Psionicist, the Scholar of the Mind
Psionicists are individuals who have explored the corridors of the mind. They
develop their mental powers by continuously studying their memories and subconsciousness.
Psionicists are also called psions. They often join adventurers in order to stimulate
their mind and acquire new experiences. Good Psionicists use their powers to fight injustice in
the world, while evil ones use their powers to mold others according to their desires.
Psionic powers may not always have the same magnitude as arcane and divine spells, but they are usually more flexible. The intensity of many powers can be adjusted freely by the manifester and most offensive powers allow him to select an energy type.



Hit Dice, Proficiencies, Alignment
D6 Hit Die. No armour or shield proficiency. No selectable weapon-group proficiency. Starts with simple-weapons proficiency only. Psionicists can be of any alignment.
Special Abilities
Psionics: Psionic powers do not have a vocal or somatic component
and cannot be counterspelled (or used to counterspell). Wearing armour does not result
in a spell failure chance. Using a power is a mental action (usually a standard action)
that triggers attacks of opportunity from enemies, unless you're manifesting the
power on the defensive. Psionic powers can be disrupted or dispelled just like spells.
Metamagic feats do not apply to psionic powers. The leading ability for Psionicist powers is Intelligence.
Depending on the leading ability, a psionic user can have bonus power points, just
like a magic user can get bonus spell slots. Activating a power expends a number
of power points (PP) that depends on the level of the power.
It is often possible to augment a power by spending more power points than the minimum.
However, a character cannot spend more PP on a power than his character level.
Psionic Powers
LEVEL 1: 18 powers (Cost 1 PP)
Entangling Ectoplasm (Ranged touch attack makes a single target entangled,
but not stuck, for four rounds, +1 PP to increase duration by one round.)
Demoralise (All enemy targets in a 30' caster-centered circle are shaken,
+2 PP to increase DC by +1. Willpower save negates.)
Crystal Shard (Close-range ranged touch deals 1d6 piercing damage,
+1 PP to increase damage by 1d6.)
Sicken (Melee touch makes the target sickened for 2d4 rounds.)
Dissipating Touch (Melee touch attack deals 1d6 damage, +1 PP to increase by 1d6.)
Energy Ray (Choose an energy type: fire, cold, shock or sonic. No save.
Ranged touch to target in close range deals 1d6+1 points of damage of that
energy type. +1 PP to increase damage by 1d6+1.)
Force Screen (Personal power, Duration Until Rest, +4 shield
bonus to AC, +4 PP to increase AC bonus by +1.)
Grease (1 round per level, 10' square is covered with slippery
layer. All targets in the area of effect gain the flat-footed condition (no save),
meaning they lose their dexterity bonus to AC. Secondly, all targets must make a
reflex save or fall prone. Large creatures with some squares outside the grease
gain +2 on the spell's Reflex saves. Creatures in the area must save again each round,
just before the caster acts, in order to avoid falling. Moving into a Grease square,
at half speed, requires a reflex save or the creature falls. Trying to stand up
(as a move action) requires a reflex save. If a creature is hit while in the grease,
it must succeed on a reflex save or fall prone. A character cannot take a 5-foot step
or a charge action in difficult terrain. Similar to the Web spell, any fire magic
with a reflex save used in the greased area sets the grease on fire, dealing 1d4
fire damage to anyone in the area and removing the grease.)
Grip of Iron (Manifesting time Free action, Duration 4 rounds + 1 per two
levels, you get a +4 bonus on all grapple checks, +4 PP for another +2 bonus
to grapple checks.)
Inertial Armor (Personal, Duration Until Rest, you gain a +4 armor
bonus to AC. Not bypassed by ghosts. +2 PP to increase the AC bonus by +1.)
Heat and Freeze Armor (No save. This power must be targeted at a
creature wearing armor and in close range. Choose fire or cold damage.
The power heats up or cools down the target's armor to extreme levels. As long
as it wears armor (anything on the torso slot), the target takes 1d6 points of
fire or cold damage per round, for five rounds. The condition also decreases
the target's AC by two and forces a concentration check of DC 12 + half of
damage last dealt by the condition + spell level when casting spells.
+2 PP to increase the damage by 1d6.)
Enhance Weapon (Duration Until End of Combat, your manufactured and
natural weapons gain a +1 enhancement bonus to attack roll and damage roll.
+4 PP to increase the enhancement by +1.)
Mind Thrust (Mind affecting power, single target in close range
takes 1d10 points of damage, willpower negates, +1 PP to increase damage
by 1d10 and the DC by 0.5.)
Precognition (Personal, 10 rounds, you gain a +1 insight
bonus to AC and saving throws. This bonus does not apply whenever you lose
you dexterity bonus to AC. +3 PP for an additional +1 bonus.)
Adrenaline Rush (Personal, 10 rounds, you gain a +1 competence
bonus to attack rolls. +3 PP for an additional +1 bonus.)
Stomp (20' radius cone spell, targets fall prone and take 1d4 damage.
Reflex save negates. +1 PP to increase the damage by 1d4.)
Thicken Skin (Duration Until Rest. You gain a +1 natural armor
enhancement bonus to AC. +3 PP to increase the bonus by +1.)
Life Drain (Melee touch deals 1d6+1 points of damage to a living
creature and you gain temporary HPs equal to the damage dealt. Fortitude
save reduces the damage by 50%. +2 PP to increase the damage by 1d6+1 and
the DC by 1.)
LEVEL 2: 18 powers (Cost 3 PP)
Biofeedback (Personal spell gives DR 2/- for 4 rounds + 1 per two
levels, +3 PP to increase the DR by 1.)
Mind Lock (Mind affecting, Will save or a single target is dazed
for Concentration + 1 round. +2 PP to increase the DC by 1.)
Lesser Concealment (Personal, 1 round per level, you gain 20% concealment.)
Energy Absorption (Personal, Select an energy type, you
gain resistance 15 to damage of that type, up to 1 round per level and up
to 10*level absorbed points of damage. +6 PP to get resistance 30 up to
20*level points, instead.)
Enhance Ability (For 10 rounds, the target gains a +4 enhancement
bonus to either Strength, Dexterity, Constitution, Wisdom, Intelligence
or Charisma. From CL 9, the bonus increases to +6. From CL 15, the
bonus increases to +8.)
Concussion Blast (No save, single target in medium range takes
force damage 1d6, +2 PP to increase damage by 1d6, +2 PP to increase
number of targets by 1.)
Greater Swap (You can swap the position of two allies in medium
range, or the position of an ally and yourself.)
Dissolving Touch (No save, melee touch attack deals 4d6 acid
damage. +2 PP to increase damage by 1d6.)
Lend Life (You heal a target for 2d10, while taking damage
equal to half that amount. If you don't have enough HPs, the spell
transfers only two times the amount of HPs that you have, and leaves
the manifester with 1 HP. +1 PP to increase the amount healed by
2d10, up to 10d10.)
Energy Missile (Choose cold, fire, shock or sonic. You deal
3d6 damage to one creature per level, up to five (the same target
can't be selected several times). Sonic and Cold require a fortitude
save for half damage. Fire and Shock require a reflex save for half
damage. +1 PP to increase the damage by 1d6 and the DC by 0.5.)
Energy Push (Choose cold, fire, shock or sonic. You deal 2d6 points of energy damage to
a single target in medium range. Save for half damage (cold & sonic: fortitude save, fire & shock: reflex
save). The target must also perform a Strength check of DC equal to the spell DC. If this
fails, the target is pushed back along the effect line by 5 feet plus an extra 5 feet for every
5 points of damage taken (or until an obstacle, creature or entangle effect is met). If movement
is blocked by an obstacle or a creature, the target instead takes an additional 2d6 points of
bludgeoning damage from the collision. +2 PP to increase damages by 1d6 and DC by 1.)
Energy Stun (5' circle spell. Choose cold, fire, shock or sonic. All targets in the area
of effect take 1d6 damage. Save for half damage (cold & sonic: fortitude save, fire & shock:
reflex save). Targets that failed their save must succeed on a willpower save or be stunned
for 1 round. +1 PP to increase damage by 1d6 and DC by 0.5.)
Mind Hammer (For concentration + 1 round, you make a single target confused if it
fails a willpower save. +2 PP to increase the DC by 1 and the maximum number of targets by 1.)
Inflict Pain (For 1 round per 2 levels, you cause agony in a single target, resulting
in a penalty of -4 on attack rolls, concentration checks and strength checks. Willpower save
to reduce the penalty to -2. +2 PP to increase the DC by 1 and the maximum number of targets by 1.)
Mental Disruption (Mind affecting. In 10' caster-centered circle, all enemies become
dazed for 1 round if they fail a willpower save. +2 PP to increase DC by 1.)
Share Pain (Duration Until Rest. Choose two allied creatures, or you and one ally.
Whenever you take damage, half of the damage is applied to the ally and half of the damage
is applied to you. The spell ends if either character becomes unconscious, or if the damage
would make either character unconscious.)
Swarm of Crystals (15' cone deals 3d4 slashing damage to all in the area of effect,
no save, +1 PP to increase damage by 1d4.)
Bestow Power (You transfer 2 PP to a psionicist or psychic warrior. +3 PP to increase
the transfer by 2 points.)
LEVEL 3: 18 powers (Cost 5 PP)
Cell Division (Personal, cures 1d12 HP. +2 PP to increase HP cured by 1d12.)
Purification (Personal. Removes 2 points of ability damage or drain. +1 PP
to remove 1 additional point of ability damage or drain.)
Greater Concealment (Personal, 1 round per level, you gain 50% concealment.)
Dimension Slide (With a standard action, you teleport yourself to a square within line
of sight and in medium range. +4 PP to do it as a move action, +8 PP to do it as a free action.)
Dispel Magic (Select Single Effect, Effects on Creature or Effects on Area:
Single Effect: Choose a single creature, then choose an ongoing magical or psionic
effect on that creature. It is dispelled if you succeed on a check of 1d20 + level (up to
10) versus DC of 11 + level of the mage who created the effect. If the effect is 'summoned',
the creature is unsummoned.
Effects on Creature: Choose a single creature. You make a check for each ongoing effect
on the creature (but not effects from items). A successful check dispels that effect.
Dispel Area: Select a 20' circle area. For each area effect in the circle, you make a dispel
check and for each creature in the circle, you make a dispel check against the ongoing effect
of highest caster level. A successful check dispels that effect.)
Suppress Sword and Armour (Choose Sword or Armor. This power gives the Suppressed
Sword or Suppressed Armour condition: for 1d4 rounds, any manufactured weapon or manufactured
armor held or worn by the target loses its enhancement bonus and magical properties. Willpower
negates. +2 PP to increase DC by 1.)
Empathic Feedback (Each time a living creature strikes you in melee, it takes damage
equal to the amount dealt to you, up to five points. +1 PP to increase the maximum damage level by one point.)
Hostile Empathic Transfer (With a melee touch, you transfer up to 50 points of damage
to a living target (Will save for half). The caster recovers the amount of damage dealt.
+6 PP for a mass effect of radius 20 centered on caster. +1 PP to increase the limit by 10
points, up to 90.)
Energy Bolt (120' line power. Choose cold, fire, shock or sonic. You deal 5d6+5 points
of damage to all creatures in the area. Cold and sonic: fortitude half, fire and shock:
reflex half. +1 PP to increase damage by 1d6+1 and the DC by 0.5.)
Energy Cone (60' cone power. Choose cold, fire, shock or sonic. You deal 5d6+5 points of
damage to all creatures in the area. Cold and sonic: fortitude half, fire and shock: reflex half.
+1 PP to increase damage by 1d6+1 and the DC by 0.5.)
Energy Shield (Choose cold, fire, shock or sonic. For 1 round per level, any creature
who hits the recipient in melee takes 2d6 points of damage of that type. +2 PP to increase
damage by 1d6.)
Energy Wall (1 round per level, 10'x25' rectangle effect. Select fire, cold, acid or
electricity. Creatures inside the wall take 2d6 + 1 per level points of damage of the appropriate
type. No save. The dice damage increases to 3d6 at Caster Level 11, 4d6 at CL 15 and 5d6 at CL
19. The damage is applied upon the casting of this spell and every round just before the caster
acts. Creatures also take damage when entering a Wall (if several energy squares are crossed,
only the first one triggers the damage). Casting a spell or activating a power while standing
in the wall requires a concentration check of DC 14 + half of the damage last dealt by the wall
+ spell level. Undead creatures take an additional 2d6 points of damage. Widening a wall doubles
the length but not the width.)
Psionic Blast (30' cone power, mind affecting, all creatures in area of effect are stunned
for 1 round if they fail a Willpower saving throw. +2 PP to increase the stunned duration by 1 round.)
Psionic Eye, Touch (Touch power, for 1 round per level, images of the environment appear
directly in the recipient's mind, allowing him to see even if his eyes are blinded. The spell
does not negate the effect of darkness, concealment or invisibility, as the images received are
the same as what could be seen with the normal eye sight.)
Omnidirectional Eye (Touch power, for 1 round per level the recipient cannot be flanked.)
Ectoplasmic Cocoon (Close range. Four rounds. No Spell resistance. Reflex negates. A single
target of size medium or small is encased in a cocoon. It cannot move or attack. It can activate psionics
and cast stilled spells. It is not helpless. It retains its dexterity score. As a full-round action,
the creature can try to break free by succeeding on a Strength check of DC equal to the spell's DC.
The cocoon can be removed with the spells Freedom, Dispel and Greater Dispel. +2 PP to increase the
DC by one and the duration by one round.)
Fate Link (Select two enemy creatures. If they both fail a Will save, they are linked. When
a Linked creature takes damage, the other does too. When one dies, the other must succeed on a Fort
save or take 2 negative levels. +2 PP to increase DC by 1.)
Psychic Containment (Upon a failed Will save, a single target cannot use Powers or Spells
for 1 rounds per 2 levels. Each round, a new save is allowed. +1 PP to affect one more creature.
+2 PP for +1 DC.)
LEVEL 4: 15 powers (Cost 7 PP)
Death Urge (Mind affecting. Will negates, duration 1 round, medium range. The subject spends
its next round attacking itself. It deals an automatic critical hit against itself. If there is a
deep chasm nearby, the creature hurls itself off the chasm instead. +4 PP to increase the DC
by 2 and the duration by 1 round.)
Dismissal (Extraplanar creature is forced back to its proper plane if it fails a special
Will save of DC equal to: spell's save DC – creature's HD + your caster level.)
Energy Adaptation (Personal, you gain resistance 15 to damage of type fire, cold, shock,
acid and sonic, up to 1 round per level and up to 10*level absorbed points of damage. +6 PP to
get resistance 30 up to 20*level points, instead.)
Inertial Barrier (Duration Until Rest. You gain DR 5/-.)
Freedom of Movement, Psionic (1 round per level. Personal. The character is freed
from the following conditions: Paralyzed, Slowed, Stuck, Entangled, Quicksand. The subject
also gains immunity to all these effects for the spell's duration. The spell does not
affect the spell Grease, underwater movement, being grappled or pinned or swallowed whole.)
Disarm (Will negates. Long Range. For four rounds, the target cannot wield anything,
all weapons, shields and bow held go back to the inventory. +2 PP to increase the Will DC by 1
and the duration by one round. The DC increases by 2 against humanoid targets.)
Energy Ball (20' circle spell. Choose cold, fire, shock or sonic. You deal 7d6+7 points
of damage to all creatures in the area. Cold and sonic: fortitude half, fire and shock: reflex half.
+1 PP to increase damage by 1d6+1 and DC by 0.5.)
Mindwipe (Fortitude negates, single target takes two negative levels, +2 PP to increase DC
by 1, +3 PP to increase the number of negative levels by 1.)
Power Drain (Fortitude negates, melee touch reduces the target's pool of
power points by 2 PP per manifester level, or if the target is not a psionic creature but
a spellcaster, it loses magic slots of equivalent value. A level-2 slot is worth 3 PP,
a level-3 slot is worth 5 PP, etc. High slots are lost first.)
Psychokinesis (Long Range. For 1 round per two levels or until dismissed, every
round you can perform a bull rush, disarm, grapple, pin, or trip action against a target in
medium range. Instead of your Base Attack Bonus, you use your level and instead of your Strength
modifier you use your Intelligence modifier.)
Wall of Stone (2d6 rounds. 5'x25' rectangle. The spell creates a magical wall at the
location you specify. A magical wall of stone can be removed by a Dispel or Greater Dispel spell.)
Energy Current (Duration concentration up to one round per two levels, deals 7d6 points of
damage each round to a single target. Cold and sonic: fortitude half, fire and shock: reflex half.
The damage is recurrent (it is applied on the caster's round, upon casting and in subsequent rounds
if the caster successfully concentrates on the spell as a standard action) but it is not continuous so
it does not affect spellcasting. The action of concentrating is similar to casting a new spell
in that the ready versus spell action can disrupt the action. +1 PP to increase damage by 1d6 and
the DC by 0.5.)
Shatter Mind Blank (Select a target, the target's mind blank effect is dispelled if you
succeed on a check of 1d20 + level (up to 20) versus DC of 11 + level of the mage who created the effect.)
Water Breathing (Duration Until Rest, 10' circle spell, the targets gain the ability to breathe
water. Without this spell, the player characters take 1d4 points of damage per round when fighting underwater,
or when moving outside combat, every 20'.)
Delta Waves (25' radius cone, all targets in the area who fail on a willpower save fall alseep
(prone + sleeping). Duration Until End of Combat. +2 PP to increase the Will DC by 1.)
LEVEL 5: 13 powers (Cost 9 PP)
Control Body (Duration: concentration. Fortitude negates. Not mind affecting. One hostile
creature (even undead or construct) now fights for the caster. You psychokinetically control the actions
of the target. It cannot cast spells or use special powers. It takes a -6 penalty on attack rolls and
the caster's intelligence modifier is used instead of the target's strength modifier, when calculating
damage and attack rolls. The caster's intelligence modifier is added to AC instead of the target's
dexterity modifier. +2 PP to increase DC by 1 or +2 PP to increase the number of targets by 1.)
Catapsi (For 1 round per level, you create an aura of psionic disruption in a 30-radius
circle area centered on you. Anyone, apart from you, who tries to cast a spell or use a psionic power
within that area must succeed on a concentration check of DC 18 + spell level. +2 PP to increase the
concentration DC by 1. If you move, the aura moves with you. If you are killed or taken out of the
fight in any other way, the effect disappears.)
Baleful Teleport (Fortitude half, you deal 9d6 nondescript damage to a corporeal creature.
+1PP to increase damage by 1d6 and the DC by 0.5 and to gain a spell resistance check bonus of 0.5.)
Psionic Fog (1 round per level. 30' radius circle. Everyone inside gains 20% concealment.
Each round they take 1 point of damage per two manifester levels. Casting or using a power requires
a concentration check DC 10 + damage per round + spell level. +1 PP to increase the damage per round by 1.)
Hail of Crystals (Medium Range. 20' radius burst aimed at a creature, deals 9d4 slashing points of
damage to all in the area of effect centered on the target, except the target, which takes 14d4 slashing
damage instead. Reflex half. +1 PP to increase the target and area damage by 1d4.)
Spell and Power Resistance (Touch power gives the target Spell Resistance 12 + manifester
level for 1 round per level.)
Revivify (Experience cost 100 times the level of the target. You raise a dead player
character to 1 HP.)
Psychic Crush (Mind affecting. Single target falls unconscious and dying at -1 HP, unless
it succeeds on a willpower save with a +4 bonus. If the target is not a player character, it dies
immediately. On a successful save the target takes 3d6 damage.)
Second Chance (Casting time free action, on this round if you make an attack you can roll
two times and keep the best attack roll result.)
Tower of Iron Will (Casting time free action, 10' radius circle, everyone in the area
gains Spell Resistance 19 for two rounds. +1 PP to increase the SR by 1 and the duration by 1 round.)
Psionic True Seeing (For 1 round per level, you gain the True Seeing ability.)
Greater Stomp (Line spell, targets fall prone and take 7d6 damage, reflex save
negates, +2 PP to increase the damage by 1d6 and the DC by +1.)
Greater Ectoplasmic Cocoon (Medium range. Four rounds. No Spell resistance. Reflex negates. A single
target of size large, medium or small is encased in a cocoon. It cannot move or attack. It can activate psionics
and cast stilled spells. It is not helpless. It retains its dexterity score. As a full-round action,
the creature can try to break free by succeeding on a Strength check of DC equal to the spell's DC.
The cocoon can be removed with the spells Freedom, Dispel and Greater Dispel. +2 PP to increase the
DC by one and the duration by one round.)
LEVEL 6: 10 powers (Cost 11 PP)
Greater Dispel Magic Same as Dispel Magic, but you dispel checks are equal to 1d20 + level (up to 20).
Energy Chain (Select a number of targets equal to 1 + your level. The first target takes
11d6 damage and all the other targets take 50% of 11d6 damage. The same target cannot be selected
two times. Cold and sonic: fortitude half, fire and shock: reflex half. +1 PP to increase damage by 1d6.)
Breath of the Black Dragon (25' cone, deals 11d6 acid damge to all in the area, reflex half, +1
PP to increase damage by 1d6.)
End Concentration (Mind affecting. Willpower negates, but the target makes the save with
a -4 penalty. +2 PP to increase the DC by 1. Select a psionicist currently operating an effect with
concentration duration: control body, dominate, energy current, brain lock or ID insinuation. The
effect is immediately broken.)
Disintegrate (Ranged touch attack, then fortitude saving throw. Deals 22d6 damage on failed
save, or 5d6 on succeeded save. +2 PP to increase the DC by 1 and the failed-save damage by 2d6.)
Dispelling Buffer (Duration Until Rest. Single target gains the buffered condition, which gives
a +5 bonus to the DC against dispelling by the Dispel and Greater Dispel spells and powers.
Against a 'Dispel Effects on Creature' effect, the buffered effect is checked last.)
Greater Restoration (Touch power. Cures all ability damage and ability drain, but not negative levels.)
Mind Blast (Mind affecting. Single target loses 80% of its HP on a failed Will save. +2 PP to increase DC by 1.)
Concussive Detonation (20' radius burst, medium range, creatures in the area of effect take
6d6 force damage, reflex half, +1 PP to increase damage by 1d6 and DC by 0.5.)
Stygian Bolt (Line spell, reflex negates, living targets take 1d4 negative levels, +4 PP to increase by 1d4.)
Greater Delta Waves (50' radius cone, all targets in the area who fail on a willpower
save fall alseep (prone + sleeping). Duration Until End of Combat. Against humanoid targets,
the DC increases by 2. +2 PP to increase the Will DC by 1.)
LEVEL 7: 10 powers (Cost 13 PP)
Dominate (Duration: concentration. Willpower negates. Mind affecting. One hostile living creature
now fights for the caster. +2 PP to increase DC by 1 or +2 PP to increase the number of targets by 1.)
Lower Spell and Power Resistance (Duration 1 round per level, select a creature in close range,
no saving throw but SR applies with spell penetration roll receiving a +6 bonus. The target SR drops
by half the psionicist level. Not cumulative.)
Decerebrate (Select a living creature in close range. If it fails a fortitude save, it gains
the decerebrated condition. It is helpless and cannot take any action. Permanent. Removed with a Heal
spell. +2 PP to increase DC by 1.)
Energy Wave (120' cone. Choose cold, fire, shock or sonic. You deal 13d6+13 points of damage
to all creatures in the area. Cold and sonic: fortitude half, fire and shock: reflex half. +1 PP to
increase damage by 1d6+1 and the DC by 0.5.)
Evade Burst (Personal spell, 1 round per level; you gain the same effect as the 'Evasion' class power.)
Insanity (Willpower negates, mind affecting, select a creature in medium range, the target
becomes confused permanently. +2 PP to increase the DC by 1 and to increase the number of affected
creatures by 1.)
Mind Blank (Personal. Duration Until Rest. You gain immunity to hostile mind effects, such as
the effect of Color Spray, Fear, Bane, Confusion, Crushing Despair, Hold Person, Feeblemind, Rainbow
Pattern, Deep Slumber, Dominate Person, Irresistible Dance. The spell doesn't protect against True Strike or
True Seeing. Gold cost 250.)
Oak Body (For 1 round per two levels: you gain immunity to stunning, ability damage and drain,
a +4 circumstance bonus to strength and a +4 natural armor enhancement bonus.)
Ultrablast (15' radius caster-centered circle, mind affecting. Willpower half, all enemies in
the area of effect take 13d6 damage from your psionic attack. +1 PP to increase damage by 1d6.)
Mass Death Urge (10' radius circle. The effect is similar to Death Urge.)
LEVEL 8: 7 powers (Cost 15 PP)
Psychic Chirurgery (Touch power. The power removes from the recipient the following conditions:
dazed, stunned, agony (from Inflict Pain), shaken, cowering, confused, controlled, dominated,
decerebrated. It also removes all negative levels and all ability damage and drain.)
Accelerated Spell and Power (Activation time: Move action. For four rounds, every standard-action
spell cast (or power activated) by the character requires only a move action. A full-round action spell
requires a standard action. Up to two spells can be cast every round. If the caster is able to take a
move action after casting this spell, he can immediately cast another spell.)
Iron Body (Personal. 1 round per level. You gain DR 15/adamantine. You are immune to
blindness, deafness, critical hits, ability score damage and drain, drowning, stunning. You gain
50% resistance to fire.)
Mass Mind Blank (1 round per level. 10' circle spell. Every ally in the area of effect
gains immunity to hostile mind effects.)
Recall Death (Mind affecting and Death effect, single target in medium range automatically
dies if it fails a willpower save, otherwise it takes 5d6 points of damage. +2 PP to increase DC by 1.)
True Metabolism (Touch spell. 1 round per level. The recipient gains fast healing 10 points
per round. Characters with fast healing recover all their HP at the end of the fight.)
Mass Greater Ectoplasmic Cocoon (20' radius circle. Four rounds. No Spell resistance. Reflex negates.
All creatures in the area of size large, medium or small are encased in a cocoon. They cannot move or
attack. They can activate psionics and cast stilled spells. They are not helpless. They retains their dexterity
score. As a full-round action, the creatures can try to break free by succeeding on a Strength check of DC
equal to the spell's DC. A cocoon can be removed with the spells Freedom, Dispel and Greater Dispel. +2 PP
to increase the DC by one and the duration by one round.)
LEVEL 9: 5 powers (Cost 17 PP)
Spell and Power Surge (Activation time: free action. You gain a DC bonus of +4 on your next spell or power.)
Assimilate (Melee touch attack and fortitude half. You deal 20d6 damage to a living
creature. You gain temporary HP equal to half the damage dealt, up to the creature's remaining HP.)
Microcosm (Select a living creature in close range and with up to 100 HPs. No save. It
gains the decerebrated condition. It is helpless and cannot take any action. Permanent. Removed
with a Heal spell. +1 PP to increase maximum HP of target by 10.)
Tornado Blast (40' radius spread aimed at a creature, reflex half, you launch a vortex
of air towards a creature. The vortex explodes and everyone in the area of effect takes 17d6
bludgeoning damage, except the target creature, which takes 25d6 bludgeoning damage. The position
of all creatures in the area of effect is modified randomly as the creatures are picked up and
dashed about. All creatures who failed their reflex save become prone. +1 PP to increase the
area damage by 1d6 and the DC by 0.5.)
Shadow Storm (15-foot radius circle spell. Medium Range, all living targets take 1d4
negative levels. A successful Reflex saving throw reduces the number of negative levels to 1.
The negative levels disappear upon resting. +2 PP to increase the number of negative levels
acquired on a failed save to 1d6.)
Psionicist Feats
Fast Cell Division: You can activate the psionic power Cell Division as a move action rather than a
standard action. Prerequisite: you must have the power Cell Division.
Crystal Focus: The number of damage dice with the powers Crystal Shard, Swarm of Crystals and Hail of Crystals
increases by one.
Energy Specialization: You deal an extra two points of damage with the powers
Energy Ray, Energy Bolt, Energy Cone, Energy Ball and Energy Wave. Prerequisite: Psionicist, Level 4.
Greater Energy Specialization: You deal an extra four points of damage with the powers
Energy Ray, Energy Bolt, Energy Cone, Energy Ball and Energy Wave. Prerequisite: Psionicist, Energy
Specialization, Level 12.
Energy Conversion: You can select 'acid' as an alternative damage type with the
powers Energy Ray, Energy Bolt, Energy Cone, Energy Ball and Energy Wave. If a saving throw is allowed,
it is a Fortitude saving throw. Prerequisite: Psionicist, Level 8.
Expanded Knowledge: Add to your powers known one additional power of any
power level up to the highest you can manifest. Prerequisite: Psychic Warrior
or Psionicist, level 3.
Psionic Talent: You gain an additional number of power points equal to
your level. The bonus increases automatically when you gain a level. This feat
cannot be taken more than once. Prerequisite: Psychic Warrior or Psionicist.

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