Psion Wilder Powers
0 Level (Talents)
- Conceal Thoughts: You conceal your motives.
- Create Sound: Create the sound you desire.
- Crystal Light: Cause a crystal to glow.
- Detect Psionics: You detect the presence of psionics.
- Distract: Target gets –4 bonus on Perception and Sense Motive checks.
- Ectoplasmic Trinket: Create a small, fragile, temporary object.
- Empathy: You know the subject’s surface emotions.
- Energy Splash: Deal energy (2 cold, 1 electricity (+3 to hit metal), 2 fire, or 1 sonic) damage.
- Far Hand: Move small objects at a limited distance.
- Float: You buoy yourself in water or other liquid.
- Fortify, Lesser: Gain a +1 bonus on saving throws.
- Missive: Send a one-way telepathic message to subject.
- My Light: Your eyes emit 20-ft. cone of light.
- Psionic Repair: Mend an object.
- Sense Poison: Detect the presence of poison in a creature.
- Telekinetic Punch: Deal 1 force damage to target.
- Telepathic Lash: Humanoid creature of 4 HD or less loses next action.
- Vim: Gain 1 temporary hit point.
1st Level
- Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
- Attraction: Subject has an attraction you specify.
- Bolt: You create a few enhanced short-lived bolts, arrows, or bullets.
- Broker: You gain a +2 insight bonus to your next Diplomacy check.
- Call to Mind: Gain additional Knowledge check with +4 competence bonus.
- Catfall: Instantly save yourself from a fall.
- Control Flames: Take control of nearby open flame.
- Control Light: Adjust ambient light levels.
- Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.
- Deceleration: Target’s speed is halved.
- Déjà Vu: Your target repeats his last action.
- Demoralize: Enemies become shaken.
- Detect Compulsion: You know if the target is being controlled.
- Disable: Subjects incorrectly believe they are disabled.
- Dissipating Touch: Your touch deals 1d6 damage.
- Ectoplasmic Sheen: Makes 10-ft. square or one object slippery.
- Ecto Protection: An astral construct gains bonus against dismiss ectoplasm.
- Empty Mind: You gain +2 on Will saves until your next action.
- Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
- Entangling Debris: Psychokinetically manipulate material to grasp and entangle creatures in an area.
- Entangling Ectoplasm: You entangle a foe in sticky goo.
- Force Screen: Invisible disc provides +4 shield bonus to AC.
- Fortify: You gain a +2 resistance bonus on saves.
- Foxhole: Quickly dig a trench or shelter.
- Grease, Psionic: Makes 10' square or one object slippery.
- Hammer: Melee touch attack deals 1d8/round.
- Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
- Inevitable Strike: Gain an insight bonus on your next attack.
- Know Direction and Location: You discover where you are and what direction you face.
- Locate Secret Doors: Reveals hidden doors within 60 feet.
- Matter Agitation: You heat a creature or object.
- Mind Assault: Subject takes increasing amount of damage.
- Mind over Body: Accelerates the natural healing ofability damage and ability burn damage.
- Mind Thrust: Deal 1d10 damage.
- Personal Toolkit: Transform your hand into a mundane tool.
- Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
- Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
- Precognition, Tactical: Near precognition enhances your reflexes.
- Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
- Raging Body, Still Mind: Manifest powers while raging.
- Rapid Metabolism: Heals double target’s constitution modifier per day.
- Rejuvinate: Remove fatigue from yourself.
- Sense Link: You sense what the subject senses (single sense).
- Sense Poison and Disease: Detect poison and disease in others within 100ft.
- Skate: Subject slides skillfully along the ground.
- Slumber: Put creatures to sleep.
- Synesthete: You receive one kind of sense when another sense is stimulated.
- Telempathic Projection: Alter the subject’s mood.
- Unearthly Terror: Terrify an enemy with sustained images.
- Vigor: Gain 5 temporary hit points.
2nd Level
- Bestow Power: Subject receives 2 power points.
- Biodefense: Gain power resistance against psychometabolism effects.
- Biofeedback: Gain damage reduction 2/–.
- Body Equilibrium: You can walk on non-solid surfaces
- Breach: Opens locked or psionically sealed door.
- Cleanse Body: Cure 1d4 points of temporary ability damage and remove fatigue.
- Cloud Mind: You erase knowledge of your presence from target’s mind.
- Concealing Amorpha: Quasi-real membrane grants you concealment.
- Concussion Blast: Deal 1d6 force damage to target.
- Control Sound: Create very specific sounds.
- Converse: You can communicate with intelligent creatures.
- Defy Gravity: You move up and down via mental support.
- Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
- Ease Pain: Temporarily ignore effects that cause pain.
- Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
- Elfsight: Gain low-light vision, +2 bonus on vision-based Perception checks.
- Empathic Condition Relief: You relieve a target's condition.
- Energy Adaptation, Specified: Gain resistance 10 against one energy type.
- Energy Push: Deal 2d6 damage and knock subject back.
- Energy Stun: Deal 1d6 damage and stun target if it fails both saves.
- Feat Leech: Borrow another’s psionic or metapsionic feats.
- Force Strike: Ranged touch attack deals 1d6 nonlethal force damage and dazes target.
- Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
- Inflict Pain: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save.
- Mental Disruption: Daze creatures within 10 feet for 1 round.
- Metamorphosis, Minor: You can change your physical form to a minor degree.
- Missive, Mass: You send a one-way telepathic message to an area.
- Natural Linguist: Communicate even if you do not understand a language.
- Psionic Lock: Secure a door, chest, or portal.
- Psychic Bodyguard: You make a target's Will saving throws for it.
- Recall Agony: Foe takes 2d6 damage.
- Sense Link, Forced: Sense what subject senses.
- Share Pain: Willing subject takes some of your damage.
- Sustenance: Go without food and water for one day.
- Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage.
- Telekinetic Blow: Ranged touch attack deals 1d8 bludgeoning damage.
- Thought Shield//: Gain PR 13 against mind-affecting powers.
3rd Level
- Body Adjustment: You heal 1d12 damage.
- Body Purification: You restore 2 points of ability damage.
- Concussive Onslaught: Pummel an area for 3d6 points of force damage each round.
- Danger Sense: You gain +4 bonus against traps.
- Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
- Dispel Psionics: Cancels psionic powers and effects.
- Endorphin Surge: You incite a rush of endorphins, augmenting your physical form.
- Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
- Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
- Energy Mantle: Your body is covered in energy, damaging anyone who comes into physical contact
- Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
- Energy Wall: Create wall of your active energy type.
- Eradicate Invisibility: Negate invisibility in 50-ft.burst.
- Force Burst: 1d8 force damage and pushes creatures away, 20’ radius.
- Force Wave: 3d6 nonlethal force damage and dazes creatures within 20’ radius.
- Heightened Vision: See 60 ft. in total darkness.
- Mental Barrier: Gain +4 deflection bonus to AC until your next action.
- Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
- Mindhunter: Discover the location of your target while you sleep.
- Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
- Share Pain, Forced: Unwilling subject takes some of your damage.
- Sharpened Edge: Doubles normal weapon’s threat range.
- Shatter, Psionic: Touch deals 15 damage to an object, ignoring hardness.
- Solicit Psicrystal: Your psicrystal takes over your concentration power.
- Stabilize Emotions: Cures emotional damage.
- Summon: Target gains a general idea of where you are and that you want them to come to you.
- Telekinetic Force: Move or hurl an object with the force of your mind.
- Time Hop: Subject hops forward in time 1 round/level.
- Touchsight: Your telekinetic field tells you where everything is.
- Ubiquitous Vision: You have all-around vision.
- Upheaval: Psyhokinetically hurl chunks of the ground.
- Will of Iron: Pain becomes meaningless as your will overcomes physical limitations.
4th level
- Augured Answer: Provides useful advice for specific proposed action.
- Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
- Correspond: Hold mental conversation with another creature at any distance.
- Cryokinetic Barrier: Create a wall of ice that can also freeze creatures in place.
- Deadly Fear: Fearsome illusion kills subject or deals 4d6 damage.
- Death Urge: Implant a self-destructive compulsion.
- Deflection Field: Gain defenses against ranged attacks.
- Detect Remote Viewing: You know when others spy on you remotely.
- Empathic Feedback: When you are hit in melee, your attacker takes damage.
- Energy Adaptation: Your body converts energy to harmless light.
- Fold Space: Teleports you short distance.
- Incite Passion: Suppress the target’s ability to understand logic.
- Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
- Mindwipe: Subject’s recent experiences wiped away, bestowing negative levels.
- Moment of Terror: Knock target prone and make them more susceptible to mind-affecting effects.
- Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
- Phase Matter: Make the material touched translucent and able to be moved through with minor difficulty.
- Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
- Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
- Psychokinetic Charge: Telekinetically launch an ally across the battlefield.
- Slip the Bonds: You cannot be held or otherwise rendered immobile.
- Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
- Trace Psychoport: Learn destination of subject’s teleport or psychoport.
- Wall of Ectoplasm: You create a protective barrier.
- Wither: Cause the target’s muscles to lose their strength.
5th level
- Adapt Body: Your body automatically adapts to hostile environments.
- Allergic Overdrive: Cause the target’s immune system to attack itself.
- Awakening, Psionic: Grant sentience to a creature.
- Catapsi: Psychic static inhibits power manifestation.
- Cryokinetic Armor: Gain DR 5/- and 2 slam attacks from cryokinetic energy.
- Dream Message: Sends message to anyone sleeping.
- Ectoplasmic Creation, Major: As ectoplasmic creation, plus stone and metal.
- Ectoplasmic Shambler: Fog-like predator deals 1 point of damage/two levels each round to an area.
- Energy Aura: Use energy each round to harm all nearby creatures.
- Incarnate: Make some powers permanent.
- Induce Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Leech Field: Leech power points each time you make a saving throw.
- Pierce the Veils: See all things as they really are.
- Planar Travel: Travel to other planes.
- Power Resistance: Grant PR equal to 12 + level.
- Psychic Crush: Brutally crush subject’s mental essence, reducing subject to –1 hit points.
- Shatter Mind Blank: Cancels target’s mind blank effect.
- Shrapnel Burst: Crystalline shrapnel deals 9d6 damage in 40 ft. burst.
- Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
6th Level
- Aura Alteration: Repairs psyche or makes subject seem to be something it is not.
- Breath of the Black Dragon: Breathe acid for 11d6 damage.
- Brutalize Wounds: Your target takes more damage than normal from wounds.
- Co-opt Concentration: Take control of foe’s concentration power.
- Defer Fatality: You avoid death through suspended animation.
- Disintegration: Turn one creature or object to dust.
- Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
- Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
- Retrieve: Teleport to your hand an item you can see.
- Suspend Life: Put yourself in a state akin to suspended animation.
- Sustained Flight: You fly at a speed of 40 ft. and can hustle over long distances.
- Temporal Acceleration: Your time frame accelerates for 1 round.
- Trigger Power: Sets trigger condition for another power.
7th Level
- Barred Mind, Personal: You are immune to scrying and remote viewing and gain a bonus to mental effects.
- Bend Reality: Alters reality within power limits.
- Cosmic Awareness: You gain insight bonus on single attack roll, check, or save.
- Decerebrate: Remove portion of subject’s brain stem.
- Divert Teleport: Choose destination for another’s teleport.
- Energy Conversion: Offensively channel energy you’ve absorbed.
- Energy Wave: Deal 13d6 damage of your active energy type in 120-ft. cone.
- Ensconce: Subject invisible to sight and remote viewing; renders subject comatose.
- Ethereal Passage: Invisible passage through wood or stone.
- Evade Burst: You take no damage from a burst on a successful Reflex save.
- Oak Body: Your body becomes as hard as oak.
- Psychosis: Subject is permanently confused.
- Ultrablast: Deal 13d6 damage in 15-ft. radius.
8th Level
- Barred Mind: Subject immune to scrying and remote viewing and gains bonus to mental effects.
- Body of Iron: Your body becomes living iron.
- Kinetic Quake: Intense tremor shakes 5-ft./level radius.
- Matter Manipulation: Increase or decrease an object’s base hardness by 5.
- Neopsyche: Create a second personality within the subject’s mind which may take over their body.
- Psychoport, Greater: As psychoport, but no range limit and no off-target arrival.
- Recall Death: Subject dies or takes 5d6 damage.
- Shadow Body: You become a living shadow (not the creature).
- True Metabolism: You regenerate 10 hit points/round.
9th Level
- Affinity Field: Effects that affect you also affect others.
- Apopsi: You delete target’s psionic powers.
- Assimilate: Incorporate creature into your own body.
- Ethereal Form, Greater: Become ethereal for 1 min./level.
- Microcosm: Creature or creature lives forevermore in world of his own imagination.
- Portal: Connects two points for travel.
- Reality Revision: As bend reality, but fewer limits.
- Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
- Unravel Psionics: Completely unravel psionic effects and suppress psionic items in the area.
page revision: 9, last edited: 02 Jul 2014 23:56