TEXT: 1
  
  2
  This work is dedicated to the memory of Steve Russell who encouraged us to be pursue our wildest imaginings.
  All hail the Autumn King!
  Designer: Christen N. Sowards
  Editor: James Durchenwald
  Cover Art and Background: Zefanya Maega
  Interior Art: Dimas Wijil Pamungkas, Dio Mahesa, Jocelyn Sorvida, Zefanya Maega
  Graphic Design: Christen N. Sowards, James Durchenwald
  Graphic Elements: Evan Monterio
  Playtesters: Aaron Gulledge, Donald J. Decker, James Durchenwald, Matt Groen, Michael Lefavor, Orion Peterson, Shawn Rhoades, 
  Vanessa Moon
  Special Thanks to Owen K.C. Stephens and Steve Russell for their contributions to 3pp Gaming. All references to Rite Publishing or  
  Rogue Genius products are by permission only.
  Compatibility with Ultimate Psionics requires Ultimate Psionics: Core Psionics System from Dreamscarred Press. See http://
  dreamscarredpress.com for more information on Ultimate Psionics. Dreamscarred Press does not guarantee compatibility, and does 
  not endorse this product.
  Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission.
   Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility 
  License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Lost Spheres Publishing company names and logos; the “Book of Beyond: Psionic Paths” 
  name and logo; all artwork, backgrounds, proper names, and logos; all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic 
  items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in 
  Section 1(d) of the License. Proper names including but not limited to Detria, Aldra, Allialla, Meddikar, Otrius, Thaon, and Sarros are 
  not open content and may not be used without Christen Sowards’ written permission. 
  Lost Spheres Publishing, ©2016 - www.lostspherespublishing.com
  For bonus content follow us on Facebook: http://www.facebook.com/LostSpheresPublishing
  
  3
  Table of Contents
  Contents
  Introduction ................................................................4
  A Source Origin Primer ...............................................4
  Why Source Origins? ..................................................4
  Astral Fireballs? ..........................................................4
  Source Origin Assignment ..........................................5
  Source Supertypes ......................................................5
  Origin Supertypes .......................................................5
  Resolving Effects Between Source Origins ..................6
  New Psionic Powers....................................................7
  New Cryptic Powers ...................................................7
  New Dread Powers .....................................................8
  New Gifted Blade Power ............................................9
  New Marksman Powers ..............................................9
  New Psion/Wilder Powers ..........................................9
  New Psion Discipline Powers ....................................10
  New Conduit Powers ................................................10
  New Egoist Powers ...................................................10
  New Kineticist Powers ..............................................11
  New Nomad Powers .................................................11
  New Seer Powers ......................................................11
  New Shaper Powers .................................................12
  New Telepath Powers ...............................................12
  New Psychic Warrior Powers ....................................12
  New Sighted Seeker Power .......................................12
  New Tactician Powers ...............................................13
  New Vitalist Powers ..................................................13
  New Power Descriptions: .........................................14
  Actify Penumbra .......................................................14
  Amplified Occlusion  .................................................14
  Astral Epiphany .........................................................14
  Astral Redirection .....................................................15
  Astral Shadow ...........................................................15
  Autoarchive ..............................................................15
  Broaden Belief ..........................................................16
  Deepen Duplicants  ..................................................16
  Disruption Shield ......................................................16
  Diversify Summons ...................................................17
  Duality ......................................................................17
  Dusk Duplicants  .......................................................17
  Dweomerfreeze ........................................................18
  Echo Pattern  ............................................................18
  Echoed Illumination ..................................................19
  Erupt Conduits ..........................................................19
  Etheric Cocoon .........................................................20
  Extrude Platform ......................................................20
  Forge Replica ............................................................21
  Future Shadows ........................................................21
  Gauntlet of Spellgrasping .........................................21
  Haunted Shadow ......................................................22
  Imprint Magic ...........................................................22
  Increase Resolution ..................................................22
  Internalize Supernatural Echo ..................................23
  Infuse Spellarmor .....................................................23
  Penumbral Prisoner ..................................................23
  Postcognitive Imprint ...............................................24
  Psychoprosthetic ......................................................24
  Renew Arcanum .......................................................26
  Resist Source ............................................................26
  Scattersense .............................................................27
  Shadow Infusion: Fracture........................................27
  Shadow Infusion: Quasireal ......................................27
  Shadow Infusion: Soften ...........................................28
  Shadow Infusion: Vulnerability .................................28
  Shift Self ...................................................................29
  Source Interdiction ...................................................29
  Spatial Redistribution ...............................................30
  Substantiate..............................................................30
  Terrorshade  .............................................................30
  Transitive Infusion  ...................................................31
  Unrealize ..................................................................31
  Universal Energy .......................................................31
  Unstable Ectoplasm ..................................................32
  Whispering Shades  ..................................................32
  Zone of Dissonance ..................................................33
  
  4
  Introduction
   
  Welcome to the Book of Beyond: Psionic 
  Paths! In the Pathfinder Roleplaying Game, we are 
  benefited by the vast expanse of third party content 
  and the additional option of reverse compatibility 
  with the world’s oldest fantasy role-playing game.
   
  Psionic powers have been a part of that game 
  since its earliest days but rarely have their origins 
  been explored thoroughly. While most statements are 
  nebulous “power of the mind” assertations, energy 
  never really comes from nowhere.
   
  The  Book of Beyond series assumes that 
  psions and other psionic creatures acheive a liminal 
  state allowing them to both access the plane they 
  are on and an additional Plane of existence referred 
  to as their Origin. For psionic creatures these planes 
  are most often the Astral, Ethereal or Shadow Planes 
  (collectively referred to as the Transitive Planes).
   
  Don’t worry if your campaign doesn’t utilize 
  or acknowledge the Planes as something more than 
  “where demons and angels come from”--You can 
  utilize all of this book’s material without much effort. 
  The powers involving Source Origin mechanics can 
  just assume just assume similar Source Origin me-
  chanics for all characters.
   
  If you do acknowledge planar mechanics you 
  might find the Source Origin concepts applicable to 
  more than just psionic powers.
  A Source Origin Primer
  Addressing the assignment of Source Origin me-
  chanics in the Pathfinder Roleplaying Game can be 
  confusing initially. This is made truer by the fact that 
  the Core Rulebook already partially implements the 
  system without clearly defining it. Bards, sorcerers 
  and wizards are all Arcane casters. Yet somehow they 
  are different. Bards and sorcerers are again both Ar-
  cane and Spontaneous casters, yet again are different 
  (have different abilities,  spell lists and so on). While 
  it is easy to say that the classes are differently trained 
  or some other reasoning, the Source Origin concept 
  helps clearly and easily define differences in the me-
  chanics of classes or different members of a class.
  Why Source Origins?
  The definition of magical mysteries may seem at odds 
  with some GM or player perspectives on fantasy but 
  in truth can inform storytelling choices and create 
  space for new mechanical interactions that didn’t ex-
  ist before. Druidic magic that only allows Divine cast-
  ers empowered by the Primal energies of the world in 
  a sacred grove become more possible. Sorcerers who 
  are empowered by various planar Origins may interact 
  with one another differently offering increased diver-
  sity within a single class. New mechanics can be easily 
  introduced by encountering their Origins and so on.
  Astral Fireballs?
  One pitfall that players and GMs new to the idea of 
  Source Origins often find themselves wrangling with is 
  how a particular Origin achieves an effect. If a char-
  acter’s Source Origin is Arcane Inner Planes, how do 
  they summon an Outer Planes creature? The best way 
  to imagine this is that the Source Origin represents 
  where the energy to achieve these abilities comes 
  from, not the direct end source of the effect. 
   
  So, for example, one psion with a Mental 
  Astral Plane Origin might extrude direct ectoplasm 
  into an Astral Construct while a Mental Shadow Plane 
  Origin might envision and align a quasi-reality where 
  
  5
  the ability to call such a Construct exists in herself 
  or call a echoed version of someone else’s construct 
  that is roaming the Shadow. GM descriptives become 
  suggested by the nature of each origin and certain 
  understandings of supernature become implied. At no 
  time is a power user required to travel to or even be 
  aware of their Origin plane.
  Source Origin Assignment
  Like many decisions in the Pathfinder Roleplaying 
  Game, the Source Origin ruleset is one of collabora-
  tion. The GM decides what if any restrictions or com-
  monalities exist in their setting. Ideally this choice is 
  made before character creation but can be introduced 
  at any time. Then, characters select their Source Or-
  igins for each class they have (even non-spellcasting 
  ones). Most physical or martial classes are Natural 
  Prime Material origin being physical powers of the 
  physical world (see below). The choice of Source Ori-
  gin should be generally left in a player’s hands unless 
  the GM is telling a story that requires something more 
  restrictive.
  Source Supertypes
  The Pathfinder Roleplaying Game has been using 
  Source supertypes since the Core Rulebook came out. 
  Arcane and Divine spellcasters have clear source in-
  teractions build into the basic mechanics of the game. 
  Arcane casters often suffer armor failure chances or 
  limited access to healing. Divine spellcasters have 
  miraculous ranges of spells available to them. Later 
  books like the Pathfinder Roleplaying Game Occult 
  Adventures book added new supertypes like Psychic 
  (which we combine with Psionic into the Mental su-
  pertype). We recommend the following six supertypes 
  for games using the Book of Beyond and other Lost 
  Spheres rulesets:
  Arcane - The power of the universe drawn through 
  the innate gifts of Sorcerers and studied in the tomes 
  of Wizards. Bards, bloodragers, magisters, and oth-
  er innate magic users are generally in this category. 
  These casters are students of the nature of reality, 
  learning the hidden rules of creation or walking as 
  living examples of exceptions to them. Often affiliated 
  with the Inner or Elemental Planes. Arcane classes 
  have the [Arcane] Source descriptor.
  Divine - The power of the Gods, drawn through cre-
  ation and returned to their mortal vessels. By default 
  clerics, oracles and druids use this power source. 
  Some GMs may wish to attribute the spell-like abilities 
  of outsiders that come from spiritual realms or have 
  aligned subtypes to this source. Often affiliated with 
  the Outer Planes. Divine classes have the [Divine] 
  Source descriptor.
  Entropic - The power of system failures in the uni-
  verse, loopholes in Creation’s laws and channeling 
  broken entities of great power. Binders, chaos mages, 
  and other users of fragmentary, shattered or flawed 
  energies likely derive their powers from this Source. 
  Most often affiliated with shard worlds or demiplanes, 
  sometimes with the Astral or Shadow Plane. Entropic 
  classes have the [Entropic] Source descriptor.
  Primal - The raw power of the cosmos and the natural 
  energies of the world. Some GMs may wish to reas-
  sign Druids this power source. Other examples of the 
  Primal Source would include characters that rely on 
  extremes of skill such as fighters, rogues, and martial 
  initiators. Most often Prime Material in nature. Primal 
  classes have the [Primal] Source descriptor.
  Mental - The power of the mind unlocked through 
  self-awareness or rigorous study. Psions, psychics, 
  wilders and similar classes fit this power source. Some 
  campaigns may wish to assign ki using classes like 
  monk or stalker to this Source. Most often affiliated 
  with the Liminal or Transitive Planes (Astral, Ethereal 
  or Shadow). Mental classes have the [Mental] Source 
  descriptor.
  Temporal - The power of the flow of time. Exploited 
  by time thieves, time reavers and time wardens alike 
  to alter the course of reality. For more information 
  on temporal magic and mechanics refer to the Genius 
  Guide to the Time Warden or Genius Guide to the 
  Time Thief, and the motes of time mechanic by Owen 
  K. C. Stephens and Rogue Genius Games. Temporal 
  classes have the [Temporal] Source descriptor.
  
  6
  Origin Supertypes
  As with Sources, the game has in its various incarna-
  tions flirted with the idea of planar origins. Clerics get 
  miracles sent to them by the powerful Outer Plane 
  entities they worship, psions open their minds to 
  the silver winds of the Astral and psychics connect 
  their Chakras to the misty Ethereal. Spirit binders and 
  thaumaturges gather shards of spiritual patterns from 
  the depths of shattered planes. For purposes of the 
  Lost Spheres Source Origin rules we recommend the 
  following six Origins:
  Inner Planes – The character’s power is drawn from 
  the Elemental or Energy Planes, for a long time this 
  was the default assumption of Arcane Source me-
  chanics. Arcane magic was said to originate in the 
  Positive Energy Plane and be shaped outward from 
  there. The introduction of sorcerer bloodlines cloud-
  ed this somewhat with having clear sources in places 
  such as the Outer Planes or other worlds. Inner Planes 
  Sources have the [Inner] Origin descriptor.
  Ethereal Planes – Most of the official “psychic” classes 
  (Presented in the Pathfinder Roleplaying Game Occult 
  Adventures rulebook) seem to indicate a connection 
  to the emotive proto-reality of the Ethereal Plane. 
  Misty borders crossed by the lost dead or waves of 
  raw emotional potential unleashed from demiplanar 
  sources comprise the energies of this Origin. Ethereal 
  Plane Sources have the [Ethereal] Source descriptor.
  Natural/Prime Material Plane – This is the standard 
  world of Physical Reality. The fulcrum of Inner World 
  energies and the beginning of Outer World resolu-
  tion, the Prime Material is often called the Natural 
  World. Fighters, barbarians and other physical adepts 
  are Natural Origin characters. Some worlds might 
  add druidic magic and other similar traditions to this 
  Origin. Lastly, if a character wishes to default on se-
  lecting an Origin (or if your campaign only uses Source 
  mechanics) the Natural World might be a likely “neu-
  tral” Origin. Natural Plane Sources have the [Natural] 
  Source descriptor. 
  Astral Planes – Most of the psionic characters in the 
  game (from the Ultimate Psionics system from Dream-
  scarred Press and other similar books) utilize this 
  Origin. Astral constructs, thought bridges and transit 
  at the speed of thought are all examples of the abili-
  ties of creatures with this Origin. Astral Plane Sources 
  have the [Astral] Source descriptor.
  Shadow or Void Planes – Most of the binding, shad-
  ow magic and similar classes utilize the Shadow 
  Plane or a Void Plane of some kind. Due to the sim-
  ilar natures of the Shadow Plane and other damage 
  or altered Demiplanes or Qausi-planes, some GMs 
  may wish to just use the [Shadow] Descriptor for all 
  of them. Others may also wish to introduce a [Void] 
  descriptor.
  Outer Planes – These divine realms represent the 
  final resting place of the spirits of the dead and the 
  homes of the Gods they venerate. Clerics and other 
  holy warriors draw their miracles from the wells of 
  this Origin. Outer Planes Sources have the [Outer] 
  Descriptor. 
  Resolving Effects Between Source 
  Origins
  Much like the psionics rules system, the Source Origin 
  system assumes full transparency. Effects can interact 
  normally with one another. That said many of the 
  psionic powers in this book allow those source origins 
  to interact differently. Powers like resist source allow 
  you to embolden resistances effects to specific foes. 
  Battling warlocks with [Entropic Void] Source Origins 
  is a lot more possible. Higher level? Source interdic-
  tion allows you to shut another character’s spells or 
  powers down while maintaining access to your own 
  [Mental Astral] powers. Anti-psionic resistances got 
  you down? Use duality to create an [Arcane Elemen-
  tal] nexus for your energy ray!
  The Source Origin system allows a set of more tai-
  lored storytelling options for your various power using 
  traditions. If it seems complicated, chances are you 
  don’t realize how much you already interact with the 
  concepts involved.
  
  7
  New Psionic Powers
  Presented below are over fifty new psionic abilities for 
  the Pathfinder Roleplaying Game, while specifically 
  designed to work with the Ultimate Psionics system 
  from Dreamscarred Press, these powers can easily 
  be adapted to the revised third edition of the world’s 
  oldest roleplaying game.
   
  Some of the psionic powers reference the 
  Source Origin mechanics above. If you choose not to 
  use this system in your campaign you may wish to 
  assume all psionic powers have the [Mental, Astral] 
  descriptors as a default.
   
  For campaigns wishing absolute transparen-
  cy consider abandoning Origin entirely or setting all 
  Origin descriptors to [Natural]. Generally speaking 
  Source Origins are only required for a few new powers 
  below.
  New Cryptic Powers
  1st Level
  Autoarchive – Allows spell knowledge to be stored in 
  an astral imprint.
  Deepen Duplicants – Store a power or spell effect in a 
  dusk duplicant as a trap.
  Echo Pattern – You duplicate a quasi-real echo of an 
  effect you have witnessed.
  Extrude Platform – Extend a fixed platform from a 
  Liminal plane into the physical world.
  Future Shadows – View possible future actions and 
  gain insight into responses and resistances.
  Gauntlet of Spellgrasping – Create a gauntlet capable 
  of storing the patterns of spells.
  Infuse Spellarmor – Alter spell-created armor to gain 
  lesser armor customizations.
  Shadow Infusion: Quasireal – Transform parts of your 
  target to quasi-real shadow allowing disbelief.
  2nd Level
  Disruption Shield – Gain a resistance bonus to saves 
  vs. a chosen Source Origin.
  
  8
  Increase Resolution – Infuse an effect from a different 
  Source Origin with fortifying energies.
  Postcognitive Imprint – Store usage skills in an item.
  Psychoprosthetic – Craft a replacement limb from 
  planar matter.
  Shadow Infusion: Soften – Transform parts of 
  your target to quasi-real shadow reducing damage 
  resistance.
  Zone of Dissonance – Emit a zone that inhibits 
  summoning effects.
  3rd Level
  Duality – Temporarily alter your Source Origin.
  Dusk Duplicants – Create quasi-real copies of yourself.
  Erupt Conduits – Cause summoned creatures to emit 
  bursts of planar force.
  Filter Future – View possible future actions and take 
  the one you prefer.
  Forge Replica – Replicate a quasi-real version an 
  object or area to study it.
  Internalize Supernatural Echo – Gain a quasi-real 
  version of a creature’s ability.
  Scattersense – Afflict target with distracting 
  extradimensional senses.
  Shadow Infusion: Fracture – Transform parts of your 
  target to quasi-real shadow creating a weakness.
  Shadow Infusion: Vulnerability – Transform parts 
  of your target to quasi-real shadow creating a 
  vulnerability.
  4th Level
  Substantiate – Fill an incorporeal creature with 
  manifested ectoplasm making it solid.
  5th Level
  Resist Source – Alter the target to allow energies from 
  a Source Origin to flow past and through them.
  7th Level
  Astral Redirection – Utilize micro-portals to redirect a 
  supernatural effect, spell or power.
  Penumbral Prisoner – Locate a quasi-real version of 
  the target to gain information.
  New Dread Powers
  1st Level
  Autoarchive – Allows spell knowledge to be stored in 
  an astral imprint.
  Deepen Duplicants – Store a power or spell effect in a 
  dusk duplicant as a trap.
  Shadow Infusion: Quasireal – Transform parts of your 
  target to quasi-real shadow allowing disbelief.
  2nd Level
  Dusk Duplicants – Create quasi-real copies of yourself.
  Haunted Shadows – Telepathically exaggerate the 
  motions and presence of shadows in a square to allow 
  flanking.
  Postcognitive Imprint – Store usage skills in an item.
  Psychoprosthetic – Craft a replacement limb from 
  planar matter.
  Terrorshade – Charge your presence with shadow-
  fueled terror.
  
  9
  3rd Level
  Actify Penumbra – Infuse shadow and fear effects 
  with deadly damage.
  Amplified Occlusion – Telepathically exaggerate the 
  degree cover defends a creature.
  Internalize Supernatural Echo – Gain a quasi-real 
  version of a creature’s ability.
  Scattersense – Afflict target with distracting 
  extradimensional senses.
  Shadow Infusion: Soften – Transform parts of 
  your target to quasi-real shadow reducing damage 
  resistance.
  Substantiate – Fill an incorporeal creature with 
  manifested ectoplasm making it solid.
  4th Level
  Shadow Infusion: Fracture – Transform parts of your 
  target to quasi-real shadow creating a weakness.
  Shadow Infusion: Vulnerability – Transform parts 
  of your target to quasi-real shadow creating a 
  vulnerability.
  New Gifted Blade Power
  5th Level
  Resist Source – Alter the target to allow energies from 
  a Source Origin to flow past and through them.
  New Marksman Powers
  1st Level
  Autoarchive – Allows spell knowledge to be stored in 
  an astral imprint.
  Gauntlet of Spellgrasping – Create a gauntlet capable 
  of storing the patterns of spells.
  2nd Level
  Postcognitive Imprint – Store usage skills in an item.
  Psychoprosthetic – Craft a replacement limb from 
  planar matter.
  4th Level
  Resist Source – Alter the target to allow energies from 
  a Source Origin to flow past and through them.
  New Psion/Wilder Powers
  1st Level
  Autoarchive – Allows spell knowledge to be stored in 
  an astral imprint.
  2nd Level
  Deepen Duplicants – Store a power or spell effect in a 
  dusk duplicant as a trap.
  Diversify Summons – Alter a summoned spells planar 
  conduit to switch a summoned creature to another.
  Extrude Platform – Extend a fixed platform from a 
  Liminal plane into the physical world.
  Future Shadows – View possible future actions and 
  gain insight into responses and resistances.
  Gauntlet of Spellgrasping – Create a gauntlet capable 
  of storing the patterns of spells.
  Increase Resolution – Infuse an effect from a different 
  Source Origin with fortifying energies.
  Infuse Spellarmor – Alter spell-created armor to gain 
  lesser armor customizations.
  Shadow Infusion: Quasireal – Transform parts of your 
  target to quasi-real shadow allowing disbelief.
  Spatial Redistribution – Shape the area of a spell, 
  power or supernatural ability.
  Universal Energy – Destabilize a power, spell or 
  supernatural energy into raw energy.
  Unstable Ectoplasm – Inject volatile ectoplasm 
  into a power, spell or supernatural energy flaring it 
  erratically.
  3rd Level
  Broaden Belief – Grant a divine caster broader 
  acceptance of their divinity.
  Astral Shadow – Possess an ally’s astral construct.
  Disruption Shield – Gain a resistance bonus to saves 
  vs. a chosen Source Origin.
  Dusk Duplicants – Create quasi-real copies of yourself.
  Echoed Illumination – Use the reflective properties of 
  the shadow plane to summon light echoes.
  Haunted Shadows – Telepathically exaggerate the 
  motions and presence of shadows in a square to allow 
  flanking.
  
  10
  Imprint Magic – Imprint one spell from a spellcaster 
  to another spellcaster with the same Source.
  Quasi-Potion – Cause Shadow planar matter to create 
  a semi-real potion.
  Quasi-Wand – Cause Shadow planar matter to create 
  a semi-real wand.
  Renew Arcanum – Restore a spell memorization with 
  astral energy.
  Shadow Infusion: Soften – Transform parts of 
  your target to quasi-real shadow reducing damage 
  resistance.
  Zone of Dissonance – Emit a zone that inhibits 
  summoning effects.
  4th Level
  Amplified Occlusion – Telepathically exaggerate the 
  degree cover defends a creature.
  Duality – Temporarily alter your Source Origin.
  Erupt Conduits – Cause summoned creatures to emit 
  bursts of planar force.
  Filter Future – View possible future actions and take 
  the one you prefer.
  Whispering Shades – Imprint shadows around a 
  creature with your skills and knowledge.
  5th Level
  Shadow Infusion: Fracture – Transform parts of your 
  target to quasi-real shadow creating a weakness.
  Shadow Infusion: Vulnerability – Transform parts 
  of your target to quasi-real shadow creating a 
  vulnerability.
  Unrealize – Disbelieve an effect strong enough to 
  reduce its reality.
  6th Level
  Astral Recall – Help a fallen ally possess another 
  creature temporarily.
  7th Level
  Penumbral Prisoner – Locate a quasi-real version of 
  the target to gain information.
  Shift Self – Switch places with an alternate reality 
  version of yourself.
  Source Interdiction – Suppress a Source Origin’s 
  energies around yourself.
  9th Level
  Transitive Infusion – Force qualities of a specific 
  Transitive Plane to manifest in another plane of 
  existence.
  New Psion Discipline Powers
  New Conduit Powers
  2nd Level
  Astral Shadow – Possess an ally’s astral construct.
  3rd Level
  Substantiate – Fill an incorporeal creature with 
  manifested ectoplasm making it solid.
  5th Level
  Astral Recall – Help a fallen ally possess another 
  creature temporarily.
  New Egoist Powers
  1st Level
  Shadow Infusion: Quasireal – Transform parts of your 
  target to quasi-real shadow allowing disbelief.
  2nd Level
  Internalize Supernatural Echo – Gain a quasi-real 
  version of a creature’s ability.
  Shadow Infusion: Soften – Transform parts of 
  your target to quasi-real shadow reducing damage 
  resistance.
  3rd Level
  Duality – Temporarily alter your Source Origin.
  4th Level
  Resist Source – Alter the target to allow energies from 
  a Source Origin to flow past and through them.
  Shadow Infusion: Fracture – Transform parts of your 
  target to quasi-real shadow creating a weakness.
  Shadow Infusion: Vulnerability – Transform parts 
  of your target to quasi-real shadow creating a 
  
  11
  vulnerability.
  Substantiate – Fill an incorporeal creature with 
  manifested ectoplasm making it solid.
  New Kineticist Powers
  1st Level
  Universal Energy – Destabilize a power, spell or 
  supernatural energy into raw energy.
  2nd Level
  Echoed Illumination – Use the reflective properties of 
  the shadow plane to summon light echoes.
  New Nomad Powers
  1st Level
  Diversify Summons – Alter a summoned spells planar 
  conduit to switch a summoned creature to another 
  type.
  Extrude Platform – Extend a fixed platform from a 
  Liminal plane into the physical world.
  Spatial Redistribution – Shape the area of a spell, 
  power or supernatural ability.
  2nd Level
  Quasi-Wand – Cause Shadow planar matter to create 
  a semi-real wand.
  Zone of Dissonance – Emit a zone that inhibits 
  summoning effects.
  3rd Level
  Erupt Conduits – Cause summoned creatures to emit 
  bursts of planar force.
  Etheric Cocoon – Stores dying or dead creatures in 
  the Ethereal Plane to be recalled later.
  6th Level
  Astral Redirection – Utilize micro-portals to redirect a 
  supernatural effect, spell or power.
  Source Interdiction – Suppress a Source Origin’s 
  energies around yourself.
  New Seer Powers
  1st Level
  Echo Pattern – You duplicate a quasi-real echo of an 
  effect you have witnessed.
  Future Shadows – View possible future actions and 
  gain insight into responses and resistances.
  Postcognitive Imprint – Store usage skills in an item.
  3rd Level
  Filter Future – View possible future actions and take 
  the one you prefer.
  Scattersense – Afflict target with distracting 
  extradimensional senses.
  4th Level
  Unrealize – Disbelieve an effect strong enough to 
  reduce its reality.
  6th Level
  Penumbral Prisoner – Locate a quasi-real version of 
  the target to gain information.
  Shift Self – Switch places with an alternate reality 
  version of yourself.
  New Shaper Powers
  1st Level
  Deepen Duplicants – Store a power or spell effect in a 
  dusk duplicant as a trap.
  Gauntlet of Spellgrasping – Create a gauntlet capable 
  of storing the patterns of spells.
  Increase Resolution – Infuse an effect from a different 
  Source Origin with fortifying energies.
  Infuse Spellarmor – Alter spell-created armor to gain 
  lesser armor customizations.
  Psychoprosthetic – Craft a replacement limb from 
  planar matter.
  Unstable Ectoplasm – Inject volatile ectoplasm 
  into a power, spell or supernatural energy flaring it 
  erratically.
  
  12
  2nd Level
  Disruption Shield – Gain a resistance bonus to saves 
  vs. a chosen Source Origin.
  Dusk Duplicants – Create quasi-real copies of yourself.
  Forge Replica – Replicate a quasi-real version an 
  object or area to study it.
  Quasi-Potion – Cause Shadow planar matter to create 
  a semi-real potion.
  Quasi-Wand – Cause Shadow planar matter to create 
  a semi-real wand.
  3rd Level
  Actify Penumbra – Infuse shadow and fear effects 
  with deadly damage.
  Quintessence Sheath – Swiftly shield an ally in inert 
  quintessence.
  Substantiate – Fill an incorporeal creature with 
  manifested ectoplasm making it solid.
  4th Level
  Dweomerfreeze – Trap a spell-effect in a projection of 
  quintessence.
  New Telepath Powers
  2nd Level
  Broaden Belief – Grant a divine caster broader 
  acceptance of their divinity.
  Haunted Shadows – Telepathically exaggerate the 
  motions and presence of shadows in a square to allow 
  flanking.
  Imprint Magic – Imprint one spell from a spellcaster 
  to another spellcaster with the same Source.
  Renew Arcanum – Restore a spell memorization with 
  astral energy.
  Terrorshade – Charge your presence with shadow-
  fueled terror.
  3rd Level
  Amplified Occlusion – Telepathically exaggerate the 
  degree cover defends a creature.
  Astral Epiphany – Grant tactical knowledge to a 
  creature.
  Whispering Shades – Imprint shadows around a 
  creature with your skills and knowledge.
  New Psychic Warrior Powers
  1st Level
  Autoarchive – Allows spell knowledge to be stored in 
  an astral imprint.
  Gauntlet of Spellgrasping – Create a gauntlet capable 
  of storing the patterns of spells.
  Postcognitive Imprint – Store usage skills in an item.
  Psychoprosthetic – Craft a replacement limb from 
  planar matter.
  2nd Level
  Haunted Shadows – Telepathically exaggerate the 
  motions and presence of shadows in a square to allow 
  flanking.
  4th Level
  Resist Source – Alter the target to allow energies from 
  a Source Origin to flow past and through them.
  New Sighted Seeker Power
  1st Level
  Postcognitive Imprint – Store usage skills in an item.
  New Tactician Powers
  1st Level
  Autoarchive – Allows spell knowledge to be stored in 
  an astral imprint.
  Deepen Duplicants – Store a power or spell effect in a 
  dusk duplicant as a trap.
  Gauntlet of Spellgrasping – Create a gauntlet capable 
  of storing the patterns of spells.
  2nd Level
  Disruption Shield – Gain a resistance bonus to saves 
  vs. a chosen Source Origin.
  Dusk Duplicants – Create quasi-real copies of yourself.
  Increase Resolution – Infuse an effect from a different 
  Source Origin with fortifying energies.
  
  13
  Infuse Spellarmor – Alter spell-created armor to gain 
  lesser armor customizations.
  Postcognitive Imprint – Store usage skills in an item.
  Psychoprosthetic – Craft a replacement limb from 
  planar matter.
  Zone of Dissonance – Emit a zone that inhibits 
  summoning effects.
  3rd Level
  Amplified Occlusion – Telepathically exaggerate the 
  degree cover defends a creature.
  Astral Epiphany – Grant tactical knowledge to a 
  creature.
  Duality – Temporarily alter your Source Origin.
  Quintessence Sheath – Swiftly shield an ally in inert 
  quintessence.
  4th level
  Dweomerfreeze – Trap a spell-effect in a projection of 
  quintessence.
  Scattersense – Afflict target with distracting 
  extradimensional senses.
  5th Level
  Resist Source – Alter the target to allow energies from 
  a Source Origin to flow past and through them.
  6th Level
  Penumbral Prisoner – Locate a quasi-real version of 
  the target to gain information.
  7th Level
  Astral Redirection – Utilize micro-portals to redirect a 
  supernatural effect, spell or power.
  Source Interdiction – Suppress a Source Origin’s 
  energies around yourself.
  9th Level
  Transitive Infusion – Force qualities of a specific 
  Transitive Plane to manifest in another plane of 
  existence.
  New Vitalist Powers
  1st Level
  Autoarchive – Allows spell knowledge to be stored in 
  an astral imprint.
  Deepen Duplicants – Store a power or spell effect in a 
  dusk duplicant as a trap.
  2nd Level
  Disruption Shield – Gain a resistance bonus to saves 
  vs. a chosen Source Origin.
  Dusk Duplicants – Create quasi-real copies of yourself.
  Quasi-Potion – Cause Shadow planar matter to create 
  a semi-real potion.
  3rd Level
  Etheric Cocoon – Stores dying or dead creatures in 
  the Ethereal Plane to be recalled later.
  Quintessence Sheath – Swiftly shield an ally in inert 
  quintessence.
  
  14
  New Power Descriptions:
  Actify Penumbra
  Discipline: Metacreativity; Level: Dread 3, shaper 3
  Display: Material, Mental and Visual
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One shadow magic effect, fear effect or 
  shadow creature
  Duration: 1 round
  Saving Throw: No; Power Resistance: No
  Power Points: Dread 5, shaper 5
  You infuse deadly manifestations of the Shadow 
  Plane into a shadow creature, spell or fear effect. If a 
  creature takes any damage during the following round 
  from the targeted effect (even reduced or partial 
  damage) it takes 2d6 additional damage. Shadow 
  creatures targeted by this effect also gain a +2 to 
  natural armor and +1 to all saving throws for that 
  round. Black crystalline matter hovers in the area.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 3 additional power points you spend, the 
  targeted effect deals another 1d6 additional damage. 
  2. For every 2 power points spent this way, increase 
  the bonus to natural armor and saving throws by +1.
  Amplified Occlusion 
  Discipline: Telepathy; Level: Dread 3, psion/wilder 4, 
  tactician 3, telepath 3
  Display: Mental, Olfactory, and Visual
  Manifesting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will (partial); Power Resistance: Yes
  Power Points: Dread 5, psion/wilder 7, tactician 5, 
  telepath 5
  You distort a creature’s perceptions of how 
  completely other creatures are hidden by cover. The 
  target may make a Will save, If it failts, effects that 
  grant cover based bonuses to AC are exaggerated 
  to grant creatures total cover instead. Otherwise, 
  increase the bonuses granted by cover effects to AC 
  by +2 and the bonuses (if any) granted to Reflex saves 
  by +1.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 3 additional power points you spend, the 
  power may target another creature. 
  2. For every 4 power points spent this way, increase 
  the bonus to AC by +2 and Reflex saving throws by +1.
  Astral Epiphany
  Discipline: Telepathy [mind-affecting]; Level: Tactician 
  3, telepath 3
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One summoned creature + one summoned 
  creature per 4 levels
  Duration: 1 round/level
  
  15
  Saving Throw: Will (partial), Various (special); Power 
  Resistance: Yes
  Power Points: Tactician 5, telepath 5
  You search the astral plane for mnemonic echoes of 
  legends of battle. Infusing this astral pattern into a 
  summoned creature in gains access to the combat 
  feat of your choice. The creature must qualify for this 
  feat. If you manifest this power to affect your own 
  summoned creatures, you may instead manifest as an 
  immediate action.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this
  power’s grants an additional combat feat that the 
  initial feat can be used to qualify for.
  2. For every 4 additional power points you spend, one 
  target of this
  Power can be a native, non-summoned creature. You 
  may use this augment if you are manifesting this as an 
  immediate action.
  Astral Redirection
  Discipline: Psychoportation; Level: Cryptic 7, Nomad 
  6, Tactician 7
  Display: Mental and Visual
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One spell, power or supernatural ability with a 
  range greater than touch.
  Duration: Instantaneous
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 13, Nomad 11, Tactician 13
  You open a series of portals that allow you to retarget 
  an effect within close range of you. You must succeed 
  on a manifester check versus the better of the target 
  effects caster, manifest or hit-dice based DC of 11 + 
  relevant levels or hit dice (in the case of supernatural 
  abilities). If you succeed you may have the effect 
  originate from the square of your choice within range 
  and reposition area of effect or reselecting relevant 
  targets. If you make a successful Spellcraft check to 
  recognize the effect you may reposition or retarget 
  it, you do not you may still cause the ability to fail by 
  invalidating its target.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this 
  power’s gains a +2 to its manifester level check.
  2, For 2 addtional power points the range becomes  
  medium.
  Astral Shadow
  Discipline: Athanatism; Level: Conduit 2, psion/wilder 3
  Display: Mental and visual
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One astral construct
  Duration: 1 round/level
  Saving Throw: No; Power Resistance: No
  Power Points: Conduit 3, psion/wilder 5
  You fuse your being into an ally’s 1st astral construct. 
  You gain use of its physical statistics and retain your 
  own mental abilities and class features. See the 
  possession spell for details (if you are not using the 
  Pathfinder Roleplaying Occult Adventures rules, then 
  this power functions as mind switch with the astral 
  construct. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, 
  this power allows you to possess an astral construct 1 
  level higher.
  2. For every 4 additional power points you may select 
  a physical attribute of your real body to manifest in 
  the astral constructs form.
  Autoarchive
  Discipline: Telepathy; Level: Cryptic 1, dread 1, 
  marksman 1, psion/wilder 1, psychic warrior 1, 
  sighted seeker 1, tactician 1, vitalist 1 
  Display: Auditory, mental, and visual
  Manifesting Time: 10 minutes
  Range: Touch
  Target: Self (special, see below)
  Duration: 1 day/level
  
  16
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: Cryptic 1, dread 1, marksman 1, psion/
  wilder 1, psychic warrior 1, sighted seeker 1, tactician 
  1, vitalist 1
  You telepathically encode knowledge of a 1st-level 
  spell you know and have prepared into the astral 
  plane. These astral patterns can be studied to prepare 
  the stored spell information without a spellbook as 
  though the character had selected the spell with the 
  Spell Mastery feat. This power can benefit from the 
  network descriptor. If the Network Power feat is used 
  to alter this power, the psionic character can store a 
  spell for any collective member. While it is possible 
  other collective members to learn these stored spells 
  (subject to normal rules), such spells still need to be 
  scribed in a spellbook to be available to prepare after 
  the power ends.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every additional power point you spend, this 
  power can encode a spell of 1 level higher.
  2. While this power is active you may spend 1 
  power point per level of a stored spell to prepare or 
  overwrite a prepared spell as a standard action.
  Broaden Belief
  Discipline: Telepathy; Level: Psion/wilder 3, telepath 2
  Display: Auditory, material, and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One divine caster
  Duration: Instantaneous
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: Psion/wilder 5, telepath 3
  You expand and reinforce the faith of a divine caster 
  telepathically removing doubts and fears of expanded 
  authority. Choose one Domain or Mystery available to 
  the god or Source the divine caster is connected to. 
  The divine caster gains a bonus spell slot of 2nd level 
  or less with a single casting of one spell available to 
  the unknown Domain. A prepared caster regains this 
  spell in the slot of a spent memorization cast in the 
  last 24 hours. A spontaneous caster regains a use of a 
  spell slot of the chosen level. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this 
  power can restore a spell slot or memorization of up 
  to one level higher.
  2. If you spend 3 additional power points you may 
  infuse enough astral energy that the spell-slot when 
  cast is considered to be from a mental Source Origin.
  Deepen Duplicants 
  Discipline: Metacreativity [shadow]; Level: Cryptic 1, 
  dread 1, psion/wilder 2, shaper 1, tactician 1, vitalist 1
  Display: Auditory, mental, and visual
  Manifesting Time: 1 immediate action
  Range: Medium (100’ + 10’/level)
  Target: One duplicant
  Duration: 1 round/level
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 1, dread 1, psion/wilder 3, 
  shaper 1, tactician 1, vitalist 1
  You create shadow pockets within your duplicants 
  that hold a spell or power effect of 1st level. The 
  duplicants release this effect upon destruction 
  targeting the creature that destroyed them. If the 
  creature is beyond the range of the stored effect, 
  the duplicant is destroyed as normal and the effect is 
  wasted. Cryptics may store their disrupt pattern blast 
  in duplicants as a 1st level effect.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 1 additional power point you spend, you 
  may store an effect of 1 level higher.
  2. For 2 additional power points you may deliver 
  stored effects to creatures that destroyed a duplicant 
  within Close Range, or instead for 4 power points 
  stored effects can target creatures at medium range. 
  Disruption Shield
  Discipline: Metacreativity; Level: Cryptic 2, psion/
  wilder 3, shaper 2, tactician 2, vitalist 2
  Display: Auditory, mental, and visual
  
  17
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min/level
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: Cryptic 3, psion/wilder 5, shaper 3, 
  tactician 3, vitalist 3
  You manifest a layer of charged ectoplasm around 
  yourself that disrupts specific supernatural energies. 
  Select a Source Origin. You gain a +2 resistance 
  bonus to saving throws versus spells, powers and 
  supernatural effects from that Source Origin. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every additional 4 powers point you spend, the 
  power can add an additional Source Origin.
  2. For every additional 4 powers point you spend, the 
  power’s resistance bonus increases by +1.
  3. For 6 additional power points you may manifest 
  this power as a immediate action.
  Diversify Summons
  Discipline: Psychoportation [summoning]; Level: 
  Nomad 1, psion/wilder 2
  Display: Auditory, olfactory, and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One summoned creature
  Duration: Instantaneous; special
  Saving Throw: Will (negate); Power Resistance: Yes
  Power Points: Nomad 1, psion/wilder 3
  You realign the planar conduits connecting 
  summoned creatures such as those called forth by a 
  summon monster I or summon nature’s ally I spell. 
  The summoner may make a Will save to negate the 
  alteration. If they fail the Save, you may select a 
  different creature from the relevant list. If your GM 
  allows for alternate summons, then this power can 
  utilize the same rules. The control or duration of the 
  spell is not altered.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, the 
  power can alter summons of 1 spell level higher and 
  the Will save DC for the power increases by 1.
  2. For 2 additional power points you spend, this 
  power may be used to take control of the altered 
  summon as though you had summoned it.
  Duality
  Discipline: Psychometabolism; Level: Cryptic 3, egoist 
  3, psion/wilder 4, tactician 3
  Display: Mental and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min/level
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: Cryptic 5, shaper 5, psion/wilder 7, 
  tactician 5
  In a surge of will you locate the central planar 
  tangency of your being and split it. Select a Source 
  Origin you do not have. For the duration of this power 
  your psionic abilities draw on this Source Origin in 
  addition to their original one. Abilities preventing 
  access to a Source Origin must interact with both to 
  prevent access. Your powers count as both Source 
  Origins for purpose of other feats, class abilities and 
  mechanics. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every additional 4 powers point you spend, the 
  power can add an additional Source Origin.
  2. For 2 additional power points you may remove 
  your original Source Origin temporarily in which your 
  psionics become only the new selected Source Origin.
  3. For 2 additional power points you may target a 
  Source Origin within yourself that does not grant this 
  power or another creature you are touching to alter 
  one of its Source Origins.
  Dusk Duplicants 
  Discipline: Metacreativity [shadow]; Level: Cryptic 3, 
  dread 2, psion/wilder 3, shaper 2, tactician 2, vitalist 2
  Display: Auditory, mental, and visual
  
  18
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 5, dread 3, psion/wilder 5, 
  shaper 3, tactician 3, vitalist 3
  You create twin duplicants with quasi-matter from 
  the Shadow Plane. Each of these duplicates occupy 
  your square and may confuse attackers causing them 
  to accidently attack a duplicant. Whenever you are 
  attacked or are the target of a spell that requires an 
  attack roll, there is a possibility that the attack targets 
  one of your duplicants instead. If the attack is a hit, 
  roll randomly to see whether the selected target is 
  real or a duplicant. If it is a duplicant, the duplicant 
  is destroyed. If the attack misses by 5 or less, one of 
  your duplicant is destroyed by the near miss. Area 
  spells affect you normally and do not destroy any of 
  your duplicants. Spells and effects that do not require 
  an attack roll affect you normally and do not destroy 
  any of your duplicants. Spells that require a touch 
  attack are discharged if used to destroy a duplicant. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 4 additional power point you spend, you 
  gain an additional duplicant.
  2. For 6 additional power points you may use a move 
  action to direct any number of duplicants to move at 
  your speed in any direction you can see. If you lose 
  line-of-sight of a duplicant it is destroyed. 
  Dweomerfreeze
  Discipline: Metacreativity; Level: Cryptic 4, psion/
  wilder 5, shaper 4, tactician 4
  Display: Auditory, olfactory, and visual
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One spell effect
  Duration: 1 round+ (See below)
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 7, psion/wilder 9, shaper 7, 
  tactician 7
  In a flash of liminally extruded quintessence you 
  attempt to freeze a spell effect in time. You may 
  make an opposed manifester check versus the caster 
  level of a spellcaster within close range. If successful 
  the spell is frozen for 1 round before taking effect, 
  encased in the a rippling membrane of quintessence. 
  The spell becomes locked in location and trapped 
  at the moment of taking effect. If the target moves 
  or is moved from the area the spell remains behind. 
  Likewise, creatures in the area in the following round 
  are affected by the effect normally. Personal spell 
  effects can be interacted with as an immediate action 
  to touch the quintessence as the spell unfreezes 
  and will take effect on the first target touching the 
  collapsing quintessence. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every additional power point you spend, the 
  power freezes for 1 additional round.
  2. For 2 additional power points you may move your 
  quintessence (and the frozen spell effect) on your 
  action as a move action up to 5’ per manifester level. 
  Echo Pattern 
  Discipline: Clairsentience [shadow]; Level: Cryptic 1, 
  seer 1
  Display: Auditory, mental, and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One spell or power
  Duration: Instantaneous (special)
  Saving Throw: Will (partial) and Varies (special); 
  Power Resistance: No
  Power Points: Cryptic 1, seer 1
  You manifest a Shadow plane echo of a 1st level spell 
  or power you have just seen cast in the prior round. 
  This echo is a spell-like or psi-like ability and has your 
  manifester level, a Source Origin of Mental Shadow 
  Plane, and requires a Will save in addition to the 
  power or spell’s normal effects. This Will save cannot 
  be foregone. Your echo has a 20% reality to those that 
  make a Will save.
  Augment: You can augment this power in one of the 
  following ways.
  
  19
  1. For every 2 additional power points you spend, this 
  power can echo a power or spell of up to one level 
  higher.
  2. For every 1 additional power points you spend, this 
  power’s base reality increases by 10%, for every 2 
  power points spent in this way the power’s DC raises 
  by 1.
  3. For every 1 additional power points you spend, this 
  power can echo a power or spell they have seen up to 
  1 additional round in the past.
  Echoed Illumination
  Discipline: Psychokinesis [light]; Level: Kineticist 2, 
  psion/wilder 3
  Display: Mental and visual
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One shadow magic effect
  Duration: Instantaneous; special
  Saving Throw: Will (partial), Various (special); Power 
  Resistance: Yes
  Power Points: Kineticist 3, psion/wilder 5
  You cause light to react to the presence of a shadow 
  effect. Light creates a copy of the shadow magic effect 
  with a partial reality equal to the difference between 
  the shadow effect’s difference from 100%. The targets 
  of the copied spell or creatures summoned by this 
  power receive a Will save to reduce interaction with 
  the light to a dazzled condition for 1 round. So if a 
  shadow conjuration called forth a 20% real celestial 
  dog, the resulting echoed illumination dog would be 
  80% unless a Will save was made reducing attacks to 
  merely dazzling the attacked creatures.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, the 
  power gains 10% reality and this
  power’s save DC increases by 1.
  2. For every 3 additional power points you spend, this
  power may be used to counter a [darkness] or 
  [shadow] descriptor effect instead. Make a manifester 
  level check against the caster or manifester level of 
  the effect, if successful you counter it as per the dispel 
  psionics power.
  Erupt Conduits
  Discipline: Psychoportation [force]; Level: Cryptic 3, 
  nomad 3, psion/wilder 4
  Display: Auditory, mental, and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One summoned creature + one summoned 
  creature per 4 levels
  Duration: Instantaneous
  Saving Throw: Will (special), Reflex (special); Power 
  Resistance: Yes
  Power Points: Cryptic 5, nomad 5, psion/wilder 7
  You cause the planar conduits of summoned creatures 
  to erupt with multidimensional forces. Each creature 
  targeted receives a Will save to negate the effect. If 
  it fails, it erupts in a 10’ burst of force dealing 3d6 
  force damage to creatures in the that area, including 
  the summoned creature. A creature in the burst may 
  make a Reflex save for half damage.
  
  20
  If a creature is in multiple bursts from this power, 
  it must make Reflex saves for each burst and takes 
  resulting damage from each.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this 
  Power deals an addition 1d6 of force damage and its 
  save DC increases by 1.
  2. If you spend 3 additional power points you may 
  remove the Will saving throw and cause the conduit 
  eruption to emerge at the surface of the creatures 
  targeted by the power, rendering them immune to 
  the force burst.
  Etheric Cocoon
  Discipline: Psychoportation [calling, mind-affecting, 
  summon]; Level: Nomad 3, vitalist 3
  Display: Auditory, material, and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One dying, disabled or recently dead creature
  Duration: 1 day/level
  Saving Throw: Will (special), Reflex (special); Power 
  Resistance: Yes
  Power Points: Nomad 5, vitalist 5
  You displace a dying or recently dead creature into 
  the Ethereal Plane in a cocoon of protomatter and 
  tethered to your lifeforce. The creature must have a 
  CR of 1 or less. Creatures (dying or dead) failing a Will 
  save are pushed through the planar membrane and 
  sealed in a cocoon. The creature remains suspended 
  in the cocoon until you call them forth as a standard 
  action sometime during the duration of this power. 
  Spells like see invisibility reveal the presence and 
  number of etheric cocoon bound to you. When called 
  forth they are compelled to serve you for 1 round per 
  level, after which they immediately die. This power 
  can be manifested again on the remains. 
  You do not regain power points spent on this power 
  until the creature is released from its cocoon ending 
  the power’s effect. If the power’s duration expires, 
  the power points return as normal.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every additional power point you spend, this 
  power can be used on a creature 1 CR higher. Every 
  two points spent this way increases the Will save DC 
  for the power by 1 
  2. If you spend 3 additional power points you may 
  cause ethereal protomatter to duplicate the creature 
  when it emerges from the cocoon causing multiple 
  manifestations of the creature. On dying, additional 
  creatures dissolve into featureless ooze.
  Extrude Platform
  Discipline: Psychoportation; Level: Cryptic 1, nomad 
  1, psion/wilder 2
  Display: Mental and visual
  Manifesting Time: 1 standard action
  Range: Close (25’ + 5’/level)
  Target: 1 planar platform up to 5’ square
  Duration: 1 minute/level
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 1, nomad 1, psion/wilder 3
  You cause a platform of planar matter to extend from 
  its native plane, this platform can be up to one 5’ 
  square in size and is 1 inch thick. It has a hardness of 8 
  and 15 HP. The platforms are anchored in their native 
  plane and ignore gravity in your current plane.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every additional power point you spend, you 
  extrude an additional platform in a square adjacent 
  to another platform. These platforms must be parallel 
  but can be placed at different heights to create 
  staircase-like ascents and descents.
  2. If you spend 4 additional power points the 
  platforms created by this power have 15 hardness and 
  30 HP.
  3. If you spend 8 additional power points the 
  platforms created by this power have 30 hardness and 
  40 HP.
  Filter Future
  Discipline: Clairsentience; Level: Cryptic 3, psion/
  
  21
  wilder 4, seer 3
  Display: Mental
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 5, psion/wilder 7, seer 5
  You render various futures before you visible and 
  utilize the vision to choose the one of your liking. 
  When you are about to roll a d20 for any reason, 
  you may instead roll 2d20 and choose the result you 
  prefer. You must use this ability before rolling dice.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 4 additional power points you spend, roll 
  an additional d20.
  2. If you spend 4 additional power points you may 
  instead allow an ally to roll 2d20 for their next d20 
  result.
  3. For 6 additional power points you may roll 
  additional dice after a result is known.
  Forge Replica
  Discipline: Metacreativity; Level: Cryptic 3, shaper 2
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Area or object touched (up to 1 cubic ft./level)
  Duration: 1 minute/level
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 5, shaper 3
  You shape a copy of an object or area by drawing on 
  Liminal reflections in the Astral, Ethereal or Shadow 
  planes. The power can be used to study something 
  without touching it granting a +2 competence bonus 
  to skill checks such as Disable Device or Knowledge 
  (History). Or the item can be used to pass as the 
  original, making a Craft skill or Disguise skill check to 
  set the DC of the difficulty to determine its veracity.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend you 
  may increase the bonus to a skill this power grants by +2.
  2. For 4 additional power points you may increase the 
  duration of this power to 1 hour/level.
  Future Shadows
  Discipline: Clairsentience; Level: Cryptic 1, psion/
  wilder 2, seer 1
  Display: Mental and visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 1, psion/wilder 3, seer 1
  You search the temporal shifts of the Shadow Plane 
  and the temporal echoes of the Astral Plane to 
  glimpse a course of action. When you manifest this 
  power you may take a single round’s worth of actions. 
  You gain an idea of what would happen. Information 
  that would have happened in this round of action 
  is learned (such as provoked attacks of opportunity, 
  required power resistance checks, misses or hits) you 
  then may continue the round with this information in 
  mind.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, 
  an ally may instead see the result of their probable 
  round.
  2. For 2 additional power points you may add a +1 
  insight bonus to any d20 roll that was successful in 
  the glimpsed future.
  Gauntlet of Spellgrasping
  Discipline: Metacreativity; Level: Cryptic 1, marksman 
  1, psion/wilder 2, psychic warrior 1, shaper 1, 
  tactician 1
  Display: Auditory, material, and visual
  Manifesting Time: 1 standard action
  Range: 0
  Target: Personal
  Duration: 1 minute/level
  
  22
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 1, marksman 1, psion/wilder 3, 
  psychic warrior 1, shaper 1, tactician 1
  You create a formidable gauntlet of astral matter 
  capable of holding magical energies. You gain a slam 
  attack allowing you to make lethal unarmed strikes for 
  1d8 points of damage (plus Strength or other relevant 
  modifiers). You or an ally can store a single spell effect 
  of 1st level within the gauntlet in a manner similar to 
  a weapon with the spell storing quality. Each time 
  you release a stored spell from within the gauntlet 
  as part of an attack, the power loses 1 minute of its 
  remaining duration. You cannot manifest this power if 
  you are wearing magical gauntlets.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, the 
  power can spell store a spell of 1 level higher.
  2. For 6 additional power points you may attempt 
  to catch a spell of the current spell level or lower 
  storable in the gauntlets that targets or includes you 
  in its area of effect with the gauntlet as an attack of 
  opportunity. You must make an attack roll (melee or 
  ranged, your choice) against the dispel check of the 
  target effect (11 + caster or manifester level). 
  Haunted Shadow
  Discipline: Telepathy [fear, mind-affecting, shadow]; 
  Level: Dread 2, psion/wilder 3, psychic warrior 2, 
  telepath 2
  Display: Auditory, olfactory, and visual
  Manifesting Time: 1 standard action
  Range: Close (25’ + 5’/level)
  Target: One creature
  Duration: 1 round/per level
  Saving Throw: Will (negates); Power Resistance: Yes
  Power Points: Dread 3, psion/wilder 5, psychic 
  warrior 3, telepath 3
  You create a sense of menace from the shadows 
  around your target. Your target is allowed a Will save 
  against this effect. If they fail you flood their mind 
  with a fear of shadows allowing you to designate a 
  square they are considered threatened from. That 
  square can grant tactical bonuses like flanks and is 
  obvious enough from its visual display to be utilized 
  by allies. If the target moves, you may select a new 
  square as a swift action on any turn during the power 
  duration.  
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 3 additional power points you spend, this 
  power can target another creature within range.
  2. If you spend 6 additional power points you may 
  manifest this power as a swift action.
  Imprint Magic
  Discipline: Telepathy; Level: Psion/wilder 3, Telepath 2
  Display: Auditory and mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Two spellcasters with the same Source
  Duration: 1 round/per level
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: Psion/wilder 5, Telepath 3
  You bridge the minds of two spellcasters with the 
  same Source. Knowledge of one 1st Level spell is 
  temporarily copied from one to the other allowing 
  the second to use an immediate action to replace a 
  preparation or spell known of the same level with the 
  new knowledge for the duration of this power. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, 
  this power can transfer knowledge of up to one level 
  higher.
  2. If you spend 4 additional power points you may 
  transfer a spell from a different Source (arcane to 
  divine, psychic to entropic, etc).
  Increase Resolution
  Discipline: Metacreativity [force]; Level: Cryptic 2, 
  psion/wilder 2, shaper 1, tactician 2
  Display: Material and visual
  Manifesting Time: 1 minute
  Range: Medium (100’ + 10’/level)
  
  23
  Target: One spell, creature or magical effect from 
  another Source Origin
  Duration: 1 hour/level
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 3, psion/wilder 3, shaper 1, 
  tactician 3
  Integrating planar energies into the supernatural 
  structure of a magical effect from another Source 
  Origin, you make the power, spell or magical effect 
  difficult to dispel. You increase the effective power 
  level of the effect by a caster level of +2. 
  Augment: You can augment this power in the 
  following way.
  1. For every 2 additional power points you spend, this 
  power increases the caster level of an effect by an 
  additional +1.
  Internalize Supernatural Echo
  Discipline: Psychometabolism [shadow]; Level: 
  Cryptic 3, dread 3, egoist 2
  Display: Auditory, material, and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature or remains of a creature and you
  Duration: 10 minutes/level
  Saving Throw: Will (special); Fortitude (special); 
  Power Resistance: No
  Power Points: Cryptic 5, dread 5, egoist 3
  Creating shadow versions of the anatomy, magic and 
  mindset of the target creature you internalize them 
  to gain a quasi-real version of their supernatural 
  ability. You can touch a creature or the remains of a 
  creature with a CR of 1. As you create the shadow 
  version of their anatomy within yourself you must 
  make a Will save versus a DC of 10+1/2 the targets 
  HD+its Constitution modifier. If you succeed you 
  gain a version of one of the creature’s supernatural 
  abilities that you may use once during the duration of 
  this power at which point it immediately ends. If you 
  fail, your version of the ability is only 50% effective 
  (dealing 50% damage or failing 50% of the time). 
  Additionally, if you fail your Will save, you must make 
  a Fortitude save of be sickened for the power duration. 
  Augment: You can augment this power in the 
  following ways.
  1. For every additional power point you spend, this 
  power may target a creature of 1 CR higher.
  2. For every 4 additional power points you spend you 
  may use your version of the supernatural ability 1 
  additional time before ending the power duration.
  Infuse Spellarmor
  Discipline: Metacreativity [force]; Level: Cryptic 1, 
  psion/wilder 2, shaper 1, tactician 2
  Display: Auditory, mental, and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One non-psionic, non-permanent supernatural 
  armor effect
  Duration: Instantaneous
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: Cryptic 1, psion/wilder 3, shaper 1, 
  tactician 3
  You infuse supernaturally created armor with 
  a non-psionic Source Origin with enough astral 
  energy to gain 1 customization point worth of aegis 
  armor customization abilities. You may only grant 
  customizations available to an aegis of half your 
  manifester level.
  Augment: You can augment this power in the 
  following way.
  1. For every 6 additional power points you spend, 
  this power may infuse up to one more point of 
  customizations.
  Penumbral Prisoner
  Discipline: Clairsentience [shadow]; Level: Cryptic 7, 
  psion/wilder 7, seer 6, tactician 6
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Close (25’ + 5’/2 levels)
  Target: One creature
  Duration: 1 hour/level
  Saving Throw: Will (negates); Power Resistance: Yes
  Power Points: Cryptic 13, psion/wilder 13, seer 11, 
  tactician 11
  
  24
  You search the Shadow Plane for a quasi-real copy of 
  your target using the target as a Liminal Resonance 
  point. If they fail their save, you appropriate their 
  connection with the quasi-real copy and may interact 
  with it for the duration of this power. You may 
  question the shadow copy about anything the real 
  creature would know. It may make a new Will save 
  with the original’s modifier to resist questioning. If 
  it succeeds this power loses one hour of duration. 
  Failures result in answers to the best of the quasi-real 
  copies abilities.
  Augment: You can augment this power in the 
  following way.
  1. For 2 additional power points you can force the 
  penumbral prisoner to make a skill check for you.
  2. For 4 additional power points you can gain access 
  to one feat the prisoner has access to and you qualify 
  for 1 hour for each failed saving throw. During any 
  hour you access this feat, the penumbral prisoner 
  cannot be questioned.
  Postcognitive Imprint
  Discipline: Clairsentience; Level: Cryptic 2, dread 2, 
  marksman 2, psychic warrior 1, seer 1, sighted seeker 
  1, tactician 2 
  Display: Auditory, mental, and visual
  Manifesting Time: 10 minutes
  Range: Touch
  Target: Object touched.
  Duration: 1 hour/level
  Saving Throw: Will (object, harmless); Power 
  Resistance: No
  Power Points: Cryptic 3, dread 3, marksman 3, psychic 
  warrior 1, seer 1, sighted seeker 1, tactician 3
  You create a liminal tangency within an item to store 
  memory or instinct regarding its use. A weapon 
  or armor you are proficient with and touched 
  manifesting this power imparts proficiency in the item 
  to any creature touching it. This power can benefit 
  from the network descriptor. If the Network Power 
  feat is used to alter this power, the psionic character 
  can imprint proficiencies or feats (see augment 
  below) from any collective member.
  Augment: You can augment this power in one of the 
  following ways.
  1. For 2 additional power points you can add a feat 
  to which you have access to the object’s imprint. 
  Combat feats imprinted only work when a creature 
  is using the imprinted item. A non-Combat feat can 
  be imprinted if it involves the items use such as Skill 
  Focus or Bardic Music feats tied to an instrument. The 
  user still must qualify for any imprinted feat.
  2. For each 4 additional power points you can add 
  an additional feat you have access to the object’s 
  imprint.
  3. For 6 additional power points, you can allow 
  creatures using the item to ignore the prerequisites of 
  a feat. 
  Psychoprosthetic
  Discipline: Metacreativity; Level: Cryptic 2, dread 2, 
  marksman 2, psychic warrior 1, shaper 1, tactician 2 
  Display: Material and visual
  Manifesting Time: 10 minutes
  Range: Touch
  Target: 1 creature missing a limb
  Duration: 1 hour/level
  Saving Throw: Will (object, harmless); Power 
  Resistance: No
  Power Points: Cryptic 3, dread 3, marksman 3, psychic 
  warrior 1, shaper 1, tactician 3
  You fashion a mentally reactive limb from astral 
  matter, ethereal ectoplasm, or shadowstuff. This limb 
  functions as though it was the creature’s original limb, 
  though visually matches the Liminal Planar matter it 
  was created from and it resonates with those planar 
  energies. Astral limbs grant a +2 to CMD vs. disarm 
  checks and a +2 to a single Intelligence-based skill 
  check chosen at the time of creation. Ethereal limbs 
  grant a +2 to checks vs. bull rush checks and a +2 to a 
  single Wisdom-based skill check chosen at the time of 
  creation. Shadow limbs grant a +2 to CMD vs. grapple 
  checks and a +2 to a single Charisma-based skill check 
  chosen at the time of creation.
  Augment: You can augment this power in one of the 
  following ways.
  
  25
  1. For 4 additional power points you can add +2 
  enhancement bonus to Strength to the limb and 
  activities using it.
  2. For 4 additional power points ethereal limbs and 
  things they hold can strike as though they had the 
  ghost touch weapon or armor abilties.
  3. For 4 additional power points shadow limbs can 
  deliver a 1d6 + Charisma Modifier incorporeal touch 
  attack. 
  4. For 4 additional power points astral limbs can grant 
  a choice from the Astral Construct Menu A.
  Quasi-Potion
  Discipline: Metacreativity [shadow, various]; Level: 
  Psion/wilder 3, shaper 2, vitalist 2
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One quasi-real potion
  Duration: 1 round/level
  Saving Throw: No; Power Resistance: No
  Power Points: Psion/wilder 5, shaper 3, vitalist 3
  You distill a thick liquid of shadow matter that reflects 
  an existing potion. The potion has limited potential, 
  select a 1st level conjuration (healing) spell. The quasi-
  potion can be consumed to gain the spell benefits. 
  The potion has a caster level of 3. Effects created by 
  the potion require you to make a Will saving throw 
  against the spell’s DC in addition to other saving 
  throws, if you succeed this Will save the potion has 
  full effects for its activation, otherwise its effects 
  resolve at 50% (healing, effect duration, etc). The 
  potion evaporates if not used within the duration.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, 
  this power can create a potion of spell of 1 spell level 
  higher, to a maximum of 3rd level at 4 additional 
  points. For every 2 points you spend the potion’s 
  caster level increases by 2.
  2. For every 2 additional power points you spend, the 
  potion is 10% more effective if you fail your Will save.
  3. For every 2 additional power points you spend the 
  power may create a potion from any school of magic.
  4. For every 4 additional power points you spend the 
  power creates an additional potion.
  Quasi-Wand
  Discipline: Metacreativity [shadow, various]; Level: 
  Nomad 2, psion/wilder 3, shaper 2
  Display: Auditory, material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One quasi-real wand
  Duration: 1 round/level
  Saving Throw: No; Power Resistance: No
  Power Points: Nomad 3, psion/wilder 5, shaper 3
  You create a wand of shadow matter that is a 
  reflection of an existing wand. The wand has limited 
  energy. Select a 1st level evocation spell. The quasi-
  wand can be triggered to cast that spell 1 time. The 
  wand has a caster level of 3. This power gives you no 
  ability to activate wands beyond those you already 
  possess. Effects created by the wand allow you a 
  Will saving throw against the spell’s DC in addition to 
  other saving throws, if you succeed this Will save the 
  wand has full effects for its activation, otherwise its 
  effects resolve at 50%. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, 
  this power can create a wand of spell of 1 spell level 
  higher, to a maximum of 4th level at 6 additional 
  points. For every 2 points you spend the wand’s caster 
  level increases by 2.
  2. For every 2 additional power points you spend, the 
  wand is 10% more effective if you fail your Will save.
  3. For every 4 additional power points you spend the 
  wand gains 1 charge.
  Quintessence Sheath
  Discipline: Metacreativity; Level: Shaper 3, tactician 3, 
  vitalist 3
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: Willing or helpless creature touched
  
  26
  Duration: 1 round/level (D)
  Saving Throw: No; Power Resistance: No
  Power Points: Shaper 5, tactician 5, vitalist 5
  You extrude a thin covering of quintessence around 
  a willing or helpless creature. For the duration of this 
  ability time ceases to flow for the target creature, and 
  its condition becomes fixed. The creature does not 
  grow older. Its body functions virtually cease, and no 
  force or effect can harm it. This state persists until the 
  power’s duration ends or it is dispelled (such as by a 
  successful dispel magic spell or a freedom spell).
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, the 
  power’s duration increases as follows: 2 1 min./level, 
  4 10 min/level, 6 1 hour/level, 8 1 day/level, and 10 
  points 1 year/level.
  2. For 6 additional power points you may manifest 
  this power as an immediate action. 
  Renew Arcanum
  Discipline: Telepathy; Level: Psion/wilder 3, telepath 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One arcane caster
  Duration: Instantaneous
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: Psion/wilder 5, telepath 3
  You embolden the mind and will of an arcane caster 
  with astral energies allowing them to restructure a 
  lost spell memorization or draw deeper on internal 
  reserves. Choose one expended spell slot of 2nd 
  level or less. A prepared caster regains a spent 
  memorization cast in the last 24 hours. A spontaneous 
  caster regains a use of a spell slot of the chosen level. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this 
  power can restore a spell slot or memorization of up 
  to one level higher.
  2. If you spend 3 additional power points you may 
  infuse enough astral energy that the spell slot when 
  cast is considered to be from a mental Source Origin.
  Resist Source
  Discipline: Psychometabolism; Level: Cryptic 5, egoist 
  4, gifted blade 4, marksman 4, psychic warrior 4, 
  tactician 5 
  Display: Material, and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Area: Creature touched
  Duration: 1 min/level (D)
  Saving Throw: Will negates (harmless); Power 
  Resistance: Yes
  Power Points: Cryptic 9, egoist 7, gifted blade 7, 
  marksman 7, psychic warrior 7, tactician 9
  You alter the form of the target to make it permeable 
  to the energies of a specific Source Origin, make it 
  more likely that such energies flow through them 
  then affecting them. Select one Source (arcane, 
  divine, entropic, mental, primal, or temporal) and 
  
  27
  one Planar origin. The target gains special Power 
  Resistance 12 + your manifester to the effects (powers 
  and spells) creatures and items with that Source and 
  Origin.
  Augment: You can augment this power in one of the 
  following ways.
  1. For 2 additional power points supernatural abilities 
  of creatures with the same Source Origins as selected 
  with power are treated like powers or spells. The 
  must roll a special penetration check of their HD + 
  1d20 to beat the Resistance granted by this power.
  2. For every 4 additional power points you spend, you 
  may select another paired Source Origin. Effects from 
  creatures and items matching that exact Source Origin 
  are also affected by the Power Resistance.
  Scattersense
  Discipline: Clairsentience [curse, shadow]; Level: 
  Cryptic 3, dread 3, seer 3, tactician 4
  Display: Auditory, mental, olfactory and visual
  Manifesting Time: 1 standard action
  Range: Close (25’ + 5’/2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will (partial); Power Resistance: Yes
  Power Points: Cryptic 5, dread 5, seer 5, tactician 7
  You cause the target to see through the Shadow 
  Plane into alternate realities and quasi-real realms. 
  The target receives a Will save to negate the effect, 
  otherwise their sense expand beyond into multiple 
  realities simultaneously. The distraction inflicts 
  a -2 penalty to AC and a -1 to Reflex saves. If the 
  creature saves the distraction halves the AC penalty 
  and negates the Reflex save penalty. There is a 
  10% chance of this power granting the target some 
  beneficial information (GM’s choice).
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this 
  power increases the penalty by -1. For every 4 points 
  spent this way, the penalty to Reflex saves increases 
  an additional -1.
  2. If you spend 4 additional power points the target 
  becomes flat-footed if they fail their Will save.
  Shadow Infusion: Fracture
  Discipline: Psychometabolism [curse, shadow]; Level: 
  Cryptic 3, dread 4, egoist 4, psion/wilder 5
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude (partial); Power Resistance: 
  Yes
  Power Points: Cryptic 5, dread 7, egoist 7, psion/
  wilder 9
  You concentrate on infusing a single point of 
  weakness in the being of the target. Select one 
  descriptor of your choice. Creatures failing their save 
  versus this power take a -4 to all saves versus effects 
  from the chosen descriptor for the duration of the 
  power. Creatures that save successfully still take -2 to 
  all saves versus effects from the chosen descriptor on 
  the next effect of that descriptor, as long as it is within 
  the duration of the power.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this 
  power increases damage from the chosen type to the 
  target by another 10%.
  2. If you spend 2 additional power points you may 
  target a creature at Close range (25’+5’ per level).
  3. For every 3 additional power points you spend, this 
  power targets an additional creature.
  Shadow Infusion: Quasireal
  Discipline: Psychometabolism [curse, shadow]; Level: 
  Cryptic 1, dread 1, egoist 1, psion/wilder 2
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude (negates); Power Resistance: 
  Yes
  
  28
  Power Points: Cryptic 1, dread 1, egoist 1, psion/
  wilder 3
  By flooding a target’s flesh with the energies of the 
  Shadow Plane, you undermine its reality allowing 
  strong willed creatures to partially ignore its 
  existence. If the target fails its Fortitude save, other 
  creatures may make a Will save (DC of 10+1/2 the HD 
  of the target+its Constitution modifier) to ignore 10% 
  of the damage it deals. Effects that embolden shadow 
  creatures can be used to counter percent reductions 
  to the target’s reality.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this 
  power’s penalty increases by -1.
  2. If you spend 2 additional power points you may 
  target a creature at Close range (25’+5’ per level).
  3. For every 3 additional power points you spend, this 
  power targets an additional creature.
  4. For every 4 additional power points you spend, this 
  power allows creatures saving against the target’s 
  reality take an additional 10% less damage from it.
  Shadow Infusion: Soften
  Discipline: Psychometabolism [curse, shadow]; Level: 
  Cryptic 2, dread 3, egoist 2, psion/wilder 3
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude (partial); Power Resistance: 
  Yes
  Power Points: Cryptic 3, dread 5, egoist 3, psion/
  wilder 5
  You cause the negative charged energies of the 
  shadow plane to erode the nature resistance of the 
  target’s body. Reduce all damage reduction that is DR/
  magic by 5. Targets that save versus this power lose 
  half of the amount of damage reduction, rounded 
  down.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every additional power point you spend, this 
  power reduces the damage reduction by another 1 
  DR.
  2. If you spend 2 additional power points you may 
  target a creature at Close range (25’+5’ per level).
  3. For every 3 additional power points you spend, this 
  power targets an additional creature.
  4. If you spend 2 additional power points you may 
  also reduce DR that includes only silver or cold iron. 
  By spending 4 additional points you can also reduce 
  DR that includes an alignment by the same amount 
  in addition to silver or cold iron. By spending 6 points 
  this power will also reduce adamantine based DR.
  Shadow Infusion: Vulnerability
  Discipline: Psychometabolism [curse, shadow]; Level: 
  Cryptic 3, dread 4, egoist 4, psion/wilder 5
  Display: Material and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude (partial); Power Resistance: 
  Yes
  Power Points: Cryptic 5, dread 7, egoist 7, psion/
  wilder 9
  Submerging energies of the Shadow Plane to form 
  conduits throughout the targets body, you permeate 
  it with an vulnerability to an energy type of your 
  choosing. Creatures failing their save versus this 
  power take 50% more damage from the chosen 
  energy type for the duration of the power. Creatures 
  that save successfully still take 25% more on the next 
  source of damage of that descriptor.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this 
  power increase damage from the chosen type to the 
  target by another 10%.
  2. If you spend 2 additional power points you may 
  target a creature at Close range (25’+5’ per level).
  3. For every 3 additional power points you spend, this 
  power targets an additional creature.
  
  29
  Shift Self
  Discipline: Clairsentience; Level: Psion/wilder 7, seer 6
  Display: Auditory, mental, and visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One power, spell, spell-like ability or 
  supernatural ability
  Duration: 24 hours
  Saving Throw: No; Power Resistance: No
  Power Points: Psion/wilder 13, Seer 11
  You have located another version of yourself in the 
  multiverse, though intense effort of will you can 
  exchange places with them for a single day. This 
  character must be created by the same rules as your 
  current character. They must share at least three of 
  the following with you: Physical statistics, mental 
  statistics, race, class, alignment or gender. At the end 
  of the power’s duration you once more switch places 
  with the alternate self, gaining memories of its time 
  in your place. As a side effect of the power, you don’t 
  remember all the details of the alternate universe. 
  When you return all power points, spell slots, and 
  other daily use powers are discharged.
  Alternatively, if you (or another character affected 
  by this power) have the Liminal Self feat, this power 
  may be used to exchange places with them. This can 
  result in actual physical changes not normally allowed 
  by the feat. Partner with the GM to determine all 
  physical consequences of using this ability.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, you 
  may summon a different instance of alternate self. 
  Each instance becomes set to a particular augment 
  total. For example a seer at 13 power points would 
  shift with a specific, second alternate self and a third 
  at 15 power points (and so on). 
  2. If you spend 2 additional power points you may 
  affect a willing creature with this power.
  3. If you spend 10 additional power points, the 
  duration of this power becomes instantaneous and 
  the alternate self is now your permanent character.
  Source Interdiction
  Discipline: Psychoportation; Level: Nomad 6, psion/
  wilder 7, tactician 7 
  Display: Mental and visual
  Manifesting Time: 1 standard action
  Range: 10-ft.
  Area: 10-ft.-radius emanation, centered on you
  Duration: 10 min/level (D)
  Saving Throw: No; Power Resistance: See Text
  Power Points: Nomad 11, psion/wilder 13, tactician 
  13
  You close the planar conduits to a specific Source 
  Origin in the area around you. Select one Source 
  (arcane, divine, entropic, mental, primal, or temporal) 
  and one Planar origin. Creatures and items with that 
  Source and Origin lose access to power as though 
  they were in an antimagic field effect.
  Augment: You can augment this power in one of the 
  following ways.
  
  30
  1. For every 4 additional power points you spend, you 
  may select another paired Source Origin. Creatures 
  matching that exact Source Origin are also affected.
  Spatial Redistribution
  Discipline: Psychoportation; Level: Nomad 1, Psion/
  wilder 2
  Display: Auditory and visual
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One power, spell, spell-like ability or 
  supernatural ability
  Duration: Instantaneous
  Saving Throw: Will (negates); Power Resistance: No
  Power Points: Nomad 1, psion/wilder 3
  You bend space around and through a spells area of 
  effect omitting a single 5’ square from the power, 
  square or effect. The effects creator may make a Will 
  save to resist the effect.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 1 additional power points you spend, you 
  may add another 5’ square to the omission.
  2. If you spend 3 additional power points you may 
  place any square omitted somewhere else in close 
  range, possibly targeting enemies.
  3. If you spend 6 additional power points you may 
  instead omit a line of connected squares to 5’ square/
  level.
  4. If you spend 8 additional power points you may 
  instead omit a burst with a radius of to 5’/2 levels.
  Substantiate
  Discipline: Psychometabolism; Level: Conduit 3, 
  cryptic 4, dread 3, shaper 3, psion/wilder 4
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One incorporeal creature
  Duration: 1 round/level
  Saving Throw: Will (negates); Power Resistance: Yes
  Power Points: Conduit 5, cryptic 7, dread 5, shaper 5, 
  psion/wilder 7
  You flood the form of an incorporeal being with 
  extruded ectoplasm and render it physical, 
  temporarily denying it the incorporeal subtype.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 3 additional power points you spend, you 
  may target an additional creature.
  2. If you spend 4 additional power points you may 
  create a corporeal form for a recently deceased 
  creature allowing to manifest a new physical form 
  with half their original Hit Point total and allowing 
  them to function beyond death for the duration of the 
  power.
  Terrorshade 
  Discipline: Telepath [mind-affecting, shadow]; Level: 
  Dread 2, Telepath 2
  Display: Auditory, mental, and visual
  Manifesting Time: 1 swift action
  Range: Special (see below)
  Target: One creature you threaten
  Duration: 1 round/ level; until discharged
  Saving Throw: Will (partial); Power Resistance: Yes
  Power Points: Dread 3, telepath 3
  
  31
  You flood your presence in the mind of an enemy 
  with dark power from the Shadow Plane lending your 
  viseage a terrifying quality to a creature you threaten. 
  The creature can make a Will save. Those that fail the 
  Will save take a -2 morale penalty on all saves versus 
  [fear] effects. Those that save instead take half the 
  penalty.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this 
  power’s penalty increases by -1.
  2. For 6 additional power points you may ignore fear 
  immunity from all sources for all powers, spells and 
  supernatural effects your create.
  Transitive Infusion 
  Discipline: Psychoportive [varies]; Level: Psion 9, 
  tactician 9
  Display: Auditory and visual
  Manifesting Time: 1 full-round action
  Range: 100’ + 10’/level radius
  Target: One plane; Emanation
  Duration: 1 minute/ level; until discharged
  Saving Throw: Will (partial); Power Resistance: Yes
  Power Points: Psion 17, tactician 17
  In an act of supreme will you bring the qualities 
  of one of the Transitive Planes (Astral, Etheral or 
  Shadow) into alignment with your Plane. The effects 
  vary by the Transitive Plane targeted:
  · 
  Astral – Speeds for creatures become 5’ 
  per point of Intelligence and all modes 
  of movement resolve as perfect flight. 
  Characters may use any mental Ability 
  Score in place of any physical score.
  · 
  Ethereal – The physical world and 
  non-living matter may be ingored if 
  unattended. Incorporeal creatures may be 
  interacted with normally. Creatures gain 
  deflection modifiers to their AC values 
  equal to their Charisma modifiers.
  · 
  Shadow – Will saves may be made against 
  all non-Shadow descriptor damage sources 
  to reduce damage by 50%. Distance can 
  be halved for any creature making a 
  successful Will save against a DC 15 + 1 for 
  5’ in the total distance.
  Augment: You can augment this power in one of the 
  following ways.
  1. For 2 additional power points this this power’s 
  radius becomes medium range. 
  Unrealize
  Discipline: Clairsentience; Level: Psion/wilder 5, seer 4
  Display: Auditory, mental, and visual
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One power, spell, spell-like ability or 
  supernatural ability
  Duration: Instantaneous
  Saving Throw: Will (special); Power Resistance: No
  Power Points: Psion/wilder 9, Seer 7
  You perceive a power or magical effect as less real 
  that it is. Targeted effects become translucent, 
  echoing and hushed to a quieter volume. The 
  intensity of this unreality is such that the effect 
  gains a special Will save before any other effects are 
  determined. Determine the DC as usual for effects 
  from that source. Those who succeed only take 50% 
  of the effects damage, duration or other numeric 
  effects (penalties, negative levels etc.). 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, this
  Power deals an addition 1d6 of force damage and its 
  save DC increases by 1.
  2. If you spend 3 additional power points you may 
  remove the Will saving throw and cause the conduit 
  eruption to emerge at the surface of the creatures 
  targeted by the power, rendering them immune to 
  the force burst.
  Universal Energy
  Discipline: Telekinesis; Level: Kineticist 1, psion/wilder 2
  Display: Auditory, mental, and visual
  
  32
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One power, spell, spell-like ability or 
  supernatural ability
  Duration: Instantaneous
  Saving Throw: Will (special); Power Resistance: No
  Power Points: Kineticist 1, psion/wilder 3
  You destabilize the 1st level spell of an ally to render it 
  into raw universal energy. This state of raw power has 
  the following attributes:
  · 
  The spell can be used to deal untyped 
  magical damage of 1d6/level that does not 
  allow for power or spell resistance.
  · 
  The spell can be used to counter any spell 
  of the same or lower level.
  · 
  The spell may be used to recharge a staff 
  or similar item as though it was any spell 
  of the same level.
  · 
  The spell can be infused into a psionic 
  subtype creature to grant 2 power points 
  per spell level.
  · 
  The spell can be infused into a psychic 
  spellcaster to grant it a phrenic surge or a 
  psychic creature 1 PE per spell level.
  An unwilling caster can may a Will save to negate the 
  spell conversion.
  Augment: You can augment this power in one of the 
  following way.
  1. For every 2 additional power points you spend, this 
  power can affect an ally’s spell of 1 level higher.
  Unstable Ectoplasm
  Discipline: Metacreativity [chaos]; Level: Psion 2, 
  Shaper 1
  Display: Auditory and visual
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One power, spell, spell-like ability or 
  supernatural ability
  Duration: Instantaneous
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: Psion/wilder 3, Shaper 1
  You infuse a damaging power, spell, spell-like ability or 
  supernatural ability with unstable ectoplasm creating 
  wild and unpredictable effects. The affected ability 
  deals 2d4-4 additional damage. Usually this slightly 
  augments effectiveness of the power but it can result 
  in muted effects. The more energy you expend the 
  more influenced or extreme the ectoplasm can be. 
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 1 additional power points you spend, this 
  adds an additional 1d4-2 of damage to the effect.
  2. Each time you spend 3 additional power points you 
  may increase or decrease the modifier to each of the 
  1d4 rolled by this power by plus or minus 1 per die.
  Whispering Shades 
  Discipline: Telepathy [shadow]; Level: Psion/wilder 4, 
  Telepath 3
  Display: Auditory, mental, and visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One other creature’s shadow
  Duration: 1 hour/level
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: Psion/wilder 7, Telepath 5
  You telepathically reach through a creature’s 
  shadow to fill its quasi-real Shadow self with your 
  own memories and skills. The creature is always 
  considered benefiting from an Aid Another action 
  on skills you possess a higher rank in. At any time 
  during powers duration, the creature can discharge 
  the imprint to gain your guidance on a single skill 
  chosen when you manifest this power. The creature 
  gains a +6 competence bonus to that check. A 
  creature can benefit from only one whispering shades 
  manifestation at a time.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend, 
  this power grains an additional +2 competence bonus 
  when this power is discharged.
  2. If you spend 4 additional power points you may 
  infuse the shadow with knowledge of a single feat 
  
  33
  you know that the creature could currently qualify for, 
  during the duration of this power until it is discharged 
  that feat is available to them.
  Zone of Dissonance
  Discipline: Psychoportation; Level: Cryptic 2, nomad 
  2, psion/wilder 3, tactician 2
  Display: Auditory and visual
  Manifesting Time: 1 standard action
  Range: 30’ emanation centered on you.
  Target: One power, spell, spell-like ability or 
  supernatural ability
  Duration: Instantaneous
  Saving Throw: No; Power Resistance: No
  Power Points: Cryptic 3, nomad 3, psion/wilder 5, 
  tactician 3
  You manifest a zone of psionic power that fluctuates 
  the planar membranes near you in a manner that 
  makes summoning creatures difficult. All casters 
  attempting to summon creatures with spells, spell-like 
  or supernatural abilities in or into the zone need to 
  make a concentration check against a DC of your 11 + 
  your manifester level.
  Augment: You can augment this power in one of the 
  following ways.
  1. For every 2 additional power points you spend the 
  effect of this power extends the emanation by an 
  additional 30’. 
  2. For every 1 additional power points you spend the 
  effect excludes one 5’ square per round 
  3 For every 2 additional power points you spend the 
  DC to cast summoning spells by 1.
  2. Each time you spend 3 additional power points you 
  may increase or decrease the modifier to the by plus 
  or minus 1 per die.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Inc.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo 
  Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compati-
  bility for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Lost Spheres Publishing company names, proper names and 
  logos; the “Book of Beyond: Psionic Paths” name and logo; all artwork, backgrounds, and logos; all proper 
  names, all locations, all organization names, all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, ar-
  chetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented 
  within this book are Open Game Content as described in Section 1(d) of
  the License .
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open 
  Game Content; (b)”Derivative Material” means copyrighted material including derivative works and transla-
  tions (including into other computer languages), potation, modification,
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open
  Game Content” means the game mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game Content by the
  Contributor, and means any work covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; artifacts;
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, sym-
  bols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells,
  enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product
  identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or subtracted
  from this License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this 
  License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the copyright
  holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or coadaptability
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content ex-
  cept as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game
  Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
  You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of 
  any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and 
  fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. 
  Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathﬁnder RPG Core Rulebook. Copyright 2009, Paizo Inc; Author: Jason Bulmahn, based on material by 
  
  34
  Jonathan Tweet, Monte Cook, and Skip Williams.
  10 Luckbringer Feats Copyright Steven D. Russell; Authors: Steven D. Russell
  101 Renegade Class Feats Copyright 2011 Steven D. Russell; Author Steven D. Russell
  40 Alchemical Items Copyright 2005, Adamant Entertainment; Authors Steve Honeywell.
  1001 Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell
  Accidents of Birth: Deformities and Deformity Feats, Copyright 2006, Louis Porter Jr. Design, Inc.
  Advanced Arcana Volume I Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshya Zaback, Justin Holloway
  Advanced Arcana Volume II Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Advanced Arcana Volume III Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Advanced Arcana Volume IV Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt
  Sernett.
  Advanced Gamemaster’s Guide, Copyright 2005, Green Ronin Publishing, LLC; Author Owen K.C. Stephens.
  Advanced Player’s Guide, Player’s Guide to Monks and Paladins, Relics & Rituals:
  Excalibur, Relics & Rituals: Olympus, and Strange Lands: Lost Tribes of the Scarred Lands all ©2004 White 
  Wolf Inc.
  Advanced Player’s Guide. Copyright 2010, Paizo Inc; Author: Jason Bulmahn.
  Advanced Player’s Manual, © 2005, Green Ronin Publishing: Author Skip Williams.
  Aerial Adventure Guide:SkyCaptain’s Handbook, by Michael Mearls, Copyright 2004 Goodman Games
  Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene
  and Clark Peterson, based on original material by Gary Gygax.
  Airships, Copyright 2003, Bastion Press, Inc.
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Ancient Warriors: Sons of Sparta Copyright 2011 Necromancers of the Northwest, LLC; Authors: Joshua 
  Zaback, Alex Riggs, Justin Holloway
  Ancient Warriors: The Vikings Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Ancient Warriors: Way of the Ninja Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback, Justin Holloway
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Animal Lord from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Armies of the Abyss, © 2002, Green Ronin Publishing, LLC; Authors Erik Mona and Chris Pramas.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Assassin’s Handbook, © 2002, Green Ronin Publishing, LLC; Authors David “Zeb” Cook and Wolfgang Baur.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Avatar’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Jesse Decker.
  Axe Beak from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Baobhan Sith from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  Basidirond from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Authors: Scott Greene and 
  Clark Peterson, based on original material
  by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Bevy of Blades, © 2016, Amora Game; Authors: Brian Moran
  Black Market: The Definitive D20 Guide to Cyberpunk Gear Copyright 2005, Adamant Entertainment.: 
  Authors Elissa Carey & Malcolm Sheppard
  Blindheim from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  The Book of Beginnings Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, Justin Holloway
  Book of Distinctions And Drawbacks Revised Copyright 2003 Scott Thomas Lynch
  Book of Distinctions And Drawbacks Modern Copyright 2003 Scott Thomas Lynch
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  Book of Fiends, © 2003, Green Ronin Publishing, LLC; Authors Aaron Loeb, Erik Mona, Chris Pramas, and 
  Robert J. Schwalb.
  The Book of Hallowed Might © 2002, Monte J. Cook.
  The Book of Roguish Luck Copyright 2005 Wolfgang Baur. All rights reserved.
  Book of the Righteous, © 2002, Aaron Loeb.
  Brownie from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  The Cavalier’s Handbook, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb
  Cave Fisher from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Lawrence Schick.
  Character Drawbacks, Copyright 2007, Adamant Entertainment. Author: Walt Ciechanowski.
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers of the Northwest, LLC; Authors Joshua 
  Zaback, Alex Riggs, David Mesick
  Character Guide: The Wise Sage Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  Classes of Legend: The Cavalier Copyright 2005, Lion’s Den Press; Author Ari Marmell
  Classes of the Lost Spheres – Echo. © 2013, Lost Spheres Publishing. Author: Christen N. Sowards
  Classic Monsters Revisited. Copyright 2008, Paizo Inc; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. 
  Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.
  Cloud Warriors, Copyright 2003, Fast ForwardEntertainment
  The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved.
  Convergent Paths: Fey Archetypes. Copyright 2013, Steven D. Russell; Author: Mark Seifter.
  Cry Havoc, ©2003 Skip Williams. All rights reserved.
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  d20 Freeport Companion, © 2007, Green Ronin Publishing, LLC; Author Robert J. Schwalb.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of
  Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based
  on original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Simon Muth.
  Death in Freeport Revised, © 2000-2004, Green Ronin Publishing, LLC; Author Chris Pramas.
  
  35
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on
  original material by Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Jean Wells.
  The Deluxe Guide to Fiend Summoning and Faustian Bargains Copyright 2013 Necromancers of the North-
  west, LLC; Authors Alex Riggs, Joshua Zaback
  Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
   
  Demodand, Shaggy from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  The Diamond Throne Copyright 2003 Monte J. Cook. All rights reserved.
  Dire Corby from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and
  Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  DragonCyclopedia: Martial Arts Feats Copyright 2011 Glen R. Taylor.
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Justin Holloway
  The Ebon Vault: Fantastic Footgear Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback, Justin Holloway
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway
  The Ebon Vault: Unstoppable Hammers Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback
  Encyclopaedia Divine: Shamans copyright 2002, Mongoose Publishing.
  Executioner’s Hood from the Tome of Horrors Complete © 2011,
  Necromancer Games, Inc.; published and distributed by Frog God Games; Author:
  Scott Greene, based on original material by Gary Gygax.
  Fading Suns: d20, © 2001, Holistic Design, Inc.
  Falthar’s Curios, © 2000, Green Ronin Publishing, LLC; Author Chris Pramas.
  Fang & Fury: A Guidebook to Vampires. © 2003, Green Ronin Publishing; Author: Jim Bishop.
  Fantasy Firearms Copyright 2007, Mark Cathro & Skortched Urf Studios; Author Eric Karnes.
  Fatal Flaws, Copyright 2005, Basic Action Games
  Flail Snail from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas
  Naismith.
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on
  original material by Ian McDowell and Douglas Naismith.
  Focus on Freeport #7: The Jade Serpent of Yig, © 2001, Green Ronin Publishing, LLC; Author William Simoni.
  Foo Creature from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Ian Livingstone.
  Freeport: The City of Adventure, © 2002, Green Ronin Publishing, LLC; Authors Matt Forbeck and Chris 
  Pramas.
  Freeport Companion: Pathfinder Roleplaying Game Edition, © 2008, Green Ronin Publishing, LLC; Authors 
  Robert J. Schwalb, Adam Daigle, Brandon Hodge, John E. Ling, Jr., Greg A. Vaughan
  The Freeport Trilogy, © 2005, Green Ronin Publishing, LLC; Authors Chris Pramas, William Simoni, and 
  Robert J. Toth.
  Froghemoth from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scoit Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Author: Owen K.C. 
  Stephens
  The Genius Guide to the Archon. Copyright 2010, Super Genius Games, LLC; Author: Owen K.C. Stephens
  The Genius Guide To: Chaos Magic. Copyright 2013, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to: The Dragonrider. Copyright 2009, Super Genius Games. Author: Owen K.C. Stephens.
  The Genius Guide to: The Godling. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens.
  The Genius Guide to the Riven Mage. Copyright 2012, Super Genius Games, LLC; Author: Carl Gilchrist and 
  Owen K.C. Stephens
  The Genius Guide to: The Time Thief Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to: The Vanguard. Copyright 2010, Super Genius Games. Authors: Marc Radle, Owen K.C. 
  Stephens.
  The Genius Guide to: The War Master Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to: The Witch Hunter Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens
  Genius Options: Masters of Time. Copyright 2012, Super Genius Games, LLC; Author: Owen K.C. Stephens
  Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Wizards of the
  Coast.
  Giant Slug from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Joshua Zaback, Justin Holloway
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2009 Purple Duck Creations; Authors: 
  Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike 
  Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser.
  The Great City Player’s Guide © by Øone Roleplaying Games
  Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based
  on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Peter Brown.
  Hammer & Helm. Copyright 2002, Green Ronin Publishing; Author Jesse Decker
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Heroes of Fantasy copyright 2005, Mongoose Publishing Ltd.
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene and Erica Balsley, based on original material by
  Gary Gygax.
  Hot Pursuit, Copyright 2005, Corey Reid, published by Adamant Entertainment, Inc.
  Household Knight Copyright 2006, Alea Publishing Group.
  Huecuva from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Underworld Oracle.
  Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights reserved.
  Ice Golem from the Tome of Horrors © 2002, Necromancer Games, Inc.;
  Author Scott Greene.
  The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press; Author Ari Marmell
  Into the Armory: The Complete Guide to Weapons, Armor, and Equipment Copyright 2010, Necromancers of 
  the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
  
  36
  Author Scott Greene, based on original material by Philip Masters.
  Iron Lords of Jupiter, Copyright 2003 Paizo Publishing, Author: Lizard — Used With Permission.
  If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved.
  Immortals Handbook, Copyright 2003, Craig Cochrane.
  Initiative Cards v2.0 Copyright 2003, Th e Game Mechanics, Inc.; Author JD Wiker.
  Insidious Intentions: The Book of Villainy Copyright 2013 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback
  Jackalwere from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on
  original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Lawrence Schick.
  Kobold Quarterly Issue 7 © 2008, Open Design LLC, http://www.koboldquarterly.
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and
  Stan!
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Leadership Handbook © 2015, Everyman Gaming, LLC; Author AlexanderAugunas.
  Legendary Classes: Eternal Mage © 2016, Purple Duck Games; Author N. Jolly.
  Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene.
  Legions of Hell, © 2001, Green Ronin Publishing, LLC; Author Chris Pramas.
  Liber Influxus Communis, © 2014, Amora Game; Authors: Greg LaRose, Alex Augunas, Bradley Crouch, 
  Daron Woodson, Eric Morton, Michael Sayre, Mike Myler, Morgan,
  Boehringer, Scott Gladstein,Wayne Capena, Will McCardell, Wojciech Gruchala.
  Liber Vampyr Copyright 2010-2013, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback, and Justin Holloway.
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  Madness in Freeport Revised, © 2001-2004, Green Ronin Publishing, LLC; Author William Simoni.
  Madness in Freeport Revised, Copyright 2001–2004, Green Ronin Publishing, LLC; Author William Simoni.
  A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat Press; authors Suzi Yee and 
  Joseph Browning.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.;
  Author Scott Greene.
  MARS: A Roleplaying Game of Planetary Romance, Copyright 2006, Adamant Entertainment. Authors: 
  Lizard, Gareth-Michael Skarka, Ian Sturrock
  Microsized Adventures © 2015, Everyman Gaming, LLC.; Authors: Alexander Augunas.
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved.
  Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based
  on original material by Ian Livingstone and Mark Barnes.\
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
   
  Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
  Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC.
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, 
  Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Monster Encyclopedia I. © 2004, Mongoose Publishing Ltd.
  Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc. Monte Cookʼs Arcana Unearthed, 
  Copyright 2003, Monte J. Cook. All rights reserved.
  Monster Modifier, Copyright 2008, Adamant Entertainment. Author: Gareth-Michael Skarka
  Monte Cook’s Arcana Evolved Copyright 2005–2007 Monte J.Cook. All rights reserved.sell
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide Copyright 2003 Monte J. Cook. All rights 
  reserved.
  Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.
  Moon Dog from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Gary Gygax.
  Mutants & Masterminds, © 2002, Green Ronin Publishing, LLC; Author Steve Kenson.
  Mythic Paths of the Lost Spheres. © 2014, Lost Spheres Publishing. Author: Christen N. Sowards
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
   
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback
  A Necromancer’s Almanac: 2013 Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Marie Barnes, Joel Migas
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Book of Martial Action Copyright 2012 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback, Joel Migas
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 2010 Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Bounty of the Ranger Copyright 2013 Necromancers of the Northwest, LLC; 
  Authors Joshua Zaback, Alex Riggs
  A Necromancer’s Grimoire: Bows of War Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Justin Holloway, Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Marchen der Daemonwulf Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 2011 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Joshua Zaback, Justin Holloway, Alex Riggs
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Sorcerous Lineages Copyright 2013 Necromancers of the Northwest, LLC; 
  Authors Joel Migas, Marie Barnes, Alex Riggs
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 Necromancers of the Northwest, LLC; Authors: 
  Justin Holloway, Alex Riggs, Joshua Zaback
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback
  Necromancers of the Northwest Presents: The Blackshire Mercenary Company Copyright 2011 Necromancers 
  of the Norhtwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway
  Necromancers of the Northwest Presents: Knights of the Crucible Copyright 2012 Necromancers of the 
  
  37
  Northwest, LLC; Authors Alex Riggs
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Nereid from the Tome of Horrors Complete
  © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  The Noble’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Rodney Thompson.
  Swords of Our Fathers, © 2003, The Game Mechanics.
  OGL Horror, Copyright 2003, Mongoose Publishing, Inc.
  One Million Magic Items, Copyright 2007, Adamant Entertainment. Author: Gareth-Michael Skarka
  Otherworldly Invocations Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, David 
  Mesick, Joshua Zaback and Bill Webb; Based on original content from TSR.
  Pacts & Pawns. Copyright 2014, d20pfsrd.com Publishing; Author: Michael Massey.
  Pact Magic Unbound Vol. 1. Copyright 2012, Radiance House
  Pact Magic Unbound: Grimoire of Lost Souls © 2015 Radiance House; Authors: Alexander Augunas, Dairo 
  Nardi.
  Path of the Magi © 2002 Citizen Games/Troll Lord Games; Authors: Mike
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Pathfinder Adventure Path #32: Rivers Run Red. Copyright 2010, Paizo Publishing LLC. Author: Rob 
  McCreary
  Pathfinder Adventure Path #33: The Varnhold Vanishing. © 2010, Paizo Publishing, LLC; Author: Greg A. 
  Vaughan.
  Pathfinder Adventure Path #36: Sound of a Thousand Screams. © 2010, Paizo Publishing, LLC; Author: 
  Richard Pett.
  Pathfinder Adventure Path #38: Racing to Ruin. © 2010, Paizo Publishing, LLC; Author: Tim Hitchcock.
  Pathfinder Adventure Path #44: Trial of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard 
  Pett
  Pathfinder Adventure Path #63: The Asylum Stone © 2012, Paizo Publishing, LLC; Author: James L. Sutter.
  Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James 
  Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan.
  Pathfinder Campaign Setting: Inner Sea Magic, © 2011, Paizo Publishing, Inc; Authors: Jesse Benner, Jason 
  Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  Pathfinder Campaign Setting: Isles of the Shackles © 2012, Paizo Publishing, LLC; Author: Mike Shel.
  Pathfinder Campaign Setting: Lands of the Linnorm Kings © 2011, Paizo Publishing, LLC; Authors: Matthew 
  Goodall, Jonathan Keith, Colin McComb, and Rob McCreary.
  Pathfinder Campaign Setting: Occult Mysteries © 2014, Paizo Inc.; Authors: Jason Bulmahn, Crystal Frasier, 
  Jim Groves, Brandon Hodge, James Jacobs, Erik Mona, F. Wesley Schneider, and Jerome Virnich.
  Pathfinder Companion: Cheliax, Empire of Devils. Copyright 2009, Paizo Publishing, LLC; Authors: Jonathan 
  H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Inc; Author: JD Wiker.
  Pathfinder Player Companion: Magic Tactics Toolbox © 2016, Paizo Inc.; Authors:
  Alexander Augunas, Steven T. Helt, Thurston Hillman, and Ron Lundeen.
  Pathfinder Player Companion: Ranged Tactics Toolbox © 2014, Paizo Inc.; Authors: David N. Ross, David 
  Schwartz, and Kaitlyn Sprague.
  Pathfinder Player Companion: Magical Marketplace © 2013, Paizo Publishing, LLC; Authors: John Ling, Ron 
  Lundeen, Patrick Renie, David Schwartz, and Jerome Virnich.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, 
  Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. 
  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean 
  K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Inc; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC;
  Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal
  Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson,
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James
  L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet,
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC;
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L.
  Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and
  Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC;
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle,
  Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley
  Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors:
  Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst,
  Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman,
  Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland,
  Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex
  Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel,
  James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game GameMastery Guide, © 2010, Paizo Inc; Author: Cam Banks, Wolfgang Baur, 
  Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth 
  Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, 
  David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing,
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds,
  Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley,
  Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider,
  Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.;
  Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross
  Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley,
  Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen
  Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter,
  Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.;
  Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn,
  Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo
  Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan
  Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin,
  Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick
  Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Inc; Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Inc; Authors: Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Lo-
  gan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven 
  Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda 
  Zayas-Palmer.
  Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors
  Sean O’Connor and Patricia Willenborg, with Connie J. Thomson and Robert W. Thomson.
  Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
  based on original material by Lewis Pulsipher.
  Psionics Augmented: Wilders, © 2015, Dreamscarred Press
  Psionics Augmented: Seventh Path, © 2015, Dreamscarred Press.
  Psionics Expanded. Copyright 2011, Dreamscarred Press.
  Psionics Unleashed. Copyright 2010, Dreamscarred Press.
  The Psychic’s Handbook, © 2004, Green Ronin Publishing, LLC; Author Steve Kenson.
  Psychological Combat © 2014, Everyman Gaming, LLC; Author Alexander
  Augunas.
  Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christopher Shy, http://www.philip-
  jreed.com and www.studioronin.com.
  Ptolus: Monte Cook’s City by the Spire ©2006 Monte J. Cook.
  Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  
  38
  The Quintessential Witch copyright 2002, Mongoose Publishing.
  Random Fantasy Adventure Generator, Copyright 2007, Adamant Entertainment. Author: Gareth-Michael 
  Skarka
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Salon du Masque, © 2002, Green Ronin Publishing, LLC; Author Chris Pramas.
  Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Seas of Blood, Copyright © 2001, Mongoose Publishing.
  Secret College of Necromancy, © 2002, Green Ronin Publishing, LLC; Authors David “Zeb” Cook and 
  Wolfgang Baur.
  The Secrets of Divine Channeling Copyright 2010 Steven D. Russell Author Jonathan McAnulty
  The Secrets of the Gunslinger Copyright 2011, Steven D Russell; Author
  Steven D. Russell
  The Secrets of the Inquisitor Copyright 2012, Steven D Russell; Author
  Steven D. Russell
  The Secrets of the Luckbringer Copyright 2011, Steven D Russell; Author Steven D. Russell
  The Secrets of the Magus Copyright 2011, Steven D Russell; Author Steven
  D. Russell
  The Secrets of Martial Mastery Copyright 2010 Steven D. Russell Author
  Steve D. Russell
  The Secrets of the Masquerade Reveler, Copyright 2014 Steven D. Russell; Author Mark Seifter
  The Secrets of the Oracle Copyright 2011 Steven D. Russell; Author David
  Mallon
  The Secrets of Tactical Archetypes II. Copyright 2012, Rite Publishing.
  Author: Will McCardell and Benjamin Rombeaut
  The Secrets of the Taskshaper, Copyright 2010, Steven D. Russell; Author: Steven D. Russell
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Neville White.
  The Shaman’s Handbook. Copyright 2002, Green Ronin Publishing; Author Steve Kenson
  Shock & Awe: Morale for All D20 Games Copyright 2005, Adamant Entertainment.: Author: Malcolm 
  Sheppard
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skillful Stunts Copyright 2006, Adamant Entertainment.: Author: Barak Blackburn
  Fantasy Occupations Copyright 2007, Adamant Entertainment.: Author: Walt Ciechanowski
  Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Simon Muth.
  Skull & Bones © 2003, Green Ronin Publishing, LLC; Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael 
  Skarka.
  Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by
  Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by David Cook.
  Spheres of Power. © 2014, Drop Dead Studios
  Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene and Erica Balsley, based on original material by Roger
  Moore and Gary Gygax.
  Spycraft Copyright 2002, Alderac Entertainment Group.
  Supporting Roles: Combat Style Feats. Copyright 2012, Amora Game; Author: Amora Game
  Swords of Our Fathers Copyright 2003, The Game Mechanics.
  Tactical Implant: The Definitive D20 Guide to Cyberpunk Combat Options opyright 2005, Adamant Enter-
  tainment.: Author: Malcolm Sheppard
  Tales of Freeport, © 2003, Green Ronin Publishing, LLC; Author Graeme Davis.
  Temporary Enchantments Copyright 2006, Adamant Entertainment.: Author: Barak Blackburn
  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts.
  Terror in Freeport Revised, © 2001-2004, Green Ronin Publishing, LLC; Author Robert J. Toth.
  Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by
  Gary Gygax.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene,
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on
  original content from TSR.
  The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott
  Greene.
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene,
  with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis
  Hawvermale, Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg
  Ragland, Robert Schwalb and Bill Webb.
  Tome of Secrets, Copyright 2009, Adamant Entertainment, Inc. Authors: Walt Ciechanowski and Gareth-Mi-
  chael Skarka.
  Transcendent 10 – Systems of Skill – Expanded Skill Checks. © 2012, Lost Spheres Publishing. Author: 
  Christen N. Sowards
  Transcendent 10 – Feats of Offense – Spellcasting & Metamagic. © 2012, Lost Spheres Publishing. Author: 
  Christen N. Sowards
  Transcendent 10–Spells of Synergy – Multiclass & Melee. © 2013, Lost Spheres Publishing. Author: Christen 
  N. Sowards
  Transcendent 10–Psionics of Conflict – Zones of Power. © 2013, Lost Spheres Publishing. Author: Christen 
  N. Sowards
  Trapper from the Tome of Horrors Complete © 2011, Necromancer Games,
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on
  original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games,
  Inc.; Author: Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene.
  Ultimate Antipodism Drawn from Light and Darkness, Copyright 2015,
  Interjection Games, LLC; Author: Bradley Crouch.
  Ultimate Charisma © 2015, Everyman Gaming, LLC; Author Alexander
  Augunas.
  Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.
  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David 
  Noonan, Rich Redman
  The Unholy Warrior’s Handbook, © 2003, Green Ronin Publishing, LLC; Author Robert J. Schwalb.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  The War of the Goblin King Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway
  Wayfinder #5. © 2011, Paizo Fans United; Authors: Ryan Costello, Jr., Liz Courts, Paris Crenshaw, Darrick 
  Dahl, Adam Daigle, Blake Davis, Jess Door, Jeffrey Erwin, J. Russell Estes, Charles Evans, Dawn Fischer, Chris-
  toph Gimmler, Robert Gresham, Jesper Haglund,
  Eric Hindley, Michael Kelley, Michael Kortes, Michael Lane, Thomas LeBlanc, Jeffrey Lee, Tom McQueen, 
  Kevin Andrew Murphy, Tom Phillips, Dane Pitchford, Marc Radle, John C. Rock, Carl Rossi, Joseph Scott, 
  K. Neil Shackleton, Justin Sluder, Neil Spicer, David Schwartz, Ian Turner, Brandon Waldenberg, and Mike 
  Welham.
  Witch’s Handbook, Copyright 2002, Green Ronin Publishing; Author Steve Kenson
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material by
  Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games,
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Form Blazing Sword! – Bringing Your Own Toys: The Conduit © 2015, Lost Spheres Publishing. Author: 
  Christen N. Sowards
  Lost Spheres – Find the Hero Within. © 2015, Lost Spheres Publishing. Author: Christen N. Sowards
  Legacy of the Dragons, Copyright 2004 Monte J. Cook.
  Mystic Secrets: The Lore of Word and Rune, Copyright 2004 Monte J. Cook.
  Akashic Nodes: The Home of Memory, Copyright 2005 Justin D. Jacobson.
  Wild Spellcraft Copyright, 2002 ENWorld.
  
  39
  Castlemourn Campaign Setting Copyright 2007, Margaret Weis Productions, Ltd.
  E.N. Guild – Monster Hunters’ Guild, Copyright 2005, E.N. Publishing; Author Aeryn
  Rudel.
  Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author
  Chris Aylott.
  Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker,
  Adam Bank, Chris Jones, Scott Reeves, and Elton Robb.
  Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith
  Baker.
  Fading Suns: D20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy
  Harmon.
  D20 Modern System Reference Document, Copyright 2002, Wizards of the Coast, Inc.;
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R.
  Cordell, John Tynes, Andy Collins, and JD Wiker.
  Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage,
  Kurt Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, Scott
  Stoecker, Wil Upchurch.
  Love and War, Copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart.
  Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook.
  Poisoncraft: The Dark Art, Copyright 2004, Justin D. Jacobson.
  Skreyn’s Register: The Bonds of Magic, Vol. 1: Cabal and Skreyn’s Register: The Bonds
  of Magic,Vol. 2: The Faithful Copyright 2002 Sean K Reynolds. All rights reserved.
  The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power, and
  Book of Eldritch Might III: The Nexus Copyright 2001, 2002 Monte J. Cook. All rights
  reserved.
  50 New Ways to turn things into other things: Transmutation copyright Silven Publishing
  and Matthew J. Hanson.
  50 New Ways to Blow Things Up: Evocation copyright Silven Publishing and Matthew
  J. Hanson.
  Curses! Copyright ©2002 Kosala Ubayasekara. All Rights Reserved. Author Eytan
  Bernstein
  Encyclopedia Arcane: Necromancy – Beyond the Grave Copyright 2001, Mongoose
  Publishing.
  The Compleat Librum of Gar.Udok.s Necromantic Artes Copyright 2002, Ambient
  Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas II
  Encyclopaedia Arcane: Necromancy . Beyond the Grave Copyright 2001, Mongoose
  Publishing.
  Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc.
  Joe.s Book of Enchantment Copyright 2002, Joseph Mucchiello, Jr. Published by
  Throwing Dice Games.
  Plexus – Potent Portals Copyright 2002 Mark Alexander Clover.
  Plexus -Open Spells Collection Copyright 2002 Mark Alexander Clover.
  Interludes: Brief Expeditions to Bluffside Copyright 2001,
  Thunderhead Games, Inc., and Mystic Eye Games, LLC.
  Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc., and Mystic Eye
  Games, LLC.
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPCnamed
  spells from the Player’s Handbook that were renamed in the System Reference
  Document. The Compendium can be found on the legal page of http://www.necromancergames.
  com.
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger,
  Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson,
  Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff
  Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al
  Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland,
  Gary Schotter, Joe Walmsley, and Bill Webb.
  Oathbound: Mysteries of Arena, Copyright 2004, Bastion Press
  Wildwood, Copyright 2004, Bastion Press, Inc.
  Minions: Fearsome Foes, Copyright 2001, Bastion Press
  Oathbound: Domains of the Forge, Copyright 2002, Bastion Press
  Oathbound: Arena, Copyright 2004, Bastion Press
  Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press
  Pantheon and Pagan Faiths ©2004 Mystic EyeGames.
  Book of Beyond: Spells of Boon and Burden ©2016 Lost Spheres Publishing, Author: Christen N. Sowards
  Book of Beyond: Liminal Power ©2016 Lost Spheres Publishing, Author: Christen N. Sowards
  Book of Beyond: Psionic Paths  ©2017 Lost Spheres Publishing, Author: Christen N. Sowards
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Lost Spheres/Book of Beyond - Psionic Paths 1.0.pdf