Caster Level 20
0th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Binding Flash (Expanded) 1 1 Swift 1 Rnd 75 ft 1 Creature No Visual Yes
You create a blinding flash of light to momentarily distract an opponent. The target of this power must make a
Fortitude save or be dazzled for one round.
Augment: You may augment this power in one or both of the following ways:
1. For every additional power point you spend, the power's duration increases by one round.
2. If you spend 4 additional power points, the target is blinded instead of dazzled.
  In addition, for every 2 power points spent to achieve either of these effects, increase the save DC by 1.        
  Conceal Thoughts  (Expanded) 1 or Focus 1sa 20 hrs 75 ft 1 Willing Creature Will neg Mental Yes
You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance
bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind
probe).                          
  Create Sound (Expanded) 1 or Focus 1sa 20 Rnds 75 ft Sounds No Auditory No D
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type
of sound the power creates when manifesting it and cannot thereafter change its basic character.  The volume of
sound created, however, depends on your level. You can produce as much noise as four normal humans per
manifester level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running
sounds can be created. The noise produced can be virtually any type of sound within the volume limit.  A horde
of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is
equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.   If
you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and
over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific
individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a
 +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing sound can be used to
  bring sounds into existence that you later manipulate by manifesting control sound.          
  Crystal Light (Expanded) 1 or Focus 1sa Special 25 ft 1 crystal object Special Visual/Material Yes D
Upon manifesting this power, you cause one crystalline creature or object (glass, crystal, gem, psicrystal, astral
construct, etc.) to glow in one of two ways. You can cause it to glow with a steady light equivalent to a torch, in
which case the duration lasts up to 1 minute per manifester level. Alternately, you can cause it to flash brightly
once, causing one creature of your choice in that square or immediately adjacent to be dazzled for 1 minute
unless it makes a successful Fortitude save. Crystalline creatures or objects which are targeted to glow are
allowed a Will save to negate the power completely; if such is also the target of a dazzling flash, the creature
being dazzled is also allowed a Fortitude save to avoid being dazzled.
  Detect Psionics (Unleashed) 1 or Focus 1sa 20 Min. 60 ft Cone None   Audio & Visual N D
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any
psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures
with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this
power depends on how long you study a particular area or subject.
1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the strength of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight,
you can make Knowledge (Psionics) checks to determine the discipline involved in each aura. (Make one check
per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as
that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see
Spellcraft).
Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal
weaker auras.
Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If
an aura falls into more than one category, detect Psionics indicates the stronger of the two. Detection of an
overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.
Power or Item Aura Strength
Faint Moderate Strong Overwheling
Functioning power (power level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Psionic item or creature (manifester 5th or lower 6th-11th 12th-20th 21st+ (artifact)
level)*        
* For creatures without a manifester level, use the creature's CR or hit die, whichever is lower.
Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed
(in the case of a psionic item). If detect Psionics is manifested and directed at such a location, the power indicates
an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original
strength:
Original Strength Duration   Each round, you can turn to detect Psionics in a new area. You
Faint 1d6 minutes can tell the difference between magical and psionic auras.
Moderate 1d6 x 10 minutes The power can penetrate barriers, but 1 foot of stone, 1 inch of
Strong 1d6 hours common metal, a thin sheet of lead, or 3 feet of wood or dirt
  Overwhelming 1d6 days blocks it.
Augment This power may be augmented in the following way.
Augment: If you spend 2 additional power points, the duration changes to 3 rounds/level. (D) (no concentration
required) and it also gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties
  and command words of magic items in your possession. This power does not allow you to identify artifacts.        
  Distract (Expanded) 1 or Focus 20 Min 75 ft 1 Creature Will neg Mental Yes D
You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all
Perception and Sense Motive checks at a –4 penalty.
Augment If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1
   (to a minimum of 0).                        
  Ectoplasmic Trinket (Expanded) 1 or Focus 1sa 20 Min 0 ft Unattended matter No Material No D
You shape raw ectoplasm into a non-magical, unattended object of nonliving matter. The item created cannot
exceed 1 cubic foot in volume or 1 gp in value. You must succeed on an appropriate Craft skill check to make a
complex item. Coins and other objects of rare and precious materials (such as adamantine, cold iron, silver, etc.)
cannot be created. Objects created in this manner may be used as tools, but have 1 hp and 0 hardness; they are
too fragile to be used as weapons except for arrows, bolts, bullets, darts, and shuriken (manifesting this power
will create up to three of such at once). Attempting to use any created object as a material component for spells
  causes the spell to fail.                        
  Empathy (Expanded) 1 or Focus 1sa 20 Min. 30 ft 30' radius None Mental No D
You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic
needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness,
and many other kinds of sensations and moods can all be perceived. You gain a +2 insight bonus on any Bluff,
Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on
  this power.                          
  Energy Splash (Expanded) 1 or Focus 1sa Instant 75 ft Ray Yes Auditory Yes
You create a ray of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your fingertip
and strikes a target within range, dealing damage if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals 2 points of damage. Alternately, the manifester can choose to deal no
damage but instead chill up to 1 pound of non-living material (such as cooling a drink).
Electricity: A ray of this energy type deals 1 point of damage. Manifesting a ray of this energy type provides a
+3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the
purpose of overcoming Power Resistance. Alternately, the manifester can choose to deal no damage but instead
cause a relatively harmless static shock. This shock is painful enough to wake someone sleeping, but is not
painful to interrupt concentration or spellcasting.
Fire: A ray of this energy type deals 2 points of damage. Alternately, the manifester can choose to deal no
damage but instead light a readily flammable object such as a lantern or torch, or warm up to 1 pound of nonliving
material (such as heating food).
Sonic: A ray of this energy type deals 1 point of damage and ignores an object's hardness. Alternately, the
manifester can choose to deal no damage but instead cause a loud bang at the target location (DC 10 Perception
  check to hear it). This power's subtype is the same as the type of energy you manifest.
  Far Hand (Expanded)   1 or Focus 1sa 1 Min. 75 ft 5 lbs of nonmagic No   Visual No  
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as
far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the
power’s range.
Augment You can augment this power in one or both of the following ways. Alternatively, if you expend your
psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the
power cannot be augmented by either of the following options.
1. For every 2 additional power points you spend, this power’s range increases by 5 feet.
2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.
3. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0)                        
  Float (Expanded) 1 or Focus 1sa 20 Rnds Self Self No Auditory No
You mentally support yourself in water or similar liquid. You can swim at a speed of 5 feet using the power alone,
or, if you already have a swim speed, this power boosts your swim speed by 5 feet.
Augment: For every additional power point you spend, your swim speed and bonus to swim speed increases by
  +5 feet.                          
  Fortify, Lesser (Expanded) 1 or Focus 1sa 1 Min Self Self No Mental No
You imbue yourself with psionic energy that protects you from harm, granting yourself a +1 resistance bonus on
  saves.                          
  Judge (Expanded) 1 1 Swift 1 Rnd Self Self No None No
You gain temporary, intuitive insight into piercing lies. Your Sense Motive check gains a +2 insight bonus.
Augment: For each 2 additional power points you spend, you can increase your Sense Motive check by +1.
  Missive (Expanded)   1 or Focus 1sa Instant   75 ft 1 creature None   Mental No  
You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-
way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless
mental syllables.
Augment You can augment this power in one of the following ways.
1.  For every 2 additional power points you spend, this power’s range increases by 5 feet.
2.  If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0), but it cannot be further augmented.                  
  My Light (Expanded) 1 or Focus 1sa 0 Min. 40 ft cone No Audio/Visual No D
Your eyes beam forth a 40-foot cone of light; for the first 20 feet, you shed normal light in such area, and you
increase the light level for the other 20 feet by one step, up to normal light (darkness becomes dim light, and dim
light becomes normal light). In an area of normal or bright light, this power can be manifested but it has no effect,
until you enter into an area with a lower light level.
If my light is used in conjunction with elfsight, the cone of light extends out to 80 feet instead of 40 feet.
Augment You can augment this power in one of the following ways.
1.  If you spend 2 additional power points, you can manifest this power as a swift action.
2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0).                        
  Psionic Repair (Expanded) 1 or Focus 1sa Instant 10 ft up to 1lb/level Will Material/Olfactory Yes
This power repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition,
this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an
object must be present for this power to function. Magic items can be repaired by this power, but you must have
a manifester level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less)
can be repaired with this power, but this power does not restore their magic abilities. This power does not affect
creatures (including constructs). This power has no effect on objects that have been warped or otherwise
  transmuted, but it can still repair damage done to such items.                
  Sense Poison (Expanded) 1 or Focus 1sa Instant 75 ft Special None Visual No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact
type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft
(alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. 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.  You can detect the poison in 1 creature, 1 object or up to 1 five foot cube.
  Telekinetic Punch (Expanded) 1 or Focus 1sa Instant   75 ft 1 creature/object Will neg   Visual Yes  
You can mentally punch a creature or object from a distance. This power deals 1 point of force damage; creatures
and objects in their possession are allowed a Will save to negate the effect. You cannot push anything into
  another square using this power.                      
  Unearthly Terror (Expanded) 1 1sa 20 Rnds 75 ft 1 Creature Will neg Mental Yes
You form a mental bond between yourself and an enemy, and use that bond to bombard their mind with horrifying
images and incite fear. Targets of this power who fail their saving throws are shaken for the duration of the power.
Augment: You may augment this power in one or more of the following ways.
If you spend 4 additional power points, creatures that fail their save become frightened for the duration and those
that succeed are considered shaken. If you spend 8 additional power points, creatures that fail their saves become
panicked for the duration, and those that succeed are shaken.
For every 2 additional power points you spend (including those spent on the above augment options) increase
the save DC by 1.
  Vim (Expanded)   1 or Focus 1sa 20 Min. Self   Self No   Olfactory No  
You suffuse yourself with power, gaining 1 temporary hit point. This temporary hit point overlaps (does not
stack) with temporary hit points from any source, including previous manifestations of this power.
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Astral Traveler (Unleashed) 1 or Focus 1 Hour Special Touch Creature Touched Will neg None Yes
This power allows you or a creature you touch to participate in an astral caravan created through use of the 
astral caravan power. While participating in a journey allowed by the astral caravan power, you must hold the
hand of both your fellow passenger ahead of you (or the caravan leader) and your fellow passenger behind you
(unless you happen to be the last in the hand-linked line). If you or any one of your fellow passengers breaks the
hand-to-hand link for 2 consecutive rounds, the impetus through the Astral Plane provided by astral caravan fails.
See the astral caravan power for more information.
All those who are part of the caravan who are capable of performing purely mental actions, such as manifesting a
power, may do so while maintaining hand-to-hand contact with their fellow travelers. When astral travelers begin
their journey, each one is connected to the Material Plane by an insubstantial silvery cord. Very few weapons
exist that can damage a silvery cord. The last creature in the line of those making up the caravan is sometimes
referred to as the rear guard, because he or she has one hand free and can use it to wield a weapon without
relinquishing his or her grip on the next traveler in line. The weightless, subjective environment of the Astral
    Plane allows the caravan to flex and bend as necessary to bring the rear guard’s weapon to bear.          
  Attraction (Unleashed) 1 1sa 20 Hrs 75 ft 1 Creature Will neg Auditory Yes
You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or
an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted
attraction. For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer
from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform
obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you
make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be
willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you
make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).
Augment For every 2 additional power points you spend, this power’s save DC increases by 1 and the bonus on
interaction checks increases by 1.
  Blinding Flash   1 1 Swift 1 Rnd 25 ft 1 Creature Fort neg   Visual Yes  
You create a blinding flash of light to momentarily distract an opponent. The target of this power must make a
Fortitude save or be dazzled for one round.
Augment: You may augment this power in one or both of the following ways:
1.  For every additional power point you spend, the power's duration increases by one round.
2.  If you spend 4 additional power points, the target is blinded instead of dazzled.
  In addition, for every 2 power points spent to achieve either of these effects, increase the save DC by 1.        
  Broker (Unleashed) 1 1 Swift 20 Rnds Self Self No None No
You gain temporary, intuitive insight into dealing equitably with others. Your next Diplomacy check gains a +2
insight bonus.
Augment For each 2 additional power points you spend, the insight bonus to Diplomacy increases by +1.
  Call to Mind (Unleashed) 1 1 Minute Instant   Self   Self No   Mental No  
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. On a
 failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If
  successful, you instantly recall what was previously buried in your subconscious.          
  Catfall (Unleashed) 1 1 Immediate 20 Rnds Self Self No Auditory No
You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how
far you fall, and you take damage as if the fall were 50 feet shorter than it actually is. This power affects you and
anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought,
quickly enough to gain the benefit of the power while you fall. You can manifest this power even when it isn’t
your turn.
Augment For every additional power point you spend, this power reduces your damage as if the fall were an
  additional 50 feet shorter.                      
  Conceal Thoughts (Expanded) 1 or Focus 1sa 0 hrs 25 ft 1 Willing Creature Will neg Mental Yes
You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance
bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind
  probe).                          
  Control Flames (Unleashed) 1 1sa 20 Min. 300 ft 1 Fire Special Auditory No
You pyrokinetically control the intensity or movements of one fire source. A non-magical fire source can be
controlled if it is equal to or smaller than the maximum size of fire you can control according to your manifester
level, as noted on the accompanying table. You can freely switch control between fire sources, or change the
nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning,
animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source
lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from
its original location). With this power, you can artificially keep a fire burning that would normally expire for lack
of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame
would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw,
with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of
control flames, then the DC of the Reflex save needed to put out the flames increases to 25.
his power also enables you to make a fire move as if it were a living creature. You can animate only a naturally
burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of
this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire
that moves away from its fuel or its original location dies as soon as your control over it lapses.
Manifester Level Fire Size Example Max Damage/Round Space
1st-2nd Fine Tindertwig 1 1 foot square
3rd-4th Dimunitive Torch 1d3 1 foot square
5th-6th Tiny Small Campfire 1d6 1 foot square
7th-8th Small Large Campfire 2d6 1 foot square
9th-10th Medium Forge 3d6 1 foot square
11th-12th Large Bonfire 4d6 2x2 foot square
13th-14th Huge Burning Shack 5d6 3x3 foot square
15th-16th Gargantuan Burning Tavern 6d6 4x4 foot square
17+ Colossal Burning Inn 7d6 5x5 foot square
An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square
occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of
damage the fire does + your key ability modifier). A successful Reflex save moves the creature to the nearest
unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by
the flames (in the fire’s space); see the accompanying table). At the start of your turn, the animated fire deals
damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted
above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the
animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the
victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire
(causing it to disappear) to intensify flames that are already burning (thus denying the foe Reflex saves after the
first).
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 increase the size of a fire you want to control by one
step, up to the maximum size of fire you can control according to your manifester level.
For every 2 additional power points you spend, you can decrease the size of a fire you want to control by one
  step. You can reduce a Tiny or smaller fire to nothing, extinguishing it.              
  Control Light (Unleashed) 1 1sa Special 300 ft Special None Visual No
Affects Nine 10-ft. cubes + three 10-ft. cubes/level.  By manipulating the ambient light level, you can decrease or
increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or
sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its
original level at any time during the power’s duration.
Decrease You can decrease the light level of an area by one step (from bright light to normal light, from normal
light to dim light, or from dim light to darkness. Creatures with darkvision can see in an area of dim light or
darkness without penalty. You cannot create supernatural dark.
Increase You can increase the light level of an area by one step (from darkness to dim light, from dim light to
normal light, or from normal light to bright light).
Burst Increase You can use this power to increase the light level of an area by two steps (from darkness to
normal light, or from dim light to bright light), but in such a case the power’s duration is only 1 round.
This power cannot stack with itself, even when manifested by another psionic creature, if manifested into the
same area. If multiple manifestations of the control light power overlaps in an area, the light level is decreased or
  increased by only one step (or two steps in case of the Burst Increase manifestation).          
  Create Sound (Unleashed) 1 or Focus 1sa 0 Rnds 25 ft Sounds No Auditory No D
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type
of sound the power creates when manifesting it and cannot thereafter change its basic character.  The volume of
sound created, however, depends on your level. You can produce as much noise as four normal humans per
manifester level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running
sounds can be created. The noise produced can be virtually any type of sound within the volume limit.  A horde
of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is
equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.   If
you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and
over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific
individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a
 +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing sound can be used to
  bring sounds into existence that you later manipulate by manifesting control sound.          
  Crystal Shard (Unleashed) 1 1sa Instant 75 ft 1 Crystal None Auditory/Material No
Upon manifesting this power, you propel a razor-sharp crystal shard at your target. You must succeed on a ranged
touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage.
Augment You can augment this power in one of the following ways.
1.  For every additional power point you spend, this power’s damage increases by 1d6 points.
2.  If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0), but the damage is reduced to 1d3 points of piercing damage and cannot be further augmented.        
  Deceleration (Unleashed) 1 1sa 20 Min. 75 ft up to Medium Reflex neg Auditory/Material Yes
You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in any
movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not
further decrease its speed.
Augment For every 2 additional power points you spend, this power can affect a target one size category larger
and this power’s save DC increases by 1.
  Déjà vu (Unleashed)   1 1sa 1 Rnds 100 ft 1 Creature Will neg   Mental Yes  
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has
changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run
out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the
subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
  Augment For every 2 additional power points you spend, this power’s save DC increases by 1.          
  Demoralize (Unleashed) 1 1sa 20 Min 30 ft 30' Radius Will neg Mental/Olfactory Yes
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration
of the power. Allies and creatures without an Intelligence score are unaffected.
Augment For every 2 additional power points you spend, this power’s range and the radius of its area both
  increase by 5 feet, and the power’s save DC increases by 1.                  
  Detect Compulsion (Expanded) 1 1sa Instant 60 ft 1 Creature None None No
You detect if the target creature is under the effects of a compulsion or charm. Affected creatures appear to have
  an amber aura, though no one but you sees this visual effect.                
  Disable (Unleashed) 1 1sa 20 Min. 20 ft cone Will neg Visual Yes
You broadcast a mental compulsion that convinces one or more creatures of a combined total of 4 Hit Dice or less
that they are disabled. Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those
who are closest to the power’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature
are wasted. Creatures that are rendered helpless or are destroyed when they reach 0 hit points cannot be affected.
Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness
and must act accordingly. While it’s possible for an important nonplayer character to attempt some sort of
“heroic” action, common NPCs and creatures under the effect of this power typically cower or retreat. Any
creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A
creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not
actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion
(although the damage still counts against its actual current hit points).
Augment For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC
increases by 1. In addition, for every additional power point you spend to increase the range and the save DC,
  this power can affect targets that have Hit Dice equal to 4 + the number of additional points.          
  Dissipating Touch (Unleashed) 1 1sa Instant Touch Creature Touched None Auditory/Visual Yes
Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. This
effect is disruptive; thus, your successful melee touch attack deals 1d6 points of damage.
Augment For every additional power point you spend, this power’s damage increases by 1d6 points.
  Distract (Expanded)   1 or Focus   0 Min 75 ft 1 Creature Will neg   Mental Yes D
You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all
Perception and Sense Motive checks at a –4 penalty.
Augment If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1
   (to a minimum of 0).                        
  Ectoplasmic Sheen (Unleashed) 1 1sa 20 Rnds 75 ft 1 object or 10' sq Special Visual/Olfactory No
You draw forth ectoplasm in an area, causing the surface to become slick. Any creature in the area when the
power is manifested must make a successful Reflex save or fall. A creature can walk within or through the area of
ectoplasm at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must
then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details).
Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The
power can also be used to create a greasy coating on an item. Material objects not in use are always affected by
this power, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to
avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be
made in each round that the creature attempts to pick up or use the affected item. A creature wearing affected
armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to
escape a grapple, and to their CMD to avoid being grappled
Augment If you spend 6 additional power points, each target that fails a Reflex save to remain standing and falls
must first make a Strength check (with the same DC as the Reflex save) to stand. In addition, for every two
  additional power points you spend augmenting this power, the power’s save DC increases by 1.          
  Ecto Protection (Unleashed) 1 1sa 20 Min. 75 ft 1 Astral Construct None Visual No
This power reinforces an astral construct you created by the astral construct power, increasing the DC by 1 on
any dispel psionics attempts or a similar effect, and a +1 bonus on its saving throw to resist dismiss ectoplasm.
This power can be manifested as a swift action in the same round that you manifest an astral construct, as long
as the power points you spend to perform both actions do not exceed your manifester level.
Augment For every 2 additional power points you spend, the DC for dispel psionics or similar effects increases
  by 1, and your astral construct’s bonus on its saving throw to resist dismiss ectoplasm increases by 1.        
  Empathy (Expanded) 1 or Focus 1sa 0 Min. 30 ft 30' radius None Mental No D
You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic
needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness,
and many other kinds of sensations and moods can all be perceived. You gain a +2 insight bonus on any Bluff,
Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on
this power.                          
  Empty Mind (Unleashed) 1 1 Immediate 1 Rnds Self Self No Auditory No
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus
on all Will saves until your next action.
  Augment For every 2 additional power points you spend, the bonus on your Will saves increases by 1.        
  Energy Ray (Unleashed) 1 1sa Instant 75 ft 1 Ray None Auditory Yes
You create a ray of energy of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your
fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack
with the ray.
Cold A ray of this energy type deals +1 point of damage per die.
Electricity Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing
metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire A ray of this energy type deals +1 point of damage per die.
Sonic A ray 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 of the following ways. 1. For every additional power point you
spend, this power’s damage increases by one die (d6). 2. If you expend your psionic focus when manifesting this
power, the cost of the power is reduced by 1 (to a minimum of 0), but the damage is reduced to 1d3 and it cannot
be further augmented.
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.                
  Entangling Debris (Expanded) 1 1sa 20 Min. 1200 ft 40' radius spread Reflex part Material/Visual No
You use telekinetic force to manipulate matter in the affected area, including wood, metal, grasses, bushes, and
even trees, to entwine creatures in the affected area or those that enter the area, causing them to become
entangled. The individual pieces of matter affected must weigh less than 25 lbs each and either cannot be
permanently affixed or must be able to sufficiently reach creatures within the area. Affected creatures can break
free and move half their normal speed by using a full-round action to make a DC 20 Strength check or a DC 20
Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half
speed through the area. Each round you concentrate, you may once again direct the debris to attempt to entangle
all creatures that have avoided or escaped entanglement.
Augment: This power may be augmented in one or more of the following ways.
1.  For each additional 2 power points spent, this power can affect an area 5 ft. larger in radius.
2.  By spending an additional 4 power points, this power causes 2d6 points of damage per round to creatures that
failed their Reflex save.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC
  increases by 1.                        
  Entangling Ectoplasm (Unleashed) 1 1sa 5 Rnds 75 ft Medium or smaller None Material/Visual No
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack
at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo
evaporates at the end of the power’s duration. Entangled creatures can attempt to break free as a move action,
making a Strength or Escape Artist check. The DC for this check is equal to 11 + the manifester’s key ability
modifier.
Augment For every 2 additional power points you spend, this power can affect a target one size category larger
and the DC to break free increases by 1.
  Force Screen (Unleashed) 1 1sa 20 Min. Self   Self No   Auditory No  
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield
bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect).
Since it hovers in front of you, the effect has no armor check penalty associated with it.
Augment For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.
  Fortify (Expanded)   1 1sa 20 Min. Self   Self No   Mental No  
You imbue yourself with psionic energy that protects you from harm, granting yourself a +2 resistance bonus on
saves.
  Augment For every 2 additional power points you spend, you gain an additional +1 resistance bonus on saves.        
  Foxhole (Expanded) 1 1sa Instant 20 ft Special No Olfactory No
Affects Four 5-ft. squares of loose earth, sand, snow, or similar unworked terrain.  A quick burst of psychokinetic
force rearranges the land nearby you, providing an emergency source of cover. By pushing the terrain away from
a central point and piling it at the outer edges of the area of effect, you can rapidly create a mundane safe-zone for
sudden combat.
This power creates a small burrow three to five feet deep in the land, with a small wall that surrounds it which can
provide cover for creatures within. Multiple manifestations of this power can dig deeper into the ground,
providing a quick underground burrow, or can be used to extend an existing burrow into a trench. Foxhole cannot
be used to dig through walls or foundations (although it could burrow around them) nor can it rearrange
magically treated terrain.
If the area of effect completely contains a creature's space, including the manifester, that creature must make a
Reflex save or fall prone in the burrow. If a creature happens to be burrowing in the area of effect and would be
exposed by this power, it emerges, prone but unharmed, in the trench.
Augment You may augment this power in one or more of the following ways:
1.  For each additional power point spend, you can burrow one 5-ft, cube instead of affecting four 5-ft. squares.
Only one of these cubes need be in contact with the surface when you start manifesting.
2.  For each 2 additional power points spend, you can affect substances with an hardness of 2 additional points
(such as stone or ice) starting at hardness 0.
  3.  If you spend 2 additional power points you may manifest this power as a swift action.          
  Hammer (Unleashed) 1 1sa Instant Touch Creatures Touched None Auditory/Material No
This power charges your touch with the force of a sledgehammer. Your melee touch attack deals 1d8 points of
damage. This damage is not increased or decreased by your Strength modifier.
Augment You can augment this power in the following ways:
1.  For every additional power point you spend, you can use this melee touch attack one additional time.
2.  For every additional 2 power points you spend, the damage increases by 1d8 damage.
  Inertial Armor (Unleashed) 1 1sa 20 Hrs Self   Self No   Visual No  
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane
armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of
psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can
be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not
stack with the armor bonus provided by regular armor.
  Augment For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.        
  Inevitable Strike (Expanded) 1 1 Swift Special Self Self None Visual No
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll
(if it is made before the end of the next round) gains a +5 insight bonus. Additionally, you are not affected by the
miss chance that applies to attackers trying to strike a concealed target.
Augment: This power may be augmented in one or both of the following ways.
1.  You can increase the manifesting time to 1 standard action and increase the insight bonus to +20.
2.  For every additional power point spent, the insight bonus increases by 2, but the total bonus may not exceed
  +25.                          
  Know Direction and Location (Unleashed) 1 1sa Instant Self Self No Mental No
You generally know where you are. This power is useful to characters that end up at unfamiliar destinations after
teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information
about your location as a feeling or presentiment. The information is usually no more detailed than a summary that
locates you according to a prominent local or regional site. Using this power also tells you what direction you are
facing. Using this power prior to making a Knowledge (planes) check with astral caravan grants a +2 bonus on the
check.
Augment If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1
  (to a minimum of 0).                        
  Locate Secret Doors (Expanded) 1 1sa 20 Min. 60 ft Cone None Auditory/Mental No D
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have
been specifically constructed to escape detection are detected by this power. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you
discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each
round, you can turn to locate secret doors 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.              
  Matter Agitation (Unleashed) 1 1sa 20 Min. 75 ft 2 square foot area None Auditory/Material Yes
You can excite the structure of a non-psionic, non-magical object, heating it to the point of combustion over time.
The agitation grows more intense in the second and third rounds after you manifest the power, as described
below.
1st Round Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens (1 point of damage).
2nd Round Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of damage),
hair smolders, paint shrivels, water boils.
3rd and Subsequent Rounds Wood ignites, metal scorches (1d4 points of damage for those holding metallic
objects). Skin burns and hair ignites (1d6 points of damage), lead melts.
  Mind Thrust (Unleashed) 1 1sa Instant   75 ft 1 Creature Will   Auditory Yes  
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of
damage to it.
Augment For every additional power point you spend, this power’s damage increases by 1d10 points. For each
  extra 2d10 points of damage, this power’s save DC increases by 1.                
  Missive (Expanded) 1 or Focus 1sa Instant 75 ft 1 creature None Mental No
You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-
way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless
mental syllables.
Augment You can augment this power in one of the following ways.
1.  For every 2 additional power points you spend, this power’s range increases by 5 feet.
2.  If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0), but it cannot be further augmented.                  
  My Light (Expanded) 1 or Focus 1sa 200 Min. 40 ft cone No Audio/Visual No D
Your eyes beam forth a 40-foot cone of light; for the first 20 feet, you shed normal light in such area, and you
increase the light level for the other 20 feet by one step, up to normal light (darkness becomes dim light, and dim
light becomes normal light). In an area of normal or bright light, this power can be manifested but it has no effect,
until you enter into an area with a lower light level.
If my light is used in conjunction with elfsight, the cone of light extends out to 80 feet instead of 40 feet.
Augment You can augment this power in one of the following ways.
1.  If you spend 2 additional power points, you can manifest this power as a swift action.
2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0).                        
  Precognition, Defensive (Unleashed) 1 1sa 20 Min. Self Self No Material/Visual No
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows.
You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus
isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.
Augment You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  Precognition, Offensive (Unleashed) 1 1sa 20 Min. Self Self No Material/Visual No
Your awareness extends a fraction of a second into the future, allowing you to better land blows against your
opponent. You gain a +1 insight bonus on your attack rolls.
Augment You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  Prescience, Offensive (Unleashed) 1 1sa 20 Min. Self Self No Material/Visual No
Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your
opponent. You gain a +2 insight bonus on your damage rolls.
Augment You can augment this power in one or both of the following ways.
1.  For every 3 additional power points you spend, the insight bonus on your damage rolls increases by 1.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  Sense Link (Unleashed) 1 1sa 20 Min. 300 ft 1 Willing Creature No Visual No
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked,
and you cannot switch between senses with the same manifestation. You make any skill checks involving senses,
such as Perception, as the subject, and only within the subject’s field of view. You lose your Dexterity bonus to
AC while directly sensing what the subject senses. Once sense link is manifested, the link persists even if the
subject moves out of the range of the original manifestation (but the link does not work across planes). You do
not control the subject, nor can you communicate with it by means of this power. The strength of the subject’s
linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are
subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or
suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and
provides you the benefit of the linked sense from its perspective while this power’s duration lasts.
Augment You can augment this power in one or more of the following ways.
1.  If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the
other way around.
2.  If you spend 4 additional power points, you can link to a second sense of the same subject.
3.  If you spend 2 additional power points, you can target an unwilling creature (Will save negates), but cannot
augment this power in any other way. Treat the power as a 2nd level power when determining the save DC.
  Skate (Unleashed)   1 1sa 20 Min. Touch   Special None   Material/Visual Yes D
You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you
manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone,
allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s land speed
increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases
speed, this power affects the subject’s maximum jumping distance. The subject can skate up or down any incline
or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s
speed to normal, while skating down a decline increases her speed by an additional 15 feet. (This adjustment is
treated as a circumstance bonus.) If you manifest skate on an object, treat the object as having only one-tenth of
its normal weight for the purpose of dragging it along the ground.
  Augment For every additional power point you spend, you can affect an additional target.          
  Slumber (Expanded) 1 1 Round 20 Min. 300 ft 1 Living Creature Will neg Mental Yes
You cause a psionic slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the power's point of origin are affected first. HD that
are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens
an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the
aid another action). Slumber does not target unconscious creatures, constructs, or undead creatures.
Augment: For every additional power point you spend, you increase the number of Hit Dice affected by one.
If you instead spend 11 additional power points, you affect every creature within the power's area, regardless of
individual or total Hit Dice.
  Synesthete (Unleashed) 1 1sa 200 Min. Self   Self No   Material No D
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light
or feel sound. You can shift your stimulated sense between these two options once per round as a swift action.
Your senses continue to work normally as well, unless they are impaired for some reason. Your face must be
uncovered to use this power, because it is the skin of your face that acts as the sensory receiver. If you are
feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for
darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4
circumstance bonus on all visual Perception checks. While feeling light, you are immune to gaze attacks. If you
are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio
input provides you with a +4 circumstance bonus on Perception checks to listen. psionic or magical displacement
effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would
your normal senses. You can also use this power to see sound if you are deafened, or hear light if you are blinded,
thus removing all penalties associated with either condition (though you gain no bonuses for using the power in
  this way if you are not deafened or blinded).                    
  Telempathic Projection (Unleashed) 1 1sa 20 Min. 300 ft 1 Creature Will neg Visual Yes
You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance,
an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your
own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.
Augment For every 2 additional power points you spend, this power’s save DC increases by 1.
  Telepathic Lash (Expanded) 1 or Focus 1sa 1 Rnds 75 ft humanoid of 4HD Will neg   Material/Mental Yes
Your mind lashes out, overwhelming your target with raging emotions, flooding their mind with memories and
impulses they are hard pressed to control, rendering them unable to take any actions. Humanoids of 5 or more
HD are not affected. The target is dazed; a dazed subject is not stunned, so attackers get no special advantage
against it. After a creature has been dazed by this power, it is immune to the effects of this power for 1 minute.
Augment This power can be augmented in one or more of the following ways.
1.  For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the
additional points.
2.  For every additional power point you spend, increase the duration of the effect by 1 round. If you spend 6
additional power points in this fashion, the target is instead stunned for 1 round. Additionally, for every two
additional power points spent on either of the above options, this power’s save DC increases by 1.
3.  If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a
  minimum of 0), but the power may not be augmented.                  
  Unearthly Terror (Expanded) 1 1sa 0 Rnds 25 ft 1 Creature Will neg Mental Yes
You form a mental bond between yourself and an enemy, and use that bond to bombard their mind with horrifying
images and incite fear. Targets of this power who fail their saving throws are shaken for the duration of the power.
Augment: You may augment this power in one or more of the following ways.
If you spend 4 additional power points, creatures that fail their save become frightened for the duration and those
that succeed are considered shaken. If you spend 8 additional power points, creatures that fail their saves become
panicked for the duration, and those that succeed are shaken.
For every 2 additional power points you spend (including those spent on the above augment options) increase
  the save DC by 1.                        
  Vigor (Unleashed) 1 1sa 20 Min. Self Self No Material/Olfactory No
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier
manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.
Augment For every additional power point you spend, the number of temporary hit points you gain increases by
5.
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Bestow Power (Unleashed) 3 1sa Instant 20 ft 1 Psionic Creature None Mental No
You link your mind with another psionic creature’s mind, creating a brief conduit through which mental energy
can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as
many power points to a subject as it has manifester levels.
Because of the intimate nature of this power, it cannot be fabricated into a psionic item—only power points
generated by a psionic creature in the moment can be shared using bestow power.
Special The power point cost of this power cannot be reduced below the number of power points transferred.
All points transferred must be deducted from the manifester’s pool of power points; sources such as wild surge
cannot pay for this effect. This power is not subject to the effects of affinity field.
  Augment For every 3 additional power points you spend, the subject gains 2 additional power points.
  Biofeedback (Unleashed) 1 1sa 20 Min. Self   Self No   Material/Visual No D
You can toughen your body against wounds, lessening their impact. For the duration of this power, you gain
damage reduction 2/–.
  Augment For every 3 additional power points you spend, your damage reduction increases by 1.          
  Body Equilibrium (Unleashed) 3 1sa 200 Min Self Self No Material and Visual No D
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can
walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer
any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed)
on an unfirm surface without sinking or breaking through.
If you fall from any height while using this power, damage from the impact is halved.
  Breach (Unleashed)   3 1sa Instant   300 ft 1 Box or Chest None   Material No  
Affects 0 cubic foot chest or box.  You psionically open stuck, barred, or locked doors, as well as
those subject to hold portal or arcane lock.
When you complete the manifestation of this power, make a manifester level check against the DC of the lock
with a +10 bonus. If successful, you open up to two means of closure. This power opens secret doors, as well as
locked or trick-opening boxes or chests. This also loosens welds, shackles, or chains (provided they serve to
hold something shut). If used to open an arcane locked door, the power does not remove the arcane lock but
simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck
again on its own. This does not raise barred gates or similar impediments (such as a portcullis), nor does it affect
ropes, vines, and the like. The effect is limited by the area. Each manifestation can undo as many as two means of
  preventing access.                        
  Cleanse Body (Unleashed) 3 3 Rounds Instant Touch 1 Living Creature Will neg Mental/Visual Yes
You dispel any psionic effects reducing one of the subject’s ability scores or cure 1d4 points of temporary
ability damage to one of the subject’s ability scores. You also eliminate any fatigue suffered by the character, and
improves an exhausted condition to fatigued. You do not restore permanent ability drain.
  Cloud Mind (Unleashed) 3 1sa 20 Min. 75 ft 1 Creature Will neg   None Yes  
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its
mind. This power has the following effects.
First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense,
blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any
obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the
effect ends.
If you take an action that creates a sustained and obvious change in the subject’s environment—for example,
attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject
immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or
perceive you can use a move action to warn the subject and thereby grant it a new saving throw.
Augment This power may be augmented in one or both of the following ways.
1.  If you spend 6 additional power points, you may manifest this power as an immediate action.
2.  For every 2 additional power points you spend, this power can affect one additional creature.
3.  If you spend 8 additional power points, this power effects one creature per manifester level.
  4.  In addition, for every 2 power points spent on any of the above options, the power’s save DC increases by 1.        
  Concealing Amorpha (Unleashed) 3 1sa 20 Min 0 ft Centered on Caster No Material No D
You weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous
enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling
membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you
hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers
without hindrance.
Augment If you spend 4 additional power points, the membrane can spread and affect one creature adjacent to
  you. If the creature moves away from you, it loses the protection.                
  Concussion Blast (Unleashed) 3 1sa Instant #REF! ft 1 Creature/Object None Auditory Yes
A subject you select is pummeled with telekinetic force for 1d6 points of force damage. You can choose to
instead have the power deal an equal amount of non-lethal damage. Concussion blast always affects a subject
within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this
power against creatures with total cover or total concealment).
Non-magical, unattended objects (including doors, walls, locks, and so on) may also be damaged by this power.
Augment You can augment this power in one or both of the following ways.
1.  For every 2 additional power points you spend, this power’s damage increases by 1d6 points.
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.
  Control Sound (Unleashed) 3 1sa 20 Min. 300 ft 1 mix of sounds None   Auditory No  
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a
group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as
quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound.
If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a
dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended
listener’s Sense Motive check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in
the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Stealth and
audio-based Perception checks.
Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time
destructive impetus that shatters non-magical/non-psionic, unattended objects of crystal, glass, ceramics, or
  porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.              
  Defy Gravity (Unleashed) 3 1sa 200 Min. 75 ft Special None Olfactory Yes D
This psionic power affects you, or one willing creature, or 1 object up to 2000 lbs.
You gain the ability move yourself, another creature, or an object up and down as you wish. A creature must be
willing to be affected, and an object must be unattended or possessed by a willing creature. You can mentally
direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot
move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push
against a ceiling to move laterally (generally at half its base land speed).
An affected creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack
has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent
stabilizing allows the creature to begin again at –1.
Special When a manifester other than a nomad manifests this power, the target is the manifester (not a willing
  creature or an object).                        
  Detect Hostile Intent (Unleashed) 3 1sa 200 Min. 30 ft 30' Radius None Olfactory No
While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent
within 30 feet of you, and their direction from you (but not their specific location). The power detects active
aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught
flat-footed by creatures that are susceptible to mind-affecting powers.
While under the effect of this power, you can make Sense Motive checks as a free action against anyone within
30 feet of you.
The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood
  or dirt blocks it.                        
  Ego Whip (Unleashed) 3 1sa Instant 300 ft 1 Creature Will 1/2 Auditory Yes
Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points
of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is
also dazed for 1 round.
Augment For every 4 additional power points you spend, this power’s Charisma damage increases by 1d4 points
and its save DC increases by 2.
  Elfsight (Unleashed)   3 1sa 20 hrs Self   Self No   Visual No  
You gain low-light vision (as an elf) for the duration of the power, as well as a +2 bonus on vision-based
  Perception checks.                        
  Empathic Condition Relief (Expanded) 3 1sa Instant Touch Creature Touched Fort neg Olfactory Yes
You cleanse the subject's body of unhealthy influences and relieve 1d2+1 rounds' worth of debilitating
conditions - dazed, confused, nauseated, shaken, and/or stunned. The subject gains instant relief if she is dazed,
confused, nauseated, shaken, and/or stunned. If the duration of the debilitating condition is longer than the
relief provided by this power, the subject can either, at your choice, remain affected by the debilitating condition,
but for a reduced time, or gain 1d2+1 rounds unaffected by the condition. So, if the subject is dazed for 10 rounds,
using this power can either grant them 1d2+1 rounds not being dazed or shorten that period by 1d2+1 rounds.
You could manifest this power again to relieve the additional rounds of the specified debilitating conditions.
Augment: This power can be augmented in one or more of the following ways.
1.  For every 2 additional power points you spend, the number of rounds of relief extends by 1.
2.  If you spend 8 additional power points, you can restore a petrified creature back to its normal state, although
the subject must make a successful DC 15 Fortitude save to survive the process. Any petrified creature,
regardless of size, can be restored.
  Energy Adaptation, Specified (Unleashed) 3 1sa 200 Min. Self   Self None   Visual No  
Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 
10 against any attack that deals you specific type of damage.
When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number
of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving
off a visual display.
The energy resistance provided by this power increases to 20 points at 7th manifester level and to a maximum of
30 points at 11th level.  The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of energy resistance.
  Augment If you spend 4 additional power points, you can manifest this power as an immediate action.        
  Energy Push (Unleashed) 3 1sa Instant 300 ft 1 ray Reflex 1/2 Auditory/Visual Yes
You project a solid blast of energy of your active energy type (cold, electricity, fire, or sonic) at a target, dealing it
2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check
(DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another
5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed
back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save).
The movement caused by energy push does not provoke attacks of opportunity.
Cold A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points).
The saving throw to reduce damage from a cold push is a Fortitude save instead of a Reflex save.
Electricity Manifesting a blast 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 blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points).
Sonic A blast of this energy type deals –1 point of damage per die (damage from impact remains at 2d6 points)
and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment For every 2 additional power points you spend, this power’s damage increases by one die (d6) and its
save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with
an object.
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.
  Energy Stun (Unleashed) 3 1sa Instant   75 ft 5' Radius Burst Reflex 1/2   Auditory Yes  
You release a powerful stroke of your active energy type (cold, electricity, fire, or sonic) that encircles all
creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save
for half damage must succeed on a Will save or be stunned for 1 round.
Cold A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold stun is a Fortitude save instead of a Reflex save.
Electricity Manifesting a stroke 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 stroke of this energy type deals +1 point of damage per die.
Sonic A stroke 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.                
  Feat Leech (Unleashed) 3 1sa 20 Min. Touch Creature Touched Will neg Mental/Visual No
You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target.
If successful, you immediately are familiar with the target’s psionic and metapsionic feats, if any, and you can
choose two of these feats to “leech”.
While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more
feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the
power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer
occurs regardless of the distance between you and the target.
If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw
every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is
killed before the duration expires, you immediately lose the benefit of the stolen feats.
You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as
the prerequisite for another stolen feat.
Augment For every 2 additional power points you spend, you can leech another feat and this power’s save DC
  increases by 1.                        
  Id Insinuation (Unleashed) 3 1sa Conc.+1 Rnds 75 ft 1 Creature Will neg Auditory Yes
Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the
manifester remains concentrating fully on this power, the subject is confused, making it unable to independently
determine it will do.
Roll on the following table at the beginning of each of the subject’s turns to see what the subject does in that
round.
Percentile Behavior                
1-10 Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).
11-20 Act normally.  
21-50 Do nothing but babble incoherently.  
51-70 Flee from the manifester at top possible speed.  
71-100 Attack nearest creature (for this purpose, a psicrystal counts as part of the subject’s self).
Augment For every 2 additional power points you spend, this power’s save DC increases by 1, and the power
can affect an additional target. Any additional target cannot be more than 15 feet from another target of the
  power.                          
  Inflict Pain (Unleashed) 3 1sa 20 Rnds 75 ft 1 Creature Will part Mental Yes
You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that
imposes a –4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only
a –2 penalty.
Augment For every 2 additional power points you spend, this power’s save DC increases by 1, and the power
can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
  Mental Disruption (Unleashed) 3 1sa Instant   10 ft 10' radius Will neg   Mental Yes  
You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you
designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or
become dazed 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, this power’s save DC increases by 1.
2.  For every 2 additional power points you spend, this power’s range and the radius of its area both increase by
5 feet.
3.  For every 4 additional power points you spend, any creature who fails their save is dazed for an additional
  round.                          
  Metamorphosis, Minor (Unleashed) 3 1sa 0 Min. Self Self No Material No
You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or
form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change,
your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus
on Disguise skill checks.
If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to
convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise
imposing form, you gain a +2 circumstance bonus to Intimidate checks.
In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.
Enhancement Menu A
+2 enhancement bonus to Strength
+2 enhancement bonus to Dexterity
+2 enhancement bonus to Constitution
Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.
Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size
modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.
Increase your base land speed by 10 feet.
Abilities Menu A
You gain 5 temporary hit points.
You gain the Cleave feat.
You gain the Improved Trip feat.
You gain a +1 natural armor bonus.
You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).
You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.
You gain a swim speed of 20 feet.
You gain a climb speed of 20 feet.
You gain a burrow speed of 15 feet.
Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice
  from Abilities Menu A. You may not choose the same option twice.              
  Missive, Mass (Expanded) 3 1sa Instant 1200 ft Special Will neg Mental Yes
You send a telepathic message of up to twenty-five words to all creatures within range. You can include or
exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Mass
missive is strictly a one-way exchange from you to the subjects. If you do not share a common language, the
subjects “hear” meaningless mental syllables.
Augment: For every 2 additional power points you spend, this power’s range increases by 40 feet and its save
  DC increases by 1.                        
  Natural Linguist (Unleashed) 3 1sa 200 Min. Self Self No None No
You telepathically charge your speech and hearing, allowing you to understand an additional language when it is
spoken, even if it is a racial tongue or a regional dialect, and allowing your speech to be understood in that
language. When you manifest this power, choose a language or a creature you want to understand and that you
want to understand you. Any other creature that also understands the same language can understand you and
you can understand them. This does not enable you to speak with creatures who don’t speak. You can make
yourself understood as far as your voice carries. This power does not predispose any creature addressed toward
you in any way. This power does not enable you to speak with creatures immune to mind-affecting powers.
Augment For every additional power point you spend, you may understand and be understood in an additional
  language at the same time while this effect is active.                  
  Psionic Lock (Unleashed) 3 1sa Permanent Touch Special None Material No
This psionic power affects one door, chest or portal up to 600 square feet.  A psionic lock manifested upon a
door, chest, or portal psionically locks it. You can freely pass your own lock without affecting it; otherwise, a
door or object secured with psionic lock can be opened only by breaking in or by a successful dispel psionics
  effect. Add +10 to the normal DC to break open a door or portal affected by this power.          
  Psychic Bodyguard (Expanded) 3 1 Round 20 Hrs. 300 ft 1 Willing Creature Will neg Mental/Visual Yes
You forge a specialized telepathic connection between yourself and one ally. Whenever the target must make a
Will save, you make the save instead as if the effect targeted you. If you fail in the saving throw, your ally suffers
the consequences of the effect that forced the Will save and you must make an additional Will save at the same
DC or be stunned for one round. The target may willingly fail saves against harmless powers without causing you
to be stunned. Once the connection is forged, you can make Will saves for your ally as long as she remains in
range. If she strays out of range, the power ends. You may not willingly fail a save when using psychic
bodyguard, but you may allow the target to make her own save. The power immediately ends after you have made
a successful Will save for the target.
Augment: This power may be augmented in one or more of the following ways.
1.  For every additional 2 power points spent, the power lasts for one additional successful Will save.
2.  If you spend 8 additional power points, the power is not discharged after making a successful Will save.
  Recall Agony (Unleashed) 3 1sa Instant   300 ft 1 Creature Will 1/2   Material Yes  
The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive).
That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present.
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.                
  Sense Link, Forced (Unleashed) 1 1sa 20 Min. 300 ft 1 Creature Will neg Visual No
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked,
and you cannot switch between senses with the same manifestation. You make any skill checks involving senses,
such as Perception, as the subject, and only within the subject’s field of view. You lose your Dexterity bonus to
AC while directly sensing what the subject senses. Once sense link is manifested, the link persists even if the
subject moves out of the range of the original manifestation (but the link does not work across planes). You do
not control the subject, nor can you communicate with it by means of this power. The strength of the subject’s
linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are
subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or
suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and
provides you the benefit of the linked sense from its perspective while this power’s duration lasts.
Augment You can augment this power in one or more of the following ways.
1.  If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the
other way around.
2.  If you spend 4 additional power points, you can link to a second sense of the same subject.
3.  If you spend 2 additional power points, you can target an unwilling creature (Will save negates), but cannot
augment this power in any other way. Treat the power as a 2nd level power when determining the save DC.
  Share Pain (Unleashed) 3 1sa 20 Hrs. Touch   Special No   Material/Mental No D
This power creates a psychometabolic connection between you and a willing subject so that some of your
wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you,
and the subject takes the remainder. If your hit points are reduced by a lowered Constitution score, that
reduction is not shared with the subject because it is not a form of hit point damage. When this power ends,
subsequent damage is no longer divided between the subject and you, but damage already shared is not
reassigned.
If you and the subject move farther away from each other than close range, the power ends.
You can manifest this power on two willing subjects, one of which you designate to share its damage with the
other.
  Sustenance (Unleashed) 3 1sa Instant   Self   Self No   Material No  
You can go without food and water for one day. Each time you manifest this power, your body manufactures
  sufficient solid and liquid nourishment to satisfy your needs for that time.              
  Swarm of Crystals (Unleashed)
  Thought Shield (Unleashed) 3 1 Immediate 1 Rnds Self   Self No   Auditory No  
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.
Augment For every additional power point you spend, this power’s duration increases by 1 round, and the
power resistance it provides increases by 1 point.
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Body Adjustment (Unleashed) 5 1sa 1 Rnds Self Self No Auditory/Material No
You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when
regular damage is healed, an equal amount of nonlethal damage is also healed.
  Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.        
  Body Purification (Unleashed) 5 1 Round Instant Self Self Auditory/Material No
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability
drain.
Augment: For every additional power point you spend, this power heals 1 additional point of damage to the same
  ability score.                        
  Concussive Onslaught (Expanded) 5 1sa 20 Rnds 1200 ft 30' Radius Fort 1/2 Auditory/Material/Visual Yes
You direct wave after wave of concussive kinetic energy at a specific location, pulverizing any and all creatures
within the area of effect. All creatures within the area take 3d6 force damage, or half on a successful Fortitude
save. The damage continues each round in the same area until the power expires.
Augment This power may be augmented in one or more of the following ways.
1.  For every two additional power points spent, the damage done each round increases by 1d6 and the save DC
increases by 1.
2.  By spending an additional 4 power points, you can redirect what area is affected as a standard action that
does not provoke attacks of opportunity. The newly chosen area must be within the power's range, even if you
have moved beyond the range of the initial area.
  Danger Sense (Unleashed) 5 1sa 20 Hrs Self   Self No   Visual No D
You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you
to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to
Armor Class against attacks by traps.
Augment If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you
  spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.          
  Dismiss Ectoplasm (Unleashed) 5 1sa Instant 300 ft 30' Radius Burst Will neg Auditory/Visual No
You dismiss creatures, objects, or effects composed of ectoplasm, such as astral constructs or the ectoplasmic
cocoon power, or that were formerly composed of ectoplasm, such as items created by metacreativity (creation)
powers.
An ectoplasmic creature that fails its Will saving throw dissipates into so much constituent ectoplasm, which
evaporates immediately.
A creature under the effect of the ectoplasmic form power that fails its saving throw is either destroyed out right
or physically shifted to a random location on the Astral Plane (50% chance for either result).
Other ongoing powers that create ectoplasmic objects or effects, such as ectoplasmic cocoon, are dismissed if
you succeed on a manifester level check (1d20 + your manifester level, maximum +10) against a DC of 11 + the
power’s manifester level.
  Dispel Psionics (Unleashed) 5 1sa Instant   300 ft Special None   Visual No  
This psionic power affects the caster, one creature, object or all in a 20' radius burst.  You can use dispel psionics
to end one ongoing power that has been manifest on a creature or object or to temporarily suppress the psionic
abilities of a psionic item. A dispelled power ends as if its duration had expired. Some Powers, as detailed in their
descriptions, can’t be defeated by dispel Psionics. Dispel Psionics can dispel (but not counter) psi-like effects
just as it does Powers. The effect of a power with an instantaneous duration can’t be dispelled, because the
psionic effect is already over before the dispel Psionics can take effect.
Targeted Dispel
One object, creature, or power is the target of the dispel Psionics power. You make one dispel check (1d20 + your
manifester level) and compare that to the power with highest manifester level (DC = 11 + the power’s manifester
level). If successful, that power ends. If not, compare the same result to the power with the next highest
manifester level. Repeat this process until you have dispelled one power affecting the target, or you have failed to
dispel every power.
For example, a 7th-level manifester manifests dispel Psionics, targeting a creature affected by biofeedback
(manifester level 12th) and flight (manifester level 7th). The manifester level check results in a 19. This check is
not high enough to end the biofeedback (which would have required a 23 or higher), but it is high enough to end
the flight (which only required a 18). Had the dispel check resulted in a 23 or higher, the biofeedback would have
been dispelled, leaving the flight intact. Had the dispel check been a 17 or less, no powers would have been
affected.  You can also use a targeted dispel to specifically end one power affecting the target or one power
affecting an area (such as a wall of fire). You must name the specific power effect to be targeted in this way. If
your manifester level check is equal to or higher than the DC of that power, it ends. No other powers or effects 
on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing power (such as a monster summoned by
summon monster), you make a dispel check to end the power that conjured the object or creature.
If the object that you target is a psionic item, you make a dispel check against the item’s manifester level (DC = 11
+ the item’s manifester level). If you succeed, all the item’s psionic properties are suppressed for 1d4 rounds,
after which the item recovers its psionic properties. A suppressed item becomes nonPsionic for the duration of
the effect. An interdimensional
You automatically succeed on your dispel check against any power that you manifest yourself.
Augment This power may be augmented in one of the following ways.
1.  If you spend an additional 6 power points, your targeted dispel can dispel one power for every four manifester
levels you possess, starting with the highest level powers and proceeding to lower level Powers. It also has a
chance to dispel any effect that remove curse can remove, even if an unaugmented dispel Psionics can’t dispel
that effect. The DC of this check is equal to the curse’s DC.
2.  If you spend an additional 6 power points, you may choose to make an area dispel instead of a targeted dispel.
Area Dispel
When dispel Psionics is used in this way, the power affects everything within a 20-foot-radius burst. Roll one
dispel check and apply that check to each creature in the area, as if targeted by dispel Psionics. For each object
within the area that is the target of one or more Powers, apply the dispel check as with creatures. psionic items
are not affected by an area dispel.
For each ongoing area or effect power whose point of origin is within the area of the dispel Psionics power, apply
the dispel check to dispel the power. For each ongoing power whose area overlaps that of the dispel Psionics
power, apply the dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing power (such as a weapon summoned by call weaponry) is
in the area, apply the dispel check to end the power that conjured that object or creature (returning it whence it
came) in addition to attempting to dispel one power targeting the creature or object.
  You may choose to automatically succeed on dispel checks against any power that you have manifested.        
  Endorphin Surge (Expanded) 5 1sa 20 Rnds Self Self No Visual No D
The glands of your body emit massive quantities of endorphins, augmenting your natural abilities. While this
power is active, you are treated as if in a barbarian rage, giving you a +2 morale bonus to your Constitution and
Strength, a +1 morale bonus on Will saves, and a -2 penalty to your Armor Class. The effect is otherwise identical
with a barbarian's rage except you aren't fatigued at the end of the rage.
Augment: If you spend 6 additional power points, the morale bonus to your Constitution and Strength is
  increased by 2, and the morale bonus on Will saves is increased by 1.              
  Energy Bolt (Unleashed) 5 1sa Instant 120 ft 120' line Reflex 1/2 Auditory Yes
You release a powerful stroke of energy of your active energy type (cold, electricity, fire, or sonic) that deals 5d6
points of damage to every creature or object within the area. The beam begins at your fingertips.
Cold A bolt of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold
bolt is a Fortitude save instead of a Reflex save.
Electricity Manifesting a bolt 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 bolt of this energy type deals +1 point of damage per die.
Sonic A bolt 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.                
  Energy Burst (Unleashed) 5 1sa Instant 40 ft 40' Radius Burst Reflex 1/2 Auditory Yes
You create an explosion of unstable ectoplasmic energy of your active energy type (cold, electricity, fire, or sonic)
that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no
pressure. Since this power extends outward from you, you are not affected by the damage.
Cold A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold burst is a Fortitude save instead of a Reflex save.
Electricity Manifesting a burst 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 burst of this energy type deals +1 point of damage per die.
Sonic A burst 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.                
  Energy Retort (Unleashed) 5 1sa 20 Min. Special Special Reflex 1/2 Visual Yes
You weave a field of potential energy of your active energy type (cold, electricity, fire, or sonic) around your
body. The first successful attack made against you in each round during the power’s duration prompts a
response from the field without any effort on your part. The attack may be physical, the effect of a power, or the
effect of a spell (including spell-like, supernatural, and extraordinary abilities). An “ectoburst” discharges from the
field, targeting the source of the attack and dealing 4d6 points of damage of the active energy type. To be
affected, a target must be within close range, you must have line of sight and line of effect to it, and you must be
able to identify the source of the attack. The ectoburst automatically strikes the enemy who successfully attacked
you, so long as it meets the above criteria.
Cold A field of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold
retort is a Fortitude save instead of a Reflex save.
Electricity Manifesting a field 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 field of this energy type deals +1 point of damage per die.
Sonic A field 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 duration increases by 1 minute.
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.                
  Energy Wall (Unleashed) 5 1sa Special 300 ft Special Reflex 1/2 Auditory Yes
This psionic power lasts as long as you concentrate plus 20 rounds.  It creates an opaque sheet of energy
20' high formed into either a ring of 50 foot radius or a wall 400 foot wall.
You create an immobile sheet of energy of your active energy type (cold, electricity, fire, or sonic) formed out of
unstable ectoplasm. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of
damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20'.
In addition, anyone passing though the energy wall takes 2d6 points of damage +1 point per manifester level
(maximum +20).
If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through
the wall.
If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward
or outward from the ring.
Cold A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold wall is a Fortitude save instead of a Reflex save.
Electricity Manifesting a sheet 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 sheet of this energy type deals +1 point of damage per die.
Sonic A sheet 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.
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.
  Eradicate Invisibility (Unleashed) 5 1sa Instant   50 ft 50' Radius Burst Reflex neg   Visual No  
You radiate a psychokinetic burst that disrupts and negates all types of invisibility (though this power can’t
negate the effect of cloud mind). Any creature that fails its save to avoid the effect loses its invisibility.
Creatures that are naturally invisible, such as an invisible stalker, are revealed as a dim outline for 1 round (until
the beginning of your next turn) and do not have total concealment during this period.
Augment For every additional power point you spend, this power’s range and the radius of the burst in which it
functions both increase by 5 feet. For each 10-foot increase, this power’s save DC increases by 1.
  Guarded Sleep (Expanded) 5 1sa Special   Touch   1 Sleeping Creature No   Mental No  
You create a temporary dreamstate in the mind of a sleeping creature, sheltering it from outside influence while
providing it with a pristine resting environment, ideal for recovering mental energies. For the duration of this
power, the subject is immune to all mind-affecting effects and may make saving throws normally (it is not
automatically considered “willing” as unconscious creatures usually are). After a guarded sleep of at least 8
hours, a subject's mind is in top condition, and it gains special benefits based upon its particular abilities. If the
target could manifest psionic powers, it gains one temporary power point for each manifester level it has (which
it can access as if from a cognizance crystal). If the target could cast arcane spells spontaneously, it gains one
additional spell slot of his highest level. If the target prepares arcane spells, it may prepare spells in half the usual
amount of time. These benefits fade when the target next sleeps. You cannot manifest guarded sleep on yourself
  unless you are capable of manifesting powers while unconscious.                
  Heightened Vision (Unleashed) 5 1sa 20 Hrs Self Self No Visual No
You increase your visual acuity, gaining the ability to see 60 feet even in total darkness. Your increased vision is
  black and white only but otherwise like normal sight.                  
  Mental Barrier (Unleashed) 5 1 Immediate 1 Rnds Self Self No Auditory No
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection
bonus to Armor Class.
You can use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s
attack roll in order to gain this power’s benefit against that attack.
Augment You can augment this power in one or both of the following ways.
1.  If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.
  2. For every additional power point you spend, this power’s duration increases by 1 round.          
  Mind Trap (Unleashed) 5 1 Immediate 1 Rnds Self Self No Auditory Yes
You set up a trap in your mind against mental intruders. Anyone who attacks you with a Telepathy power or
mind-affecting effect immediately loses 1d6 power points. This power’s effect does not negate the power that is
currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an
emergency. Creatures that do not have power points must make a Fortitude save or be nauseated for 1 round.
Manifesting the power is an immediate action. You can use this power even when it is not your turn.
  Augment For every additional power point you spend, this power’s duration increases by 1 round.          
  Mindhunter (Expanded) 5 8 Hours Instant 1 Plane 1 Creature None Mental No
When you go to sleep, you psionically split your subconscious mind from your body sending it out to search for
another person's subconscious. If the creature is intelligent and not immune to mind-affecting powers, the
subconscious mind tracks it down and returns with the information by the time you wake up. If you wake before
8 hours have passed, the power fails as the subconscious mind is violently forced back into your consciousness
once again.
When you manifest this power, you gain a general knowledge of where the target person resides if they are on
the same plane. You are granted a general overview of the surroundings and a rough estimate of where they are
from your current position such as “in a wood 20 miles to the northwest”.
Note that the power points spent while dreaming do not regenerate during this time and thus you awaken with
less than your maximum power points.
You must be able to form a mental picture of the target, either through direct personal knowledge, from a picture
  or portrait, or from a description of the person, in order to use this power.              
  Psionic Blast (Unleashed) 5 1sa Instant 30 ft Cone Will neg Auditory Yes
The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast 
stuns all affected creatures for 1 round.
Augment For every 2 additional power points you spend, the duration of the stun effect increases by 1 round and
the power’s save DC increases by 1.
  Share Pain, Forced (Unleashed) 5 1sa 20 Rnds 75 ft Special Fort neg   Material/Mental Yes  
This power creates a psychometabolic connection between you and a willing subject so that some of your
wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you,
and the subject takes the remainder. If your hit points are reduced by a lowered Constitution score, that reduction
is not shared with the subject because it is not a form of hit point damage. When this power ends, subsequent
damage is no longer divided between the subject and you, but damage already shared is not reassigned.
If you and the subject move farther away from each other than close range, the power ends.
You attempt to force the sharing of your wounds with an unwilling creature for less time. If you are immune to the
type of damage dealt, or if you convert lethal damage into nonlethal, the target takes no damage.
Augment For every 2 additional power points you spend, this power’s save DC increases by 1.
  Sharpened Edge (Unleashed) 5 1sa 200 Min. 75 ft Special Will neg   Visual Yes  
This psionic power affects 1 weapon or up to 50 projectiles.  You psionically make a weapon keen, improving its
ability to deal telling blows. This doubles the threat range of the weapon. A threat range of 20 becomes 19–20, a
threat range of 19–20 becomes 17–20, and a threat range of 18–20 becomes 15–20. The power can be manifested
only on piercing or slashing weapons. If used on arrows or crossbow bolts, the effect on a particular projectile
ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as
  thrown weapons, for the purpose of this power.                    
  Solicit Psicrystal (Unleashed) 5 1 Swift 20 Rnds 75 ft Your Psicrystal None Auditory No
Your psicrystal takes over the responsibility of maintaining concentration on any single power you have
manifested and are concentrating on. While maintaining this concentration, the psicrystal is limited to move
actions in each round, as normal, unless the maintaining concentration on the power would not allow a move
action. When the duration of solicit psicrystal expires, the power you transferred to the psicrystal ends (even if
this would mean that the power ends earlier than normal). If necessary, the psicrystal makes concentration checks
using your modifier.
You can manifest this power (and transfer the responsibility) with an instant thought, quickly enough to gain the
benefit of the power before you take any other actions in a round.
  Augment For every additional power point you spend, this power’s maximum duration increases by 1 round.        
  Telekinetic Force (Unleashed) 5 1sa Special 300 ft 250 lbs or less Will neg Visual Yes
You can use this power in one of two ways:
Move
You move an object, or even a creature, by concentrating your mind upon its current location and then the
location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to
20 feet per round. A creature can negate the effect on an object it possesses or itself with a successful Will save
or with power resistance. The weight can be moved across the ground or through the air. This power ends if the
object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating
on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if
making a Strength check, except that you apply your key ability modifier to the check instead of your Strength
modifier.
If a creature succeeds on its Will save against this effect, either to prevent you moving the creature or an object
in its possession, you cannot target another item in that creature’s possession nor the creature itself unless you
manifest the power again.
Thrust
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail
at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum
fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from
another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items
with the items, applying your key ability modifier to the attack roll instead of your Dexterity modifier. Hurled
weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as
daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds
of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard,
dense objects such as a boulder).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held
possessions are targeted by this power. Creatures are not allowed a Will save if an object is thrust at them
through the use of this power.
If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6
points).
If you use the thrust option of this power, the duration is instantaneous.
  Augment For every additional power point you spend, the weight limit of the target increases by 25 pounds.        
  Time Hop (Unleashed) 5 1sa 20 Rnds 75 ft 300 lbs or less Will neg Auditory/Visual Yes
The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject
seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The
subject reappears 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 subject to return. The subject can act normally on its next turn after this
power ends.
If the space from which the subject departed is 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.
  Touchsight (Unleashed) 5 1sa 20 Min Self   Self No   Visual No D
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total
darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field
emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line
of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures;
you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to
what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and
concealed creatures.
Augment: For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.
  Ubiquitous Vision (Unleashed) 5 1sa 200 Min. Self   Self No   Visual No  
You have metaphoric “eyes in the back of your head,” and on the sides and top as well, granting you benefits in
specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect view of creatures that
might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and rogues are denied
their sneak attack ability while flanking you (but they may still sneak attack you if you are caught flat-footed).
Your vision-based Perception checks gain a +4 enhancement bonus. Concurrently, you take a –4 penalty on
  saves against all gaze attacks during the power’s duration.                
  Upheaval (Expanded) 9 1sa Instant 300 ft 20' Radius Burst Reflex 1/2 Visual No
You translocate entire chunks of the earth 50 ft. into the air, where they fall onto the targets below. Each creature
in the area affected takes 9d6 points of bludgeoning damage as the earth falls back to the ground. Unlike normal
damage from powers, this damage is subject to damage reduction that would affect mundane bludgeoning
damage.  In addition, the ground in the affected area becomes difficult terrain, making movement through it
harder.
Augment: For each additional 2 power points spent, this power can affect an area 5 ft. larger in radius and the
save DC increases by 1.
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Augured Answer (Unleashed) 7 10 Minutes Instant Self Self No Mental/Visual No
You can predict a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is
to occur within 1 week. The advice augured can be as simple as a short phrase, or it might take the form of a
cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the
information is no longer useful. The base chance for a correct answer is 70% + 1% per manifester level, to a
maximum of 90%. If the die roll fails, you know the attempt failed, unless specific effects yielding false information
are at work.
Multiple attempts about the same topic by the same manifester use the same dice result as the first attempt and
yield the same answer each time.
  Aura Sight (Unleashed) 5 8 Hours Instant   Same Plane   1 Creature None   Mental No  
When you go to sleep, you psionically split your subconscious mind from your body sending it out to search for
another person's subconscious. If the creature is intelligent and not immune to mind-affecting powers, the
subconscious mind tracks it down and returns with the information by the time you wake up. If you wake before
8 hours have passed, the power fails as the subconscious mind is violently forced back into your consciousness
once again.
When you manifest this power, you gain a general knowledge of where the target person resides if they are on
the same plane. You are granted a general overview of the surroundings and a rough estimate of where they are
from your current position such as “in a wood 20 miles to the northwest”.
Note that the power points spent while dreaming do not regenerate during this time and thus you awaken with
less than your maximum power points.
You must be able to form a mental picture of the target, either through direct personal knowledge, from a picture
  or portrait, or from a description of the person, in order to use this power.              
  Correspond (Unleashed) 7 10 Minutes 20 Rnds Special 1 Creature None Mental No
This psion is able to affect a creature with an Intelligence score of 3 or higher.  You forge a passive mental link
with a creature with which you have previously had physical or mental contact. The subject need not be within
sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with
it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five
words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity;
however, sending a message is equivalent to a standard action that can provoke attacks of opportunity. You do
not need line of sight or line of effect to use this power.
Augment:  If you spend an additional 4 power points, the power’s duration increases to 10 minutes/level.
  Deadly Fear (Expanded) 7 1sa Instant   100 ft 1 Living Creature Special   Visual Yes  
You create a mental image of the most fearsome creature imaginable to the subject simply by forming the fears of
the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast.
Only the power's subject can see the nightmarish beast. The target first gets a Will save to recognize the image
as unreal. If that save fails, the beast touches the subject, and the subject must succeed on a Fortitude save or
die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.
If the subject of a deadly fear attack succeeds in disbelieving and possesses telepathy or is wearing a helm of
telepathy, the effect can be turned upon you. You must then disbelieve it or become subject to the deadly fear
attack.
Augment: For every 2 additional power points spent, both Difficulty Classes increase by 1. For every 5 additional
power points spent, you can attempt to affect one additional creature. If affecting more than one creature, no two
   can be more than 30 feet apart.                      
  Death Urge (Unleashed) 7 1sa 1 Rnds 300 ft 1 Living Creature Will neg Mental Yes
You plant a hidden death-urge impulse in the subject’s unconscious. On the subject’s next turn, it looks for the
quickest method to end its life and attempts to do so. The subject takes no other action on its turn except
attempting to harm itself.
If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as
a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity,
offering its opponent an opening, which the opponent may or may not choose to take advantage of.
If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an
immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking
itself with a weapon.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. For every 2 point
increase in the power’s save DC, the duration increases by 1 round.
  Detect Remote Viewing (Unleashed) 7 1sa 24 Hrs 40 ft 40' Radius None   Mental/Visual No  
You immediately become aware of any attempt to observe you by means of a scrying power or spell. The power’s
effect radiates from you and moves as you move. You know the location of every psionic or magical sensor within
the power’s area.
If the viewing attempt originates within the area, you also know the viewer’s location. Otherwise, you and the
remote viewer immediately make opposed manifester level checks (1d20 + manifester level, or viewer’s caster level
as appropriate). If you at least match the remote viewer’s result, you get a visual image of the remote viewer and
an accurate sense of the remote viewer’s direction and distance from you.
  Empathic Feedback (Unleashed) 7 1sa 200 Min. Self   Self No   Auditory/Material Yes  
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it
takes damage equal to one quarter the amount it dealt to you (rounded down, minimum 1) unless it succeeds on a
Will save. This damage is empathic in nature, so powers and abilities the attacker may have such as damage
reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no
type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage
your attacker. The damage from empathic feedback is a mind-affecting effect, a successful Will save negates this
damage, and the damage is subject to power resistance.
Augment This power may be augmented in one of the following ways.
1.  By spending 3 additional power points, the damage suffered by your attacker increases to one half the damage
dealt to you.
2.  By spending 6 additional power points, the damage suffered by your attacker is equal to the damage dealt to
 you.
  Energy Adaptation (Unleashed) 3 1sa 200 Min. Self   Self None   Visual No  
Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 
10 against any attack that deals you acid, cold, electricity, fire, or sonic damage.
When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number
of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving
off a visual display.
The energy resistance provided by this power increases to 20 points at 7th manifester level and to a maximum of
30 points at 11th level.  The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of energy resistance.
  Augment If you spend 4 additional power points, you can manifest this power as an immediate action.        
  Fold Space (Unleashed) 7 1sa Instant 1200 ft Special Special Visual Special
You instantly transfer yourself from your current location to any other spot within range. You always arrive at
exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this power,
you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t
exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear
or objects up to its maximum load) or its equivalent per three manifester levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported
must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take
1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the
intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of
damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each
creature traveling with you take an additional 4d6 points of damage and the power simply fails.
Augment If you spend 6 additional power points, you can manifest this power as a move action, although you
  still cannot take any other actions until your next turn.                  
  Incite Passion (Expanded) 7 1sa 20 Rnds 75 ft 1 Creature Will neg Material/Olfactory Yes
The target creature's mind is subtly altered to embrace its more instinctual urges instead of logic. For the duration
of the power, the target creature takes a -2 penalty on all Intelligence-related checks and may not take 10 or take
20 on any skill check. In addition, the target cannot competently grasp combat tactics and suffers a -2 penalty on
attack rolls and Armor Class, cannot fight defensively, and cannot use Combat Expertise or any other feats that
  require it.                          
  Intellect Fortress (Unleashed) 7 1 Immediate 1 Rnds 20 ft 20' Radius None Auditory/Visual Yes
You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from powers and psi-
like abilities taken by subjects inside the area of the intellect fortress, including ability damage, is halved. This
lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction
and evasion.  The effect covers a 20' radius centered on the caster.
Powers that are not subject to power resistance are not affected by an intellect fortress.
Augment This power may be augmented in one or both of the following ways.
1.  For every additional power point you spend, this power’s duration increases by 1 round.
2.  By spending 4 additional power points, this power may also affect breath weapons that deal damage.
  Mindwipe (Unleashed) 7 1sa Instant   75 ft 1 Creature Fort neg   Auditory/Mental/Visual Yes  
You partially wipe your victim’s mind of past experiences, bestowing two negative levels upon it. If the subject
has at least as many negative levels as Hit Dice, it dies. The effects of multiple negative levels stack.
If the subject survives, it loses all negative levels after 1 hour. (No Fortitude save is necessary to avoid gaining
the negative level permanently.)
Augment You can manifest this power in one or both of the following ways.
1.  For every 2 additional power points you spend, this power’s save DC increases by 1.
  2.  For every 3 additional power points you spend, this power bestows an additional negative level on the subject.      
  Moment of Terror (Expanded) 7 1sa 1 Rnds 300 ft 1 Large Size Creat Will neg Mental Yes
You brutally force the target's consciousness into a dimension of nightmares and terror. This unnatural
dislocation opens conduits of pain for the target, causing the target's body to fall prone and helpless as the
target mindlessly screams unless it makes a successful Will save.  Affects 1 size large creature of smaller
If the target failed its Will save, once the initial effect ends, the memory of the awful pain remains, making the
target susceptible to other mental assault, imposing a –2 penalty on Will saves against mind-affecting effects for
a period of one day. This penalty does not stack from multiple uses of this power.
Augment: If you spend 4 additional power points, the target suffers the penalty on Will saves against mind-
  affecting effects even if it made a successful save.                  
  Personality Parasite (Unleashed) 7 1sa 20 Rnds 300 ft 1 Med or smaller Will neg Auditory/Visual Yes
You attempt to briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the
main personality. The parasitic personality functions with complete autonomy from the main personality. It does
not control the body physically, but it can take one standard action each round that is purely mental, such as
manifesting a power, in the same turn that the subject takes its normal actions.
The parasitic personality manifests powers using the subject’s power point reserve and known powers, or any
spells prepared or known and available spell slots, but can only manifest powers or cast spells three or more
levels lower than the highest level of power or spell the subject can normally manifest or cast. The parasitic
personality actively attempts to manifest powers or cast spells that negatively impact the subject, using the
highest-level powers or spells possible (so as to deplete the subject’s power point reserve and available spell
slots), and the most deadly to the subject. You do not have control over what the parasitic personality does,
though it always works against the interest of the subject.
Both minds communicate with each other telepathically. If a creature is targeted by a compulsion or charm effect
while under the effect of this power, it can make a second saving throw if the first one fails. If both saving throws
fail, then this power ends and the creature is affected by the charm or compulsion effect.
The parasitic personality does not gain any advantages if the main personality is subjected to a haste or schism
  effect.                          
  Power Leech (Unleashed) 7 1sa 20 Rnds 75 ft Special Will neg Visual Yes
Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points
and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum). The
drain continues in each round you maintain concentration while the subject of the drain remains in range. If the
  subject is drained to 0 power points, this power ends.                  
  Psychic Reformation (Unleashed) 7 10 Minutes Instant 25 ft 1 Creature No Auditory/Mental/Visual No
When this power is manifested, the subject can choose to spend its most recently gained skill ranks differently
(picking new skills and abandoning old ones if it chooses) and to choose a different feat from the one it selected
when advancing from its previous level to its current level.
The subject can also choose to forget powers or spells it acquired when advancing to its current level, replacing
them with new ones.
The subject can undo decisions of these sorts that were made at lower levels, although he suffers increased
penalties the farther back he goes to undo decisions. The subject must abide by the standard rules for selecting
skills and feats, and so it cannot take feats for which it doesn’t qualify. Any change made must have been
available at the level selected. For example, a 7th level Psion who uses this power to change a 2nd level power
gained at 3rd level Psion cannot select a 4th level power to replace it – he must choose a 1st or 2nd level power.
The subject is not limited to changing only a single level’s choices should he decide to undo decisions from prior
levels. Every level between his current level and the earliest level may be altered, so long as the choices made
were valid at the appropriate level.
If the subject goes farther back than the changes from the previous level to its current level, the subject suffers a
cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense,
saving throws, and skill checks for each level back the power changes. In addition, the creature reduces its
current and total hit points by 5 for each level back the power changes. The creature is also treated as one level
lower for the purpose of level-dependent variables (such as spellcasting or manifesting) for each level back the
power changes. These penalties last for 24 hours.
Augment This power may be augmented in either of the following ways.
1.  If you spend 2 additional power points, the penalties end after the subject rests for 8 hours.
  2.  If you spend 6 additional power points, the subject does not suffer any penalties.          
  Psychokinetic Charge (Expanded) 7 1sa Instant 75 ft 1 Willing Creature Will neg Auditory/Mental Yes
You telekinetically launch an ally (or yourself) across the battlefield to anywhere within this power's range. While
moving, your ally is flying just above the ground unless you wish otherwise. Movement from this power
provokes attacks of opportunity as normal, although you can lift your ally over objects or out of enemy reach, as
long as your ally remains within range. If your ally lands adjacent to an opponent, he can spend an immediate
action to make a melee attack against that opponent with a +2 bonus on the attack roll.
  Sensory Cascade (Expanded) 7 1sa 20 Rnds 300 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.
  Slip the Bonds (Unleashed) 7 1sa 200 Min. Self   Self No   Auditory No  
You can move and attack normally for the duration of the power, even under the influence of effects that usually
impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple
you automatically fail. You automatically succeed on any combat maneuver checks and Escape Artist checks
made to escape a grapple or a pin.
You can also move and attack normally while underwater, even with slashing weapons such as axes and swords
or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the
  hand rather than hurled. This does not, however, grant water breathing.              
  Telekinetic Maneuver (Unleashed) 7 1sa 20 Rnds 300 ft 1 Creature None Visual Yes
You can affect a foe by concentrating your mind upon its current status and the status you desire, once per
round.  You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as
normal, except that they don’t provoke attacks of opportunity, you use your manifester level in place of your
base attack bonus, you use your key ability modifier in place of your Strength modifier or Dexterity modifier, and
a failed attempt doesn’t result in you being disarmed or knocked prone (if attempting a disarm or trip). No save is
allowed against these attempts, but power resistance applies normally.
  Augment For every 2 additional power points you spend, this power grants a +1 bonus on your CMB.        
  Trace Psychoport (Unleashed) 7 1sa Instant 75 ft Same as Range None Visual No
As detect teleportation, except you can trace the destination of any psionic or magical teleportation made by
others within this power’s area within the last minute.
You know the direction and distance the individuals traveled and could teleport to the location yourself if you so
desired (and if you know the psychoport power), as if you had “seen casually” the location. This power does not
grant you any information on the conditions at the other end of the trace beyond the mental coordinates of the
location.
Augment If you spend 2 additional power points, this power’s range increases to Medium: 300
  feet                          
  Wall of Ectoplasm (Unleashed) 7 1sa 20 Min. 75 ft Special None Visual No
Can create a wall with and area of up to 200 square feet, or a sphere or hemisphere with a radius
of 20 feet.  You fashion a roiling wall of ectoplasm, imbuing it with solidity. The wall cannot
move once it is formed. It is 1 inch thick per four manifester levels and occupies up to one 5-foot square per level.
Each 5-foot square of the wall has 10 hit points per inch of thickness and hardness 5. A section of the wall whose
hit points drop to 0 is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 +
2 per inch of thickness.
The wall of ectoplasm is susceptible to dispel psionics, but it gains a +4 bonus on any check to determine
whether the wall is negated. Spells, powers, and breath weapons cannot pass through the wall in either direction
(though they could damage it). It blocks ethereal creatures as well as material creatures (though ethereal creatures
can usually get around the wall by floating under or over it through material floors and ceilings). The wall is
opaque, so neither vision nor gaze attacks operate through it. The wall does not block psychoportive travel, such
as that provided by the psychoport power.
You can form the wall into a flat plane whose area is up to one 10-foot square per level or into a sphere or
hemisphere with a radius of up to 1 foot per level.
he wall of ectoplasm must be continuous and unbroken when manifested. If its surface is interrupted by any
  object or creature, the power fails.                      
  Wither (Expanded) 7 1sa Instant Touch Creature Touched Fort neg Visual Yes
Your touch disrupts the target's physical form, draining the strength from its muscles. The creature suffers 2d4
points of Strength damage. A successful Fortitude save halves the Strength damage taken.
Augment: For each additional 4 power points spent, this power causes an additional 1d4 points of Strength
damage.
5th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Adapt Body (Unleashed) 9 1sa 20 Hrs Self Self No Visual No
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely
cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You
can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain),
and you take no damage simply from being in that environment. You need not specify what environment you are
adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile
environment as needed throughout the duration.
You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any
environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the
  usual amount of damage.                      
  Catapsi (Unleashed) 9 1sa 20 Rnds 30 ft 30' Radius Will neg Mental/Visual Yes
By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to
manifest their powers or use psi-like abilities (you are not affected by your own catapsi manifestation). All psionic
activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will
save each time he attempts to manifest a power. Using a psi-like ability becomes a full-round action, instead of a
standard action, in a catapsi field. If two or more fields of catapsi overlap, the effects are not cumulative.
The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may
not be able to manifest its highest-level powers. If manifesting a power would cause the manifester to exceed his
available power points or his spending limits, the manifestation fails automatically, but no power points are
expended.
Augment For every 4 additional power points you spend, this power’s range and the radius of its area both
increase by 5 feet.
  Dream Message (Expanded) 9 1 Minute Special   Touch   1 Living Creature None   Mental Yes  
You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the effect,
you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The
messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The
message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-
way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by
observing the dreams of the recipient.
Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the power is
the time required for the messenger to enter the recipient's dream and deliver the message.
If the recipient is awake when the power begins, the messenger can choose to wake up (ending the effect) or
remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the
recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes
awake, ending the effect.
Creatures who don't sleep or don't dream cannot be contacted by this power.
The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is
defenseless both physically and mentally (always failing any saving throw) while in the trance.
Augment: If the recipient is awake when you begin to manifest the power, the messenger can choose to expend a
number of power points (if the messenger is psionic) equal to the recipient's Hit Dice –4 to plant the message,
  which the recipient receives when next she sleeps.                  
  Ectoplasmic Creation, Major (Unleashed) 9 1 Minute 20 Hrs 75 ft Special Material No D
Creates one nonliving item of 20 cubic feet You shape raw ectoplasm into a nonmagical,
unattended object of nonliving, organic matter. The volume of the item created cannot exceed 1 cubic foot per
manifester level. You must succeed on an appropriate Craft skill check to make a complex item. Attempting to use
any created object as a material component for spells causes the spell to fail.
You can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item
varies with its relative hardness and rarity, as indicated on the following table.
Hardness and Rarity Examples Duration Hardness and Rarity Examples Duration
Vegetable matter 2 hr./level Gems 10 min./level
Stone, crystal, base metals 1 hr./level Rare metal* 1 round/level
Precious metals 20 min./level * Includes adamantine, alchemical silver, and mithral.
You can’t use major modify matter to create a cold iron item. Additional rare items are possible at the GM’s
  discretion, but should typically be limited to 1 round/level.                  
  Ectoplasmic Shambler (Unleashed) 9 1 Round 20 Min. 1200 ft Up to 10x10' cubes None Auditory/Visual/Mental No
You fashion an ephemeral, many-legged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You
can direct the shambler as a free action. It has a speed of 10 feet. It can completely surround objects (and
opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The
vision of those within the shambler is limited to 5 feet, and manifesting powers (or casting spells) within the
shambler is difficult due to the constant turbulence felt by those caught in the shambler’s form. Vision through
the shambler is similarly impaired for those outside the shamble.
Creatures enveloped by the shambler, regardless of Armor Class, take 1 point of damage for every two manifester
levels you have in each round they become enveloped in or remain within the roiling turbulence of the shambler.
Anyone trying to manifest a power must make a concentration check (DC 15 + power’s or spell’s level) to
successfully manifest a power or cast a spell inside the shambler.
A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first
round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than
  20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet.          
  Incarnate (Unleashed) 9 2 Rounds Permanent Special Special None Material No
This power makes certain other powers permanent by mimicking the qualities of psionic tattoos. Depending on
the power to be affected, you must be of a minimum manifester level and must expend a specific gp value of
diamond dust and tattoo ink.
You can make the powers on the incarnate power list permanent only in regard to yourself, and must have a
manifester level at least 8 higher than the level of the power to be made permanent. Powers made permanent in
this way can be dispelled only by a manifester of higher level than you were when you manifested the power.
Powers made permanent by incarnate are not shared through the fission power, and the effect does not end when 
fission ends.
You manifest the desired power and then follow it with the incarnate manifestation.
Additionally, at the GM’s discretion, additional powers may be made permanent using the following formula:
GP cost = (Minimum Manifester Level – 8) x 2,500 GP.
Table: Incarnate Power List   Table: Incarnate Power List    
Aura sight 15th 17,500 GP   Elfsight 10th 5,000 GP  
Conceal thoughts 9th 2,500 GP   Heightened vision 13th 12,500 GP
Danger sense 13th 12,500 GP   Know direction and location 9th 2,500 GP
Detect Psionics 9th 2,500 GP   My light 9th 2,500 GP  
Detect remote viewing 12th 10,000 GP Ubiquitous vision 11th 7,500 GP
Detect teleportation 9th 2,500 GP  
  Induce Nightmare (Expanded) 9 10 Minutes Instant   Unlimited   1 Living Creature Will neg   Mental Yes  
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise
specifically designate.
The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject
fatigued and unable to regain power points and arcane spells for the next 24 hours.
The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have
to that creature.
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, part of nail etc. -10
* You must have some sort of connection to a creature to which you have know knowledge
Dispel evil cast on the subject while you are manifesting the power dispels the nightmare and causes you to be
stunned for 10 minutes per caster level of the dispel evil.
If the recipient is awake when the power begins, you can choose to cease manifesting (ending the power) or to
enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If
you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of
manifesting a power or the power ends.
If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the
trance.
You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving
throws, for example.)
Creatures who don't sleep (such as elves, but not half elves) or dream are immune to this effect.
Augment: For every 2 additional power points spent, this power causes an additional 1d10 points of damage .
  when the sleeper wakes                      
  Leech Field (Unleashed) 9 1sa 1 Min. Self Self No Visual No
You raise a field of potentiality that drains the vitality from powers that you successfully save against. When you
succeed on a saving throw against a foe’s power on you, your body erupts in a brief flash of crackling dark
energy. You gain 1 power point for every 2 power points your foe spent to manifest the power you just saved
against (to a maximum number of points equal to your manifester level). You cannot gain power points that would
cause you to exceed your normal daily maximum.
This power is effective against any power that targets a single creature or has an area of effect and allows the
target a saving throw. This power also works against spells that would affect you. The power points gained from
saving against spells is 1 power point per spell level cast.
If multiple creatures are under the effect of leech field and succeed on a saving throw against the same
manifestation of a power or casting of a spell, the power points that would be gained are divided evenly among
all affected creatures. For example, if two creatures under the effect of leech field successfully saved against a 12
power point manifestation of energy ball, each would only gain 3 power points.
Augment:  For every 2 additional power points you spend, this power’s duration increases by 1 minute.
  Pierce the Veils (Unleashed) 9 1sa 20 Min. Self   Self No`   Visual No  
You gain the ability to see all things as they actually are. You see through normal and psionic darkness, notice
secret doors hidden by psionics, see the exact locations of creatures or objects under blur or displacement
effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed,
changed, or transmuted things. Further, you can focus your vision as a standard action to instead see into the
Ethereal Plane (but not into extradimensional spaces). The visual range of the effect conferred is 120 feet.
This does not, however, penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not
negate concealment, including that caused by fog and the like. This effect does not help you see through
mundane disguises, spot creatures that are simply hiding, or notice secret doors hidden by mundane means. In
addition, the effects cannot be further enhanced with known magic, so one cannot use this power through a
  crystal ball or in conjunction with effects such as clairaudience/clairvoyance.              
  Planar Travel (Unleashed) 9 1sa Instant Touch Special No Visual No
You are able to transport up to 8 willing creatures.  You move yourself or some other creature to another plane of
existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected
by the power at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh
impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from
your intended destination. Planar travel transports creatures instantaneously and then ends. The creatures need
to find other means if they are to travel back (including manifesting planar travel again).
Augment For every two additional power points spent, the number of d% rolled is reduced by 1, to a maximum of
  -5, when the power places you at your intended destination.                
  Power Resistance (Unleashed) 9 1sa 20 Min. Touch Creature Touched Will neg Material/Visual Yes
The creature gains power resistance equal to 12 + your manifester level.
  Psychic Crush (Unleashed) 9 1sa Instant   75 ft 1 Creature Will part   Auditory Yes  
Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target
must make a Will save with a +4 bonus or collapse unconscious and dying at –1 hit points. If the target succeeds
on the save, it takes 3d6 points of damage.
Augment For every 2 additional power points you spend, this power’s damage on a successful save increases by
  1d6 points and its save DC increases by 1.                    
  Shatter Mind Blank (Unleashed) 9 1sa Instant 30 ft 30' Radius Will neg Olfactory Yes
This power can negate a barred mind, mind blank, or a personal barred mind affecting all creatures within range.
If the affected creatures fail their saves and do not overcome your attempt with power resistance, you can shatter
the effects by making a successful check (1d20 + your manifester level, maximum +20) against a DC equal to 11 +
the manifester level of the creator of each of the effects. If you succeed, the barred mind or mind blank effect ends.
Use the same check against each barred mind, mind blank, or personal barred mind effect.
Augment By spending an additional 4 power points, you may designate creatures within the affected area who
  are not affected by your manifestation of shatter mind blank.                
  Shrapnel Burst (Expanded) 9 1sa Instant 40 ft 40' Radius Burst Reflex 1/2 Mental/Visual No
You emit a burst of crystalline shrapnel, dealing 9d6 points of piercing damage to all creatures within a 40 ft. burst
centered on you.
Augment: For every additional power point you spend, the power deals an additional 1d6 points of damage. For
  every two additional dice of damage, the save DC is increased by 1.              
  Tower of Iron Will (Unleashed) 9 1 Immediate 1 Rnds 10 ft 10' Radius None Auditory Yes
You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving
the self-control of all. You and all allies in the power’s area gain power resistance 19 against all mind-affecting
powers.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the
power is an immediate action.
You can use this power even when it is not your turn.
Augment For every additional power point you spend, this power’s duration increases by 1 round and the power
resistance it provides increases by 1 point.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Aura Alteration (Unleashed) 11 1sa Special 300 ft 1 Willing Creature No Material No
You can use this power in one of two ways: to disguise the subject’s aura (alignment) and level, or to remove a
compulsion or charm effect from the subject.
Disguise If you use this power to disguise the subject’s alignment and level, the power has a duration of 10
minutes per level. You can change the subject’s alignment by only one step. You can adjust the subject’s
apparent level up or down by a number equal to one-half your own level (rounded down) or less.
Remove Compulsion If you use this power to attempt to cleanse the subject’s aura of a baleful or controlling
effect, the duration is instantaneous. This power can remove the compulsion of a curse or a geas/quest effect. It
can also negate any charm and compulsion powers or spells of 6th level or lower, such as crisis of breath or death
urge. When aura alteration is manifested for this purpose, the subject gains another saving throw to remove the
compulsion afflicting it against the original save DC, but with a +2 bonus.
Augment You can augment this power in one of the following ways:
1.  For every additional power point you spend, the duration of the disguise aura increases by 10 minutes.
2.  If you spend 2 additional power points, the subject’s alignment shifts an additional step; if you spend 4
additional power points, the subject’s alignment changes to its opposite.
  3.  For every 3 additional power points you spend, the bonus against the original save is increased by 1.        
  Breath of the Black Dragon (Unleashed) 11 1sa Instant 75 ft Cone Reflex 1/2 Visual Yes
Your mouth spews forth vitriolic acid that deals 11d6 points of acid damage to any targets in the area.
Augment For every additional power point you spend, this power’s damage increases by 1d6 points. For every
  two additional damage dice, this power’s save DC increases by 1.                
  Brutalize Wounds (Expanded) 11 1sa 20 Rnds 75 ft 1 Creature Will part Visual Yes
You invade the target's mind and temporarily reduce its ability to ward off attacks. If the target succeeds at its
saving throw, its hardiness is still depleted; the target takes 1 extra point of damage per die of damage it is dealt
from melee or ranged attacks while the duration lasts. If it fails its save, it takes maximum damage plus 1 point of
extra damage per die of damage it is dealt from melee or ranged attacks while the duration lasts. For instance, if a
greatsword that normally deals 2d6 points of damage hits the target, they take 14 points of damage from the hit
automatically. A target that knows that it is under the effect may spend a move action to make an additional Will
save at the original save DC to attempt to reduce the effect to only taking 1 extra point of damage per die of
  damage it is dealt.                        
  Co-opt Concentration (Unleashed) 11 1sa 20 Rnds 300 ft 1 Creature Will neg Mental Yes
You take over control of a power that was manifested by the subject and that must be maintained through
concentration. Once you wrest control of the power from the subject, you have several options:
-  Allow the power to function as normal.
-  Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each
    round.
-  Retarget the power on yourself (if a personal power).
-  Choose not to concentrate on the co-opted power in the next round, ending the power at that point.
When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean
  that the power ends earlier than normal).                    
  Defer Fatality (Expanded) 11 1 Immediate Instant Self Self No Auditory No
When death is about to claim you because of a lethal attack of any sort, you instead enter a state of suspended
animation. While fatality is deferred, you do not age, breathe, grow hungry, sleep, or regain power points. You are
unaware of your surroundings and cannot use subconscious powers. Outside forces can damage your body, but
as long as your head remains attached to your torso and your brain remains intact, the physical damage can be
healed. A coup de'grace still forces you to make a Fortitude save or die.
You can manifest this power quickly enough to avoid complete destruction if you are unexpectedly affected by a
lethal melee or ranged attack or effect. You cannot manifest this power if you are unconscious.
You remain in a state of deferred fatality until some third party provides you with magical or psionic healing in the
amount equal to 10 points + the amount of damage your body originally (and subsequently) sustained which
dropped you into this deferred state. When so cured, you become conscious, possess 1 hp, 1 power point, and
sustain 1d4+1 points of temporary ability damage on each of your six ability scores. (If this brings your
  Constitution score to 0, you die normally.)                    
  Disintegration (Unleashed) 11 1sa Instant 300 ft Ray Fort part Auditory/Mental/Visual Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any
creature struck by the ray takes 22d6 points of damage. Any creature reduced to 0 or fewer hit points by this
power is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is
unaffected.
When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus,
the power disintegrates only part of any very large object or structure targeted. The ray affects even objects
constructed entirely of force, but not psionic effects such as a null Psionics field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage.
If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first
creature or object struck can be affected; that is, the ray affects only one target per manifestation.
Augment For every additional power point you spend, the damage this power deals to a subject that fails its
saving throw increases by 2d6 points. Augmenting this power does not change the amount of damage the target
  takes if it succeeds on its saving throw. For every 4d6 additional damage, the power’s save DC increases by 1.        
  Fuse Flesh (Unleashed) 11 1sa 20 Rnds Touch Creature Touched Fort Visual Yes
You cause the touched subject’s flesh to ripple, grow together, and fuse into a nearly seamless whole.
The subject is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs
visible below the all-encompassing wave of flesh. The subject retains the ability to breathe, eat, and excrete, but
may lose the use of its senses (see below). If the sudden transformation would prove fatal to the creature (such
as fusing a swimming air-breathing subject, or a flying subject), the subject gets a +4 bonus on the save. Unless
it loses the use of its senses (see below), the creature can still perform purely mental actions, such as manifesting
powers.
If the target fails its Fortitude save to avoid the power’s effect, the subject must immediately attempt a second
Fortitude save. If this second save is failed, the creature’s eyes and ears fuse over, effectively blinding and 
deafening it. Moreover, it loses its extraordinary, supernatural, and spell-like abilities, as well as its ability to
manifest powers (if any), and is generally in sorry shape.
Incorporeal or gaseous creatures and creatures not composed of flesh are immune to fuse flesh, and a
shapechanger can revert to its un-fused form as a standard action.
  Augment For every 2 additional power points you spend, this power’s save DC increases by 1.          
  Remote View Trap (Unleashed) 11 1sa 44 Hrs Self Self Will 1/2 Mental/Visual No
When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared
trap gives them a nasty surprise. If the scryer fails its saving throw, you are undetected. Moreover, the would-be
observer takes 8d6 points of electricity damage. If the scryer makes its saving throw, it takes only 4d6 points of
electricity damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but
not of the viewer or the viewer’s location. It is possible that you might recognize the quasi-real viewpoint of
someone using the remote viewing power if you could pierce its invisibility (which is true for remote viewing 
whether or not you use this power).
  Retrieve (Unleashed)   11 1sa Instant   300 ft Special Will neg   Visual No  
You automatically teleport an item you can see within range directly to your hand. If the object is in the
possession of an opponent, it comes to your hand if your opponent fails a Will save.
  Augment For every additional power point you spend, the weight limit of the target increases by 10 pounds.        
  Suspend Life (Unleashed) 11 1sa Till Dismissed Self Self No Olfactory No
You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that
detect life or thought are incapable of determining that you are alive.
While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year
that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year
passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate. Time-based physical
effects like aging are similarly slowed down, although durations of psionic powers and similar effects are treated
normally.
If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a
successful use of dispel Psionics. If you choose to dismiss the power, your trance ends 10 rounds later.
  Sustained Flight (Unleashed) 11 1sa 20 Hrs. Self   Self No   Auditory No  
This power functions like the nomad power flight, except you can fly at a speed of 40 feet (30 feet if wearing
medium or heavy armor, or if carrying a medium or heavy load) with a competence bonus on Fly skill checks equal
to half your manifester level. When using this power for long-distance movement, you can hustle without taking
nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an
8-hour period of flight (or 48 miles at a speed of 30 feet).
  Temporal Acceleration (Unleashed) 11 1 Swift 1 Rnds Self   Self None   None No  
You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are
actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers,
cast spells, move, or perform other types of actions, subject to the restrictions outlined below.
While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and Powers. This
means you cannot target a creature with any attack or power. However, a power you manifest that affects an area
and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on
creatures in the area once this power ends.
You can affect an unattended object but not an object held, carried, or worn by another creature. You are
undetectable by any means while your temporal acceleration lasts.
While under the effect of this power, you cannot enter an area protected by a null psionics field or by a power or
spell that neutralizes high-level powers or spells. Normal and magical fire, cold, acid, and the like can still harm
you.
When your temporal acceleration expires, you resume acting during your current turn in the standard time frame.
You are shaken for 1 round upon your return to the standard time frame.
Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such
as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind
gains the benefit, while your second mind remains stuck in the standard time frame).
Augment For every 4 additional power points you spend, this power’s duration (in apparent time) increases by 1
round.
  Trigger Power (Unleashed) 11 Special 20 Days Self   Self No   Olfactory No  
You can place another power upon your person so that it comes into effect under some condition you dictate
when manifesting trigger power. The trigger power  and the companion power are manifest at the same time.
The 10-minute manifesting time is the minimum total for both manifestations; if the companion power has a
manifesting time longer than 10 minutes, use that instead. The power to be brought into effect by the trigger
power must be one that affects your person and be of a power level no higher than one-third your manifester
level (rounded down, maximum 6th level).
The conditions needed to bring the power into effect must be clear and discernable, although they can be general.
 In all cases, the trigger power immediately brings into effect the companion power, the latter being “manifested”
instantaneously only when the prescribed circumstances occur. If complicated or convoluted conditions are
prescribed, the power combination (trigger power and the companion power) may fail when called on.
You can use only one trigger power companion power at a time; if a second is manifested, the first one (if still
active) is dismissed.
7th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Barred Mind, Personal (Unleashed) 13 1sa 1 Day Self Self No Olfactory No
You are protected from all devices, Powers, and spells that gather information about the target through divination
powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Barred mind also grants a +8
resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind even foils
bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as to gain
information about the target. In the case of remote viewing or scrying that scans an area the creature is in, such
as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are
targeted specifically at the subject do not work at all.
  Augment For every two power points spent, the resistance bonus increases by 1.          
  Bend Reality (Unleashed) 13 1sa Special Special Special None Visual Yes
-  Bend reality lets you create nearly any type of effect. For example, bend reality can do any of the following:
-  Duplicate any other power (but not a spell) of 5th level or lower, provided the power is not of a discipline
    prohibited to you.
-  Duplicate any Psion/Wilder power of 5th on a discipline power list.
- Duplicate any other power (but not a spell) of 4th level or lower, even if it’s of a prohibited discipline.
-  Undo the harmful effects of many powers, such as mind control, geas/quest, or insanity.
-  Produce any other effect whose power level is in line with the above effects, such as a single creature
    automatically hitting on its next attack or taking a –8 penalty on its next saving throw.
A duplicated power allows saving throws and power resistance as normal (but the save DC is for a 7th-level
power).
Manifesting bend reality requires channeling psionic power through specially-treated crystals similar to
cognizance crystals that cost 1,500 gp. The psionic energy in the crystal is consumed in the manifestation and the
  Cosmic Awareness (Unleashed) 13 1sa 20 Min. Self   Self No   Visual No  
You gain a sixth sense. Once during the power’s duration, you may choose to use its effect. This grants you an
insight bonus equal to your manifester level (maximum +25) on any single attack roll, combat maneuver check,
opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC
against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it
on another character’s turn. You must choose to use the cosmic awareness before you make the roll it is to
modify, or before the attack roll if applying the bonus to your AC. Once used, the power ends. You can’t have
more than one cosmic awareness active on you at the same time.
Augment By spending 2 additional power points, this power’s duration increases to “1 hour/level or until
  discharged”.                        
  Decerebrate (Unleashed) 13 1sa Instant 75 ft 1 Living Creature Fort neg Mental Yes
With decerebrate, you selectively remove a portion of the subject’s brain stem. The creature loses all cerebral
function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp
and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th
level or higher, the creature perishes in 1d4 days.
  Divert Teleport (Unleashed) 13 1 Immediate 200 Min. 300 ft Special Will neg   Visual Yes  
Similar to detect teleportation, except that you know the intended destination, and you can divert the final
destination of any teleportation attempt made by others within the area. You can divert the destination of both
incoming and outgoing teleportation's, psionic and magical. You must overcome the power resistance of creatures
that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the
diversion as well.
For the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you
can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect
you are diverting. The destination you choose must be a location with which you are very familiar or that you
  have studied carefully.                        
  Energy Conversion (Unleashed) 13 1sa 200 Min. Special Ray None Mental Yes
As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later depleted the energy you have absorbed.
discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays
during the power’s duration. The ray you fire must be of one of the energy types you have stored (if you have
stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes
its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that
type you have stored, up to a maximum of three times your manifester level. As long as this power remains in
effect, you can continue to absorb energy damage and fire additional rays using the stored damage. Damage you
fire in rays is subtracted from the damage you have absorbed, so you may not fire off rays if you have absorbed.
This power’s subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change
during the course of the power’s duration.
This psionic power has the range of personal or  75 feet, because the ray uses energy that you have
stored.
  Energy Wave (Unleashed) 13 1sa Instant   120 ft Cone Special   Auditory Yes  
You create a flood of energy of your active energy type (cold, electricity, fire, or sonic) out of unstable ectoplasm
that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and
extends outward in a cone.
Cold A wave of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold wave is a Fortitude save instead of a Reflex save.
Electricity Manifesting a wave 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 wave of this energy type deals +1 point of damage per die.
Sonic A wave 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.
  Esconce (Unleashed)   13 1sa Instant   120 ft Cone Special   Auditory Yes  
You create a flood of energy of your active energy type (cold, electricity, fire, or sonic) out of unstable ectoplasm
that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and
extends outward in a cone.
Cold A wave of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a
cold wave is a Fortitude save instead of a Reflex save.
Electricity Manifesting a wave 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 wave of this energy type deals +1 point of damage per die.
Sonic A wave 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.
  Ethereal Passage (Unleashed) 13 1sa Special   0 ft Special None   Visual No  
Allows 10 uses, creating a passage 5'x8'x 10 feet.  You create an ethereal passage through
wooden, plaster, or stone walls, but not other materials. The ethereal passage is invisible and inaccessible to all
creatures except you, and only you can use the passage. You disappear when you enter the ethereal passage and
appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the passage.
This counts as two uses of the passage. The passage does not allow light, sound, or power effects through it,
nor can you see through it without using it. Thus, the power can provide an escape route, though certain
creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar ability reveals the presence
of an ethereal passage but does not allow its use.
An ethereal passage is subject to dispel psionics. If anyone is within the passage when it is dispelled, he is
harmlessly ejected just as if he were inside a passwall effect.
You can allow other creatures to use the ethereal passage by setting some triggering condition for the door. Such
conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or
alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD,
  and hit points don’t qualify.                      
  Evade Burst (Unleashed) 13 1 Immediate Instant Self Self No Material No
You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. When you
manifest this power in conjunction with making a successful Reflex save against an attack that normally deals
half damage on a successful save, you instead take no damage.
  Augment If you spend 4 additional power points, you take only half damage on a failed Reflex save.          
  Oak Body (Unleashed) 13 1sa 20 Min. Self Self No Auditory No
This power transforms your body into living oak, which grants you several advantages.
You gain damage reduction 10/slashing and a +5 bonus to natural armor that overlaps (does not stack with) any
natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease,
drowning, poison, stunning, and all powers, spells, or attacks that affect your physiology or respiration, because
you have no physiology or respiration while this power is in effect.
You take half damage from cold effects of all kinds. However, you become susceptible to all special attacks that
affect wood, and you gain vulnerability to fire.
You gain a +4 enhancement bonus to Strength, but you take a –2 penalty to Dexterity (to a minimum Dexterity
score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can’t use
potions) or play wind instruments. You have an armor check penalty of –4 and an arcane spell failure chance of
25%.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium
characters), and you are considered armed when making unarmed attacks. When you make a full attack against
an object or structure using your unarmed strike, you deal double damage.
  Augment For every additional power point you spend, this power’s duration increases by 1 minute.          
  Psychosis (Unleashed) 13 1sa Instant 300 ft 1 Creature Will neg Mental Yes
Creatures affected by this power are permanently confused and constantly behave randomly, making them
unable to independently determine what they will do. Roll on the following table at the beginning the subject’s
turn each round to see what the subject does in that round.
% Roll Behavior
01-25 Act normally.
26-50 Do nothing but babble incoherently.
51-75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76-100 Attack nearest creature (for this purpose, a psicrystal counts as part of the subject’s self).
A confused character that can’t carry out the indicated action does nothing but babble incoherently. Attackers
are not at any special advantage when attacking a confused character. Any confused character that is attacked
automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a
confused character will not make attacks of opportunity against any creature that it is not already devoted to
attacking (either because of its most recent actions or because it has just been attacked).
Only psychic chirurgery, reality revision, and other similarly extreme measures can restore the subject’s sanity.
Augment For every 2 additional power points you spend, this power’s save DC increases by 1, and the power
can affect an additional target. Any additional target cannot be more than 15 feet from another target of the
  power.                          
  Ultrablast (Unleashed) 13 1sa Instant 15 ft 15' Radius Will 1/2 Auditory Yes
You “grumble” psychically (which both psionic and non-psionic creatures can detect), then release a horrid
shriek from your subconscious that disrupts the brains of all enemies in the power’s area, dealing 13d6 points of
damage to each enemy.
Augment For every additional power point you spend, this power’s damage increases by 1d6 points.
8th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Barred Mind (Unleashed) 15 1sa 1 Day 75 ft 1 Creature Will neg Olfactory Yes
The subject is protected from all devices, Powers, and spells that gather information about the target through
divination powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Barred mind also
grants a +8 resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind
even foils bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as
 to gain information about the target. In the case of remote viewing or scrying that scans an area the creature is in,
such as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts
that are targeted specifically at the subject do not work at all.
Augment For every two power points spent, the resistance bonus increases by 1.
  Body of Iron (Unleashed) 15 1sa 20 Min. Self   Self No   Auditory Yes  
You transform your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, 
deafness, disease, drowning, electricity, poison, stunning, and all powers or attacks that affect your physiology
or respiration, because you have no physiology or respiration while this power is in effect. You take only half
damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a
minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance
of 35% and a –6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t
use potions) or play wind instruments.
Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium
characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the
lack of air at the bottom of the ocean—at least until the duration expires.
  Matter Manipulation (Unleashed) 15 1sa 20 Min. 75 ft Special None   Auditory/Mental Yes  
You can weaken or strengthen the substance of an object or structure. You can affect both mundane and magical
inanimate material. Weakening an object’s substance decreases its hardness and hit points, and strengthening it
increases its hardness and hit points. You can increase or decrease an object’s hardness by up to 5 from its
original hardness. When hardness increases, the object (or portion of an object) gains 3 hit points per inch of
thickness for every point of increased hardness. When hardness decreases, the object (or portion of an object)
loses 2 hit points per inch of thickness for every point of decreased hardness (to a minimum of 1 hit point per inch
of thickness).
You can’t decrease the hardness of an object that already has hardness 0. You cannot increase an object’s
hardness by more than 5 from the hardness of the original base object, nor decrease it by more than 5 from the
hardness of the original base object. For example, you could not manifest this power twice to increase an object’s
hardness by 10, but could decrease the hardness by 5, then manifest again to increase the hardness by 5, and
then manifest again to increase the hardness again by 5, because the change from the original base object’s
hardness is only 5.
Working Manipulated Metals
An object or portion thereof whose hardness is decreased or increased is permanently changed. Even hardening
adamantine to 25 is possible. You can also harden or weaken a preforged weapon, a suit of armor, or some other
finished item.
You may choose to spend one hour manifesting this power, rather than a standard action. This results in the
duration of the power changing to “Instantaneous” instead of 1 minute / level, making the change permanent.
  Psychoport, Greater (Unleashed) 15 1sa Instant   Unlimited   Special None   Visual Special  
This power instantly transports you to a designated destination, which may be of any distance except
interplanetary.  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.
There is no chance that you arrive off target, but you must have some idea of the target area, if you lack sufficient
information you appear and reappear in the same location.
  Recall Death (Unleashed) 15 1sa Instant   300 ft 1 Creature Will part   Material Yes  
The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). 
Folding the fourth dimension is potentially fatal. If the target fails its Will save, it dies. If the save succeeds, the 
target instead takes 5d6 points of damage.
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.
  Shadow Body (Unleashed) 15 1sa 20 Min. Self   Self No   Auditory No  
Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into
any other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light.
You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces
of liquids—even up the face of a waterfall.
Your space does not change, so you cannot move into locations you would not normally be able to move into.
While in your shadow body, you gain damage reduction 10/magic and darkvision out to 60 feet. You are immune
to extra damage from critical hits, ability damage, disease, drowning, and poison. You take only half damage from
acid, electricity, and fire of all kinds.
While affected by this power, you can be detected by powers that read thoughts, life, or presences (including
true seeing), or if you make suspicious movements in lighted areas.
You cannot harm anyone physically or manipulate any objects, but you can use your powers normally. Doing so
may attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Stealth check to remain
unnoticed.
  True Metabolism (Unleashed) 15 1 Round 20 Min. Self   Self No   Material No  
You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hit points per
round.
This power is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don’t
deal hit point damage (for example, most poisons) ignore true metabolism. You can also use this power to regrow
lost portions of your body and to reattach severed limbs or body parts, if you do nothing but concentrate on
regrowing the lost body part or reattaching the severed limb for the duration of the power. You do not gain the
benefits described earlier when you manifest true metabolism for this purpose. You must have a Constitution
score to gain any of this power’s benefits.
9th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Affinity Field (Unleashed) 17 1sa 20 Rnds 20 ft 20' Radius Fort neg Material/Visual Yes D
You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures
take all damage (including ability damage) as you do and heal all wounds as you do. Hit points gained or lost
persist after this power ends.
Creatures in range are also subject to magical and psionic effects of 3rd level or lower. Creatures that have an
affinity to you gain a saving throw against each new power transferred through the affinity field as if the power
were manifested upon them normally. All magical and psionic effects transferred to subjects fade at the end of
this power’s duration, although instantaneous effects remain. If you suddenly become immune to a particular
effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity
to you, although effects already on creatures that have affinity to you are not ended unless that creature also
  gains the same immunity.                      
  Apopsi (Unleashed) 17 1 Round Instant 75 ft 1 Psionic Creature Fort neg Auditory/Mental/Visual Yes
By using this power, you delete 1d4 powers or spells permanently from the subject’s mind. You specify the level
of each power or spell, and the GM randomly determines which of the subject’s powers or spells is actually
deleted. After 24 hours, the target may make an additional Fortitude save to negate the effect. Psychic chirurgery
or reality revision can be used to restore the lost powers or spells, but it must be performed within 1 week of
losing the powers or spells. The deleted powers or spells no longer count against the subject’s powers or spells
known the next time they gain a level. If a character gains a level after losing powers or spells in this fashion, he
or she may choose new powers or spells to replace those lost, but they must be the same level as the power or
  spell lost.                          
  Assimilate (Unleashed) 17 1sa Special Touch 1 Living Creature Fort 1/2 Auditory/Visual Yes
Your pointing finger turns black as obsidian. A creature touched by you is partially assimilated into your form
and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed, entirely
assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature’s equipment is
unaffected.
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