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The Mind Unveiled

The Mind Unveiled:

Psionic Powers
Author: Andreas Rnnqvist
Editor: Jeremy Smith
Additional Editing: Jake Rudd
Proofreaders: Aimee West, Derek M. Koch, Iain Fyffe, Ryan Quinn,
John Sussenberger, Patrick Seymour, Sergio da Silva
Design / Layout: Jeremy Smith
Interior Illustrations: Claudio Pozas, Rick Hershey, Toby Gregory, V. Shane
Cover Illustration: John Milner
Special Thanks: Playtesting team
This edition of The Mind Unveiled is produced under version 1.0a, and/or draft versions of the Open Game License and the System Reference
Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open
Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all Dreamscarred Press product
and product line names including but not limited to The Mind Unveiled, Untapped Potential: New Horizons in Psionics, any specific characters,
monsters, creatures and places; proper names and names of places, artifacts, characters, countries, specific creatures, geographic locations, gods,
historic events, organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols,
designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in
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The above Product Identity is not Open Game Content.
Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open Game
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Some portions of this book which are Open Game Content originate from the System Reference Document and are 1999, 2000, and 2001
Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open Game Content and if so
used, should bear the COPYRIGHT NOTICE The Mind Unveiled 2008 Andreas Rnnqvist, Jeremy Smith. This material is protected under
the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-Open Game
Content herein is prohibited without express written permission from this books authors, except for purposes of review or use of Open Game
Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.
<http://creativecommons.org/licenses/by-nc-sa/3.0/>
Some images contained within copyright John Milner or V. Shane and are used with permission.
Some artwork copyright Claudio Pozas, used with permission.
Some artwork copyright Paul Daly, used with permission.
Some artwork copyright Rick Hershey, Standard Stock Art: Issue 3 by Empty Room Studios Publishing

ii

Psionic Powers

New Psionic Powers

slippery,
Mind Assault: Subject takes increasing amount of
damage.
Mind Over Body: Accelerates the natural healing of
ability damage and ability burn damage.
Personal Toolkit: Transform your hand into a mundane
tool.
Precognition, Tactical: Near precognition enhances
your reflexes.
Raging Body, Still Mind: Manifest powers while
raging.
Rapid Metabolism: Heals double targets consti tution
modifier per day.
Rejuvenate: Remove fatigue from yourself.
Sense Poison & Disease: Detect poison and disease in
others within 100ft.

Presented below are a variety of new psionic powers


or additional augmentations for previously released
powers. These powers span a variety of options available
in psionic games including powers for the marksman
and society mind classes introduced in Untapped
Potential: New Horizons in Psionics, as well as powers
for the morphean class presented in The Mind Unveiled:
Morphean.

Marksman Powers
All powers presented on the marksman list below are
new powers from this book.
1st Level Marksman Powers
Precognition, Tactical: Near precognition enhances
your reflexes.

2nd Level Psion/Wilder Powers


Biodefense:
Gain
power
resistance
against
psychometablism effects.
Ease Pain: Temporarily ignore effects that cause pain.
Force Strike: Ranged touch attack deals 1d6 nonlethal
force damage and dazes target.
Telekinetic Punch: Ranged touch attack deals 1d8
bludgeoning damage.

2nd Level Marksman Powers


Force Arrow: Create a projectile made of force energy
to be shot from a bow or crossbow.

Morphean Powers
All powers presented on the morphean list below are
new powers from this book

3rd Level Psion/Wilder Powers


Energy Mantle: Your body is covered in energy,
damaging anyone who comes into physical contact.
Force Burst: 1d8 force damag and pushes creatures
away, 20 radius.
Force Wave: 3d6 nonlethal force damage and dazes
creatures within 20 radius.
Mind Hunter: Locate another creature via the
Dreamscape.
Shatter: Touch deals 15 damage to an object, ignoring
hardness.
Stabilize Emotions: Cures emotional damage.
Summon: Target gains a general idea of where you are
and that you want them to come to you.
Will of Iron: Pain becomes meaningless as your will
overcomes physical limitations.

1st level Morphean Powers


Conceal Psychometabolism: Effects cannot detect
changes to your form from psychometabolism
effects.
Personal Toolkit: Transform your hand into a mundane
tool.
2nd Level Morphean Powers
True Terror: Force a creature to live endless horrible
events within their mind.
3rd Level Morphean Powers
Mind Hunter: Locate another creature via the
Dreamscape.
Psychoforming: Manipulate your body to change
appearance, scare enemies or escape restraint.

4th Level Psion/Wilder Powers


Cryokinetic Barrier: Create a wall of ice that can also
freeze creatures in place.
Deflection Field: Gain defenses against ranged attacks.
Phase Matter: Make the material touched translucent
and able to be moved through with minor difficulty.

4th Level Morphean Powers


Bend Light: Distort rays of light to become invisible.

Psion/Wilder Powers
All powers presented on the psion/wilder list below are
new powers from this book with the exception of grease
and leech field.

5th Level Psion/Wilder Powers


Allergic Overdrive: Cause the targets immune system
to attack itself.
Awakening: Grant sentience to a creature.

1st level Psion/Wilder Powers


Grease, Psionic: Makes 10 square or one object

The Mind Unveiled


Cryokinetic Armor: Gain DR 5/- and 2 slam attacks
from cryokinetic energy.
Energy Aura: Use energy each round to harm all nearby
creatures.
Leech Field: Leech power points each time you make
a saving throw.

energy.
Force Strike: Ranged touch attack deals 1d6
nonlethal force damage and dazes target.
Heatvision: Switch your normal vision to see heat
signatures for 10 minutes/level.
Shatter: Touch deals 15 damage to an object,
ignoring hardness.
Telekinetic Punch: Ranged touch attack deals 1d8
bludgeoning damage.
2. Energy Disc: Release a disc that can ricochet to
multiple targets.
Force Burst: 1d8 force damag and pushes creatures
away, 20 radius.
Force Wave: 3d6 nonlethal force damage and dazes
creatures within 20 radius.
3. Cryokinetic Barrier: Create a wall of ice that can
also freeze creatures in place.
Deflection Field: Gain defenses against ranged
attacks.
Flash Freeze: Freeze an object to whatever it is
connected to.
4. Cryokinetic Armor: Gain DR 5/- and 2 slam attacks
from cryokinetic energy.
Cryosleep: Place the target into cold-induced
hibernation.

8th Level Psion/Wilder Powers


Kinetic Quake: Intense tremor shakes 5-ft./level
radius.
Neopsyche: Create a second personality within the
subjects mind which may take over their body.
9th Level Psion/Wilder Powers
Portal: Connects two points for travel.

PSION DEVOTION POWERS


All powers presented on the devotion lists below are
new powers from this book except burst, dimension
swap, and mind switch, which are expanded below.
EGOIST DEVOTION POWERS
1. Biodefense: Gain power resistance against
psychometablism effects.
Bioweaponry: Convert your limbs into weapons of
bone.
Clamber: Gain +10 bonus to Climb checks and
opposed disarm checks.
Conceal Psychometabolism: Effects cannot detect
changes to your form from psychometabolism
effects.
2. Overload Biotemplate: Enemy becomes fatigued.
Will of Iron: Pain becomes meaningless as your will
overcomes physical limitations.
3. Allergic Overdrive: Cause the targets immune
system to attack itself.
Biokinetic Boost: Gain bonus on natural attacks and
increase your movement speed.
Psychoforming: Manipulate your body to change
appearance, scare enemies or escape restraint.
Sickening Touch: Target becomes sickened.
4. Psychometabolic Parasite: Touch attack causes
parasite to burrow into subjects body and relate
information to you.
5. Multitasker: Gain an extra swift action per round or
+2 on Reflex saves if it is not used.
7. Ecstatic Agony: Gain a bonus to attack and damage
rolls when you take damage, but suffer a penalty to
Dexterity.
Harmonize: Pyschometabolism powers affecting
yourself can affect another target.

NOMAD DEVOTION POWERS


1. Burst: Gain +10ft. to speed this round.
Localized Teleportation: Make melee attacks
against targets within range.
2. Dimension Swap: You and ally or two allies switch
positions.
Phase Matter: Object becomes out of sync with
other matter, so creatures can push through it.
3. Deflect Momentum: Slow a target.
Unleashing the Qael: Summon a least Tash Qael
which attacks the nearest creature, friend or foe.
6. Extradimensional Weapon: Your weapon becomes
two-dimensional, ignoring armor.
7. Unbound Portal: A gateway to another plane of
existence pours out energy upon nearby creatures.
8. Time Reversion: You become a year younger.
SEER DEVOTION POWERS
1. Clairsentient Understanding: Gain insight bonus to
Search rolls.
2. Bloodhound: Use an object to track the previous
owner.
Find the Flaw: Gain an insight bonus to Craft rolls
to make or repair objects, as well as sunder attempts.
True Terror: Force a creature to live endless
horrible events within their mind.
3. Innate Weakness: One attack that hits automatically
threatens a critical hit with a +6 bonus.

KINETICIST DEVOTION POWERS


1. Cryogenic Suspension: Disable a target using cold

Psionic Powers
enhances your reflexes.
Rapid Metabolism: Heals double targets constitution
modifier per day.
Rejuvenate: Remove fatigue from yourself.

4. Unveiling the Patterns: The endless possibilities of


the future are forced into anothers mind.
SHAPER DEVOTION POWERS
1. Bright Armor: Blind nearby enemies.
Visual Illusion: An ectoplasmic membrane emits
light to create a hologram.
4. Bend Light: Distort rays of light to become
invisible.
6. Harden Item: Increase an objects hardness by 1.
7. Quintessence Armor: Armor forged of quintessence
provides you with protection from attacks, spells and
powers.

2nd Level Psychic Warrior Powers


Biokinetic Boost: Gain bonus on natural attacks and
increase your movement speed.
Ease Pain: Temporarily ignore effects that cause pain.
Shatter: Touch deals 15 damage to an object, ignoring
hardness.
Will of Iron: Pain becomes meaningless as your will
overcomes physical limitations.

TELEPATH DEVOTION POWERS


1. Guidance: Subject gains +2 bonus on skill checks
with a skill you have ranks in.
2. Summon: Subjects knows gains a general idea of
where you are and that you want them to come to
you.
3. Personal Failure: Enhance the insecurities within
subject.
4. Mind Bridge: Create a permanent telepathic bond
with another telepath.
Teach: Target gains 1 rank in a skill you have at least
4 ranks in.
5. Memorized Personality: Create a second
personality within your subconscious mind.
6. Mind Switch: You switch minds with another.
Neo Psyche: Create a second personality within the
subjects mind which may take over their body.
7. Telepathic Possession: Enables mental possession
of target.

3rd Level Psychic Warrior Powers


Deflection Field: Gain defenses against ranged attacks.
4th Level Psychic Warrior Powers
Cryokinetic Armor: Gain DR 5/- and 2 slam attacks
from cryokinetic energy.
5th Level Psychic Warrior Powers
Extradimensional Claws: Your claw attacks ignore
armor.
Extradimensional Weapon: Your weapon becomes
two-dimensional, ignoring armor.
6th Level Psychic Warrior Powers
Ecstatic Agony: Gain a bonus to attack and damage
rolls when you take damage, but suffer a penalty to
Dexterity.
Quintessence Armor: Armor forged of quintessence
provides you with protection from attacks, spells and
powers.

Psychic Warrior Powers


All powers presented on the psychic warrior list below
are new powers from this book, with the exception of
bite of the wolf and burst.

Society Mind Powers

1st Level Psychic Warrior Powers


Biodefense: Gain power resistance against
psychometablism effects.
Bite of the Wolf: Gain bite attack for 1d8 damage.
Burst: Gain +10ft. to speed this round.
Clamber: Gain +10 bonus to Climb checks and
opposed disarm checks.
Conceal Psychometabolism: Effects cannot detect
changes to your form from psychometabolism
effects.
Localized Teleportation: Make melee attacks against
targets within range
Mind Over Body: Accelerates the natural healing of
ability damage and ability burn damage.
Precognition, Tactical: Split second precognition

1st Level Society Mind Powers


Guidance: Target gains +2 bonus on skill checks with
a skill you have ranks in.

All powers presented on the society mind list below are


new powers from this book.

2nd Level Society Mind Powers


Ease Pain: Temporarily ignore effects that cause pain.
3rd Level Society Mind Powers
Stabilize Emotions: Cures emotional damage.
Summon: Target gains a general idea of your location
and that you want them to come to you.
4th Level Society Mind Powers
Teach: Subject gains 1 rank in a skill you have at least
4 ranks in.

The Mind Unveiled

5th Level Society Mind


Powers
Awakening: Grant sentience to a
creature.
POWERS
Allergic Overdrive
Psychometabolism
Level: Egoist 3, Psion/Wilder 5
Display: Olfactory
Manifesting Time: 1 standard
action
Range: Close (25 feet +5 feet/2
levels)
Target: One living creature
Duration: 1 hour/level
Saving Throw: Fortitude partial (see
below)
Power Resistance: Yes
Power Points: Egoist 5, Psion/
Wilder 9
You cause the metabolism of your
target to react to everything from
air to food as an invading allergen,
causing the target to suffer extreme
allergic reactions against everything.
Once you manifest this power your
target must make an initial Fortitude
save and an additional save every
hour that the power lasts. Each time
he fails his Fortitude save he takes 2d6
points of damage as his body attacks
itself, and he becomes exhausted for
the next hour. If he succeeds, he is no
longer exhausted for the next hour.
Augment: You can augment
this power in any of the
following ways.
For every 3 power points
you spend, you can affect
an additional target.
If you expend your
psionic focus, the
range becomes Medium instead of Close.
If you spend 6
additional power points,
the duration increases
to 1 day/level.

Awakening
Telepathy
Level: Psion/wilder 5, Society Mind
5
Display: Visual, Auditory, Mental
Manifesting Time: 8 hours
Range: Touch
Target: One target touched
Duration: Permanent
Saving Throw: No [harmless]
Power Resistance: Yes
Power Points: 9, XP; see text
You create an onus of psychic
energy focused on the target you
wish to awaken, binding this psionic
energy into it and bringing it into
full awareness of the world, even
awakening its own internal psionic
potential.
The awakened target is friendly
toward you. You have no special
empathy or connection with a creature
you awaken, although it serves you
in specific tasks or endeavors if you
communicate your desires to it. The
target is granted an Intelligence,
Wisdom, and Charisma score equal
to 3d6 (if it already has Wisdom and
Charisma scores, it retains its original
scores if the newly rolled scores
would be lower). Every awakened
creature gains the Wild Talent feat as
a bonus feat.

You can awaken an animal or


plant, but this power does not grant
the awakened creature the ability to
move if it did not have it before. An
awakened animal becomes a magical
beast, whereas an awakened plant
retains its plant type.
XP Cost: 25 experience points
per hit die of the creature to be
awakened.
Augment: You can augment this
power in any of the following ways.
For every additional power point
you spend, the manifesting time goes
down by 1 hour, to a minimum of 1
hour.
If you spend 2 additional power
points, you can awaken a mindless
undead creature.
If you spend 4 additional power
points and 25 additional experience
points per hit die, you can awaken a
vermin. The vermin loses its mindless
trait.
If you spend 6 additional power
points and 50 additional experience
points per hit die, you can awaken
an ooze. The ooze loses its mindless
trait.
If you spend 8 additional power
points and 175 additional experience
points per hit die, you can awaken
a construct. It gains an Intelligence
score equal to 3d6 and +1d3 to
Charisma and Wisdom.
If you spend 6 power points less,
you can grant an already sentient
creature the Wild Talent feat as a free
bonus feat.

Bend Light
Metacreativity
Level: Shaper 4, Morphean 4
Display: Visual
Manifesting Time: 1
standard action
Range: Personal
Target: Personal
Duration: 1 min./level
Saving Throw: None
A talented psion can awaken the latent psionic
power of any creature, such as a monkey.

Psionic Powers
Power Resistance: No
Power Points: 7
You summon a sheet of ectoplasm
which covers your body and bends
all light which hits you, making you
effectively invisible to the naked eye.
When you manifest this power you
become invisible for the duration of
the power, even if you manifest other
powers or attack. Drawing attention
to yourself makes it easier to spot
you, but does not end the invisibility
effect.
Augment: You can augment this
power in any of the following ways.
If you spend 3 power points less,
your invisibility ends if you manifest
a power or attack.
If you spend 2 power points, the
duration becomes 10 min./level.
If you spend 6 power points, the
duration becomes 1 hour/level.
If you expend your focus
when manifesting this power, the
manifesting time becomes 1 swift
action.
Biodefense
Psychometabolism
Level: Egoist 1, Psychic Warrior 2,
Psion/Wilder 2
Display: None
Manifesting Time: 1 standard
action
Range: Personal
Target: Personal
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: Egoist 1, Psion/
Wilder 3, Psychic Warrior 3
You enhance the composition of
your biotemplate, making it harder
to change through transformational
magic or morphing powers. Your
self-awareness also increases during
this time, making it easier for you to
control your body.
When you manifest this power,
you gain PR12 + your manifester
level versus all powers or spells
which
transform
(from
the

school of transformation or the


psychometabolism discipline) you in
any way, as well as a +4 enhancement
bonus to Autohypnosis checks.
Augment: You can augment this
power in any of the following ways.
For every additional power point
you spend, the Autohypnosis bonus
increases by 1.
For every 2 additional power points
you spend, the PR increases by 1.
If you expend your psionic focus,
you can manifest this power as an
immediate action.
If you spend 6 additional power
points, the duration becomes 1 hour/
level instead.
Biokinetic Boost
Psychometabolism
Level: Psychic Warrior 2, Egoist 3
Display: Physical
Manifesting Time: 1 standard
action
Range: Personal
Target: Personal
Duration: 1 round/level
Saving Throw: Fortitude negates
(harmless)
Power Resistance: Yes (harmless)
Power Points: Psychic Warrior 3,
Egoist 5
You biokinetically enhance your
body, allowing you to better coordinate your natural attacks, which
become fiercer. You move faster and
strike harder, allowing you to become
a whirlwind of destruction on the
battlefield.
When making a full attack action,
you may make one extra attack with
any natural attack. The attack is made
using your full base attack bonus,
plus any modifiers appropriate to the
situation. You gain a +2 bonus on
attack rolls and damage rolls with
natural weapons and their threat
range increases to 19-20 (this does
not affect a natural weapon which
already has a threat range of 19-20).
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 for that form of
movement. This increase counts as
an enhancement bonus and affects
your jumping distance as normal for
increased speed.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus,
the manifesting time becomes 1 swift
action.
If you spend 2 power points,
the range changes from Personal
to Touch, and you can affect one
creature for every 3 levels.
If you spend 2 power points, the
duration becomes 1 min./level.
For every 2 power points you spend,
the bonus to attack and damage rolls
increase by 2 and the enhancement
bonus to movement increases by 10
feet.
If you spend 1 power point less,
you only gain the enhancement bonus
to speed.
Bioweaponry
Psychometabolism
Level: Egoist 1
Display: Visual
Manifesting Time: 1 standard
action
Range: Personal
Target: Personal
Duration: 10 min/level
Saving Throw: None
Power Resistance: No
Power Points: 1
You reshape one of your arms into
a fearsome weapon made out of
sharpened bone. Some Egoists
manifest this as a bonesword, some
as a cudgel or mace while others
prefer to form spikes, claws, or even
pincers.
When you manifest this power,
choose what type of damage your
weapon will produce (bludgeoning,
piercing or slashing). Your bioweapon
counts as both a natural weapon and
a manufactured weapon and does
1d6 + Str modifier damage, and
you are always proficient with your

The Mind Unveiled


bioweaponry. You cannot use the
hand you manifested bioweaponry
on. If you augment it to manifest
two weapons, you gain two attacks
at your base attack bonus as if you
had two natural weapons, but you do
not gain iterative attacks for a high
base attack bonus. Regardless of the
shape of the bioweaponry used, you
cannot use feats like Weapon Focus:
Longsword for bioweaponry even if
it resembles a longsword.
Augment: You can augment this
power in any of the following ways.
For every 2 power points you spend,
the weaponry does an additional 1d6
of damage.
If you spend 1 additional power
point, the weapon counts as
mastercrafted and gives you a +1
enhancement bonus to attack rolls.
If you spend 2 additional power
points, the weaponry can do an
additional type of damage (choose
another from the above list).
If you spend 2 additional power
points, you can form two weapons
of the same type, granting you two
attacks.
Bite of the Wolf
Psychometabolism
Level: Psychic Warrior 1
Display: Visual
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 min./ level
Power Points: 1
As bite of the wolf, except as noted
below.
For every 5 manifester levels, the
damage increases by 1d8 (at 5th level
your bite deals an extra 1d8 points of
damage, at 10th level an extra 2d8, at
15th level an extra 3d8, and at 20th
level an extra 4d8 points). Note that
this is for a Medium sized creature,
for a Small or Large creature, the
additional damage dice change
accordingly.
Augment: You can augment this

power in any of the following ways.


If you expend your psionic focus
when manifesting this power, the
duration increases to 10 minutes/
level.
If you spend 4 additional power
points, the duration increases to 1
hour/level.
If you spend 6 additional power
points, you manifest this power as a
swift action.
If you spend 8 additional power
points, you manifest this power as a
free action.
Bloodhound
Clairsentience
Level: Seer 2
Display: Visual and mental
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: 10 min./level
Saving Throw: No
Power Resistance: None
Power Points: Seer 3
You pick up an object and focus
intently on the last owner, gaining
an understanding of the psychic
aura attached to that person. This
understanding allows you to trace his
aura wherever he has gone and act
as a mental bloodhound, following
his trail unerringly.
When you manifest this power you
need either an object which was used
by the person recently (within one
day), or having manifested Object
Reading or Sensitivity to Psychic
Impressions and the target having
featured prominently in these visions.
Once you attune yourself to the
individual aura, you can sense if this
aura has been in the vicinity and in
what direction it moved after leaving
the general area. You cannot discern
what the aura did there, how long it
lingered, or what other auras were
there without the use of other powers
such as Object Reading.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus

while this power is active, you can


learn for how long the aura lingered
in a certain area.
If you spend 2 additional power
points, the range changes to Touch
and the Target becomes One willing
individual.
If you spend 3 additional power
points, the duration increases to 1
hour/level.
Bright Armor
Metacreativity
Level: Shaper 1
Display: Visual
Manifesting Time: 1 standard
action
Range: Personal
Target: Personal
Duration: 1 round/level
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 1
You summon a supercharged
ectoplasmic sheet around you which
explodes and creates a flash of light
so bright and shocking that it blinds
those caught looking at you. At times,
this experience can be painful as
nerves are overloaded.
When you manifest this, all
creatures capable of sight looking at
you within 40 feet become blinded
for 1 round unless they succeed on a
Reflex save (to look away). Creatures
which rely on non-optical sensing
are immune. After the first round you
can cause your ectoplasmic sheet to
supercharge and explode in a flash of
light as a swift action.
Augment: You can augment this
power in any of the following ways.
For every power point you spend,
this power does 1d6 of non-lethal
damage to those who are blinded.
For every power point you spend,
the blindness lasts for 1 round
longer.
If you spend 5 power points, the
duration becomes 1 minute/level and
it no longer allows a save. (Saving
Throw: None)

Psionic Powers
Burst
Psychoportation
Level: Nomad 1, Psychic Warrior 1
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1
As burst, except as noted below.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus
when manifesting this power, the
duration becomes 5 rounds.
If you manifest this power as a
standard action instead of a swift
action, the duration becomes 1 round/
level.
If you manifest this power as a
standard action and expend your
focus, the duration becomes 5 rounds
+ 1 round/level.
For every power point you spend,
the speed bonus increases by 5 feet.

room. You gain a +10 insight bonus


to Search rolls and if you manage a
DC 25 Search check, you can draw
conclusions which arent obvious to
the naked eye, perhaps drawing upon
information from before the event
happened.
Augment: You can augment this
power in any of the following ways.
For every 2 additional power points
you spend, you gain an additional +5
insight bonus to your Search checks.
For every additional power point
you spend, the radius increases by 5
feet.
Clamber
Psychometabolism
Level: Egoist 1, Psychic Warrior 1

Clairsentient Understanding
Clairsentience
Level: Seer 1
Display: Mental
Manifesting Time: 10 minutes
Range: 15 ft. radius
Target: Area
Duration: Instantenous
Saving Throw: No
Power Resistance: None
Power Points: Seer 1
You meditate and allow your mind to
reach out into an area to find clues
which arent obvious to the naked
eye, even extending a little into
the past. You might for example
notice that the door to the
guards room was unlocked
before the assault and that
one of their beds wasnt
slept in.
When you manifest
this power you draw upon
the unseen connection certain
things have to an event you choose,
for example an assault on a guards

Display: Physical
Manifesting Time: 1 swift action
Range: Personal
Target: Personal
Duration: 1 min./level
Saving Throw: No
Power Resistance: No
Power Points: 1
You form suckers, like an octopus
has, on the inside of your palms and
if you so choose, at your knees and
feet. These suckers allow you to climb
almost any surface easier and make it
hard to disarm you should you choose
to attach a weapon to these suckers.
For the duration of this power, you
gain a +10 enhancement bonus to
Climb checks and opposed checks to
be disarmed.
Augment: You can augment this
power in any of the following ways.
For every additional power point
spent, the bonus increases by +2.
If you spend 2 additional power
points, the duration increases to 1
hour/level.
If you spend 4 additional power
points, you also gain a climb
speed equal to your land speed.
Conceal Psychometabolism
Psychometabolism
Level: Egoist 1, Morphean 1,
Psychic Warrior 1
Display: None
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: No
Power Resistance: No
Power Points: 1

For a seer, the mind provides the clues.

You alter your biotemplates


core, which changes how your
soul relates to your body, making
it impossible for others to discern
if you have changed forms or if your
claws are a psionic manifestation or
very real.
When you manifest this power, no
power or spell (like True Seeing or

The Mind Unveiled


Hypercognition) can determine any
changes wrought upon your body
via psychometabolism effects. This
means that they cannot discern your
true race if youve changed forms or
see your true self if you are disguising
yourself with a psychometabolic
power.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus,
you can manifest this power as a
move action.
If you spend 2 power points, the
range changes to Touch and the target
to One living creature.
If you spend 5 additional power
points, the duration increases to 1
day/level.
Cryogenic Suspension
Psychokinesis [Cold]
Level: Kineticist 1
Display: Visual
Manifesting Time: 1 standard
action
Range: Touch
Target: One living person
Duration: 1 min./level + 1 round
Saving Throw: Fortitude negates
Power Resistance: No
Power Points: 1
You touch the target and send out
waves of cryokinetic energy into their
body, numbing them and putting them
into a cryogenic suspended state
where their body shuts down.
When you manifest this power,
the target becomes disabled for the
duration of the power unless they
succeed on a Fortitude save to shake
off the effects. If they fail their save
and are disabled, once the disabling
effect is over, they are dazed for one
round as their body heats up again.
Augment: You can augment this
power in any of the following ways.
If you spend 2 additional power
points, the Range becomes Close
instead of Touch.
If you spend 2 additional power
points, the Duration increases to 10
min./level.

If you expend your psionic focus,


you manifest this power as a swift
action, but the duration goes down to
1 round/level.
For every 2 power points you
spend (on this or one of the above
augmentations), the DC for this
power goes up by 1.
Cryokinetic Armor
Psychokinesis [Cold]
Level: Kineticist 4, Psion/Wilder 5,
Psychic Warrior 4
Display: Material
Manifesting Time: 1 standard
action
Range: Personal
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: Kineticist 7, Psion/
Wilder 9, Psychic Warrior 7
You form an armor of cryokinetic
energy around yourself, taking the
shape of solidified ice and shimmering
plates of hardened air. This armor
allows you to withstand blows and
deal them alike.
When you manifest this power you
gain DR5/- and 2 slam attacks (1d6
damage for Medium creatures).
Augment: You can augment this
power in any of the following ways.
For every 2 power points you
spend, your slam attacks do 1d6 extra
cold damage.
For every 3 power points you spend,
your damage reduction increases by
1.
If you spend 6 power points you can
manifest this power as an immediate
action instead of a standard action.
For every power point you spend
on the above augmentations, the
duration increases by 1 round.
Cryokinetic Barrier
Psychokinesis [Cold]
Level: Kineticist 3, Psion/Wilder 4
Display: Material
Manifesting Time: 1 standard
action
Range: Medium (100 ft.+ 10 ft./

level)
Effect: One anchored wall of
cryokinetic ice
Duration: 1 min./level
Saving Throw: Reflex negates; see
text
Power Resistance: No
Power Points: Kineticist 5, Psion/
Wilder 7
You concentrate cryokinetic energy
into a flat plane, freezing the humidity
and forming a wall of ice and
cryokinesic potential which continues
to repair itself.
When you manifest this power,
designate an area of 50 square feet to
become the wall in any form or shape
as long as it is anchored to at least
one other surface. Anyone inside this
area where the barrier forms who
fails their Reflex save is frozen into it
and takes 3d6 cold damage and must
succeed on a DC20 Strength check to
break out. The formed ice barrier has
a hardness of 5 and 30 hit points per
5 foot section and anyone attacking
it hits automatically. Reducing a
section to 0 hit points breaks it for 1
round, but the barrier continuously
repairs 5 points of damage at the
beginning of each round as it draws
on the humidity in the air around it.
Augment: You can augment this
power in any of the following ways.
For every power point you spend,
the area which you designate
increases by 10 feet and it gains 5
more hit points per section.
For every 2 power points, the
damage when frozen into it increases
by 1d6 and the DC to break out of
increases by 5.
If you spend 2 power points,
you can manifest the barrier in a
hemisphere instead with a radius of
5 feet.
For every 2 power points spent on
one of the above augmentations, the
DC increases by 1.

Psionic Powers
Cryosleep
Psychokinesis [Cold]
Level: Kineticist 4
Display: Material
Manifesting Time: 1 standard
action
Range: Touch
Target: One living creature touched
Duration: 1 year/level (D)
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: Kineticist 7
You lower the temperature of a living
creature, forming a cocoon of cold
energy around it and suspending him
in hibernation for years.
When manifesting this power,
the target is put into suspended
animation, a long time hibernation
where his body consumes almost no
energy and is kept in a vital state due
to the perfectly adjusted temperature.
During this duration, the target does
not age in any way or form, but if he
is disturbed (attacked or moved from
his resting place), he gains a new
Fortitude save with a +5 circumstance
bonus to awaken from his cryogenic
sleep.
Augment: You can augment this
power in any of the following ways.
If you expend your focus when
manifesting this power, you can use it
on an Undead creature, causing them
to be slowed instead for the entire
duration.
If you spend 4 power points, the
target is covered in a protective sheet
of ice, giving it DR10/- during the
hibernation.
If you spend 1 power point less,
the target and range instead become
Personal.
Deflect Momentum
Psychoportation
Level: Nomad 3
Display: Visual
Manifesting Time: 1 standard
action
Range: Close (25 ft. + 5ft./level)
Target: One creature
Duration: 1 round/level

Saving Throw: No
Power Resistance: Yes
Power Points: 5
You warp space around a single
target, slowing him down the more
he trys to move, siphoning away his
momentum.
When you manifest this power,
the targets speed is halved and he
cannot make more than one attack
per round, no matter how many he
would normally be able to.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus,
the duration becomes Concentration
+ 1 round/level.
If you spend 4 power points, this
power ignores Power Resistance.
If you spend 3 power points, the
range increases to Medium.
If you spend 4 power points, the
target can only make one move
action every round and is reduced to
one quarter their normal speed.
Deflection Field
Psychokinesis
Level: Kineticist 3, Psion/Wilder 4,
Psychic Warrior 3
Display: Visual
Manifesting Time: 1 standard
action
Range: Personal
Duration: 1 round/level
Saving Throw: No
Power Resistance: No
Power Points: Kineticist 5, Psion/
Wilder 7, Psychic Warrior
You create a telekinetic field around
yourself which deflects incoming
ranged attacks, with no regard for
their origins or compositions.
When you manifest this power you
gain a +2 deflection bonus to AC and
gain Damage Reduction 10/- versus
ranged attacks.
Augment: You can augment this
power in any of the following ways.
For every additional power point
you spend, the damage reduction
increases by 2.

For every 2 additional power points


you spend, the deflection bonus
increases by 1.
If you spend 3 additional power
points, the duration increases to 1
min./level.
If you spend 6 additional power
points, the manifesting time becomes
1 immediate action.
If you expend your psionic focus,
the manifesting time becomes 1 swift
action.
Dimension Swap
Psychoportation (Teleportation)
Level: Nomad 2
Display: Visual
Manifesting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one ally in range,
or any two allies in range; see text
Duration: Instantaneous
Saving Throw: Will negates
(harmless, object)
Power Resistance: Yes (harmless,
object)
Power Points: 3
As dimension swap, except as noted
below.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus,
the range changes to Medium instead
of Close.
If you spend 2 additional power
points, you can target two enemies
or one enemy and yourself instead of
targeting allies.
If you spend 2 additional power
points, all those teleported except you
are dazed for one round afterwards.
Ease Pain
Psychometabolism
Level: Psion/wilder 2, psychic
warrior 2, Society Mind 2
Display: Mental, visual
Manifesting Time: 1 standard
action
Range: Touch
Target: One living creature touched
Duration: 1 round/level

The Mind Unveiled


Saving Throw: No [harmless]
Power Resistance: Yes
Power Points: 3
For a short moment you cause the
pain synapses to stop firing, easing
the pain and suffering of a living
creature.
When you manifest this power
it removes any lingering effects of
pain, including penalties from a
symbol of pain or other effects
causing pain (but does not
remove disability or other
effects which might be in
part from pain but mainly from
loss of hit points). During this
time the creature does not need
to make Concentration checks to
manifest powers due to continual
or received damage as the mind
does not register the pain.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic
focus, the manifesting
time
becomes
1
immediate action and
the range becomes
Personal.
If you spend 2
additional power points,
the duration increases to 1
min./level.
If you spend 4 additional power
points, the duration increases to 10
min./level.
If you spend 6 additional power
points, the duration increases to 1
hour/level.
Ecstatic Agony
Psychometabolism
Level: Egoist 7, Psychic Warrior 6
Display: Mental
Manifesting Time: 1 standard
action
Range: Personal
Duration: 1 min./level
Saving Throw: No
Power Resistance: Yes
Power Points: Egoist 13, Psychic
Warrior 11

You redefine how pain affects you,


causing it to send you into an ecstatic
state where you become a whirlwind
of death and destruction, while at the
same time your body is overloaded by
the pleasure.
Every round in which you take
damage (lethal hit point damage,
not counting temporary hit points)
from an outside source, you gain
half this amount as a bonus on attack
and damage rolls for the following
round. Each round you spend in
this ecstatic agony, you take
a cumulative -1 penalty to
Dexterity. This penalty
remains until the
power ends and you
rest for at least one

A warrior who experiences ecstasy


instead of pain becomes a whirlwind of
destruction.

hour afterwards. If your Dexterity is


reduced to 0 due to this penalty, the
power ends automatically.
Augment: You can augment this
power in any of the following ways.
If you spend 4 additional power
points, you can manifest this power

10

as an immediate action in response to


an attack.
If you spend 4 power points less,
this power lasts for 1 round/level.
If you spend 2 power points less,
the Dexterity penalty increases to -2
per round and you need to spend 2
hours resting afterwards.
Energy Aura
Psychokinesis [see text]
Level: Psion/Wilder 5
Display: Visual
Manifesting Time: 1 standard
action
Range: 20 ft. radius
Target: Personal
Duration: 1 round/2 levels
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: Psion/Wilder 9
An aura of energy forms around you,
allowing you to fire bursts at will
against enemies coming too close.
Upon manifesting this power,
choose cold, electricity, fire,
or sonic. When you manifest
this power an aura of visible
energy forms around you
and as a swift action each
round you can cause it to
flare, dealing 4d6 points of damage
of the corresponding energy type
to all creatures within 20 feet of
you.
Cold: An aura of this energy type
deals +1 point of damage per die.
The saving throw to reduce damage
from a cold aura is a Fortitude save
instead of a Reflex save.
Electricity: An aura of this energy
type provides a +2 bonus to the save
DC and a +2 bonus on manifester
level checks for the purpose of
overcoming power resistance.
Fire: An aura of this energy type
deals +1 point of damage per die.
Sonic: An aura of this energy type
deals -1 point of damage per die and
ignores an objects hardness.
This powers subtype is the same
as the type of energy you manifest.
Augment: You can augment this

Psionic Powers
power in any of the following ways.
For every 2 power points you
spend, the damage increases by 1d6.
For every 2 power points you
spend, the radius increases by 5 feet.
For every 2 power points spent
on the above augmentations, the DC
increases by 1.
For every 2 power points you
spend, the duration increases by 2
rounds.
Energy Disc
Psychokinesis [see text]
Level: Kineticist 2
Display: Auditory, Visual
Manifesting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./
level)
Target: Up to three creatures
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 5
A disk of elemental energy shoots out
towards your foes, bouncing from
one to another.
Upon manifesting this power,
choose cold, electricity, fire, or
sonic. You release a powerful disk of
energy of the chosen type at your foe,
which has the potential to bounce
and continue hitting enemies up to 3
times. You must make a ranged touch
attack to hit your first target, if you do
you may make another ranged touch
attack against an enemy within range,
who gains cover (+4 AC) against the
following attack. Continue making
these attacks until you miss or you
have no more attacks left (three
targets/attacks is the maximum for
a normal manifestation). You can
even bounce the disc in-between
two targets, but each attack counts
as against a separate creature, hitting
them again and again. The disk deals
3d6 points of damage to each target
creature (for each hit).
Cold: A disk of this energy type
deals +1 point of damage per die.
Electricity: A disk of this energy

type provides a +3 bonus to your attack


roll if your target is wearing metal
armor and a +2 bonus on manifester
level checks for the purpose of
overcoming power resistance.
Fire: A disk of this energy type
deals +1 point of damage per die.
Sonic: A disk of this energy type
deals 1 point of damage per die and
ignores an objects hardness.
This powers subtype is the same
as the type of energy you manifest.
Augment: You can augment this
power in any of the following ways.
For every additional power point
you spend, this powers damage
increases by 1d6. For each extra two
dice of damage, the manifester gains
a +1 bonus to the attack rolls.
For every 2 additional power
points you spend, this power can
make an additional attack and the
number of targets increase by one.
Any additional targets must be within
range of the power.
If you spend 6 additional power
points, you can manifest this power
as a swift action.
Energy Mantle
Psychokinesis [see text]
Level: Psion/Wilder 3
Display: Material
Manifesting Time: 1 standard
action
Range: Personal
Target: Personal
Duration: 1 min./level
Saving Throw: Reflex half
Power Resistance: No
Power Points: Psion/Wilder 5
You sheathe yourself in coruscating
energy, threatening terrible damage
to anyone coming into contact with
you.
Upon manifesting this power,
choose cold, electricity, fire, or sonic.
When you manifest this power, your
body is covered in a shimmering
mantle of the corresponding energy
which causes 5d6 damage to anyone
making a melee attack against you,
grappling you or otherwise coming

11

into physical contact with you.


Cold: A mantle of this energy type
deals +1 point of damage per die.
The saving throw to reduce damage
from a cold mantle is a Fortitude save
instead of a Reflex save.
Fire: A mantle of this energy type
deals +1 point of damage per die. If
the attacker is wielding a metallic
weapon it channels the heat and
does 1d6 points of heat damage the
following round.
Electricity: A mantle of this energy
type provides a +2 bonus to the save
DC, and if the attacker is wielding
a metallic weapon it channels the
electricity dealing +1 point of damage
per die.
Sonic: A mantle of this energy type
deals an equal amount of damage
to any weapon used to attack the
manifester, ignoring hardness.
Augment: You can augment this
power in any of the following ways.
For every additional power point
you spend, this powers damage
increases by 1d6.
If you expend your psionic focus,
you cause 3d6 damage (of the
appropriate type) to every creature
adjacent to you as the power flares
into existence.
If you spend 4 power points, the
duration increases to 10 min./level.
If you spend 3 power points, you
can manifest this power as a swift
action.
If you spend 6 power points,
you can manifest this power as an
immediate action.
For every 2 power points spent
on the above augmentations, the DC
increases by 1.
Extradimensional Claws
Psychoportation
Level: Psychic Warrior 5
Display: Visual
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Fortitude negates

The Mind Unveiled


(harmless)
Power Resistance: Yes (harmless)
Power Points: Psychic Warrior 9
Your claws begin to fade and
flicker in between dimensions and
go from three-dimensional to twodimensional. When you strike your
claws blur before they strike, and
enter a new dimensional state,
cutting through armor as if it wasnt
even there.
When you manifest this power,
all attacks with your claws become
melee touch attacks instead of normal
attacks, allowing you to ignore the
armor and shields of your enemies.
Augment: You can augment this
power in any of the following ways.
If you spend 4 power points, the
duration becomes 1 min./level.
If you expend your
focus, the manifestation
time becomes 1 move
action.
Extradimensional Weapon
Psychoportation
Level: Nomad 6,
Psychic Warrior 5
Display: Visual
Manifesting Time: 1
standard action
Range: Touch
Target: One weapon touched
Duration: 1 round/level
Saving Throw: Fortitude negates
(harmless)
Power Resistance: Yes (harmless)
Power Points: Nomad 11, Psychic
Warrior 9
The weapon you touch begins to fade
and flicker in-between dimensions
and goes from three-dimensional to
two-dimensional. When you strike the
weapon blurs and before it strikes,
it enters a new dimensional state,
cutting through armor as if it wasnt
even there.
When you manifest this power,
all attacks with the affected weapon
become melee touch attacks instead

of normal attacks, allowing you to


ignore the armor and shields of your
enemies.
Augment: You can augment this
power in any of the following ways.
If you spend 4 power points, the
duration becomes 1 min./level.
If you expend your focus, the
manifestation time becomes 1 move
action.
Find the Flaw
Clairsentience
Level: Seer 2
Display: Mental
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 10 min./level
Saving Throw: No
Power Resistance: None
Power Points: Seer 3
You perceive every weakness and nuance of an object, coming
to understand how the very
underlying basics of the
object interact and work
with each other, making it
easier to repair, destroy or
even build an object.
When you manifest
this power, you gain
a +4 insight bonus
to all Craft rolls
made to repair
or make an object, as well as

A sword that
shifts between
dimensions is hard
to defend against.

any opposed check


during a sunder attempt against an
object.
Augment: You can augment this

12

power in any of the following ways.


If you spend 2 additional power
points, you ignore half the hardness
of an object when attempting to
sunder it.
If you spend 2 additional power
points, the duration increases to 1
hour/level.
For every 2 additional power
points you spend, the insight bonus
increases by +2.
Flash Freeze
Psychokinesis [Cold]
Level: Kineticist 3
Display: Material
Manifesting Time: 1 standard
action
Range: Touch
Target: One item touched
Duration: 1 hour/level
Saving Throw: Reflex negates
Power Resistance: No
Power Points: Kineticist 5
The weapon striking you suddenly
hardens with cold, freezing itself to
the wielder.
You concentrate a burst of extreme
cold at the item, freezing it to any
surface it connects to (even flesh)
except you. Actively trying to
remove the item from whatever it is
frozen to causes 2d6 cold damage to
both the item (ignores hardness) and
the surface it was frozen to (4d6 if it
is flesh). If allowed to thaw for the
duration of the power, it causes no
damage when removed.
Augment: You can augment this
power in any of the following ways.
If you spend 2 additional power
points, the range becomes Close
instead of Touch.
If you spend 2 additional power
points less, the duration becomes 1
min./level instead.
For every 2 additional power points
spent on the augmentations above,
the DC increases by 1.
If you expend your psionic focus,
you can manifest this power as an
immediate action when you are
attacked. The power automatically

Psionic Powers
targets the weapon with which you
are attacked.
Force Arrow
Psychokinesis [Force]
Level: Marksman 2
Display: Visual
Manifesting Time: 1 swift action
Range: As per the bow or crossbow
used
Effect: One force charged arrow
Duration: Instanteneous
Saving Throw: No
Power Resistance: None
Power Points: 3
A transparent arrow suddenly
appears, ready to be fired from your
bow.
You form an arrow or crossbow
bolt made out of pure force and
immediately fire it. This arrow or
bolt does a base 2d8 points of [Force]
damage when fired with a bow or
crossbow.
Augment: You can augment this
power in any of the following ways.
For every 2 additional power
points you spend, the force damage
increases by 1d8 points.
If you expend your psionic focus,
you can manifest this power as part
of your attack action instead of as a
swift action.
Force Burst
Psychokinesis [Force]
Level: Kineticist 2, Psion/Wilder 3
Display: Visual
Manifesting Time: 1 standard
action
Range: 20 feet
Targets: All creatures within a 20
feet radius burst centered on you
Duration: Instantenous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: Kineticist 3, Psion/
Wilder 5
You unleash a blast of force radiating
out from you, breaking bones and
casting all creatures away from you

in a burst.
When you manifest this power, all
creatures within 20 feet who fail a
Reflex save take 1d8 points of force
damage and regardless of their saves,
are then pushed away up to 20 feet
from the manifester to the edge of the
burst radius.
Augment: You can augment this
power in any of the following ways.
For every 2 power points you
spend, the damage increases by 1d8.
For every 2 power points you
spend, the radius increases by 5 feet.
For every 2 power points spent
on the above augmentations, the DC
increases by 1.
Force Strike
Psychokinesis [Force]
Level: Kineticist 1, Psion/Wilder 2
Display: Auditory
Manifesting Time: 1 standard
action
Range: Close
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: Kineticist 1, Psion/
Wilder 3
You stretch out your hand, projecting
a ray of focused force meant to subdue
enemies, perhaps for questioning
or because you do not want to kill
wantonly.
When manifesting this power,
make a ranged touch attack. If you
hit, the target takes 1d6 points of
nonlethal force damage. If the target
fails a Fortitude save, it is dazed for
one round.
Augment: You can augment this
power in any of the following ways.
For every power point you spend,
the damage increases by 1d6.
If you spend 2 power points, the
target becomes dazed for 1d4 rounds
if it fails its Fortitude save.
If you spend 4 power points, the
target becomes stunned for 1 round if
it fails its Fortitude save.

13

If you spend 6 power points, the


target becomes stunned for 1d4
rounds if it fails its Fortitude save.
For every 2 power points you spend
on one of the above effects, the DC
increases by 1.
If you expend your psionic focus,
the manifesting time changes to 1
move action.
Force Wave
Psychokinesis [Force]
Level: Kineticist 2, Psion/Wilder 3
Display: Auditory
Manifesting Time: 1 standard
action
Range: Close (25 ft. + 5ft./level)
Area: 20-foot radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: Kineticist 3, Psion/
Wilder 5
You allow a burst of force to
explode from you, meant to take out
enemies in a non-lethal way and do
as little damage as possible to the
environment.
When manifesting this power, every
creature within the radius takes 3d6
points of nonlethal force damage and
are dazed for 1 round. A successful
Fortitude save halves the damage and
negates the dazed effect.
Augment: You can augment this
power in any of the following ways.
For every power point you spend,
the damage increases by 1d6.
If you spend 2 additional power
points, the targets becomes dazed for
1d4 rounds if they fail their Fortitude
save.*
If you spend 4 additional power
points, the targets become stunned
for 1 round if they fail their Fortitude
save.*
If you spend 6 additional power
points, the targets become stunned for
1d4 rounds if they fail their Fortitude
save.*
For every 2 power points you spend
on one of the above effects, the DC

The Mind Unveiled


increases by 1.
*Note that for these augments,
an augment that has a higher cost
supersedes a lower cost augment.
Grease, Psionic
Metacreativity (Creation)
Level: Psion/Wilder 1
Display: Visual and olfactory
Manifesting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft.
square
Duration: 1 round/level (D)
Saving Throw: See text
Power Resistance: No
Power Points: 1
As grease, except as noted below.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus,
the manifesting time becomes 1 move
action.
For every power point you spend,
you can affect an additional object
(each within 15 feet from eachother)
or one additional 10-ft. square.
If you spend 2 additional power
points, the duration increases to 1
min./level.
For every 2 power points spent
on the above augmentations, the DC
increases by 1 (this also affects the
Balance DC for this power).
Guidance
Telepathy [Mind-affecting, Network]
Level: Telepath 1, Society Mind 1
Display: Mental
Manifesting Time: 1 standard
action
Range: Long (400 ft. +40 ft./level)
Target: You and one other creature
Duration: 1 min./level
Saving Throw: Will negates
(harmless)
Power Resistance: No
Power Points: 1
You form a mental bridge
between yourself and the target,
allowing your knowledge and

instincts to guide them instead of


using their own.
When you manifest this power, the
target is helped by your understanding
and gains a +2 competence bonus
on all checks with one skill which
you have skill ranks in (chosen at
manifestation), and he can use that
skill as if he had ranks in it.
Augment: You can augment this
power in any of the following ways.
If you spend 1 power point, the
duration becomes 10 min./level.
If you spend 2 power points, the
duration becomes 1 hour/level.
For each power point you spend,
the target gains an additional +1
competence bonus to the skill(s) up
to your number of ranks in the skill.
If you spend 2 power points, you
can choose an additional skill to
affect with this power (maximum 5).
If you spend 4 power points, the
range becomes Planar (same Plane).
Harden Item
Metacreativity
Level: Shaper 6
Display: Visual
Manifesting Time: 10 minutes
Range: Touch
Target: One item touched
Duration: Permanent
Saving Throw: None
Power Resistance: No

A simple dagger can be


made indestructible in the
hands of a shaper.

14

Power Points: 11
You channel metacreative psychic
energy into an item, changing its
internal structure and making it
harder to destroy and more impervious
to damage of all kinds.
When you manifest this power,
the object you touch increases its
hardness by 1 point.
Harmonize
Psychometabolism
Level: Egoist 7
Display: Visual
Manifesting Time: 1 minute
Range: Touch
Target: One willing target / 3 levels
Duration: 1 hour/level
Saving Throw: No
Power Resistance: No
Power Points: Egoist 13
You harmonize the biotemplates of
others with your own, making them
resonate with every psychometabolic
effect you manifest on yourself.
For the duration of this power,
the manifester can have any power
(but not any psi-like ability) from
the Psychometabolism discipline
he manifests on himself also
affect the harmonized
targets.
The
targets
must be within 25 feet
of him at the time of the
manifestation to receive the
benefit. Additionally, the manifester
can manifest a psychometabolism
power with a target of You on any
of his harmonized targets (as a touch
range power) instead of on himself.
Augment: You can augment
this power in any of the following
ways.
For every 2 power points you
spend, you can affect an additional
target.
If you spend 2 power points, the
range becomes Close (25 feet + 5 feet
/ 2 levels).
If you expend your psionic focus,
the manifesting time becomes 1
round.

Psionic Powers
Heatvision
Psychokinesis [Fire]
Level: Kineticist 1
Display: Material
Manifesting Time: 1 standard
action
Range: 10 ft./level
Target: Personal
Duration: 10 min./level
Saving Throw: None
Power Resistance: No
Power Points: Kineticist 1
You see the heat signatures of
creatures and the surrounding area,
allowing you to navigate in total
darkness.
When you manifest this power you
can see living creatures within range,
but you lose your normal vision
making it hard for you to navigate
treacherous terrain. When moving
over anything but clear terrain, your
speed is reduced by 10 feet before
terrain modifications.
Augment: You can augment this
power in any of the following ways.
If you spend 3 power points, you
can pinpoint creatures even if they
are invisible.
If you spend 4 power points, the
duration increases to 1 hour/level.
If you expend your psionic focus,
you can see undead corporeal
creatures within your range because
of their cold.
Innate Weakness
Clairsentience
Level: Seer 3
Display: Visual and mental
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: No
Power Resistance: None
Power Points: Seer 5
You perceive where your next strike
should hit to deal the most damage
possible, quickly moving through
the possible futures a blink of an eye
ahead of you.

When you manifest this power, the


next attack you make which hits in
this round automatically threatens a
critical hit and you gain a +6 insight
bonus to confirm this critical hit.
Augment: You can augment this
power in any of the following ways.
If you spend 4 additional power
points, the duration increases to 1
round/level, although it still only
affects one hit every round.
If you spend 8 additional power
points, the duration increases to 1
round/level, affecting all attacks in
each round.
If you spend 12 additional power
points, the duration increases to 1
round/level and you threaten and
confirm a critical hit on every attack
you successfully hit with.
If you expend your focus when
manifesting
this
power,
you
automatically confirm one potential
critical hit threatened by this power.
Kinetic Quake
Psychokinesis
Level: Psion/Wilder 8
Display: Visual, Audial
Manifesting Time: 1 standard
action
Range: Long (400 ft. +40 ft./level)
Area: 100 feet burst
Duration: 1 round
Saving Throw: See text
Power Resistance: No
Power Points: Psion/Wilder 15
As earthquake, except as noted
below.
Augment: This power can be
augmented in any of the following
ways.
For every additional power point
spent, the DCs of the effects increase
by 1.
For every additional power point
spent, the power does 10 points of
damage more to each building in
range.
For every 2 additional power points
spent, the duration is extended by 1
round.
For every 2 additional power points

15

spent, the area increases by another


10 feet.
Leech Field
Psychometabolism
Level: Psion/Wilder 5
Display: Visual: see text
Manifesting Time: 1 standard
action
Range: Personal; see text
Target: You
Duration: 1 min.
Power Points: 9
As leech field, except as noted
below.
Augment: You can augment this
power in the following ways.
If you expend your psionic focus
when manifesting this power, it
becomes effective against spells as
well, following the same rules as
above, except that you gain 1 power
point per spell level of the spell you
saved against.
For every 2 additional power points
you spend, this powers duration
increases by 1 minute.
If you spend 4 additional power
points, the manifesting time becomes
1 immediate action instead.
Localised Teleportation
Psychoportation
Level: Nomad 1, Psychic Warrior 1
Display: Physical
Manifesting Time: 1 swift action
Range: Short (25 feet + 5 feet/2
levels)
Target: One weapon held
Duration: Until end of round
Saving Throw: None
Power Resistance: No
Power Points: 1
You strike out with your sword and
for a split second the cutting edge
teleports a short distance and strikes
a creature a short distance away
before returning to the weapon.
You can make melee attacks against
any target within range.
Augment: You can augment this
power in any of the following ways.

The Mind Unveiled


If you expend your psionic focus,
all targets are flat-footed against
these attacks.
If you spend 1 additional power
point, the duration increases to 1
round.
If you spend 3 additional power
points, the duration becomes 1 round/
level.
If you spend 5 additional power
points, the range increases to
Medium.
If you spend 8 additional power
points, the range increases to Long.
Memorized Personality
Telepathy
Level: Telepath 5
Display: Mental
Manifesting Time: 1 hour
Range: Personal
Target: You
Duration: 1 day/level
Saving Throw: Will save (see text)
Power Resistance: No
Power Points: 9
You calve off a portion of your own
mind, reshaping it and forming it
into a full blown personality with
extensive skills and knowledge. By
tapping into your own subconscious,
you tap into the subpsionic network
of all minds allowing you to draw on
skills you do not even possess. This
personality becomes a new persona,
with different views and feelings,
which you can allow to surface during
the duration giving you access to a
broad range of skills.
When you manifest this power,
choose a number of skills equal to
your current Intelligence score, these
become your new class-skills when
the memorized personality surfaces.
You lose access to all your normal
skills unless these are chosen anew
for the memorized personality. You
gain max ranks in these skills. You
as the manifester determine the traits
of the new personality, but they can
never be exactly like your current
personality. If you want to return to

your original personality before the


duration ends, you must succeed on
a Will save. If you fail this save, your
original personality remains in the
subconscious until the power ends.
Augment: You can augment this
power in any of the following ways.
If you spend 6 additional power
points, you have complete control
over your second personality and
can switch freely between the two
without making a Will save to retain
control.
If you spend 2 additional power
points, the range changes to Touch
and the target to One creature who
can make a Will save to resist being
affected by this power. In this case,
you use the targets Intelligence score
to determine new skill points.
Mind Assault
Telepathy [Mind-affecting]
Level: Psion/wilder 1
Display: Mental, Visual
Manifesting Time: 1 standard
action
Range: Close (25 ft. + 5ft./level)
Target: One creature
Duration: Concentration (up to 1
min./level)
Saving Throw: No
Power Resistance: Yes
Power Points: 1
You focus on the mind of another
creature, slowly building up pressure
by forcing his body to create excess
amounts of brain fluid. This pressure
begins to cause physical harm
and discomfort to the creature,
manifesting as a buzzing in the heads
of people around you and intense
pain and bleeding in the target.
The manifester can change the
chosen target while maintaining
concentration, but the damage builds
up as if from the first round again in
that case.
The damage and pain increases
every round as follows (penalties are
not cumulative).
1st round: 1 point of damage

16

2nd round: 1d4 points of damage,


-1 to attack rolls
3rd and consecutive rounds: 1d6
points of damage, -1 to attack rolls,
ability and skill checks
Augment: You can augment this
power in any of the following ways.
If you spend 2 additional power
points, this power begins dealing
damage as if it was the third round
immediately.
If you spend 4 additional power
points, the power adds Area: 20 ft.
radius to its description.
If you expend your psionic focus,
the range increases to Medium.
Mind Bridge
Telepathy
Level: Telepath 4
Display: None
Manifesting Time: 1 hour
Range: Touch and limitless (see
below)
Target: One creature manifesting
Mind Bridge
Duration: Permanent
Saving Throw: No
Power Resistance: No
Power Points: 7
An unbreakable mental bond is
formed with a fellow telepath.
You forge a telepathic bridge
between yourself and another willing
Telepath, who must manifest Mind
Bridge at the same time. You must
both be touching when manifesting
this power. You can communicate
telepathically through the bridge
regardless of language. Once the
bridge is formed, it works over any
distance (although not from one plane
to another).
Augment: You can augment this
power in any of the following ways.
If you spend 500 xp when
manifesting this power, the target
does not have to be a Telepath or
manifest the power as well.
If you spend 4 power points less,
the duration becomes 1 hour/level
instead of permanent.

Psionic Powers
Mind Over Body
Psychometabolism
Level: Psion/wilder 1, Psychic
Warrior 1
Display: Visual
Manifesting Time: 1 minute
Range: Touch
Target: One living creature touched
Duration: 1 day
Saving Throw: None (harmless)
Power Resistance: Yes
Power Points: 1
You channel psionic energy into the
living creature, causing it to heal a
certain type of damage at a constantly
higher rate than normal.
The target creature heals ability
damage and ability burn damage
more quickly than normal. It heals a
number of ability points per day equal
to its Constitution bonus (minimum
1) in addition to any natural healing.
Augment: You can augment this
power in any of the following ways.
If you spend 2 additional power
points, the duration becomes 1 day/
level.
For every 2 power points you
spend, the target creature heals an
additional point of ability burn or
ability damage.
For every power point you spend,
you can have this power affect an
additional creature.

no experience, you can only manifest


this power on a willing creature.
If you expend your focus when
manifesting this power, you and the
target share telepathic contact for the
entire duration.
Mindhunter
Clairsentience
Level: Psion/Wilder 3, Morphean 3
Display: Mental
Manifesting Time: 8 hours
Range: One plane
Target: One creature on the same
plane
Duration: Instant
Saving Throw: No
Power Resistance: No
Power Points: 5

Mind Switch
Telepathy [Mind-affecting]
Level: Telepath 6
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one other creature
Duration: 10 min./level
Saving Throw: Will negates; see
text
Power Resistance: Yes
Power Points: 11, XP

When you go to sleep, you psionically


split your subconscious mind
from your body sending it into the
Dreamscape to search for another
persons subconscious on that plane.
If the creature is intelligent and not
immune to mind-affecting powers, the
subconscious mind tracks him down
and returns with the information by
the time the manifester wakes up. If
the manifester wakes before 8 hours
have passed, the power fails as
the subconscious mind is violently
forced back into the manifesters
consciousness once again.
When you manifest this power, you
gain a general knowledge of where
the target person resides if he is on
the same plane. You are granted a
general overview of his surroundings
and a rough estimate of where he is
from your current position such as
in a wood 20 miles to the northwest.
Note that the power points spent while
dreaming do not regenerate during
this time and thus the manifester
awakens with less than his maximum
power points.

As mind switch, except as noted


below.
Augment: You can augment this
power in any of the following ways:
If you spend 2 power points less and

Multitasker
Psychometabolism
Level: Egoist 5
Display: Mental
Manifesting Time: 1 standard

17

action
Range: Personal
Target: You
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 9
You enhance your mind and its
associated biological processes,
allowing you to mentally act where
others wouldnt be able to.
When you manifest this power,
you gain an extra swift action each
round. Each round in which you do
not use your swift action, you gain a
+2 bonus to Reflex saves instead.
Augment: You can augment this
power in any of the following ways.
If you expend your focus, the
range becomes Touch and the target
becomes One living creature.
For every 2 additional power points
you spend, the bonus for not using
your extra swift action increases by
1.
If you spend 2 additional power
points, you gain the benefit of not
using your extra swift action to AC
and Initiative as well.
Neopsyche
Telepathy [Mind-affecting]
Level: Telepath 6, Psion/Wilder 8
Display: Mental
Manifesting Time: 1 round
Range: Medium (100 ft.+ 10 ft./
level)
Target: One creature with an
Intelligence of 3 or higher
Duration: One round and
Permanent (D) (see text)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: Psion/Wilder 15,
Telepath 11
You reach into the psyche of another
creature and form a new mind causing the victim to immediately go
insane as the two minds struggle over
dominance of the conscious part of
their shared mind. If the invasive new
psyche wins the battle, the old mind

The Mind Unveiled


is shunted into the subconscious and
takes up residence in the creatures
personal Dreamcircle.
When you manifest this power,
you designate the major personality
traits of the new psyche. The
target is dazed (no save) for one
round as the new mind surfaces.
If the victim fails a Will save, the
conscious mind disappears (into
the targets Dreamcircle, becoming
a Dreamcircle Avatar), replaced by
the new psyche. The new psyche is
completely separate from its former
self and has the personlity traits
designated by the manifester. Most
manifesters make the new personality
subservient to themselves, but others
unleash formerly peaceful people
into the world as homicidal maniacs.
A second manifestation of this power
can allow the victim to retake his
place as the controlling mind, as can
a use of Reality Revision or Psychic
Chirurgery.
Augment: You can augment this
power in any of the following ways.
For every power point you spend, if
the target fails his Will save, the new
mind gets a free use of the Psychic
Reformation power.
For every 2 power points you
spend, the DC for this power is raised
by +1.
For every 2 power points you
spend, the target is dazed for another
round.

making him ache from work he has


never done. You do this by tearing at
his biotemplate at certain junctures
where his energy flow lessens and
almost stops.
When you manifest this power,
your target becomes fatigued. A
fatigued character can neither run
nor charge and takes a -2 penalty
to Strength and Dexterity. Doing
anything that would normally cause
fatigue causes the fatigued character
to become exhausted. After 8 hours
of complete rest, fatigued characters
are no longer fatigued. Multiple
manifestations of this power do not
make a character exhausted unless
using the augmentation.
Augment: You can augment this
power in any of the following ways.
If you spend 3 power points, the
target instead becomes exhausted.
An exhausted character moves at
half speed and takes a -6 penalty
to Strength and Dexterity. After 1
hour of complete rest, an exhausted
character becomes fatigued.
If you spend 2 power points, the
range becomes Close and doesnt
require a touch attack.
If you spend 4 power points, the
duration becomes 1 round/level,
allowing you to perform one Tiring
Touch per round.
For every 2 power points spent to
achieve the above, the DC increases
by 1.

Overload Biotemplate
Psychometabolism
Level: Egoist 2
Display: Mental
Manifesting Time: 1 standard
action
Range: Touch
Target: One living creature touched
Duration: Instantenous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 3

Personal Failure
Telepathy [Mind-affecting]
Level: Telepath 3
Display: Mental
Manifesting Time: 1 round
Range: Medium (100 feet + 10 ft /
level)
Target: One creature
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: No
Power Points: 5

When you touch your target, you


exhaust his body as if he had spent the
day working, tiring his muscles and

You reach into the psyche of your


target and draw forth every insecurity
and fear of failure and enhance it

18

thousand fold. The target becomes


convinced that they cannot, in any
way, succeed with anything they do
until proven otherwise.
When you manifest this power,
your target must make a Will-save or
take a -10 penalty to all skill checks,
ability checks and attack rolls until
the duration ends or they succeed on
a roll. Once they succeed, the power
is no longer effective and the target
becomes immune to it for 24 hours.
Augment: You can augment this
power in any of the following ways.
For every 3 power points you spend,
the target must make an additional
successful Will-save or succeed on a
roll to overcome this power.
If you expend your psionic focus,
the manifesting time becomes 1
standard action.
For every 2 power points you
spend, the DC to resist this power
increases by 1.
Personal Toolkit
Psychometabolism
Level: Psion/Wilder 1, Morphean 1
Display: None
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: No
Power Resistance: No
Power Points: 1
You transform your hand into a living
toolkit which can change form and
shape to become any tool you might
need. This may manifest as lock
picks coming out of your fingers or
the hand transforming into a bonehammer. You can always change your
hand back to its original shape, but
this ends the power.
You gain the ability to transform
your hand into any kind of tool which
you can use with one hand. This tool
is treated as if it was masterwork
and works for any skill not based on
Charisma. Attacking with a tool is
an unarmed attack which does 1d3
points of lethal damage.

Psionic Powers
Augment: You can augment this
power in any of the following ways.
For every power point you spend,
the circumstance bonus for the tool
being Masterwork increases by 1
point.
If you spend 2 additional power
points, you can transform both hands,
allowing you to use any tool which
needs two hands.
If you spend 2 additional power
points, you can transform your
hand(s) back and forth between hand
and tool without ending the power.

with their surroundings (a wall does


not start floating through the floor,
neither does the roof start descending
into it).
Augment: You can augment this
power in any of the following ways.
For every 2 power points you
spend, you can affect another 10x10
cube of non-living matter touched.
If you spend 2 power points the
manifesting time becomes 1 move
action.
If you spend 4 power points, the
duration becomes 1 minute / level.

Phase Matter
Psychoportation
Level: Nomad 2, Psion/Wilder 4
Display: Physical
Manifesting Time: 1 round
Range: Touch
Target: One 10x10 foot cube of
non-living matter touched
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: Nomad 3, Psion/
Wilder 7

Portal
Psychoportation
Level: Psion/Wilder 9
Display: Visual
Manifesting Time: 1 standard
action
Range: Short (25 ft. +5 ft./2 levels)
Target: See text
Duration: 1 round/level
Saving Throw: Reflex negates (see
text)
Power Resistance: No
Power Points: 17

You touch the intended matter,


jolting it out of synch with the rest
of the universe. This matter becomes
indistinct, and you can see through it
and could even push yourself through
it should you want to.
When you manifest this power on
non-living matter, anyone can see
through it and move through the
cube. The matter is still somewhat
there and is hard to press through,
counting as difficult terrain, and
anyone moving through it takes 2d6
non-lethal damage unless protected
by a force effect (such as Inertial
Armor). If this power is manifested
on a sentient but non-living creature
(such as a Construct or Undead), they
can pass through any solid materials
at will, but take 1d6 damage as they
do so, but they also gain a 10% miss
chance to any attack against them
since it can simply phase through
them without harming them. These
objects otherwise interact normally

You reach out and collapse two points


in the universe to become as one,
creating a portal which allows instant
travel between these two points.
You open a portal to anywhere
you have either visited or perceived
in some way (clairsentience for
example), which allows instant travel
between these two points, regardless
if they are on separate planes or
not. A creature must willingly pass
through a portal; they cannot be
pushed or otherwise coerced into
it, simply passing through it to the
other side untouched by the powers
transportative abilities. Note that this
restriction does not pertain to objects
or other forms of matter. This portal
is circular and can have a radius of
up to 10 feet and it is oriented in the
direction you desire when it comes
into existence.
If the portal is manifested so that
it intersects an object, this object is
immediately cut into two separate

19

pieces. If it intersects a creature, the


creature must succeed on a Reflex
save or take 20d6 points of slashing
damage as their bodies are torn
apart from the forming portal. If the
creature survives the initial damage,
they are still alive; parts of them have
been collapsed together with the
portal.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus
when manifesting this power, the
portal becomes selective, allowing
only those creatures or objects
allowed by you to pass through.
If you spend 2 additional power
points, creatures can be forced
through the portal by an outside force
(such as telekinetic thrust).
If you spend 2 additional power
points, the duration increases to 1
min./level.
If you spend 4 additional power
points, the duration increases to 10
min./level.
Precognition, Tactical
Clairsentience
Level: Psion/Wilder 1, Psychic
Warrior 1, Marksman 1
Display: Mental
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: No
Power Resistance: None
Power Points: 1
Your awareness extends a fraction
of a second into the future, assessing
possible combats, ambushes and
attacks, allowing you to react faster
than your comrades when such an
event does occur.
When you manifest this power you
gain a +4 insight bonus to Initiative.
Augment: You can augment this
power in any of the following ways.
For every 1 additional power
points you spend, your insight bonus
to Initiative increases by 1.

The Mind Unveiled


If you spend 3 additional power
points, you are no longer flat-footed
when surprised in combat.
If you expend your psionic focus,
you can manifest this power as an
immediate action.
Psychoforming
Psychometabolism
Level: Egoist 3, Morphean 3
Display: Physical
Manifesting Time: 1 standard
action
Range: Personal
Target: Personal
Duration: 1 hour/level
Saving Throw: None
Power Resistance: No
Power Points: 5
Your flesh, muscles, and bones are no

longer set in a certain biotemplate;


rather, you have complete mastery
of the disposition of your body. You
can become anyone, push through
any hole wide enough for your
fingers to fit through, and can terrify
your enemies with gross displays of
physical manipulations.
For the duration of this power,
you gain a +10 enhancement bonus
to Disguise, Intimidate, and Escape
Artist checks. While in this malleable
form you become impossible to
identify unless you want to be and
can mimic any humanoid or nonhumanoid creature of your size with
a successful Disguise check. Also,
being able to compress bone and
muscles for this short period allows
you to pass through any opening at
least two inches high or wide and

frighten anyone able to see or hear


the changes.
Augment: You can augment this
power in any of the following ways.
If you spend 4 power points, the
duration becomes 1 day/level.
For every 2 power points you spend,
the enhancement bonus to Disguise,
Intimidate and Escape Artist increase
by +5.
Psychometabolic Parasite
Psychometabolism
Level: Egoist 4
Display: Visual
Manifesting Time: 1 standard
action
Range: Touch and 1 mile (see
below)
Target: One living creature
Duration: 1 day/level

Portal: To a powerful psion, space is not an obstruction.

20

Psionic Powers
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: Egoist 7
You transform part of your own
flesh into a parasite which burrows
deep inside another living creatures
body, hidden by psychometabolic
painkillers. From inside it can relate
information about what is happening,
tapping into the senses of its target as
well as retain simple memories or
codes for a limited time. Some egoists
use this to keep track of their friends
instead of using it as a device to spy
on people, thus allowing them to keep
a constant watch on the status of their
friends.
When you manifest this power you
must succeed on a touch attack and the
target must make a Fortitude save to
keep you from injecting the parasite.
If the target fails, your parasite enters
their body and adjusts itself to their
biotemplate, making it hard to find
and remove with supernatural means
and tricking the body into believing it
is an essential part. If the target failed
their save, they are unaware that the
parasite has entered their body as the
psychometabolic constituents of this
power removes pain and heals the
entry point in a split second.
The manifester has a telepathic
link with the parasite out to a distance
of up to 1 mile. The manifester can
see through the targets senses, but
only one at a time. The manifester
and the parasite can communicate
telepathically as if the parasite
was the target of a mindlink power
manifested by the egoist. Because
of the telepathic link between the
parasite and the manifester, he has
the same connection to an item or
place that the parasite does. For
instance, if the parasite has seen a
room (by using the targets senses),
the manifester could teleport into
that room as if he had seen it too. The
manifester is at all times aware if the
target is suffering from any disease
or poison, how many hit points the

target has left and where he is relative


to the target and the distance between
them. The manifester can make an
Autohypnosis check (DC 20) to
withdraw any information which the
parasite has acquired while inside
its host. If he fails, he only knows
what he learned while utilizing a
sense himself, otherwise the parasite
can relay information like who the
target met, passwords used and other
interesting material.
Augment: You can augment this
power in the following ways.
If you expend your psionic focus
and manifest this on a willing living
creature, the target can communicate
with the parasite and relay
information, as well as sharing all
senses at the same time instead of just
one. This is often called the Symbiote
augmentation by egoists.
If you spend 2 power points less,
you disable the painkiller and instant
healing, causing 1d6 points of damage
but making the target aware of the
parasite and thereby disabling its
ability to meld with the biotemplate
and make it invisible to detection and
removal.
If you spend 4 additional power
points, you can terminate the parasite
at will as a move action, causing it
to leak acid inside the targets body
before exploding in shattered bones.
Once this happens the target first
takes 3d6 points of acid damage and
then 6d6 points of damage from the
shattering explosion inside them.
Quintessence Armor
Metacreativity
Level: Psychic Warrior 6 , Shaper 7
Display: Visual
Manifesting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: No
Power Resistance: None
Power Points: Psychic Warrior 11,
Shaper 13

21

You cover yourself in an armor


formed from quintessence, coalesced
time from the time continuum which
you use as an armor to ward of effects
and attacks against you.
When you manifest this power,
you always take half damage from
any power or spell used against you.
You also gain a +5 bonus to any save
against a power or spell that you can
save against as quintessence disrupts
magic and psionics alike. Anyone
trying to manifest a power or cast
a spell within 15 feet is disrupted
as follows: Powers require twice as
many power points to manifest, unless
the manifester makes a successful
DC 16 Will save each time he or
she attempts to manifest a power. A
spellcaster who tries to cast a spell
must succeed on a DC 16 Will save
each time they attempt to cast a spell
or lose that spell slot. Also, in these
circumstances manifesting a psi-like
or spell-like ability is a full-round
action rather than a standard action.
The manifester cannot manifest any
new powers while this power is in
effect but any previous manifestations
are still functioning.
Anyone striking the manifester
with a natural weapon (such as an
unarmed attack or claw attack) takes
2d6 points of damage as quintessence
rips away part of their flesh from
the current time and preserves it in
stasis.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus,
you can manifest one additional
power before the quintessence seals
your powers inside.
For every 2 power points, the DC
to manifest or cast increases by 1.
If you spend 2 additional power
points, you deal 2d6 points of damage
to all weapons (ignore hardness) used
to attack you.
If you spend 4 additional power
points, you can manifest this power
as a swift action.
If you spend 6 additional power

The Mind Unveiled


points, you can manifest this power
as an immediate action.
If you spend 6 additional power
points, the duration increases to 1
min./level.
Raging Body, Still Mind
Psychometabolism
Level: Psion/Wilder 1
Display: Mental
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: Special (see text)
Saving Throw: None
Power Resistance: No
Power Points: 1
As your body convulses with the
power of your physical rage, you
block the pheromones in your blood
from overwhelming your mind. Your
reptile mind takes control of your
body while you retain your higher
mental functions.
This power can only be manifested
as a swift action in the same round that
the manifester activates their rage (or
any other similar effect). This is an
exception to the rule which prevents
a character from manifesting while
in a rage. When you manifest this
power, you can still manifest powers
while in a rage, although each power
costs 2 additional power points. This
power lasts as long as your rage does
and while it is active, you cannot
voluntarily stop attacking an enemy
before they are dead as your reptile
mind is in control of your physical
actions.
Surging Augment: If you possess
the Wild Surge class ability, you can
augment this power in any of the
following ways:
Wild Surge +2: You can manifest
powers while under the effects of a
rage without an additional cost.
Wild Surge +3: Whenever you
manifest a power while under the
effects of a rage, that round does not
count against the duration of the rage
effect.

Wild Surge +4: When you use your


Wild Surge class ability while under
the effects of a rage, you do not suffer
a chance for psychic enervation. This
does not affect the manifestation of
this power.
Rapid Metabolism
Psychometabolism
Level: Psion/wilder 1, Psychic
Warrior 1
Display: Visual
Manifesting Time: 1 minute
Range: Touch
Target: One living creature touched
Duration: 1 day
Saving Throw: None (harmless)
Power Resistance: Yes
Power Points: 1
You channel psionic energy into the
living creature, allowing it to mend
wounds and heal itself even while it
isnt resting.
The target creature naturally heals
a number of hit points per day equal
to double its Constitution bonus
(minimum 2) in addition to any
normal healing. It gains this additional
healing even if it does not rest.
Augment: You can augment this
power in any of the following ways.
If you spend 2 additional power
points, the duration is 1 day/level.
For every power point you spend,
you can have this power affect an
additional creature.
For every power point you spend,
the target heals an additional 2 points
of damage when resting.
Rejuvenate
Psychometabolism
Level: Psion/Wilder 1, Psychic
Warrior 1
Display: Visual
Manifesting Time: 1 standard
action
Range: Personal
Target: Personal
Duration: Instant
Saving Throw: None
Power Resistance: No
Power Points: 1

22

You surge your body with psionic


energy, revitalizing yourself and
clearing your body and mind,
achieving a clear state of physique.
When you manifest this power you
are no longer fatigued.
Augment: You can augment this
power in any of the following ways.
If you spend 3 power points, you
are no longer exhausted.
If you spend 2 power points, the
range changes to Touch.
Sense Poison & Disease
Psychometabolism
Level: Psion/Wilder 1
Display: Olfactory
Manifesting Time: 1 swift action
Range: 100 feet radius centered on
you
Duration: Concentration (up to 1
min./level)
Saving Throw: No
Power Resistance: No
Power Points: Psion/Wilder 1
You extend your awareness of the
biotemplates around you, allowing
you to sense when one has been
corrupted, either via poison or
disease as if it was a smell on the air.
When you manifest this power, you
automatically sense which people are
poisoned or infected within range. By
concentrating for 3 rounds on a single
subject you can determine if they are
poisoned or diseased, what affects
them, and how potent it is. This also
gives you a +10 circumstance bonus
to Heal checks to cure or slow the
poison or disease.
Augment: You can augment this
power in any of the following ways.
If you expend your focus, you can
garner the individual information in 1
round instead of 3.
If you spend 3 power points, the
duration becomes 1 hour/level,
although
garnering
individual
information
still
requires
concentration.

Psionic Powers
Shatter
Psychokinesis
Level: Kineticist 1, Psion/Wilder 3,
Psychic Warrior 2
Display: Visual
Manifesting Time: 1 standard
action
Range: Touch
Target: One physical object touched
Duration: Instant
Saving Throw: Fortitude halves
Power Resistance: No
Power Points: Kineticist 1, Psion/
Wilder 5, Psychic Warrior 3
You force feed psychic energy into
an object, shattering it instantly or
damaging it permanently.
When you manifest this power
you cause 15 points of damage to the
object touched, ignoring hardness.
Augment: You can augment this
power in any ofthe following ways.
If you spend 2 power points, the
range changes to Close.
If you spend 4 power points, the
range changes to Medium.
If you spend 6 power points, the
range changes to Long.
For every additional power point
you spend, you cause 5 points more
of damage.
For every 2 power points spent
on the above augmentations, the DC
increases by 1.
Sickening Touch
Psychometabolism
Level: Egoist 3
Display: Physical
Manifesting Time: 1 standard
action
Range: Touch
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude partial
(see text)
Power Resistance: Yes
Power Points: 5
When you touch the target its
biotemplate is thrown into disarray
causing it to feel sickened and
nauseated, often heaving up whatever

they have eaten in response to the


psionically triggered sickness.
When you manifest this power, the
target becomes sickened if he had
failed his Fortitude save. The target
takes a -2 penalty on all attack rolls,
weapon damage rolls, saving throws,
skill checks, and ability checks for the
duration of the power. If he succeeds,
he becomes dazed for 1 round.
Augment: You can augment this
power in any of the following ways.
If you spend 2 power points, the
range becomes Close and requires a
ranged touch attack.
If you spend 4 power points,
the target also becomes nauseated.
Nauseated creatures are unable to
attack, cast spells, concentrate on
spells, or do anything else requiring
their attention. The only action such
a character can take is a single move
action per turn.
If you spend 3 power points,
this power does not offer a Saving
Throw.
Stabilize Emotions
Telepathy [Mind-affecting]
Level: Psion/wilder 3, Society Mind
3
Display: Mental, visual
Manifesting Time: 1 standard
action
Range: Touch
Target: One living creature touched
Duration: Permanent
Saving Throw: Yes [harmless]
Power Resistance: Yes
Power Points: 5
Your touch erases mental anguish.
Stabilize mind cures any emotional
damage the target creature has
suffered. The subject is cured of any
fear, despair or mind-affecting effects
which are not charms or compulsions.
It removes any lingering mental
damage from torture and eases
traumatic memories, not removing
them but simply severing all emotional
strands which cause trauma. It cures
confusion and restores 2 points of
Wisdom damage.

23

Augment: You can augment this


power in any ofthe following ways.
For every power point spent, the
target heals 1 more point of Wisdom
damage.
For 8 power points, the subject is
healed of any permanent madness
(such as from the Insanity power,
a racial trait or associated with a
domain).
Summon
Telepathy
Level: Psion/Wilder 3, Telepath 2,
Society Mind 3
Display: Mental
Manifesting Time: 1 standard
action
Range: 1 mile/level
Target: One person you know
Duration: 1 hour/level
Saving Throw: None
Power Resistance: No
Power Points: Psion/Wilder 5,
Telepath 3, Society Mind 5
You send out an empathic call to a
person you know, tugging at them to
find you, regardless of where you are.
Being imprisoned behind thick steel
walls inside the Black Tower makes
no difference for the resonant effects
of this power overcomes such small
hindrances.
When you manifest this power the
target simply know you want him
to come to you and he knows the
general direction he has to go to get
to you and a rough estimate at how
far he has to go get there. This is not
a compulsion; the target is not forced
to come.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus,
the target gets a vision of where you
are and in what kind of situation (such
as imprisoned in a black tower).
If you spend 2 additional power
points, you can summon someone
you dont personally know, but know
about (like the Guard Captain of the
city).
If you spend 2 additional power

The Mind Unveiled


points, the range increases to 10
miles/level
If you spend 3 additional power
points, the duration increases to 1
day/level
If you spend 4 additional
power points, the power gains the
[Compulsion] descriptor and the
target must make a Will-save or be
compelled to find the manifester.
This augment is sometimes called the
Emperors Summon.
Teach
Telepathy [Mind-affecting]
Level: Telepath 4, Society Mind 4
Display: Mental
Manifesting Time: 1 hour
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: No
Power Resistance: No

Power Points: 7, XP
An advanced technique building on
the idea of Guidance, Teach allows
a character to not only form a
temporary mental bridge and act as a
guide for the target - but permanently
teach him how to do something or
impart knowledge.
When you manifest this power, the
target gains 1 rank in a skill which
you have at least 4 ranks in.
XP Cost: 20 xp
Augment: You can augment this
power in any of the following ways.
For every power point you spend,
you can Teach the target one more
rank in a skill you know, up to 3 ranks
less than your ranks. Each rank costs
an additional 10 xp.
If you expend your psionic focus,
the target does not gain a rank in any
skill, but can rearrange his current
skills.
Telekinetic Punch
Psychokinesis
Level: Kineticist 1,
Psion/Wilder 2
Display: Auditory
Manifesting Time: 1 standard
action
Range: Close (25 ft. +
5ft./level)
Target: One creature or
object
Saving Throw: No
Power Resistance: Yes
Power Points: Kineticist 1, Psion/
Wilder 3

You lash out with your fist forming


a telekinetic punch which
accelerates to strike an enemy
further away.
When you manifest this power,
you deal 1d8 bludgeoning
damage with a ranged touch
attack.
Augment: You can augment this
power in any of the following ways.
For every 2 power points you
spend,
the damage increases by
Summon allows an ally to know where the
1d8.
manifester is

24

If you spend 2 power points, the


damage gains the [Force] descriptor.
Telepathic Possession
Telepathy [Mind-affecting]
Level: Telepath 7
Display: Mental
Manifesting Time: 1 standard
action
Range: Medium (100 ft.+ 10 ft./
level)
Target: One living creature
Duration: 1 day/level (D)
Saving Throw: Will save negates
Power Resistance: Yes
Power Points: 13, XP
You extend your mind, invading
another creatures mind and
forcing their consciousness into the
subconscious. After this assault you
reassert yourself as the controlling
psyche of the body, taking possession
of the victim. Those who have
mastered this power knows how to
transform themselves into possessive
psychic energy or even how to rearrange the biotemplate of a target,
making it possible to possess undead
or even worse creatures normally
immune to this power.
When you manifest this power, you
try to assume control over the victim.
If he fails a Will-save, he loses control
over his body, and you assume full
control of the body, but your body
collapses and becomes unconscious.
Your body is completely vulnerable to
attacks in this state, unless using the
Parasitic Possession augmentation.
If your body dies while possessing
another person, you also die and the
original psyche returns to power. If
the body you are possessing dies, you
are shunted back into your own body.
While possessing, the following
changes apply:
You gain the type of your assumed
body.
You gain the Strength, Dexterity, and
Constitution scores of your assumed
body (any loss of Constitution affects
the possessors hit points).
You gain the natural armor, natural

Psionic Powers
attacks, movement, and other simple
physical characteristics of your
assumed body.
You gain the extraordinary special
attacks and qualities of your assumed
body, but you do not gain supernatural
or spell-like abilities.
You gain the possessions and
equipment of your assumed body.
You retain your own hit points,
saving throws (possibly modified by
new ability scores), class abilities,
supernatural and spell-like abilities,
spells and powers, skills, and feats
(although skill checks use your
new ability scores, and you may be
temporarily unable to use feats whose
requirements you do not meet in your
new body).
XP cost: 300 xp.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus,
you can use this power on a mindless
Undead creature even though they are
normally immune to mind-affecting
effects.
If you spend 4 additional power
points, your body transforms into
pure psychic energy and resides
within the mind of the victim for
the duration of this power. If the
body you are possessing dies, you
reform in the square next to it. This
augmentation is sometimes called
Parasitic Possession.
If you spend 4 additional power
points, this power loses the [mindaffecting] descriptor.
If you spend 6 additional power
points, the duration becomes
permanent (D), but the experience
cost increases to 3000 xp.
For every 2 power points spent
on the above augmentations, the DC
increases by 1.
Time Reversion
Psychoportation
Level: Nomad 8
Display: Physical
Manifesting Time: 1 hour
Range: Personal
Target: Personal

Duration: Instant
Saving Throw: None
Power Resistance: No
Power Points: 15, XP
You create a temporal disjunction,
turning back time around yourself,
actually causing you to become
physically younger, unmaking any
scars and reinvigorating your body.
When you manifest this power,
your age decreases by 1 year. If
you go down an age category, you
regain lost physical scores (Strength,
Dexterity, Constitution) but keep your
current mental scores (Intelligence,
Wisdom, Charisma). Should you
re-enter that age category later, you
regain your physical penalties, but
not the mental bonuses. If you have
received any permanent scaring or
lost a limb during this year, you are
restored to your earlier health. Any
permanent level or ability drain you
have received stays with you though.
XP cost: 1000 xp.
Augment: You can augment this
power in any of the following ways.
If you spend 4 power points, the
range changes to Touch and the target
becomes One creature.
For every 1000 xp you spend, your
age decreases by another year.
True Terror
Clairsentience [Fear, Mind-affecting]
Level: Seer 2, Morphean 2
Display: Mental
Manifesting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./
level)
Target: One living creature with an
Intelligence of 3 or more
Duration: 1 round
Saving Throw: None
Power Resistance: No
Power Points: 3
You awaken a thousand potential
deaths and horrors from a creatures
past and future. Every horrifying event
which has or might have happened
assaults their mind, wracking them

25

with painful memories or potential


horrors from beyond time and space.
All of this happens only within the
mind of the affected; to others, the
target simply seems to snap and break
under mental stress.
When you manifest this power, the
target becomes shaken for 1 round.
Augment: You can augment this
power in any of the following ways.
If you expend your psionic focus,
the range increases to Long (400 ft. +
40 ft./level).
For every power point you spend,
you can target another creature.
For every 2 additional power points
you spend, the target becomes shaken
for an additional round.
If you spend 2 additional power
points, you can target any creature
with an Intelligence of 1 or more, as
well as any non-living creatures that
are still susceptible. You still cannot
affect creatures that are immune to
Fear or Mind-affecting effects.
If you spend 5 additional power
points, this becomes an Area-effect
(20 feet radius) centered on you,
affecting all targets within range.
Unbound Portal
Psychoportation
Level: Nomad 7
Display: Visual and auditory
Manifesting Time: 1 standard
action
Range: Close (25 ft. + 5ft./level)
Target: One line, 15 feet wide and
250 feet long.
Duration: instantaneous
Saving Throw: Reflex partial (see
text)
Power Resistance: Yes
Power Points: Nomad 13
For a few seconds you force open
a gateway to another Plane of
Existance, causing its most common
energy to flow through the portal and
pour over those who stand before it.
When you manifest this power,
choose one of the following planes:
Ethereal Plane: Fear and loathing
rushes out from the portal, channeled

The Mind Unveiled


from the restless dead lingering
there, triggering every mental flight
response in those affected. Everyone
touched by the line of energy becomes
panicked for 3d6 rounds; if they
succeed on their save they instead
become frightened for 2d6 rounds.
This is a mind-affecting fear effect.
Plane of Shadow: Clinging darkness
wells out from the portal and its
intensity burns away the sight from
those affected. Everyone touched by
the line of energy becomes blinded for
3d6 rounds; if they succeed on their
save they instead become dazzled for
3d6 rounds.
Astral Plane: A wave of silvery
strands spider out from the portal,
confusing all it touches. Everyone
touched by the line of energy becomes
confused for 1d4 rounds; if they
succeed on their save they instead
become dazed for 1 round.
Dreamscape: Ectoplasmic potential
streams out of the portal; myriads of
nightmares and dreams descend upon
those affected. Everyone touched by
the line of energy becomes stunned
for 1d6 rounds; if they succeed on
their save they instead become flatfooted for 1 round.
Plane of Air: An extremely powerful
gust of wind opens, blowing those
affected from their feet. Everyone
touched by the line of energy is blown
away and deafened for 3d6 rounds; if
they succeed on their save they only
become deafened for 2d6 rounds.
Plane of Earth: A spray of dust
erupts from the portal, turning all
who are touched by it into stone.
Everyone touched by the line of
energy becomes petrified for 2d6
rounds; if they succeed on their save
they instead become dazed for 1
round.
Plane of Fire: A flash of superheat
explodes forth from the portal,
shocking all touched by its effect
by pain. Everyone touched by the
line of energy takes 10 points of fire
damage and becomes nauseated for
1d6 rounds, if they succeed on their
save they take no damage and instead

become staggered.
Plane of Water: A stream of
water cascades out from the portal,
knocking people from their feet.
Everyone touched by the line of
energy takes 20 points of bludgeoning
damage and becomes knocked down;
if they succeed on their save they still
take the damage but instead become
checked.
Plane of Positive Energy: A stream
of supercharged light erupts from
the portal, showering all in Positive
Energy. Everyone touched by the
line of energy heals 10d6 points of
damage but becomes exhausted; if
they succeed on their save they do not
heal and instead become fatigued.
Plane of Negative Energy: A
billowing grey cloud exits the portal
and all who are touched by it feel
their strength drain away. Everyone
touched by the line of energy takes
3d6 points of Strength damage;
if they succeed on their save they
instead become shaken.
Augment: You can augment this
power in any of the following ways.
If you spend 4 additional power
points, you can manifest this power
as a move action.
For every power point you spend,
the line becomes 10 feet longer.
For every 3 power points you
spend, the line becomes 5 feet wider.
For every 2 power points you
spend (on other augmentations above
or here), the DC to save against its
effect increases by 1.
Unveiling the Patterns
Clairsentience [Mind-affecting]
Level: Seer 4
Display: Mental
Manifesting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./
level)
Target: One individual
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: No
Power Points: 7

26

You reach out into the uncountable


patterns of possible futures and
unknown possibilities, and you
channel them entirely into the mind
of another creature, overwhelming
him with millions upon millions of
potential possibilities playing out in
nerve-wracking visions.
When you manifest this power,
the target becomes disabled for
the duration of the power unless he
succeeds on a Will-save. If he makes
his Will-save, he is still dazed for 1
round from the overwhelming visions
swimming before his eyes.
Visual Illusion
Metacreativity
Level: Shaper 1
Display: Visual
Manifesting Time: 1 standard
action
Range: Long (400 ft. +40 ft./level)
Effect: 10 cubic ft./level
Duration: Concentration
Saving Throw: Will disbelieves
Power Resistance: No
Power Points: 1
You summon a thick ectoplasmic
creation which emits light as you
specify, essentially creating a
membrane which emits a holographic
form unerringly like an illusion.
When you manifest this power,
it creates the visual illusion of an
object, creature, or force as visualized
by you. The illusion does not create
sound, smell, texture, or temperature.
You can move the image within the
limits of the size of the effect.
Augment: You can augment this
power in any of the following ways.
If you spend 2 power points, the
duration becomes 10 min./level, but
you must create a stationary illusion
which doesnt move or change.
If you spend 4 power points, the
duration becomes 10 min./level, and
you can program the illusion to move
according to a pattern.
If you spend 6 power points, the
duration becomes permanent, but
you must create a stationary illusion

Psionic Powers
which doesnt move or change.
For every 2 power points spent
for the above, the DC for this power
goes up by 1.
Will of Iron
Psychometabolism
Level: Egoist 2, Psion/Wilder 3,
Psychic Warrior 2
Display: Auditory
Manifesting Time: 1 standard
action
Range: Personal
Target: Personal
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: Egoist 3, Psion/
Wilder 5, Psychic Warrior 3
Your will overcomes the limitations of
physical matter, flesh, and bone. Pain
becomes nothing more than a sense
under your control, allowing you to
ignore the distractions it provides
and continue fighting, even when
your body is giving up.
When you manifest this power you
dont die until you are reduced to -20
hit points or below and when reduced
to between -1 and -19 hit points, you
automatically become stable. You
dont have to roll d% to see if you
lose 1 hit point each round, and you
can continue to act as normal even
though you are between -1 and -19
hit points. You dont have to make
a Concentration check to continue
manifesting after being damaged.
Augment: You can augment this
power in any of the following ways.
If you spend 2 power points, the
range changes to Touch.
If you spend 6 power points,
the manifesting time becomes 1
immediate action.
If you expend your psionic focus,
you also gain a +2 enhancement
bonus to your Will save.

27

The Mind Unveiled

OPEN GAME LICENSE


OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and
is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights
Reserved.
1. Definitions: (a)Contributors means the copyright and/or
trademark owners who have contributed Open Game Content;
(b)Derivative Material means copyrighted material including
derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension,
upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c)
Distribute means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)Open Game
Content means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art
and any additional content clearly identified as Open Game Content
by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) Product Identity means
product and product line names, logos and identifying marks including
trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and
graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places,
locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) Trademark means the logos,
names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed
to the Open Game License by the Contributor (g) Use, Used or
Using means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content. (h)
You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to
or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game
Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use,
the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright
date, and the copyright holders name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then
You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if you fail
to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Inc.
System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.
The Mind Unveiled: Powers & Items Copyright 2007 Jeremy Smith,
Andreas Rnnqvist.
Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R
Cordell. All rights reserved.
If Thoughts Could Kill Copyright 20012004 Bruce R. Cordell. All
rights reserved.
Mindscapes Copyright 20032004 Bruce R. Cordell. All rights
reserved.
The Mind Divine Copyright 2007 Jeremy Smith
Untapped Potential: New Horizons in Psionics Copyright 2006
Anthony Ogden, Brian Dupuis, Greg Jacob, Jeremy Smith, Michel
Fiallo-Perez, Will Elyea
Unearthed Arcana Copyright 2004 Wizards of the Coast.
Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
Swords of Our Fathers Copyright 2003, The Game Mechanics.
Modern System Reference Document Copyright 2002, Wizards
of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip
Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes,
Andy Collins, and JD Wiker

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