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POWERS

 

The psion power list uses abbreviated names as follows: Clasen (Clairsentience); Metcre (Metacreativity); Psykin (Psychokinesis); Psymet (Psycho­ metabolism); Psyport (Psycho­portation); and Telep (Telepathy).

 

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. (Creatures with only Hit Dice, not classes, have character levels equal to their Hit Dice.)

 

Manifester Level: A power’s effect and duration often depend on manifester level, which is the manifester’s psionic class level. Creatures with no classes have a manifester level equal to their Hit Dice unless otherwise specified.

 

Creatures and Characters: “Creatures” and “characters” are used synonymously in these power descriptions.

 

Powers that Look Like Spells: A power with the same name as a spell has the same effect as that spell. The difference is that psionic powers are spell-like abilities.

 

Psion Powers

0-LEVEL PSION POWERS (Talents)

Clasen

            Detect Psionics             Detects the presence of psionic activity.

            Inkling                                      50% likely to know if an intended action is good or bad.

            Know Direction                        Know which way is north.

Metcre

            Bolt                                          Creates a short-lived bolt, arrow, or bullet.

            Finger of Fire                            Deals 1d3 fire damage to one foe.

            Trinket                                     Creates a short-lived trinket.

Psykin

            Control Shadow                       Controls a normal shadow like a puppet.

            Far Hand                                  Minor telekinesis.

            Far Punch                                 Telekinetic punch deals 1 damage.

            My Light                                  Eyes emit a 20-ft. cone of light.

Psymet

            Elfsight                         The manifester has low-light vision.

            Lesser Natural Armor               Gain +1 natural armor bonus.

            Talons                                      Unarmed attacks deal +1 damage.

            Verve                                       Gain 1 temporary hit point.

Psyport

            Burst                                        Subject’s speed improves by 10 ft. for 1 round.

            Catfall                                      Recover well from a fall.

            Float                                        Buoys a subject in water or other liquid.

Telep

            Daze                                        Creature loses next action.

            Distract                                    Subject’s mind wanders, imparting a –1 penalty on some

actions.

            Missive                         Sends a one-way telepathic message to subject.

            Telempathic Projection Modifies subject’s emotions.

 

1st-LEVEL PSION POWERS

Clasen

            Combat Precognition                Gains a +1 insight bonus to AC.

            Destiny Dissonance                   Touch deals 1d8 subdual damage.

            Expanded Vision                      Wider vision allows the manifester to see more.

            Identify                         Identify single feature of psionic item.

            Know Location                        The manifester knows where he or she is.

            Object Reading                        Knows about an object’s past.

            Steadfast Gaze                         Gaze attacks hold no terror for the manifester.

Metcre

            Astral Construct I                     Creates astral construct to fight for the manifester.

            Firefall                                      Fiery sparks deal 1d4 fire damage in 10-ft. radius.

            Grease                                     Makes 10-ft. square or one object slippery.

            Lesser Metaphysical Weapon   Weapon gains a +1 bonus.

            Minor Creation             Creates one cloth or wood object.

            Psycholuminescence                 Object sheds silvery light.

Psykin

            Biocurrent                                Continuous bioelectrical current deals 1d4 electricity

damage/round to up to two living creatures.

            Control Light                            Adjust light levels up or down.

            Control Object                         Telekinetically animates a small object.

            Create Sound                           Creates the sound he or she desires.

            Lesser Concussion                    Pummel foe for 1d6 damage.

            Matter Agitation                       Heats a creature or object.

            Stomp                                      Shock waves in the ground knock foes prone.

Psymet

            Biofeedback                             Self-control allows the manifester to take some damage as

subdual damage.

            Bite of the Wolf                        Bite attack deals 1d8 damage.

            Compression                            Shrink 10%/level (max 50%).

            Empathic Transfer                     Absorb others’ hurts.

            Feel Light                                 Use tactile sensation to see.

            Feel Sound                               Use tactile sensation to hear.

            Hammer                                   Touch deals 1d8 bludgeoning damage.

            Hear Light                                Use auditory sensation to see.

            Lesser Body Adjustment           Heal 1d8 hp, or gain a +1 bonus on  next Fortitude save to

resist poison or disease, or heal 1 point of temporary ability damage.

            See Sound                                Use visual sensation to hear.

            Vigor                                        Gain 3 temporary hit points.

Psyport

            Call Weaponry             Never lack for a weapon.

            Dissipating Touch                     Touch deals 1d8 damage.

            Feather Fall                              Objects or creatures fall slowly.

            Skate                                       Subject slides (skillfully) along the ground as if ice.

            Spider Climb                            Grants ability to walk on walls and ceilings.

Telep

            Attraction                                 Subject has an attraction the manifester specifies.

            Charm Person                          Makes one person the manifester’s friend.

            Conceal Thoughts                     The manifester conceals his or her motives.

            Demoralize                               Foes suffer –1 penalty on some actions.

            Disable                         Subjects incorrectly believe they are disabled.

            Empathy                                   Know the subject’s surface emotions.

            Lesser Mindlink                        Forge a limited mental bond with another creature.

            Sense Link                               Sense what the subject senses (single sense).

 

2nd-LEVEL PSION POWERS

Clasen

            Augury                         Learn if an intended action will be good or bad.

            Clairaudience/Clairvoyance       Hear or see at a distance.

            Combat Prescience                   Gain a +2 insight bonus on attack roll.

            Darkvision                                See in the dark.

            Recall Pain                               Foe takes 3d6 damage from painful memory.

            See Invisibility               Reveals invisible creatures or objects.

            Sensitivity to Psychic Impressions          Find out about an area’s past.

Metcre

            Astral Construct II                    Creates astral construct to fight for the manifester.

            Burning Ray                              Fiery ray deals 3d6 damage to foe.

            Ectoplasmic Cocoon                 Encapsulate a foe so it can’t move.

            Ecto Puppet                             Directly control an astral construct.

            Sudden Minor Creation            Quickly create cloth or wood object.

Psykin

            Concussion                               Pummel foe for 3d6 damage.

            Control Air                               Wind velocity increased or decreased by up to 10 miles per

hour + 5 miles per hour/level.

            Control Body                           Take rudimentary control of foe’s limbs.

            Control Flames             Control heat and movement of a fire.

            Invisibility                                 Subject is invisible for 10 min./level or until it attacks.

            Sever the Tie                            Deal 3d8 damage to undead in 10-ft. radius.

Psymet

            Animal Affinity              Possess one ability score of a chosen animal.

            Body Adjustment                      Heal 3d6 damage, or gain a bonus on the next Fortitude

save to resist poison or disease, or heal 2 temporary ability points.

            Body Equilibrium                      Walk on nonsolid surfaces.

            Chameleon                               Gain a +10 enhancement bonus on Hide checks.

            Claws of the Bear                     Unarmed attack deals 1d12 damage.

            Expansion                                 Grow 10%/level (max 100%).

            Painful Touch                            Unarmed attacks deal an extra 1d6 subdual damage.

            Sustenance                               Go without food and water.

Psyport

            Glide                                        Subject glides at speed of 20 ft.

Knock                                      Opens locked or psionically locked doors.

Levitate                                    Subject moves up and down at the manifester’s direction.

            Psionic Lock                            Psionically locks a portal or chest.

            Sense Psychoportation  Know when others use this discipline.

Telep

            Aversion                                   Subject has aversion the manifester specifies.

            Brain Lock                               Subject cannot move or take any mental actions.

            Detect Thoughts                       Detect subject’s surface thoughts.

            Inflict Pain                                Mental attack deals 3d6 damage.

            Intrusive Sense Link                  Subject senses what the manifester senses.

            Suggestion                                Compels subject to follow suggested action.

 

3rd-LEVEL PSION POWERS

Clasen

            Danger Sense                           Gain a +4 bonus against traps.

            Invisibility Purge                        Dispels invisibility within 5 ft./level.

            Nondetection                            Hides subject from Clair­ sentience powers and remote

viewing.

            Poison Sense                            Sense poison in 30-ft. radius.

            Remote Viewing                       See subject from a distance.

            Ubiquitous Vision                     Manifester has all-around vision.

            Undead Sense                          Sense the presence of undead.

Metcre

            Astral Construct III                   Creates astral construct to fight for manifester.

            Create Food and Water            Feeds three humans (or one horse)/level.

            Metaphysical Weapon              Weapon gains a +3 bonus.

            Whitefire                                  Deals 5d4 fire damage in 20-ft. radius.

Psykin

            Cone of Sound             Sonic energy deals 5d4 sonic damage.

            Control Sound                          Creates very specific sounds.

            Greater Concussion                  Pummel foe for 5d6 damage.

            Negate Psionics                        Cancels psionic powers and effects.

Psymet

            Bite of the Tiger                        Bite attack deals 2d8 damage.

            Claws of the Vampire               Unarmed attack deals 1d8 damage. Heals the same amount.

            Displacement                            Attacks miss manifester 50% of the time.

            Duodimensional Hand   Unarmed attacks deal slashing damage with an increased threat range.

            Ectoplasmic Form                     Amorphous form is hard to hurt.

            Improved Biofeedback Take charge of body’s damage.

            Rejuvenation                             Heal 1 point of temporary ability damage/hour.

Psyport

            Astral Steed                             Astral steed appears for 1 hour/level.

            Dimension Slide                        Instantly move to any spot seen in close range.

            Fly                                           Subject flies at speed of 90 ft.

            Time Hop                                 Subject hops forward in time 3d6 rounds.

Telep

            Charm Monster                        Makes monster believe it is your ally.

            Crisis of Breath             Disrupt the subject’s breathing.

            False Sensory Input                  Falsify one of the subject’s senses.

            Fate Link                                  Link the fates of two targets.

            Lesser Domination                    Forces subject to obey manifester’s will.

            Mindlink                                   Have a mental bond with others.

            Schism                                     Splits manifester’s mind into two independently functional

parts.

 

4th-LEVEL PSION POWERS

Clasen

            Anchored Navigation                Navigate from a fixed reference point that manifester

mentally senses.

            Aura Sight                                Can read things in other’s auras.

            Detect Remote Viewing            Know when others spy on manifester remotely.

            Divination                                 Provides specific advice for proposed actions.

            Fate of One                              Reroll a bad roll.

Metcre

            Astral Construct IV                  Creates astral construct to fight for the manifester.

            Dismiss Ectoplasm                    Dissipates ectoplasmic targets.

            Fabricate                                  Transforms raw goods to finished items.

            Quintessence                            Collapse a bit of time into a physical substance.

            Wall of Ectoplasm                    Create a protective barrier.

Psykin

            Amplified Invisibility                  Attack once and stay unseen.

            Inertial Barrier                          Subject gains damage reduction 10/+5.

            Mass Concussion                     Foes take 7d4 damage in 20-ft. radius.

            Telekinesis                                Lift or move 25 lb./level at long range.

Psymet

            Dissolving Touch                      Touch deals 7d6 acid damage.

            Immovability                             Manifester is almost impossible to move.

            Polymorph Self             Assume a new form.

            Psychofeedback                       Use power points to boost your physical ability modifiers.

            Natural Armor                          Gain a +4 natural armor bonus.

Psyport

            Dimensional Anchor                  Bars extradimensional movement.

            Dimension Door                       Teleports manifester and up to 500 lb. a short distance.

            Dismissal                                  Forces a creature to return to a native plane.

            Freedom of Movement Move normally despite impediments.

Telep

Domination                               Subject obeys manifester’s will.

            Fatal Attraction             Implants death urge in subject.

            Forced Mindlink                       Creates mental bond with unwilling subject.

            Mindwipe                                 Subject’s recent experiences wiped away.

            Tailor Memory             False memory implanted in subject.

 

5th-LEVEL PSION POWERS

Clasen

            Power Resistance                     Subject gains PR 12.

            Recall Agony                            Foe takes 9d6 damage from painful memory.

            Sense Psionics                          Sense psionic powers and effects.

            True Seeing                              See all things as they really are.

Metcre

            Astral Construct V                    Creates astral construct to fight for the manifester.

            Ectoplasmic Armor                   Subject gains a +10 armor bonus.

            Ectoplasmic Shambler   Foglike predator deals 1 point of damage/round to those it surrounds.

            Incarnate                                  Make some psionic effects permanent.

            Major Creation             Creates cloth, wood, stone, or metal object.

Psykin

            Brilliant Blast                            Light blast deals 9d4 damage in 20-ft. radius.

            Clairtangency                            Use far hand at any distance.

            Matter Rearrangement  Transmute one metal to another.

            Psychic Vampire                       Touch attack drains 2 power points/level from foe, which

you gain.

Psymet

            Adapt Body                             Adapt manifester’s body to hostile environments.

            Energy Barrier                          Convert energy attacks to harmless light.

            Graft Weapon                          A weapon becomes a natural part of the manifester.

            Metamorphosis             Take the form of creatures and objects.

Psyport

            Baleful Teleport                        Destructive teleport deals 9d6 damage.

            Sending                                    Delivers short message anywhere instantly.

            Teleport                                   Instantly transports manifester anywhere.

            Teleport Trigger                        Predetermined event triggers teleport.

Telep

            Catapsi                                     Psychic static is a drag on power manifestation.

            Greater Domination                  Subject obeys manifester’s will.

            Metaconcert                             Mental concert of two or more psions increases the total

power of the participants.

            Mind Probe                              Discover the subject’s secret thoughts.

 

6th-LEVEL PSION POWERS

Clasen

            Precognition                             More in-depth than divination.

            Remote View Trap                   Enemy remote viewers take 4d4 damage.

            Shield of Prudence                    Gain a +6 insight bonus to AC.

Metcre

            Astral Construct VI                  Creates astral construct to fight for the manifester.

            Flaming Shroud                        Encased foe takes 11d6 fire damage.

            Improved Fabricate                  Transforms raw goods to finished items..

Psykin

            Ablating                                    Subject is buffered from one negate psionics effect.

            Disintegrate                              One creature or object vanishes.

            Greater Biocurrent                    Continuous bioelectrical current deals 6d6 electricity

damage/round to up to four living creatures.

            Null Psionics Field                    Negates psionics within 10 ft.

Psymet

            Breath of the Dragon                Breathe fire for 11d4 damage.

            Improved Vigor                        Gain 13 temporary hit points.

            Suspend Life                            Manifester’s life functions slow to imperceptibility.

Psyport

            Banishment                               Banishes extraplanar creatures.

            Ethereal Jaunt                           Become ethereal for 1 round/level.

            Improved Fly                            Subject flies at speed of 180.

            Retrieve                                    Teleport to hand an item the manifester can see.

            Trace Teleport                          Learn origin or goal of subject’s teleport.

Telep

            Aura Alteration             Subject seems something it is not.

            Mass Suggestion                       Many targets follow suggested action.

            Mind Switch                             Switch minds with another.

 

7th-LEVEL PSION POWERS

Clasen

            Emulate Power             Manifest any psionic power of 6th level or lower.

            Improved Anchored Navigation            Navigate from a fixed point even across planar

boundaries.

            Sequester                                 Subject invisible to sight and remote viewing.

Metcre

            Astral Construct VII                 Creates astral construct to fight for the manifester.

            Contingency                             Sets trigger condition for another power.

            Mass Cocoon                           Encapsulate foes so they can’t move.

Psykin

            Divert Teleport             Choose destination for another’s teleport.

            Improved Telekinesis                Lift or move 100 lb./level at long range.

            Power Turning              Reflect 1d4+6 power levels back on manifester.

            Reddopsi                                  Foe’s power rebounds on her.

            True Concussion                       Pummels foe for 13d6 damage.

Psymet

            Energy Conversion                   Convert energy attacks to one ray energy attack of

manifester’s own.

            Fission                                      Briefly duplicate self.

            Oak Body                                Body becomes living wood.

Psyport

            Divert Teleport             Choose destination for another’s teleport.

            Etherealness                             Travel to the Ethereal Plane with companions.

            Phase Door                              Invisible passage through wood or stone.

            Plane Shift                                Up to eight subjects travel to another plane.

            Teleport Without Error Instantly transports manifester anywhere with no off-target

arrival.

Telep

            Insanity                         Subject is permanently confused.

            Mass Domination                      Many targets subject to manifester’s will.

            Ultrablast                                  Mental scream deals 13d4 damage to all within 15 ft.

 

8th-LEVEL PSION POWERS

Clasen

            Foresight                                  Psionic senses warn of impending danger.

            Hypercognition             Deduce almost anything.

            Recall Death                             Foe vividly recalls its future death and dies.

Metcre

            Astral Construct VIII                Creates astral construct to fight for the manifester.

            Mind Store                               Store the manifester’s personality against future need.

            True Creation                           Creates permanent cloth, wood, stone, or metal objects.

Psykin

            Improved Clairtangency            Use telekinesis at any distance.

            Matter Manipulation                 Increase or decrease an object’s base hardness by 5.

            Telekinetic Sphere                    Mobile force globe protects one subject.

Psymet

            Hypercognition             Deduce almost anything.

            Iron Body                                 Body becomes living iron.

            Shadow Body                          Become a living shadow (not the creature).

Psyport

            Dream Travel                           Travel to other places through dreams.

            Improved Etherealness  Stay ethereal longer.

            Teleportation Circle                  Circle teleports any creature inside to designated spot.

            Temporal Acceleration  Time frame accelerates for 2 rounds.

Telep

            Mind Blank                              Subject immune to mental/emotional effects, scrying, and

remote viewing.

            Mind Seed                               Subject slowly becomes the manifester.

            True Domination                       Dominated subjects less likely to defy the manifester’s will.

 

9th-LEVEL PSION POWERS

Clasen

            Greater Emulation                     Manifest any psionic power of 8th level or lower.

            Metafaculty                              Subject cannot hide name or location from manifester.

Metcre

            Astral Construct IX                  Creates astral construct to fight for the manifester.

            Genesis                                    Instigate a new demiplane in the Astral Plane.

Psykin

Detonation                                Pummels foe for 17d6 damage.

            Dissolution                                Disintegrate very large objects or creatures.

            True Telekinesis                        Lift or move 500 lb./level at long range.

Psymet

            Affinity Field                             Effects that affect manifester also affect others.

            Shapechange                            Become any creature, change forms once/round.

            True Metabolism                      Regenerate 10 points/round for 1 minute.

Psyport

            Astral Projection                       Projects manifester and friends into Astral Plane.

            Probability Travel                     Manifester and friends physically enter Astral Plane.

            Temporal Velocity                    Time frame accelerates for 3d4 rounds.

            Time Regression                       Relive the last 1d4+1 rounds.

Telep

            Apopsi                                     Delete the psionic power of another.

            Confidante                                Manifester and another share a permanent mental bond.

            Microcosm                               Subject explores imaginary world at the expense of the real

one.

            Monster Domination                 Controls any creature, but for less time.

            Psychic Chirurgery                    Repair psychic damage and impart knowledge of new

powers.

            Thrall                                        Subject is manifester’s slave forever.

 

Psychic Warrior Powers

0-LEVEL PSYCHIC WARRIOR POWERS (TALENTS)

Bolt                                          Create a short-lived bolt, arrow, or bullet. (Int)

Burst                                        Subject’s speed improves by 10 ft. for 1 round. (Dex)

Catfall                                      Recover well from a fall. (Dex)

Control Shadow                       Control a normal shadow like a puppet. (Con)

Daze                                        Creature loses next action. (Cha)

Detect Psionics             Detect the presence of psionic activity. (Wix)

Distract                                    Subject’s mind wanders, imparting a –1 penalty on some actions.

(Cha)

Elfsight                         Manifester has low-light vision. (Str)

Far Punch                                 Telekinetic punch deals 1 damage. (Con)

Float                                        Buoy a subject in water or other liquid. (Dex)

Know Direction                        Know which way is north. (Wis)

Talons                                      Unarmed attacks deal +1 damage. (Str)

Valor                                        Gain a +1 morale bonus on manifester’s saving throw. (Str)

Verve                                       Gain 1 temporary hit point. (Str)

 

1st-LEVEL PSYCHIC WARRIOR POWERS

Biofeedback                             Self-control allows manifester to take some damage as subdual

damage. (Str)

Bite of the Wolf                        Bite attack deals 1d8 damage. (Str)

Call Weaponry             Never lack for a weapon. (Dex)

Combat Precognition                Gain a +1 insight bonus to AC. (Wis)

Compression                            Shrink 10%/level (max 50%). (Str)

Expanded Vision                      Wider vision allows manifester to see more. (Wis)

Feel Light                                 Use tactile sensation to see. (Str)

Feel Sound                               Use tactile sensation to hear. (Str)

Hear Light                                Use auditory sensation to see. (Str)

Hustle                                       Gain one extra partial action. (Str)

Lesser Metaphysical Weapon   Weapon gains a +1 bonus. (Int)

Minor Creation             Creates one cloth or wood object. (Int)

See Sound                                You use visual sensation to hear. (Str)

Skate                                       Subject slides (skillfully) along ground as if on ice (Dex)

Vigor                                        Gain 3 temporary hit points. (Str)

 

2nd-LEVEL PSYCHIC WARRIOR POWERS

Animal Affinity              Possess one ability score of a chosen animal. (Str)

Body Equilibrium                      Can walk on nonsolid surfaces. (Str)

Claws of the Bear                     Unarmed attack deals 1d12 damage. (Str)

Combat Prescience                   Gain a +2 insight bonus on your attack roll. (Wis)

Darkvision                                Can see in the dark. (Wis)

Expansion                                 Grow +10%/level (max +100%). (Str)

Levitate                                    Subject moves up and down at manifester’s direction. (Dex)

Painful Touch                            Unarmed attacks deal an extra 1d6 subdual damage. (Str)

Sudden Minor Creation            Quickly create cloth or wood object. (Int)

Vigilance                                  See through mists, murk, and darkness. (Wis)

 

3rd-LEVEL PSYCHIC WARRIOR POWERS

Bite of the Tiger                        Bite attack deals 2d8 damage. (Str)

Claws of the Vampire               Unarmed attack deals 1d8 damage. You heal the same amount.

(Str)

Danger Sense                           Gain a +4 bonus against traps. (Wis)

Displacement                            Attacks miss manifester 50% of the time. (Str)

Improved Biofeedback Take charge of body’s damage. (Str)

Metaphysical Weapon              Weapon gains a +3 bonus. (Int)

Prowess                                   Manifester may take one extra attack of opportunity. (Wis)

Ubiquitous Vision                     Manifester has all-around vision. (Wis)

 

4th-LEVEL PSYCHIC WARRIOR POWERS

Dimension Door                       Teleports manifester and up to 500 lb. short distances. (Dex)

Dissolving Touch                      Touch deals 7d6 acid damage. (Str)

Immovability                             Manifester is almost impossible to move. (Str)

Inertial Barrier                          Subject gains damage reduction 10/+5. (Con)

Polymorph Self             Assume a new form. (Str)

Psychofeedback                       Use power points to boost your physical ability modifiers.

Steadfast Perception                 Gain a +4 bonus against illusions, +2 bonus on Spot and Search

checks. (Wis)

Telekinesis                                Lift or move 25 lb./level at long range. (Con)

 

5th-LEVEL PSYCHIC WARRIOR POWERS

Adamant Grasp                        Gain a +10 bonus on your grapple checks. (Str)

Adapt Body                             Adapt manifester’s body to hostile environments. (Str)

Catapsi                                     Psychic static is a drag on power manifestation. (Cha)

Ectoplasmic Armor                   Subject gains a +10 armor bonus. (Int)

Energy Barrier                          Convert energy attacks to harmless light. (Str)

Graft Weapon                          A weapon becomes a natural part of the manifester. (Str)

Psychic Vampire                       Touch attack drains 2 power points/level from foe, which

manifester gains. (Con)

 

6th-LEVEL PSYCHIC WARRIOR POWERS

Ablating                                    Subject is buffered from one negate psionics effect. (Con)

Breath of the Dragon                Breathe fire for 11d4 damage. (Str)

Call Cohort                              Teleport cohort to manifester’s location. (Dex)

Ethereal Jaunt                           Become ethereal for 1 round/level. (Dex)

Improved Vigor                        Gain 13 temporary hit points. (Str)

Shield of Prudence                    Gain a +6 insight bonus to AC. (Wis)

Suspend Life                            Manifester’s life functions slow to imperceptibility. (Str)

 

 

POWER FORMAT

Each power description follows the same format.

 

NAME

This is the name by which the power is generally known.

DISCIPLINE AND DESCRIPTORS

This is the discipline to which the power belongs. Any descriptors that apply are given here [in brackets].

            Disciplines: Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation, and Telepathy. The key ability score for each discipline is given (in parentheses) for ease of calculating target DCs.

            Descriptors: Acid, chaotic, charm*, cold, compulsion*, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and teleportation.

*Compulsion and charm are treated as subschools of the Enchantment school of magic but are used as descriptors here, to the same effect.

LEVEL

This is the strength level of the power, ranging from 0-level (talents) through 9th level (the most powerful). This entry notes which classes can manifest this power. A power’s level affects the DC for any saving throw allowed against the power.

DISPLAY

This gives the type of display that accompanies manifestation of the power.

            Displays: Au (Audible), Ma (Material), Me (Mental), Ol (Olfactory), and Vi (Visible).

MANIFESTATION TIME

The time required to manifest the power.

RANGE

The maximum distance from the manifester at which the power can affect a target.

TARGET OR TARGETS/EFFECT/AREA

The number of creatures, dimensions, volume, weight, and so on, that the power affects. If the target is the manifester, he or she does not receive a saving throw, and power resistance does not apply.

DURATION

How long the power lasts.

SAVING THROW

Whether a power allows a saving throw, what type of saving throw it is, and the effect of a successful saving throw.

POWER RESISTANCE

Whether power resistance (PR), a special defensive ability on par with spell resistance, resists the power.

POWER POINTS

The power’s cost to manifest. Talents (0-level powers) cost 1 power point to manifest after a character uses up his or her allotted free manifestations per day.

DESCRIPTIVE TEXT

This portion of the power description details what the power does and how it works. If one of the previous portions of the description included “(see text),” this is where the explanation is found.