonus to AC
+2 circumstance bonus to weapon damage
+5 circumstance bonus to base speed
Augment: You may augment this power in one or both of the following ways.
1.  If you spend 2 additional power points, you can choose a second special ability from the collective bonus
list. You may choose the same benefit again; if you do, it stacks with itself (up to +5 for attack rolls or AC, +10
for weapon damage, or +25 for bonus to speed).
2.  If you spend 2 additional power points, you can use this power as if you had the collective class feature,
treating creatures with which you have established a mental link, such as the mindlink power, as members.
  Creatures that would not consider you an ally if not for the link do not count as willing members.          
  Crisis of Breath (Unleashed) 5 1sa 20 Rnds 300 ft 1 Humanoid Special Auditory Yes
You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the
subject’s autonomic breathing cycle. The subject’s lungs do not automatically function again while the power’s
duration lasts.
If the target succeeds on a Will save when crisis of breath is manifested, it is unaffected by this power. If it
fails its Will save, it can still continue to breathe by taking a standard action in each round to gasp for breath.
An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but
each round it does so, beginning in the round when it failed its Will save, the subject risks blacking out from
lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not
consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that
goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath.
If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to –1 hit points and is
dying. Curing powers or spells can revive a dying subject normally, so long as this power’s duration has
expired; if the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it
does not consciously breathe.
Augment You can augment this power in one or more of the following ways.
1.  If you spend 2 additional power points, this power can also affect an animal, fey, magical beast, or monstrous
humanoid.
2.  If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or
outsider in addition to the creature types mentioned above.
3.  If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft.-radius
burst.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save
  DC increases by 1.                        
  Empathic Transfer (Unleashed) 3 1sa Instant Touch 1 Willing Creature No Auditory/Material No
You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this
power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the
dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit
points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change
this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred
by this power has no type, so even if you have immunity to the type of damage the target originally took, the
transfer occurs normally and deals hit point damage to you.
Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into
yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the
target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude
saves to combat the affliction.
Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to
yourself.
Augment:  For every additional power point you spend, you can heal an additional 2d10 points of damage (to a
  maximum of 10d10 points per manifestation).                    
  Empathic Transfer, Hostile (Unleashed) 5 1sa Instant Touch Creature Touched Will 1/2 Auditory/Material Yes
You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you
can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. The damage you
transfer may not exceed the damage you currently have. You immediately regain hit points equal to the amount of
damage you transfer.
You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is
empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do
not lessen or change this damage.
The damage transferred by this power has no type, so even if the subject has immunity to the type of damage
you originally took, the transfer occurs normally and deals hit point damage to the subject.
Augment You can augment this power in one or both of the following ways.
1.  For every additional power point you spend, you can transfer an additional 5 points of damage (maximum 70
points per manifestation), although you must still have that amount of actual damage to transfer.
2.  If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on
you, transferring the full amount of damage to each creature, although no matter how many targets you affect,
you only heal the highest amount transferred to any one target.
  False Sensory Input (Unleashed) 5 1 Round 20 Min. 1200 ft 1 Creature Will neg   Mental Yes  
You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells,
tastes, or feels something other than what her senses actually report. You can’t create a sensation where none
exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one
sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look
like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look
like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the
howling wind, and so on.
You can switch between senses you falsify round by round. You can’t alter the size of an object by more than
50% by using this power. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a
different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy
manifester who is attempting to use his Powers, the enemy must make a concentration check as if being
grappling or pinned.
Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method
of gathering information, assuming you know that the victim is actively using such an effect and you can
maintain concentration.
Augment:  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.
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Alienation (Expanded) 7 1sa 20 Rnds 300 ft 1 Living Creature Will neg Auditory/Mental Yes
You close off the centers of the subject's mind that deal with communication and social interaction. The subject
effectively loses knowledge of all languages (including telepathic and body language) and is treated as illiterate
for the duration of the power. He may still “speak” and provide verbal components, and to him they sound
completely normal, but to anyone else they appear as complete gibberish. The subject is unable to understand
anyone else on any level and is unable to determine friend from foe. This prevents things such as Sense Motive,
the Aid Another action (or benefits from another's Aid Another), any skill check involving communication
(including Linguistics), using teamwork feats, knowing if a magical effect used on him is harmless or not until it
hits him (thus, he attempts a save against all effects he could) unless he makes a successful Spellcraft check to
identify the effect, gaining the benefits from abilities such as bardic performance, or using any Charisma-based
skill check (except Use Magic Device). The target no longer counts as an ally for the purposes of determining
flanking and all creatures who threaten the subject are considered allies for their own flanking purposes. In
addition, the subject cannot make attacks of opportunity while under this effect.
The subject still understands if his attacks or powers are successful.
Augment: For every additional power point you spend, this power may affect an additional target. No two
targets may be further than 15 feet apart. For every 2 power points spent this way, the power's save DC
increases by 1.
  Fear Cascade (Expanded) 7 1sa 20 Rnds 1200 ft 20' Diameter Will neg   Visual Yes  
You overload the target creature's mental and physical faculties with fear, a fear so powerful that even creatures
near the original target are affected by the residual energy. When you manifest this power, the target is cowering
unless it makes a successful Will save. In addition, all enemies within 20 feet of the target, including the target,
are shaken for 1 round.
Augment: You can augment this power in one or more of the following ways.
1.  For every 2 additional power points you spend, the duration of the shakened condition increases by 1 round.
2.  For every 4 additional power points you spend, the radius for nearby affected creatures increases by 10 feet.
  In addition, for every 2 power points you spend augmenting this power, the save DC increases by +1.        
  Memory Modification (Unleashed) 7 1 Round Permanent 75 ft 1 Creature Will neg Mental Yes
You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.
Eliminate all memory of an event the subject actually experienced. This cannot negate charm, geas/quest,
suggestion, or similar spells.
Allow the subject to recall with perfect clarity an event it actually experienced.
Change the details remembered of an event the subject actually experienced.
Implant a memory of an event the subject never experienced.
Manifesting this power takes 1 round. If the subject fails to save, you proceed by spending as much as 5
minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish
to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject
is ever beyond the power’s range during this time, the power fails.
A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s
natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine,
or another similar excuse.
  Mind Control (Unleashed) 7 1 Round 20 Days 300 ft 1 Humanoid Will neg   Mental Yes  
You can control the actions of any humanoid creature through a telepathic link that you establish with the
subject’s mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire,
within the limits of its abilities. If no common language exists, you can communicate only basic commands, such
as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do
not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a controlled creature a command, it continues to attempt to carry out that command to the
exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so
forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can
determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill
description).
Changing your orders or giving a dominated creature a new command is a move action.
By concentrating fully on the power (a standard action), you can receive full sensory input as interpreted by the
mind of the subject, though it still can’t telepathically communicate with you. You can’t actually see through the .
subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving
throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the
range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need
not see the subject to control it.
If you don’t spend at least 1 round concentrating on the power each day, the subject receives a new saving throw to
throw off the mind control.
Protection from evil or a similar effect can prevent you from exercising control or using the telepathic link while
the subject is so warded, but such an effect does not automatically dispel it.
Augment You can augment this power in one or more of the following ways.
1.  If you spend 2 additional power points, this power can also affect an animal, fey, magical beast, or monstrous
humanoid.
2.  If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or
outsider in addition to the creature types mentioned above.
3.  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.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC
  increases by 1.
  Minklink, Thieving (Unleashed)     7 1sa 200 Min. 75 ft Special Will neg   Mental Yes D
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you
do not share a common language. No special power or influence is established as a result of the bond. Once the
bond is formed, it works over any distance (although not from one plane to another).
If the target is a psionic character or creature that knows powers, you can temporarily borrow a power of your
choice (you are aware of what powers the subject knows, up to the highest level of power you can manifest)
Borrowing the subject’s power is a separate standard action that provokes an attack of opportunity. If the
attack to borrow a power succeeds, the mental communication provided by this power ends immediately. The
borrowed power fades from the subject’s awareness and appears within your own. You can now spend power
points to manifest the borrowed power just as if it were one of your powers known. You maintain knowledge of
the borrowed power until the duration of your thieving mindlink expires, at which time you lose knowledge of
the power and the power reappears in the mind of the subject, no matter how far from you the subject is. Even if
the subject is slain, you lose knowledge of the borrowed power when this power’s duration expires.
  Augment For every 2 additional power points you spend, this power’s save DC increases by 1.          
  Schism (Unleashed) 9 1sa #REF! Rnds Self Self No Auditory/Visual No D
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in
one body. Your new “second mind” does not control your body physically but is free to take one standard action
in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal
actions.
Your second mind can manifest powers using your power point reserve, but only as if your manifester level were
six lower than it is. Your second mind doesn’t provoke attacks of opportunity when manifesting a power, because
doing so doesn’t distract your primary mind. Having a second mind is strenuous on your psyche, and your
primary mind suffers a -2 manifester level penalty in any round in which the secondary mind has used its action.
If your secondary mind does not do anything in a round, your primary mind does not suffer this penalty.
Your second mind takes its first action on your turn in the round after schism is manifested.
Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect
while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends
and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not
subject to the compulsion or charm.
Your second mind does not gain any advantages if you are subject to a haste effect, although you gain the
overall standard benefits.
Your second mind cannot access your psionic focus and does not benefit if you are maintaining psionic focus.
  Your second mind may gain psionic focus if you have the Psionic Meditation feat.          
  Sensory Cascade (Expanded) 7 1sa #REF! Rnds #REF! ft 15' Radius Will neg Visual Yes
You overload the target's sensory system. In effect, the cascade buries the senses of the target creatures (even
those with blindsight, tremorsense, touchsight, or other esoteric methods of sensing the environment) with
random sensations for the duration. The creatures are treated as if blinded. However, from round to round, an
affected creature has a chance to sense normally. Each round on the creature's action, roll 1d4. On a roll of 1-3,
the target does nothing for 1 round as it stands attempting to re-establish contact with its senses. Rolling a 4
frees the creature of the effect for 1 round.
Sense-blocked creatures that are attacked (and damaged) are shocked out of their sense deprivation for 1 round -
they can attack or attempt to flee however they desire on their next action. The following round they are subject
once again to the sensory cascade (unless they are continually attacked each round).
Augment: This power can be augmented in one of the following ways.
1.  If you spend an additional 4 power points, the condition lasts 24 hours.
2.  If you spend an additional 6 power points, the condition is permanent.
5th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Metaconcert (Unleashed) 9 1 Minute 20 Min. 20 ft Special None Mental/Visual No
You link your psychic might with other psionic creatures, creating a composite network more powerful than the
sum of its parts. If there are no willing, psionic creatures in the area other than you when you use this power, it
fails. When you manifest this power, up to five willing, psionic creatures in the area connect with you into a
metaconcert network (a “metanetwork”), a distributed, metaphysical analogue of a psionic manifester. Misty
strands of glowing power link the brows of each member in a complex and shifting pattern, and a mental image of
each other member appears in the minds of everyone so linked. A number of power points you designate flow
from each member (including yourself) into a collective pool. If a member does not have enough power points to
contribute, he drops out of the metaconcert (see below).
One individual is chosen as the metaconcert conductor by mutual consent of the other members (this is usually
the manifester, but doesn’t have to be). Until the power ends, this conductor directs the efforts of the network.
Members of a metaconcert can continue to take actions of their own as normal without disrupting the
metanetwork, provided they stay within the area (see below).
All the powers known of each member (except metaconcert) are available to the conductor through the
metanetwork. While the conductor may still manifest his own powers as normal, he may instead choose to
manifest a power from the metanetwork instead of from his own powers known. If he does so, he must use the
power point pool of the metanetwork and may not use any of his feats or class features to modify the
manifestation (although items are permitted), but he also gains numerous benefits. When manifesting a power
from the metanetwork, his manifester level increases by one for each other metanetwork member (for instance, the
normal maximum membership of five members besides the conductor increases the conductor’s manifester level
by five). It is obvious to an outsider when the conductor manifests from the metanetwork, as arcs of light pulse
between the various members in a scintillating pattern, streaming to the conductor as his power manifests -- this
display cannot be hidden.
The metanetwork also supports its members. Each member of the metanetwork gains a bonus on saving throws
made against spells or powers equal to the number of other members, as the metanetwork distributes incoming
magical energy about its nodes. If a spell or power would deal damage or ability damage to the conductor, he may
choose to instead distribute it evenly between himself and all willing members. An individual member may decline
receiving damage this way on a case-by-case basis (for example, if a metaconcert consists of the conductor and
four other members, one of whom is not willing to receive damage at this time, the conductor may split the
incoming damage between himself and the three willing members). Damage split to willing members this way is
typeless and empathic in nature. This splitting takes place prior to the effects of other powers or abilities that
lessen damage, such as energy resistance or the intellect fortress power. Spells and powers that are not subject to
power resistance cannot have their damage or ability damage split this way, though the saving throw bonus still
applies.
Once the metanetwork forms, the members must remain within the power’s area, and as a group can move at half
the slowest member’s speed on the conductor’s turn. This counts as a move action for each member (that is, if the
group moves, each member is treated as having used a move action on their next turn). If a member moves outside
the area (whether willingly or involuntarily), that individual drops out of the group, and the power point pool of
the metanetwork is instantly recalculated.
All members who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the
meta network’s current power point pool divided by the number of members. That same number of points is
removed from the metanetwork’s power point pool. If the conductor drops out, the power ends. When a
metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the members
(the conductor receives the remainder if the points can’t be divided evenly). No creature can leave a metaconcert
with more power points than they had when they entered it -- surplus points dissipate as harmless light radiating
from the creature’s eyes.
Augment For every additional power point you spend, this power’s duration increases by 1 minute. For every 2
additional power points spent this way, the maximum number of members of the metanetwork increases by one,
  and the range and radius of the area of effect increase by 5 ft.                
  Mind Probe (Unleashed) 9 1 Minute 20 Rnds 75 ft 1 Creature Will part Auditory/Mental/Visual Yes D
All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those
still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s
knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a
save does not end the power. You can ask the subject a new question (or the same question) in subsequent
rounds for as long as the power’s duration persists.
You can probe a sleeping subject and automatically get an answer to your question. If the subject then
succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will 
saves as described above.
Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are
somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted
directly to your mind. You and the subject do not need to speak the same language, though less intelligent
creatures may yield up only appropriate visual images in answer to your questions.
Augment This power may be augmented in one or both of the following ways.
1.  If you spend 2 additional power points, the power’s range increases to Medium (100 ft. + 10 ft./level).
2.  For every 2 additional power points you spend, the power’s save DC increases by 1.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Mind Switch (Unleashed) 11 1 Round 200 Min. 75 ft Caster & 1 Creature Will neg Visual Yes
You can attempt to take control of a nearby living creature, forcing your mind (and soul) into its body, and its
mind into your body. You can target any creature whose Hit Dice are equal to or less than your manifester level.
You possess the target’s body and force the creature’s mind into your body unless it succeeds on a Will save.
You can move your mind back into your own body whenever you desire, which returns the subject’s mind to its
own body and ends the power. If the manifestation succeeds, your life force occupies the host body, and the
host’s life force takes over yours.
You can call on rudimentary or instinctive knowledge of the subject creature, but not upon its acquired or
learned knowledge (such as skills and feats it possesses). The same is true for the subject in your body. The
mind switch brings about the following changes.
-  You gain the type of your assumed body.
-  You gain the Strength, Dexterity, and Constitution scores of your assumed body.
-  You gain the natural armor, natural attacks, movement, and other simple physical characteristics of your
    assumed body.
-  You gain the extraordinary special attacks and qualities of your assumed body, but you do not gain
    supernatural or spell-like abilities.
-  You gain the possessions and equipment of your assumed body.
-  You retain your own hit points, saving throws (possibly modified by new ability scores), class abilities,
supernatural and spell-like abilities, spells and powers, and skills and feats (although skill checks use your new
ability scores, and you may be temporarily unable to use feats whose requirements you do not meet in your new
body).
-  You suffer one negative level while in your assumed body.
You suffer one negative level while in your assumed body.
If either body is killed while the power is in effect, the other participant also dies when the power ends. If one
participant’s body becomes petrified, imprisoned by temporal stasis or imprisonment, or incapacitated in some
other way, the other participant will be incapacitated in that way when the power ends.
A targeted dispel psionics (or similar spells or effects) successfully manifested on either participant causes
both minds to return to their original bodies.
If you successfully use mind switch while already under the effect of mind switch, the original target is
returned to its original body, the new target occupies your original body, and you occupy the body of the new
target.
Augment:  For every 2 additional power points you spend, this power’s save DC increases by 1.
7th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Crisis of Life (Unleashed) 13 1sa Instant 300 ft 1 Creature Fort part Mental Yes
You interrupt the subject’s autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit
Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage.
Augment For every additional power point you spend, this power can kill a subject that has Hit Dice equal to
11 + the number of additional points. For every two additional points spent, the power’s save DC increases by 1.
8th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Mind Seed (Unleashed) 15 1sa Instant Touch 1 Humanoid Will neg Mental Yes
You are able to affect a humanoid of your size or smaller.  You impress the totality of your psyche into a
subject’s subconscious. If successfully implanted, the seed of your mind “germinates” over the period of one
week. During this time, the subject begins to unconsciously take on your mannerisms. When integration is
complete (after one week), the subject becomes you in mind as you were when you manifested the power, but
the subject’s level is eight lower than your own. The subject does not have any of your physical ability scores
or equipment, but does have the Intelligence, Wisdom, and Charisma scores you had when you were eight
levels lower. The subject also knows the powers you knew when you were eight levels lower.
While the subject is initially your mental duplicate, the two personalities diverge over time. Although the
subject starts off with memories of your experiences, it possesses its original “soul” and physical body and is
free to develop its own personality based on its own new experiences. Thus, the subject is not your slave or
servant, but instead a nonplayer character in its own right that shares your earlier memories.
Protection from evil or a similar spell or power can prevent you from implanting mind seed, or prevent a seed
from germinating while the protective power lasts. Otherwise, a germinating seed can be removed (prior to
germination) only by psychic chirurgery, reality revision, or similarly high-level effects. Manifesting mind seed
again during the germination period also cleanses the subject’s mind and does not carry with it the restriction
of a target of your size or smaller.
The process of impressing your psyche into another is demanding and draining. You suffer one negative level
that does not go away until cleansed by an effect such as restoration. Cleansing a mind seed does not bestow
this penalty.
The target of this power must be your size or smaller. Effects active that modify your size do not modify this
restriction; if you are normally Medium size, but under the effect of expansion, you may still only target a
Medium or smaller humanoid.
This power does not have the evil descriptor when used to cleanse a mind seed.
9th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Mind Switch (Unleashed) 17 1 Minute Instant 75 ft Caster & 1 Creature Will neg Visual Yes
You can attempt to take control of a nearby living creature, forcing your mind (and soul) into its body, and its
mind into your body. You can target any creature whose Hit Dice are equal to or less than your manifester level.
You possess the target’s body and force the creature’s mind into your body unless it succeeds on a Will save.
If the Will save fails then the caster exchanges bodies with the  subject.  The move is permanent and can't be
dispelled with dispel psionics or an antimagic field.  If the subject's body dies the caster dies and the subject
loses 1 level.  If the caster's body dies while they are in the subject's body then the caster loses 2 permanent 
levels, but the caster survives.  A restoration spell, or more powerful magic, can recover the lost levels.
You can call on rudimentary or instinctive knowledge of the subject creature, but not upon its acquired or
learned knowledge (such as skills and feats it possesses). The same is true for the subject in your body.
The mind switch brings about the following changes.
-  You gain the type of your assumed body.
-  You gain the Strength, Dexterity, and Constitution scores of your assumed body.
-  You gain the natural armor, natural attacks, movement, and other simple physical characteristics of your
    assumed body.
-  You gain the extraordinary special attacks and qualities of your assumed body, but you do not gain
    supernatural or spell-like abilities.
-  You gain the possessions and equipment of your assumed body.
-  You retain your own hit points, saving throws (possibly modified by new ability scores), class abilities,
supernatural and spell-like abilities, spells and powers, and skills and feats (although skill checks use your new
ability scores, and you may be temporarily unable to use feats whose requirements you do not meet in your new
body).
-  You suffer one negative level while in your assumed body.
You suffer one negative level while in your assumed body.
If you successfully use mind switch while already under the effect of mind switch, the original target is
returned to its original body, the new target occupies your original body, and you occupy the body of the new
target.
Your “natural” body is always considered to be the last one you switched out of. If you exchange bodies with a
chain of multiple subjects, you need worry only about the welfare of the last body you switched with. In other
words, if your mind is expelled from your current body, your mind returns to the last body you switched with,
not to your original body. Similarly, if your original body dies but you have since switched minds with a second
subject, you take no penalty. You suffer permanent negative levels only if the body you inhabited immediately
prior to your current body is killed.
You suffer two temporary negative levels upon manifesting this power, as your mind adjusts to controlling a
new body. These negative levels cannot be cured, but fade at a rate of one every 24 hours.
If you successfully use true mind switch while under the effect of mind switch, the original target of mind
switch is returned to its original body, the new target of true mind switch occupies your original body, and you
occupy the body of the target of true mind switch.
Augment:  For every 2 additional power points you spend, this power’s save DC increases by 1.
  Psychic Chirurgery (Unleashed) 17 10 Minutes Instant   75 ft 1 Creature Will neg   Auditory/Mental/Visual Yes  
You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of this power you manifest.
Repair Psychic Damage
You can remove any compulsions and charms affecting the subject. In fact, you can remove any instantaneous
or permanent effect caused by a mind-affecting power or spell with psychic chirurgery. Unlike with aura
alteration, these effects end or are negated as soon as this power is manifested, with no need for another saving
throw.
You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the
highest level it had previously attained. Also, you can cure permanent negative levels caused by energy drain
or a similar effect if the effect occurred within a number of hours equal to your manifester level.
You can also remove all psionic effects penalizing the subject’s ability scores, heal all ability damage, and
remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the
effect of such powers as microcosm, and so on, but it does not restore permanent negative levels due to death.
Transfer Knowledge
If desired, you can use this power to directly transfer knowledge of a power you know to another psionic
character. You can give a character knowledge of a power of any level that she can manifest, even if the power
is not normally on the character’s power list, but a character is limited to gaining a number of powers equal to
her key ability modifier. Knowledge of powers gained through psychic chirurgery does not count toward the
maximum number of powers a character can know per level.
Each time you use psychic chirurgery to implant knowledge of a power in another creature, you suffer ability
burn to your key ability score equal to the level of the power implanted. If you and the subject are both willing
to do so, you can split this damage evenly. You cannot manifest psychic chirurgery to bestow knowledge of a
power if you are currently suffering ability burn to your key ability score, nor can psychic chirurgery be used to
  bestow knowledge of a power to a creature currently suffering from ability burn to their key ability score.