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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
final or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there.
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
Content.
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
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.
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.
Morphean Powers
All powers presented on the morphean list below are
new powers from this book
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.
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.
Psionic Powers
enhances your reflexes.
Rapid Metabolism: Heals double targets constitution
modifier per day.
Rejuvenate: Remove fatigue from yourself.
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.
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
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.
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
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.
10
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
11
A sword that
shifts between
dimensions is hard
to defend against.
12
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
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.
15
16
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.
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
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
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
18
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.
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
19
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
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22
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
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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
24
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
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
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
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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
28