Psionic Powers List

General powers are presented alphabetically by grade, discipline powers are presented by discipline in grade order. A superscript A appearing at the end of a power’s name denotes an augmentable power.

General Powers:

Note that psionic mutant perks are always general powers and that characters with ‘Wild Talent’ must select a power from the general list (not discipline powers).

Minor Psionic Powers:

Call to Mind: Gain additional Intellect check with +4 competence bonus as a swift action.
Conceal Thoughts: You conceal your motives.
Danger Sense A: You gain +4 bonus against traps and Perception checks to avoid surprise.
Daze A: Humanoid creature with 4 levels or less loses next action.
Déjà Vu A: Your target repeats his last action.
Demoralize A: Enemies become shaken.
Detect Psionics: You detect the presence of psionics and psionic individuals.
Distract A: Target has a -4 penalty to Perception checks.
Empathy A: You know the subject’s surface emotions.
Empty Mind A: You gain +4 on Charisma checks against mind-influencing effects as a swift action.
Missive A: Send a one-way telepathic message to subject.
Telempathic Projection: Alter the subject’s mood.

Medium Psionic Powers:

Cloud Mind: You erase knowledge of your presence from target’s mind.
Ego Whip A: Deal 1d4 Cha damage and daze for 1 round.
Id Insinuation A: Swift tendrils of thought disrupt and confuse your target.
Inflict Pain A: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Mental Disruption A: Daze creatures within melee range for 1 round.
Mindsight: Gain low-light vision, +2 bonus on Perception checks, and may notice hidden items.
Object Reading A: Learn details about an object’s previous owner.
Read Thoughts: Detect surface thoughts of creatures in range.
Thought Shield A: You gain +8 on Charisma checks against mind-influencing effects.
Tongues: You can communicate with intelligent creatures.

Major Psionic Powers:

Brain Lock A: Subject cannot move (but can still take mental-only actions).
Darkvision: See to medium range in total darkness.
Mental Barrier A: Gain +4 deflection bonus to Defense.
Mind Trap A: Drain 1d6 ISP from anyone who attacks you with a mind-influencing psionic power.
Negate Psionics A: Cancels psionic powers and effects.
Psionic Blast: Stun creatures in short-range cone for 1 round.
Telekinesis A: Move or hurl objects with the force of your mind.
Ubiquitous Vision: You have short-range all-around blindsight.

Discipline Powers:

A discipline is one of six groupings of powers, each defined by a common theme: clairsentience, metacreativity, psychometabolism, psychoportation, and telepathy. Discipline powers tend to be more useful than the general powers. Characters with levels in an advanced class that grants the ‘Psionic Discipline’ special ability can freely select from the powers from their given list, while other characters can gain access to them by selecting the ‘Psionic Knowledge’ talents.

Clairsentience Discipline Powers:

Minor – Precognition: Gain +2 insight bonus to one Attribute check as a swift action.
Medium – Clairvoyant Sense: See and hear a distant location.
Major – Fate Link A: You link the fates of two targets.

Metacreativity Discipline Powers:

Minor – Entangling Ectoplasm A: You entangle a foe in sticky goo.
Medium – Concealing Amorpha: Quasi-real membrane grants you concealment.
Major – Ectoplasmic Cocoon A: You encapsulate a foe so it can’t move.

Psychokinesis Discipline Powers:

Minor – Far Hand A: Move small objects at a limited distance.
Medium – Kinetic Blast A: Deal 2d6 force damage to target.
Major – Kinetic Shield A: Psychokinetic shield grants Damage Resistance 5.

Psychometabolism Powers:

Minor – Vigour A: Gain 5 temporary hit points.
Medium – Empathic Transfer A: Transfer another’s wounds to yourself.
Major – Body Adjustment A: You heal 1d12 damage.

Psychoportation Discipline Powers:

Minor – Burst: Move one additional ‘step’ this round.
Medium – Dimension Swap A: You and ally or two allies switch positions.
Major – Time Hop A: Subject hops forward in time 1 round/level.

Telepathy Discipline Powers:

Minor – Mindlink A: You forge a limited mental bond with another creature.
Medium – Charm Person A: Makes one person your friend.
Major – False Sensory Input A: Subject sees what isn’t there.


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