Caster Level 20
0th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Conceal Thoughts (Unleashed) 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).                          
  Detect Psionics (Unleashed) 1 or Focus 1sa #REF! 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 (Unleashed) 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).                        
  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.                          
  Missive (Unleashed) 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.                  
  Telepathic Lash (Unleashed) 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.                
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  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.          
  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.
  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 1 Medium or small 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.
  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).                        
  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 unmodifided 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.          
  Precognition, Tactical (Expanded) 1 1sa 20 Rnds Self Self No Auditory/Olfactory No
Your awareness extends a fraction of a second into the future, allowing you to better perform a particular combat
maneuver. Select one type of combat maneuver, such as bull rush or reposition, when you manifest this power.
You gain a +2 enhancement bonus to combat maneuver checks of that type for the duration of the effect.
Augment This power may be augmented in one or more of the following ways.
1.  For every 2 additional power points you spend, the enhancement bonus increases by 1.
2.  For every 3 additional power points you spend, you can select an additional combat maneuver.
3.  If you spend 4 additional power points, using the combat maneuver selected does not provoke attacks of
opportunity.
  4.   If you spend 6 additional power points, you can manifest this power as an immediate 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.        
  Skills As One (Expanded) 1 1sa 20 Rnds 75 ft Special None Mental Yes
This psionic power affects the caster and one willing subject.  When manifesting this power, you must choose
one skill. If your rank in that skill is higher, the target uses your ranks in place of his own ranks (maximum 5 ranks),
and vice versa. If a target's skill ranks are replaced by this power, they are treated as though they actually had the
shared ranks in the skill for all purposes (including class skill bonuses and the use of trained-only skills).
Augment: You can augment this power in one or more of the following ways.
1.  For every 2 additional power points you spend, you can choose an additional skill to share. Compare each skill
individually.
2.  For every 2 additional power points you spend, the maximum ranks you can share increases by 5 ranks.
3. If you spend 2 additional power points, this power can affect an unwilling target, and the power's saving throw
becomes “Will negates (harmless)”. Unwilling targets do not gain the benefit of increased skill ranks, although
their skill ranks may be shared with willing targets.
  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.                        
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Coordinate as One (Unleashed) 3 1sa 20 Rnds 75 ft 1 Willing Creature Will neg Mental Yes
Affects one willing creature other than the caster.  You form a mental bond with one creature within range, giving
them the ability to ‘borrow' your perception and use that information to direct their movements.
You may choose to direct the target either offensively, alerting them to weaknesses in their opponent's defenses,
or defensively, alerting them to incoming attacks. You may change whether you are directing offensively or
defensively once per round as a free action. While being directed offensively, the subject gains a +1 insight
bonus on attack rolls and damage rolls. While being directed defensively, the subject receives a +1 insight bonus
on armor class and saving throws.
Augment: This power may be augmented in one or both of the following ways.
1.  For every 3 additional power points you spend, increase the insight bonus by 1.
2.  If you spend 6 additional power points, the target can be directed both offensively and defensively.
  Delayed Response (Expanded) 5 1 Immediate Instant   75 ft 1 Creature Will neg   Auditory/Mental Yes  
You force the target to delay their action until after the next creature in the initiative order takes their action unless
the target makes a successful Will save. You must manifest this power before the results of the creature's actions
are determined. This may result in the creature's action being invalid, such as attacking a target that has moved,
in which case the action is wasted. If the target was manifesting a power or casting a spell, they do not need to
make a concentration check.
Augment: For every 3 additional power points you spend, the target's action is delayed until after an additional
creature in the initiative order.
  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.                        
  Dimension Swap (Unleashed) 3 1sa Instant 75 ft Special Will neg Visual Yes
This psionic power affects the caster and one ally or two allies.  You instantly swap positions between your
current position and that of a designated ally in range. Alternatively, you can swap the positions of any two
allies in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other
creatures.
Special A psychic warrior can manifest this power to swap positions with an ally, but not to swap the positions
of two allies.
  Augment For every 2 additional power points you spend, this power can affect a target one size category larger.        
  Dissolving Touch (Unleashed) 3 1sa Instant 75 ft Special Will neg Visual Yes
You instantly swap positions between your current position and that of a designated ally in range. Alternatively,
you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You
can bring along objects, but not other creatures.
Special A psychic warrior can manifest this power to swap positions with an ally, but not to swap the positions
of two allies.
  Augment For every 2 additional power points you spend, this power can affect a target one size category larger.        
  Empathic Transfer (Unleashed) 3 1sa Instant Touch Willing Creature No Auditory/Material No
You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power,
you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result,
and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers
and abilities you may have such as damage reduction and regeneration do not lessen or change this damage,
since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power
has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs
normally and deals hit point damage to you.
Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into
yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target
by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to
 combat the affliction.
Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to
yourself.
Augment For every additional power point you spend, you can heal an additional 2d10 points of damage (to a
maximum of 10d10 points per manifestation).
  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.                        
  False Future (Expanded) 3 1sa 1 Rnds 75 ft 1 Creature Will neg Auditory/Material Yes
You show the targeted creature a vision of the future that is slightly incorrect. At any point in the target's turn,
you can reposition them 5 ft. to reflect their reaction to the false insight. The target may react after the reposition
has occurred. This might make an action the creature was about to take invalid, such as repositioning them when
they are about to make an attack, in which case the action is wasted.
You cannot reposition the creature into a square which they could not occupy or where there is no ground (such
as over a cliff, into a river, or a flow of lava). Repositions using this power do not provoke attacks of opportunity.
Augment: For every 2 additional power points spent, this power lasts an additional round and the save DC
increases by 1. The target gets a save on every round this effect is used upon them at the same save DC.
  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.                        
  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
iin 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.        
  Psychic Interference (Expanded) 3 1sa 20 Rnds 75 ft 1 Creature Will part Mental Yes
You form a mental bond with one creature within range and use that bond to force minor hallucinations into the
target's mind, hindering them in several potential ways.
Targets of this power suffer a -2 penalty on one of the following for the duration of the power (your choice):
-  Attack rolls
-  Saving throws
-  Ability checks and skill checks
A successful save reduces the penalty to -1.
Augment: You may augment this power in one or both of the following ways.
1.  If you spend 2 additional power points, you may choose a second type of check to which the penalty applies.
2.  For every 2 additional power points you spend, the penalty increases by 1. For every two points the penalty
increases, the penalty on a successful Will save increases by 1.
  In addition, for every 2 power points spent to achieve either of these results, the power's save DC increases by 1.      
  Read Thoughts (Unleashed) 3 1sa 20 Min. 60 ft Cone Will neg Mental No
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that
succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters
the area before the duration expires.
Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts
of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score),
you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected
mind if you don’t have line of sight to the subject.
Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  Augment For every 2 additional power points you spend, this power’s save DC increases by 1.
  Sense 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.
  Strength of My Enemy (Unleashed) 3 1sa 20 Rnds Self   Self No   Visual No D
You gain the ability to siphon away your enemy’s strength for your own use. One of your natural or
manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each
successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you
siphon from different foes is tracked separately—the total siphoned from each individual foe is considered a
separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total.
Augment You can augment this power in one or both of the following ways.
1.  For every 3 additional power points you spend, the maximum enhancement bonus you can add to your
Strength increases by 2.
  2.  If you spend 6 additional power points, you can manifest this power as a swift action.          
  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.              
  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
  Battlesense (Expanded) 5 1sa 20 Rnds 30 ft Special No Mental No
You are able to affect 20 creatures with this psionic power.  You link the minds of your allies,
dramatically improving their coordination. When you manifest this power, a type of heads-up display appears in
each target's mind, improving their coordination and group awareness. Each affected target can use the Aid
Another action as an immediate action. Creatures that move out of the 30 foot range after the power is 
manifested are still affected by the power.
Additionally, all targets that are also willing members of your collective (if any) gain one special ability of your
choice from this list. Your choice affects all members equally.
+1 circumstance bonus to attack rolls
+1 circumstance bonus to AC
+2 circumstance bonus to weapon damage
+5 circumstance bonus to base speed
Augment: You may augment this power in one or both of the following ways.
1.  If you spend 2 additional power points, you can choose a second special ability from the collective bonus
list. You may choose the same benefit again; if you do, it stacks with itself (up to +5 for attack rolls or AC, +10
for weapon damage, or +25 for bonus to speed).
2.  If you spend 2 additional power points, you can use this power as if you had the collective class feature,
treating creatures with which you have established a mental link, such as the mindlink power, as members.
  Creatures that would not consider you an ally if not for the link do not count as willing members.          
  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.          
  Delayed Response (Expanded) 5 1 Immediate Instant 75 ft 1 Creature Will neg Auditory/Mental Yes
You force the target to delay their action until after the next creature in the initiative order takes their action unless
the target makes a successful Will save. You must manifest this power before the results of the creature's actions
are determined. This may result in the creature's action being invalid, such as attacking a target that has moved, in
which case the action is wasted. If the target was manifesting a power or casting a spell, they do not need to make
a concentration check.
Augment:  For every 3 additional power points you spend, the target's action is delayed until after an additional
creature in the initiative order.
  Ectoplasmic Grapnel (Expanded) 5 1sa Instant   75 ft 1 Creature/Object None   Material Yes  
A blob of malleable, adhesive ectoplasm shoots out from your outstretched hand, attached by an ectoplasmic
cord. Upon hitting its target, this ectoplasmic grapnel reels in, pulling the target to you - or you to it.
When manifesting this power, you must have a hand free, and must make a ranged touch attack against the
target; a miss causes the grapnel to retract instantly without attaching to anything. Alternately, you may have it
shoot out from your shield instead of a free hand; you still get your shield's AC bonus against the target, but lose
it against anyone else for the duration of the power.
If you target a creature no more than one size category larger than you, you may attempt a drag combat maneuver
check. If successful, you move the creature 5 feet closer to you. For every 5 by which your attack exceeds your
opponent's CMD, you can drag the target an additional 5 feet toward you. If the creature is willing, you may drag
it up to 30 feet closer to you.
If you target an unattended object, you may pull it up to 30 feet towards you; if this moves it into your square,
you may grasp the item immediately as a free action, although you must have a free hand to do so. If you target
an attended object, the ranged touch attack is made against the opponent, and you must succeed at a disarm or
steal (your choice) combat maneuver check to wrest the item free.
If you fail at the combat maneuver check (or if you target an immovable object such as a creature more than one
size category larger than you, an object bolted to the floor, or a building wall, floor, or ceiling), you are instead
moved up to 30 feet towards the target. This movement provokes attacks of opportunity. Alternately, you may
choose to relinquish your grip on the ectoplasmic cord, knocking you prone and ending the power immediately
rather than moving you towards the target. If you end your movement at a climbable location (such as a wall or
ledge), you must attempt a Climb check (at normal DC) to grab hold (or pull yourself over the edge, in the case of
a ledge); failure means you begin falling, and must make a second Climb check with +20 DC to catch yourself.
If you spend a full-round action bracing yourself before manifesting this power, you get a +2 bonus on the above
combat maneuver checks. Each adjacent ally that spends an Aid Another action to grab hold of you also adds a
+2 bonus to your combat maneuver check, but also suffers the consequence of being dragged or knocked prone
with you should the check fail. If the power duration should be extended beyond instantaneous (see augment
below), each ally holding onto you must spend an Aid Another action each turn to maintain their hold. If you
end your movement at a climbable location, each ally may make a Climb check to grab the wall, or may instead
continue holding onto you; your own Climb check is penalized as normal if their combined weight drops your
encumbrance into a category with a worse armor check penalty.
If you manifest this power while engaged in a grapple that you are in control of, you immediately make a grapple
combat maneuver check; failure means you are no longer grappling the creature, while success means you gain a
+2 bonus to your drag combat maneuver check for each creature (besides yourself) participating in the grapple.
If the drag combat maneuver check fails, you and everyone in the grapple are dragged (or knocked prone)
accordingly.
If you manifest this power while engaged in a grapple that you are not in control of, you immediately make a
grapple combat maneuver check; success means you have broken free of the grapple, while failure means you are
still grappling (but gain a +2 bonus to your drag combat maneuver check for each creature (besides yourself)
participating in the grapple). If the drag combat maneuver check fails, you and everyone in the grapple are
dragged (or knocked prone) accordingly, unless the creature grappling you is too large for you to drag (in which
case the cord snaps and the power fails). The grappling creature may voluntarily release you from the grapple to
avoid being dragged or knocked prone, but must do so before the combat maneuver check is rolled.
Augment: You can augment this power in one or more of the following ways:
1.  If you spend 2 additional power points, the duration increases to 1 round/level. if the ranged touch attack hits.
The cord does not automatically retract; you may choose to retract or extend the cord up to 30 feet (to the limit of
the power's range) as a standard action, and must succeed at a combat maneuver check each time you attempt to
drag an unwilling creature in this manner. Other creatures may climb or manipulate the cord as they would a rope,
but it is as strong as a chain. An unwilling creature attached to the grapnel must cut (5 hp, hardness 10, AC 10)
or burst (Str DC 26) the cord to move away from you, unless he succeeds at a drag combat maneuver check to
pull you behind him. If the cord is cut or burst, or if you let go of the cord (a free action), the power ends
immediately.
2.  If you spend 2 additional power points, the range of the power increases to Medium (100 ft. + 10 ft./level.).
3.  If you spend 4 additional power points, the cord retracts the full length instantly. A successful combat
maneuver check, by any margin, pulls the target adjacent to you, while a failed combat maneuver check pulls you
adjacent to the target (unless you relinquish the cord and go prone instead).
4.  For every 4 additional power points you spend, this power can drag creatures an additional size category
larger than you, and the cord's hardness increases by 2, hit points increases by 10, and break DC increases by 2.
5.  If you spend 4 additional power points, you can manifest this power as a move action.
In addition, for every 2 additional power points you spend to achieve any of these effects, you also gain a +1
  bonus on any combat maneuver checks or Climb checks you make for this power.          
  Empathic Transfer, Hostile (Unleashed) 5 1sa Instant Touch Creature Touched Will 1/2 Auditory/Material Yes
You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you
can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. The damage you
transfer may not exceed the damage you currently have. You immediately regain hit points equal to the amount
of damage you transfer.
You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is
empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do
not lessen or change this damage.
The damage transferred by this power has no type, so even if the subject has immunity to the type of damage
you originally took, the transfer occurs normally and deals hit point damage to the subject.
Augment You can augment this power in one or both of the following ways.
1.  For every additional power point you spend, you can transfer an additional 5 points of damage (maximum 70
points per manifestation), although you must still have that amount of actual damage to transfer.
2.  If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on
you, transferring the full amount of damage to each creature, although no matter how many targets you affect,
you only heal the highest amount transferred to any one target.
  Expose Weakness (Expanded) 5 1sa 20 Rnds 300 ft 1 Creature Fort neg   Visual Yes  
The target of the power becomes clumsy and moves in the worst possible way when attacked. The target is
considered flanked to all attackers and all attacks on the subject gain a +4 circumstance bonus to confirm critical
hits. Any fortification against sneak attacks and critical hits must be rolled twice, with the worse roll used to
determine if the extra damage is negated.
  Augment: By spending an additional 6 power points, the target is considered flat-footed rather than flanked.        
  Improved Response (Expanded) 5 1sa Instant 75 ft 1 Creature Will neg Visual Yes
You accelerate the reaction time of the target, allowing them to take this round's actions ahead of the creature
who would have otherwise gone immediately before the target. If this would place the target before you and he
has not already taken this round's actions, the target must immediately take this round's actions. If the target has
already taken this round's actions, the power affects them on the next round.
A creature may only be affected by this power once per round. This power does not allow a creature to act in a
round if he would not normally be allowed to (such as during the surprise round).
Augment: For every additional 6 power points spent, the target's place in the initiative order is improved by one
additional step.
  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.          
  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.        
  Strike as One (Expanded) 5 1sa 20 Rnds 75 ft Special None Mental Yes
This psionic power affects the caster and 1 willing subject.  You form a mental bond with a creature within range
and use that bond to coordinate your attacks to throw your foes off balance.
Creatures affected by this power may designate their own square or any square adjacent to them as the square
they occupy for the purposes of flanking on their turn. If they occupy the designated square, they gain an
additional +2 bonus from flanking.
All targets gain some measure of awareness from other targets, guarding each other from external threats. If any
  target is aware of danger, all targets are. No target may be flat-footed or flanked unless all targets are.          
  Withstand as One (Expanded) 5 1sa 20 Rnds 75 ft You + 1 Creature Will neg Mental Yes
When manifesting this power, you must choose one kind of saving throw: Fortitude, Reflex, or Will. For the
duration of the power, all willing targets share the highest base bonus to that save. This only includes bonus to
saves from hit dice (including Racial hit dice and class levels), not any bonuses from ability scores, Racial Traits,
class features, temporary effects such as powers, spells, and items, or such. You and all willing targets may use
the highest save between you in place of their original values.
Alternatively, you may force all targets to use the lowest save bonus between you in place of their original base
save. If this decreases the target's bonus, then the target may attempt a Will save (with his normal Will saving
throw modifier) every round to ignore the effects of this power for that round.
Augment: You can augment this power in one or more of the following ways.
1.  If you spend 2 additional power points, you may choose a second kind of saving throw to share. If you spend
6 additional power points, you may choose to share all three kinds of saves with all targets. Compare each new
save individually with each target's original, and use the favorable choice for the version of the power you are
using.
2.  For every 4 additional power points you spend, you may also select one class feature belonging to you or a
target that directly modifies the saving throw(s) you share, either by providing a bonus or by altering the effects
of successful and/or failed saves. Example class features include Evasion and Improved Evasion, Still Mind,
Divine Grace, and Slippery Mind. The GM may allow additional abilities at his discretion. You may effectively
grant this class feature to any or all willing targets of your choice; treat them as if they actually had the class
feature in question, with one exception: if a class feature has additional benefits besides directly modifying the
saving throw (such as fear immunity from Aura of Courage), then they are not included.
In addition, for every 2 power points spent to achieve either of these effects, the save DC increases by 1.
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Alienation (Expanded) 7 1sa 20 Rnds 100 ft 1 Living Creature Will neg Auditory/Mental Yes
You close off the centers of the subject's mind that deal with communication and social interaction. The subject
effectively loses knowledge of all languages (including telepathic and body language) and is treated as illiterate
for the duration of the power. He may still “speak” and provide verbal components, and to him they sound
completely normal, but to anyone else they appear as complete gibberish. The subject is unable to understand
anyone else on any level and is unable to determine friend from foe. This prevents things such as Sense Motive,
the Aid Another action (or benefits from another's Aid Another), any skill check involving communication
(including Linguistics), using teamwork feats, knowing if a magical effect used on him is harmless or not until it
hits him (thus, he attempts a save against all effects he could) unless he makes a successful Spellcraft check to
identify the effect, gaining the benefits from abilities such as bardic performance, or using any Charisma-based
skill check (except Use Magic Device). The target no longer counts as an ally for the purposes of determining
flanking and all creatures who threaten the subject are considered allies for their own flanking purposes. In
addition, the subject cannot make attacks of opportunity while under this effect.
The subject still understands if his attacks or powers are successful.
Augment: For every additional power point you spend, this power may affect an additional target. No two
targets may be further than 15 feet apart. For every 2 power points spent this way, the power's save DC
  increases by 1.                        
  Battle Transformation (Expanded) 7 1sa 20 Rnds Self Self None Mental/Visual No
You become a paragon of battle—stronger, tougher, faster, and more skilled in combat.
You gain a +2 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks.
You also gain 1 temporary hit point per manifester level. Whenever you make a full-attack action, you can make
an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not
cumulative with similar effects, such as physical acceleration or weapons with the speed special ability.
Augment: This power may be augmented in one or more of the following ways.
1. For every 3 additional power points spent, the luck bonus improves by 1.
2.  If you spend 4 additional power points, the power's duration becomes 10 minutes/level.
3.  If you spend 2 additional power points, this power gains the Network descriptor. If used in this fashion, the
power's saving throw becomes Will negates (harmless) and Power Resistance becomes Yes (harmless).
  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.
  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.        
  Psychic Reformation (Unleashed) 7 10 Minutes Instant 75 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.          
  Sense as One (Expanded) 7 1sa 20 Rnds 75 ft Special None Mental Yes
This psionic power can be used on yourself and one other willing creature.  When you manifest this power,
choose one of the following sensory special abilities that you or a willing target possesses: blindsense,
darkvision, low-light vision, scent, tremorsense. You and the target are both treated as having the special ability
for the duration of the effect.
Augment: You can augment this power in one or more of the following ways.
1.  If you spend 2 additional power points, you may also choose blindsight as a special ability to share.
2.  If you spend 2 additional power points, this power can affect an unwilling target, and the power's saving throw
becomes “Will negates.” Unwilling targets do not gain the benefit of the shared sense, and you may cause that
target to be treated as if it did not have the sensory special ability.
In addition, for every 2 power points spent augmenting this power, the save DC increases by 1.
  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.              
  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.                      
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.                        
  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                      
  Metaconcert (Unleashed) 9 1 Minute 20 Min. 20 ft Special None Mental/Visual No
You link your psychic might with other psionic creatures, creating a composite network more powerful than the
sum of its parts. If there are no willing, psionic creatures in the area other than you when you use this power, it
fails. When you manifest this power, up to five willing, psionic creatures in the area connect with you into a
metaconcert network (a “meta network”), a distributed, metaphysical analogue of a psionic manifester. Misty
strands of glowing power link the brows of each member in a complex and shifting pattern, and a mental image of
each other member appears in the minds of everyone so linked. A number of power points you designate flow
from each member (including yourself) into a collective pool. If a member does not have enough power points to
contribute, he drops out of the metaconcert (see below).
One individual is chosen as the metaconcert conductor by mutual consent of the other members (this is usually
the manifester, but doesn’t have to be). Until the power ends, this conductor directs the efforts of the network.
Members of a metaconcert can continue to take actions of their own as normal without disrupting the
meta network, provided they stay within the area (see below).
All the powers known of each member (except metaconcert) are available to the conductor through the
meta network. While the conductor may still manifest his own powers as normal, he may instead choose to
manifest a power from the meta network instead of from his own powers known. If he does so, he must use the
power point pool of the meta network and may not use any of his feats or class features to modify the
manifestation (although items are permitted), but he also gains numerous benefits. When manifesting a power
from the meta network, his manifester level increases by one for each other meta network member (for instance,
the normal maximum membership of five members besides the conductor increases the conductor’s manifester
level by five). It is obvious to an outsider when the conductor manifests from the meta network, as arcs of light
pulse between the various members in a scintillating pattern, streaming to the conductor as his power manifests --
this display cannot be hidden.
The meta network also supports its members. Each member of the meta network gains a bonus on saving throws
made against spells or powers equal to the number of other members, as the meta network distributes incoming
magical energy about its nodes. If a spell or power would deal damage or ability damage to the conductor, he may
choose to instead distribute it evenly between himself and all willing members. An individual member may decline
receiving damage this way on a case-by-case basis (for example, if a metaconcert consists of the conductor and
four other members, one of whom is not willing to receive damage at this time, the conductor may split the
incoming damage between himself and the three willing members). Damage split to willing members this way is
typeless and empathic in nature. This splitting takes place prior to the effects of other powers or abilities that
lessen damage, such as energy resistance or the intellect fortress power. Spells and powers that are not subject
to power resistance cannot have their damage or ability damage split this way, though the saving throw bonus
still applies.
Once the meta network forms, the members must remain within the power’s area, and as a group can move at half
the slowest member’s speed on the conductor’s turn. This counts as a move action for each member (that is, if
the group moves, each member is treated as having used a move action on their next turn). If a member moves
outside the area (whether willingly or involuntarily), that individual drops out of the group, and the power point
pool of the meta network is instantly recalculated.
All members who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the
meta network’s current power point pool divided by the number of members. That same number of points is
removed from the meta network's power point pool. If the conductor drops out, the power ends. When a
metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the members
(the conductor receives the remainder if the points can’t be divided evenly). No creature can leave a metaconcert
with more power points than they had when they entered it -- surplus points dissipate as harmless light radiating
from the creature’s eyes.
Augment For every additional power point you spend, this power’s duration increases by 1 minute. For every 2
additional power points spent this way, the maximum number of members of the meta network increases by one,
  and the range and radius of the area of effect increase by 5 ft.                
  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.
  Prowess as One (Expanded) 9 1sa 20 Rnds 75 ft You +1 Creature Will neg   Mental Yes  
This power links the fighting prowess of one to another. Treat all targets of this power in all ways as if they have
a base attack bonus equal to the highest base attack bonus amongst all willing targets affected (this can grant
additional attacks per round as usual for a high base attack bonus).
Temporary effects that alter base attack bonus are ignored by this power. While subjects still gain the benefit of
both effects, prowess as one only deals with their regular base attack bonus before other temporary effects are
applied.
Augment: You may augment this power in one or both of the following ways.
1.  For every 3 additional power points you spend, you can share one of the target's weapon proficiencies with
every other willing target.
2.  If you spend 4 additional power points, you can instead share the lowest base attack amongst any targets you
choose instead of the highest. This can cause a loss of melee attacks or deny use of feats or class abilities. If a
recipient's base attack bonus would be lowered through the use of this power, they may attempt a Will saving
throw each round to ignore its effects.
3.   For every 4 additional power points you spend, you may also select one class feature belonging to you or a
target that directly modifies the base attack bonus you share, either by providing a bonus or by altering the base
attack bonus. Example class features include the monk's Flurry of Blows class feature. The GM may allow
additional abilities at his discretion. You may effectively grant this class feature to any or all willing targets of
your choice; treat them as if they actually had the class feature in question, with one exception: if a class feature
has additional benefits besides directly modifying the base attack bonus, those additional benefits are not
included.
  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.
  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.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  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-op 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).
  Dispelling Buffer (Unleashed) 11 1sa 20 Hrs Special   Special None   Material/Olfactory Yes D
You create a psychokinetic shield around the subject that improves the chance that any powers affecting the
subject Will resist a dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific
power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, on each dispel
check, add +5 to the DC for the ongoing effect that is subject to being dispelled.
Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last
(with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level
(with the same +5 bonus).
Special When a psychic warrior manifests this power, the range is personal and the target is the manifester.
  Reposition (Expanded) 11 1sa Instant   300 ft Special Will neg   Auditory/Mental Yes  
You instantly reposition each willing target anywhere within Medium range (100 ft. + 10 ft./level.) from your
location to which you have line of effect. This does not provoke attacks of opportunity for the creatures moved.
The destination must be a valid space; this power cannot reposition creatures inside of another creature, a
boulder, or some other solid structure, etc., although it could reposition a creature through a wall, as long as the
has line of effect to the destination, or reposition a creature underwater, midair, or over a bonfire. Attempts to
manifester reposition a creature into a harmful situation allow the creature a save.
Those affected by this psionic power can extend themselves beyond the initial range, but their final position must
be within the range.  The manifester himself can be affected by reposition if he has the collective class feature,
but all range measurements are made from the manifester's starting location, not his final location.
Augment: This power may be augmented in the following ways.
1.  If you spend 6 additional power points, you may target unwilling creatures.
2.  If you spend 8 additional power points, you may manifest this power as an immediate action.
  Technique as One (Expanded) 13 1sa 20 Rnds 75 ft 1 Willing Creature Will neg   Mental Yes  
When you manifest this power, pick one feat that either you or the target has. This feat cannot be one restricted
to first-level characters, nor can it have a Racial prerequisite. All willing targets of this power gain this feat for the
duration of the power, although they must meet all prerequisites of that feat to gain its benefits.
Feats that directly modify hit points, power points, or spells per day cannot be chosen this way. If a feat requires
a specific choice, that choice is also shared.
This power does not grant you any special knowledge of the target's feats (though it is generally assumed that a
willing target has filled you in on them beforehand). If your target does not actually have the feat you named,
then the power fails.
Augment: You can augment this power in one or more of the following ways.
1.  For every 2 additional power points you spend, you may share an additional feat from the same target. These
feats can serve as prerequisites for other shared feats.
2.  If you spend 2 additional power points, the power instead removes knowledge of the feat from the target and
grants it to you. Targets of the power augmented in this way may attempt a Will saving throw each round to
negate the effects of this power.
  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.
    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”.                        
  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 teleportations, 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.
  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.          
8th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Ability as One (Expanded) 15 1sa 20 Rnds. 75 ft You +1 Creature Will neg Mental Yes
This power reflects the pinnacle of the network abilities — the unification of physical and mental Traits in their
purest form, ability scores. When you manifest this power, choose one of the six ability scores. The highest
example of that score amongst the targets replaces the same ability score amongst all willing targets.
Only base ability scores can be linked in this way — that is, the ability score without any bonuses or penalties of
any type, except Racial modifiers, age modifiers, inherent bonuses, and the bonuses every four character levels.
Other effects that modify ability scores (such as spells, psionic powers, magic items, class features, and so on)
are not transferred, though they remain in effect, altering any replaced score as they would alter the original.
Augment: You may augment this power in one or both of the following ways.
1.  If you spend an additional 2 power points, you may instead share the lowest base ability score amongst all
targets, willing or not (which may impact spellcasting in a way similar to ability damage). Unwilling targets may
make a Will saving throw each round to ignore the effects of this power for that round. You are exempt from any
ability score change this way.
2.  For every 2 additional power points you spend, you may choose an additional ability score for this power to
affect.
In addition, for every 2 power points spent to achieve either of these results, increase the save DC (if applicable)
by 1.
  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.
  Halt Combat (Expanded) 15 1sa 1 Rnds 60 ft 60' burst Will neg   Auditory/Mental Yes  
You send out a powerful telepathic command, dazing all creatures in the area for one round unless they make a
successful Will save. During this round, time continues for all creatures in the area as normal. As part of the
action of manifesting this power, you may attempt to convince some or all of the affected creatures to cease
combat once the initial effect wears off. Each creature you target to cease combat must make a second Will save
or they are incapable of taking an offensive action for the next ten minutes except against a creature who takes an
offensive action against them.
  Hypercognition (Unleashed) 15 1sa Instant   Self   Self No   Mental No  
You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your
mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge.
However, your knowledge is in fact the result of a rigorously logical process that you force your mind to
undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even
  extracting echoes of knowledge from the Astral Plane).                  
9th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  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.                      
  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.
A creature that is partially assimilated into your form (that is, a creature that has at least 1 hit point following your
use of this power) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour.
Temporary hit points gained by assimilating multiple creatures, like all temporary hit points, do not stack.
A creature that is completely assimilated grants you a number of temporary hit points equal to the hit points it
had prior to your attack. If the assimilated creature knows psionic Powers, you gain knowledge of one of its
powers for 1 hour (chosen randomly). You gain some semblance of a creature you completely assimilate for 1
hour, granting you a +10 bonus on Disguise checks made to appear as that creature during that time. You also
gain a bonus to your ability scores for 1 hour for completely assimilating creatures based upon the creature’s
relative hit dice related to yours as shown on the chart below.
Target’s HD Compared to Manifester Bonus Target’s HD Compared to Manifester Bonus
9 or more greater +4 to all ability scores 1 to 4 lower +4 to 2 ability scores
5 to 8 greater +4 to 5 ability scores   5 to 8 lower +4 to 1 ability score  
1 to 4 greater +4 to 4 ability scores   9 or more lower No bonuses to ability scores
Equal +4 to 3 ability scores  
  Fusion (Unleashed)   15 1 Round 0 Min. Touch   Special None   Auditory/Material/Visual No D
You and another willing, corporeal, living creature of the same or smaller size fuse into one being. As the
manifester, you control the actions of the fused being. However, you can give up this control to the other creature.
Once you give up control, you cannot regain it unless the other creature relinquishes it.
The fused being has your current hit points plus the other creature’s current hit points. The fused being knows
all the powers you and the other creature know, has the sum of your and the other creature’s power points, and
knows or has prepared any spells you or the other creature possesses (if any). Likewise, all feats, racial abilities,
and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For
each of the six ability scores, the fused being’s score is the higher of yours and the other creature’s, and the
fused being also has the higher Hit Dice or manifester level—this effectively means the fused being uses the
better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of
the manifester levels that you or the other creature possessed before becoming fused.
You decide what equipment is absorbed into the fused being and what equipment remains available for use.
These fused items are restored once the power ends.
When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you
determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally
coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid
material passed through.
Damage taken by the fused being is split evenly between you and the other creature when the power ends. You
do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion
and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are
split between you and the other creature (you can leave with more points than you entered with, as long as you
don’t exceed the maximum power points for your level and ability score). Ability damage and negative levels are
also split between you and the other creature. (If an odd number of negative levels or ability score reductions
must be split, you decide whether you or the other creature receives the additional loss.)
If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You cannot use
fission on a fused being.
  Last Stand (Expanded) 17 1sa 20 Rnds 300 ft 1 Creature/Level Will neg   Auditory/Visual Yes  
You send a powerful morale boost to the targets, a telepathic equivalent of an epic battle speech, preparing them
to overcome a difficult challenge. Each affected creature gains a +5 morale bonus to attack rolls, Armor Class, and
saving throws, as well as 50 temporary hit points. In addition, each affected creature gains immunity to fear
effects for the duration of the power and if brought below 0 hit points but not killed, the target can fight on for
one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, the affected
creature immediately falls unconscious and begins dying.
  Reality Revision (Unleashed) 17 Special Special   Special   Special Special   Special Special  
Lets you create nearly any effect:
-  Duplicate any Psion power of 8th level or lower, provided the power is not on a discipline-restricted list that you
    do not have access to.
-  Duplicate any Psion power of 7th level or lower even if it’s a power on a discipline-restricted list that you do not
have access to.
-  Duplicate any other power or spell of 6th level or lower, such as a psychic warrior power.
-  Undo the harmful effects of many other powers, such as microcosm, geas/quest, or insanity.
-  Create a non-psionic item of up to 25,000 gp in value.
-  Grant a creature a +1 inherent bonus to an ability score. Two to five reality revisions manifested in immediate
    succession can grant a creature a +2 to +5 inherent bonus to an ability score. Inherent bonuses are
    instantaneous, so they cannot be negated or dispelled. An inherent bonus cannot exceed +5 for a single ability
     score. Inherent bonuses to a particular ability score do not stack; only the best one applies.
-  Remove injuries and afflictions. A single reality revision can aid one creature per manifester level, and all
    subjects are cured of the same kind of affliction.
-  Revive the dead. Reality revision can bring a dead creature back to life by duplicating a resurrection spell.
    This power can revive a dead creature whose body has been destroyed, but the task takes two manifestations
    of reality revision, one to recreate the body and another to infuse the body with life again. Reality revision 
    cannot prevent a character who is brought back to life from suffering a permanent negative level or suffering
    from Constitution drain.
-  Transport travelers. This power can lift one creature per manifester level from anywhere on any plane and place
    those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save
    to negate the effect, and power resistance (if any) applies.
-  Undo misfortune. Reality revision can undo a single recent event. Manifesting the power forces a reroll of any
    single roll made within the last round (including your last turn). Reality reshapes itself to accommodate the
     new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a
    Will save to negate the effect, and power resistance (if any) applies.
You can try to use reality revision to produce more powerful effects than these, but doing so is dangerous. The
manifestation may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.
Duplicated powers allow saves and power resistance as normal (but save DCs are calculated as though the
power is 9th level) and the power is treated as if manifested with 17 power points, allowing the manifester to
choose any appropriate augment options. Powers without augment options are simply manifested as normal, but
with 9th level save DCs.
Manifesting reality revision requires channeling psionic power through specially-treated crystals similar to
cognizance crystals that cost 25,000 gp. The crystal is consumed in the manifestation and becomes inert, unable
to be used again and losing any value. If a power or spell duplicated by reality revision has a material component
that costs more than 10,000 gp, you must provide that component or additional crystals of the same value.
  Timeless Body (Unleashed) 17 1sa 1 Rnds Self   Self No   Material No  
Your body ignores all harmful (and helpful) effects, beginning when you finish manifesting this power and ending
at the end of your next turn. While timeless body is in effect, you are invulnerable to all attacks and powers.
  This power cannot be quickened.