Caster Level 20
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Blinding Flash (Expanded) 1 1 Swift 1 Rnds 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.        
  Burst (Unleashed) 1 1 Swift 1 Rnds Self Self No Auditory No
This power increases your land speed by 10 feet. This adjustment counts as an enhancement bonus to speed.
  Augment For every 4 additional power points you spend, the enhancement bonus to speed increases by 10 feet.        
  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.          
  Call Weaponry (Unleashed) 1 1 Round 20 Min. 0 ft 1 Weapon None Material No D
You call a weapon “from thin air” into your waiting hand (actually, it is a real weapon hailing from another
location in space and time). You don’t have to see or know of a weapon to call it—in fact, you can’t call a specific
weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 non-magical bolts, arrows, or
sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you
relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to
wherever it originated.
Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons
and thus are effective against damage reduction that requires a magic weapon to overcome.
Augment For every 4 additional power points you spend, this power improves the weapon’s enhancement bonus
  on attack rolls and damage rolls by 1.                    
  Chameleon (Unleashed) 1sa 200 Min. Self Self No Olfactory No D
Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive
a +10 enhancement bonus on Stealth checks.
  Augment For every two additional power points spent, the enhancement bonus on Stealth checks increases by 1.      
  Circumstance Shield (Expanded) 1 1sa 20 Hrs. Self Self No Auditory No
Your shield of insight alerts you to potential dangers and supercharges your reaction time. You gain a +1 insight
bonus on your Initiative checks for the duration of the effect. As  an immediate action, even if you are caught
flat-footed (an exception to the rule that you cannot normally take immediate actions while flat-footed), you may
add this bonus to a single Reflex save as a resistance bonus; doing so ends the effect.
Augment: For every 5 additional power points you spend, the insight bonus increases by +1.
  Compression (Unleashed) 1 1sa 20 Min. Self   Self No   Olfactory No  
This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This
decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a –2 size
penalty to Strength (to a minimum of 1), a +1 size bonus on attack rolls and AC due to your reduced size. If your
new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an
opponent’s square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0'.
If your size decreases to Medium, you have a space of 5 feet and a natural reach of 5 feet. This power doesn’t
change your speed. All your equipment, worn or carried, is similarly reduced by the power. Melee and projectile
weapons deal less damage. Other psionic or magical properties are not affected by this power. Any affected item
that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This
means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon
that fired them). Multiple effects that reduce size do not stack, which means (among other things) that you can’t
use a second manifestation of this power to further reduce yourself.
Augment You can augment this power in one or more of the following ways
1.  If you spend 6 additional power points, this power decreases your size by two size categories. You gain a +4
size bonus to Dexterity, a –4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus
on attack rolls, and a +2 size bonus to Armor Class due to your reduced size.
2.  If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard
action.
3.  If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 minute per
  level.                          
  Destiny Dissonance (Unleashed) 1 1sa 20 Rnds Touch Creature Touched None Material/Mental Yes
Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store.
Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of
the manifester if you succeed on a melee touch attack.
  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.        
  Detect Teleportation (Unleashed) 1 1sa 20 Min. 40 ft 40' radius No Visual No
You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these
powers whether or not you have line of sight or line of effect (although a force effect prevents this detection).
When you sense the use of an appropriate power, you know the direction in which the power was used, though
not the distance or the exact effect.
Augment If you spend 2 additional power points, this power’s range increases to Medium (100 ft. + 10 ft./level).
  Grip of Iron (Unleashed) 1 1 Immediate 20 Rnds Self   Self No   Visual No  
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus to your
combat maneuver rolls to grapple.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the
current round. Manifesting this power is an immediate action. You can manifest this power when it isn’t your
turn (if you are grappled).
  Augment For every 2 additional power points you spend, the enhancement bonus increases by 1.          
  Judge (Expanded) 1 1 Swift 1 Rnds 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.        
  Precognition (Unleashed) 1 1sa 200 Min Self Self No Visual No
Precognition allows your mind to glimpse fragments of potential future events—what you see will probably
happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until
the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you
act swiftly, on the information you previously received when you manifested this power. In practice, manifesting
this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time.
You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge
fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge
translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving
throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is
  lower than desired.                        
  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.          
  Prevenom Weapon (Unleashed) 1 1sa 20 Min. Self Self No Material No
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you
can use this power to produce a mild venom that coats one of your claws. On your next successful melee attack,
the venom deals 1 point of Constitution damage per round for 2 rounds. A target struck by the poison can make a
Fortitude save each round to negate the damage and end the affliction.  your weapon gains the poison coating as
  long as it remains in your grip.                      
  Psychic Tracking (Expanded) 1 1sa 20 Hrs Self Self No Auditory No
You can track creatures with an Intelligence score of 3 or greater by following the trails of mental energy they
leave behind. Pass without trace and similar effects provide no protection from this power; however, creatures
immune to mind-affecting effects leave no perceptible psychic tracks, and cannot be followed this way.
Finding psychic tracks or following them for 1 mile requires a DC 20 Spellcraft check. Every time the tracks become
difficult to follow (such as when they intersect with other psychic tracks, enter an area of heavy traffic such as a
market, or backtrack and diverge), you must make another check. If you fail a Spellcraft check, you can retry by
meditating for 10 minutes (low traffic) 1 hour (high traffic) .
While tracking, you move at half your normal speed. You may move up to your normal speed by taking a -5
penalty on the Spellcraft check, or double your speed by taking a -20 penalty on the Spellcraft check.
Augment: For every additional power point you spend, you gain a +2 bonus on your Spellcraft checks to follow
psychic tracks.
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Clairvoyant Sense (Unleashed) 3 1sa 20 Min. Special 1 Psionic Sensor None Auditory/Visual No
You can see and hear a distant location almost as if you were there. You don’t need line of sight or line of effect,
but the locale must be known—a place familiar to you or an obvious one, such as behind a door, around a corner,
or in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense doesn’t move, but
you can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not
allow psionically or supernaturally enhanced senses to work through it.
If the chosen locale is magically or psionically dark, you see nothing. If it is naturally pitch black, you can see in
a 10-foot radius around the center of the power’s effect or out to the extent of your natural darkvision. The power
does not work across planes.
  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.                  
  Everyman (Expanded) 3 1sa 20 Hrs. Self Self No Visual No
You subtly shift your features and voice, making you less noticeable and granting you a +10 circumstance bonus
to Disguise checks, although you may not attempt to appear as a certain individual or another race. This is a
minor physical transformation, not an illusion, and as such fools touch as well as sight.
You may alter any skin or facial features to be anything normally possible for the race you appear as. Birthmarks,
moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it. Psionic
tattoos may still be tapped while hidden.
At any point during the power's duration, you may concentrate as a standard action to change your appearance
again, including to resemble yourself. Your clothing and gear are not changed.
Augment: You can augment this power in one or more of the following ways.
1.  If you spend 1 additional power point, you may use this power to disguise yourself as particular individuals.
2.  If you spend 2 additional power points, you may alter your smell to blend in with creatures using the scent
  ability or who identify individuals by pheromones or other chemical senses.              
  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.                        
  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).                        
  Object Reading (Unleashed) 3 1 Minute 200 Min. Touch Touched Object None Auditory/Material Yes
You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by
their previous owners, which can be read by use of this power. The amount of information revealed depends on
how long you study a particular object.
1st Minute Last owner’s race.
2nd Minute Last owner’s gender.
3rd Minute Last owner’s age.
4th Minute Last owner’s alignment.
5th Minute How last owner gained and lost the object.
6th+ Minute Next-to-last owner’s race, and so on.
The power always correctly identifies the last owner of the item, and the original owner (if you keep the power
active long enough).
There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is
a 10% chance that one former owner will be skipped and thus not identified.
This power will not identify casual users as owners. (Anyone who uses an object to attack someone or
something is not thereafter considered a casual user.)
An object without any previous owners reveals no information. You can continue to run through a list of
previous owners and learn details about them as long as the power’s duration lasts. If you use this power
additional times on the same object, the information yielded is the same as if you were using the power on the
object for the first time.
Augment For every additional power point you spend, this power’s maximum duration increases by 10 minutes.
  Prowess (Unleashed)   3 1 Immediate Instant   Self   Self No   Mental No  
If an enemy provokes an attack of opportunity from you, you can make the attack even if you’ve already taken
your allotted number of attacks of opportunity this round (usually one).
You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round.
  Manifesting this power is an immediate action. You can manifest this power even if it is not your turn.        
  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.
  Sensitivity to Psychic Impressions (Unleashed) 3 1 Hour 200 Min. 25 ft Same as Range None   Auditory/Material No  
You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate
psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture
of the location’s past.
The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and
betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates.
Everyday occurrences leave no residue for a manifester to detect.
The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the
vision, though you might be able to read large banners or other writing if they are in your language.
Beginning with the most recent significant event at a location and working backward in time, you can sense one
distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your
sensitivity extends into the past a maximum number of years equal to 100 x your manifester level.
3rd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  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.          
  Escape Detection (Unleashed) 5 1sa 20 Hrs Self Self No None No
You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as
clairvoyant sense, remote viewing, and psionic true seeing, and similar magical effects. If a clairsentience power
or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check
(1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester
  level (maximum +10).                        
  Fate Link (Unleashed) 5 1sa 200 Min. 75 ft 30' Diameter Will neg Olfactory Yes
You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature
experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal
damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of
energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed
on a Fortitude save against this power’s save DC or gain two negative levels.
No other effects are transferred by the fate link.
  Augment:  For every 2 additional power points you spend, this power’s save DC increases by 1.          
  Guarded Sleep (Expanded) 5 1sa Till target wakes 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.
  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.          
  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.                
  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.                
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Anchored Navigation (Unleashed) 7 1sa 20 Hrs. Self Self No Material/Olfactory No
You know where you are in relation to a fixed starting point, which is essential for setting up a mishap-free
teleport beacon. While the duration lasts, you are aware of your exact distance and route (physical or
psychoportive) back to a fixed starting point. The “anchored” starting point is your exact location when you
manifest the power. To designate other anchored starting points, you must manifest this power multiple times
and be present at the desired locations when you do so.
You can also retrace your steps through a maze automatically while the power lasts, without resorting to a map.
Anchored navigation grants you a mindlink with one designated creature who remains within a 60-foot radius of
the starting point, regardless of the distance between you and the creature. The use of anchored navigation is
confined to the plane of existence where you manifest it.
Augment If you spend 6 additional power points, the effect of this power extends across all planar boundaries.
  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.              
  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.
  Physical Acceleration (Expanded) 7 1sa 20 Rnds Self   Self None   Auditory No  
You move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, you gain one additional attack. The attack is made using your full base attack
bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as
that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to manifest a
second power or otherwise take an extra action in the round.)
You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes
you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a
maximum of twice your normal speed using that form of movement. This increase counts as an enhancement
bonus, and it affects your jumping distance as normal for increased speed. Multiple physical acceleration effects
don't stack, nor does it stack with haste. Physical acceleration negates slow.
  Augment: If you spend an additional 6 power points, you can manifest this power as a swift action.          
  Steadfast Perception (Unleashed) 7 1sa 200 Min. Self Self None Visual` No
Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as
invisibility). Moreover, your visual-based Perception checks receive a +6 enhancement bonus for the duration of
this power. This power also grants you another saving throw against someone using false sensory input on you,
  but you must realize that that power has been used in order to know enough to manifest steadfast perception.        
  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