Psionic Powers

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

A psionic power is a one-time psionic effect manifested by a psionic character or creature. Psionic powers require power points to use, although naturally psionic creatures can manifest their powers a certain number of times per day with no power point cost.

Each psionic power is tied to a specific ability, which is the key ability for that psionic power. A psionic character must have a key ability score equal to at least 10 + the power’s level to manifest a particular power.

Unlike arcane spellcasters, psionic characters don’t have spellbooks and they don’t prepare their powers ahead of time. A psionic character’s level limits the number of power points available for manifesting powers. A psionic character has a set number of powers available that he may manifest at will, provided he has sufficient power points to pay for the manifestation.

A power manifests when the psionic character pays its power point cost. The character pays the cost, and the power manifests immediately.

Psionic powers don’t require special gestures, words, or materials. They operate as thoughts made manifest. Most powers do have a noticeable display associated with their use, however.

## Manifesting a Power

Psionic advanced classes describe how many powers each class knows by level, as well as how many power points they have available each day.

To manifest a power, a character selects one power that he or she knows and pays the power point cost.

## Power Points

A power’s cost is determined by its level, as shown below. Every power’s cost is also noted in its description for easy reference.

## How to Read a Power Description

In most significant respects, manifesting a psionic power follows the same rules as casting a spell. The differences between a power description and a spell description are summarized in this section.

### Key Ability

The first line beneath the power’s name provides the key ability associated with the power. A psionic character must have a score in this ability equal to at least 10 + the power’s level in order to manifest the power.

### Descriptors

Descriptors are a way of classifying powers that have some common characteristic. Descriptors are often useful for knowing which creatures are or are not affected by a power. Descriptors for powers include:

**Mind-affecting** - Target must have thoughts. Targets that are not effected by mind affecting abilities are immune to powers with this descriptor.
**Compulsion** - Causes a creature to perform an action against their will. Targets that are not affected by mind-affects are immune to powers with this descriptor.
**Language-dependent** - Target must be able to speak the same language at the manifester. Targets that are not able to hear are immune to powers with this descriptor.
**Electricity** - Causes electrical damage. Targets that are not effected by electricity are immune to powers with this descriptor.
**Fire** - Causes fire damage. Targets that are not effected by fire are immune to powers with this descriptor.
### Level

The relative strength of a power is indicated by its level. A power’s level also indicates whether a particular psionic character is capable of using the power, based on the character’s class level and key ability score.

### Display

When psionic powers manifest, secondary displays usually accompany the primary effect. Each power describes the sort of display that accompanies it. The psionic display may be:

**Auditory** (Au): The manifestation of the power can be heard by anything that detects audible noises, including microphones.
**Material** (Ma): A physical object is created, usually temporarily.
**Mental** (Me): The target(s) has a sense of something messing with their mind.
**Olfactory** (Ol): The manifestation of the power can be smelled by anything that detects odors.
**Visual** (Vi): The manifestation of the power can be seen by anything that detects images, including cameras.
### Manifestation Time

Manifesting a psionic power is either an attack action, reaction, full-round action, or may take a minute, depending on the power. See the power descriptions for details.

### Range

Each psionic power has a range, as listed in the power description. A power’s range is the maximum distance from the psionic character that the power’s effect can occur.

A power's range indicates how far from the manifester it can reach. The maximum distance from the manifester that the power’s effect can occur, as well as the maximum distance at which the manifester can designate the power’s point of origin. If any portion of the power’s area would extend beyond the range, that area is wasted. A power’s range usually falls into one of the following categories.

**Personal:** The power affects only the manifester.

**Touch:** The manifester must touch a creature or object to affect it. To use a touch power, the manifester casts the power and then touches the subject, either in the same round or any time later. In the same round that the character manifests the power, he or she may also touch (or attempt to touch) the target. The manifester may take his or her move before manifesting the power, after touching the target, or between manifesting the power and touching the target. A character can automatically touch one friend or use the power on his or herself, but to touch an opponent, the character must succeed on an attack.

**Touch Attacks:** Since the character only needs to touch the enemy, he or she makes a touch attack instead of a regular attack. Touching an opponent with a touch power is considered to be an armed attack and therefore does not provoke attacks of opportunity when it is discharged on an armed opponent. However, the act of manifesting a power does provoke attacks of opportunity.

Touch attacks come in two types: *melee touch attacks* (for touches made with the character’s hand) and *ranged touch attacks* (for touches made with projectile and ray effects). The manifester can score critical hits with either type of attack. The opponent’s Defense against a touch attack does not include any equipment bonus or natural armor bonus. The opponent’s size modifier and Dexterity modifier both apply normally.

**Close:** The power reaches up to 25 feet away from the manifester. The maximum range increases by 5 feet for every two full psionic class levels.

**Medium:** The power reaches up to 100 feet + 10 feet per psionic class level.

**Long:** The power reaches up to 400 feet + 40 feet per psionic class level.

**Range Expressed in Feet:** Some powers have no standard range category, just a range expressed in a unit of measurement (usually feet).

### Target

Some powers have a specific target or targets. A manifester uses these powers directly on creatures or objects, as defined by the power itself. The manifester must be able to see or touch the target, and must specifically choose that target. The manifester does not have to select his or her target until he or she finishes casting the power. If the character casts a targeted power on the wrong sort of target the power has no effect. If the target of a power is the manifester (“Target: You”), the manifester does not receive a saving throw, and power resistance does not apply.

**Subject:** The descriptive text of powers makes a distinction between “target” and “subject.” The target of a power is the creature(s) or object(s) it is directed against. A target becomes a subject if it fails a saving throw against the power and is thus affected by the psionics.

### Effect

Some powers create or summon things rather than affecting things that are already present. The manifester must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the power’s range.

**Ray:** Some effects are rays. The manifester aims a ray as if using a ranged weapon, though typically the character makes a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, the character can fire into the dark or at an invisible creature and hope to hit something. A character doesn’t have to see the creature he or she is trying to hit, as with a targeted power. Intervening creatures and obstacles, however, can block the manifester’s line of sight or provide cover for the creature being aimed at.

If a ray has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists.

**Spread:** Some effects, notably clouds and fogs, spread out from a point of origin to a distance given in the power description. The effect can extend around corners and into areas the manifester can’t see. Figure distance by actual distance traveled, taking into account turns the power effect takes. The manifester must designate the point of origin, but need not have line of effect (see below) to all portions of the effect.

### Area

Some powers affect an area. The manifester selects where the power starts, but otherwise doesn’t control which creatures or objects the power affects. Sometimes a power describes a specially defined area, but usually an area falls into one of the following categories.

**Burst:** As with an effect, the manifester selects the power or power’s point of origin. The power or power bursts out from this point, affecting whatever it catches in its area. A burst power has a radius that indicates how far from the point of origin the power’s effect extends.

**Cone:** A cone shoots away from the manifester in the direction he or she designates. A cone starts in a square adjacent to the manifester and widens out as it goes. A cone’s width at a given distance from you equals that distance. Its far end is as wide as the effect is long.

**Creatures:** Some powers affect creatures directly (as a power with a target does), but they affect creatures in an area of some kind rather than individual creatures the manifester selects. The area might be a burst, a cone, or some other shape. Many powers affect “living creatures,” which means all creatures other than constructs and undead.

**Cylinder:** As with a burst, the manifester selects the power’s point of origin. This point is the center of a horizontal circle, and the power shoots down from the circle, filling a cylinder.

**Emanation:** Some powers have an area like a burst except that the effect continues to radiate from the point of origin for the duration of the power.

**Quarter-Circle:** Some powers have a quarter-circle-shaped area. Like a cone, the effect starts in a square adjacent to the manifester and widens out as it goes.

**Spread:** Some powers spread out like a burst but can turn corners. The manifester selects the point of origin, and the power spreads out a given distance in all directions. Figure distance by actual distance traveled, taking into account turns the power effect takes.

**Other:** A power or power can have a unique area, as defined in its description.

**Shapeable (S):** If an Area or Effect entry ends with “(S)” (standing for “shapeable”), the manifester can shape the power. A shaped effect or area can have no dimension smaller than 10 feet.

**Line of Effect:** A line of effect is a straight, unblocked path that indicates what a power can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except it’s not blocked by fog, darkness, and other factors that limit normal sight.

A manifester must have a clear line of effect to any target that he or she uses a power on, or to any space in which he or she wishes to create an effect. The manifester must have a clear line of effect to the point of origin of any power he or she casts or power he or she manifests. For bursts, cones, cylinders, and emanation powers, the power only affects areas, creatures, or objects to which it has line of effect from its origin (a burst’s point, a cone’s starting point, a cylinder’s circle, or an emanation power’s point of origin). A hole of at least 1 square foot is sufficient to allow a line of effect through an otherwise solid barrier. If any given 5-foot length of barrier contains such an opening, that 5-foot length is not considered a barrier for purposes of a power’s line of effect (though the rest of the barrier still counts as normal).

**Directing or Redirecting Effects:** Some powers allow the manifester to redirect the effect to new targets or areas after casting the power. Redirecting a power requires a move action that does not provoke attacks of opportunity. It also doesn’t require concentration.

### Saving Throw

Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is

*10 + the power’s level + the psionic character’s key ability modifier.*
**None:** No saving throw is allowed.

**Negates:** This term means the spell has no effect on a creature that makes a successful saving throw.

**Partial:** The spell causes an effect on its subject. A successful saving throw means that some lesser effect occurs.

**Half:** The spell deals damage, and a successful saving throw halves the damage taken (round down).

**Disbelief:** A saving throw is not allowed purely on the basis of encountering the spell. Rather, the creature gets a saving throw only after interacting with or carefully studying the spell. A successful save lets the subject ignore the effect.

**(Object):** The spell can be cast on objects, which receive saving throws only if they are magical in nature, or if they are attended (held, worn, or grasped) by a creature resisting the spell, in which case the object gets the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can only be cast on objects. Some spells of this sort can be cast on creatures or objects.)

**(Harmless):** The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it wishes.

**Saving Throw Difficulty Class:** A saving throw against a spell has a DC of 10 + the level of the spell + the spellcaster’s bonus for the relevant ability (see spellcasting advanced class for details).

**Succeeding at a Saving Throw:** A creature that successfully saves against a power without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted power the caster senses that the power has failed. The caster does not sense when creatures succeed at saving throws against effect and area powers.

**Voluntarily Giving up a Saving Throw:** A creature can voluntarily forego a saving throw and willingly accept a power’s result. Even a character with a special resistance to psionics can suppress this resistance if he or she wants to.

**Items Surviving after a Saving Throw:** Unless the descriptive text for the power specifies otherwise, all items carried and worn are assumed to survive a magical attack.

If an item is not carried or worn and is not magical or psionic, it does not get a saving throw. It is simply dealt the appropriate damage.

### Power Resistance

Power resistance is a special defensive ability that protects against psionic powers. If a psionic character faces a creature with power resistance, he or she must make a level check (1d20 + psionic character’s class level) equal to or greater than the creature’s power resistance for the power to affect it. Each power description includes an entry that indicates whether power resistance applies to the power (if so, Yes; if not, No). Other details are the same as for power resistance.

**Targeted Power:** If the power is targeted at a creature, power resistance applies. If the power targets multiple specific creatures, power resistance applies to those individuals that have it.

**Area power:** If the target is within the area of a power, its power resistance applies. The power resistance protects the resistant creature without affecting the power itself.

**Effect power:** Most effect powers summon or create something and are not subject to power resistance. Effect powers that affect a creature more or less directly are sometimes subject to power resistance.

**Level Check:** If a power is being resisted by a creature with power resistance, the caster must make a level check (1d20 + caster level) and get a result at least equal to the creature’s power resistance for the power to affect that creature. If the caster fails the check, the power doesn’t affect the defender. The defender’s power resistance is like a Defense score against magical attacks.

**(Harmless) and (Object):** These terms mean the same thing in a power resistance entry as they do for saving throws. A creature with power resistance must voluntarily drop the resistance in order to receive the effects of a power noted as harmless without mthe level check described above. Doing so is an attack action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn, at the beginning of which it automatically returns. A creature’s power resistance never interferes with its own spells, powers, items, or abilities.

Only powers and power-like abilities are subject to power resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to power resistance and others that are not. Power resistance does not stack with power resistance, and vice versa.

### Power Point Cost

All powers of a certain level have the same power point cost. The point cost to manifest a particular power is also provided in that power’s description.

### Descriptive Text

A power’s descriptive text explains how the power works or what it does.

## Power Failure

If a character tries to manifest a power in conditions where the characteristics of the power (range, area, and so forth) cannot be made to conform, the effort fails and the power is wasted. Powers also fail if the character’s concentration is broken (see the Concentration skill).

## Power Lists

The 54 powers in the following lists are alphabetized. A brief description of the power’s effect is provided. Also, each power’s key ability is identified in parentheses right after its name.