Caster Level 20
0th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Dazzle (Expanded) 1 or Focus 1sa 1 Rnds 30 ft 1 Living Creature No Visual Yes
You attempt to disrupt the vision of the targeted creature by making a ranged touch attack. If the attack is
successful, the creature is dazzled until the beginning of your next turn.
  Detect Psionics (Unleashed) 1 or Focus 1sa 20 Min. 60 ft Cone None   Audio & Visual N D
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any
psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures
with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this
power depends on how long you study a particular area or subject.
1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the strength of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight,
you can make Knowledge (Psionics) checks to determine the discipline involved in each aura. (Make one check
per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as
that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see
Spellcraft).
Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal
weaker auras.
Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If
an aura falls into more than one category, detect Psionics indicates the stronger of the two. Detection of an
overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.
Power or Item Aura Strength  
Faint Moderate Strong Overwheling
Functioning power (power level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Psionic item or creature (manifester  5th or lower 6th-11th 12th-20th 21st+ (artifact)
level)*        
* For creatures without a manifester level, use the creature's CR or hit die, whichever is lower.
Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed
(in the case of a psionic item). If detect Psionics is manifested and directed at such a location, the power indicates
an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original
strength:
Original Strength Duration Each round, you can turn to detect Psionics in a new area. You
Faint 1d6 minutes can tell the difference between magical and psionic auras.
Moderate 1d6 x 10 minutes The power can penetrate barriers, but 1 foot of stone, 1 inch of
Strong 1d6 hours common metal, a thin sheet of lead, or 3 feet of wood or dirt
  Overwhelming 1d6 days blocks it.
Augment This power may be augmented in the following way.
Augment: If you spend 2 additional power points, the duration changes to 3 rounds/level. (D) (no concentration
required) and it also gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties
  and command words of magic items in your possession. This power does not allow you to identify artifacts.        
  Disruptive Touch (Expanded) 1 or Focus 1sa 3 Rnds Touch 1 Living Creature Fort neg Auditory Yes
Your touch disrupts the natural energy of the creature's body, causing them to be staggered unless they make a
  successful Fortitude save.                      
  Hinder (Expanded) 1 or Focus 1sa Special 30 ft 1 Living Creature None Auditory Yes
If you make a successful ranged touch attack against the target, it takes a -1 penalty on the next attack roll,
saving throw, or skill check. You must choose which type of roll the penalty applies to at the time you manifest
  the power. If the target does not make that type of roll before the power ends, it has no effect.          
  Induce Pain (Expanded) 1 or Focus 1sa Instant 30 ft 1 Living Creature None Visual Yes
You attempt to cause a creature to feel pain. If you make a successful ranged touch attack at the target, it takes
1d3 points of damage.
  Sense Poison (Expanded) 1 or Focus 1sa Instant   75 ft Special None   Visual No  
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact
type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft
(alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The
power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
  or dirt blocks it.  You can detect the poison in 1 creature, 1 object or up to 1 five foot cube.          
  Sicken Body (Expanded) 1 or Focus 1sa 1 Rnds 30 ft 1 Living Creature Will neg Olfactory/Visual Yes
You cause the target to be sickened until the start of your next turn unless the creature makes a successful Will
save.
  Vim (Expanded)   1 or Focus 1sa 20 Min. Self   Self No   Olfactory No  
You suffuse yourself with power, gaining 1 temporary hit point. This temporary hit point overlaps (does not stack)
with temporary hit points from any source, including previous manifestations of this power.
1st Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Biofeedback (Unleashed) 1 1sa 20 Min. Self   Self No   Material/Visual No D
You can toughen your body against wounds, lessening their impact. For the duration of this power, you gain
damage reduction 2/–.
  Augment For every 3 additional power points you spend, your damage reduction increases by 1.          
  Collapse (Expanded) 1 1sa Instant 75 ft 1 Living Creature Fort neg Auditory Yes
You disrupt the muscles and nerves of the target, causing it to be knocked prone on a failed save.
Augment: You can augment this power in one or more of the following ways.
1.  If you spend 2 additional power points, on a failed save the target is fatigued, sickened, or staggered, at your
choice, for 1 round/level., in addition to being knocked prone. Multiple applications of this power do not cause the
target to become exhausted.
2.  If you spend 4 additional power points, on a failed save the target is nauseated for 1 round/level., in addition to
being knocked prone.
In addition, for every 2 power points spent augmenting this power, the save DC increases by 1.
  Detect Compulsion (Expanded) 1 1sa Instant   60 ft 1 Creature None   None No  
You detect if the target creature is under the effects of a compulsion or charm. Affected creatures appear to have
  an amber aura, though no one but you sees this visual effect.                
  Elfsight (Unleashed)   1 1sa 20 hrs Self   Self No   Visual No  
You gain low-light vision (as an elf) for the duration of the power, as well as a +2 bonus on vision-based
  Perception checks.                        
  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.                  
  Natural Healing (Unleashed) 1 1sa Instant Self Self No Audio/Visual No
You rapidly accelerate your natural healing ability. You heal 3 hit points of damage.
Augment For every additional power point you spend, this power heals an additional 3 hit points.
  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.        
  Suppress Compulsion (Expanded) 1 1 Swift 1 Rnds 75 ft 1 Creature None   None Yes  
You can attempt to suppress a compulsion or charm effect on another creature by overwhelming the creature
with conflicting telepathic signals, temporarily canceling the domination. When you manifest this power, make a
manifester level check against the ongoing controlling power currently in effect on the creature. The manifester
level check is 1d20 + your manifester level against a Difficulty Class of 11 + the manifester level of the entity that
originally manifested the controlling power. On a successful check, the control is suppressed for 1 full round.
Even though suppressed, the compulsion or charm is still considered to be running off its duration.
Augment: You can augment this power in one or more of the following ways.
1.  If you spend 4 additional power points, you can attempt to permanently terminate a compulsion or charm
effect on another creature, including mind control. When you manifest this power, make a manifester level check
against the ongoing controlling power currently in effect on the creature against a Difficulty Class of 11 + the
manifester level of the entity that originally manifested the controlling power. On a successful check, you
terminate the effect.
2.  For every additional power point you spend, you increase your check result by +1 and extend the duration
by 1 round.
  Synesthete (Unleashed) 1 1sa 200 Min. Self   Self No   Material No D
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light
or feel sound. You can shift your stimulated sense between these two options once per round as a swift action.
Your senses continue to work normally as well, unless they are impaired for some reason. Your face must be
uncovered to use this power, because it is the skin of your face that acts as the sensory receiver. If you are
feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for
darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4
circumstance bonus on all visual Perception checks. While feeling light, you are immune to gaze attacks. If you
are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio
input provides you with a +4 circumstance bonus on Perception checks to listen. psionic or magical displacement
effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would
your normal senses. You can also use this power to see sound if you are deafened, or hear light if you are blinded,
thus removing all penalties associated with either condition (though you gain no bonuses for using the power in
  this way if you are not deafened or blinded).                    
  Thicken Skin (Unleashed) 1 1sa 200 Min. Self   Self No   Material/Olfactory No  
Your skin or natural armor thickens and spreads across your body, increasing your natural armor bonus by +1.
Augment You can augment this power in one or both of the following ways.
1.  For every 3 additional power points you spend, the bonus increases by 1.
2.  If you spend 6 additional power points, you can manifest this power as a swift action.
  Vigor (Unleashed)   1 1sa 20 Min. Self   Self No   Material/Olfactory No  
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier
manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.
Augment For every additional power point you spend, the number of temporary hit points you gain increases by
5.
2nd Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Animal Affinity (Unleashed) 3 1sa 20 Rnds Self Self No Material No
You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores
(choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4
enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus.
Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you
choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an
increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of
your powers increase for the duration of this power.
Augment For every 5 additional power points you spend, this power grants a +4 enhancement bonus to another
  ability score.                        
  Body Adjustment (Unleashed) 3 1sa 1 Rnds Self   Self No   Auditory/Material No  
You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when
regular damage is healed, an equal amount of nonlethal damage is also healed.
  Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.        
  Body Equilibrium (Unleashed) 3 1sa 200 Min Self Self No Material and Visual No D
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can
walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer
any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed)
on an unfirm surface without sinking or breaking through.
  If you fall from any height while using this power, damage from the impact is halved.          
  Empathic Condition Relief (Expanded) 3 1sa Instant Touch Creature Touched Fort neg Olfactory Yes
You cleanse the subject's body of unhealthy influences and relieve 1d2+1 rounds' worth of debilitating
conditions - dazed, confused, nauseated, shaken, and/or stunned. The subject gains instant relief if she is dazed,
confused, nauseated, shaken, and/or stunned. If the duration of the debilitating condition is longer than the
relief provided by this power, the subject can either, at your choice, remain affected by the debilitating condition,
but for a reduced time, or gain 1d2+1 rounds unaffected by the condition. So, if the subject is dazed for 10 rounds,
using this power can either grant them 1d2+1 rounds not being dazed or shorten that period by 1d2+1 rounds.
You could manifest this power again to relieve the additional rounds of the specified debilitating conditions.
Augment: This power can be augmented in one or more of the following ways.
1.  For every 2 additional power points you spend, the number of rounds of relief extends by 1.
2.  If you spend 8 additional power points, you can restore a petrified creature back to its normal state, although
the subject must make a successful DC 15 Fortitude save to survive the process. Any petrified creature,
  regardless of size, can be restored.                      
  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).
  Energy Adaptation, Specified (Unleashed) 3 1sa 200 Min. Self   Self None   Visual No  
Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 
10 against any attack that deals you specific type of damage.
When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number
of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving
off a visual display.
The energy resistance provided by this power increases to 20 points at 7th manifester level and to a maximum of
30 points at 11th level.  The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of energy resistance.
  Augment If you spend 4 additional power points, you can manifest this power as an immediate action.        
  Preserve Psyche (Expanded) 3 1 Immediate 20 day Touch 1 Slain Creature Will neg Mental No
You preserve the mind of the slain creature, keeping it from permanently departing from its body. This power must
be manifested as soon as the creature is slain, although subsequent manifestations can be used to extend the
duration of the effect. This effect takes place before the creature is removed from the collective due to the
creature's death. For the duration of this effect, the slain creature can be affected by psionic revivify as if it had
died within 1 round, but psionic revivify must be channeled through specially-treated crystals similar to
cognizance crystals that cost 5,000 gp. The psionic energy in the crystal is consumed in the manifestation and the
crystal becomes inert and has no value.
Augment: If you spend 6 additional power points, you can affect a creature that was in your collective when it
died for up to 24 hours after its death.
  Psychic Bodyguard (Expanded) 3 1 Round 20 Hrs. 300 ft 1 Willing Creature Will neg   Mental/Visual Yes  
You forge a specialized telepathic connection between yourself and one ally. Whenever the target must make a
Will save, you make the save instead as if the effect targeted you. If you fail in the saving throw, your ally suffers
the consequences of the effect that forced the Will save and you must make an additional Will save at the same
DC or be stunned for one round. The target may willingly fail saves against harmless powers without causing you
to be stunned. Once the connection is forged, you can make Will saves for your ally as long as she remains in
range. If she strays out of range, the power ends. You may not willingly fail a save when using psychic
bodyguard, but you may allow the target to make her own save. The power immediately ends after you have made
a successful Will save for the target.
Augment: This power may be augmented in one or more of the following ways.
1.  For every additional 2 power points spent, the power lasts for one additional successful Will save.
  2.  If you spend 8 additional power points, the power is not discharged after making a successful Will save.        
  Resist Toxin (Expanded) 3 1sa 20 Hrs. Self   Self No   Mental/Visual No  
You become temporarily immune to poison. Any poison in your system or any poison to which you are exposed
during the power's duration does not affect you until the duration has expired. This does not cure any damage
that poison may have already done.
Augment: This power may be augmented in one of the following ways.
1.  If you spend 2 additional power points, this power can instead cure all diseases from you are suffering. You
must make a manifesting level check (1d20 + manifester level) against the DC of each disease affecting you.
Success means that the disease is cured. The power's duration changes to Instantaneous when using this
augment option. This does not prevent reinfection after a new exposure to the same disease at a later date.
2.  If you spend 4 additional power points, this power can instead detoxify any sort of venom in you. You must
make a manifester level check (1d20 + manifester level) against the DC of each poison affecting you. Success
means that the poison is neutralized. You suffer no additional effects from the neutralized poison, and any
temporary effects are ended, but this does not reverse instantaneous effects, such as hit point damage, temporary
ability damage, or effects that don't go away on their own. The power's duration changes to Instantaneous when
  using this augment option.                      
  Share Pain (Unleashed) 3 1sa 20 Hrs. Touch Special No Material/Mental No D
This power creates a psychometabolic connection between you and a willing subject so that some of your
wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you,
and the subject takes the remainder. If your hit points are reduced by a lowered Constitution score, that
reduction is not shared with the subject because it is not a form of hit point damage. When this power ends,
subsequent damage is no longer divided between the subject and you, but damage already shared is not
reassigned.
If you and the subject move farther away from each other than close range, the power ends.
You can manifest this power on two willing subjects, one of which you designate to share its damage with the
other.
  Sustenance (Unleashed) 3 1sa Instant   Self   Self No   Material No  
You can go without food and water for one day. Each time you manifest this power, your body manufactures
  sufficient solid and liquid nourishment to satisfy your needs for that time.              
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.          
  Body Purification (Unleashed) 3 1 Round Instant Self Self None Auditory/Material No
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability
drain.
Augment: For every additional power point you spend, this power heals 1 additional point of damage to the same
ability score.
  Danger Sense (Unleashed) 5 1sa 20 Hrs. Self   Self None   Visual No  
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.
  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.
  Endorphin Surge (Expanded) 3 1sa 20 Rnds Self   Self No   Visual No D
The glands of your body emit massive quantities of endorphins, augmenting your natural abilities. While this
power is active, you are treated as if in a barbarian rage, giving you a +2 morale bonus to your Constitution and
Strength, a +1 morale bonus on Will saves, and a -2 penalty to your Armor Class. The effect is otherwise identical
with a barbarian's rage except you aren't fatigued at the end of the rage.
Augment: If you spend 6 additional power points, the morale bonus to your Constitution and Strength is
increased by 2, and the morale bonus on Will saves is increased by 1.
  Guarded Sleep (Expanded) 5 1sa Special   Touch   1 Sleeping Creature No   Mental No  
You create a temporary dreamstate in the mind of a sleeping creature, sheltering it from outside influence while
providing it with a pristine resting environment, ideal for recovering mental energies. For the duration of this
power, the subject is immune to all mind-affecting effects and may make saving throws normally (it is not
automatically considered “willing” as unconscious creatures usually are). After a guarded sleep of at least 8
hours, a subject's mind is in top condition, and it gains special benefits based upon its particular abilities. If the
target could manifest psionic powers, it gains one temporary power point for each manifester level it has (which
it can access as if from a cognizance crystal). If the target could cast arcane spells spontaneously, it gains one
additional spell slot of his highest level. If the target prepares arcane spells, it may prepare spells in half the usual
amount of time. These benefits fade when the target next sleeps. You cannot manifest guarded sleep on yourself
  unless you are capable of manifesting powers while unconscious.                
  Hustle (Unleashed) 5 1 Swift Instant Self 1 Extra Move No Auditory No
You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using
  this power to move away from your foe does provoke attacks of opportunity.              
  Mend Body (Expanded) 5 1sa Instant Self Self No Auditory/Mental No
You mend your own wounds, healing 3d8 points of damage.
Augment: This power may be augmented in one or both of the following ways.
1.  For every 2 power points spent, the power heals an additional 1d8 points of damage.
2.  By expending your psionic focus, each 1d8 points of damage healed is instead 2d6 points of damage healed.
  Resist Death (Expanded) 5 1sa 20 Hrs. Self   Self Will neg   Visual Yes  
The manifester combines life force and psionic energy into a shield that protects the target from negative energy
attacks. This power prevents energy drain and any negative energy effects, including channeled energy. Once
the power has prevented (or helped prevent) one effect, the power dissipates. When manifested the power deals
2 points of non-lethal damage to the target. The damage may be healed normally. The subject gains +4 moral
bonus against death spells and magical/psionic death effects even if a save to negate such effects is not normally
allowed.
This power does not remove negative levels that the target has already gained, but it does remove penalties from
negative levels for the duration of the power.
Resist death does not protect against other sorts of attacks, even if those attacks might be lethal.
Augment: For every additional 2 points spent, the power prevents 1 additional effect.
  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, 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.        
4th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Empathic Feedback (Unleashed) 7 1sa 200 Min. Self   Self No   Auditory/Material Yes  
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it
takes damage equal to one quarter the amount it dealt to you (rounded down, minimum 1) unless it succeeds on a
Will save. This damage is empathic in nature, so powers and abilities the attacker may have such as damage
reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no
type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage
your attacker. The damage from empathic feedback is a mind-affecting effect, a successful Will save negates this
damage, and the damage is subject to power resistance.
Augment This power may be augmented in one of the following ways.
1.  By spending 3 additional power points, the damage suffered by your attacker increases to one half the damage
dealt to you.
2.  By spending 6 additional power points, the damage suffered by your attacker is equal to the damage dealt to
   you.                          
  Energy Adaptation (Unleashed) 3 1sa 200 Min. Self   Self None   Visual No  
Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 
10 against any attack that deals you acid, cold, electricity, fire, or sonic damage.
When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number
of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving
off a visual display.
The energy resistance provided by this power increases to 20 points at 7th manifester level and to a maximum of
30 points at 11th level.  The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of energy resistance.
  Augment If you spend 4 additional power points, you can manifest this power as an immediate action.        
  Evade Burst (Unleashed) 5 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.          
  Immovability (Unleashed) 7 1sa Concentration Self Self No Visual No
You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the
underlying fabric of the plane. Thus, you could conceivably anchor yourself in midair. Any creature attempting
to physically move you must succeed on an opposed Strength check, and you gain a +20 bonus on the check.
You can’t voluntarily move to a new location unless you stop concentrating, which ends the power.
You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 
15/–.
You cannot make physical attacks or perform any other large-scale movements (you can make small-scale
movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the
teleportation descriptor, or any telekinetic effect, manifested on you automatically fail.
  Augment: If you spend 8 additional power points, you can manifest this power as an immediate action.        
  Incite Passion (Expanded) 7 1sa 20 Rnds 75 ft 1 Creature Will neg   Material/Olfactory Yes  
The target creature's mind is subtly altered to embrace its more instinctual urges instead of logic. For the duration
of the power, the target creature takes a -2 penalty on all Intelligence-related checks and may not take 10 or take
20 on any skill check. In addition, the target cannot competently grasp combat tactics and suffers a -2 penalty on
attack rolls and Armor Class, cannot fight defensively, and cannot use Combat Expertise or any other feats that
  require it.                          
  Inertial Barrier (Unleashed) 7 1sa 200 Min. Self Self No Auditory/Mental No
You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes,
as well as providing some protection against falling. You gain damage reduction 5/–. Inertial barrier also absorbs
  half the damage you take from any fall.                    
  Physical Acceleration (Expanded) 7 1sa #REF! Rnds Self Self None Auditory No
You move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, you gain one additional attack. The attack is made using your full base attack
bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as
that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to manifest a
second power or otherwise take an extra action in the round.)
You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes
you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a
maximum of twice your normal speed using that form of movement. This increase counts as an enhancement
bonus, and it affects your jumping distance as normal for increased speed. Multiple physical acceleration effects
don't stack, nor does it stack with haste. Physical acceleration negates slow.
  Augment: If you spend an additional 6 power points, you can manifest this power as a swift action.          
  Psychic Drain (Unleashed) 7 1sa Instant Touch Creature Touched Fort neg Mental Yes
This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an
opponent’s power.
If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails
its Fortitude save) drains 2 power points from your foe for every manifester level you have. The drained points
simply dissipate. Your touch attack, charged with psionic power, is treated as an armed attack.
If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with
the weapon to gain the power’s benefit.
Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of
  Intelligence, Wisdom, or Charisma damage (your choice).                  
  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.          
  Wither (Expanded)   7 1sa Instant   Touch   Creature Touched Fort neg   Visual Yes  
Your touch disrupts the target's physical form, draining the strength from its muscles. The creature suffers 2d4
points of Strength damage. A successful Fortitude save halves the Strength damage taken.
Augment: For each additional 4 power points spent, this power causes an additional 1d4 points of Strength
damage.
5th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Adapt Body (Unleashed) 9 1sa 20 Hrs Self Self No Visual No
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely
cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You
can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain),
and you take no damage simply from being in that environment. You need not specify what environment you are
adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile
environment as needed throughout the duration.
You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any
environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the
  usual amount of damage.                      
  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  
  Leech Field (Unleashed) 9 1sa 1 Min. Self   Self No   Visual No  
You raise a field of potentiality that drains the vitality from powers that you successfully save against. When you
succeed on a saving throw against a foe’s power on you, your body erupts in a brief flash of crackling dark
energy. You gain 1 power point for every 2 power points your foe spent to manifest the power you just saved
against (to a maximum number of points equal to your manifester level). You cannot gain power points that would
cause you to exceed your normal daily maximum.
This power is effective against any power that targets a single creature or has an area of effect and allows the
target a saving throw. This power also works against spells that would affect you. The power points gained from
saving against spells is 1 power point per spell level cast.
If multiple creatures are under the effect of leech field and succeed on a saving throw against the same
manifestation of a power or casting of a spell, the power points that would be gained are divided evenly among
all affected creatures. For example, if two creatures under the effect of leech field successfully saved against a 12
power point manifestation of energy ball, each would only gain 3 power points.
Augment:  For every 2 additional power points you spend, this power’s duration increases by 1 minute.
  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.
  Psionic Revivify (Unleashed) 9 1sa Instant Touch 1 Dead Creature None None Yes
Psionic revivify lets a manifester reconnect a corpse’s psyche with its body, restoring life to a recently deceased
creature. The power must be manifested within 1 round of the victim’s death. Before the psyche of the deceased
has completely left the body, this power halts its journey while repairing somewhat the damage to the body.
This power functions like the raise dead spell, except that the affected creature receives no permanent negative
levels, no Constitution loss, and no loss of powers, but the creature does suffer one negative level that fades
after twenty-four hours.
The creature has –1 hit points (but is stable) after being restored to life.
For every additional negative level that the subject suffers, the manifestation of this power can be delayed by 2
additional rounds. All of the negative levels gained in this manner fade after twenty-four hours.
  Augment By spending 2 additional power points, this power may also affect outsiders.          
  Psychofeedback (Unleashed) 9 1sa 20 Rnds Self Self No Visual No D
You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select
one physical ability score you would like to boost, and increase it by the same amount that you decrease one or
more other scores. All score decreases are treated as ability damage.
You can boost your Strength, Dexterity or Constitution score by an amount equal to your manifester level (or any
lesser amount), assuming you can afford to burn your other ability scores to such an extent.
When the duration of this power expires, your ability boost also ends, but your ability damage remains until it is
healed.
Augment You can augment this power in one or more of the following ways.
1.  If you spend 2 additional power points, the ability damage you suffer to increase another score is delayed until
the power fades.
2.  If you spend 4 additional power points, the power’s duration increases to 1 minute/level (D).
3.  If you spend 6 additional power points, the ability damage you suffer to increase another score fades when the
  power’s duration expires.                      
  Restore Extremity (Unleashed) 9 1sa Instant Touch Creature Touched Will neg Auditory Yes
You restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This power
does not restore life, but it returns a lost extremity to a living or dead creature if the creature is otherwise mostly
intact. The original extremity need not be present when this power is manifested; a new extremity is created by
the power. If a head is restored to a body, the original head (if not already destroyed) loses all spark of identity,
and can be considered dead tissue.
  Tower of Iron Will (Unleashed) 9 1 Immediate 1 Rnds 10 ft 10' Radius None   Auditory Yes  
You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving
the self-control of all. You and all allies in the power’s area gain power resistance 19 against all mind-affecting
powers.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the
power is an immediate action.
You can use this power even when it is not your turn.
Augment For every additional power point you spend, this power’s duration increases by 1 round and the power
resistance it provides increases by 1 point.
6th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Aura Alteration (Unleashed) 11 1sa Special 300 ft 1 Willing Creature No Material No
You can use this power in one of two ways: to disguise the subject’s aura (alignment) and level, or to remove a
compulsion or charm effect from the subject.
Disguise If you use this power to disguise the subject’s alignment and level, the power has a duration of 10
minutes per level. You can change the subject’s alignment by only one step. You can adjust the subject’s
apparent level up or down by a number equal to one-half your own level (rounded down) or less.
Remove Compulsion If you use this power to attempt to cleanse the subject’s aura of a baleful or controlling
effect, the duration is instantaneous. This power can remove the compulsion of a curse or a geas/quest effect. It
can also negate any charm and compulsion powers or spells of 6th level or lower, such as crisis of breath or death
urge. When aura alteration is manifested for this purpose, the subject gains another saving throw to remove the
compulsion afflicting it against the original save DC, but with a +2 bonus.
Augment You can augment this power in one of the following ways:
1.  For every additional power point you spend, the duration of the disguise aura increases by 10 minutes.
2.  If you spend 2 additional power points, the subject’s alignment shifts an additional step; if you spend 4
additional power points, the subject’s alignment changes to its opposite.
  3.  For every 3 additional power points you spend, the bonus against the original save is increased by 1.        
  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.                        
  Cleanse Spirit (Unleashed) 11 3 Rounds Instant Touch Creature Touched Will neg Material Yes
This power cures all ability damage, and it restores all points drained from a single ability score (your choice if
more than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Cleanse spirit
does not restore levels or Constitution points lost due to death.
Cleanse spirit can remove negative levels. It can also restore one level to a creature that has had a level drained,
if the number of days since the creature lost the level is equal to or less than your manifester level. In such a case,
cleanse spirit brings the creature up to the minimum number of experience points necessary to advance it to the
next higher level, gaining it an additional Hit Die and level benefits accordingly.
Augment By spending an additional 6 power points, the power dispels all permanent and temporary negative
levels afflicting the healed creature. The power also dispels all psionic effects penalizing the creature’s abilities,
cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also
  eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.        
  Defer Fatality (Expanded) 11 1 Immediate Instant Self Self No Auditory No
When death is about to claim you because of a lethal attack of any sort, you instead enter a state of suspended
animation. While fatality is deferred, you do not age, breathe, grow hungry, sleep, or regain power points. You are
unaware of your surroundings and cannot use subconscious powers. Outside forces can damage your body, but
as long as your head remains attached to your torso and your brain remains intact, the physical damage can be
healed. A coup de'grace still forces you to make a Fortitude save or die.
You can manifest this power quickly enough to avoid complete destruction if you are unexpectedly affected by a
lethal melee or ranged attack or effect. You cannot manifest this power if you are unconscious.
You remain in a state of deferred fatality until some third party provides you with magical or psionic healing in the
amount equal to 10 points + the amount of damage your body originally (and subsequently) sustained which
dropped you into this deferred state. When so cured, you become conscious, possess 1 hp, 1 power point, and
sustain 1d4+1 points of temporary ability damage on each of your six ability scores. (If this brings your
  Constitution score to 0, you die normally.)                    
  Fuse Flesh (Unleashed) 11 1sa 20 Rnds Touch Creature Touched Fort Visual Yes
You cause the touched subject’s flesh to ripple, grow together, and fuse into a nearly seamless whole.
The subject is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs
visible below the all-encompassing wave of flesh. The subject retains the ability to breathe, eat, and excrete, but
may lose the use of its senses (see below). If the sudden transformation would prove fatal to the creature (such
as fusing a swimming air-breathing subject, or a flying subject), the subject gets a +4 bonus on the save. Unless
it loses the use of its senses (see below), the creature can still perform purely mental actions, such as manifesting
powers.
If the target fails its Fortitude save to avoid the power’s effect, the subject must immediately attempt a second
Fortitude save. If this second save is failed, the creature’s eyes and ears fuse over, effectively blinding and 
deafening it. Moreover, it loses its extraordinary, supernatural, and spell-like abilities, as well as its ability to
manifest powers (if any), and is generally in sorry shape.
Incorporeal or gaseous creatures and creatures not composed of flesh are immune to fuse flesh, and a
shapechanger can revert to its un-fused form as a standard action.
  Augment For every 2 additional power points you spend, this power’s save DC increases by 1.          
  Heal Injuries (Expanded) 11 1sa Instant Touch Creature Touched Fort neg Material/Visual Yes
You psionically augment the healing ability of the targets with your power. The targets heal 110 points of damage
total, divided among the targets at your discretion.
Augment: You can augment this power in one or both of the following ways.
1.  For every additional power point you spend, the total amount healed increases by 10 points of damage.
2.  If you spend 6 additional power points, you can heal all living creatures within 20 feet of you.
  Suspend Life (Unleashed) 11 1sa Till Dismissed Self   Self No   Olfactory No  
You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that
detect life or thought are incapable of determining that you are alive.
While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year
that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year
passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate. Time-based physical
effects like aging are similarly slowed down, although durations of psionic powers and similar effects are treated
normally.
If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a successful
use of dispel Psionics. If you choose to dismiss the power, your trance ends 10 rounds later.
  Trigger Power (Unleashed) 11 Special 20 Days Self   Self No   Olfactory No  
You can place another power upon your person so that it comes into effect under some condition you dictate
when manifesting trigger power. The trigger power  and the companion power are manifest at the same time.
The 10-minute manifesting time is the minimum total for both manifestations; if the companion power has a
manifesting time longer than 10 minutes, use that instead. The power to be brought into effect by the trigger
power must be one that affects your person and be of a power level no higher than one-third your manifester
level (rounded down, maximum 6th level).
The conditions needed to bring the power into effect must be clear and discernable, although they can be general.
 In all cases, the trigger power immediately brings into effect the companion power, the latter being “manifested”
instantaneously only when the prescribed circumstances occur. If complicated or convoluted conditions are
prescribed, the power combination (trigger power and the companion power) may fail when called on.
You can use only one trigger power companion power at a time; if a second is manifested, the first one (if still
active) is dismissed.
7th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Barred Mind, Personal (Unleashed) 13 1sa 1 Day Self Self No Olfactory No
You are protected from all devices, Powers, and spells that gather information about the target through divination
powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Barred mind also grants a +8
resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind even foils
bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as to gain
information about the target. In the case of remote viewing or scrying that scans an area the creature is in, such
as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are
targeted specifically at the subject do not work at all.
  Augment For every two power points spent, the resistance bonus increases by 1.          
  Bend Reality (Unleashed) 13 1sa Special Special Special None Visual Yes
-  Bend reality lets you create nearly any type of effect. For example, bend reality can do any of the following:
-  Duplicate any other power (but not a spell) of 5th level or lower, provided the power is not of a discipline
    prohibited to you.
-  Duplicate any Psion/Wilder power of 5th on a discipline power list.
- Duplicate any other power (but not a spell) of 4th level or lower, even if it’s of a prohibited discipline.
-  Undo the harmful effects of many powers, such as mind control, geas/quest, or insanity.
-  Produce any other effect whose power level is in line with the above effects, such as a single creature
    automatically hitting on its next attack or taking a –8 penalty on its next saving throw.
A duplicated power allows saving throws and power resistance as normal (but the save DC is for a 7th-level
power).
Manifesting bend reality requires channeling psionic power through specially-treated crystals similar to
cognizance crystals that cost 1,500 gp. The psionic energy in the crystal is consumed in the manifestation and the
  Crisis of Life (Unleashed) 13 1sa Instant   100 ft 1 Creature Fort part   Mental Yes  
You interrupt the subject’s autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit
Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage.
Augment For every additional power point you spend, this power can kill a subject that has Hit Dice equal to
11 + the number of additional points. For every two additional points spent, the power’s save DC increases by 1.
  Energy Conversion (Unleashed) 13 1sa 200 Min. Special   Ray None   Mental Yes  
As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later depleted the energy you have absorbed.
discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays
during the power’s duration. The ray you fire must be of one of the energy types you have stored (if you have
stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes
its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that
type you have stored, up to a maximum of three times your manifester level. As long as this power remains in
effect, you can continue to absorb energy damage and fire additional rays using the stored damage. Damage you
fire in rays is subtracted from the damage you have absorbed, so you may not fire off rays if you have absorbed.
This power’s subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change
during the course of the power’s duration.
This psionic power has the range of personal or  #REF! feet, because the ray uses energy that you have
stored.
  Oak Body (Unleashed) 13 1sa 20 Min. Self   Self No   Auditory No  
This power transforms your body into living oak, which grants you several advantages.
You gain damage reduction 10/slashing and a +5 bonus to natural armor that overlaps (does not stack with) any
natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease,
drowning, poison, stunning, and all powers, spells, or attacks that affect your physiology or respiration, because
you have no physiology or respiration while this power is in effect.
You take half damage from cold effects of all kinds. However, you become susceptible to all special attacks that
affect wood, and you gain vulnerability to fire.
You gain a +4 enhancement bonus to Strength, but you take a –2 penalty to Dexterity (to a minimum Dexterity
score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can’t use
potions) or play wind instruments. You have an armor check penalty of –4 and an arcane spell failure chance of
25%.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium
characters), and you are considered armed when making unarmed attacks. When you make a full attack against
an object or structure using your unarmed strike, you deal double damage.
  Augment For every additional power point you spend, this power’s duration increases by 1 minute.          
8th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Barred Mind (Unleashed) 15 1sa 1 Day 75 ft 1 Creature Will neg Olfactory Yes
The subject is protected from all devices, Powers, and spells that gather information about the target through
divination powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Barred mind also
grants a +8 resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind
even foils bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as
 to gain information about the target. In the case of remote viewing or scrying that scans an area the creature is in,
such as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts
that are targeted specifically at the subject do not work at all.
Augment For every two power points spent, the resistance bonus increases by 1.
  Body of Iron (Unleashed) 15 1sa 20 Min. Self   Self No   Auditory Yes  
You transform your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, 
deafness, disease, drowning, electricity, poison, stunning, and all powers or attacks that affect your physiology
or respiration, because you have no physiology or respiration while this power is in effect. You take only half
damage from acid and fire. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a
minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance
of 35% and a –6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t
use potions) or play wind instruments.
Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium
characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the
lack of air at the bottom of the ocean—at least until the duration expires.
  True Metabolism (Unleashed) 15 1 Round 20 Min. Self   Self No   Material No  
You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hit points per
round.
This power is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don’t
deal hit point damage (for example, most poisons) ignore true metabolism. You can also use this power to regrow
lost portions of your body and to reattach severed limbs or body parts, if you do nothing but concentrate on
regrowing the lost body part or reattaching the severed limb for the duration of the power. You do not gain the
benefits described earlier when you manifest true metabolism for this purpose. You must have a Constitution
score to gain any of this power’s benefits.
9th Level Psions   PSP Cast Duration   Range   A.O.E. Save   Components PR Applies Dismiss
  Affinity Field (Unleashed) 17 1sa 20 Rnds 20 ft 20' Radius Fort neg Material/Visual Yes D
You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures
take all damage (including ability damage) as you do and heal all wounds as you do. Hit points gained or lost
persist after this power ends.
Creatures in range are also subject to magical and psionic effects of 3rd level or lower. Creatures that have an
affinity to you gain a saving throw against each new power transferred through the affinity field as if the power
were manifested upon them normally. All magical and psionic effects transferred to subjects fade at the end of
this power’s duration, although instantaneous effects remain. If you suddenly become immune to a particular
effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity
to you, although effects already on creatures that have affinity to you are not ended unless that creature also
  gains the same immunity.                      
  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 20 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.
  Psychic Chirurgery (Unleashed) 17 10 Minutes Instant   75 ft 1 Creature Will neg   Auditory/Mental/Visual Yes  
You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of this power you manifest.
Repair Psychic Damage
You can remove any compulsions and charms affecting the subject. In fact, you can remove any instantaneous
or permanent effect caused by a mind-affecting power or spell with psychic chirurgery. Unlike with aura
alteration, these effects end or are negated as soon as this power is manifested, with no need for another saving
throw.
You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the
highest level it had previously attained. Also, you can cure permanent negative levels caused by energy drain
or a similar effect if the effect occurred within a number of hours equal to your manifester level.
You can also remove all psionic effects penalizing the subject’s ability scores, heal all ability damage, and
remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the
effect of such powers as microcosm, and so on, but it does not restore permanent negative levels due to death.
Transfer Knowledge
If desired, you can use this power to directly transfer knowledge of a power you know to another psionic
character. You can give a character knowledge of a power of any level that she can manifest, even if the power
is not normally on the character’s power list, but a character is limited to gaining a number of powers equal to
her key ability modifier. Knowledge of powers gained through psychic chirurgery does not count toward the
maximum number of powers a character can know per level.
Each time you use psychic chirurgery to implant knowledge of a power in another creature, you suffer ability
burn to your key ability score equal to the level of the power implanted. If you and the subject are both willing
to do so, you can split this damage evenly. You cannot manifest psychic chirurgery to bestow knowledge of a
power if you are currently suffering ability burn to your key ability score, nor can psychic chirurgery be used to
  bestow knowledge of a power to a creature currently suffering from ability burn to their key ability score.        
  Regenerative Aura (Expanded) 17 1sa 20 Rnds. 30 ft 30' Radius Sphere Fort neg Material/Visual Yes D
Psionic power radiates out from your body, causing all living creatures within range to rapidly heal as their
healing ability is hyperaccelerated. All living creatures within range heal 25 hit points per round.
Augment: By expending your psionic focus while manifesting this power, you may select which creatures are
  healed.                          
  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.