TEXT:  
   
   
   
   
   
   
   
   
  
  PSIONICS TRANSCENDED 
   
  The Power of Ki 
   
  Credits 
   
  Lead Designer: Jeffrey S. Baril 
  Writers: Jean Beno, Matt Mayer 
  Design Team: Arthur Ginocchio, Dale Gulick, Joe Massey, Allen Self 
  Editor in Chief: Jamie K. Baril 
   
  Artists: Frank Wade, Jacklyn O‘Connor 
   
  Contributors from the Paizo Message Boards: Dapifer*, Daniel Lane , Isaac Severi 
  *Forum Name, Real Name withheld by request. 
   
  Publisher: OutsideNormal 
   
   
  This supplement is dedicated to the entire Paizo team for refining, expanding, and continuing the legacy of such a great 
  game. 
   
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition 
  of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. 
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. 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. 
   
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product 
  are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other 
  than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
  Psionics Transcended: The Power of Ki is published by Jamie and Jeffrey Baril DBA OutsideNormal (LLC Pending) 
  under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 
   
  © 2011 Jamie K. and Jeffrey S. Baril 
   
  First Edition 
  
  Chapter 1 - Introduction 
  4 
  The Power of Ki and Psionics 
  4 
  The Core Rules 
  4 
  Making Psionics Work 
  4 
  Conversions 
  5 
  Common Terms 
  5 
  Chapter 2 - Races 
  6 
  Dwarves 
  6 
  Elves 
  6 
  Gnomes 
  6 
  Halflings 
  7 
  Half-Elves 
  7 
  Half-Orcs 
  7 
  Psionic Traits 
  8 
  Psionic Spell-Like Abilities 
  8 
  Chapter 3 - Classes 
  9 
  Psion 
  9 
  Psyker 
  17 
  Cavalier 
  20 
  Cleric 
  21 
  Monk 
  24 
  Oracle 
  25 
  Ranger 
  26 
  Chapter 4 - Psionic Companions 
  28 
  Astral Constructs 
  28 
  Psicrystals 
  31 
  Chapter 5 - Feats 
  33 
  Requirements 
  33 
  Ki Feats 
  33 
  Item Creation Feats 
  33 
  Metamagic Feats 
  33 
  Feat Descriptions 
  33 
  Chapter 6 - Magic 
  43 
  Ki 
  43 
  Psionic Magic 
  44 
  Chapter 7 - Spells 
  46 
  Psion Spell Lists 
  46 
  Psion Discipline Spell Lists 
  49 
  Psyker Spell Lists 
  50 
  Other Spells 
  52 
  Spell Descriptions 
  52 
  Chapter 8 - Prestige Classes 
  123 
  Cerebremancer 
  123 
  Psionic Fist 
  124 
  Metamind 
  125 
  Pyrokineticist 
  126 
  Thrallherd 
  127 
  Chapter 9 - Magic Items 
  129 
  Psionic Items 
  129 
  Random Psionic Items 
  129 
  Armor and Shields 
  129 
  Weapons 
  132 
  Wands 
  134 
  Rune Stones 
  135 
  Diadems 
  136 
  Psionic Tattoos 
  138 
  Wondrous Items 
  139 
  Cursed Items 
  147 
  Psionic Artifacts 
  147 
  Creating Psionic Items 
  149 
  Special Matierials 
  150 
  Chapter 10 - Special Abilities 
  152 
  Afflictions 
  152 
  Chapter 11 - Rules Variants 
  153 
  Spell Points 
  153 
  Different Magic Types 
  153 
  Chapter 12 - Index 
  155 
  Chapter 13 - Open Game License 
  156 
  
  Psionics Transcended: The Power of Ki 
  4 
  Chapter 1 - Introduction 
  Our goal with this resource is to provide the basic 
  building blocks to bring psionics into your game based on 
  the Pathfinder Roleplaying Game Core Rulebook. These 
  rules are seamlessly compatible with the core game. 
   
  No new races or creatures will be covered in this 
  book. Many of the psionic races and creatures have 
  already been covered in the Bestiary and Bestiary 2 for 
  the Pathfinder Roleplaying Game. Those that aren‘t will 
  likely appear in upcoming resources for creatures and 
  races, and have been extensively covered in other 3rd 
  party products.  
   
  Our next resource, The Guide to Fermia, will have 
  races and creatures for the Fermia campaign setting. You 
  will find a whole world of ancestors to the current core 
  races within and a large collection of primal creatures to 
  challenge your abilities.  
   
  Psionics for this resource is an ancient power from 
  when the creatures that roamed the world enjoyed a 
  close relationship with their creators, nature, and their 
  surroundings. Over the years, the knowledge to control 
  psionics was lost to all but a few monks, ninjas, and 
  secluded civilizations. The knowledge of psionics is 
  experiencing a renaissance in the world, it is transcending 
  from a forgotten art to a power to be reckoned with.  
  The Power of Ki and Psionics 
  A psionic character has the innate ability to collect the 
  power in all living things through meditation and self-
  control. This collection of power is known as ki, the 
  supernatural energy used for monk ki powers.  
   
  Psionics is the ability to manipulate this pool of 
  supernatural energy into spells and other abilities. The magic 
  manifested by psionic power is identical to arcane and divine 
  magic, but draws its power from within the spellcaster, 
  much like a cleric casts spells granted by their deity. Some 
  psionic abilities may appear extraordinary or supernatural.  
   
  Psionic spellcasters have access to some of the existing 
  arcane, divine and spells. These spells are further identified 
  by a discipline used to cast the spell. Where divine and 
  arcane 
  spells 
  require 
  material 
  component, 
  psionic 
  spellcasters use the energy within themselves to manifest 
  their power.  
   
  The magic manifested by a spellcaster is created by 
  encouraging it into being; it usually takes focus and a 
  lifetime commitment to control. Mastering the art of psionic 
  magic requires a strong constitution and great charisma. 
  The Core Rules 
  Psionic magic is already a part of the Core rules, albeit in 
  a very limited form. Monks and ninjas use an energy 
  called ki to power supernatural abilities. This energy 
  comes from within the body, mind, and soul of the Monk. 
  ki is also the same energy that powers psionic magic. 
   
  Psionics spells and abilities fall into three categories: 
  spells, spell-like abilities, and supernatural abilities. These 
  are the 3 same categories that arcane and divine magic 
  fall into. 
   
  All psionic spells are divided into the same schools of 
  magic as arcane and divine spells. Many universally 
  common arcane and divine spells are available to psionic 
  spellcasters. 
   
  At its core, psionics is purely magic. Psionic magic 
  can be resisted like other magic, can be manipulated by 
  metamagic feats, and is "manifested" by casting spells.  
   
  Psionic spellcasters can use ki to increase the power 
  of their spells and increase the number of spells they can 
  cast. In fact, their power is related to how much ki they 
  control more than their actual level. 
   
  Like sorcerers, psionic spellcasters do not need to 
  prepare their spells in advance. Once a spell is known, 
  they only require 8 hours of rest or meditation per day. 
  The 8 hours of rest need not be consecutive. 
  Making Psionics Work 
   
  Psionic magic cannot be manifested, or cast, without 
  having the ability to harness the power of ki. This is 
  collected into a ki Pool. A creature can only have 1 ki pool 
  just as sure as it can only have 1 body. Thus, this ki pool 
  is shared with all classes that grant the ki pool class 
  feature. 
   
   Having a ki pool does not automatically allow you to 
  use psionics. It takes training or innate talent to be able to 
  harness this energy for use as magic.  
   
  Psionic spellcasters have the same general limits on 
  spells known and spells per day that their arcane and 
  divine counterparts have. This differs greatly from prior 
  incarnations of psionics as detailed in the d20 System 
  Resource Documents.  
   
  The psionic spellcaster uses ki to augment spells to 
  increase their power and scope. Many psionic spells 
  increase in power based on the caster's power level. This 
  power level is the amount of ki in their ki pool or their 
  caster level, whichever is lower. Psionic spellcasters can 
  increase this power for a single spell by spending ki 
  points, which lowers their overall power level. 
   
  Ki can be used to recall spell slots and vice versa. This 
  gives the psionic character great flexibility (like power 
  points), while trying to stay in line with other classes and 
  rules.  
   
  Instead of one attribute defining the psionic 
  spellcasters ability, two attributes are used. Constitution is 
  a measure of the physical body and how much power it 
  can hold. It sets the DC, number of spells known, and the 
  maximum spell level for the psionic spellcaster. Charisma 
  is a measure of the ability to harness that energy into ki. 
  
  INTRODUCTION 
   
  5 
  It sets the number of psionic spells cast per day, as well as 
  adjusting the ki pool.  
   
  All psionic spells and abilities are created from the 
  positive energy of a living creature or the negative energy 
  of the undead (negative Ki). The energy is consumed to 
  power the spell and does not provide any other bonuses 
  (heal living/undead for example) or penalties to the 
  target unless otherwise specified.  
  Conversions 
  If you have a 3rd-party product that uses the standard 
  power point mechanic, you can convert to this system by 
  using the following guidelines.  
   
  Spell Level: The spell level of any psionic power 
  should be Power points plus 1 then divided by two 
  (powers costing 1, 3, 5, 7, 9, 11, 13, 15, or 17 points 
  would become 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 
  9th level spells).  
   
  Spell Class: Psion and wilder spells become psion. 
  Any wilder only spell can be added to a new wilder spell 
  list or just added to the general psion list. Psychic warrior 
  spells become psyker spells.  
   
  Spell School: This can be a little more difficult to 
  judge. Read the general spell school information or 
  research existing spells to make the choice. If the spell 
  replicates or mostly replicates an existing spell, use the 
  existing spell instead.  
   
  Spell Damage: Spell damage and effects should be 
  based on power level instead of caster level.  
   
  Augmentations: 
  Most 
  augmentations 
  can 
  be 
  covered by standard augmentation rules. Any other 
  augmentations should be adjusted to 1-4 ki points based 
  on power. Look through the spells to get a general idea 
  of what is appropriate. You GM will have final say in this. 
   
  Classes: Classes should be given spells per day 
  and/or spell known based on an existing class. Most 
  spontaneous casters should follow either the Sorcerer or 
  Bard spell progression. The ability to convert and 
  augment spells gives a slight advantage in number of 
  spells per day using this system. The reduced damage and 
  progression of the spells helps bring the whole system 
  into balance with other classes.  
  Common Terms 
   
  Augment: The ability to use ki to increase the power 
  and scope of psionic spells. 
   
  Discipline: This describes how a psionic spell is cast 
  or manifested. All psionic spells will have a discipline listed 
  as a spell descriptor and is not treated as a spell school or 
  subschool.  
   
  Ki Feats: These abilities harness the power of ki and 
  the creature's ki focus state to perform magically 
  enhanced feats. Some metamagic and item creation feats 
  require a ki pool to function.  
   
   
  Ki Focus: This ability is available to all creatures with 
  a ki Pool. It allows a creature to prepare for action and 
  increase their future chances of success.  
   
  Ki Pool: A pool of supernatural energy that are 
  utilized by ki powers and psionic magic. Typically, this is 
  gained by a character as a class feature. Feats and racial 
  abilities can also grant a character the ability to have a ki 
  pool, but it is a smaller amount that does not grown with 
  the character. The presence of a ki pool does not 
  automatically allow a character to cast psionic spells or 
  use ki powers. If the character possesses levels in multiple 
  classes that grant a ki pool, character levels stack to 
  determine the total number of ki points in the combined 
  pool, but only one ability score modifier is added to the 
  total (see ki pool Modifier). The character can now use ki 
  points from this pool to power the abilities of every class 
  she possesses that grants a ki pool. 
   
  Ki Pool Modifier: The modifier used to increase your 
  daily ki pool. For psions, psykers, and ninjas this is 
  Charisma. For monks this is Wisdom. If a character 
  possesses level in multiple classes that grant a ki pool, the 
  choice of which score is used is made when the second-
  class ability is gained, and once made, the choice is set.  
   
  Ki Powers:  These are trained abilities used by 
  monks, ninjas, and other classes. Most ki powers are 
  beyond the discipline of a psionic spellcaster in the same 
  way that psionic spells may be foreign to a monk.  
   
  Power Level: The power level is the total amount of 
  ki in the psionic spellcaster‘s ki pool or the spellcaster‘s 
  level, whichever is lower.  
   
  Psionic Creature: Any creature that has a ki pool is 
  known as a psionic creature. 
   
  Psionic Spells: Spells that are cast by trained 
  spellcasters that know how to collect energy into a ki 
  Pool. The spells are divided into the same schools as 
  arcane and divine magic. Psionic spells require no 
  components to cast. Unlike arcane and divine magic, 
  psionic spells can be cast even if the caster cannot move 
  or speak.  
   
  Each psionic spell will be associated with a discipline 
  that is listed in the descriptor of the spell.  
   
   
  
  PSIONICS TRANSCENDED: THE POWER OF KI 
   
   
  6 
  Chapter 2 - Races 
  Dwarves 
  Dwarf Adventurers 
  Psionic dwarves tend to live in reclusive communities 
  away from other civilizations.  Many dwarves have long 
  forgotten the ways of psionics when they turned to their 
  gods. Such dwarves question the piety of psionic-using 
  creatures and view psionics as somewhat distasteful.   In 
  psionically-aware communities, however, the dwarves 
  view psionic magic as a great tool to bring harmony to 
  their people.   
   
  Psion: The dwarves have a long history of psionics 
  dating back to before the dawn of man. Some say that 
  their strong will and fortitude is due to their close studies 
  of psionics. Dwarves tend to be egoists or telepaths.  
   
  Psyker: Dwarf psykers are fierce opponents. They 
  are focused and determined to defend the realm. Their 
  soul weapons are typically materialized with great detail 
  and flourish. It is with great pride that the psyker displays 
  his creations to the world.  
  Alternate Racial Traits 
   
  Self Control: Some dwarves have learned to control 
  their anger and greed. They gain a +2 racial bonus on 
  concentration and ki focus checks. This racial trait 
  replaces greed and hatred.  
  Favored Class Options 
   
  Egoist: Add 1 more psychometabolism spell to your 
  list of spells known. The spell must be at least one level 
  below the highest level you can cast. 
   
  Psyker: Add +1 bonus on checks to gain ki focus. 
   
  Shaper: Add +1 hp bonus to any spell cast to heal 
  or mend a construct or object.  
   
  Telepath: Gain +1/4 SR against mind-affecting 
  spells.  
  Elves 
  Elf Adventurers 
  The elves were the first to learn how to harness the 
  power of psionics and see it as a natural extension of 
  magic. All elves enjoy the awareness of this magic giving 
  them their now traditional elven immunities. At worse, 
  elves view psionics as an ancient art, a mere curiosity left 
  over from before the discovery of arcane magic. Many 
  elves have finely tuned their psionic power; they are 
  almost unmatched in ability.  
   
  Psion: Elven psions are the most common of all 
  psionic creatures in the land. They strive to perfect their 
  arts through meditation and trials.  
   
  Psyker: Huge armies of elven psykers roamed the 
  lands long ago. They are still proud and feel their skills on 
  the battlefield are unmatched.   
  Alternate Racial Traits 
   
  Psychic Awareness: Some elves have been hunted by 
  their enemies for decades and have gained a psychic 
  intuition against attack. These elves gain a +2 trait bonus 
  on initiative rolls. They can always act in a surprise round; 
  however, the elves are still flat-footed until they act. This 
  racial trait replaces the elven magic racial trait.  
  Favored Class Options 
   
  Egoist: Add +1/2 hp to the damage healed or dealt 
  by their channel energy ability.  
   
  Psyker: Add +1/4 to the psyker's saving throw 
  bonus against enchantment spells and effects. 
   
  Seer: Add +1/3 to any insight bonus gained from 
  spells your cast.  
   
  Telepath: Add 1 more telepathy spell to your list of 
  spells known. The spell must be at least one level below 
  the highest level you can cast. 
  Gnomes 
  Gnome Adventurers 
  Gnomes were second after the elves to develop psionic 
  abilities and have a long history with magic. Gnomes 
  have worked hard to ensure the knowledge and power or 
  psionics is passed down through the generations. Other 
  races with psionic ability are fascinating to these gnomes. 
   
  Psion: Gnomes with psionic abilities have usually 
  been a psion of some kind. The gnome‘s small size and 
  psionic‘s flexibility make a great pair of skills.  
   
  Psyker: Few gnomes have become psykers due to 
  the physical demands of the class.  
  Alternate Racial Traits 
   
  Psionic Ancestry: Some gnomes have held onto 
  their psionic knowledge through many generations. The 
  gnomes add +1 to the DC of any telepathy spell they 
  cast (this applies spells that list telepathy as a spell 
  descriptor). Gnomes with a Charisma of 11 or higher and 
  a ki pool of at least 1 point also gain the following spell-
  like abilities: 1/day — create sound, lesser foresight, 
  missive, and mindlink. The caster level for these effects is 
  equal to the gnome‘s level. The DC for these spells is 
  equal to 10 + the spell‘s level + the gnome‘s Charisma 
  modifier. This racial trait replaces the gnome magic racial 
  trait.   
  
  RACES 
   
  7 
  Favored Class Options 
   
  Kineticist: Add +1/2 to the damage of any energy 
  spell you cast (an energy spell is any spell with ―energy‖ 
  in its name).  
   
  Nomad: Add +1 feet to your base land speed. You 
  do not gain any advantage until you gained an increment 
  of 5 feet.  
   
  Seer: Add 1 more clairsentience spell to your list of 
  spells known. The spell must be at least one level below 
  the highest level you can cast.  
   
  Shaper: Add +1 hit point to the shaper's astral 
  companion.  
  Halflings 
  Halfling Adventurers 
  Halflings have a minor interest in psionics. Some believe 
  that their calm demeanor and luck comes from psionic 
  power inherited long ago. 
   
  Psions: Halflings tend to be nomads and telepaths as 
  it helps them get places quicker and dig up juicy gossip.  
   
  Psykers: Halfling psykers tend to sing while they 
  adventure and are often confused for bards until they 
  manifest their soul weapon.  
  Alternate Racial Traits 
   
  Halfling Intuition: Some halflings know when 
  something is about to happen. These halflings gain a +1 
  bonus to reflex saves and a +1 dodge bonus to AC. This 
  dodge bonus is lost any time the halfling loses their 
  dexterity bonus to AC. This racial trait replaces the 
  halfling luck racial trait.  
  Favored Class Options 
   
  Nomad: Add 1 more psychoportation spell to your 
  list of spells known. The spell must be at least one level 
  below the highest level you can cast. 
   
  Psyker: Add +1/3 to the damage of your soul 
  weapon. 
   
  Telepath: Increase the DC to resist telepathy spells 
  you cast by +1/2.  
  Half-Elves 
  Half-Elf Adventurers 
  Half-elves are shunned by elven psionic communities. 
  They tend to be alone or associated with large human 
  civilizations.   
   
  Psions: Half-elf psions are receptive to kindness from 
  others and enjoy high adventure. Any time they can lend 
  a hand, they will jump at the chance. 
   
  Psykers: Half-elf psykers tend to be a little aloof but 
  are a loyal companion to the party.  
  Favored Class Options 
   
  Egoist: Add +1 to the damage healed or dealt from 
  your channel energy ability.  
   
  Kineticist: Add 1 more psychokinetic spell to your 
  list of spells known. The spell must be at least one level 
  below the highest level you can cast. 
   
  Psyker: Gain + 1/2 to psychic strike damage. 
   
  Wilder: Add +1/3 to the wilder‘s ki pool. 
   
   
  Half-Orcs 
  Half-Orc Adventurers 
  Orcs have an interesting relationship with psionic power. 
  Primitive orcs found that elves were a delicacy and psionic 
  elves gave them energy. Over the eons, this altered the 
  genetics of some orcs. Descendents of those orcs have 
  great psionic prowess. 
   
  Psions: Most half-orc psions tend to be kineticists 
  due to their relationship with raw elements.    
   
  Psyker: The half-orc psyker is a powerful opponent 
  not to be taken lightly.  
  Alternate Racial Traits 
   
  Orc Power: All natural attacks made by the half-orc 
  gains +1 damage of the energy type the half-orc is 
  attuned to (see the energy affinity spells). This racial trait 
  replaces the orc ferocity racial trait.  
  Favored Class Options 
   
  Kineticist: Gain energy resistance +1/3 energy 
  resistance to the energy type the half-orc is attuned (see 
  the energy affinity spells). 
   
  Psyker: Add +1/3 to the psyker‘s ki pool.  
   
  Wilder: Add 1 more random spell to your list of 
  spells known. The spell must be at least one level below 
  the highest level you can cast. 
  Human Adventurers 
  Humans were the last to develop psionic abilities after 
  coming into contact with arcane and divine magic. 
  Experimentation and vigorous training is required for a 
  human to master the psionic arts.  
   
  Psions: Humans tend to be nomads, telepaths, or 
  shapers due to the close relationship with similar arcane 
  spells.  
   
  Psykers: Many humans who were not quite 
  disciplined to be a monk delved into the world of the 
  psyker.  
  
  PSIONICS TRANSCENDED: THE POWER OF KI 
   
   
  8 
  Alternate Racial Traits 
   
  Minor Surge: You were born with the ability to 
  harness psionic power. Once per day you can augment a 
  psionic spell with 1 free ki point. As with other 
  augmentation, you can only augments spells from one 
  source, you may not spend ki points from your ki pool in 
  conjunction with this ability. This racial trait replaces the 
  skilled racial trait. 
  Favored Class Options 
   
  Nomad: Increase the number of uses of nomadic 
  stride by +1/2.  
   
  Psyker: Add 1 more psyker spell to your list of spells 
  known. The spell must be at least one level below the 
  highest level you can cast. 
   
  Shaper: Add 1 more metacreativity spell to your list 
  of spells known. The spell must be at least one level 
  below the highest level you can cast. 
  Psionic Traits 
  These basic traits are associated with psionics and psionic 
  spellcasting. You do not need to be a psionic character to 
  take a Psionic Trait. These traits represent your 
  upbringing in a psionic society. 
   
  Calm Focus: You have always been able to stay 
  focused in the midst of chaos. You learned how to quiet 
  your mind quickly and improve your focus. You gain a 
  +1 bonus on checks to gain ki focus. 
   
  Chaotic Fate: Your life have been filled with chaos 
  and all your best laid plans have gone awry. This makes it 
  difficult for seers to divine your future. You gain a +1 
  bonus 
  against 
  clairvoyant 
  spells 
  (spells 
  that 
  list 
  clairvoyance in the spell descriptor).  
   
  Gifted Power: You have always had a strong gift. At 
  any time your power level is lower than 1/2 your caster 
  level, you gain a +1 bonus to power level for all psionic 
  spells you cast.  
   
  Intuitive Reflexes: You have studied the kineticist 
  and recognized the look in their eyes when they begin to 
  cast a spell. This trait gives you a +1 bonus to save 
  against kinetic spells (spells that list psychokinesis in the 
  spell descriptor). 
   
  Iron Constitution: You have dealt with many egoists 
  in your life and have learned to respect their power. This 
  gives you a +1 bonus to save against metabolic spells 
  (spells that list psychometabolism in the spell descriptor).  
   
  Natural Artificer: You feel that things should be 
  crafted out of real materials, not conjured from the ether. 
  You can a +1 bonus to metacreativity spells (spells that 
  list metacreativity in the spell descriptor).  
   
  Naturally Psionic: You were born with a natural gift 
  for psionics. You gain 1 bonus ki point for your ki pool. If 
  you do not have a ki pool, you gain a small ki pool of 1 
  point. This benefit does not grant you the ability to cast 
  psionic spells unless you gain that ability through another 
  source, such as levels in a psionic class. 
   
  Random Thoughts: Your mind is constantly shifting 
  and focusing on other things. Some might call you a 
  scatterbrain. This quirk gives you a +1 bonus to saves 
  against telepathic spells (spells that list telepathy in the 
  spell descriptor).    
   
  Strong Roots: You dislike travelling and tend to set 
  up roots where you are. Because of this, you gain a +1 
  bonus to saves against teleportation spells (spells that list 
  psychoportation in the spell descriptor).  
   
  Transcendental Knowledge: You have always been 
  around psionic-powered individuals and have gained an 
  understanding of the art. You gain a +1 trait bonus on 
  Knowledge (psionics) skill checks and Knowledge 
  (psionics) is always a class skill for you.  
    
  Psionic Spell-Like Abilities 
  Creatures with spell-like abilities from race, class, or other 
  features or traits can alternatively use the psionic 
  equivalent of the spell if they have a ki pool. For example, 
  enlarge person can be swapped out for enlarge self, light 
  can be swapped out for psi light.  
   
   
   
  
  CLASSES 
   
  9 
  Chapter 3 - Classes 
  Psion 
  The psion is an alternate class based on the Sorcerer. She 
  is able to harness the mysteries of magic with her mind 
  and channel it for specific purposes. Where a cleric draws 
  power from a deity and a sorcerer draws power from 
  arcane magic, the psion draws power from within. Some 
  psions serve their community as seers and mystics gaining 
  a sizeable reputation. Many civilizations though do not 
  easily understand the psion‘s world, which leads to 
  suspicion and fear. 
  Role: Like the sorcerer, psions excel at casting a selection 
  of favored spells frequently, making them powerful team 
  members. Psions also share similarities with clerics with 
  their ability to wear medium armor. 
   
  As with all alternate classes, a Psion may not take 
  any class levels in Sorcerer, nor may a Sorcerer take any 
  class levels in Psion.  
  Alignment: Any 
  Hit Dice: d6 
  Class Skills 
  The psion's class skills are Craft (Int), Knowledge (all skills, 
  taken individually) (Int), Profession (Wis), and Spellcraft 
  (Int) plus class skills based on the discipline of their 
  choosing. 
  Skill Ranks per Level: 2 + Int modifier.  
  Class Features 
  The following are class features of the psion. 
   
  Weapon and Armor Proficiency: Psions are 
  proficient with all simple weapons, light armor, medium 
  armor, and shields (except tower shields).  
   
  Magical Aura (Ex): A psion radiates a magical aura 
  that can be detected by Detect Magic. At levels 1-5, the 
  aura is faint, between levels 6-11 the aura grows to 
  moderate, and becomes strong at level 12.  
   
  Spells: Psions differ from other spellcasters in that 
  two attributes are required to access psionic magic: 
  constitution and charisma. Constitution is a measure of 
  the psion‘s inner strength, which limits the level and 
  power (DC) of spells she may use. Charisma is a measure 
  of how much power the psion can summon from that 
  inner strength, which limits the number of spells useable 
  each day. 
   
  A Psion casts psionic spells drawn primarily from the 
  psion spell list presented in Chapter 7 - Spells. She can 
  cast any spell she knows without preparing it ahead of 
  time.  
   
  To learn or cast a spell, a psion must have a 
  Constitution score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a psion's 
  spell is 10 + the spell level + the psion's Constitution 
  modifier. 
   
  Like other spellcasters, a psion can cast only a certain 
  number of spells of each spell level per day. Her base 
  daily spell allotment is on Table 3-1: Psion. In addition, 
  she receives bonus spells per day if she has a high 
  Charisma score (see the Ability Scores section in Chapter 
  1 of the Pathfinder Roleplaying Game Core Rulebook). 
  Unlike arcane and divine spellcasters, the ability to cast 
  spells, DC of the spells, and the number of spells that can 
  be cast each day are based on those two different 
  character attributes.  
   
  A psion's selection of spells is extremely limited. A 
  psion begins play knowing four 0-level spells (powers) 
  and two 1st-level spells of her choice. At each new psion 
  level, she gains one or more new spells, as indicated on 
  Table 3-2: Psion Spells Known. Unlike spells per day, her 
  Charisma score does not affect the number of spells a 
  psion knows. These new spells can be common spells 
  chosen from the psion spell list, her discipline exclusive 
  spell list, or they can be unusual spells that the psion has 
  gained some understanding of through study. 
    
  Upon reaching 4th level, and at every even-
  numbered psion level after that (6th, 8th, and so on), a 
  psion can choose to learn a new spell in place of one she 
  already knows. In effect, the psion loses the old spell in 
  exchange for the new one. The new spell‘s level must be 
  the same as that of the replaced spell. A psion may swap 
  only a single spell at any given level, and must choose 
  whether to swap the spell at the same time that she gains 
  new spells known for the level. 
   
  Unlike a wizard or a cleric, a psion need not prepare 
  her spells in advance. She can cast any spell she knows at 
  any time, assuming she has not yet used up her spells per 
  day for that spell level. 
   
  Psions can cast 1 less spell per level per day than a 
  sorcerer; however, they gain the ability to use conversion 
  and recharge to change their spells allotment for any 
  given level. Unlike arcane and divine spellcasters, the 
  power of a psionic spell is determined by the caster's 
  power level not just her caster level. The power level is 
  equal to the psion's caster level or the amount of ki in her 
  ki pool, whichever is lower.  
   
  Discipline: A psion must choose if they will devote 
  themselves to a discipline at level one: Clairsentience, 
  Metacreativity, 
  Psychokinesis, 
  Psychometabolism, 
  Psychoportation, or Telepathy. Choosing a discipline 
  grants access to exclusive discipline abilities and spells. A 
  psion with no discipline is a wilder and has rather chaotic, 
  undisciplined powers.   
   
  Psions learn one additional spell derived from their 
  discipline each time they can gain access to a new level of 
  spells. These spells are in addition to the number of spells 
  given in Table 3-2: Psion Spells Known. These bonus 
  spells are not subject to the limits on spells known. 
  
  PSIONICS TRANSCENDED: THE POWER OF KI 
   
   
  10 
  Table 3-1: Psion 
  Level 
  Base 
  Attack 
  Bonus 
  Saves 
  Special 
  Spell per day 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Magical Aura, Discipline, 
  Powers, Discipline Spells, 
  Discipline Ability, ki Pool 
  2 
   
   
   
   
   
   
   
   
  2nd 
  +1 
  +0 
  +0 
  +3 
  Augment Spell, Quick 
  Metamagic 
  3 
   
   
   
   
   
   
   
   
  3rd 
  +1 
  +1 
  +1 
  +3 
  Conversion 
  4 
   
   
   
   
   
   
   
   
  4th 
  +2 
  +1 
  +1 
  +4 
  Discipline Ability, Discipline 
  Spell,  Recharge 
  5 
  2 
   
   
   
   
   
   
   
  5th 
  +2 
  +1 
  +1 
  +4 
  Discipline Focus Feat 
  5 
  3 
   
   
   
   
   
   
   
  6th 
  +3 
  +2 
  +2 
  +5 
  Discipline Spell 
  5 
  4 
  2 
   
   
   
   
   
   
  7th 
  +3 
  +2 
  +2 
  +5 
   
  5 
  5 
  3 
   
   
   
   
   
   
  8th 
  +4 
  +2 
  +2 
  +6 
  Discipline Ability, Discipline 
  Spell  
  5 
  5 
  4 
  2 
   
   
   
   
   
  9th 
  +4 
  +3 
  +3 
  +6 
  Metapsionics, Bonus Ki 
  5 
  5 
  5 
  3 
   
   
   
   
   
  10th 
  +5 
  +3 
  +3 
  +7 
  Discipline Spell 
  5 
  5 
  5 
  4 
  2 
   
   
   
   
  11th 
  +5 
  +3 
  +3 
  +7 
   
  5 
  5 
  5 
  5 
  3 
   
   
   
   
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Discipline Ability, Discipline 
  Spell 
  5 
  5 
  5 
  5 
  4 
  2 
   
   
   
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
  5 
  5 
  5 
  5 
  5 
  3 
   
   
   
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Discipline Spell 
  5 
  5 
  5 
  5 
  5 
  4 
  2 
   
   
  15th 
  +7/+2 
  +5 
  +5 
  +9 
   
  5 
  5 
  5 
  5 
  5 
  5 
  3 
   
   
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Discipline Ability, Discipline 
  Spell 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  2 
   
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  3 
   
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Discipline Spell 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
   
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Discipline Ability, Power Boost 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
   
   
  Ki Pool (Su): A psion gains a pool of ki points, a 
  supernatural energy harvested by meditation and used to 
  manipulate the abilities of a psion. The number of points 
  in a psion's ki pool is equal to 1/2 her psion level + her 
  Charisma modifier.  
   
  The psion‘s ki pool is used to augment spells and 
  power other psion abilities.  
   
  The ki pool replenishes each morning after 8 hours of 
  rest or meditation; these hours do not need to be 
  consecutive. If the psion possesses levels in another class 
  that grants a ki pool, psion level stack with the levels of 
  that class to determine the total number of ki points in 
  the combined pool, but only one ability score modifier is 
  added to the total. The choice of which score is used is 
  made when the second class ability is gained, and once 
  made, the choice is set. The psion can now use ki points 
  from this pool to power the abilities of every class she 
  possesses that grants a ki pool. 
   
  Powers: Psions can learn a number of powers, or 0-
  level spells, and noted on Table 3-2: Psion Spells Known. 
  These spells are cast like any other spell, but they do not 
  consume any slots and may be used again. Psionic 
  powers work like arcane cantrips and divine orisons. 
   
  Discipline Spell: Every time a psion gains access to a 
  new level of spells, they also learn one extra spell 
  exclusive to their discipline. Psions of one discipline are 
  unable to learn spells exclusive to another discipline.  
   
  In those cases were multiple spells are available for a 
  level, the psion can choose one of those to learn. Any of 
  the remaining discipline spells may be learned in place of 
  general psion spells up to their maximum number of 
  spells known.  
   
  Wilders are undisciplined and gain a random spell 
  they do not already know. They do not get to choose the 
  discipline spells they learn. 
   
  Discipline Ability:  Psions gain special abilities 
  related to the discipline of their choosing as they gain 
  levels. Some abilities replicate existing spells and others 
  grant new powers. Unless otherwise specified, discipline 
  abilities cannot be augmented.  
   
  Augment Spell (Ex): Beginning at 2nd level a psion 
  can augment spells by spending ki points. Most spells can 
  be augmented using the general augmentation rules (in 
  Chapter 6 - Magic). Some spells have additional 
  augmentation choices that are listed with the spell 
  description. 
    
   Some augmentations can be used multiple times for 
  a single spell being cast. Unless otherwise specified, the 
  maximum number of ki points that can be used to 
  augment a single spell is equal to the 1/2 the Psion‘s level 
  (minimum 1).  
  
  CLASSES 
   
  11 
   
  A spell can only be augmented from one ki pool 
  source. If an item is used to augment a spell, that item 
  can be the only source of augmentation for that casting. 
   
  Quick Metamagic (Su): Beginning at 4th level, 
  metamagic feats do not require extra time to apply to 
  spells, like they do for a sorcerer. They can be applied 
  spontaneously by the psion. This is a natural extension of 
  the psion‘s augmentation abilities. 
   
  Conversion (Su): Beginning at 3rd level, as a 
  standard action, a psion can convert ki points to regain a 
  psionic spell slot. Spell slots can be regained by spending 
  1 ki point per level of the spell slot. For example, 2 ki 
  points can be used to regain the use of a second level 
  psionic spell. Only one slot can be regained each round.  
   
  A psion may also spend 1 ki point to convert 1 
  psionic spell slot into 2 or more lower level spell slots or 2 
  or more spell slots into 1 higher level spell slot. The total 
  levels of spell slots must be identical and only psionic 
  spells may be converted this way. For example, a 2nd 
  level spell slot can be converted into two 1st level spell 
  slots or vice versa.  
   
  A psion cannot have useable spell slots in excess to 
  their daily allotment of spells for any given level. Any 
  excess 
  slots 
  received 
  from 
  conversion 
  are 
  lost 
  immediately.  
  Table 3-2: Psion Spells Known 
  Level 
  Spells Known (by Spell Level) 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1st 
  4 
  2 
   
   
   
   
   
   
   
   
  2nd 
  5 
  2 
   
   
   
   
   
   
   
   
  3rd 
  5 
  3 
   
   
   
   
   
   
   
   
  4th 
  6 
  3 
  1 
   
   
   
   
   
   
   
  5th 
  6 
  4 
  2 
   
   
   
   
   
   
   
  6th 
  7 
  4 
  2 
  1 
   
   
   
   
   
   
  7th 
  7 
  5 
  3 
  2 
   
   
   
   
   
   
  8th 
  8 
  5 
  3 
  2 
  1 
   
   
   
   
   
  9th 
  8 
  5 
  4 
  3 
  2 
   
   
   
   
   
  10th 
  9 
  5 
  4 
  3 
  2 
  1 
   
   
   
   
  11th 
  9 
  5 
  5 
  4 
  3 
  2 
   
   
   
   
  12th 
  9 
  5 
  5 
  4 
  3 
  2 
  1 
   
   
   
  13th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
   
   
   
  14th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
   
   
  15th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
   
   
  16th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
   
  17th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
   
  18th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  19th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  2 
  20th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  3 
   
   
  Recharge (Su): Beginning at 4th level, a psion can 
  expend a spell slot as a standard action and regain ki 
  points equal to the level of the spell that was expended. 
  The number of ki points gained in this manner cannot 
  exceed to the psion‘s daily ki Pool. Excess ki points are 
  lost. This ability can be used once per day at 4th level and 
  1 additional time per day every 4 levels after (8th, 12th, 
  16th, and 20th).  
   
  Bonus Ki: Psions get 1 bonus ki point at 9th level 
  and 1 more bonus ki point every 2 levels after (11th, 
  13th, 15th, 17th, and 19th).  
   
  Metapsionics (Su): Beginning at 9th level, a psion 
  may use any metamagic feat that it has by spending ki 
  points instead of increasing the spell level. The number of 
  ki points spent is equal to the number of spell levels 
  increased by using the metamagic feat. Either the spell 
  level can be increased or ki points can be spent, not a 
  combination.  
   
  Power Boost (Su):  Beginning at 20th level, the 
  psion can expend her ki focus to gain a bonus to her 
  power level equal to her Charisma modifier.  
  Disciplines  
  Egoist (Psychometabolism) 
  A psion who specializes in psychometabolism is known as 
  an egoist. This discipline consists of spells that alter the 
  psion‘s psychobiology, or that of creatures near him. An 
  egoist can both heal and transform himself into a 
  fearsome fighter. 
   
  Bonus Skills: The egoist gains the class skill of 
  Acrobatics (Dex), Climb (Str), and Heal (Wis). 
   
  Bonus Feat: At 5th level, the egoist gains a bonus 
  feat of Discipline Focus: Psychometabolism. 
   
  Discipline spells: 1st – thicken skin; 2nd – animal 
  affinity, chameleon, empathic transfer, hustle; 3rd – 
  ectoplasmic form, haste*; 4th – metamorphosis, psychic 
  vampire, restoration*; 5th – psychofeedback,  restore 
  extremity, revive; 6th – heal*; 7th – fission, greater 
  restoration*; 8th – fusion; 9th – greater metamorphosis 
   
  Channel Energy (Su): An egoist can channel energy 
  like a cleric (see the Pathfinder Roleplaying Game Core 
  Rulebook for more information). Living creatures, good 
  outsiders, and creatures with positive energy affinity 
  always channel positive energy. Undead, evil outsiders, 
  and creatures with negative energy affinity channel 
  negative energy. Neutral outsiders can choose at first 
  level.  
   
  You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier. The amount of 
  damage healed or dealt is 1d6 points of damage, any 
  excess healing is lost. The Will save to resist the 
  channeled energy is equal to 10 + 1/2 the psion's level + 
  the psion's Charisma modifier.  
   
  At 4th level the amount of damage healed or dealt 
  increases by 1d6 and every 4 levels after (2d6 at 4th 
  level, 3d6 at 8th, 4d6 at 12th, 5d6 at 16th, and 6d6 at 
  20th).  
   
  Metabolic Link (Su): Beginning at 4th level, the 
  egoist can cast psychometabolism spells with a range of 
  personal as touch spells on willing creatures. The cost to 
  do this is 1 ki point per level of the spell being cast. This is 
  considered an augmentation and is subject to the same 
  
  Psionics Transcended: The Power of Ki 
   
   
  12 
  limits 
  of 
  other 
  spell 
  augmentations. 
  No 
  other 
  augmentations may be used on the linked spell.  
   
  Empathic Channel (Su): Beginning at 8th level, the 
  egoist can transfer fatigued, shaken, and sickened 
  conditions from targets of the channeled energy to 
  herself when used to heal. The egoist must declare it is an 
  empathic pulse when using the ability. All fatigued, 
  shaken, and sickened conditions of the affected creatures 
  are removed and transferred to the egoist.  
   
  The transferred conditions last 1 round for each 
  creature affected within the channel's area of effect.  
   
  When used to harm, conditions are transferred from 
  the egoist to the harmed creatures. The condition lasts for 
  1d4 rounds. If the creature makes the save vs. the 
  channeled energy, no condition is transferred and the 
  egoist retains the condition.  
   
  Wild Shape (Su): At 12th level, the egoist gains the 
  wild shape ability of a druid useable once per day (see the 
  Pathfinder Roleplaying Game Core Rulebook for more 
  information). She treats the druid level for the ability as 
  her psion level minus 8. She gains 6th level druid wild 
  shape abilities at level 14, 8th level wild shape abilities at 
  level 16, 10th level wild shape abilities at level 18, and 
  12th level wild shape abilities at level 20.  
   
  Likewise, the egoist gains an extra use per day every 
  4 levels (twice a day at level 16, and three times per day 
  at level 20). 
   
  The psion also qualifies for any feat affecting the 
  Wild Shape ability (Natural Spell for example).  
   
  Touch of Life (Sp): Beginning at 16th level, the 
  egoist can use revive as a spell-like ability 3 times per day. 
   
  Complete Heal (Su): Once per day an egoist can 
  channel all their positive energy into a creature healing it 
  of all hit point damage, removing all afflictions, diseases, 
  curses, and poisons. It cures all temporary ability damage, 
  restores all drained ability scores, and restores up to 1 
  negative level. The egoist must spend at least 4 ki points 
  to start this ability as a full round action that triggers 
  attacks of opportunity. At the end of the action, the 
  egoist‘ ki pool is reduced by 1 for every 20 hit points of 
  damage healed. 
   
  If the egoist is attacked while using this ability, they 
  must make a concentration check as if casting a 9th level 
  spell. If the ability is interrupted, the egoist still loses the 
  initial 4 ki points that started the action.  
  Kineticist (Psychokinesis)  
  Psions who specialize in psychokinesis are known as 
  kineticists. They are the masters of spells that manipulate 
  and transform matter and energy. Kineticists can attack 
  with devastating blasts of energy. 
   
  Bonus Skills: The kineticist gains the class skill of 
  Bluff (Cha) and Intimidate (Cha) 
   
  Bonus Feat: At 5th level, the kineticist gains a bonus 
  feat of Discipline Focus: Psychokinesis. 
   
  Discipline spells: 1st – control object; 2nd – control 
  air; energy missile; 3rd – energy blast, slow*; 4th – 
  control body, inertial barrier_Energy_Ball; 5th – energy 
  cone, energy current, fiery discorporation; 6th – dispelling 
  buffer, antimagic field*; 7th – spell turning*; 8th – 
  telekinetic sphere*; 9th – tornado blast 
   
  Energy Affinity (Sp): You can the energy affinity 
  spell for cold, electricity, fire, and sonic. These are bonus 
  spells and do not count towards your number of spells 
  known.  
   
  Kinetic Burst (Su): Beginning at 4th level, you may 
  unleash a burst of kinetic energy outward in a 20‘ radius. 
  Small objects weighing less than 1 lb. are pushed back 
  20‘. Medium or smaller creatures within the radius must 
  make a reflex save (DC 10 + 1/2 the psion's level + the 
  psion's Charisma modifier) or be stunned for 1 round.  
   
  Tiny or smaller creatures within the radius are also 
  subject to a bull rush attack. Resolve these attempts as 
  normal, except that they do not provoke attacks of 
  opportunity. Add your Charisma bonus, your psion level, 
  and size bonus to determine your Combat Maneuver 
  Bonus for this attack (see Chapter 8 of the Pathfinder 
  Roleplaying Game Core Rulebook for more information) 
  instead your normal CMB. 
   
  Every eight levels, the size category that can be 
  affected increases. At 12th level, small creatures can be 
  bull rushed and large creatures can be stunned. At 20th 
  level, medium creatures can be bull rushed and huge 
  creatures can be stunned. 
   
  You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier.  
   
  Energy Resistance (Ex): At 8th level, you gain resist 
  energy 5 to cold, electricity, fire, or sonic based on your 
  energy affinity.  
   
  Every 4th level after (12th, 16th, 20th), you gain 
  another 5 to resist energy.  
   
  Counter Energy (Su): Beginning at 12th level, you 
  can attempt to counter any spell with the fire, cold, sonic, 
  or electricity descriptor based on your current energy 
  affinity. This works like a traditional counter spell in that 
  you must ready an action to counter the spell and make 
  the Spellcraft check to identify it. If you correctly identify 
  the spell, and it is one of the spells you can counter, you 
  may counter the spell by spending 1 ki point per spell 
  level. 
   
  Telekinesis (Sp): Beginning at 16th level, you can 
  use the telekinesis* spell as a spell-like ability. You can 
  use this ability as a standard action a number of rounds 
  per day equal to 3 + your Charisma modifier. This ability, 
  like most spell-like abilities, cannot be augmented.   
   
  Student of Energy (Su): Beginning at 20th level, if 
  you make a successful Spellcraft check for any fire, cold, 
  electricity, or sonic based spell, you can cast that spell 
  using your caster level for all variables. You must already 
  be able to cast spells of that level be attuned to the 
  correct energy affinity in order to cast the learned spell. 
  
  CLASSES 
   
  13 
  Once you cast the spell, the knowledge is lost. You may 
  only have one spell reserved this way at any time. If you 
  learn another spell, the preceding spell is immediately lost 
  from your memory.  
   
  You do not need any material components to cast 
  the spell. If the spell requires components costing 1,000 
  gp or more, you must consume manna or ambrosia for an 
  equal amount of value.  
   
  This learned spell may not be augmented in any way. 
  Nomad (Psychoportation) 
  A psion who relies on psychoportation spells is known as 
  a nomad. Nomads can cast spells that propel or displace 
  objects in space or time. 
   
  Bonus Skills: The nomad gains the class skill of 
  Climb (Str), Fly (Dex), Ride (Dex), and Swim (Str) 
   
  Bonus Feat: At 5th level, the psion gains a bonus 
  feat of Discipline Focus: Psychoportation. 
   
  Discipline Spells: 1st – burst,; 2nd – dimension 
  swap, levitate*; 3rd – astral caravan, blink*, 4th – 
  dimensional anchor*, dismissal*, fly*; 5th – baleful 
  teleport, teleport*, teleport trigger;  banishment*; 7th – 
  dream travel, ethereal jaunt*; 8th –  mass time hop; 9th – 
  teleportation circle*,  time regression 
   
  Nomadic Stride (Ex): As a swift action, you may 
  move normally across any difficult terrain. You can use 
  this ability a number of rounds per day equal to 3 + your 
  Charisma modifier.  
   
  Nomadic Movement (Ex): Beginning with 4th level, 
  you can use Charisma in place of Strength and Dexterity 
  when making Climb, Fly, Ride, and Swim skill checks. You 
  also can do the same when making CMD checks against 
  Bull Rush and Overrun. You ignore up to -2 of any armor 
  check penalty associated with these checks.  
   
  Blink (Sp): Beginning at 8th level, you can use blink 
  as a swift action a number of rounds per day equal to 3 + 
  your Charisma modifier.  
   
  Bind Location (Su): Beginning at 12th level, you can 
  bind yourself to a specific location by spending one hour 
  in meditation. You may teleport yourself back to that 
  location as a swift action by spending 2 ki points at any 
  time thereafter. The teleport works within 100 miles of 
  the bound location or an additional 100 miles for every 
  additional 2 ki points spent. You must be within the same 
  plane as the bound location to use this ability.  
   
  If the location is moved or destroyed the bind is 
  dismissed. The location will radiate magic as a 5th level 
  spell and can be dispelled as if you were casting teleport. 
  Effects that prevent teleportation will also block this 
  ability. 
   
  Nomadic Retreat (Su):  Beginning at 16th level, you 
  can increase the speed of yourself and your allies by 30' 
  as a swift action. All allies within 30' at any time during 
  your turn gain this benefit. The effect lasts until the 
  beginning of your next turn. You can use this ability a 
  number of rounds per day equal to 3 + your Charisma 
  modifier. 
   
  Nomadic Evacuation (Su): Beginning at 20th level, 
  you can teleport back to your bind location from 
  anywhere, including across planes. You may also bring 1 
  willing ally per additional Ki point spent.  
  Seer (Clairsentience) 
  A seer chooses clairsentience as their core discipline. Seers 
  can learn precognitive spells to aid their comrades in 
  combat, as well as spells that permit them to gather 
  information in many different ways. 
   
  Bonus Skills: The seer gains the class skills of 
  Diplomacy (Wis), Stealth (Dex), and Perception (Wis). 
   
  Bonus Feat: At 5th level, the seer gains a bonus feat 
  of Discipline Focus: Clairsentience. 
   
  Discipline Spells: 1st – destiny dissonance; 2nd – 
  clairvoyant sense, object reading, sensitivity to psychic 
  impressions; 3rd – escape detection, fate link; 4th – 
  anchored navigation, scrying* ; 5th – clairtangent hand, 
  second chance; 6th – greater precognition, greater 
  prescience; 7th – fate of one, greater scrying*; 8th – 
  hypercognition; 9th – metafaculty, reality revision 
   
  Clairvoyant Lore (Su): You can study a creature to 
  learn about its abilities and weaknesses. You can examine 
  a structure and get a glimpse of its history. You gain 
  information about a creature or structure as if you made 
  the appropriate Knowledge skill check with a result equal 
  to 15 + your psion level + your Charisma modifier.  
   
  To learn about a creature‘s weakness or abilities 
  requires a standard action. To gain historical or local 
  insight into structures and places, you need to spend 10 
  minutes to get a feel for the information.  
   
  Precognitive Edge (Su): Beginning at 4th level, you 
  gain the ability to glimpse fragments of potential future 
  events—what you see will probably happen if no one 
  takes action to change it. However, your vision is 
  incomplete, and it makes no real sense until the actual 
  events you glimpsed begin to unfold. That is when 
  everything begins to come together, and you can act.  
   
  You can use your precognitive edge in a variety of 
  ways. Essentially, the edge translates into a +1 insight 
  bonus that you can apply as an immediate action to 
  either an attack roll, a damage roll, a saving throw, or a 
  skill check. You can elect to apply the bonus to the roll 
  after you determine that your unmodified roll is lower 
  than desired.  
   
  You may also grant a +1 dodge bonus to AC as a 
  swift action. This bonus lasts until you are attacked or you 
  are caught in a situation that causes you to lose your 
  dexterity bonus to AC.  
   
  The insight bonus increases to +2 at level 8, +3 at 
  level 12, +4 at level 16, and +5 at level 20. 
   
  You can use this ability a number of times per day 
  equal to 3 + your Charisma modifier. 
  
  Psionics Transcended: The Power of Ki 
   
   
  14 
   
  Uncanny Dodge (Ex): Beginning at 8th level, you 
  gain uncanny dodge as a bonus feat. If you already have 
  uncanny dodge, you immediately gain improved uncanny 
  dodge.  
   
  Scrying Sense (Sp): Beginning at 12th level you 
  immediately become aware of any attempt to observe 
  you by means of a scrying spell. This functions like the 
  detect scrying spell. 
   
  Hyperawareness (Su):  Beginning at 16th level you 
  immediately become aware if someone can sense you by 
  any means. You gain a +10 insight bonus to perception 
  checks to identify the location of any creature that can 
  see you. Stealthed creatures will become visible to you if 
  you can perceive them.  
   
  Invisible creatures lose concealment if you can 
  identify where they are; however, if they move, you must 
  pinpoint them again. The DC to pinpoint invisible 
  creatures with this ability is equal to 20 + the creature‘s 
  stealth skill modifier.  
   
  Undo Reality (Su): Beginning at 20th level you gain 
  insight into the future that allows you react more 
  favorably to actions against you. Once per day, as an 
  immediate action, you can force the outcome of an action 
  to be undone before it takes effect, even after you know 
  the outcome. If a creature confirms a critical hit against 
  you, you may undo the original attack and force the 
  attack to be rerolled. You must take the results of the 
  redone action. An opposed skill check can be undone by 
  having all parties involved recheck their skill. Any single 
  event that has one or more variable components can be 
  undone in this manner as long as you are actively 
  involved in some way (i.e., the target, the source, making 
  some roll, etc.)  
  Shaper (Metacreativity) 
  A psion specializing in metacreativity is known as a 
  shaper. This discipline includes spells that draw ectoplasm 
  or matter from the Astral Plane, creating semisolid and 
  solid items such as armor, weapons, or animated 
  constructs to do battle at the shaper‘s command. 
   
  Bonus Skills: The shaper gains the class skill of 
  Appraise (Int), Disable Device (Dex), and Use Magic 
  Device (Cha) 
   
  Bonus Feat: At 5th level, the shaper gains a bonus 
  feat of Discipline Focus: Metacreativity. 
   
  Discipline Spells: 1st – astral construct, minor 
  creation*; 2nd – repair construct; 3rd – greater 
  concealing 
  amorpha, 
  ectoplasmic 
  cocoon; 
  4th 
  – 
  fabricate*, quintessence; 5th – hail of crystals, psychic 
  turmoil; 6th – crystallize, greater fabricate*; 7th – greater 
  psychic turmoil, mass ectoplasmic cocoon; 8th – astral 
  seed; 9th – genesis 
   
  Astral Companion (Sp): Beginning at 1st level, you 
  can create an astral construct  as a spell-like ability to 
  create a companion. The astral construct created by this 
  ability stays under your command until dismissed (beyond 
  the limitations of the spell). The level of the astral 
  construct is restricted by the Companion Level on Table 
  4-1: Astral Construct Abilities (1 HD for level 1-2, 2 HD 
  for level 3, 3 HD for level 4-5, etc.)  
   
  You may only have 1 astral construct in existence at 
  a time. You must dismiss your companion before you can 
  create another construct. The astral construct spell will fail 
  if you attempt to create another construct without 
  dismissing the companion. If the spell fails in this way, the 
  spell slot is still used as if it were countered.  
   
  You can use this ability once per day.  
   
  Mending Link (Su): Beginning at 4th level, you can 
  mend any astral construct under your control (including 
  your companion) as an immediate action. The amount 
  healed is 1 hit point for each ki point spent. This action 
  can be performed to prevent damage that would destroy 
  an astral construct. This ability works over any distance as 
  long as both of you are in the same plane. The maximum 
  amount of ki that can be spent per action is limited to half 
  your psion level.  
   
  Ectoplasmic Hardening (Su): Beginning at 9th level, 
  you can harden creatures by infusing their forms with 
  ectoplasmic energy. Incorporeal creatures become solid, 
  temporarily losing their incorporeal ability. Ectoplasmic 
  creatures, such as astral constructs and extraplanar 
  outsiders are slowed as if the target of a slow spell. 
   
  The ability requires a ranged touch attack as a 
  standard action and does not provoke attacks of 
  opportunity. You can use this ability a number of rounds 
  per day equal to 3 + your Charisma modifier. 
   
  Master Constructor (Ex): Beginning at 12th level, 
  you gain a +2 bonus to all skill checks involving 
  constructs. This includes sculpting checks to make or 
  change the shape of a construct, Spellcraft checks to 
  identify constructs, or any other skill check required to 
  build, interact with, or dismantle a construct.  
   
  Improved Companion (Su): Beginning at 16th level, 
  you gain 2 bonus augment points to use when creating 
  your astral companion. These points may not be used 
  when creating a basic astral construct. 
   
  Ectoplasmic Merge (Su): Beginning at 20th level, 
  you can merge with any astral construct you control 
  (including your companion) as a standard action. While 
  merged with the construct, you have the protection of an 
  ectoplasmic cocoon (like the spell). You may not perform 
  any actions other than directing or exiting the construct. 
  You "see" the world through the construct's senses. You 
  may direct the construct to perform any action that it is 
  capable of doing. 
   
  If the construct is destroyed or dismissed while you 
  are merged with it, you exit the cocoon stunned for 1 
  round. Exiting the construct requires a standard action.  
  Telepath (Telepathy) 
  A psion who chooses the discipline of telepathy is known 
  as a telepath. He is the master of spells that allow mental 
  
  CLASSES 
   
  15 
  contact and control of other sentient creatures. A telepath 
  can deceive or destroy the minds of his enemies with 
  ease. 
   
  Bonus Skills: The telepath gains the class skill of 
  Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis) 
   
  Bonus Feat: At 5th level, the telepath gains a bonus 
  feat of Discipline Focus: Telepathy. 
   
  Discipline Spells: 1st – charm*, slumber; 2nd – 
  aversion, brain lock, paralyze, suggestion*;3rd – crisis of 
  breath, hostile empathic transfer, false sensory input; 4th 
  – dominate*, thieving mindlink, modify memory*, schism; 
  5th – metaconcert, mind probe; 6th – brilliant 
  inspiration**, mind switch; 7th – brain spider; crisis of 
  life; 8th – mind seed; 9th – true mind switch, psychic 
  chirurgery 
   
  Swift Mindlink (Su): At 1st level you gain the ability 
  to forge a telepathic bond with a willing target as a swift 
  action. This functions like the mindlink spell. You may use 
  this ability for 3 + Charisma modifier rounds per day. The 
  rounds do not need to be consecutive. This ability may 
  not be augmented.  
   
  Mindflank (Su): At 4th level you gain the ability to 
  mindflank opponents. You and the person you are 
  mindlinked with (granted by the ability or the spell) are 
  considered to be flanking if you threaten the same 
  creature.  
   
  Convincing Push (Su): At 8th level you can push 
  your thoughts onto resistant creatures. Once per day you 
  can force a target to reroll their saving throw if they 
  succeed against your telepathic compulsions and charms. 
  Only compulsion and charm spells with the telepathy 
  discipline listed as a descriptor can be ―pushed‖ 
  convincingly. At 12th level, and every 4 levels after, you 
  can do this one more time per day. 
   
  Strong Mind (Su): At 12th level, you can reflect 
  incoming, single target telepathy spells. You can make a 
  caster level check against an incoming telepathic spell as 
  if you were trying to counter or dispel it. This happens in 
  place of your saving throw. If you are successful, you can 
  reverse the direction of the spell. You become the caster 
  and the original caster becomes the target. You must be 
  able to cast the level of the spell you are reversing. 
   
  The target must save against their spell using your 
  DC instead of theirs. If the original caster is also a 
  telepath, they may try to reverse the spell once again; 
  however, if they save, the spell is countered and it ends. 
   
  If you fail to reverse the spell, the spell takes effect 
  on you as if you failed your saving throw. If you attempt 
  to reverse a spell of higher level than you can cast, you 
  automatically fail and the spell affects you. 
   
  You may use this ability once per day at 12th level, 
  twice per day at 16th level, and three times per day at 
  20th level. 
   
  Hide Thoughts (Su):  At 16th level, you can file 
  memories away deep in the depths of your mind. The 
  filed memories are inaccessible to you or anyone seeking 
  your knowledge. To you, it is as if those events never 
  happened. Once per day, during your meditation, you 
  will be reminded that you have thoughts stored. At this 
  time, you can retrieve all your stored thoughts. If you do 
  not, you must wait until your next daily meditation.  
   
  Any type of thought or memory can be stored away 
  in your mind: spells, passwords, memories, actions, etc. If 
  asked about an action you have stored away, you will 
  have no knowledge of that action.  
   
  If someone reminds you about an event, it will be 
  new knowledge, and will not trigger any memories. 
   
   Super Id (Su): After level 20, you can choose the 
  target‘s behavior when using id insinuation. You also 
  receive a +4 bonus to the DC of that spell. You can direct 
  any creature affected by your id insinuation spell to act 
  normally, do nothing, flee, or attack the nearest creature. 
  You can make this choice for all targets while you 
  maintain concentration. 
  Wilder (Undisciplined)  
  A psion who has not chosen a discipline is known as a 
  wilder. She is somewhat chaotic in nature and prone to 
  losing control of her power.  
   
  Bonus Skills: The wilder gains the class skill of 
  Acrobatics (Dex), Bluff (Cha), Climb (Dex),  Escape Artist 
  (Dex), Intimidate (Cha), Perception (Wis) and Swim (Str). 
   
  Bonus Feat: At 5th level, the psion gains a bonus 
  feat of Extra Ki*. 
   
  Discipline Spells: Undisciplined psions do not gain 
  discipline exclusive spells. Instead, they gain the 
  knowledge of one spell based on the results of the 
  following table. Once the type of spell is known, 
  randomly determine the actual spell from the appropriate 
  spell list. If the spell is something she could not use 
  because it relies on discipline or psyker exclusive abilities 
  to function, choose a different spell.  
  Table 3-3: Wilder Random Spell Type 
  D20 
  Resul 
  1 
  A lower level spell is learned (minimum level 1). Roll 
  again for the type of spell. Ignore 1 or 20 if it comes 
  up again. 
  2-3 
  Egoist Discipline Spell 
  4-5 
  Kineticist Discipline Spell 
  6-7 
  Nomad Discipline Spell 
  8-9 
  Shaper Discipline Spell 
  10-17 
  Psion Spell 
  18-19 
  Psyker Spell 
  20 
  2 spells are learned. Roll twice; ignore 1 or 20 if it 
  comes up again. 
   
   
  Wild Surge (Su):  A wilder can let her passion and 
  emotion rise to the surface in a wild surge when she casts 
  a spell. During a wild surge, a wilder gains phenomenal 
  psionic strength, but may harm herself by the reckless use 
  of her power (see Psychic Enervation, below).  
  
  Psionics Transcended: The Power of Ki 
   
   
  16 
   
  A wilder can choose to invoke a wild surge whenever 
  she casts a spell. When she does so, she is granted a +1 
  bonus to her power level. This boost to power level can 
  cause a spell to exceed any maximum effect listed in the 
  spell description.  
   
  She cannot use the Overchannel feat and invoke her 
  wild surge at the same time, nor can she increase her 
  power level from her ki pool. 
   
  At 4th level, a wilder can increase her power level by 
  1d2, 1d3 at 8th level, 1d4 at 12th level, 1d6 at 16th 
  level, and 2d4 at 20th level.  
   
  Psychic Enervation (Ex): Pushing oneself by 
  invoking a wild surge is dangerous. Immediately following 
  each wild surge, a wilder may be overcome by the strain 
  of her effort (the spell still functions normally). The 
  chance of suffering psychic enervation is equal to 5% per 
  increase in power level gained from the wild surge. Roll 
  d20, if the result is equal to or less than the bonus to 
  power level, the wilder suffers from psychic enervation. 
   
  A wilder that is overcome by psychic enervation is 
  dazed until the end of her next turn and loses a number 
  of ki points equal to the power level bonus she gained 
  from the wild surge. 
   
  Surging Euphoria (Ex): Starting at 4th level, when a 
  wilder uses her wild surge ability, she gains a +1 morale 
  bonus on attack rolls, damage rolls, and saving throws for 
  a number of rounds equal to the spell level cast. The 
  bonus increases by +1 for each power level increase 
  granted by the wild surge.  
   
  If a wilder is overcome by psychic enervation 
  following her wild surge, she does not gain the morale 
  bonus for this use of her wild surge ability. 
   
  Elude Touch (Ex): Starting at 8th level, a wilder‘s 
  intuition supersedes her intellect, alerting her to danger 
  from touch attacks (including rays). She gains a bonus to 
  Armor Class against all touch attacks equal to her 
  Charisma bonus; however, her touch AC can never 
  exceed her Armor Class against normal attacks. 
   
  Volatile Mind (Ex): Beginning at 12th level, a 
  wilder‘s temperamental mind comes a little unhinged. 
  They gain spell resistance equal to 10 + their psion level 
  vs. all mind-affecting spells, even beneficial ones. A 
  wilder can drop this resistance and willingly allow a mind-
  affecting spell to affect her by spending 1 ki point per 
  spell level.  
   
  Because of this volatility, mind-affecting spells can 
  only be cast by spending 1 ki point and the spell may not 
  be augmented. A wild surge will prevent the mind-
  affecting spell from being cast. 
   
  Wild Cascade (Su): Beginning at 16th level, once 
  per day the wilder can send out a wild wave of energy. 
  This wave radiates outward in a 30-foot-radius circle 
  centered on the caster. Each character in the area with a 
  ki pool (including the wilder) must make a Will save (DC 
  = 10 + 1/2 psion level + charisma modifier) or begin 
  losing ki from their ki pool.  
   
  During the first round of the cascade, each affected 
  creature loses 1 ki point from their ki pool, this increases 
  each round by 1 until all the ki is lost from their ki pool. 
  The affected creature can make a save at the beginning 
  of each round to stop the cascade as a move action. If 
  they fail, they lose the next amount of ki immediately.   
   
  Once the cascade is triggered, it continues until 
  stopped by a save or the creature‘s ki pool is empty. The 
  affected creature‘s ki pool is shut off from use during the 
  cascade. Ki cannot be used in any fashion while affected 
  by the cascade. 
   
  A sonic blast radiates outward from the affected 
  causing 1d6 sonic damage per point of ki lost (max 6d6; 
  reflex save for half; same DC) to all with a 30‘ radius of 
  the affected creature(s). Creatures will only take damage 
  once each round even if they are within reach of two or 
  more bursts.  
   
  Wild Spell (Su): Beginning at 20th level, a wilder can 
  get a random spell added to their knowledge for the day. 
  As a standard action, the wilder can spend 1 ki for each 
  level of spell to be randomly retrieved from the ether. 
  This a bonus spell, like a discipline spell, does not count 
  towards her number of spells known. Roll on the Random 
  Spell Type table about to determine the type of spell 
  known.  
   
  All knowledge of the wild spell is lost when the 
  wilder regains her daily ki pool. 
   
   
  
  CLASSES 
   
  17 
  Psyker 
  The psyker is an alternate class of the Bard. She is able to 
  harness the mysteries of magic with her mind much like a 
  psion but is more focused on melding that talent with 
  physical confrontation.  
   
  As with all alternate classes, a Psyker may not take 
  any class levels in Bard, nor may a Bard take any class 
  levels in Psyker.  
   
  Role: The psyker is a force to be reckoned with. He 
  uses his psionic magic to make deadly melee attacks.  
   
  Alignment: Any 
   
  Hit Dice: d10 
  Class Skills 
  The psyker‘s class skills are Bluff (Cha), Craft (Int), Handle 
  Animals (Cha), Intimidate (Cha), Knowledge (all skills, 
  taken individually) (Int), Perception (Wis), Profession 
  (Wis), Sense Motive (Wis), Survival (Wis), and Spellcraft 
  (Int). 
   
  Skill Ranks per Level: 4 + Int modifier.  
  Class Features 
  The following are class features of the psyker. 
   
  Weapon and Armor Proficiency: Psykers are 
  proficient with all simple and martial weapons, light 
  armor, medium armor, and shields (except tower shields). 
   
  Magical Aura (Ex): A psion radiates a magical aura 
  that can be detected by Detect Magic. At levels 1-5, the 
  aura is faint, between levels 6-11 the aura grows to 
  moderate, and becomes strong at level 12.  
   
  Spells: Psykers, like psions, differ from other 
  spellcasters in that two attributes are required to access 
  psionic magic: constitution and charisma. Constitution is 
  measure of the psion‘s inner strength, which limits the 
  level and power (DC) of spells a psion may use. Charisma 
  is a measure of how much power the psion can summon 
  from that inner strength, which limits the number of 
  spells useable each day. 
   
  A psyker casts psionic spells drawn primarily from the 
  psyker spell list presented in Chapter 7 -Spells. She can 
  cast any spell she knows without preparing it ahead of 
  time.  
   
  To learn or cast a spell, a psyker must have a 
  Constitution score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a psion's 
  spell is 10 + the spell level + the psion's Constitution 
  modifier. 
   
  Like other spellcasters, a psyker can cast only a 
  certain number of spells of each spell level per day. Her 
  base daily spell allotment is on Table 3-4: Psyker. In 
  addition, she receives bonus spells per day if she has a 
  high Charisma score (see the Ability Scores section in 
  Chapter 1 of the Pathfinder Roleplaying Game Core 
  Rulebook). Unlike arcane and divine spellcasters, the 
  ability to cast spells, DC of the spells, and the number of 
  spells that can be cast each day are based on those two 
  different character attributes. 
   
  A psyker‘s selection of spells is extremely limited. A 
  psyker begins play knowing four 0-level spells (powers) 
  and two 1st-level spells of her choice. At each new psyker 
  level, she gains one or more new spells, as indicated on 
  Table 3-5: Psyker Spells Known. Unlike spells per day, her 
  Charisma score does not affect the number of spells a 
  psyker knows. These new spells can be common spells 
  chosen from the psyker spell lists, or they can be unusual 
  spells that the psion has gained some understanding of 
  through study. 
    
  Upon reaching 5th level, and at every third psyker 
  level after that (8th, 11th, and so on), a psyker can 
  choose to learn a new spell in place of one she already 
  knows. In effect, the psyker loses the old spell in 
  exchange for the new one. The new spell‘s level must be 
  the same as that of the replaced spell. A psyker may swap 
  only a single spell at any given level, and must choose 
  whether to swap the spell at the same time that she gains 
  new spells known for the level. 
   
  Unlike a wizard or a cleric, a psyker need not prepare 
  her spells in advance. She can cast any spell she knows at 
  any time, assuming she has not yet used up her spells per 
  day for that spell level. 
  Ki Pool (Su): A psyker gains a pool of ki points, a 
  supernatural energy harvested by meditation and used to 
  manipulate the abilities of a psyker. The number of points 
  in a psyker‘s ki pool is equal to 1/2 her psyker level + her 
  Charisma modifier.  
   
  The psyker‘s ki pool is used to augment spells and 
  power other psyker abilities.  
   
  The ki pool replenishes each morning after 8 hours of 
  rest or meditation; these hours do not need to be 
  consecutive. If the psyker possesses levels in another class 
  that grants a ki pool, psyker level stack with the levels of 
  that class to determine the total number of ki points in 
  the combined pool, but only one ability score modifier is 
  added to the total. The choice of which score is used is 
  made when the second class ability is gained, and once 
  made, the choice is set. The psyker can now use ki points 
  from this pool to power the abilities of every class she 
  possesses that grants a ki pool. 
   
  Powers: Psykers can learn a number of powers, or 0-
  level spells, and noted on Table 3-5: Psyker Spells 
  Known. These spells are cast like any other spell, but they 
  do not consume any slots and may be used again. Psionic 
  powers work like arcane cantrips and divine orisons. 
   
   
  
  Psionics Transcended: The Power of Ki 
   
   
  18 
   
   
  Table 3-4: Psyker 
  Level 
  Base 
  Attack 
  Bonus 
  Saves 
  Special 
  Spells per day 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  1st 
  +0 
  +2 
  +0 
  +2 
  Magical Aura, Ki Pool, Powers, Soul 
  Weapon, Psychic Strike 1d6 
  1 
   
   
   
   
   
  2nd 
  +1 
  +3 
  +0 
  +3 
  Ranged Soul Weapon 
  2 
   
   
   
   
   
  3rd 
  +2 
  +3 
  +1 
  +3 
  Psychic Strike 2d6 
  3 
   
   
   
   
   
  4th 
  +3 
  +4 
  +1 
  +4 
  Augment Spell, Soul Weapon 
  Enhancement +1 
  3 
  1 
   
   
   
   
  5th 
  +3 
  +4 
  +1 
  +4 
  Quick Materialization, Psychic Strike 
  3d6 
  4 
  2 
   
   
   
   
  6th 
  +4 
  +5 
  +2 
  +5 
  Improved Soul Weapon 
  4 
  3 
   
   
   
   
  7th 
  +5 
  +5 
  +2 
  +5 
  Psychic Strike 4d6 
  4 
  3 
  1 
   
   
   
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Soul Weapon Enhancement +2 
  4 
  4 
  2 
   
   
   
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Psychic Strike 5d6 
  5 
  4 
  3 
   
   
   
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  Mind Flurry 
  5 
  4 
  3 
  1 
   
   
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  Psychic Strike 6d6 
  5 
  4 
  4 
  2 
   
   
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Soul Weapon Enhancement +3 
  5 
  5 
  4 
  3 
   
   
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  Psychic Strike 7d6 
  5 
  5 
  4 
  3 
  1 
   
  14th 
  +10/+5 
  +9 
  +4 
  +9 
  Greater Soul Weapon 
  5 
  5 
  4 
  4 
  2 
   
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Psychic Strike 8d6 
  5 
  5 
  5 
  4 
  3 
   
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Soul Weapon Enhancement +4 
  5 
  5 
  5 
  4 
  3 
  1 
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Psychic Strike 9d6 
  5 
  5 
  5 
  4 
  4 
  2 
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
  Soul Strike 
  5 
  5 
  5 
  5 
  4 
  3 
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
  Psychic Strike 10d6 
  5 
  5 
  5 
  5 
  5 
  4 
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 
  Soul Weapon Enhancement +5 
  5 
  5 
  5 
  5 
  5 
  5 
   
   
  Soul Weapon (Su): As a move action, a psyker can 
  create a semisolid light melee weapon composed of 
  psychic energy distilled from his mind, body, and soul.  
   
  The weapon is identical in all ways (except visually) 
  to a light melee weapon of a size appropriate for its 
  wielder. For instance, a medium psyker could materialize 
  a medium short sword that deals 1d6 points of damage 
  (crit 19–20/×2). Psykers who are smaller or larger than 
  medium materialize soul weapons appropriate for their 
  size, with a corresponding change to the weapon‘s 
  damage.  
   
  The wielder of a soul weapon gains the usual 
  benefits to his attack roll and damage roll from a high 
  Strength bonus. The weapon can be broken (it has 
  hardness 10 and 10 hit points); however, a psyker can 
  simply create another on his next move action. The 
  moment he relinquishes his grip on his weapon, it 
  dissipates. A soul weapon is considered a magic weapon 
  for the purpose of overcoming damage reduction. 
   
  A psyker can use feats such as Power Attack or 
  Combat Expertise in conjunction with the soul weapon 
  just as if it were a normal weapon. Feats requiring a 
  specific weapon choice, such as Weapon Focus, work 
  with the soul weapon so long as the same type of 
  weapon is created. Spells that upgrade weapons can be 
  used on a soul weapon. 
   
  The soul weapon can be thrown as normal. It will 
  dissipate after hitting or missing its target; however, it can 
  just be created again by using a move action. 
   
  The weapon has a luminous aura (as bright as 
  glowing coals) and radiates soft reverberating music (can 
  be heard within 10 ft.). The music changes based on the 
  type of weapon, mood of the psyker, and the actions 
  performed. For example, maces might have a soft 
  chiming melody with cymbal crashes when it hits an 
  opponent. The music can be stopped and started at will 
  by the psyker. 
    
  Psychic Strike (Su): A psyker can expend her ki 
  focus to imbue her weapon with destructive psychic 
  energy. This effect deals an extra 1d6 points of damage 
  to the next living, intelligent humanoid or animal creature 
  she successfully hits with a melee attack (or ranged 
  attack, if the weapon is a projectile or thrown weapon). 
  Creatures immune to mind-affecting effects are immune 
  to psychic strike damage. (Unlike the rogue‘s sneak 
  attack, the psychic strike is not precision damage and can 
  affect creatures otherwise immune to extra damage from 
  critical hits or more than 30 feet away, provided they are 
  living, intelligent creatures not immune to mind-affecting 
  effects.) 
   
  A psyker deals this extra damage only once when 
  this ability is called upon, but a psyker can imbue his 
  weapon with psychic energy again by regaining and 
  expending her ki focus.  
  
  CLASSES 
   
  19 
   
  Once a psyker has prepared her weapon for a 
  psychic strike, it holds the extra energy until it is used. 
  Even if the psyker drops the weapon, it is still imbued 
  with psychic energy. 
   
  The amount of damage done is increased by 1d6 for 
  every two psyker levels beyond 1st (2d6 at 3rd, 3d6 at 
  4th, etc.). Creatures that take damage from the psychic 
  strike receive a Will save to halve the damage. The DC of 
  this save is equal to 10 + 1/2 the psyker‘s level + the 
  psyker‘s Charisma modifier.  
   
  Beginning at 4th level, the psyker can affect fey, 
  giant, magical beast, and monstrous humanoid creature 
  types. At 8th level, the psyker can affect dragon, 
  elemental, and outsider creature types. 
   
  Ranged Soul weapon (Ex): Beginning at 2nd level, 
  the psyker can create a simple ranged weapon (with 
  ammunition) as his soul weapon. The ranged weapon or 
  its ammunition must be materialized again with a move 
  action one it is used. Physical ammunition can also be 
  used to reload a ranged soul weapon as fast as the psyker 
  would be able to with a standard weapon of its type.   
   
  Weapons with a standard reload time longer than a 
  move action (such as a heavy crossbow) cannot be 
  materialized.  
  Table 3-5: Psyker Spells Known 
  Level 
  Spells Known 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  1st 
  4 
  2 
   
   
   
   
   
  2nd 
  5 
  3 
   
   
   
   
   
  3rd 
  6 
  4 
   
   
   
   
   
  4th 
  6 
  4 
  2 
   
   
   
   
  5th 
  6 
  4 
  3 
   
   
   
   
  6th 
  6 
  4 
  4 
   
   
   
   
  7th 
  6 
  5 
  4 
  2 
   
   
   
  8th 
  6 
  5 
  4 
  3 
   
   
   
  9th 
  6 
  5 
  4 
  4 
   
   
   
  10th 
  6 
  5 
  5 
  4 
  2 
   
   
  11th 
  6 
  6 
  5 
  4 
  3 
   
   
  12th 
  6 
  6 
  5 
  4 
  3 
   
   
  13th 
  6 
  6 
  5 
  5 
  4 
  2 
   
  14th 
  6 
  6 
  6 
  5 
  4 
  3 
   
  15th 
  6 
  6 
  6 
  5 
  4 
  4 
   
  16th 
  6 
  6 
  6 
  5 
  5 
  4 
  2 
  17th 
  6 
  6 
  6 
  6 
  5 
  4 
  3 
  18th 
  6 
  6 
  6 
  6 
  5 
  4 
  4 
  19th 
  6 
  6 
  6 
  6 
  5 
  5 
  4 
  20th 
  6 
  6 
  6 
  6 
  6 
  5 
  5 
   
   
  Soul Weapon Enhancement (Su):  A psyker‘s soul 
  weapon improves as the character gains higher levels. At 
  4th level and every four levels thereafter, the soul 
  weapon gains a cumulative +1 enhancement bonus on 
  attack rolls and damage rolls (+2 at 8th  level, +3 at 
  12th level, +4 at 16th  level, and +5 at 20th  level).  
   
  The enhancement bonus can be used to apply any 
  magic weapon special abilities that do not rely on a 
  specific class or alignment. The soul weapon must have 
  an enhancement bonus of at least +1 before applying the 
  other abilities.  For ranged weapons, this bonus can apply 
  to either the weapon or the ammunition. 
   
  For example, a psyker can improve his soul weapon 
  to +1 flaming at 8th level. Changing this bonus requires 
  a standard action. 
   
  Augment Spell (Ex): Beginning at 4th level, a psyker 
  can augment spells by spending ki points. Most spells can 
  be augmented using the general augmentation rules (see 
  Chapter 6 - Magic). Some spells have additional 
  augmentation choices that are listed in the spell 
  description. 
    
   Some augmentations can be used multiple times for 
  a single spell being cast. Unless otherwise specified, the 
  maximum number of ki points that can be used to 
  augment a single spell is equal to the 1/2 the psyker‘s 
  level (minimum 1).  
   
  A spell can only be augmented from one ki pool 
  source. If an item is used to augment a spell, that item 
  can be the only source of augmentation for that casting. 
   
  Quick Materialization (Su): At 5th level, a psyker 
  becomes able to materialize his soul weapon as a free 
  action instead of a move action. The psyker may now 
  throw his soul weapon at his full normal rate of attack, as 
  if he had the Quick Draw feat 
   
  The psyker may also materialize and reload ranged 
  soul weapons as a free action. The psyker may now fire 
  materialized ammunition at his full normal rate of attack, 
  as if he had the Rapid Reload feat.  
   
  Improved Soul Weapon (Su): At 6th level, a psyker 
  can create any one-handed melee weapon or martial 
  ranged weapon he is proficient with as a soul weapon. 
   
  Alternatively, a psyker can create two identical light 
  weapons. The weapons can be used for fighting with a 
  weapon in each hand (the normal penalties for fighting 
  with two weapons apply). The psyker must choose which 
  weapons get all or a portion of his soul weapon 
  enhancement. 
   
  Weapons with a standard reload time longer than a 
  move action (such as a heavy crossbow) still cannot be 
  materialized.  
   
  Mind Flurry (Su): At 10th level, a psyker gains the 
  ability to momentarily fragment his soul weapon into 
  numerous identical weapons, each of which strikes at a 
  nearby opponent. 
   
  As a full attack, when wielding his soul weapon, a 
  psyker can give up his regular attacks and instead 
  fragment his soul weapon to make one melee attack at 
  his full base attack bonus against each opponent within 
  reach. Each fragment functions identically to the psyker's 
  regular soul weapon. 
   
  When using mind flurry, a psyker forfeits any bonus 
  or extra attacks granted by other feats or abilities (such as 
  the Cleave feat or the haste spell). The soul weapon 
  immediately reverts to its previous form after the mind 
  flurry attack. 
  
  Psionics Transcended: The Power of Ki 
   
   
  20 
   
  Greater Soul Weapon (Su): At 14th level, a psyker 
  can create any two-handed melee weapon or exotic 
  ranged weapon he is proficient with as a soul weapon. 
   
  Alternatively, a psyker can create two identical one-
  handed weapons. The weapons can be used for fighting 
  with a weapon in each hand (the normal penalties for 
  fighting with two weapons apply). The psyker must 
  choose which weapons get all or a portion of his soul 
  weapon enhancement. 
   
  Weapons with a standard reload time longer than a 
  move action (such as a heavy crossbow) still cannot be 
  materialized.  
   
  Soul Strike (Su): Beginning at 18th level, when a 
  psyker executes a psychic strike, he can choose to 
  substitute Constitution or Charisma damage (his choice) 
  for extra dice of damage. For each die of extra damage 
  he gives up, he deals 1 points of damage to the ability 
  score he chooses. A psyker can combine extra dice of 
  damage and ability damage in any combination. 
   
  The psyker decides which ability score his psychic 
  strike damages and the division of ability damage and 
  extra dice of damage when he imbues his soul weapon 
  with the psychic strike energy. All ability damage is 
  negated if the target makes the save vs. the psychic 
  strike. 
  Psychic Warrior (Archetype) 
  The psychic warrior has chosen to draw on physical 
  weaponry instead of her soul weapon.  
   
  Weapon and Armor Proficiency: Psychic Warriors 
  are proficient with all simple and martial weapons and 
  with all armor (light, medium, and heavy) and shields 
  (including tower shields). 
   
  Bonus Feats (Ex): The psychic warrior gains a bonus 
  feat at 1st, 2nd, 5th, 8th, 11th, 14th, 17th, and 20th 
  levels. These feats are in addition to those gained from 
  normal advancement.  These bonus feats must be 
  selected from those listed as combat feats or ki feats.  
   
  This replaces the following abilities: Soul Weapon, 
  Ranged Soul Weapon, Quick Materialization, Improved 
  Soul Weapon, Mind Flurry, and Greater Soul Weapon.  
   
  Powerful Insight (Ex): The psychic warrior is able to 
  rely on finely tuned combat instincts. He gains a +1 
  insight bonus to attack and damage rolls at 4th level, and 
  +1 every four levels after. This replaces the Soul Weapon 
  Enhancement ability.  
  Cavalier  
  War Mind (Archetype) 
  The civilized societies of Fermia eventually found the 
  need to study the principals of warfare. Cavaliers were 
  recruited and trained to defend the settlements from 
  Syl'ksh and Sylsos raiders. These cavaliers became known 
  as War Minds. 
   
  Order (Ex): The War Mind gains no challenge 
  benefit from joining an order. 
   
  Principals of Warfare: The war mind studies the art 
  of warfare and continually strives for perfection. This 
  replaces the challenge ability.  
   
  Chain of Personal Superiority (Ex): At 1st level, a war 
  mind learns the first principle of warfare for the individual 
  combatant: the ability to both deal punishment and take 
  it. Calling upon inner reserves of knowledge and 
  dedication, a war mind can provide himself with a +2 
  insight bonus to Strength and Constitution for up to 1 
  minute. A war mind can use this ability once per day as a 
  free action. At 10th level, the insight bonus to Strength 
  and Constitution improves to +4 and the number uses 
  increases to twice per day. 
   
  Chain of Defensive Posture (Ex): At 4th level, a war 
  mind learns the second principle of warfare for the 
  individual combatant: the ability to avoid the enemy‘s 
  counterattacks if that enemy is not immediately 
  overwhelmed. Calling upon inner reserves of knowledge 
  and dedication, a war mind can provide himself with a 
  +2 insight bonus to Armor Class and CMD for up to 1 
  minute. A war mind can use this ability once per day as a 
  free action. At 13th level, the insight bonus to Armor 
  Class improves to +4 and the number of uses increases to 
  twice per day.  
   
  Enduring Body (Ex): At 7th level, a war mind learns 
  the third principle of warfare for the individual 
  combatant: to unleash in oneself the spirit of the 
  enduring body. The spirit of the ideal body transforms a 
  war mind, granting him damage reduction 2/–.  At 19th 
  level, his damage reduction improves to 4/–. 
   
  Chain of Overwhelming Force (Su): At 16th level, a 
  war mind learns the fourth principle of warfare for the 
  individual combatant: to discover the underlying violence 
  of the world and deliver it in a perfectly executed attack. 
  The war mind taps into this underlying energy and apply 
  it to a single attack, dealing an extra 10d6 points of 
  damage. A war mind can use this ability once per day. 
  Activating this ability is a free action. If the attack misses, 
  the ability is wasted. 
   
  Sweeping Strike (Ex): At 12th level, a war mind 
  gains the ability to make great, sweeping swings with a 
  melee weapon. On each melee attack a war mind makes, 
  he can choose squares he threatens that are adjacent to 
  each other, and his attacks apply to creatures in those 
  two squares equally. A war mind can use this ability on 
  any attack, even an attack of opportunity or a cleave 
  attempt. 
   
  A war mind cannot use this ability if he has moved 
  more than 10 feet since the end of his last turn. If a war 
  mind hits both of his foes with a sweeping strike while 
  cleaving, the additional attack from the cleave is only 
  applied to one of the foes. The target of the additional 
  
  CLASSES 
   
  21 
  attacks from cleaving cannot be one of the two targets of 
  the sweeping strike.  
   
  This replaces the demanding challenge ability.  
  Cleric 
  Some clerics that worship an ideal or philosophy have 
  found access to new domains of power. They have 
  discovered the divine self and use divine magic granted 
  by the universe.  
   
  Some primitive races have attributed this awareness 
  to a mythical deity and some existing deities open these 
  domains to their faithful. As such, these domains are 
  universal and available to all clerics regardless of their 
  chosen deity. 
  Divine Mystic (Archetype)  
  A divine mystic believes in a mystical force the binds the 
  universe together instead of a particular deity. She uses 
  this mystical energy and channels in through her body as 
  if getting spells granted from a higher power. 
   
  Requirements: Any good aligned living creature.  
   
  Spells: Unlike a traditional cleric, a divine mystic can 
  cast any spell she knows without preparing it ahead of 
  time. To learn or cast a spell, a divine mystic must have a 
  Wisdom score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a divine 
  mystic‘s spell is 10 + the spell‘s level + the divine 
  mystic‗s Wisdom modifier. 
   
  Like other spellcasters, a divine mystic can cast only a 
  certain number of spells per day of each spell level. Her 
  base daily spell allotment is given on Table xx. In 
  addition, she receives bonus spells per day if she has a 
  high Wisdom score (see the Pathfinder Roleplaying Game 
  Core Rulebook). 
   
  Unlike other divine spellcasters, a a divine mystic‘s 
  selection of spells is extremely limited. A divine mystic 
  begins play knowing four 0-level spells and two 1st-level 
  spells of her choice. At each new cleric level, she gains 
  one or more new spells, as indicated on Table xx. Unlike 
  spells per day, the number of spells a divine mystic knows 
  is not affected by her Wisdom score; the numbers on 
  Table xx are fixed. 
   
  In addition to the spells gained by divine mystics as 
  they gain levels, each oracle also adds all of the cure 
  spells to her list of spells known (cure spells include all 
  spells with ―cure‖ in the name). These spells are added as 
  soon as the divine mystic is capable of casting them. The 
  divine mystic also adds her domain spell to her list of 
  spells known. These are both bonus spells, and do not 
  count towards the limit of spell known nor can they be 
  replaced. 
   
  Upon reaching 4th level, and at every even-
  numbered cleric level after that (6th, 8th, and so on), a 
  divine mystic can choose to learn a new spell in place of 
  one she already knows. In effect, the divine mystic loses 
  the old spell in exchange for the new one. The new spell‘s 
  level must be the same as that of the spell being 
  exchanged. A divine mystic may swap only a single spell 
  at any given level, and must choose whether or not to 
  swap the spell at the same time that she gains new spells 
  known for the level. She cannot swap any cure or domain 
  spells. 
   
  Unlike a normal cleric, a divine mystic need not 
  prepare her spells in advance. She can cast any spell she 
  knows at any time, assuming she has not yet used up her 
  spells per day for that spell level. 
   
  Divine mystics meditate for their spells. Each cleric 
  must choose a time when she must spend 1 hour each 
  day in quiet contemplation or supplication to regain her 
  daily allotment of spells. 
   
  This replaces the traditional spell casting abilities of 
  the Cleric.  
  Table 3-6: Divine Mystic Spells per Day 
  Level 
  Spell per day (by Spell Level) 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1st 
  3 
   
   
   
   
   
   
   
   
  2nd 
  4 
   
   
   
   
   
   
   
   
  3rd 
  5 
   
   
   
   
   
   
   
   
  4th 
  6 
  3 
   
   
   
   
   
   
   
  5th 
  6 
  4 
   
   
   
   
   
   
   
  6th 
  6 
  5 
  3 
   
   
   
   
   
   
  7th 
  6 
  6 
  4 
   
   
   
   
   
   
  8th 
  6 
  6 
  5 
  3 
   
   
   
   
   
  9th 
  6 
  6 
  6 
  4 
   
   
   
   
   
  10th 
  6 
  6 
  6 
  5 
  3 
   
   
   
   
  11th 
  6 
  6 
  6 
  6 
  4 
   
   
   
   
  12th 
  6 
  6 
  6 
  6 
  5 
  3 
   
   
   
  13th 
  6 
  6 
  6 
  6 
  6 
  4 
   
   
   
  14th 
  6 
  6 
  6 
  6 
  6 
  6 
  3 
   
   
  15th 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
   
   
  16th 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
   
  17th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
   
  18th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
   
   
  Spell Restrictions: Since the Divine Mystic considers 
  herself to be a divine being, she does no worship a deity. 
  As such, she is prohibited from casting any spell with an 
  alignment descriptor other than good (e.g., evil, chaos, or 
  lawful).  She does not have access to the spiritual energy 
  that powers those spells. Spells with the good descriptor 
  are considered to be 1 spell level higher for her 
  (protection from evil is level 2 instead of level 1) unless it 
  is on the domain spell list. The divine mystic is also 
  prohibited from casting any inflict spell (inflict spells 
  include all spells with ―inflict‖ in the name) or any spell or 
  ability that relies on negative energy to function. 
   
  Ki Pool (Su): At first level, the divine mystic gains a 
  pool of ki points, a supernatural energy harvested by 
  meditation and used to manipulate the spells and abilities. 
  
  Psionics Transcended: The Power of Ki 
   
   
  22 
  The number of points in a divine mystic‘s ki pool is equal 
  to 1/2 her divine mystic level + her Charisma modifier.  
   
  The divine mystic‘s ki pool is used to augment spells 
  and power other divine mystic abilities.  
   
  The ki pool replenishes each morning after 8 hours of 
  rest or meditation; these hours do not need to be 
  consecutive. If the divine mystic  possesses levels in 
  another class that grants a ki pool, divine mystic  levels 
  stack with the levels of that class to determine the total 
  number of ki points in the combined pool, but only one 
  ability score modifier is added to the total. The choice of 
  which score is used is made when the second class ability 
  is gained, and once made, the choice is set. The divine 
  mystic can now use ki points from this pool to power the 
  abilities of every class she possesses that grants a pool 
  Table 3-7: Divine Mystic Spells Known 
  Level 
  Spell Known (by Spell Level) 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1st 
  4 
  2 
   
   
   
   
   
   
   
   
  2nd 
  5 
  2 
   
   
   
   
   
   
   
   
  3rd 
  5 
  3 
   
   
   
   
   
   
   
   
  4th 
  6 
  3 
  1 
   
   
   
   
   
   
   
  5th 
  6 
  4 
  2 
   
   
   
   
   
   
   
  6th 
  7 
  4 
  2 
  1 
   
   
   
   
   
   
  7th 
  7 
  5 
  3 
  2 
   
   
   
   
   
   
  8th 
  8 
  5 
  3 
  2 
  1 
   
   
   
   
   
  9th 
  8 
  5 
  4 
  3 
  2 
   
   
   
   
   
  10th 
  9 
  5 
  4 
  3 
  2 
  1 
   
   
   
   
  11th 
  9 
  5 
  5 
  4 
  3 
  2 
   
   
   
   
  12th 
  9 
  5 
  5 
  4 
  3 
  2 
  1 
   
   
   
  13th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
   
   
   
  14th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
   
   
  15th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
   
   
  16th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
   
  17th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
   
  18th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  19th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  2 
  20th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  3 
   
   
   
  Deity: The Divine mystic has no true deity that it 
  worships. She worships the divine self and believes all 
  living things were born to seek divinity. The divine 
  mystic‘s holy symbol is a custom symbol of her own 
  choosing. It must be presented in all instances where a 
  cleric‘s holy symbol is required.  
   
  Domains:  A divine mystic chooses only one domain 
  instead of two at 1st level. Divine mystics are restricted to 
  domains that have a deity of divine self or universal. The 
  divine mystic can cast her domain spell any number of 
  times per day up to her daily allotment of spells.  
   
  Channel Energy (Su):  Unlike traditional clerics, a 
  divine mystic always channels positive energy if they are a 
  living creature. The amount of damage healed or dealt 
  increases by 1d6 every three levels instead of every two 
  (2d6 at 4th, 3d6 at 7th, 4d6 at 10th, 5d6 at 13th, 6d6 at  
  16th, and 7d6 at 19th). 
   
  A divine mystic can increase the amount of damage 
  healed or harmed by 1d6 for every ki point spent. The 
  number of ki points that can be spent for each channel is 
  restricted to 1/2 the divine mystic level.  
   
  Augment Spells (Su): Beginning at 4th level, a 
  divine mystic can use standard spell augmentations on 
  any spells with the healing subclass or the good spell 
  descriptor.   
   
  Psionic Cure (Su): Beginning at 8th level, as a 
  standard action, you can cast any single-target cure spell 
  by spending a number of ki points equal to the cure spell 
  level (cure spells include all spells with ―cure‖ in the 
  name). However, you do not gain the caster level 
  adjustment to healing. If the cure heals 2d8 + 1 per 
  caster level, your psionic cure spell only heals 2d8 hit 
  points.  
   
  You can spend 1 additional ki point to grant the 
  psionic cure spell a range of close (25ft + 5 ft./2 levels) 
  that can be cast on a willing creature.  
   
  You may cast the psionic cure spell on multiple 
  targets by spending 1 additional ki point for each target 
  after the first. The targets must all be in range and no 
  more than 30‘ from any other target. You must spend the 
  ki point to make the spell a close-ranged spell.  
   
  You still need line of sight to cast on any target. 
  Spells cast this way do not count towards your daily spell 
  allotment. The total number of ki points that can be spent 
  on any single psionic cure spell casting cannot exceed 1/2 
  your cleric level. 
  Psionic Domains 
  The following cleric domains can be selected by the divine 
  mystic, a specific deity, or, with the agreement of the 
  GM, as part of the cleric‘s spiritual inclinations and 
  abilities. In order to choose a psionic domain, the 
  character must have a ki pool as a class feature, a race 
  trait, or a feat.  
   
  Two or more associated domains are listed to allow 
  selection of psionic domains based on existing deities. A 
  psionic domain can be selected as a replacement for, but 
  not in addition to any associated domain.  
   
  For example, the Energy domain lists Air, Earth, Fire, 
  and Water as associated domains. If you have a ki pool 
  you could select the Energy domain as one, but would be 
  prohibited from selecting Air, Earth, Fire, or Water as a 
  second domain.  
  Astral Domain 
  Deities: Divine Self, Universal 
  Associated Domains: Liberation, Travel  
   
  Granted Powers: You see beyond yourself and the 
  physical world into the great astral plane. Your power 
  comes from utilizing that knowledge to travel great 
  distances quickly. 
  
  CLASSES 
   
  23 
   
  Speed Bust (Su): As a swift action, you gain a burst 
  of speed doubling your movement in whatever form you 
  are travelling. If you are riding a mount, the mount 
  increases speed. You can use this ability a number of 
  rounds per day equal to 3 + your Wisdom modifier. 
   
  Temporal Evacuation (Su): At 8th level, you can 
  teleport yourself and your allies to a location you have 
  established. To establish a location, you must mediate or 
  pray in the area undisturbed for 8 consecutive hours. The 
  number of allies that can be evacuated this way is equal 
  to your wisdom modifier and must be visible to you. You 
  can use this ability once per day as an immediate action. 
  You must establish the location again after the ability is 
  used.  
   
   
  Domain Spells: 1st – astral traveler; 2nd – 
  dimension swap; 3rd – astral caravan; 4th – dimension 
  door*; 5th – teleport*; 6th – banishment*; 7th – divert 
  teleport; 8th – maze*; 9th – astral imprisonment 
  Body Domain 
  Deities: Divine Self, Universal 
  Associated Domains: Healing, Protection 
   
  Granted Powers: You utilize spells that transform 
  the body through psychometabolism to provide better 
  protection for yourself and your allies. 
   
  Enhanced Healing (Su): Beginning at 4th level, you 
  gain a psychic connection to your channel energy. You 
  can reroll any 1 that comes up the first time you roll when 
  using channel energy to heal. You must take the results 
  of the second roll. 
   
  Psychic Healing (Su): Beginning at 8th level, you can 
  cast any single-target cure or inflict spell you know when 
  you heal a target by spending 1 ki point. The spell gains a 
  range of close (25ft + 5 ft./2 levels) and can be cast on 
  one willing creature (this may be augmented if you have 
  the ability to use standard augmentations for this spell).  
   
  Domain Spells: 1st - thicken skin; 2nd – 
  biofeedback; 3rd - body purification; 4th - greater energy 
  adaptation; 5th - leech field; 6th - fuse flesh; 7th - 
  energy conversion; 8th – fusion; 9th - affinity field 
  Creator Domain 
  Deities: Divine Self, Universal 
  Associated Domains: Artifice, Animal 
   
  Granted Powers: You utilize spells that draw 
  ectoplasm or matter from the Astral Plane, creating 
  semisolid and solid items such as armor, weapons, or 
  animated constructs to do battle at your command. 
   
  Construct Repair (Su): You gain the ability to affect 
  constructs with your channel energy ability, cure spells, 
  and inflict spells. You heal or harm constructs as if they 
  were living creatures. Constructs that are immune to 
  magic are immune to this ability as well. 
   
  Astral Companion (Ex): At 4th level, you gain the 
  service of an astral companion. Your effective psion 
  (shaper) level for this astral companion is equal to your 
  cleric level – 3.  
   
  Domain Spells: 1st - entangling ectoplasm; 2nd - 
  concealing amorpha; 3rd - dismiss ectoplasm; 4th - wall 
  of ectoplasm; 5th - major creation; 6th - acid fog*; 7th - 
  oak body; 8th - iron body; 9th – gate* 
  Mind Domain 
  Deities: Divine Self, Universal 
  Associated Domains: Charm, Madness 
  Granted Powers: Your mind if in tune with the universe 
  and gain insight into yourself and others. You gain Iron 
  Will as a bonus feat. 
   
  Divine Wit (Ex): You are able to focus your mind 
  when communicating with others. As a swift action, you 
  gain a bonus to Bluff, Diplomacy, and Sense Motive 
  checks  equal to 1/2 your cleric level (minimum 1) for 
  interaction with one party. Each time a check is made, the 
  bonus is reduced by one until gone. The bonus expires 
  when communication ceases or the parties leave the 
  presence of the other. If the party is a group, the bonus 
  only applies when addressing the entire group, not an 
  individual member of the group. You can use this ability a 
  number of times per day equal to 3 + your Wisdom 
  modifier. 
   
  Domain Spells: 1st - attraction, 2nd - detect hostile 
  intent, 3rd - mindlink, 4th – empathic feedback, 5th - 
  telepathic bond, 6th - mind probe, 7th - brain spider, 8th 
  - mind blank, 9th - psychic chirurgery 
  Energy Domain 
  Deities: Divine Self, Universal 
  Associated Domains: Air, Earth, Fire, Water 
   
  Granted Powers: You have mastered control of the 
  psychokinetic energy that surrounds all living things. 
   
  Energy Dart (Sp): You can use the energy dart spell 
  as a spell-like ability a number of time per day equal to 3 
  + your Wisdom modifier.  
   
  Energy Resistance (Ex):  At 6th level, you gain resist 
  5 to one of the following energy types: cold, fire, sonic, 
  or electricity (choose one). You gain resist 5 to another 
  energy type at 10th level, 14th level, and 18th level. You 
  cannot choose the same energy type twice.  
   
  Domain Spells: 1st - energy ray; 2nd - energy stun; 
  3rd - energy bolt; 4th - greater energy adaptation; 5th - 
  energy cone; 6th - dispelling buffer; 7th - energy 
  conversion; 8th -fire storm; 9th - Implosion 
  Prophet Domain 
  Deities: Divine Self, Universal 
  Associated Domains: Knowledge, Luck 
   
  Granted Powers: You learn precognitive spells to 
  aid your comrades in combat, as well as spells that permit 
  you to gather information in many different ways. 
  
  Psionics Transcended: The Power of Ki 
   
   
  24 
   
  Clairvoyant Lore (Su): You can study a creature to 
  learn about its abilities and weaknesses. You can examine 
  structures and get a glimpse of its history. As a standard 
  action, you gain information about a creature as if you 
  made the appropriate Knowledge skill check with a result 
  equal to 15 + your cleric level + your Wisdom modifier.  
   
  For structures and places, you need to spend 10 
  minutes to get a feel for the information. You can only 
  gain historical or local knowledge  this way. 
   
  Chart Destiny (Ex): At 8th level, as an immediate 
  action, you can reroll any one d20 roll you have just 
  made even after the results of the roll are revealed. You 
  must take the result of the reroll, even if it‘s worse than 
  the original roll. You can use this ability once per day at 
  8th level, and one additional time per day for every four 
  cleric levels beyond 8th. 
   
   
  Domain Spells: 1st – precognition; 2nd – feat leech; 
  3rd – improbability shield; 4th – aura sight; 5th – spell 
  resistance; 6th – contingency; 7th – greater scrying*; 8th 
  – moment of prescience*; 9th – foresight*;  
  Monk 
  Elocater (Archetype) 
   
  Sidestep Charge (Ex): At 2nd level, an elocater 
  gains Sidestep Charge as a bonus feat even if she does 
  not meet the prerequisites. If the character already has 
  this feat, she gains no benefit. This replaces the evasion 
  ability. 
   
  Flanker (Ex): An elocater 3rd level or higher can 
  flank enemies from seemingly impossible angles. She can 
  designate any adjacent square as the square from which 
  flanking against an ally is determined (including the 
  square where she stands, as normal). She can designate 
  the square at the beginning of her turn or at any time 
  during her turn. The designated square remains her 
  effective square for flanking until she is no longer 
  adjacent to it or until she chooses a different square (at 
  the start of one of her turns). The character can even 
  choose a square that is impassable or occupied. This 
  replaces the fast movement ability.  
   
  Scorn Earth (Su): At 4th level, an elocater‘s feet lift 
  from the ground. From now on, she can float a foot 
  above the ground. Instead of walking, she glides along, 
  unconcerned with the hard earth or difficult terrain. While 
  she remains within 1 foot of a flat surface of any solid or 
  liquid, she can take normal actions and make normal 
  attacks, and can move at her normal speed (she can even 
  ―run‖ at four times her normal speed). However, at 
  distances higher than 1 foot above any surface, her speed 
  diminishes to 10 feet per round. 
   
  While she remains within 1 foot of a surface, she can 
  make melee and ranged attacks normally, but if she 
  moves any higher, she incurs the penalties on melee and 
  ranged attack rolls as if she were the subject of a levitate 
  spell. 
   
  The elocator can must stay within 20 ft.of the 
  surface at 4th level +10 ft. every two levels thereafter. At 
  20th level the elocator can be at any distance above the 
  surface. If the elocator falls from a distance higher than 
  her limit, she takes the difference in falling damage.  
   
  This replaces the slow fall and high jump abilities. 
   
  Opportunistic Strike (Ex): Beginning at 5th level, an 
  elocater‘s hyperawareness of spatial relations gives her an 
  instinctive view of the battlefield, which allows her to 
  make a cunning attack against distracted opponents. The 
  elocater gains a +2 insight bonus on her attack roll and 
  her damage roll (if the attack hits) for the first attack she 
  makes against an opponent that has been dealt damage 
  in melee by another character since the elocater‘s last 
  action. At 9th level the insight bonus increases to +4, and 
  at 13th level the insight bonus increases to +6. This 
  ability replaces purity of body.  
   
  Dimension Step (Su): Beginning at 7th level, an 
  elocater can slip psionically between spaces as if using the 
  dimension door* spell, once per day. The elocater cannot 
  bring any other creatures with her. Her caster level for 
  this ability is equal to her elocater level. This replaces the 
  abundant step ability. 
   
  Transporter (Sp): At 9th level, an elocater gains 
  both teleport* and plane shift* as spell-like abilities that 
  can be used by spending 3 ki points. This replaces the 
  improved evasion ability.  
   
  Capricious Step (Ex): At 11th level, an elocater can 
  take an extra 5-foot step in any round when she doesn‘t 
  perform any other movement (except for the first 5-foot 
  step). Like the first, the second 5-foot step does not 
  provoke attacks of opportunity. The character can take 
  the extra 5-foot step immediately after taking the first, or 
  wait until the end of her other actions for the round. In all 
  other ways, the rules for taking a 5-foot step apply. This 
  replaces the diamond body ability. 
   
  Dimension Spring Attack (Su): An elocater of 17th 
  level or higher can use her dimension step ability in 
  conjunction with a Spring Attack (if she has the feat) 
  once per day. This ability can be used only against 
  opponents within 60 feet to which the elocater has line of 
  sight. She can dimension step up to the target, use Spring 
  Attack, and then use dimension step to return to her 
  starting point. (When she uses this ability, the total 
  distance she can travel before and after the attack is not 
  limited by her speed.) The use of this ability counts as her 
  use of the dimension step ability on that day (and this 
  ability is not available during a day when she has already 
  used dimension step). This replaces timeless body. 
   
  Accelerated Action (Su): When she attains 20th 
  level, an elocater can accelerate herself and thereby take 
  more actions than normal. An elocater can accelerate 
  herself for a total of 5 rounds per day. She can choose to 
  parcel out her accelerated actions in 1-round increments. 
  
  CLASSES 
   
  25 
  (This effect is not cumulative with similar effects that 
  provide additional actions, such as schism or a haste 
  spell—and in fact an elocater can‘t take an accelerated 
  action if affected by these or similar effects.) 
   
  If she makes a full attack while accelerated, an 
  elocater can make one extra attack with any weapon she 
  is holding. The attack is made using her full base attack 
  bonus, plus any modifiers appropriate to the situation. If 
  the elocater uses her accelerated action to move, she 
  gains an enhancement bonus to her speed of +30 feet. 
  The elocater can use her accelerated action to cast a spell, 
  as long as she has not already cast a spell in the current 
  round and the one she wants to cast has a casting time of 
  1 standard action or shorter. While accelerated, she gains 
  a +2 dodge bonus on attack rolls and Reflex saves and a 
  +2 dodge bonus to Armor Class. Any condition that 
  makes her lose her Dexterity bonus to Armor Class (if 
  any) also makes her lose these dodge bonuses. 
   
  This replaces the Perfect Self ability. 
  Oracle 
  Uncarnate Mystery 
  Deities: Divine Self, Universal 
  Class Skills: An oracle with an uncarnate mystery adds 
  Bluff (Cha) and Disguise (Cha) as class skills. 
  Bonus Spells:  
  Revelations: An oracle with the uncarnate mystery can 
  choose from the following revelations. 
   
  Incorporeal Touch (Su): You can make a melee touch 
  attack that deals1d6 points of damage. Your Strength 
  modifier is not applied to this attack, but it is effective 
  against incorporeal creatures (and against corporeal 
  creatures while you are incorporeal). Your hand and arm 
  seem to become slightly translucent when you makes 
  these attacks. A miss still counts as a use of the ability. 
   
  While uncarnate (see below), you can make melee 
  touch attacks at will that do not count against his uses of 
  this ability.  
   
  You can use this ability once per day, plus one 
  additional time per day at 5th level and every 5 levels 
  after. The damage also increases by 1d6 at 5th level and 
  every 5 levels after. 
   
  Uncarnate Armor (Su): If you are wearing armor (or 
  using inertial armor or a similar effect) you get your armor 
  bonus to AC even when you become incorporeal (see 
  Shed Body, below). However, unlike other incorporeal 
  creatures, you do not gain a deflection bonus to Armor 
  Class from your Charisma modifier. This ability works 
  even if the armor being worn becomes incorporeal (such 
  as through the use of the assume equipment ability 
  described below). 
   
  Shed Body (Su): You can become incorporeal (or 
  ―uncarnate‖) once per day as a standard action. You can 
  remain uncarnate for up to 1 minute. During this time, 
  your body fades into an immaterial form that retains your 
  basic likeness. While uncarnate, you gain the incorporeal 
  subtype (see below). You gains a fly speed equal to your 
  land speed (perfect maneuverability). You material 
  weapons also remain corporeal. Losing your physical form 
  allows you to more easily access your mental abilities, and 
  you gain a +1 bonus on all save DCs for spells you casts 
  while uncarnate. 
   
  You can use equipment normally, deriving benefits 
  from items that enhance you capabilities; however, all 
  you equipment remains material even when you areu 
  ncarnate (but see the assume equipment mystery, 
  described below).  
   
  Often, a psion uncarnate appears almost like a ghost 
  wearing items of the material world. This doesn‘t make 
  his equipment more susceptible to attack (the normal 
  rules for attended objects apply), but it does make it 
  impossible for the character to enter or pass through solid 
  objects while wearing solid equipment. If he drops his 
  material equipment, he can pass through solid objects at 
  will as described below. 
   
  At 6th level and higher, a psion uncarnate can shed 
  his body twice per day for up to 1 minute each time.  
   
  Assume Equipment (Su): You can designate a 
  number of pieces of your worn equipment (including 
  armor and weapons) equal to your oracle level to become 
  incorporeal when you use your shed body ability. This has 
  no effect on the equipment‘s function, but now when 
  you are incorporeal, you can enter or pass through solid 
  objects while wearing nothing other than the designated 
  equipment. 
  Once 
  designated, 
  the 
  equipment 
  automatically changes to incorporeal when you shed your 
  body, and it returns to corporeality when you do. You 
  can change the designations as you desire. 
   
  Assume Likeness (Su): While incorporeal, you can 
  assume the likeness of any Small, Medium, or Large 
  creature as a standard action that does not provoke 
  attacks of opportunity. Your abilities do not change, but 
  you appear to be the creature that you assume the 
  likeness of, allowing you the ability to effectively disguise 
  yourself and bluff those who might wonder at your true 
  nature. Each physical interaction with a creature requires 
  a successful Bluff check (opposed by the creature‘s Sense 
  Motive check) to convince the creature of your new 
  appearance. You must not do anything to give away your 
  true (incorporeal) nature in order for the bluff to be 
  successful; for instance, if you accept an item from 
  another creature only to have it fall through your 
  immaterial hands, the Bluff check automatically fails. 
  However, a Bluff check would be allowed if you used the 
  telekinetic force mystery (see below) to hold the received 
  item. 
   
  When using your assume likeness ability, you have 
  an additional +10 circumstance bonus on Disguise 
  checks. If you can read an opponent‘s mind, you gets a 
  
  Psionics Transcended: The Power of Ki 
   
   
  26 
  further +4 circumstance bonus on Bluff and Disguise 
  checks. 
   
  Telekinetic Force (Su): While incorporeal, you can 
  use a telekinetic force effect as a standard action that 
  does not provoke attacks of opportunity. The save DC is 
  equal to 14 + the Wisdom modifier. Your caster level is 
  the caster level of the effect. 
   
  Even while corporeal, you can use this ability, but 
  only three times per day (uses while you are uncarnate do 
  not count against this use limit). 
   
  Uncarnate Bridge (Su): As a creature of almost pure 
  mind, you become more closely attuned to the minds of 
  other creatures. You gain the ability to transport yourself 
  via the minds of living creatures. Once per day as a 
  standard action while incorporeal, you can seamlessly 
  enter any living creature with an Intelligence score and 
  pass to another living creature with an Intelligence score 
  that is within line of sight of the first creature. 
   
  You must be in a space adjacent to the entry 
  creature before transporting, and you appears in a space 
  adjacent to the destination creature after transporting. 
  The entry and destination creatures need not be familiar 
  to you. You cannot use yourself as the entry or 
  destination creature. Neither creature need be a willing 
  participant. 
   
  When exiting the destination creature, you choose 
  an adjacent square in which to appear. Entering and 
  leaving a creature is painless, unless you wish otherwise 
  (see below). In most cases, though, the destination 
  creature finds being the endpoint of a mental bridge 
  surprising and quite unsettling. 
   
  If you desire, you can destructively exit the 
  destination creature. If the creature fails a Will save (DC 
  15 + your Wisdom modifier), you tune your mental form 
  to destructively interfere with the target‘s mind. You 
  burst forth explosively from the creature‘s body, dealing it 
  1d6 points of damage for every 2 oracle levels you 
  possess (max 10d6).  
   
  Final Revelation: Upon reaching 20th level, you 
  become a being of pure psionic consciousness. This ability 
  is similar to shed body, except you are permanently 
  incorporeal (and gain that subtype). If you desire, you can 
  become corporeal once per day for up to 1 minute, but 
  you spend the rest of your time as an entity of mind 
  untethered by the physical world. 
   
  Incorporeal Subtype: While you are incorporeal, 
  you have no physical body. Only other incorporeal 
  creatures, magic weapons, creatures that strike as magic 
  weapons, spells, spell-like abilities, or supernatural 
  abilities, can harm you. You are immune to all nonmagical 
  attack forms. Even when hit by spells or magic weapons, 
  you have a 50% chance to ignore any damage from a 
  corporeal source (except for positive energy, negative 
  energy, force effects, or attacks made with ghost touch 
  weapons). 
   
  While incorporeal, you have no natural armor 
  bonus—and, unlike other incorporeal creatures, do not 
  gain a deflection bonus from your Charisma modifier. 
  You can enter or pass through solid objects while 
  incorporeal (subject to the restrictions described in the 
  shed body and assume equipment abilities), but must 
  remain adjacent to the object‘s exterior, and so cannot 
  pass entirely through an object whose space is larger than 
  your own. You can sense the presence of creatures or 
  objects within a square adjacent to your current location, 
  but enemies have total concealment (50% miss chance) 
  from you while inside an object. To see farther from the 
  object you are in and attack normally, you must emerge. 
  While inside an object, you have total cover, but when 
  you attack a creature outside the object, you only have 
  cover, so a creature outside with a readied action could 
  strike at you as you attack. You cannot pass through a 
  force effect while incorporeal. 
   
  Your incorporeal attacks pass through (ignore) 
  natural armor, armor, and shields, although deflection 
  bonuses and force effects work normally against you. You 
  can pass through and operate in water as easily as you do 
  in air. You cannot fall or take falling damage while 
  incorporeal. You cannot make trip or grapple attacks, nor 
  can he be tripped or grappled. In fact, you cannot take 
  any physical action that would move or manipulate an 
  opponent or its equipment, nor are you subject to such 
  actions. 
   
  While incorporeal, you have no weight and do not 
  set off traps that are triggered by weight. You move 
  silently and cannot be heard with Perception checks if 
  you do not wish to be. You have no Strength score, so 
  your Dexterity modifier applies to both your melee attack 
  rolls and your ranged attack rolls. Nonvisual senses, such 
  as scent and blindsight, are either ineffective or only 
  partly effective with regard to you while incorporeal. You 
  have an innate sense of direction and can move at full 
  speed even when they cannot see. 
  Ranger 
  Slayer (Archetype) 
  The rangers of Fermia faced different challenges. Psionic 
  creatures stalked their prey out of sight and sound. The 
  slayers evolved from being prey to being the hunter in 
  order to survive. The slayer is an important part of 
  Fermian clan life; she keeps the villages safe and scouts 
  ahead for new settlement areas. 
   
  Natural Enemy (Ex): Slayers consider creatures with 
  the shapechanger or psionic subtype as their natural 
  favored enemy. Any creature with a ki pool is considered 
  to have the psionic subtype. This replaces the first favored 
  enemy selection of the ranger. Slayers also gain an 
  additional +2 bonus to sense motive and perception to 
  see through bluff and disguise attempts of a shape 
  
  CLASSES 
   
  27 
  changer. This is in addition to their standard favored 
  enemy bonuses.  
   
  Enemy Sense (Su): A slayer can sense the presence 
  of her favored enemy within 60 feet of herself, even if 
  they are hidden by darkness or walls, but she cannot 
  discern their exact location. This ability replaces wild 
  empathy.   
   
  Wild Talent (Ex): The slayer gains the Wild Talent 
  feat at 3rd level. This ability replaces Endurance.  
   
  Protected Mind: At 4th level, a slayer gains 
  increasing mental protection against its enemies. This 
  ability replaces hunter's bond. 
   
  Lucid Buffer (Ex): A a slayer becomes especially 
  skilled at resisting mental attacks. She gains a +2 
  competence bonus on saving throws against all 
  compulsions and mind-affecting effects. This ability is 
  active even if the slayer is unconscious, stunned, or 
  otherwise helpless. This increases to +4 at 8th level. 
   
  Cerebral Blind (Su): After reaching 12th level, a 
  slayer is protected from all devices, abilities, and spells 
  that reveal location. This ability protects against 
  information gathering by spells or effects that reveal 
  location. 
   
  The ability even foils bend reality, limited wish, 
  miracle, reality revision, and wish when they are used to 
  gain information about the slayer‘s location (however, 
  metafaculty can pierce this protective barrier). In the case 
  of scrying that scans an area a slayer is in, the effect 
  works, but the slayer simply isn‘t detected. Scrying 
  attempts that are targeted specifically at a slayer do not 
  work. This ability is active as long as the slayer is Ki 
  focused. 
   
  Cerebral Immunity (Su): On reaching 16th level, a 
  slayer gains protection from all devices, abilities, and 
  spells that influence the mind. This ability shields her 
  against almost all mind-affecting spells and effects 
  (though the slayer can selectively allow spells to affect 
  her). The ability even foils bend reality, limited wish*, 
  miracle*, reality revision, and wish* when they are used 
  to mentally influence a slayer. This ability is active as long 
  as the slayer is Ki focused. 
   
  Spells: The slayer can also prepare spells from the 
  psyker spell list by spending 1 ki point per spell level. 
  While the psyker spell is prepared, the ki point cannot be 
  regenerated. The spells are cast psionically but cannot be 
  augmented.  
   
  Quarry (Ex): At 11th level, a slayer can use quarry 
  against natural enemies and favored enemies. 
   
  Breach Spell Resistance (Su): A slayer of 12th level 
  or higher can enhance her weapon with psionic might. 
  Each successful melee attack (or ranged attack if the 
  target is within 30 feet) she makes with her weapon 
  against a creature with spell resistance temporarily 
  reduces its spell resistance by 1. Unless the creature is 
  slain, its lost spell resistance returns all at once 12 hours 
  later. This ability is active as long as the slayer is Ki 
  focused. The ability replaces Hide in Plain Sight. 
   
  Camouflage (Ex): The slayer gains this ability at 
  17th level instead of 12th level.  
   
  Improved Quarry (Ex): At 19th level, a slayer can 
  use improved quarry against natural enemies and favored 
  enemies.  
   
  Master Hunter (Ex): A slayer can use this ability 
  against natural enemies.  
   
   
   
   
  
  Psionics Transcended: The Power of Ki 
   
   
  28 
  Chapter 4 - Psionic Companions 
  Psionic characters have the ability to create both 
  temporary and long-term companions. The companions 
  are constructs that can be created using feats, spells, or 
  abilities.  
  Astral Constructs 
  Astral constructs are brought into being by a psion 
  (shaper) using the astral construct spell. They are formed 
  from raw ectoplasm (a portion of the astral medium 
  drawn into the material plane). The level of the spell 
  caster determines the level and abilities of the construct. 
  However, even astral constructs of the same level vary 
  somewhat from each other, depending on the whims of 
  their creators. 
   
  In many ways, they share similarities to animated 
  objects rather than golems.  
  Combat 
  Astral constructs act as directed by their creators. As a 
  free action, a construct‘s caster can direct the construct to 
  attack particular enemies, use specific tactics or spells, 
  perform other actions, or do nothing at all. The construct 
  does exactly what its creator directs it to do.  
   
  Construct Traits: An astral construct has construct 
  traits (see the appendix in the Bestiary).  
   
  Special Abilities: Every time an astral construct is 
  created, the spellcaster can choose to apply special 
  abilities to the construct. When the spellcaster begins to 
  cast the astral construct spell, he chooses one or more 
  special abilities using augment points for that level of 
  astral construct. The list of available augments is detailed 
  below and cost 1, 2, or 4 points each. 
  Creating an Astral Construct 
  When casting the astral construct spell, the spellcaster 
  assembles the desired creature by choosing augments, as 
  specified in the construct‘s statistics in the Astral 
  Construct Abilities table below. The creator gets a base 
  allocation of augment points that can be spent on 
  augments for the construct. Multiple selections of the 
  same menu choice do not stack unless the ability 
  specifically notes that stacking is allowed. Additional 
  augments can be purchased by spending 2 ki points per 
  augment point (up to a maximum of 1/2 the psion‘s 
  caster level).  
   
  Some augment choices grant an astral construct the 
  ability to cast specific spells as spell-like abilities. Unless 
  using the ability is a free action, an astral construct 
  casting such a spell does so as a standard action that 
  provokes attacks of opportunity. All such spells have a 
  spellcaster level equal to the astral construct‘s Hit Dice or 
  the creator‘s spellcaster level, whichever is lower. 
   
  An astral construct does not need to meet the 
  prerequisites for a feat granted by an augment choice.  
  Sculpting 
   The creator can mold or sculpt the astral construct 
  according to her whim within the limits imposed by the 
  creature‘s size. This can be done when the construct is 
  created and as a standard action at any time later on. 
   
  The quality of such ―construct sculpture‖ is 
  determined by a Craft (sculpting) check. A result of 10 to 
  19 creates a creature that is recognizably similar to the 
  desired creature shape; a result of 20 to 29 creates a 
  construct that looks like an accurate portrayal of that 
  creature type; a result of 30 or higher creates a construct 
  that looks like a specific individual. No matter how high 
  the Craft (sculpting) check result, though, an astral 
  construct‘s appearance can‘t hide the otherworldly 
  material from which it is formed. 
   
  Unless the construct has the ability to fly, sculpted 
  wings are only ornamental. Extra limbs do not offer extra 
  attacks unless that augment was chosen during its 
  creation. 
  Astral Companions 
  Shapers gain the ability to create an astral companion. 
  This companion is a limited form of the astral construct 
  created using the astral construct spell. See the table 
  below for what level astral construct can be created as a 
  companion. For example, a level 9 shaper can create a 6 
  Hit Dice astral construct as a companion. 
  Permanent Construction Cost 
  Astral constructs can be made permanent by binding the 
  ectoplasm to a mixture of rare earths and oils. The cost of 
  making the binding mixture for the construct is listed 
  above as the construct cost. This cost is only required to 
  be paid is making a permanent construct. It requires one 
  day for each 1,000 gp in cost to prepare the mixture for 
  binding. A Craft (Sculpting) check is required to ensure 
  the mixture is the proper consistency (DC = 10 + 
  construct level).  The shaper must also have the Craft 
  Construct feat. Once the materials are ready, the astral 
  construct spell is cast into the materials to create the 
  permanent astral construct. 
   
  Only a shaper can make an astral construct 
  permanent and only 1 astral construct can exist in the 
  control 
  of 
  a 
  shaper 
  (temporary, 
  companion, 
  or 
  permanent). The astral construct spell will fail if the 
  shaper controls an astral construct (in any form). 
   
   
  
  PSIONIC Companions 
   
  29 
  Table 4-1: Astral Construct Abilities 
  Caster 
  Level 
  HD 
  BAB 
  Base 
  Saves 
  Size 
  Natural 
  Armor 
  Str 
  Dex 
  Bonus 
  HP 
  CP 
  Ki 
  Cost 
  Perm 
  Cost 
  Craft 
  DC 
  Comp. 
  HD 
  Special 
  Abilities 
  1 
  1 
  +1 
  +0 
  S 
  +1 
  15 
  15 
  10 
  1 
  - 
  2,000 
  11 
  1 
   
  2 
  2 
  +2 
  +0 
  S 
  +2 
  16 
  15 
  10 
  1 
  - 
  4,000 
  12 
  1 
   
  3 
  3 
  +3 
  +1 
  S 
  +3 
  17 
  15 
  10 
  1 
  1 
  6,000 
  13 
  1 
   
  4 
  4 
  +4 
  +1 
  M 
  +4 
  19 
  13 
  20 
  2 
  1 
  8,000 
  14 
  2 
   
  5 
  5 
  +5 
  +1 
  M 
  +5 
  20 
  13 
  20 
  2 
  2 
  10,000 
  15 
  2 
   
  6 
  6 
  +6 
  +2 
  M 
  +6 
  21 
  13 
  20 
  2 
  2 
  12,000 
  16 
  3 
   
  7 
  7 
  +7 
  +2 
  M 
  +7 
  22 
  13 
  20 
  3 
  3 
  14,000 
  17 
  3 
   
  8 
  8 
  +8 
  +2 
  M 
  +8 
  23 
  13 
  20 
  3 
  3 
  16,000 
  18 
  4 
   
  9 
  9 
  +9 
  +3 
  M 
  +9 
  24 
  13 
  20 
  3 
  4 
  18,000 
  19 
  4 
   
  10 
  10 
  +10 
  +3 
  L 
  +10 
  27 
  11 
  30 
  4 
  4 
  20,000 
  20 
  5 
  DR 5/magic 
  11 
  11 
  +11 
  +3 
  L 
  +11 
  28 
  11 
  30 
  4 
  5 
  22,000 
  21 
  6 
  DR 5/magic 
  12 
  12 
  +12 
  +4 
  L 
  +12 
  29 
  11 
  30 
  4 
  5 
  24,000 
  22 
  7 
  DR 5/magic 
  13 
  13 
  +13 
  +4 
  L 
  +13 
  30 
  11 
  30 
  5 
  6 
  26,000 
  23 
  8 
  DR 5/magic 
  14 
  14 
  +14 
  +4 
  L 
  +14 
  31 
  11 
  30 
  5 
  6 
  28,000 
  24 
  9 
  DR 10/magic 
  15 
  15 
  +15 
  +5 
  L 
  +15 
  32 
  11 
  30 
  5 
  7 
  30,000 
  25 
  10 
  DR 10/magic 
  16 
  16 
  +16 
  +5 
  L 
  +16 
  33 
  11 
  30 
  6 
  7 
  32,000 
  26 
  11 
  DR 10/magic 
  17 
  17 
  +17 
  +5 
  L 
  +17 
  34 
  11 
  30 
  6 
  8 
  34,000 
  27 
  12 
  DR 10/magic 
  18 
  18 
  +18 
  +6 
  H 
  +18 
  35 
  11 
  40 
  6 
  8 
  36,000 
  28 
  13 
  DR 10/magic 
  19 
  19 
  +19 
  +6 
  H 
  +19 
  36 
  11 
  40 
  7 
  9 
  38,000 
  29 
  14 
  DR 15/magic 
  20 
  20 
  +20 
  +6 
  H 
  +20 
  37 
  11 
  40 
  7 
  9 
  40,000 
  30 
  15 
  DR 15/magic 
   
  Uncontrolled Constructs 
  If a permanent astral construct loses its master, or the 
  master relinquishes control, the construct will go inactive. 
  During this time, there is a 10% chance per day that a 
  passing extra planer or astral creature will discover the 
  construct and take control from the astral plane.   
  Base Construct 
  All astral constructs are built from the following base 
  statistics, updated by the table above and the augments 
  below.  
  Starting Statistics: Size Small; Speed 30 ft.; Attack Slam 
  (1d3) (increases to 1d4 at medium, 1d6 at large, and 1d8 
  at huge); Ability Scores Str 15, Dex 15, Con -, Int -, Wis 
  11, Cha 10; Special Abilities: construct traits, darkvision 
  60ft., low-light vision; Skills: none; Feats: none 
  Construction Points 
  Astral constructions have a number of Construction 
  Points 
  (CP) 
  similar 
  to 
  animated 
  objects. 
  Astral 
  Constructions can use any of the augments listed for 
  animated objects (see the Pathfinder Roleplaying Game 
  Bestiary and Ultimate Magic books).  
  1 CP Augments 
   
  Additional Attack: Gains an additional slam attack.  
   
  Additional Movement: Gains a new mode of 
  movement (burrow, climb, fly [clumsy], or swim) at a 
  speed equal to its base speed. 
   
  Buff (Ex): The astral construct gains an extra 5 hit 
  points. 
   
  Celerity (Ex): The astral construct‘s land speed is 
  increased by 10 feet. 
   
  Cleave (Ex): The astral construct gains the Cleave 
  feat.  
   
  Constrict (Ex): The construct gains constrict with its 
  slam attacks (the construct must have grab before it can 
  take this ability). 
   
  Deflection (Ex): The astral construct gains a +1 
  deflection bonus to Armor Class. 
   
  Energy Touch (Ex): The astral construct‘s physical 
  attacks are wreathed in an energy type of your choosing 
  (cold, electricity, fire, or acid), dealing an extra 1d4 points 
  of energy damage. This choice must be made when 
  creating the construct and does not change. 
   
  Faster (Ex): one of the construct‘s movement modes 
  increases by +10 ft. 
  Grab (Ex): The construct gains a grab special attack with 
  slam attacks. 
  Improved Bull Rush (Ex): The astral construct gains the 
  Improved Bull Rush feat. 
  Improved Slam Attack (Ex): The astral construct gains 
  the Improved Natural Attack feat. 
  Mobility (Ex): The astral construct gains the Mobility 
  feat. 
  Power Attack (Ex): The astral construct gains the Power 
  Attack feat. 
  Resistance (Ex): Choose one of the following energy 
  types: fire, cold, acid, electricity, or sonic. The astral 
  construct gains resistance 5 against that energy type. 
  Stone (Ex): The construct has an outer skin made of 
  stone or crystal created from its ectoplasm. Its hardness 
  increases to 8 and it gains a +1 increase to its natural 
  armor bonus. 
  
  Psionics Transcended: The Power of Ki 
   
   
  30 
  Trip (Ex): If the astral construct hits with a slam attack, it 
  can attempt to trip the opponent as a free action without 
  making a touch attack or provoking attacks of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the astral construct. 
  2 CP Augments 
  Fast Healing (Ex): The astral construct heals 2 hit points 
  each round. It is still immediately destroyed when it 
  reaches 0 hit points. 
  Heavy Deflection (Ex): The astral construct gains a +4 
  deflection bonus to Armor Class. 
  Improved Buff (Ex): The astral construct gains an extra 
  15 hit points. 
  Improved Critical (Ex): The astral construct gains the 
  Improved Critical feat with its slam attacks. 
  Improved 
  Damage 
  Reduction 
  (Ex): 
  The 
  astral 
  construct‘s surface forms a hard carapace and provides an 
  additional 3 points of damage reduction (or damage 
  reduction 3/magic if it does not already have damage 
  reduction). 
  Improved Energy Touch (Ex): The energy damage your 
  construct does in increased to 1d6 (the construct must 
  have energy touch to take this ability). 
  Improved Fly (Ex): The astral construct has physical 
  wings and a fly speed of 40 feet (average) (the construct 
  must have additional movement [fly] to take this ability). 
  Improved Grapple (Ex): Gains the Improved Grapple feat 
  for its grab attacks (the construct must have grab before 
  it can take this ability).  
  Improved Swim (Ex): The astral construct is streamlined 
  and sharklike, and gains a swim speed of 60 feet. (The 
  construct must have additional movement [swim] to take 
  this ability). 
  Metal (Ex): The construct has an outer skin of metal 
  created from its ectoplasm. It looks like metal, but still has 
  an otherworldly sheen. Its hardness increases to 10, and it 
  gains a +2 increase to its natural armor bonus. 
  Ectoplasmic mithral constructs cost 4 CP, and gain 
  hardness 15 plus a +4 increase to natural armor. 
  Ectoplasmic adamantine constructs cost 6 CP, gain 
  hardness 20, and receive a +6 increase to natural armor. 
  Muscle (Ex): The astral construct gains a +4 bonus to its 
  Strength score. (The construct cannot have a metal or 
  stone skin to take this ability).  
  Poison Touch (Ex): If the astral construct hits with a 
  melee attack, the target must make an initial Fortitude 
  save (DC 10 + 1/2 astral construct‘s HD + astral 
  construct‘s Cha modifier) or take 1 point of Constitution 
  damage. One minute later, the target must save again or 
  take 1d2 points of Constitution damage. 
  Pounce (Ex): The astral construct gains the pounce 
  special attack that allows it to make a full attack when it 
  charges.  
  Ranged Attack (Ex): The construct can fling parts of 
  itself as a ranged throwing attack. Treat as a sling attack 
  (small 1d3, medium 1d4, etc). The sling bullets do +1 
  damage from ectoplasmic discharge (SR applies DC 10 + 
  HD). 
  Smite (Su): Once per day the astral construct can make 
  one attack that deals extra damage equal to its Hit Dice. 
  Trample (Ex): The construct gains the trample special 
  attack (see the Pathfinder Roleplaying Game Bestiary for 
  more details).  
  4 CP Augments 
  Blindsight (Ex): The astral construct has blindsight out to 
  60 feet. 
  Concussion (Sp): The astral construct can cast energy 
  missile (force) (spellcaster level 7th) as a free action once 
  per round. 
  Dimension Slide (Sp): The astral construct can cast 
  dimension slide (spellcaster level equal to Hit Dice) as a 
  move action once per round. 
  Energy Bolt (Sp): The astral construct can cast energy 
  bolt (spellcaster level 8th) as a standard action once per 
  round. The creator sets the energy type that the astral 
  construct can cast when he creates it.  
  Extra Buff (Ex): The astral construct gains an extra 30 hit 
  points. 
  Extreme Damage Reduction (Ex): The astral construct‘s 
  surface forms hard, armor-like plates and provides an 
  additional 6 points of damage reduction. 
  Extreme Deflection (Ex): The astral construct gains a +8 
  deflection bonus to Armor Class. 
  Natural Invisibility (Su): The astral construct is constantly 
  invisible, even when attacking. This ability is inherent and 
  not subject to the invisibility purge spell. 
  Spell Resistance (Ex): The astral construct gains spell 
  resistance equal to 10 + its Hit Dice. 
  Rend (Ex): The astral construct makes claw attacks 
  instead of slam attacks (it deals the same amount of 
  damage as it would with its slam damage, but does 
  slashing damage instead of bludgeoning damage). An 
  astral construct that hits the same opponent with two 
  claw attacks in the same round rends its foe, which deals 
  extra damage equal to 2d6 + 1-1/2 times its Str modifier. 
  Spring Attack (Ex): The astral construct gains the Spring 
  Attack feat. 
  Whirlwind Attack (Ex): The astral construct gains the 
  Whirlwind Attack feat. 
   
   
  
  PSIONIC Companions 
   
  31 
  Psicrystals 
  Developer's Note: This still needs work, but it is 
  mostly converted.  
   
  A psicrystal is a fragment of a psionic character‘s 
  personality, brought into physical form and a semblance 
  of life (via the Psicrystal Affinity feat). A psicrystal appears 
  as a crystalline construct about the size of a human hand. 
   
  Because it is an extension of its creator‘s personality, 
  a character‘s psicrystal is in some ways a part of him. That 
  is why, for example, a psionic character can cast a 
  personal range spell on his psicrystal even though 
  normally he can cast such a spell only on himself. 
   
  A psicrystal is treated as a construct for the purposes 
  of all effects that depend on its type. 
   
  A psicrystal grants special abilities to its owner, as 
  shown on the Psicrystal Special Abilities table below. In 
  addition, a psicrystal has a personality (being a fragment 
  of the owner‘s personality), which gives its owner a 
  bonus on certain types of checks or saving throws, as 
  given on the Psicrystal Personalities table below. These 
  special abilities and bonuses apply only when the owner 
  and the psicrystal are within 1 mile of each other. 
   
  Psicrystal abilities are based on the owner‘s levels in 
  psionic classes (psion, psyker, monk, or ninja). Levels 
  from other classes do not count toward the owner‘s level 
  for purposes of psicrystal abilities. 
   
  A psicrystal can speak one language of its owner‘s 
  choice (so long as it is a language the owner knows). A 
  psicrystal can understand all other languages known by 
  its owner, but cannot speak them. This is a supernatural 
  ability. 
  Psicrystal Basics 
  Use the statistics for a psicrystal, but make the following 
  changes. 
   
  Saving Throws: A psicrystal uses its owner‘s base 
  saving throw bonuses and ability modifiers on saves, 
  though it doesn‘t enjoy any other bonuses its owner 
  might have (from magic items or feats, for example). 
   
  Abilities: When its self-propulsion ability is not 
  activated, a psicrystal has no Strength score and no 
  Dexterity score.  
   
  Skills: A psicrystal has the same skill ranks as its 
  owner, except that it has a minimum of 4 ranks each in 
  Perception, Stealth. (Even if its owner has no ranks in 
  these skills, a psicrystal has 4 ranks in each.)  A psicrystal 
  uses its own ability modifiers on skill checks. 
  Psicrystal Ability Descriptions 
  All psicrystals have special abilities (or impart abilities to 
  their owners) depending on the level of the owner, as 
  shown on the table above. The abilities on the table are 
  cumulative. 
  Natural Armor Adj. (Ex): This number noted here is an 
  improvement to the psicrystal‘s natural armor bonus 
  (normally 0). It represents a psicrystal‘s preternatural 
  durability. 
   
  Table 4-2: Psicrystal Special Abilities 
  Owner 
  Level 
  Natural 
  Armor 
  Adj. 
  Int 
  Adj. 
  Special 
  1st–2nd 
  +0 
  +0 
  Alertness, improved evasion, 
  personality, self-propulsion, 
  share spells, sighted, 
  telepathic link 
  3rd–4th 
  +1 
  +1 
  Deliver touch spells 
  5th–6th 
  +2 
  +2 
  Telepathic speech 
  7th–8th 
  +3 
  +3 
  — 
  9th–10th 
  +4 
  +4 
  Flight 
  11th–
  12th 
  +5 
  +5 
  Spell resistance 
  13th–
  14th 
  +6 
  +6 
  Sight link 
  15th–
  16th 
  +7 
  +7 
  Channel spell 
  17th–
  18th 
  +8 
  +8 
   
  19th–
  20th 
  +9 
  +9 
   
   
   
  Intelligence Adj. (Ex): Add this value to the 
  psicrystal‘s Intelligence score. Psicrystals are as smart as 
  people (though not necessarily as smart as smart people). 
   
  Alertness (Ex): The presence of a psicrystal sharpens 
  its master‘s senses. While a psicrystal is within arm‘s reach 
  (adjacent to or in the same square as its owner), its owner 
  gains the Alertness feat. 
   
  Improved Evasion (Ex): If a psicrystal is subjected to 
  an attack that normally allows a Reflex saving throw for 
  half damage, it takes no damage if it makes a successful 
  saving throw and half damage even if the saving throw 
  fails. 
   
  Personality (Ex): Every psicrystal has a personality. 
  See Psicrystal Personality, below. 
   
  Self-Propulsion (Su): As a standard action, its owner 
  can will a psicrystal to form spidery, ectoplasmic legs that 
  grant the psicrystal a land speed of 30 feet and a climb 
  speed of 20 feet. The legs fade into nothingness after one 
  day (or sooner, if the owner desires). 
   
  Share Spells (Su): At the owner‘s option, he can 
  have any spell (but not any spell-like ability) he casts on 
  himself also affect his psicrystal. The psicrystal must be 
  within 5 feet of him at the time of the spellcasting to 
  receive the benefit. If the spell has a duration other than 
  instantaneous, it stops affecting the psicrystal if it moves 
  farther than 5 feet away, and will not affect the psicrystal 
  again, even if it returns to its owner before the duration 
  expires. 
  
  Psionics Transcended: The Power of Ki 
   
   
  32 
   
  Additionally, the owner can cast a spell with a target 
  of ―You‖ on his psicrystal (as a touch range spell) instead 
  of on himself. The owner and psicrystal cannot share 
  spells if the spells normally do not affect creatures of the 
  psicrystal‘s type (construct). 
   
  Sighted (Ex): Although it has no physical sensory 
  organs, 
  a 
  psicrystal 
  can 
  telepathically 
  sense 
  its 
  environment as well as a creature with normal vision and 
  hearing. Darkness (even supernatural darkness) is 
  irrelevant, as are areas of supernatural silence, though a 
  psicrystal still can‘t discern invisible or ethereal beings. A 
  psicrystal‘s sighted range is 40 feet. 
   
  Telepathic Link (Su): The owner has a telepathic link 
  with his psicrystal out to a distance of up to 1 mile. The 
  owner cannot see through the psicrystal‘s senses, but the 
  two of them can communicate telepathically as if the 
  psicrystal were the target of a mindlink spell cast by the 
  owner. For instance, a psicrystal placed in a distant room 
  could relay the activities occurring in that room. 
   
  Because of the telepathic link between a psicrystal 
  and its owner, the owner has the same connection to an 
  item or place that the psicrystal does. For instance, if his 
  psicrystal has seen a room, the owner can teleport into 
  that room as if he has seen it too. 
   
  Deliver Touch Spells (Su): If the owner is 3rd level 
  or higher, his psicrystal can deliver touch spells for him. If 
  the owner and psicrystal are in contact at the time the 
  owner casts a touch spell, he can designate his psicrystal 
  as the ―toucher.‖ The psicrystal can then deliver the 
  touch spell just as the owner could. As usual, if the owner 
  casts another spell before the touch is delivered, the 
  touch spell dissipates. 
   
  Telepathic Speech (Ex): If the owner is 5th level or 
  higher, the psicrystal can communicate telepathically with 
  any creature that has a language and is within 30 feet of 
  the psicrystal, while the psicrystal is also within 1 mile of 
  the owner. 
   
  Flight (Su): If the owner is 9th level or higher, he 
  can, as a standard action, will his psicrystal to fly at a 
  speed of 50 feet (poor). The psicrystal drifts gently to the 
  ground after one day (or sooner, if the owner desires). 
   
  Spell Resistance (Ex): If the owner is 11th level or 
  higher, the psicrystal gains spell resistance equal to the 
  owner‘s level + 5. To affect the psicrystal with a spell, 
  another spellcaster must get a result on a caster level 
  check that equals or exceeds the psicrystal‘s spell 
  resistance. 
   
  Sight Link (Sp): If the owner is 13th level or higher, 
  the character can remote view the psicrystal (as if casting 
  the remote view spell) once per day.  
   
  Channel Spell (Sp): If the owner is 15th level or 
  higher, he can cast spells through the psicrystal to a 
  distance of up to 1 mile. The psicrystal is treated as the 
  spell‘s originator, and all ranges are calculated from its 
  location. 
   
  When channeling a spell through his psicrystal, the 
  owner casts the spell by as normal, but targeting through 
  the psicrystal. He is still subject to attacks of opportunity 
  and other hazards of casting a spell, if applicable (for 
  instance, he becomes visible when casting an offensive 
  spell if invisible, as does the psicrystal). 
   
  Psicrystal Personality (Ex): Each psicrystal has a 
  distinct personality, chosen by its owner at the time of its 
  creation from among those given on the following table. 
  At 1st level, its owner typically gets a feel for a psicrystal‘s 
  personality only through occasional impulses, but as the 
  owner increases in level the psicrystal‘s personality 
  becomes more pronounced. At higher levels, a psicrystal 
  will continually ply its owner with observations and 
  advice, often severely slanted toward the psicrystal‘s 
  particular worldview. The owner always sees a bit of 
  himself in his psicrystal, even if magnified and therefore 
  distorted. 
  Table 4-3: Psicrystal Personalities 
  Personality 
  Benefit to Owner 
  Artiste 
  +3 bonus on Craft (choose1) checks 
  Beastly 
  +3 bonus on Handle Animal checks 
  Bully 
  +3 bonus on Intimidate checks 
  Caring 
  +3 bonus on Heal checks 
  Evasive 
  +2 bonus on Reflex saves 
  Focused 
  +3 bonus on Concentration checks 
  Friendly 
  +3 bonus on Diplomacy checks 
  Hero 
  +2 bonus on Fortitude saves 
  Liar 
  +3 bonus on Bluff checks 
  Lofty 
  +3 bonus on Fly checks 
  Nimble 
  +2 bonus on Initiative checks 
  Observant 
  +3 bonus on Perception checks 
  Poised 
  +3 bonus on Acrobatics checks 
  Resolved 
  +2 bonus on Will saves 
  Resourceful 
  +3 bonus on Survival checks 
  Sage 
  +3 bonus on Knowledge (choose1) checks 
  Sneaky 
  +3 bonus on Stealth checks 
  Speedy 
  +5' bonus to base movement 
  Sympathetic 
  +3 bonus on Sense Motive checks 
  Talented 
  +3 bonus on Perform (choose1) checks 
  1 Pick one sub-skill that the owner knows; once chosen, 
  this does not vary 
   
   
   
  
  FEATS 
   
  33 
  Chapter 5 - Feats  
  With the utilization of ki as a form of psionics, new feats 
  have been identified to grant characters new and exciting 
  abilities. Each feat in this chapter will have prerequisites 
  and be identified by a type of feat: Combat, Critical, 
  General, Item Creation, Ki, or Metamagic. Ki feats are 
  new and will be described in more detail. For information 
  on the other types of feats, consult the Pathfinder 
  Roleplaying Game Core Rulebook. 
  Requirements 
  If a feat lists ―ki pool‖ as a requirement, it is open to any 
  character with a ki pool. If a feat lists ―ki pool class 
  feature‖ as a requirement, only characters that receive 
  the ki pool as a class feature (i.e., monks, ninjas, psions, 
  and psykers) can meet the requirement.  
  Ki Feats 
  Ki feats are available only to characters and creatures with 
  a ki pool because of their class, race, or other feats. 
   
  Because ki feats are supernatural abilities—a 
  departure from the general rule that feats do not grant 
  supernatural abilities—they cannot be disrupted in 
  combat (as spells can be) and generally do not provoke 
  attacks of opportunity (except as noted in their 
  descriptions). Supernatural abilities are not subject to spell 
  resistance and cannot be dispelled; however, they do not 
  function in areas where magic is suppressed, such as an 
  antimagic field . Leaving such an area immediately allows 
  ki feats to be used. 
   
  Many ki feats can be used only when you are Ki 
  focused; others require you to expend your ki focus to 
  gain their benefit. Expending your ki focus does not 
  require an action; it is part of another action (such as 
  using a feat). When you expend your ki focus, it applies 
  only to the action for which you expended it. 
  Item Creation Feats 
  Creating magic items using psionic magic works just like 
  creating other magic items. A few new creation feats are 
  introduced for new classes of items (rune stones and 
  diadems). Some items also have a ki Cost when creating 
  them. This ki cost is paid on the last day of construction 
  to power the item.  
   
  Most of the magic items below can be created by 
  non-psionic characters, provided the crafter knows a 
  version of the spell (arcane, psionic, or divine) required to 
  construct it.  
   
  In all other ways, item creation should follow the 
  core rules. 
  Metamagic Feats 
  All metamagic feats are available to psionic spell casters. 
  A few new metamagic feats are detailed that specifically 
  relate to psionic spell casters or other spell casters with a 
  ki Pool. 
  Feat Descriptions 
  These feat descriptions follow the standard format. 
  Aligned Attack (Combat, Ki) 
  Your melee or ranged attack overcomes your opponent‘s 
  alignment-based damage reduction and deals additional 
  damage. 
  Prerequisite: Base attack bonus +6, ki Pool 
  Benefit: When you take this feat, choose either chaos, 
  good, evil or law. (Your choice must match one of your 
  alignment components. Once you have made this 
  alignment choice, it cannot be changed. 
   
  To use this feat, you must expend your ki focus. 
  When you make a successful melee or ranged attack, you 
  deal an extra 1d6 points of damage, and your attack is 
  treated as either a good, evil, chaotic, or lawful attack 
  (depending on your original choice) for the purpose of 
  overcoming damage reduction. 
   
  You must decide whether or not to use this feat prior 
  to making an attack. If your attack misses, you still 
  expend your ki focus. 
  Augment Arcane Spells (Ki) 
  You can augment arcane spells in a similar way that 
  psionic spell casters can.  
  Prerequisite: Arcane caster level 6th, Spell Focus, ki pool 
  Benefit: 
  You 
  can 
  make 
  use 
  of 
  the 
  standard 
  augmentations available to psionic spells for your arcane 
  spells. You can only augment arcane spells belonging to a 
  school for which you have also acquired the spell focus 
  feat.  
  Augment Divine Spells (Ki) 
  You can augment divine spells in a similar way that 
  psionic spell casters can.  
  Prerequisite: Divine caster level 6th, Spell Focus, ki pool 
  Benefit: 
  You 
  can 
  make 
  use 
  of 
  the 
  standard 
  augmentations available to psionic spells for your divine 
  spells. You can only augment divine spells belonging to a 
  school for which you have also acquired the spell focus 
  feat.  
  Autohypnosis (Combat, Ki) 
  You have trained your mind to gain mastery over your 
  body and the mind‘s own deepest capabilities. 
  Prerequisite: Ki pool 
  
  Psionics Transcended: The Power of Ki 
   
   
  34 
  Benefit: You have trained your mind to gain mastery 
  over your body and the mind‘s own deepest capabilities. 
   
   The DC and the effect of a successful check depend 
  on the task you attempt. An autohypnosis check is made 
  by rolling d20, adding the number of ki points in your ki 
  pool, and comparing the result to the DC of the task. You 
  can expend your ki focus to gain a +4 bonus to your 
  autohypnosis check.  
  Table 5-1: Autohypnosis  Check DCs 
  Task 
  DC 
  Ignore caltrop wound 
  18 
  Memorize 
  15 
  Resist dying 
  15 
  Resist fear effect 
  DC 
  Tolerate poison 
  DC 
  Willpower 
  20 
   
   
  Ignore Caltrop Wound: If you are wounded by 
  stepping on a caltrop, your speed is reduced to one-half 
  normal. A successful Autohypnosis check removes this 
  movement penalty. The wound doesn‘t go away—it is 
  just ignored through self-persuasion. 
   
  Memorize: You can attempt to memorize a long 
  string of numbers, a long passage of verse, or some other 
  particularly difficult piece of information (but you can‘t 
  memorize magical writing or similarly exotic scripts). Each 
  successful check allows you to memorize a single page of 
  text (up to 800 words), numbers, diagrams, or sigils (even 
  if you don‘t recognize their meaning). If a document is 
  longer than one page, you can make additional checks for 
  each additional page. You always retain this information; 
  however, you can recall it only with another successful 
  Autohypnosis check. 
   
  Resist Dying: You can attempt to subconsciously 
  prevent yourself from dying. If you have negative hit 
  points and are losing hit points (at 1 per round, 1 per 
  hour), you can substitute a DC 15 Autohypnosis check for 
  your d% roll to see if you become stable. If the check is 
  successful, you stop losing hit points (you do not gain any 
  hit points, however, as a result of the check). You can 
  substitute this check for the d% roll in later rounds if you 
  are initially unsuccessful. 
   
  Resist Fear: In response to any fear effect, you make 
  a saving throw normally. If you fail the saving throw, you 
  can make an Autohypnosis check on your next round 
  even while overcome by fear. If your autohypnosis check 
  meets or beats the DC for the fear effect, you shrug off 
  the fear. On a failed check, the fear affects you normally, 
  and you gain no further attempts to shrug off that 
  particular fear effect. 
   
  Tolerate Poison: You can choose to substitute an 
  Autohypnosis check for a saving throw against any 
  standard poison‘s secondary damage or effect. This skill 
  has no effect on the initial saving throw against poison. 
   
  Willpower: If reduced to 0 hit points (disabled), you 
  can make an Autohypnosis check. If successful, you can 
  take a normal action while at 0 hit points without taking 
  1 point of damage. You must make a check for each 
  strenuous action you want to take. A failed Autohypnosis 
  check in this circumstance carries no direct penalty—you 
  can choose not to take the strenuous action and thus 
  avoid the hit point loss. If you do so anyway, you drop to 
  –1 hit points, as normal when disabled. 
  Body Fuel (Ki) 
  You can expand your ki point total at the expense of your 
  health. 
  Prerequisite: Ki pool 
  Benefit: You can recover 2 ki points by taking 1 point of 
  ability damage to each of your three ability scores: 
  Strength, Dexterity, and Constitution. 
   
  You can recover additional ki points for a 
  proportional cost to Strength, Dexterity, and Constitution. 
  These recovered points are added to your ki pool as if you 
  had gained them by resting overnight. 
  Special: Only living creatures can use this feat. You can 
  take advantage of this feat only while in your own body. 
  Burrowing Spell (Metamagic, Ki) 
  Your spells sometimes bypass barriers. 
  Prerequisite: Ki pool 
  Benefit: To use this feat, you must expend your ki focus. 
  You can attempt to cast your spells against targets that 
  are sheltered behind a wall or force effect. Your spell 
  briefly skips through the Astral Plane to bypass the 
  barrier. 
   
  The strength and thickness of the barrier determine 
  your chance of success. To successfully bypass the barrier 
  with your spell, you make a Spellcraft check against a DC 
  equal to 10 + the hardness of the barrier + 1 per foot of 
  thickness (minimum 1). Assign a hardness of 20 to 
  barriers without a hardness rating, such as force effects 
  (or a wall of ectoplasm). Force walls or walls of ectoplasm 
  are assumed to have less than 1 foot of thickness unless 
  noted otherwise. 
   
  If a spell requires line of sight (which includes most 
  spells that affect a target or targets instead of an area), 
  you cannot cast it as a burrowing spell unless you can 
  somehow see the target, such as with clairvoyant sense.  
   
  A burrowing spell takes up a spell slot one level 
  higher than the spell's actual level. 
  Chain Spell (Metamagic) 
  You can cast spells that arc to hit other targets in addition 
  to the primary target.  
  Prerequisite: Ki pool 
  Benefit: To use this feat, you must expend your ki focus. 
  You can chain any spell that affects a single target and 
  that deals acid, cold, electricity, fire, or sonic damage. 
  
  FEATS 
   
  35 
  After the primary target is struck, the spell can arc to a 
  number of secondary targets equal to your Caster level 
  (maximum twenty). The secondary arcs each strike one 
  target and deal half as much damage as the primary one 
  did (round down). 
   
  Each target gets to make a saving throw, if one is 
  allowed by the spell. You choose secondary targets as 
  you like, but they must all be within 30 feet of the 
  primary target, and no target can be struck more than 
  once. You can choose to affect fewer secondary targets 
  than the maximum (to avoid allies in the area, for 
  example). 
   
  A chain spell takes up a spell slot three levels higher 
  than the spell's actual level. 
  Chaotic Mind 
  The turbulence of your thoughts prevents others from 
  gaining insight into your actions. 
  Prerequisite: Chaotic alignment, Cha 15. 
  Benefit: creatures and characters who have an insight 
  bonus on their attack rolls, an insight bonus to their 
  Armor Class, or an insight bonus on skill checks or ability 
  checks do not gain those bonuses against you. 
   
  The benefit of this feat applies only to insight 
  bonuses gained from spells and spell-like abilities.  
  Special: You cannot take or use this feat if you have a ki 
  Pool. 
  Cloak Dance 
  You are skilled at using optical tricks to make yourself 
  seem to be where you are not. 
  Prerequisites: Stealth 10 ranks, Perform (dance) 2 ranks. 
  Benefit: You can take a move action to obscure your 
  exact position. Until your next turn, you have 
  concealment. Alternatively, you can take a full-round 
  action to entirely obscure your exact position. Until your 
  next action, you have total concealment. If you attack 
  while obscured, you immediately lose the benefit of this 
  concealment.  
  Closed Mind 
  Your mind is better able to resist psionic spells than 
  normal. 
  Benefit: You get a +2 bonus on all saving throws to 
  resist psionic spells. 
  The benefit of this feat applies only to psionic spells and 
  spell-like psionic abilities.  
  Special: You cannot take or use this feat if you have a ki 
  Pool. 
  Craft Diadem (Item Creation) 
  You can create diadems, which have multiple spell 
  effects. 
  Prerequisite: Caster level 12th, ki Pool. 
  Benefit: You can create any diadem, or spell band, whose 
  prerequisites you meet. Crafting a diadem takes one day 
  for each 1,000 gp in its base price. Any effects that can 
  be placed on a staff may also be placed on a diadem. The 
  advantage of the diadem is that it can be worn, but the 
  disadvantage is that it does take up a head slot in place of 
  headbands and circlets.  
   
  Any diadem that stores a spell with a ki cost also 
  carries a commensurate cost. The crafter must pay that 
  cost as well as the other costs required to construct the 
  item. The ki cost must also be paid by the wearer each 
  time the diadem is used. 
   
  Crafting a diadem must follow all other rules for 
  crafting a staff. See the magic item creation rules in 
  Chapter 15 in the Pathfinder Roleplaying Game Core 
  Rulebook for more information. 
  Craft Psionic Item (Item Creation) 
  You can imbue magic items with Psionic power. 
  Prerequisite: Caster level 3rd, ki pool 
  Benefit: You can imbue psionic spells and ki points into 
  an item when creating magic armor, weapons, shields, or 
  wondrous items. You may use the psionic version of any 
  arcane or divine spell for crafting. Any items created with 
  this ability can be activated with a command thought 
  instead of a command word.  
  Deadly Precision  
  You empty your mind of all distracting emotion, 
  becoming an instrument of deadly precision. 
  Prerequisite: Dex 15, base attack bonus +5. 
  Benefit: You have deadly accuracy with your sneak 
  attacks. You can reroll any result of 1 on your sneak 
  attack‘s extra damage dice. You must keep the result of 
  the reroll, even if it is another 1. 
  Deep Impact (Combat, Ki) 
  You can strike your foe with a melee weapon as if making 
  a touch attack. 
  Prerequisite: Str 13, Ki Weapon, base attack bonus +5 
  Benefit: To use this feat, you must expend your ki focus. 
  You can resolve your attack with a melee weapon as a 
  touch attack. You must decide whether or not to use this 
  feat prior to making an attack. If your attack misses, you 
  still expend your ki focus. 
  Delay Spell [Metamagic] 
  You can cast spells that go off up to 5 rounds later. 
  Prerequisites: Ki pool 
  Benefit: To use this feat, you must expend your ki focus. 
  You can cast a spell as a delayed spell. A delayed spell 
  doesn‘t activate immediately. When you cast the spell, 
  you choose one of three trigger mechanisms: (1) The 
  spell activates when you take a standard action to 
  
  Psionics Transcended: The Power of Ki 
   
   
  36 
  activate it; (2) It activates when a creature enters the area 
  that the spell will affect (only spell that affect areas can 
  use this trigger condition); or (3) It activates on your turn 
  after 5 rounds pass. If you choose one of the first two 
  triggers and the conditions are not met within 5 rounds, 
  the spell activates automatically on the fifth round. 
   
  Only area and personal spells can be delayed. 
   
  Any decisions you would make about the delayed 
  spell, including attack rolls, designating targets, or 
  determining or shaping an area, are decided when the 
  spell is cast. Any effects resolved by those affected by the 
  spell, including saving throws, are decided when the 
  delay period ends. 
   
  A delayed spell can be dispelled normally during the 
  delay, and can be detected normally in the area or on the 
  target by the use of spell that can detect magic or psionic 
  effects.  
   
  A delay spell takes up a spell slot one level higher 
  than the spell's actual level. 
  Discipline Focus (Ki) 
  Choose a discipline (Clairsentience, Metacreativity, 
  Psychokinesis, Psychometabolism, Psychoportation, or 
  Telepathy). Any spells you cast of that have that discipline 
  listed as a descriptor can be augmented more easily. 
  Benefit: A bonus of 1 ki point is gained when 
  augmenting a spell of the chosen discipline. The bonus ki 
  point must be used to augment the spell being cast or it 
  goes away. At least 1 ki point must be spent to get the 
  bonus ki point. This does not change the maximum ki 
  than can be spent augmenting a spell nor does it increase 
  the amount of ki in the character's ki pool.  
   
  This feat can be selected multiple times for different 
  disciplines. Only 1 free ki point can be gained per spell.  
  Encode Rune Stone (Item Creation) 
  You can create rune stones to store spells. 
  Prerequisite: Caster level 1st, ki Pool 
  Benefit: You can create a rune stone of any spell that you 
  know. Encoding a rune stone takes 2 hours if its base 
  price is 250 gp or less, otherwise encoding a rune stone 
  takes 1 day for each 1,000 gp in its base price. To encode 
  a rune stone, you must use up raw materials costing half 
  of this base price. 
   
  Any rune stone that stores a spell with a ki cost is 
  created at one spell level higher for each ki point 
  required. Arcane and divine spells can also be stored on a 
  rune stone. Augmented spells can be stored on the rune 
  stone by increasing the spell level by one for each ki point 
  used for augmentation. 
   
  Encoding a rune stone must follow all other rules for 
  scribing a scroll. See the magic item creation rules in 
  Chapter 15 in the Pathfinder Roleplaying Game Core 
  Rulebook for more information. 
  Fell Shot [Combat, Ki] 
  You can strike your foe with a ranged weapon as if 
  making a touch attack. 
  Prerequisite: Dex 13, Point Blank Shot, ki Shot, base 
  attack bonus +5 
  Benefit: To use this feat, you must expend your ki focus. 
  You can resolve your ranged attack as a ranged touch 
  attack. 
   
  You must decide whether or not to use this feat prior 
  to making an attack. If your attack misses, you still 
  expend your ki focus. 
   
  Gunslingers can use this feat to resolve other range 
  increments as touch attacks.  
  Focused Sunder (Combat, Ki) 
  You can sense the stress points on others‘ weapons. 
  Prerequisite: Str 13, Power Attack, Improved Sunder, ki 
  Pool. 
  Benefit: To use this feat, you must expend your ki focus. 
   
  When you strike at an opponent‘s weapon, you 
  ignore half of the weapon‘s total hardness (round down). 
  Total 
  hardness 
  includes 
  any 
  magical 
  or 
  psionic 
  enhancements possessed by the weapon that increase its 
  hardness. 
  Special: You can also sense the stress points in any hard 
  construction, such as wooden doors or stone walls, and 
  can ignore half of the object‘s total hardness (round 
  down) when attacking that object. 
  Force of Will 
  You are able to resist psionic spell attacks with extreme 
  force of will. 
  Prerequisite: Iron Will 
  Benefit: Once per round, when targeted by a psionic 
  spell effect that allows a Reflex save or a Fortitude save, 
  you can instead make a Will saving throw to avoid the 
  effect. 
  Special: You cannot take or use this feat if you have a ki 
  Pool. 
  Ghost Attack [Combat, Ki] 
  Your deadly strikes against incorporeal foes always find 
  their mark. 
  Prerequisite: Base attack bonus +3, ki Pool. 
  Benefit: You must be ki focused to use this feat. When 
  you make a melee attack or a ranged attack against an 
  incorporeal creature, you can make two rolls to check for 
  the miss chance. If either is successful, the attack is 
  treated as if it were made with a ghost touch weapon for 
  the purpose of affecting the creature. Your weapon or 
  natural weapon actually appears to become briefly 
  incorporeal as the attack is made. 
  
  FEATS 
   
  37 
  Greater Manyshot (Combat) 
  You are skilled at firing many arrows at once, even at 
  different opponents. 
  Prerequisites: Dex 17, Manyshot, Point Blank Shot, 
  Rapid Shot, base attack bonus +6. 
  Benefit: When you use the Manyshot feat, you can fire 
  each arrow at a different target instead of firing all of 
  them at the same target. You make a separate attack roll 
  for each arrow, regardless of whether you fire them at 
  separate targets or the same target. Your precision-based 
  damage applies to each arrow fired, and, if you score a 
  critical hit with more than one of the arrows, each critical 
  hit deals critical damage. 
  Special: A fighter may select this feat as one of his fighter 
  bonus feats. 
  Greater Ray Specialization 
  You deal more damage with your spells. 
  Prerequisites: ray Specialization, Weapon Focus (ray), 
  Caster level 12th. 
  Benefit: Your spells that deal damage deal an extra 2 
  points of damage. This damage stacks with other bonuses 
  on damage rolls to spells, including the one from Ray 
  Specialization. The damage bonus applies only if the 
  target or targets are within 30 feet. 
  Greater Psionic Endowment (Ki) 
  You can use meditation to focus your spells. 
  Prerequisite: Psionic Endowment. 
  Benefit: When you use the Psionic Endowment feat, you 
  add +2 to the save DC of a spell you cast instead of +1. 
  Greater ki Fist (Combat, Ki) 
  You can charge your unarmed strike or natural weapon 
  with additional damage potential. 
  Prerequisite: Str 13, ki Fist, base attack bonus +5. 
  Benefit: When you use the ki Fist feat, your unarmed 
  attack or attack with a natural weapon deals an extra 4d6 
  points of precision damage instead of an extra 2d6 
  points.  
  Greater ki Shot (Combat, Ki) 
  You can charge your ranged attacks with additional 
  damage potential. 
  Prerequisite: Point Blank Shot, ki Shot, base attack bonus 
  +5. 
  Benefit: When you use the ki Shot feat, your ranged 
  attack deals an extra 4d6 points of precision damage 
  instead of an extra 2d6 points. 
  Greater ki Weapon (Combat, Ki) 
  You can charge your melee weapon with additional 
  damage potential. 
  Prerequisite: Str 13, ki Weapon, base attack bonus +5. 
  Benefit: When you use the ki Weapon feat, your attack 
  with a melee weapon deals an extra 4d6 points of 
  precision damage instead of an extra 2d6 points. 
  Hardened Heart 
  You are better able to resist divine spells than normal due 
  to your heart being hardened against faith in general. 
  Benefit: You get a +2 bonus on all saving throws to 
  resist divine spells. 
  The benefit of this feat applies only to divine spells and 
  spell-like divine abilities.  
  Special: You cannot take or use this feat if you have 
  levels in any class that grants divine spells.  
  Hostile Mind 
  Your mind recoils violently against those who use mind-
  affecting spells against you. 
  Prerequisite: Cha 15. 
  Benefit: Whenever you are subject to a mind-affecting 
  spell (regardless of whether the spell is harmful or 
  beneficial to you) or a mind-affecting spell-like ability (like 
  demonic might, helm of telepathy, etc.), the caster must 
  make a Will saving throw against a DC of 10 + 1/2 your 
  character level + your Charisma bonus or take 2d6 points 
  of damage. 
  Special: You cannot take or use this feat if you have a ki 
  Pool. 
  Improve Condition (Combat, Ki) 
  You have the ability to counter the effects of some 
  conditions for a short time. 
  Prerequisite: Ki Pool Class Feature, Base Attack Bonus 
  +6, Autohypnosis 
  Benefit: You have the ability to counter the effects of 
  some conditions if you have ki focus. You can make a 
  autohypnosis check to ignore or improve your condition 
  for 1 round. You may make this check at the beginning of 
  your round as a swift action as long as you retain your ki 
  focus.  
   
  The DC of improving you condition is equal to the 
  DC of the effect that caused the condition in the first 
  place. If there was no DC, then use the default DC listed 
  below. 
  Table 5-2: Condition Improvements 
  Condition 
  Improvement 
  DC 
  Confused 
  Act Normally 
  20 
  Cowering 
  Frightened 
  25 
  Dazed 
  Ignore2 
  15 
  Disabled 
  Staggered 
  20 
  Dying 
  Disabled1 
  20 
  Exhausted 
  Fatigued 
  20 
  Fatigued 
  Ignore2 
  15 
  Frightened 
  Shaken 
  20 
  Panicked 
  Frightened 
  20 
  
  Psionics Transcended: The Power of Ki 
   
   
  38 
  Nauseated 
  Sickened 
  20 
  Shaken 
  Ignore2 
  15 
  Sickened 
  Ignore2 
  15 
  Staggered 
  Ignore2 
  15 
  Stunned 
  Dazed3 
  20 
  1 This does not stabilize you; it only allows you to be 
  disabled for 1 round. 
  2 You may ignore the affects of this condition for one 
  round, but the condition is not removed. 
  3 You still drop anything you were holding when stunned. 
  Improved Astral Companion 
  Your astral constructs have more abilities. 
  Prerequisite: Astral Companion 
  Benefit: When you create your astral companion, you 
  gain 2 additional construction points to use for your 
  creation.  
  Improved Psicrystal (Ki) 
  You can upgrade your psicrystal. 
  Prerequisites: Psicrystal Affinity. 
  Benefit: You can implant another personality fragment in 
  your psicrystal. You gain the benefits of both psicrystal 
  personalities. Your psicrystal‘s personality adjusts and 
  becomes a blend between all implanted personality 
  fragments. From now on, when determining the abilities 
  of your psicrystal, treat your caster level as one higher 
  than your normal caster level. 
  Special: You can gain this feat multiple times. Each time, 
  you implant a new personality fragment in your psicrystal, 
  from which you derive the noted benefits, and you treat 
  your level as one higher for the purpose of determining 
  your psicrystal‘s abilities. 
  Innate Talent (Ki) 
  Your psionic talent allows you to use limited powers. 
  Prerequisite: Cha 13, ki Pool 
  Benefit: Your psionic mind is strong. Select a power from 
  the psion or psyker 0-level spells. You may cast this spell 
  as a spell-like ability by spending 1 ki point. This spell 
  cannot be augmented. 
  Inquisitor (Ki) 
  You know when others lie. 
  Prerequisite: Wis 13, ki Pool. 
  Benefit: To use this feat, you must expend your ki focus. 
  You gain a +10 bonus on a Sense Motive check to 
  oppose a Bluff check. 
  You must decide whether or not to use this feat prior to 
  making a Sense Motive check. If your check fails, or if the 
  opponent isn‘t lying, you still expend your ki focus.  
  Ki Charge (Combat, Ki) 
  You can charge in a crooked line. 
  Prerequisite: Dex 13, Speed of Thought. 
  Benefit: To use this feat, you must expend your ki focus. 
  When you charge, you can make one turn of up to 90 
  degrees during your movement. All other restrictions on 
  charges still apply; for instance, you cannot pass through 
  a square that blocks or slows movement, or that contains 
  a creature. You must have line of sight to the opponent 
  at the start of your turn. 
  Ki Dodge (Combat, Ki) 
  You are proficient at dodging blows. 
  Prerequisite: Dex 13, Dodge, ki Pool. 
  Benefit: You must be ki focused to use this feat. You 
  receive a +1 dodge bonus to your Armor Class against a 
  designated opponent. This bonus stacks with the bonus 
  from the Dodge feat (but only applies on attacks made by 
  the opponent you have designated). 
  Ki Fist (Combat, Ki) 
  You can charge your unarmed strike or natural weapon 
  with additional damage potential. 
  Prerequisite: Str 13, ki Pool. 
  Benefit: To use this feat, you must expend your ki focus. 
  Your unarmed strike or attack with a natural weapon 
  deals an extra 2d6 points of precision damage. 
   
  You must decide whether or not to use this feat prior 
  to making an attack. If your attack misses, you still 
  expend your ki focus. 
  Ki Shot (Combat, Ki) 
  You can charge your ranged attacks with additional 
  damage potential. 
  Prerequisite: Point Blank Shot, ki Pool. 
  Benefit: To use this feat, you must expend your ki focus. 
  Your ranged attack deals +2d6 points of precision 
  damage. You must decide whether or not to use this feat 
  prior to making an attack. If your attack misses, you still 
  expend your ki focus. 
  Ki Weapon Combat, (Ki) 
  You can charge your melee weapon with additional 
  damage potential. 
  Prerequisite: Str 13, ki Pool 
  Benefit: To use this feat, you must expend your ki focus. 
  Your attack with a melee weapon deals an extra 2d6 
  points of precision damage. You must decide whether or 
  not to use this feat prior to making an attack. If your 
  attack misses, you still expend your ki focus. 
  Mental Body (Ki) 
  Your mind reinforces your body. 
  Benefit: When you take this feat, you gain 2 hit points 
  for each ki feat you have (including this one). Whenever 
  you take a new ki feat, you gain 2 more hit points.  
  
  FEATS 
   
  39 
  Mental Leap (Ki) 
  You can make amazing jumps. 
  Prerequisite: Str 13, Jump 5 ranks, ki Pool. 
  Benefit: To use this feat, you must expend your ki focus. 
  You gain a +10 bonus on a Jump check.  
   
   
  Mental Resistance 
  Your mind is armored against mental intrusion. 
  Prerequisite: Base Will save bonus +2. 
  Benefit: Against damaging psionic or mind-affecting 
  attacks that do not employ an energy type to deal 
  damage you gain damage reduction 3/–. In addition, 
  when you are hit with ability damage (but not ability 
  drain damage) from a psionic attack, you take 3 points 
  less than you would normally take. 
  Special: You cannot take or use this feat if you have a ki 
  Pool. 
  Metamorphic Transfer 
  You can gain a supernatural ability of a metamorphed 
  form. 
  Prerequisite: Cha 13, Caster level 5th. 
  Benefit: Each time you change your form, such as 
  through the metamorphosis spell, you gain one of the 
  new form‘s supernatural abilities, if it has any. 
   
  You gain only three uses of the metamorphic ability 
  per day, even if the creature into which you metamorph 
  has a higher limit on uses (You are still subject to other 
  restrictions on the use of the ability.) The save DC to 
  resist a supernatural ability gained through Metamorphic 
  Transfer (if it is an attack) is 10 + your Cha modifier + 
  1/2 your Hit Dice. 
  Normal: You cannot use the supernatural abilities of 
  creatures whose form you assume. 
  Special: You can gain this feat multiple times. Each time, 
  you can gain one additional supernatural ability. 
  Mind Over Body 
  Your ability damage heals more rapidly. 
  Prerequisite: Con 13. 
  Benefit: You heal ability damage and ability burn damage 
  more quickly than normal. You heal a number of ability 
  points per day equal to 1 + your Constitution bonus.  
  Normal: You heal ability damage and ability burn 
  damage at a rate of 1 point per day. 
  Narrow Mind (Ki) 
  Your ability to concentrate is as keen as an arrowhead, 
  allowing you to gain your ki focus even in the most 
  turbulent situations. 
  Prerequisite: Wis 13, ki Pool 
  Benefit: You gain a +4 bonus on Focus checks you make 
  to become ki focused. 
  Opportunity Spell [Metamagic] 
  You can make spell-enhanced attacks of opportunity. 
  Prerequisite: Cha 13, ki Pool 
  Benefit: To use this feat, you must expend your ki focus. 
  When you make an attack of opportunity, you can use 
  any spell you know with a range of touch, if you have at 
  least one hand free. 
   
  Casting this spell is an immediate action. 
   
  You cannot use this feat with a touch spell whose 
  casting time is longer than 1 full-round action. 
   
  Am opportunity spell takes up a spell slot three levels 
  higher than the spell's actual level. 
  Normal: Attacks of opportunity can be made only with 
  melee weapons. 
  Overchannel (Ki) 
  You burn your life force to strengthen your spells. 
  Prerequisite: Ki pool 
  Benefit: While casting a spell, you can increase your 
  effective power level by one, but in so doing you take 
  1d6 points of damage. At 8th level, you can choose to 
  increase your effective power level by two, but you take 
  2d6 points of damage. At 15th level, you can increase 
  your effective power level by three, but you take 3d6 
  points of damage. 
   
  The effective increase in power level increases the 
  effect of the spell you are casting.  
  Normal: Your power level is equal to your total levels in 
  classes that cast spells or the number of points in your ki 
  pool, whichever is lower.  
  Psicrystal Affinity (Ki) 
  You have created a psicrystal. 
  Prerequisites: Caster level 1st, ki pool class feature 
  (having a Wild Talent does not qualify) 
  Benefit: This feat allows you to gain a psicrystal (see 
  Chapter 4, Psionic Companions). 
  Psicrystal Containment (Ki) 
  Your psicrystal has advanced enough that it can hold a ki 
  focus that you store within it. 
  Prerequisites: Psicrystal Affinity, caster level 3rd. 
  Benefit: You can spend a full-round action attempting to 
  ki focus your psicrystal. At any time when you need to 
  expend your ki focus, you can expend your psicrystal‘s ki 
  focus instead, as long as the crystal is within 5 feet of 
  you. ki focusing your psicrystal works just like focusing 
  yourself. The psicrystal cannot focus itself—only the 
  owner can spend the time to focus the crystal. 
  
  Psionics Transcended: The Power of Ki 
   
   
  40 
  Psionic Penetration (Ki) 
  Your spells are especially potent, breaking through spell 
  resistance more readily than normal. 
  Prerequisite: Ki pool 
  Benefit: To use this feat, you must expend your ki focus. 
  You get a +2 bonus on Caster level checks made to 
  overcome a creature‘s spell resistance. This bonus stacks 
  with Spell Penetration and Greater Spell Penetration. 
  Psionic Endowment (Ki) 
  You can endow your spells with more concentrated focus. 
  Prerequisites: Ki pool 
  Benefit: To use this feat, you must expend your ki focus. 
  You add 1 to the save DC of a spell you cast. 
  Psionic Hole 
  You are anathema to psionic creatures and characters. 
  Prerequisite: Con 15. 
  Benefit: When a foe strikes you in melee combat, the foe 
  immediately loses its ki focus, if any. In addition, if you 
  are the target of a psionic spell, the caster of the spell 
  must spend a number of ki points equal to your ki pool 
  modifier or the spell fails (any ki points spent on the spell 
  are still lost). This extra cost does not count toward the 
  maximum ki points a caster can spend on a single spell. 
  Special: You cannot take or use this feat if you have a ki 
  Pool. 
  Quick Focus (Ki) 
  You can focus your mind faster than normal, even under 
  duress. 
  Prerequisite: Ki pool of at least 5 points 
  Benefit: You can take a move action to become ki 
  focused. 
  Normal: A character without this feat must take a full-
  round action to become ki focused. 
  Rapid Metabolism 
  Your wounds heal rapidly. 
  Prerequisite: Con 13. 
  Benefit: You naturally heal a number of hit points per 
  day equal to the standard healing rate + double your 
  Constitution  bonus. You heal even if you do not rest. 
  This healing replaces your normal natural healing. If you 
  are tended successfully by someone with the Heal skill, 
  you instead regain double the normal amount of hit 
  points + double your Constitution bonus. 
  Ray Specialization 
  You deal more damage with your spells. 
  Prerequisites: Weapon Focus (ray), Caster level 4th. 
  Benefit: With rays and ranged touch attack spells that 
  deal damage, you deal an extra 2 points of damage. If 
  you expend your ki focus when you cast a ray or a 
  ranged touch attack spell that deals damage, you can add 
  the modifier for adjusting your daily ki pool (charisma for 
  psions and psykers) to the damage (instead of adding 2). 
  Reckless Offense (Combat) 
  You can shift your focus from defense to offense. 
  Prerequisite: Base attack bonus +1. 
  Benefit: When you use the attack action or full attack 
  action in melee, you can take a penalty of –4 to your 
  Armor Class and add a +2 bonus on your melee attack 
  roll. The bonus on attack rolls and penalty to Armor Class 
  last until the beginning of your next turn. 
  Return Shot (Ki) 
  You can return incoming arrows, as well as crossbow 
  bolts, spears, and other projectile or thrown weapons. 
  Prerequisite: Point Blank Shot, ki Shot, Fell Shot, base 
  attack bonus +3, ki Pool. 
  Benefit: To use this feat, you must expend your ki focus 
  and have at least one hand free. Once per round when 
  you would normally be hit by a projectile (including 
  firearms) or a thrown weapon no more than one size 
  category larger than your size, you can deflect the attack 
  so that you take no damage from it. The attack is 
  deflected back at your attacker, using the attack bonus of 
  the original attack on you. You must be aware of the 
  attack and not flat-footed. Attempting to return a shot is 
  a free action. 
  Special: If you also have the Deflect Arrows feat, the 
  deflected attack is made with the original attack bonus 
  plus your Dexterity bonus. 
  Scribe Psionic Tattoo [Item Creation] 
  You can create psionic tattoos, which store spells within 
  their designs. 
  Prerequisite: Caster level 3rd. 
  Benefit: You can create a psionic tattoo of any spell of 
  3rd level or lower that you know and that targets one or 
  more creatures. Scribing a psionic tattoo takes one day. 
  When you create a psionic tattoo, you set the Caster 
  level.  
  The Caster level must be sufficient to cast the 
  spell in question and no higher than your own level. The 
  base price of a psionic tattoo is its spell level x its Caster 
  level x 50 gp. To scribe a tattoo, you must use up raw 
  materials (special inks, masterwork needles, and so on) 
  costing one-half of this base price. 
   
  Any psionic tatoo that stores a spell with a ki cost is 
  created at one spell level higher for each ki point spent. 
  Arcane and divine spells can be inscribed as a psionic 
  tattoo by spending 1 ki point for each spell level at the 
  time of creation. Augmented spells can be scribed as a 
  psionic tattoo by increasing the spell level by one for each 
  ki point used for augmentation. 
   
  Inscribing a psionic tattoo must follow all other rules 
  for brewing a potion. See the magic item creation rules in 
  
  FEATS 
   
  41 
  Chapter 15 in the Pathfinder Roleplaying Game Core 
  Rulebook for more information. 
  Sidestep Charge (Ki) 
  You are skilled at dodging past charging opponents and 
  taking advantage when they miss. 
  Prerequisite: Dex 13, Dodge, ki Pool. 
  Benefit: As long as you are ki focused. you get a +4 
  dodge bonus to Armor Class against charge attacks. If a 
  charging opponent fails to make a successful attack 
  against you, you 
  gain an immediate attack of 
  opportunity. This feat does not grant you more attacks of 
  opportunity than you are normally allowed in a round. If 
  you are flat-footed or otherwise denied your Dexterity 
  bonus to Armor Class, you do not gain the benefit of this 
  feat. 
  Swift Focus (Ki) 
  You can focus your mind faster than normal, even under 
  duress. 
  Prerequisite: Ki pool of at least 9 points, Quick Focus 
  Benefit: You can take a swift action to become ki 
  focused. 
  Normal: A character without this feat must take a full-
  round action to become ki focused. 
  Speed Of Thought (Ki) 
  The energy of your mind energizes the alacrity of your 
  body. 
  Prerequisite: Wis 13, ki Pool. 
  Benefit: As long as you are ki focused and not wearing 
  heavy armor, you gain an insight bonus to your speed of 
  10 feet. 
  Split Ray Spell [Metamagic] 
  You can affect two targets with a single ray. 
  Prerequisite: Any other metamagic feat, ki Pool. 
  Benefit: To use this feat, you must expend your ki focus. 
  You can split rays you cast. The split ray affects any two 
  targets that are both within the spell's range and within 
  30 feet of each other. If the ray deals damage, each 
  target takes as much damage as a single target would 
  take. 
   
  A split ray spell takes up a spell slot one level higher 
  than the spell's actual level. 
  True Believer 
  You are better able to resist arcane spells than normal due 
  to your belief that magic can only come from within or be 
  granted by deities.  
  Benefit: You get a +2 bonus on all saving throws to 
  resist arcane spells. 
  The benefit of this feat applies only to arcane spells and 
  spell-like arcane abilities.  
  Special: You cannot take or use this feat if you have 
  levels in any class that grants arcane spells.  
  Talented (Ki) 
  You can overchannel spells with less cost to yourself. 
  Prerequisite: Overchannel 
  Benefit: To use this feat, you must expend your ki focus. 
  When casting a spell of 3rd level or lower, you do not 
  take damage from overchanneling. 
  Twin Spell [Metamagic] 
  You can cast a spell simultaneously with another spell just 
  like it. 
  Benefit: To use this feat, you must expend your ki focus. 
  You can twin a spell. Casting a spell altered by this feat 
  causes the spell to take effect twice on the area or target, 
  as if you were simultaneously casting the same spell two 
  times on the same location or target. Any variables in the 
  spell (such as duration, number of targets, and so on) are 
  the same for both of the resulting spells. The target 
  experiences all the effects of both spells individually and 
  receives a saving throw (if applicable) for each. In some 
  cases, such as a twinned psionic charm, failing both 
  saving throws results in redundant effects (although, in 
  this example, any ally of the target would have to 
  succeed on two dispel attempts to free the target from 
  the charm effect).  
   
  A twinned spell takes up a spell slot three levels 
  higher than the spell's actual level. 
  Unavoidable Strike (Combat, Ki) 
  You can make an unarmed strike or use a natural weapon 
  against your foe as if delivering a touch attack. 
  Prerequisite: Str 13, ki Fist, base attack bonus +5. 
  Benefit: To use this feat, you must expend your ki focus. 
  You can resolve your unarmed strike or attack with a 
  natural weapon as a touch attack. 
  You must decide whether or not to use this feat prior to 
  making an attack. If your attack misses, you still expend 
  your ki focus. 
  Unconditional Spell [Metamagic] 
  Disabling conditions do not hold you back. 
  Prerequisite: Base attack bonus +8, ki Pool. 
  Benefit: To use this feat, you must expend your ki focus. 
  Your mental strength is enough to overcome some 
  otherwise disabling conditions. You can cast 
  an 
  unconditional spell when you are dazed, confused, 
  nauseated, shaken, or stunned. 
   
  Only personal spells and spells that affect your 
  person can be cast as unconditional spells. 
   
  An unconditional spell takes up a spell slot one level 
  higher than the spell's actual level. 
  
  Psionics Transcended: The Power of Ki 
   
   
  42 
  Up The Walls (Ki) 
  You can run on walls for brief distances. 
  Prerequisite: Wis 13, ki Pool. 
  Benefit: While you are ki focused, you can take part of 
  one of your move actions to traverse a wall or other 
  relatively smooth vertical surface if you begin and end 
  your move on a horizontal surface. The height you can 
  achieve on the wall is limited only by this movement 
  restriction. If you do not end your move on a horizontal 
  surface, you fall prone, taking falling damage as 
  appropriate for your distance above the ground. Treat the 
  wall as a normal floor for the purpose of measuring your 
  movement. Passing from floor to wall or wall to floor 
  costs no movement; you can change surfaces freely. 
  Opponents on the ground can make attacks of 
  opportunity as you move up the wall. 
  Special: You can take other move actions in conjunction 
  with moving along a wall. For instance, the Spring Attack 
  feat allows you to make an attack from the wall against a 
  foe standing on the ground who is within the area you 
  threaten; however, if you are somehow prevented from 
  completing your move, you fall. Likewise, you could 
  tumble along the wall to avoid attacks of opportunity. 
  Wild Talent 
  Your mind wakes to a previously unrealized talent for 
  psionic energy. 
  Prerequisite: Int, Wis or Cha 11.  
  Benefit: Your latent power of psionics flares to life, 
  conferring upon you the designation of a psionic 
  character. As a psionic character, you gain a ki pool with 
  2 ki points allowing you to take ki feats and psionic item 
  creation feats. 
   
   You can adjust your ki pool by one modifier. If you 
  are a spell caster, increase your ki pool by the modifier for 
  the attribute used to grant additional spells per day. If 
  you cast multiple types of spells, you must choose only 
  one and once chosen, it is set. If you are not a spellcaster 
  you can choose between wisdom (spiritual) or charisma 
  (self).  
   
  You do not automatically gain the ability to cast 
  psionic spells simply by virtue of having this feat.  
  Special: You cannot take or use this feat if you already 
  have a ki Pool. If you later take levels in a class with a ki 
  Pool, this feat only provides 2 bonus ki points as if you 
  took the Extra ki feat. 
  Wounding Attack (Combat, Ki) 
  Your vicious attacks wound your foe. 
  Prerequisite: Base attack bonus +8, ki Pool. 
  Benefit: To use this feat, you must expend your ki focus. 
  You can make an attack with such vicious force that you 
  wound your opponent. A wound deals 1 point of 
  Constitution damage to your foe in addition to the usual 
  damage dealt. 
   
  You must decide whether or not to use this feat prior 
  to making an attack. If your attack misses, you still 
  expend your ki focus. 
   
   
   
   
   
   
  
  MAGIC 
   
  43 
  Chapter 6 - Magic 
  Ki 
  The ki Pool 
  The ki pool is a source of supernatural energy that is used 
  to create and enhance magical spells and abilities. Psionic 
  spell casters require a ki pool to draw power from and can 
  utilize ki to augment and recall spells. Monks and ninjas 
  use ki to power abilities. Feats and other abilities also rely 
  on ki power.  
   
  If the character possesses levels in two classes that 
  grant a ki pool, all  such levels stack to determine the 
  total number of ki points in the combined pool, but only 
  one ability score modifier is added to the total. The choice 
  of which score is used is made when the second ki pool 
  class feature is gained, and once made, the choice is set. 
  The character can use ki points from this pool to power 
  the abilities of every class she possesses that grants a ki 
  pool 
   
  The size of a ki pool share is equal to 1/2 the total 
  levels of all classes granting a ki pool + the character‘s 
  chosen ability modifier.  
   
  Characters with the Wild Talent feat or of Naturally 
  Psionic races do not automatically increase their ki pool as 
  they advance in levels unless they also have a class that 
  grants a ki Pool.  
   
  The ki pool is replenished each morning after 8 hours 
  of rest or meditation; these hours do not need to be 
  consecutive. 
  Ki Cost 
  Some spells, abilities, and feats have a cost in ki points.. 
  Spent ki is restored through meditation each day. This is 
  the normal method of using ki from a ki pool. 
   
  The ki cost to cast a spell is not considered 
  augmentation and does not count towards the maximum 
  ki that can be used to augment a spell. 
  Ki Food 
  Some spells require ki food to be consumed. ki food 
  provides the psionic spellcaster a momentary boost in 
  power to cast the desired spell. There are two main types 
  of Ki food: manna and ambrosia.  
   
  A bite of manna is equivalent to 250gp of material 
  components used by a traditional sorcerer spell. A sip of 
  ambrosia is likewise equivalent to 2,500gp of material 
  components.  
   
  Most psionic spells have no food cost at all, but some 
  more powerful spells (like bend reality, genesis, or reality 
  revision) do require some extra power.  
   
  Ki food must be consumed during the casting of the 
  spell that requires it and provides no additional benefit if 
  used to cast a spell.  
  Ki Focus 
  Merely holding a reservoir of ki points give a character a 
  special energy. All characters with a ki pool can put that 
  energy to use without actually casting a spell or 
  performing an action.  
   
  Gaining Focus: To gain focus, you must meditate for 
  a full round. If something interrupts your meditation 
  while you are gaining focus, you must make a 
  concentration check or lose focus. When you make a 
  concentration check, you roll d20 and add your psionic 
  level (total number of levels in all classes that grant you a 
  ki pool) and the ability score modifier used to determine 
  bonus ki. Psions, Monks, and Psykers add their Wisdom 
  modifier. Ninjas add their Charisma modifier. If you have 
  a ki pool from a race trait or the Wild Talent feat, you do 
  not add your level to the concentration check. 
   
  Concentration checks to gain focus are made as if 
  you were casting a first level spell (see the table 
  belowTable 6-1: Focus Check DCs). 
  Table 6-1: Focus Check DCs 
  Situation 
  Concentration 
  Check DC 
  Meditate defensively 
  12 
  Injured while meditating 
  11 + damage dealt 
  Continuous damage while 
  meditating 
  11 + 1/2 damage 
  dealt 
  Affected by non-damaging spell 
  while meditating 
  Spell DC 
  Grappled or Pinned while 
  meditating 
  11 + grappler‘s CMB 
  Vigorous motion while meditating 
  11 
  Violent motion while meditating 
  16 
  Extremely violent motion while 
  meditating 
  21 
  Wind with rain or sleet while 
  meditating 
  6 
  Wind with hail and debris while 
  meditating 
  11 
  Weather caused by spell 
  See spell 
  Entangled while meditating 
  16 
   
   
  Losing Focus: Once you are ki focused, you remain 
  focused 
  until 
  you 
  expend 
  your 
  focus, 
  become 
  unconscious, go to sleep, or your ki pool drops to 0. 
  Some spells and abilities can also remove focus. 
   
  If you take any ability damage or drain, you 
  immediately lose your ki focus.  
   
  Expending Focus: Expending focus is a free action 
  that can be used to make a concentration check, make a 
  skill check, or power ki feats. 
   
  Concentration Checks: When you are ki focused, 
  you can expend your focus on a single Concentration 
  
  Psionics Transcended: The Power of Ki 
   
   
  44 
  check for casting a spell. You can expend your focus to 
  gain a ki bonus to the check equal to the amount of ki in 
  your ki Pool.  
   
  Skill Checks: When you are ki focused, you can 
  expend your focus to take 10 on a skill check when you 
  otherwise might not be able to. 
   
  Ki Feats: Some feats require you to have ki focus or 
  expend your focus to gain the benefit of a ki feat. 
   
  Psionic Magic 
  Casting psionic spells works similarly to casting arcane or 
  divine spells. Except as noted below all rules that apply to 
  magic (as outline in Chapter 9 – Magic, of the Core 
  Rulebook) apply to psionic magic as well.  
  Choosing a spell 
  Like sorcerers and bards, psionic spell casters can select 
  any spell they know, provided they are capable of casting 
  spells of that level or higher.  
   
  Unlike arcane and divine magic, you do not have to 
  be able to speak, gesture, or manipulate material 
  components in order to cast a spell. You must still be able 
  to concentrate and be able to think. 
   
  Casting a spell counts against your daily limit for 
  spells of the spell level, but you can cast the same spell 
  again if you haven‘t reached your limit. 
  Concentration 
  Psions and psykers add their wisdom modifier when 
  making a concentration check. 
  Conversion 
  Some psionic spellcasters can convert ki points to regain 
  psionic spell slots as a standard action. Spell slots can be 
  regained by spending 1 ki point per level of the spell slot. 
  For example, 2 ki points can be used to regain the use of 
  a second level psionic spell. Only one slot can be regained 
  each round.  
   
  A psion may also spend 1 ki point to convert 1 spell 
  slot into 2 or more lower level spell slots or 2 or more 
  spell slots into 1 higher level spell slot. The total levels of 
  spell slots must be identical and only psionic spells may be 
  converted this way. For example, a 2nd level psionic spell 
  slot can be converted into two 1st level psionic spell slots 
  or vice versa.  
   
  A spellcaster cannot have useable spell slots in excess 
  to their daily allotment of spells for a given level. Any 
  excess 
  slots 
  received 
  from 
  conversion 
  are 
  lost 
  immediately.  
  Recharge 
  Some psionic spellcasters can sacrifice a spell slot or 
  prepared spell as a standard action and regain ki points 
  equal to the level of the spell that was sacrificed. The 
  number of ki points gained in this manner cannot exceed 
  to the character‘s daily ki Pool. Excess ki points are lost. 
  Spell Augmentation 
  As a general rule, all psionic spells can be augmented by 
  psionic spellcasters. Spells are augmented by spending 1 
  or more ki points from the spellcaster‘s ki Pool. A 
  spellcaster cannot spend more than half their level in 
  ki points when augmenting a spell.  ki points to 
  augment a spell must be spent when the spell is cast and 
  come from a single source. A spell cannot be augmented 
  from multiple ki sources.  
  Table 6-2: Standard Augmentations 
  Augmentation 
  Ki 
  Multiple 
  Increase the save DC as if 1 caster level 
  higher1 
  1 
  Yes 
  Increase spell duration as if 1 caster 
  level higher 
  1 
  Yes 
  Gain a +1 enhancement bonus to the 
  touch attack of a spell (including ranged 
  touch)  
  1 
  Yes 
  Increate the radius of area spells by 5’ 
  1 
  Yes 
  Increase the range of a close range, 
  cone, line,  or ray spell by 5’ 
  1 
  Yes 
  Increase the range of a medium range 
  spell by 10’ 
  1 
  Yes 
  Increase the range of a long range spell 
  by 40’ 
  1 
  Yes 
  Increase your power level by 1 for the 
  spell you cast (disciplined)3 
  1 
  Yes 
  Increase your power level by 1 for the 
  spell you cast (undisciplined)3  
  2 
  Yes 
  1 This also grants a +1 bonus to overcoming spell resistance 
  2 Add 1 to the number of levels required by the metamagic feat 
  to determine total cost in ki points. 
  3 If the spell belongs to your psion discipline, you are considered 
  disciplined for that spell and can increase your power level for 
  1 ki point; otherwise, you are undisciplined and must spend 2 
  ki points. 
  Ki Cost 
  Some spells, abilities, and feats have a cost in ki points.. 
  Spent ki is restored through meditation each day. This is 
  the normal method of using ki from a ki pool. 
   
  The ki cost to cast a spell is not considered 
  augmentation and does not count towards the maximum 
  ki that can be used to augment a spell. 
  Ki Food 
  Some spells require ki food to be consumed. ki food 
  provides the psionic spellcaster a momentary boost in 
  power to cast the desired spell.  
  There are two main 
  types of ki food: manna and ambrosia.  
   
  A bite of manna is equivalent to 250gp of material 
  components used by a traditional sorcerer spell. A sip of 
  
  MAGIC 
   
  45 
  ambrosia is likewise equivalent to 2,500gp of material 
  components.  
   
  Most psionic spells have no food cost at all, but some 
  more powerful spells (like bend reality, genesis, or reality 
  revision) do require some extra power.  
   
  Ki food must be consumed during the casting of the 
  spell that requires it and provides no additional benefit if 
  used to cast a spell.  
  Power Level 
  Power level is a measure of how much power you can 
  summon from your body when casting some psionic 
  spells. At lower levels, you've only learned how to 
  channel a small amount of ki, but at higher levels you can 
  channel much more.  
   
  Your power level is the either your caster level or 
  the number of ki points in your ki pool whichever is 
  lower. Some feats and ability can increase your power 
  level higher. You can also spend ki points to augment 
  spells to have an effect as if your power level were 
  higher.  
   
  Some spells will vary in power based on your power 
  level and will could list a minimum or maximum effect 
  based upon that level.  
   
  If your power level is zero, you cannot cast 
  psionic spells.  
  Energy Affinity 
  Psionic spellcasters have to attune themselves to different 
  types of energy to cast energy-based spells. For each type 
  of energy, there is an associated energy affinity spell. 
  When a spellcaster casts energy affinity it attunes their 
  body to that energy type. The energy affinity can be 
  dispelled and lasts until another energy is attuned.  
  Display 
  Where arcane and divine spells have components, psionc 
  spells have displays. The display may be auditory, 
  material, mental, olfactory, or visual. Most displays are 
  faint and go unnoticed but a spellcraft check can be made 
  to identify the spell by analyzing the display. A psionic 
  spell caster can also customize their displays to suit their 
  mood, but it does not alter the chance to identify the 
  spell using spellcraft. 
   
   
  Psionic spellcasters can willingly negate all display by 
  making a concentration check (DC 15 + spell level). 
   
  All spells have a relationship between components 
  and displays. An arcane spell with a strong verbal 
  component might have an auditory display when cast 
  psionically. While a divine spell with a divine focus might 
  have a strong olfactory display of incense.  
   
  Below are basic descriptions of all displays, while some 
  spells will have unique displays. 
   
  Auditory: A faint sound emanates from the caster 
  and the target of the spell quickly reaching a crescendo 
  when the spell goes into effect. The type of sound, pitch, 
  and character are derived from the spell. For example, a 
  telepathic charm spell might sound like several tiny bells, 
  while a psychokinesis spell might should like crackling 
  energy. 
   
  Unmuted audio displays can be heard by anyone 
  within 120ft. 
   
  Material: The target or area of the spell is covered 
  quickly with ectoplasm as the spell takes effect. The 
  subject of the spell will notice the ectoplasm build and 
  vanish as the spell is cast; it will have a slight cooling 
  sensation.  
   
  Unrestrained material displays can be seen by 
  anyone with line of sight to 120ft.  
   
  Mental: A subtle sound can be heard in the minds of 
  all creatures within 15 feet of the caster and the subject. 
  It is similar to an auditory display, but has no exact 
  location.  
   
  Olfactory: A faint odor emanates from the area or 
  target of the spell. Creatures with scent can pinpoint its 
  location; others will have a more difficult time. The odor 
  is as if a whiff of fragrance on a breeze, quickly 
  disappearing just as is appears.  
   
  Visual: An aura engulfs the target or area of the 
  spell or a steam of color radiates outward from the caster 
  when casting cone, burst, line, or ranged touch spells. 
  Some spells have unique, distinct visual displays.  
  Psionic Energy 
   
  All psionic spells and abilities are created from either 
  the positive energy of living creature or the negative 
  energy of undead. The energy is consumed to power the 
  spell and does not provide any bonuses or penalties to 
  the spell. 
    
   
   
  
  Psionics Transcended: The Power of Ki 
   
   
  46 
  Chapter 7 - Spells 
  The following lists summarize all the psionic spells 
  presented in this book, broken down by class and 
  discipline.  
   
  A * appearing after a spell's name in the spell list or 
  description indicates a psionic version of a spell from 
  Pathfinder Roleplaying Game Core Rulebook. The spell 
  will have psionic specific attributes listed below. 
   
  A ** appearing after a spell's name in the spell list or 
  description indicates a psionic version of a spell from 
  Pathfinder Roleplaying Game Advanced Player's Guide. 
   
  A *** appearing after a spell's name in the spell list or 
  description indicates a psionic version of a spell from 
  Pathfinder Roleplaying Game Ultimate Magic. 
   
  An A appearing after a spell's name in the spell list 
  indicates that specific augmentations are available for the 
  spell. 
  All 
  psionic 
  spells 
  can 
  use 
  the 
  standard 
  augmentations.  
  Psion Spell Lists 
  0-Level Psion Spells 
  Bleed*: Cause a stabilized creature to resume dying 
  Create Sound: Create the sound you desire. 
  Crystal Dart: Deal 1d3 points of piercing damage. 
  Daze*: Humanoid creature of 4 HD or less loses next 
  action. 
  Detect Compulsion: Detect a compulsion affecting one 
  person or object. 
  Detect Energy: Detect nearby energy signatures 
  Detect Life: Detect nearby living creatures 
  Detect Magic*: You detect the presence of magic. 
  Detect Teleportation: Know when teleportation powers 
  are used in close range. 
  Energy Dart: Deal 1d3 energy  damage.  
  Energy Affinity (acid, cold, electricity, fire, force, 
  negative, positive, and sonic): Attune yourself to an 
  energy type allowing you to cast energy-based 
  spells.  
  Far Hand: Move small objects at a limited distance. 
  Foresight, Lesser: Gain a +1 insight bonus to your next 
  roll 
  Know Direction and Location: You discover where you 
  are and what direction you face. 
  Mending* Makes minor repairs to an object 
  Missive: Send a one-way telepathic message to subject. 
  Psi Light: Your eyes emit 20-ft. cone of light. 
  Psychic Mark: Imprints a psychic rune on an object or 
  creature (visible or invisible). 
  Resistance*: Grant +1 resistance bonus to saves. 
  Stabilize*: Cause a dying creature to stabilize. 
  Vigor, Minor: Gain 1 temporary hit point 
  1ST-Level Psion Spells 
  Ant Haul**: Triples carrying capacity of a creature. 
  Astral Traveler: Enable yourself or another to join an 
  astral caravan-enabled trip. 
  Attraction: Subject has an attraction you specify. 
  Break**: Break one medium or smaller object 
  Call to Mind: Gain additional Knowledge check with +4 
  competence bonus. 
  Catfall: Instantly save yourself from a fall.  
  Conceal Thoughts: You conceal your motives. 
  Control Flames: Take control of nearby open flame. 
  Control Light: Adjust ambient light levels. 
  Create Ammo: You create a few enhanced short-lived 
  bolts, arrows, or bullets. 
  Crystal Shard: Ranged touch attack for 1d6 points of 
  piercing damage. 
  Deceleration: Target‘s speed is halved. 
  Déjà Vu: Your target repeats his last action. 
  Demoralize: Enemies become shaken. 
  Disable: Subjects incorrectly believe they are disabled. 
  Dissipating Touch: touch deals 1d6 damage. 
  Distract: Target gets –4 bonus on Perception and Sense 
  Motive checks. 
  Ecto Protection: An astral construct gains bonus against 
  dismiss ectoplasm. 
  Empathy: You know the subject‘s surface emotions. 
  Empty Mind: You gain +2 on Will saves until your next 
  action. 
  Energy Ray: Deal 1d6/power level energy damage 
  damage. 
  Entangling Ectoplasm: You entangle a foe in sticky goo. 
  Float: You buoy yourself in water or other liquid. 
  Grease*: Makes 10-ft. square or one object slippery. 
  Hammer: Melee touch attack deals 1d8/round. 
  Hypnotize: Fascinate a creature 
  Inertial Armor: Tangible field of force provides you with 
  +4 armor bonus to AC. 
  Matter Agitation: You heat a creature or object.  
  Mindlink: You forge a limited mental bond with another 
  creature. 
  Mind Thrust: Deal 1d10 damage. 
  Precognition: Gain +1 insight bonus to AC and saving 
  throws. 
  Prescience: Gain +1 insight bonus on your attack and 
  damage rolls. 
  Sense Link: You sense what the subject senses (single 
  sense). 
  Skate: Subject slides skillfully along the ground. 
  Shield*: Invisible disc provides +4 shield bonus to AC. 
  Synesthete: You receive one kind of sense when another 
  sense is stimulated. 
  Telempathic Projection: Alter the subject‘s mood. 
  Vigor: Gain 5 temporary hit points 
  
  SPELLS 
   
  47 
  2ND-Level Psion Spells 
  Bestow Ki: Subject receives 2 ki points. 
  Biofeedback: Gain damage reduction 2/–-. 
  Body Equilibrium: You can walk on nonsolid surfaces. 
  Cloud Mind: You erase knowledge of your presence 
  from target‘s mind. 
  Concealing Amorpha: Quasi-real membrane grants you 
  concealment. 
  Control Sound: Create very specific sounds. 
  Detect Hostile Intent: You can detect hostile creatures 
  within 30 ft. of you. 
  Detect Thoughts*: Detect surface thoughts of creatures 
  in range. 
  Ego Whip: Deal 1d4 Cha damage and daze for 1 round. 
  Elfsight: Gain low-light vision, +2 bonus on Perception 
  checks, and notice secret doors. 
  Energy Adaptation: Gain resistance against one energy 
  type. 
  Energy Push: Deal 1d6/power level energy damage and 
  knock subject back. 
  Energy Stun: Deal 1d6/power level energy damage and 
  stun target if it fails both saves. 
  Feat Leech: Borrow another‘s ki or metamagic feats. 
  Id Insinuation: Swift tendrils of thought disrupt and 
  confuse your target. 
  Identify*: Learn the properties of a psionic item. 
  Inflict Pain: Telepathic stab gives your foe –4 on attack 
  rolls, or –2 if he makes the save. 
  Knock*: Opens locked or psionically sealed door. 
  Levitate Self: You move up and down, forward and back 
  via mental support. 
  Mental Disruption: Daze creatures within 10 feet for 1 
  round. 
  Missive, Mass: You send a one-way telepathic message 
  to an area. 
  Psionic Lock: Secure a door, chest, or portal. 
  Recall Agony: Foe takes 2d6 damage. 
  Restoration, Lesser: Dispels magical ability penalty or 
  repairs 1d4 ability damage. 
  Sense Link, Forced: Sense what subject senses. 
  Share Pain: Willing subject takes some of your damage. 
  Sustenance: Go without food and water for one day. 
  Swarm of Crystals: Crystal shards are sprayed forth 
  doing 3d4 slashing damage. 
  Thought Shield: Gain SR 13 against mind-affecting 
  spells. 
  Tongues*: You can communicate with intelligent 
  creatures. 
  3RD-Level Psion Spells 
  Danger Sense: You gain +4 bonus against traps. 
  Darkvision*: See 60 ft. in total darkness. 
  Dismiss Ectoplasm: Dissipates ectoplasmic targets and 
  effects. 
  Dispel Magic*: Cancels magic spells and effects. 
  Energy Bolt: Deal 5d6 energy damage in 120-ft. line. 
  Energy Retort: Ectoburst of energy automatically targets 
  your attacker for 4d6 damage once each round.  
  Energy Wall: Create wall of your chosen energy type. 
  Eradicate Invisibility: Negate invisibility in 50-ft. burst. 
  Improbability Shield: Gain +4 deflection bonus to AC 
  until your next action. 
  Keen Edge*: Doubles normal weapon‘s threat range. 
  Mind Trap: Drain 1d6 ki points from anyone who attacks 
  you with a telepathy spell. 
  Psionic Blast: Stun creatures in 30-ft. cone for 1 round. 
  Repair Wounds: You heal 2d6 damage. 
  Share Pain, Forced: Unwilling subject takes some of your 
  damage. 
  Solicit Psicrystal: Transfer concentration for a spell to a 
  psicrystal 
  Telekinetic Force: Move an object with the sustained 
  force of your mind. 
  Telekinetic Thrust: Hurl objects with the force of your 
  mind. 
  Time Hop: Subject hops forward in time 1 round/level. 
  Touchsight: Your telekinetic field tells you where 
  everything is. 
  Ubiquitous Vision: You have all-around vision. 
  4TH-Level Psion Spells 
  Aura Sight: Reveals creatures, objects, or spells of 
  selected alignment axis. 
  Correspond: Hold mental conversation with another 
  creature at any distance. 
  Death Urge: Implant a self-destructive compulsion. 
  Detect Scrying: You know when others spy on you 
  remotely. 
  Dimension Door*: Teleports you short distance. 
  Divination*: Provides useful advice for specific proposed 
  action. 
  Empathic Feedback: When you are hit in melee, your 
  attacker takes damage. 
  Energy Adaptation, Greater: Your body converts energy 
  to harmless light. 
  Freedom of Movement*: You cannot be held or 
  otherwise rendered immobile. 
  Intellect Fortress: Those inside fortress take only half 
  damage from all spells and spell-like abilities until 
  your next action. 
  Mindwipe: Subject‘s recent experiences wiped away, 
  bestowing negative levels. 
  Personality Parasite: Subject‘s mind calves self-
  antagonistic splinter personality for 1 round/level. 
  Power Leech: Drain 1d6 ki points/round while you 
  maintain concentration; you gain 1/round. 
  Psychic Reformation: Subject can choose skills, feats, 
  and spells anew for previous levels. 
  Telekinetic Maneuver: Telekinetically bull rush, disarm, 
  grapple, or trip your target. 
  
  Psionics Transcended: The Power of Ki 
   
   
  48 
  Trace Teleport: Learn destination of subject‘s teleport. 
  Wall of Ectoplasm: You create a protective barrier. 
  5TH-Level Psion Spells 
  Adapt Body: Your body automatically adapts to hostile 
  environments. 
  Catapsi: Psychic static inhibits spell casting. 
  Ectoplasmic Shambler: Foglike predator deals 1 point of 
  damage/two levels each round to an area. 
  Incarnate: Make some spells permanent. 
  Leech Field: Leech power points each time you make a 
  saving throw. 
  Major Creation*: As psionic minor creation, plus stone 
  and metal. 
  Plane Shift*: Travel to other planes. 
  Spell Resistance: Grant SR equal to 12 + level. 
  Psychic Crush: Brutally crush subject‘s mental essence, 
  reducing subject to –1 hit points. 
  Shatter Mind Blank: Cancels target‘s mind blank effect. 
  Telekinesis*: Moves object, attacks creature, or hurls 
  object or creature.  
  Telepathic Bond*: Link lets allies communicate. 
  Tower of Iron Will: Grant PR 19 against mind-affecting 
  powers to all creatures within 10 ft. until your next 
  turn. 
  True Seeing*: See all things as they really are. 
  6TH-Level Psion Spells 
  Acid Fog*: Fog deals acid damage 
  Aura Alteration: Repairs psyche or makes subject seem 
  to be something it is not. 
  Breath of the Dragon: Belch out dragon breath for 
  1d6/power level energy damage. 
  Cloud Mind, Mass: Erase knowledge of your presence 
  from the minds of one creature/level. 
  Contingency*: Sets trigger condition for another power. 
  Co-opt Concentration: Take control of foe‘s 
  concentration power. 
  Disintegrate*: Turn one creature or object to dust. 
  Energy Burst, Delayed: Deal 1d6/power level energy 
  damage in 40-ft. burst after up to 5 round. 
  Fuse Flesh: Fuse subject‘s flesh, creating a helpless mass. 
  Overland Flight*: You fly at a speed of 40 ft. and can 
  hustle over long distances. 
  Scrying Trap: Deal 8d6 points electricity damage to those 
  who seek to view you at a distance. 
  Retrieve: Teleport to your hand an item you can see. 
  Suspend Life: Put yourself in a state akin to suspended 
  animation. 
  Temporal Acceleration: Your time frame accelerates for 
  1 round. 
  7TH-Level Psion Spells 
  Decerebrate: Remove portion of subject‘s brain stem. 
  Divert Teleport: Choose destination for another‘s 
  teleport. 
  Energy Conversion: Offensively channel energy you‘ve 
  absorbed. 
  Energy Wave: Deal 1d6/power level energy damage in 
  120-ft. cone. 
  Evade Burst: You take no damage from a burst on a 
  successful Reflex save. 
  Insanity*: Subject is permanently confused. 
  Instant Summons*: Prepared object appears in your 
  hand. 
  Mind Blank, Personal: You are immune to scrying and 
  mental effects. 
  Oak Body: Your body becomes as hard as oak. 
  Phase Door*: Invisible passage through wood or stone. 
  Sequester*: Subject invisible to sight and scrying; renders 
  subject comatose. 
  Ultrablast: Deal 13d6 damage in 15-ft. radius. 
  8TH-Level Psion Spells 
  Antipathy*: Object or location affected by spell repels 
  certain creatures. 
  Bend Reality: Alters reality within power limits. 
  Dimensional Lock*: Teleportation and intraplanar travel 
  is blocked for 1 day/level. 
  Iron Body*: Your body becomes living iron. 
  Matter Manipulation: Increase or decrease an object‘s 
  base hardness by 5. 
  Maze*: Traps subject in an extradimentional maze. 
  Mind Blank*: Subject immune to mental/emotional 
  effects and scrying. 
  Moment of Prescience*: You gain insight bonus on 
  single attack roll, check, or save. 
  Recall Death: Subject dies or takes 5d6 damage. 
  Shadow Body: You become a living shadow (not the 
  creature). 
  Sympathy*: Object or location attracts certain creatures. 
  Temporal Stasis*: Place subject in suspended animation. 
  True Metabolism: You regenerate 10 hit points/round. 
  9TH-Level Psion Spells 
  Affinity Field: Effects that affect you also affect others. 
  Apopsi: You delete spells from the target‘s mind. 
  Assimilate: Incorporate creature into your own body. 
  Astral Imprisonment*: Entombs the subject in the astral 
  plane 
  Etherealness*: Become ethereal for 1 min./level. 
  Foresight*: ―Sixth sense‖ warns of impending dange 
  Freedom*: Releases a creature from imprisonment or 
  temporal stasis 
  Gate*: Connecgts two planes for travel or summoning 
  Microcosm: creature or creature lives forevermore in 
  world of his own imagination. 
  Reality Revision: As bend reality, but fewer limits. 
  
  SPELLS 
   
  49 
  Timeless Body: Ignore all harmful, and helpful, effects 
  for 1 round. 
  Psion Discipline Spell Lists 
  Egoist (Psychometabolism) Discipline Spells 
  1 
  Thicken Skin: Gain +1 enhancement bonus to your 
  AC for 10 min./level. 
  2 
  Animal Kinship A : Gain +4 enhancement to one 
  ability. 
   
  Chameleon: Gain +10 enhancement bonus on Hide 
  checks. 
   
  Empathic Transfer: Transfer another‘s wounds to 
  yourself. 
  Hustle: Instantly gain a move action.  
  3 
  Ectoplasmic Form: You gain benefits of being 
  insubstantial and can fly slowly. 
   
  Haste*: one creature/level moves faster, +1 on 
  attack rolls, AC, and Reflex saves 
  4 
  Metamorphosis: Assume shape of creature or 
  object. 
   
  Psychic Vampire: touch attack drains 2 power 
  points/level from foe. 
   
  Restoration*: Restores level and ability score drains. 
  5 
  Psychofeedback: Boost Strength, Dexterity, or 
  Constitution at the expense of one or more other 
  scores. 
   
  Restore Extremity: Return a lost digit, limb, or other 
  appendage to subject. 
   
  Revive. Return the dead to life before the psyche 
  leaves the corpse.  
  6 
  Heal*: Cure 10 point/level damage, all diseases and 
  mental conditions 
  7 
  Fission: You briefly duplicate yourself. 
   
  Restoration, Greater*: As restoration, plus restores 
  all levels and ability scores 
  8 
  Fusion: You combine your abilities and form with 
  another. 
  9 
  Metamorphosis, Greater: Assume shape of any 
  nonunique creature or object each round. 
  Kineticist (Psychokinesis) Discipline Spells 
  1 
  Alter Winds**A: Increase/decrease strength of 
  natural winds. 
   
  Control Object: Telekinetically animate a small 
  object. 
  2 
  Energy Missile: Deal 1d6/power level energy 
  damage to 1 or more targets. 
  3 
  Energy Blast: Deal 1d6/power level energy damage 
  in 20-ft. radius. 
   
  Slow*:  One subject/level takes only one 
  action/round, –1 to AC, Reflex  saves, and attack 
  rolls. 
  4 
  Control Body: Take rudimentary control of your 
  foe‘s limbs. 
   
  Energy Burst: Deal 1d6/power level energy damage 
  in 40-ft. burst. 
   
  Inertial Barrier: Gain DR 5/–. 
  5 
  Energy Cone: Deal 1d6/power level energy damage 
  in 60-ft. cone. 
   
  Fiery Discorporation: Cheat death by discorporating 
  into nearby fire for one day. 
  6 
  Antimagic Field*: Create a field where psionic 
  power does not function. 
   
  Dispelling Buffer: Subject is buffered from one 
  dispel magic effect. 
   
  Energy Current: Deal 1d6/power level energy 
  damage to one foe and half to another foe as long as 
  you concentrate. 
  7 
  Spell Turning*: Reflect 1d4+6 spell levels back at 
  caster. 
  8 
  Telekinetic Sphere*: Mobile force globe 
  encapsulates creature and moves it. 
  9 
  Tornado Blast: Vortex of air subjects your foes to 
  17d6 damage and moves them. 
  Nomad (Psychoportation) Discipline Spells 
  1 
  Burst: Gain +10 ft. to speed this round. 
  2 
  Dimension Swap: You and ally or two allies switch 
  positions. 
   
  Levitate*: Subject moves up and down, forward and 
  back, at your direction. 
  3 
  Astral Caravan: You lead astral traveler-enabled 
  group to a planar destination. 
   
  Blink*: You randomly vanish and reappear for 1 
  round per level. 
  4 
  Dimensional Anchor*: Bars extra dimensional 
  movement. 
   
  Dismissal*: Forces a creature to return to its native 
  plane. 
   
  Fly*: You fly at a speed of 60 ft. 
  5 
  Baleful Teleport: Destructive teleport deals 9d6 
  damage. 
   
  Teleport*: Instantly transports you as far as 100 
  miles/level. 
   
  Teleport Trigger: Predetermined event triggers 
  teleport. 
  6 
  Banishment*: Banishes extraplanar creatures. 
  7 
  Dream Travel: Travel to other places through 
  dreams. 
   
  Ethereal Jaunt*: Become ethereal for 1 round/level. 
  8 
  Time Hop, Mass: Willing subjects hop forward in 
  time. 
   
  Teleport, Greater*: As psionic teleport, but no 
  range limit and no off-target arrival. 
  9 
  Teleportation Circle*: Circle teleports any creatures 
  inside to designated spot. 
   
  Time Regression: Relive the last round. 
  
  Psionics Transcended: The Power of Ki 
   
   
  50 
  Seer (Clairsentience) Discipline Spells 
  1 
  Destiny Dissonance: Your dissonant touch sickens a 
  foe. 
  2 
  Clairvoyant Sense: See and hear a distant location. 
   
  Object Reading: Learn details about an object‘s 
  previous owner. 
   
  Sensitivity to Psychic Impressions: You can find 
  out about an area‘s past. 
  3 
  Escape Detection: You become difficult to detect 
  with clairsentience powers. 
   
  Fate Link: You link the fates of two targets.  
  4 
  Anchored Navigation A : Establish a mishap-free 
  teleport beacon. 
   
  Scrying*: See, hear, and potentially interact with 
  subjects at a distance. 
  5 
  Clairtangent Hand: Emulate far hand at a distance. 
   
  Second Chance: Gain a reroll. 
  6 
  Precognition, Greater: Gain +4 insight bonus to AC 
  and saving throws.. 
   
  Prescience, Greater: Gain +4 insight bonus to 
  attack and damage rolls. 
  7 
  Fate of One: Reroll any roll you just failed. 
   
  Scrying, Greater: As scrying, but faster and longer 
  8 
  Hypercognition: You can deduce almost anything. 
  9 
  Metafaculty: You learn details about any one 
  creature. 
   
  Reality Revision: Break the laws of reality. 
  Shaper (Metacreativity) Discipline Spells 
  1  
  Astral Construct: Creates astral construct to fight 
  for you. 
   
  Minor Creation*: Creates one cloth or wood object. 
  2  
  Repair Construct: Repairs construct of 3d8 hit 
  points +1 hp/level. 
  3  
  Concealing Amorpha, Greater: Quasi-real 
  membrane grants you total concealment. 
   
  Ectoplasmic Cocoon: You encapsulate a foe so it 
  can‘t move. 
  4  
  Fabricate*: Transforms raw goods to finished items. 
   
  Quintessence: You collapse a bit of time into a 
  physical substance. 
  5  
  Hail of Crystals: A crystal explodes in an area, 
  dealing 9d4 slashing damage. 
   
  Psychic Turmoil: Drain ki away from psionic 
  creatures. 
  6  
  Crystallize: Turn subject permanently to crystal. 
   
  Fabricate, Greater*: Transforms a lot of raw goods 
  to finished items. 
  7  
  Ectoplasmic Cocoon, Mass: You encapsulate all 
  foes in a 20-ft. radius. 
   
  Psychic Turmoil, Greater: Drain ki away from 
  creatures and convert it to temporary hit points. 
  8  
  Astral Seed: You plant the seed of your rebirth from 
  the Astral Plane. 
  9  
  Genesis: You instigate a new demiplane on the 
  Astral Plane. 
   
  True Creation: As psionic major creation, except 
  items are completely real. 
  Telepath (Telepathy) Discipline Spells 
  1  
  Charm*: Makes one person or creature your friend. 
   
  Slumber: Put a single creature into a magical 
  slumber. 
  2  
  Aversion: Subject has aversion you specify. 
   
  Brain Lock: Subject cannot move or take any mental 
  actions. 
   
  Paralyze: Paralyze one humanoid for 1 round/level. 
   
  Suggestion*: Compels subject to follow stated 
  course of action. 
  3  
  Crisis of Breath: Disrupt subject‘s breathing. 
   
  Empathic Transfer, Hostile: Your touch transfers 
  your hurt to another. 
   
  False Sensory Input: Subject sees what isn‘t there. 
  4  
  Dominate*: Control target telepathically. 
   
  Mindlink, Thieving: Borrow knowledge of a 
  subject‘s power. 
   
  Modify Memory*: Changes 5 minutes of subject‘s 
  memories. 
   
  Schism: Your partitioned mind can cast lower level 
  spells. 
  5 
  Metaconcert: mental concert of two or more 
  increases the total power of the participants. 
   
  Mind Probe: You discover the subject‘s secret 
  thoughts. 
  6  
  Mind Switch: You switch minds with another. 
   
  Brilliant Inspiration**: Take the better of two d20 
  rolls. 
  7 
  Brain Spider: Eavesdrop and plant suggestions on up 
  to 8 creatures. 
   
   
  Crisis of Life: Stop subject‘s heart. 
  8  
  Charm, Mass*: As charm, but all within 30‘ are 
  affected. 
   
  Mind Seed: Subject slowly becomes you. 
  9  
  Mind Switch, True: A permanent brain swap. 
   
  Psychic Chirurgery: You repair psychic damage or 
  impart knowledge of new powers. 
  Psyker Spell Lists 
  0-Level Psyker Spells 
  Bleed*: Cause a stabilized creature to resume dying 
  Crystal Dart: Deal 1d3 points of piercing damage. 
  Daze*: Humanoid creature of 4 HD or less loses next 
  action. 
  Detect Magic*: You detect the presence of magic. 
  Energy Dart: Deal 1d3 energy (cold, electricity, fire, or 
  sonic) damage.  
  
  SPELLS 
   
  51 
  Energy Affinity (acid, cold, electricity, fire, force, 
  negative, positive, and sonic): Attune yourself to an 
  energy type allowing you cast energy-based spells.  
  Far Hand: Move small objects at a limited distance. 
  Foresight, Lesser: Gain a +1 insight bonus to your next 
  roll 
  Know Direction and Location: You discover where you 
  are and what direction you face. 
  Mending* Makes minor repairs to an object 
  Psi Light: Your eyes emit 20-ft. cone of light. 
  Resistance*: Grant +1 resistance bonus to saves. 
  Stabilize*: Cause a dying creature to stabilize. 
  Vigor, Minor: Gain 1 temporary hit point 
  1ST-Level Psyker Spells  
  Ant Haul**: Triples carrying capacity of a creature. 
  Astral Traveler: Enable yourself or another to join an 
  astral caravan-enabled trip. 
  Biofeedback: Gain DR 2/–. 
  Bite of the Wolf: Gain bite attack for 1d8 damage. 
  Borrow Skill**: Make a skill check using another‘s ranks. 
  Burst: Gain +10ft. to speed this round. 
  Call Weaponry: Create temporary weapon. 
  Catfall: Instantly save yourself from a fall.  
  Chameleon: Gain +10 enhancement bonus on Hide 
  checks. 
  Claws of the Beast: Your hands become deadly claws. 
  Conceal Thoughts: You conceal your motives. 
  Create Ammo: You create a few enhanced short-lived 
  bolts, arrows, or bullets. 
  Dissipating Touch: touch deals 1d6 damage. 
  Distract: Subject gets –4 on Perception and Sense Motive 
  checks. 
  Elfsight: Gain low-light vision, +2 bonus on Perception 
  checks, and notice secret doors. 
  Empty Mind: Gain +2 on Will saves until your next 
  action. 
  Enlarge Self: Become one size category larger. 
  Float: Buoy yourself in water or other liquid. 
  Grip of Iron: Your iron grip gives +4 bonus on grapple 
  checks. 
  Hammer: Melee touch attack deals 1d8/round. 
  Inertial Armor: Tangible field of force provides you with 
  +4 armor bonus to AC. 
  Metaphysical Claw: Your natural weapon gains +1 
  bonus. 
  Metaphysical Weapon: Weapon gains +1 bonus. 
  Precognition: Gain +1 insight bonus to AC and saving 
  throws. 
  Prescience: Gain +1 insight bonus on your attack and 
  damage rolls. 
  Prevenom: Your claws gain a poison coating. 
  Prevenom Weapon: Your weapon is mildly venomous. 
  Reduce Self: You grow smaller. 
  Skate: Subject slides skillfully along the ground. 
  Shield*: Invisible disc provides +4 shield bonus to AC. 
  Slumber: Put a single creature into a magical slumber. 
  Stomp: Subjects fall prone and take 1d4 nonlethal 
  damage. 
  Synesthete: You receive one kind of sense when another 
  sense is stimulated. 
  Thicken Skin: Gain +1 enhancement bonus to your AC 
  for 10 min./level. 
  Vigor: Gain 5 temporary hit points. 
  2ND-Level Psyker Spells  
  Animal Kinship A : Gain +4 enhancement to one ability. 
  Blink*: You randomly vanish and reappear for 1 round 
  per level. 
  Body Equilibrium: You can walk on nonsolid surfaces. 
  Concealing Amorpha: Quasi-real membrane grants you 
  concealment. 
  Darkvision*: See 60 ft. in total darkness. 
  Detect Hostile Intent: You can detect hostile creatures 
  within 30 ft. of you. 
  Dimension Swap: You and an ally switch positions. 
  Energized Touch: Your touch deals 1d6/power level 
  energy damage. 
  Energized Weapon: Your weapon deals 1d6/power level 
  energy damage. 
  Empathic Transfer: Transfer another‘s wounds to 
  yourself. 
  Energy Adaptation: Gain resistance 10 to one energy 
  type. 
  Feat Leech: Borrow another‘s ki or metamagic feats. 
  Glossolalia: cone-shaped shriek distracts smart foes, 
  makes concentrating difficult. 
  Hustle: Instantly gain a move action. 
  Levitate Self: You move up and down, forward and 
  back, via mental support. 
  Painful Strike: Your natural weapons deal an extra 1d6 
  nonlethal damage. 
  Pounce: You can make full attack in same round you 
  charge. 
  Prowess: Instantly gain another attack of opportunity. 
  Repair Wounds: You heal 2d6 damage. 
  Restoration, Lesser: Dispels magical ability penalty or 
  repairs 1d4 ability damage. 
  Scent: Gain the scent ability. 
  Siphon Strength: Siphon away your enemy‘s strength 
  and grow stronger. 
  Sustenance: You can go without food and water for one 
  day. 
  Thought Shield: Gain SR 13 against mind-affecting spell. 
  Wall Walker: Grants ability to walk on walls and ceilings. 
  3RD-Level Psyker Spells  
  Claws of the Vampire: Heal half of your claw‘s base 
  damage.  
  
  Psionics Transcended: The Power of Ki 
   
   
  52 
  Concealing Amorpha, Greater: Quasi-real membrane 
  grants you total concealment. 
  Danger Sense: Gain +4 bonus against traps. 
  Dimension Slide: Teleports you very short distance. 
  Duodimensional Claw: Increases your natural weapon‘s 
  threat range. 
  Ectoplasmic Form: You gain benefits of being 
  insubstantial and can fly slowly. 
  Empathic Feedback: When you are hit in melee, your 
  attacker takes damage. 
  Empathic Transfer, Hostile: Your touch transfers your 
  hurt to another. 
  Escape Detection: You become difficult to detect with 
  clairsentience powers. 
  Evade Burst: You take no damage from a burst on a 
  successful Reflex save. 
  Exhalation of the Dragon: Your dragon breath deals 3d6 
  damage to a close target. 
  Graft Weapon: Your hand is replaced seamlessly by your 
  weapon. 
  Improbability Shield: Gain +4 deflection bonus to AC 
  until your next action. 
  Keen Edge*: Doubles normal weapon‘s threat range. 
  Ubiquitous Vision: You have all-around vision.  
  Vampiric Blade: You heal half of your base weapon 
  damage. 
  4TH-Level Psyker Spells  
  Claw of Energy: Your claws deal additional energy 
  damage. 
  Dimension Door*: Teleports you short distance.  
  Energy Adaptation, Greater: Your body converts energy 
  to harmless light. 
  Freedom of Movement*: You cannot be held or 
  otherwise rendered immobile. 
  Immovability: You are almost impossible to move and 
  gain DR 15/–. 
  Inertial Barrier: Gain DR 5/–. 
  Psychic Vampire: touch attack drains 2 ki points/level 
  from foe.  
  Steadfast Perception: Gain immunity to illusory effects, 
  +6 bonus on Perception checks. 
  Truevenom: Your natural weapons are covered in 
  horrible poison. 
  Truevenom Weapon: Your weapon is horribly 
  poisonous.  
  Weapon of Energy: Weapon deals additional energy 
  damage. 
  5TH-Level Psyker Spells  
  Adapt Body: Your body automatically adapts to hostile 
  environments. 
  Catapsi: Psychic static inhibits spell casting. 
  Metaconcert: mental concert of two or more increases 
  the total power of the participants. 
  Oak Body: Your body becomes as hard as oak. 
  Psychofeedback: Boost Str, Dex, or Con at the expense 
  of one or more other scores. 
  6TH-Level Psyker Spells  
  Breath of the Dragon: Belch dragon breath for 11d6 
  damage. 
  Dispelling Buffer: You are buffered from one dispel 
  magic effect. 
  Form of Doom: You transform into a frightening 
  tentacled beast. 
  Mind Blank, Personal: You are immune to scrying and 
  mental effects. 
  Prescience, Greater: Gain a +4 insight bonus to attack 
  and damage rolls. 
  Suspend Life: Put yourself into a state akin to suspended 
  animation. 
   
  Other Spells 
  Bard Spell List 
  2 
  Glossolalia: cone-shaped shriek distracts smart foes, 
  makes concentrating difficult. 
  Cleric Spell List 
  3 
  Mindlink: You forge a limited mental bond with 
  another creature. 
  5 
  Psychic Turmoil: Drain ki away from psionic 
  creatures. 
  7 
  Psychic Turmoil, Greater: Drain ki away from 
  creatures and convert it to temporary hit points. 
  8 
  Brain Spider: Eavesdrop and plant suggestions on up 
  to 8 creatures. 
  Wizard/Sorcerer Spell List 
  3 
  Mindlink: You forge a limited mental bond with 
  another creature. 
  5 
  Psychic Turmoil: Drain ki away from psionic 
  creatures. 
  7 
  Psychic Turmoil, Greater: Drain ki away from 
  creatures and convert it to temporary hit points. 
  6 
  Mind Probe: You discover the subject‘s secret 
  thoughts. 
   
  Spell Descriptions 
  Acid Fog* 
  School: conjuration (creation) [metacreativity, acid] 
  Level: psion 6 
  Display: auditory 
  
  SPELLS 
   
  53 
  As the acid fog sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Adapt Body 
  School: transmutation [psychometabolism] 
  Level: psion 5, psyker 5 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: You 
  Duration: 1 hour/level (D) 
  Your body automatically adapts to hostile environments. 
  You can adapt to underwater, extremely hot, extremely 
  cold, or airless environments, allowing you to survive as if 
  you were a creature native to that environment. You can 
  breathe and move (though penalties to movement and 
  attacks, if any for a particular environment, remain), and 
  you take no damage simply from being in that 
  environment. You need not specify what environment 
  you are adapting to when you cast this spell; simply 
  activate it, and your body will instantly adapt to any 
  hostile environment as needed throughout the duration. 
   
  You can somewhat adapt to extreme environmental 
  features such as acid, lava, fire, and electricity. Any 
  environmental feature that normally directly deals 1 or 
  more dice of damage per round deals you only half the 
  usual amount of damage. 
  Affinity Field 
  School: conjuration [psychometabolism] 
  Level: psion 9 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Area: 20-ft.-radius emanation, centered on you 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude negates (potentially harmless); 
  Spell Resistance: yes 
  You create an affinity feedback loop with all creatures 
  within the area. While the duration lasts, affected 
  creatures take all damage (including ability damage) as 
  you do and heal all wounds as you do. Hit points gained 
  or lost persist after this spell ends. 
   
  Creatures in range are also subject to magical and 
  psionic effects of 3rd level or lower. Creatures that have 
  an affinity to you gain a saving throw against each new 
  spell transferred through the affinity field as if the spell 
  were cast upon them normally. All magical and psionic 
  effects transferred to subjects fade at the end of this 
  spell‘s duration, although instantaneous effects remain. If 
  you suddenly become immune to a particular effect or 
  spell, the effect or spell to which you are immune cannot 
  be transferred to creatures that have affinity to you. 
  Alter Winds** 
  School: transmutation [psychokinesis, air] 
  Level: kineticist 1 
  Display: mental 
  As the alter winds sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Advanced Player‘s 
  Guide). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase wind effects by 1 more step 
  2 
  No 
  Increase radius of emanation by 5 feet 
  1 
  Yes 
  Alter direction of wind by up to 90 ft 
  1 
  No 
  Anchored Navigation 
  School: divination [clairsentience] 
  Level: seer 4 
  Display: material and olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: You 
  Duration: 1 hour/level 
  You know where you are in relation to a fixed starting 
  point, which is essential for setting up a mishap-free 
  teleport beacon. While the duration lasts, you are aware 
  of 
  your 
  exact 
  distance 
  and 
  route 
  (physical 
  or 
  psychoportive) back to a fixed starting point. The 
  ―anchored‖ starting point is your exact location when 
  you cast the spell. To designate other anchored starting 
  points, you must cast this spell multiple times and be 
  present at the desired locations when you do so. 
   
  You can also retrace your steps through a maze 
  automatically while the spell lasts, without resorting to a 
  map. 
   
  Anchored navigation grants you a mindlink with one 
  designated creature who remains within a 60-foot radius 
  of the starting point, regardless of the distance between 
  you and the creature. The use of anchored navigation is 
  confined to the plane of existence where you cast it. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Extend the effect of this spell across 
  all planar boundaries. 
  2 
  N/A 
  Animal Kinship 
  School: transmutation [psychometabolism] 
  Level: egoist 2, psyker 2 
  Display: material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level 
  You forge a psychometabolic affinity with an idealized 
  animal form, thereby boosting one of your ability scores 
  (choose 
  either 
  Strength, 
  Dexterity, 
  Constitution, 
  Intelligence, Wisdom, or Charisma). The spell grants a +4 
  enhancement bonus to the ability score you choose, 
  
  Psionics Transcended: The Power of Ki 
   
   
  54 
  adding the usual benefits provided by a high ability 
  bonus.  
   
  Because you are emulating the idealized form of an 
  animal, you also take on minor aspects of the animal you 
  choose. The appearance is a minor resemblance to the 
  creature, not full transmutation. For example, the pupils 
  in your eyes may elongate slightly when taking on the 
  aspect of a cat.  While under the effect of this spell, you 
  suffer a -2 penalty to all diplomacy and bluff skill checks.  
   
  If you choose to increase the ability that powers your 
  ki pool, you do not gain the benefit of an increased ability 
  score long enough to gain any bonus ki points for a high 
  ability score, but the save DCs of your spells increase for 
  the duration of this spell. 
   
  Animal 
  Benefit 
  Bear 
  +4 Constitution 
  Bull 
  +4 Strength 
  Cat 
  +4 Dexterity 
  Eagle 
  +4 Charisma 
  Fox 
  +4 Intelligence 
  Owl 
  +4 Wisdom 
   
   
  Augmentation 
  Ki Cost 
  Multiple 
  Grant an additional +4 enhancement 
  bonus to another ability. You cannot 
  increase an ability more than once 
  with this spell (egoist).  
  2 
  Yes 
  Ant Haul** 
  School: transmutation [psychometabolism] 
  Level: psion 1, psyker 1 
  Display: olfactory 
  As the ant haul sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Advanced Player‘s 
  Guide). 
  Antimagic Field* 
  School: abjuration [psychokinesis] 
  Level: kineticist 6 
  Display: auditory and visual 
  As the antimagic field sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
   
  Astral constructs also wink out if they enter a 
  antimagic field. They reappear in the same spot once the 
  field goes away. Time spent winked out counts normally 
  against the duration of the spell that is maintaining the 
  construct or summoned creature. 
  Antipathy* 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 8 
  Display: auditory 
  As the antipathy sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Apopsi 
  School: necromancy [telepathy, mind-affecting] 
  Level: psion 9 
  Display: auditory, material, and visual 
  Casting Time: 1 round 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one living psionic creature 
  Duration: instantaneous 
  Saving Throw: Fortitude negates; Spell Resistance: yes 
  By using this spell, you delete 1d4 spells from the target‘s 
  mind. If the target is a spell caster that prepares spells, 
  these are just lost for the day. If the target stores spells in 
  their mind (like psions, psykers, sorcerers, bards, and 
  witch‘s familiars) the spells are lost permanently.  All 
  other creatures are shaken for 1d4 rounds.  
   
   You specify the level of each spell, and the DM 
  randomly determines which of the subject‘s spells is 
  actually deleted. Psychic chirurgery or reality revision can 
  be used to restore the lost spells, but it must be 
  performed within 1 week of losing the spells. 
   
  Ki Cost: You must spend  1 point of ki for each spell 
  deleted. If the caster does not have enough ki or chooses 
  not to spend the ki, the number of spells deleted is 
  reduced (min 0 spells). 
  Assimilate 
  School: transmutation [psychometabolism] 
  Level: psion 9 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: touch 
  Target: one living creature touched 
  Duration: instantaneous and 1 hour; see text 
  Saving Throw: Fortitude half; Spell Resistance: yes 
  Your pointing finger turns black as obsidian. A creature 
  touched by you is partially assimilated into your form and 
  takes 20d6 points of damage. Any creature reduced to 0 
  or fewer hit points by this spell is killed, entirely 
  assimilated into your form, leaving behind only a trace of 
  fine dust. An assimilated creature‘s equipment is 
  unaffected. 
   
  A creature that is partially assimilated into your form 
  (that is, a creature that has at least 1 hit point following 
  your use of this spell) grants you a number of temporary 
  hit points equal to half the damage you dealt for 1 hour. 
   
  A creature that is completely assimilated grants you a 
  number of temporary hit points equal to the damage you 
  dealt and a +4 bonus to each of your ability scores for 1 
  hour. If the assimilated creature knows psionic spells, you 
  gain knowledge of one of its spells for 1 hour. You gain 
  some semblance of a creature you completely assimilate 
  
  SPELLS 
   
  55 
  for 1 hour, granting you a +10 bonus on Disguise checks 
  made to appear as that creature during that time. 
  Astral Caravan 
  School: conjuration (teleportation) [psychoportation] 
  Level: nomad 3 
  Display: none 
  Casting Time: 1 hour 
  Range: personal 
  Targets: you and touched willing creatures 
  Duration: see text 
  You lead a caravan into the Astral Plane, leaving the 
  Material Plane behind. Since the Astral Plane touches 
  upon other planes, you can travel astrally to any of these 
  other planes as you wish, but only if you know your way 
  (see below). 
   
  You can bring other willing creatures with you, 
  provided that these subjects have each cast astral traveler 
  and are linked hand to hand with you at the time of the 
  astral caravan‘s casting. These fellow travelers are 
  dependent upon you and must accompany you at all 
  times. If something happens to you during the journey 
  that causes you to break hand-to-hand contact, your 
  companions are stranded wherever you leave them. 
  Because the planes are a dangerous place, those who lead 
  astral caravans usually choose to cast this spell only if 
  they have a large party of travelers assembled. Sometimes 
  groups of lower-level adventurers may hire you to lead 
  forays beyond the Material Plane. 
   
  The astral caravan spell lasts while you and your 
  fellow travelers maintain your original formation, until (1) 
  you reach your intended destination plane, (2) you desire 
  to end the spell while still traversing the Astral Plane, (3) 
  you or anyone traveling with you breaks the hand-to-
  hand chain connecting the travelers for 2 consecutive 
  rounds, or (4) the spell is terminated by some outside 
  means, such as dispel magic. When the spell ends, you 
  and your fellow travelers halt in whatever portion of the 
  Astral Plane you happen to be traversing (the Astral Plane 
  is in many ways subjective in location; in any event, one 
  place on the Astral looks much like any other).  
   
  While you are traveling through the Astral Plane, 
  those natives who happen to glimpse you and your fellow 
  travelers perceive you to be moving at a speed of 30 feet 
  (you can‘t run), with you flying in the lead and your 
  fellow travelers strung out behind you, each linked to the 
  next by one hand. 
   
  Depending on your knowledge of the planes, your 
  journey through the subjective space that is the Astral 
  Plane may take a longer or shorter period of time. For 
  each 24 hours you travel, make a Knowledge (planes) 
  check. Unless a location is particularly hard to find and 
  well guarded, or conversely easy to find and well 
  advertised, the average DC for an astral caravan journey 
  should be set at 20. You cannot take 20 on this check, 
  though you can take 10. Each check may be modified by 
  your degree of familiarity with the destination or by some 
  connection you have with the place; see the tables below. 
   
  Destination Knowledge (the planes) 
  Knowledge 
  Check 
  Modifier 
  None* 
  n/a 
  Secondhand (you have heard of the 
  destination) 
  -10 
  Firsthand (you have visited before) 
  +0 
  Familiar (you have visited three or more 
  times) 
  +5 
  *If you have no direct knowledge of your destination, 
  you must have some connection to it in order to travel 
  there; see below. 
   
  Knowledge (the planes) 
  Connection 
  Check 
  Modifier 
  Likeness or picture of destination 
  +2 
  Object from destination 
  +4 
  Planar Cartographer's map of destination 
  +10 
   
   
  Each successful check indicates that you are one step 
  closer to your goal. To finally arrive at your location, you 
  must succeed on six checks within a span of 12 days. (If 
  you fail to make six successful checks within the first 12 
  days, you can continue to make one check per day until 
  you get the requisite six successes within a span of 12 
  consecutive days). When you successfully make the 
  requisite number of checks, the journey ends, and you 
  appear on your chosen plane within 10–1,000 (1d% x 
  10) miles of your intended destination on that plane. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Surround caravan with protective 
  membrane (See below) 
  3 
  No 
   
  Protective Membrane: This spell weaves a quasi-real 
  filmy membrane around yourself and all those adjacent to 
  each other in the caravan (being linked by hand is not 
  required if this membrane is used). You remain visible 
  within the translucent, amorphous enclosure. You can 
  pick up or drop willing passengers, easily reaching 
  through the film. Anything you hold is enveloped by the 
  film. Any attacks made through the enclosure in either 
  direction have a 25% miss chance due to the rippling 
  membrane. 
   
  When you cast this spell in its augmented form, your 
  apparent speed to those observing on the Astral Plane is 
  40 feet, and you can make a Knowledge (the planes) 
  check once every 12 hours to attempt to make it to your 
  destination (six successful checks within 12 consecutive 
  days still sees you to your desired goal). 
  Astral Construct 
  School: conjuration (creation) [metacreativity] 
  
  Psionics Transcended: The Power of Ki 
   
   
  56 
  Level: shaper 1 
  Display: visual; see text 
  Casting Time: 1 round 
  Range: close (25 ft. + 5 ft./2 levels) 
  Effect: one created astral construct 
  Duration: 1 round/level (D) 
  Saving Throw: none; Spell Resistance: no 
  This spell creates an astral construct of solidified 
  ectoplasm that attacks your enemies. It appears where 
  you designate and acts immediately, on your turn. It 
  attacks your opponents to the best of its ability. As a free 
  action, you can mentally direct it not to attack, to attack 
  particular enemies, or to perform other actions. The astral 
  construct acts normally on the last round of the spell‘s 
  duration and dissipates at the end of its turn. 
   
  Astral constructs are not summoned; they are 
  created on the plane you inhabit (using ectoplasm drawn 
  from the Astral Plane). Thus, they are not subject to 
  effects that hedge out or otherwise affect outsiders; they 
  are constructs, not outsiders. 
   
  The level and abilities of the construct are 
  determined by the caster at the time of its creation.  
   
  Ki Cost: You must spend 1 ki point for every 2 caster 
  levels after the first. You do not have to create the 
  maximum level construct at any time. If you want to 
  create a 9 HD construct and your caster level is at least 9, 
  you would pay 4 ki points. The costs and other statistics 
  are listed in the astral construct table. 
  Astral Imprisonment 
  School: abjuration [psychoportation] 
  Level: psion 9 
  Display: auditory 
  As the imprisonment sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
   
  The subject is imprisoned in a random location in the 
  astral plane instead of underground when this spell is cast 
  by a psion. There is a 1% chance per week that a random 
  astral traveler will come upon the imprisoned subject. 
  Subjects can be freed by using the freedom spell or any 
  other means to free or find a subject of the imprisonment 
  spell. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Choose a specific location in the Astral 
  Plane 
  2 
  N/A 
  Astral Seed 
  School: conjuration [metacreativity] 
  Level: shaper 8 
  Display: material; see text 
  Casting Time: 10 minutes 
  Range: 0 ft. 
  Effect: one storage crystal 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  This spell weaves strands of astral ectoplasm into a crystal 
  containing the seed of your living mind (hardness 1 and 1 
  hit point). You can have only one astral seed in existence 
  at any one time. Until you perish, the astral seed (also 
  called the storage crystal) is utterly inert. If you are slain 
  at some later date, your soul transfers into the storage 
  crystal, which begins to dimly glow. 
   
  Upon transference, your physical remains (should 
  they still exist) become inert matter and cannot thereafter 
  be restored to life. The transfer from the slain body to the 
  astral seed works over any distance, physical or 
  extradimensional. 
   
  Once your body‘s physical demise activates the 
  storage crystal, your soul becomes cocooned within the 
  crystal. Over the next 10 days the body‘s constituent 
  parts are pulled as ectoplasm from the Astral Plane, then 
  slowly molded and transformed into a living, breathing 
  body that is an exact duplicate of your body at the time 
  you cast astral seed (the crystal itself breaks down and 
  becomes a part of the new organic body). When the 
  tenth day ends, you completely and totally inhabit the 
  new body. You possess all the abilities you possessed 
  when astral seed was cast, at one level lower, but you 
  have none of your equipment (unless a trusted 
  companion returns it to you from your originally dead 
  body). 
   
  If the body is struck for any amount of damage 
  during the ten-day period when it is growing, it is 
  destroyed and your soul passes on. 
   
  Conceivably, someone could cast mind switch to 
  acquire a temporary body for you, but only an evil 
  creature would smash his own temporarily empty storage 
  crystal to permanently usurp a subject‘s organic body 
  (unless the subject is itself irredeemably evil). 
  Astral Traveler 
  School: conjuration (teleportation) [psychoportation] 
  Level: psion 1, psyker 1 
  Display: none 
  Casting Time: 1 hour 
  Range: touch 
  Target: creature touched 
  Duration: see text 
  Saving 
  Throw: 
  Will 
  negates 
  (harmless); 
  Spell 
  Resistance: yes (harmless) 
  This spell allows you or a creature you touch to 
  participate in an astral caravan created through use of the 
  astral caravan spell. While participating in a journey 
  allowed by the astral caravan spell, you must hold the 
  hand of both your fellow passenger ahead of you (or the 
  caravan leader) and your fellow passenger behind you 
  (unless you happen to be the last in the hand-linked line). 
  If you or any one of your fellow passengers breaks the 
  hand-to-hand link for 2 consecutive rounds, the impetus 
  
  SPELLS 
   
  57 
  through the Astral Plane provided by astral caravan fails. 
  See the astral caravan spell for more information. 
   
  All those who are part of the caravan who are 
  capable of performing purely mental actions, such as 
  casting a spell, may do so while maintaining hand-to-
  hand contact with their fellow travelers. When astral 
  travelers begin their journey, each one is connected to 
  the Material Plane by an insubstantial silvery cord. Very 
  few weapons exist that can damage a silvery cord. 
   
  The last creature in the line of those making up the 
  caravan is sometimes referred to as the rear guard, 
  because he or she has one hand free and can use it to 
  wield a weapon without relinquishing his or her grip on 
  the next traveler in line. The weightless, subjective 
  environment of the Astral Plane allows the caravan to flex 
  and bend as necessary to bring the rear guard‘s weapon 
  to bear. 
   
  Attraction 
  School: enchantment (charm) [telepathy, mind-affecting] 
  Level: psion 1 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: 1 hour/level 
  Saving Throw: Will negates; Spell Resistance: yes 
  You plant a compelling attraction in the mind of the 
  subject. The attraction can be toward a particular person 
  or an object. The subject will take reasonable steps to 
  meet, get close to, attend, or find the object of its 
  implanted attraction. For the purpose of this spell, 
  ―reasonable‖ means that, while attracted, the subject 
  doesn‘t suffer from blind obsession. He will act on this 
  attraction only when not engaged in combat. The subject 
  won‘t perform obviously suicidal actions. He can still 
  recognize danger but will not flee unless the threat is 
  immediate. If you make the subject feel an attraction to 
  yourself, you can‘t command him indiscriminately, 
  although he will be willing to listen to you (even if he 
  disagrees). This spell grants you a +4 bonus on any 
  interaction checks you make involving the subject (such 
  as Bluff, Diplomacy, Intimidate, and Sense Motive). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the bonus on interaction 
  checks by 1 (Telepath) 
  1 
  Yes 
  Aura Alteration 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 6 
  Display: material 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one willing creature 
  Duration: 10 min./level or instantaneous; see text 
  You can use this spell in one of two ways: to disguise the 
  subject‘s aura (alignment) and level, or to remove a 
  compulsion or charm effect from the subject. 
   
  Disguise: If you use this spell to disguise the subject‘s 
  alignment and level, the spell has a duration of 10 
  minutes per level. You can change the subject‘s 
  alignment by only one step. You can adjust the subject‘s 
  apparent level up or down by a number equal to one-half 
  your own level (rounded down) or less. 
   
  Remove Compulsion: If you use this spell to attempt 
  to cleanse the subject‘s aura of a baleful or controlling 
  effect, the duration is instantaneous. This spell can 
  remove the compulsion of a curse or a geas/quest effect. 
  It can also negate any charm and compulsion spells of 6th 
  level or lower, such as crisis of breath or death urge. 
  When aura alteration is cast for this purpose, the subject 
  gains another saving throw to remove the compulsion 
  afflicting it against the original save DC, but with a +2 
  bonus. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Shift alignment an additional step 
  1 
  No 
  Shift alignment to opposite 
  2 
  No 
  Adjust subject’s apparent level 
  1 
  Yes 
  Aura Sight 
  School: divination [clairsentience] 
  Level: psion 4 
  Display: visual 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: cone-shaped emanation centered on you 
  Duration: concentration, up to 10 min./level 
  Saving Throw: none; Spell Resistance: no 
  You discern auras. Auras are invisible to the naked eye, 
  but to a psionic viewer casting this spell they appear as 
  glowing halos or envelopes of colored light that surround 
  all objects. The color of each aura reveals information to 
  the psionic character. The amount of information 
  revealed depends on how long you study a particular 
  area. 
   
  1st Round: Presence of good and evil auras in the 
  area. You can‘t pin an aura to a particular object or 
  individual at this stage; instead, you see a colored haze 
  suffusing the area. (This spell can detect lawful and 
  chaotic auras as well, but doing so requires a separate 
  casting that focuses only on that alignment axis.) 
   
  2nd Round: Number of auras (creatures, objects, 
  spells, or spells) in the area. You know how many auras 
  are in the area, even though each aura doesn‘t resolve to 
  its actual location quite yet. 
   
  3rd Round: The owner of each aura is revealed, 
  unless the individual is outside your line of sight. If a 
  creature whose aura you detect has 5 or more Hit Dice 
  
  Psionics Transcended: The Power of Ki 
   
   
  58 
  than you do, you are overwhelmed by its presence and 
  dazed for 1 round, and the spell ends. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase spell range by 5 ft. 
  1 
  Yes 
  Aversion 
  School: enchantment (compulsion) [mind-affecting] 
  Level: telepath 2 
  Display: auditory and material 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: 1 hour/level 
  Saving Throw: Will negates; Spell Resistance: yes 
  You plant a powerful aversion in the mind of the subject. 
  If the object of the implanted aversion is an individual or 
  a physical object, she will prefer not to approach within 
  30 feet of it. If it is a word, she will try not to utter it; if it 
  is an action, she will not willingly attempt to perform it; 
  and if it is an event, she will not willingly attend it. The 
  subject will take reasonable steps to avoid the object of 
  its aversion, but will not put herself in jeopardy by doing 
  so. 
   
  If the subject is forced into taking an action she has 
  an aversion to, she takes a –2 penalty on any attack rolls, 
  ability checks, or skill checks involved. 
  Baleful Teleport 
  School: conjuration (teleportation) [psychoportation] 
  Level: nomad 5 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one corporeal creature 
  Duration: instantaneous 
  Saving Throw: Fortitude half; Spell Resistance: yes 
  You psychoportively disperse minuscule portions of the 
  subject, dealing 1d6 points of damage per power level 
  (minimum 5d6, maximum 15d6). Targets can be 
  protected from the effects of baleful teleport by 
  dimensional anchor. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Nomad) 
  1 
  Yes 
  1The maximum damage of an augmented baleful teleport spell 
  can exceed 15d6. 
  Banishment* 
  School: conjuration (teleportation) [psychoportation] 
  Level: nomad 6 
  Display: auditory and material 
  As the banishment sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook).  
   
  Psions gain no benefit from presenting objects or 
  substances that the target hates, fears, or otherwise 
  opposes. 
  Bend Reality 
  School: universal [clairsentience] 
  Level: psion 8 
  Display: visual 
  Casting Time: 1 standard action 
  Range: see text 
  Target, Effect, or Area: see text 
  Duration: see text 
  Saving Throw: none; see text; Spell Resistance: yes 
  As the limited wish sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook).  
   
  • Duplicate any psionic spell of 6th level or lower, 
  provided the spell does not belong to an opposition 
  school or discipline. 
   
  • Duplicate any arcane or divine spell of 5th level or 
  lower, provided the spell does not belong to an 
  opposition school or discipline. 
   
  • Duplicate any psionic spell of 5th level or lower, 
  even if it belongs to an opposition school or discipline. 
   
  • Duplicate any arcane or divine spell of 4th level or 
  lower, even if it belongs to an opposition school or 
  discipline.  
   
  • Undo the harmful effects of many spells, such as 
  psionic dominate, geas/quest, or insanity. 
   
  • Produce any other effect whose spell level is in line 
  with the above effects, such as a single creature 
  automatically hitting on its next attack or taking a –8 
  penalty on its next saving throw.  
   
  A duplicated spell allows saving throws and Spell 
  Resistance as normal (but the save DC is for a 8th-level 
  spell). 
   
  Ki Food: You must consume 3 bites of manna to cast 
  this spell. When a bend reality spell duplicates a spell with 
  a material component that costs more than 1,000 gp, you 
  must consume an additional 1 bite of manna for every 
  250 gp of materials required. You may opt take a sip of 
  ambrosia for every 2,500 gp of materials required.  
  Bestow Ki 
  School: conjuration [telepathy, mind-affecting] 
  Level: psion 2 
  Display: mental 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Target: one psionic creature 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  You link your mind with another creature‘s mind, creating 
  a brief conduit through which supernatural energy can be 
  
  SPELLS 
   
  59 
  shared. When you cast this spell, the subject gains 1 ki 
  point. You can bestow half as many ki points to a subject 
  as it has caster levels. 
   
  Because of the intimate nature of this spell, it cannot 
  be fabricated into an item—only ki points generated by a 
  creature in the moment can be shared using bestow ki. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Bestow an additional 1 ki point 
  2 
  Yes 
  Bestow an additional 1 ki point 
  (egoist) 
  1 
  Yes 
  Biofeedback 
  School: transmutation [psychometabolism] 
  Level: psion 2, psyker 1 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level (D) 
  You can toughen your body against wounds, lessening 
  their impact. During the duration of this spell, you gain 
  damage reduction 1/– plus 1/– for every 4 power levels. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase damage reduction by 1/– 
  2 
  Yes 
  Increase damage reduction by 1/– 
  (Egoist) 
  1 
  Yes 
  Bite of the Wolf 
  School: transmutation [psychometabolism] 
  Level: psyker 1 
  Display: visual; see text 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level 
  Your posture becomes stooped forward, and you grow a 
  muzzle complete with fangs. You gain one bite attack 
  each round, instead of or in addition to any other attacks 
  you have, that deals 1d8 points of damage (assuming you 
  are a Medium creature) when it hits. 
   
  Your bite attack is a natural weapon, so you are 
  considered armed when attacking with it, and it can be 
  affected by spells, spells, and effects that enhance or 
  improve natural weapons. You can choose to deal 
  nonlethal damage with your bite, taking the standard –4 
  penalty on your attack roll. If you bite as your only attack, 
  you use your highest base attack bonus on the attack roll, 
  and you can apply your full Strength bonus to damage. If 
  you bite in addition to making other attacks, the bite is a 
  secondary attack. 
   
  If you are not a Medium creature, your bite attack‘s 
  base damage varies as follows: Fine 1d2, Diminutive 1d3, 
  Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 
  4d6, Colossal 6d6. 
   
  Your bite increases in ferocity and causes 1d8 more 
  damage for every 4 power levels.  
  Bleed* 
  School: necromancy [psychometabolism] 
  Level: egoist 0, psyker 0 
  Display: visual and auditory 
  As the bleed sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
  Blink* 
  School: transmutation [psychoportation] 
  Level: nomad 3, psyker 2 
  Display: visual 
  As the blink sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
  Body Equilibrium 
  School: transmutation [psychometabolism] 
  Level: psion 2, psyker 2 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level (D) 
  You can adjust your body‘s equilibrium to correspond 
  with any solid or liquid that you stand on. Thus, you can 
  walk on water, quicksand, or even a spider‘s web without 
  sinking or breaking through (this effect does not confer 
  any resistance to particularly sticky webs). You can move 
  at your normal speed, but you cannot run (x4 speed) on 
  an unfirm surface without sinking or breaking through. 
   
  If you fall from any height while using this spell, 
  damage from the impact is halved. 
  Body Purification 
  School: conjuration (healing) [psychometabolism] 
  Level: psion 3, psyker 2 
  Display: auditory and material 
  Casting Time: 1 round 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You restore up to 1 point of damage per power level to a 
  single ability score (maximum 6). You cannot use body 
  purification to heal ability drain. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase damage healed by 1 
  2 
  Yes 
  Increase damage healed by 1 (Egoist)  
  1 
  Yes 
  Borrow Skill** 
  School: transmutation [telepathy] 
  Level: psyker 1 
  Display: mental 
  
  Psionics Transcended: The Power of Ki 
   
   
  60 
  Range: close (25ft. + 5ft./2 levels) 
  Target: one creature 
  As the borrow skill bard spell, except as noted here (see 
  the Pathfinder Roleplaying Game Advanced Player‘s 
  Guide). 
   
  Unlike the bard version, this ray requires a ranged 
  touch attack to borrow a skill. 
  Brain Lock 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: telepath 2 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one humanoid 
  Duration: concentration + 1 round 
  Saving Throw: Will negates; Spell Resistance: yes 
  The subject‘s higher mind is locked away. He stands 
  dazed, unable to take any psionic actions (including 
  casting spells or using psionic feats that require a decision 
  to be used) nor any mental actions at all. 
   
  A brain locked subject is not stunned, so attackers 
  get no special advantage against him. 
   
  A brain locked flyer must descend to the closest safe 
  level area below it. An air-breathing swimmer must make 
  for the surface. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Spell can also affects an animal, fey, 
  giant, magical beast, or monstrous 
  humanoid. 
  1 
  N/A 
  Spell can also affect an aberration, 
  dragon, elemental, or outsider in 
  addition to the creature types 
  mentioned above 
  2 
  N/A 
  Brain Spider 
  School: divination [telepathy, mind-affecting] 
  Level: cleric 8, telepath 7 
  Components: V, S, M, DF 
  Display: auditory and visual 
  Casting Time: 1 round 
  Range: long (400 ft. + 40 ft./level) 
  Targets: up to eight living creatures 
  Duration: 1 min./level 
  Saving Throw: Will negates; Spell Resistance: yes 
  This spell allows you to eavesdrop as a standard action on 
  the thoughts of up to eight other creatures at once, 
  hearing as desired: 
  • 
  Individual trains of thought in whatever order 
  you desire. 
  • 
  Information from all minds about one particular 
  topic, thing, or being, one nugget of 
  information per caster level. 
  • 
  A study of the thoughts and memories of one 
  creature of the group in detail. 
   
  Once per round, if you do not perform a detailed 
  study of one creature‘s mind, you can attempt (as a 
  standard action) to implant a suggestion in the mind of 
  any one of the affected creatures. The creature can make 
  another Will saving throw to resist the suggestion, using 
  the save DC of the brain spider spell. (Creatures with 
  special resistance to enchantment spells can use this 
  resistance to keep from being affected by the 
  suggestion.) Success on this saving throw does not 
  negate the other effects of the brain spider spell for that 
  creature. 
   
  You can affect all intelligent beings of your choice 
  within range (up to the limit of eight), beginning with 
  known or named beings. Language is not a barrier, and 
  you need not personally know the beings The spell 
  cannot reach those who make a successful Will save. 
  Material Component (cleric): A spider of any size or kind. 
  It can be dead, but must still have all eight legs. 
  Breath of the Dragon 
  School: transmutation [psychometabolism, see below] 
  Level: psion 6, psyker 6 
  Display: visual 
  Casting Time: 1 standard action 
  Range: 30ft 
  Area: cone-shaped burst  
  Duration: instantaneous 
  Saving Throw: Reflex half; Spell Resistance: yes 
  Your mouth spews forth the breath of a dragon that deals 
  1d6 points of damage per power level (minimum 6d6, 
  maximum 20d6). You can produce a breath of acid, cold, 
  electricity, or fire based on your energy affinity.  
   
  This spell gains a descriptor based on your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (psychometabolism) 
  1 
  Yes 
  1The maximum damage of an augmented breath of the dragon 
  spell can exceed 20d6 
  Break** 
  School: transmutation [psychokinesis] 
  Level: psion 1 
  Display: auditory 
  As the break sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Advanced Player‘s Guide). 
  Brilliant Inspiration** 
  School: evocation [telepathy, language-dependent] 
  Level: telepath 6 
  Display: auditory 
  
  SPELLS 
   
  61 
  As the brilliant inspiration bard spell, except as noted here 
  (see the Pathfinder Roleplaying Game Advanced Player‘s 
  Guide). 
  Burst 
  School: Psychoportation 
  Level: nomad 1, psyker 1 
  Display: auditory 
  Casting Time: 1 swift action 
  Range: personal 
  Target: you 
  Duration: 1 round 
  This spell increases your land speed by 10 feet. (This 
  adjustment counts as an enhancement bonus to speed.) 
   
  You can cast this spell with an instant thought, 
  quickly enough to gain the benefit of the spell on your 
  turn before you move. Casting this spell is a swift action, 
  like casting a quickened spell, and it counts toward the 
  normal limit of one quickened spell per round. You 
  cannot cast this spell when it isn‘t your turn. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase land speed by 5 feet 
  2 
  Max 5 
  Increase land speed by 5 feet (Nomad) 
  1 
  Max 5 
  Call to Mind 
  School: divination [telepathy, mind-affecting] 
  Level: psion 1 
  Display: mental 
  Casting Time: 1 minute 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  By meditating on a subject, you can recall natural 
  memories and knowledge otherwise inaccessible to you. 
   
  On a failed Knowledge check, you can cast this spell 
  to gain a new check with a +4 competence bonus. If 
  successful, you instantly recall what was previously buried 
  in your subconscious. 
  Call Weaponry 
  School: conjuration (teleportation) [psychoportation] 
  Level: psyker 1 
  Display: material 
  Casting Time: 1 round 
  Range: 0 ft. 
  Effect: one weapon; see text 
  Duration: 1 min./level; see text (D) 
  Saving Throw: none; Spell Resistance: no 
  You call a weapon ―from thin air‖ into your waiting hand 
  (actually, it is a real weapon hailing from another location 
  in space and time). You don‘t have to see or know of a 
  weapon to call it—in fact, you can‘t call a specific 
  weapon; you just specify the kind. If you call a projectile 
  weapon, it comes with 3d6 nonmagical bolts, arrows, or 
  sling bullets, as appropriate. The weapon is made of 
  ordinary materials as appropriate for its kind. If you 
  relinquish your grip on the weapon you called for 2 or 
  more consecutive rounds, it automatically returns to 
  wherever it originated. 
   
  Weapons gained by call weaponry are distinctive due 
  to their astral glimmer. They are considered magic 
  weapons and thus are effective against damage reduction 
  that requires a magic weapon to overcome. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase enhancement bonus by +1 
  2 
  Max 5 
  Catapsi 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 5, psyker 5 
  Display: mental and visual 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft.-radius emanation centered on you 
  Duration: 1 round/level 
  Saving Throw: Will negates; see text; Spell Resistance: 
  yes 
  By casting this spell, you generate psychic static, 
  interfering with the ability of other psionic characters to 
  cast their spells or use Ki-powered abilities (you are not 
  affected by your own catapsi casting). All psionic activity 
  within the area requires an additional ki cost of 1, unless a 
  character makes a Will save each time he attempts to cast 
  a psionic spell or use their ki pool.  
   
  Ki powers and psionic spells all incur the increased ki 
  cost. ki focus is immediately lost if the character does not 
  make their Will save each round while in a catapsi field. If 
  two or more fields of catapsi overlap, the effects are not 
  cumulative. Feats and abilities that rely on ki become full-
  round actions. 
   
  The limit on the number of ki points a subject can 
  spend augmenting a spell remains in effect; thus, a 
  subject may not be able to augment higher-level spells. If 
  augmenting a spell would cause the caster to exceed his 
  available ki points or his spending limits, the casting fails 
  automatically, but no ki points are expended. 
  Catfall 
  School: transmutation [psychoportation] 
  Level: psion 1, psyker 1 
  Display: auditory 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: Until landing or 1 round/ level 
  You recover instantly from a fall and can absorb some 
  damage from falling. You land on your feet no matter 
  how far you fall, and you take damage as if the fall were 
  10 feet shorter than it actually is + 10 feet per power 
  
  Psionics Transcended: The Power of Ki 
   
   
  62 
  level (maximum 60 ft.). This spell affects you and 
  anything you carry or hold (up to your maximum load). 
  You can cast this spell with an instant thought, quickly 
  enough to gain the benefit of the spell while you fall. 
  Casting the spell is an immediate action, like casting a 
  quickened spell, and it counts toward the normal limit of 
  one quickened spell per round. You can cast this spell 
  even when it isn‘t your turn. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Reduce damage as if the fall were an 
  additional 10 feet shorter1 
  2 
  Yes 
  Reduce damage as if the fall were an 
  additional 10 feet shorter (Nomad)1  
  1 
  Yes 
  1The maximum damage of energy blast with augmentation can 
  exceed 10d6. 
  Chameleon 
  School: transmutation [psychometabolism] 
  Level: egoist 2, psyker 1 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level (D) 
  Your skin and equipment take on the color and texture of 
  nearby objects, including floors and walls. You receive a 
  +10 enhancement bonus on Stealth checks. 
  Charm* 
  School: enchantment (charm) [telepathy, mind-affecting] 
  Level: telepath 1 
  Display: mental 
  As the charm person sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Spell can affect an animal, fey, giant, 
  magical beast, or monstrous 
  humanoid. 
  2 
  N/A 
  Spell can affect an aberration, dragon, 
  elemental, or outsider in addition to 
  the creature types mentioned above. 
  3 
  N/A 
  Increase duration to 1 day/level 
  2 
  No 
  Charm, Mass* 
  School: enchantment (charm) [telepathy, mind-affecting] 
  Level: telepath 8 
  Display: mental 
  As the mass charm monster sorcerer spell, except as 
  noted here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
  Clairtangent Hand 
  School: divination (scrying) [clairsentience] 
  Level: seer 5 
  Display: auditory, mental, and visual 
  Casting Time: 1 standard action 
  Range: see text 
  Area: see text 
  Duration: Up to 1 min./level; see text (D) 
  Saving Throw: none; Spell Resistance: no 
  You can emulate a far hand effect at any distance while 
  simultaneously emulating clairvoyant sense to target your 
  far hand; see the appropriate spell descriptions. 
  Clairtangent hand‘s duration is up to 1 minute per level 
  when used with a far hand effect. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Emulate clairvoyant sense in 
  conjunction with either telekinetic 
  force, telekinetic maneuver, or telekinetic 
  thrust; however, this spell's duration 
  expires as soon as any of the noted 
  telekinetic spells deals damage. 
  2 
  No 
  Clairvoyant Sense 
  School: divination (scrying) [clairsentience] 
  Level: seer 2 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: see text 
  Effect: psionic sensor 
  Duration: 1 min./level (D) 
  Saving Throw: none; Spell Resistance: no 
  You can see and hear a distant location almost as if you 
  were there. You don‘t need line of sight or line of effect, 
  but the locale must be known—a place familiar to you or 
  an obvious one, such as behind a door, around a corner, 
  or in a grove of trees. Once you have selected the locale, 
  the focus of your clairvoyant sense doesn‘t move, but you 
  can rotate it in all directions to view the area as desired. 
  Unlike other scrying spells, this spell does not allow 
  psionically or supernaturally enhanced senses to work 
  through it. 
   
  If the chosen locale is magically or psionically dark, 
  you see nothing. If it is naturally pitch black, you can see 
  in a 10- foot radius around the center of the spell‘s effect 
  or out to the extent of your natural darkvision. The spell 
  does not work across planes. 
  Claw of Energy 
  School: transmutation [psychokinesis, see text] 
  Level: psyker 4 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round/level 
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you 
  can use this spell to energize that weapon. The claw 
  
  SPELLS 
   
  63 
  attack deals an extra 1d6 points damage based on your 
  energy affinity) on a successful hit. 
  This spell can be 
  cast on a claw attack that already deals energy damage, 
  but if the claw already deals the same type of damage as 
  the spell, the effects stack. If this spell is cast on a claw 
  attack already benefiting from the effect of the spell, the 
  newer casting supersedes the older casting, even if both 
  castings are of different energy types. 
   
  This spell gains a descriptor based on your energy 
  affinity. 
  Claws of the Beast 
  School: transmutation [psychometabolism] 
  Level: psyker 1 
  Display: visual 
  Casting Time: 1 swift action 
  Range: personal 
  Target: you 
  Duration: 1 hour/level 
   text 
  You call forth the aggressive nature of the beast inherent 
  in yourself, psionically transforming your hands into 
  deadly claws. You gain two natural attacks with your 
  claws, each dealing 1d4 points of damage (1d6 if you are 
  Large, or 1d3 if you are Small) plus your Strength bonus. 
   
  Your claws are natural weapons, so you are 
  considered armed when attacking with them, and they 
  can be affected by spells, spells, and effects that enhance 
  or improve natural. You can choose to deal nonlethal 
  damage with your claws, taking the standard –4 penalty 
  on your attack roll. 
   
  Your claws work just like the natural weapons of 
  many monsters. You can make an attack with one claw or 
  a full attack with two claws at your normal attack bonus, 
  replacing your normal attack routine. You take no 
  penalties for two-weapon fighting, and neither attack is a 
  secondary attack. If your base attack bonus is +6 or 
  higher, you do not gain any additional attacks—you 
  simply have two claw attacks at your normal attack 
  bonus. 
   
  You can cast this spell with an instant thought, 
  quickly enough to gain the benefit of the spell on your 
  turn before you attack. Casting this spell is a swift action, 
  like casting a quickened spell, and it counts toward the 
  normal limit of one quickened spell per round. You 
  cannot cast this spell when it isn‘t your turn. 
   
  You can call or dismiss the claws as a swift action 
  during the duration of the spell. If you attack with a 
  manufactured weapon or another natural attack, you 
  can‘t make any claw attacks in that round. You can still 
  hold and manipulate items with your claws or cast spells 
  just as well as you could with your hands. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase claw by 1 size category (see 
  table below) 
  2 
  Max 4 
   
   
  Ki Cost 
  Claw Size 
  Claw Damage (for char size) 
  Small 
  Medium 
  Large 
  2 
  Large 
  1d4 
  1d6 
  1d8 
  4 
  Huge 
  1d6 
  1d8 
  2d6 
  6 
  Gargantuan 
  1d8 
  2d6 
  2d8 
  8 
  Colossal 
  2d6 
  2d8 
  4d6 
  Claws of the Vampire 
  School: transmutation [psychometabolism] 
  Level: psyker 3 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round/level 
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you 
  can use this spell to change the nature of that weapon. 
  When this spell is cast, your claws take on an ominous 
  glimmer. Each time you make a successful claw attack 
  against a living creature of Small or larger size, you are 
  healed of some amount of damage. 
   
  You heal a number of hit points equal to half the 
  base damage dealt by your claws of the vampire, 
  rounded down (additional damage dealt because of a 
  high Strength score or other enhancements does not 
  count toward the amount you heal). You heal as many hit 
  points as can be gained while the creature remains at 1 
  hit point or higher. Any damage that would reduce the 
  creature to 0 or fewer hit points does not benefit you. 
   
  You do not heal damage if your attack deals 
  nonlethal damage, such as when you attack a creature 
  that has the regeneration ability. Moreover, you gain no 
  healing from attacking any creature that is under the 
  effect of biofeedback. Using fission on yourself and then 
  attacking your duplicate also fails to grant any healing. 
  Cloud Mind 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 2 
  Display: none 
  Casting Time: 1 standard action 
  Range: close (25 ft. +5 ft./2 levels) 
  Target: one creature 
  Duration: 1 min./level 
  Saving Throw: Will negates; Spell Resistance: yes 
  You make yourself completely undetectable to the 
  subject by erasing all awareness of your presence from its 
  mind. This spell has the following effects. 
   
  First, you are invisible and inaudible to the creature. 
  It cannot even detect your presence by means of 
  blindsense, blindsight, scent, or tremorsense. It cannot 
  pinpoint your location by any means. 
  
  Psionics Transcended: The Power of Ki 
   
   
  64 
   
  Second, the subject remains unaware of your 
  actions, provided you do not make any attacks or cause 
  any obvious or directly threatening changes in the 
  subject‘s environment. If you attack the subject creature, 
  the effect ends. 
   
  If you take an action that creates a sustained and 
  obvious change in the subject‘s environment—for 
  example, attacking a creature aside from the subject or 
  moving a large or attended object the subject can see—
  the subject immediately gains a new saving throw against 
  the spell. An ally of the subject creature that is able to see 
  or perceive you can use a move action to warn the 
  subject and thereby grant it a new saving throw. 
  Cloud Mind, Mass 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 6 
  Target: one creature/level 
  As cloud mind, except as noted above. Each creature is 
  affected individually. 
  Conceal Thoughts 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 1, psyker 1 
  Display: mental 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one willing creature 
  Duration: 1 hour/level 
  Saving 
  Throw: 
  Will 
  negates 
  (harmless); 
  Spell 
  Resistance: yes (harmless) 
  You protect the subject‘s thoughts from analysis. While 
  the duration lasts, the subject gains a +10 circumstance 
  bonus on Bluff checks against those attempting to discern 
  its true intentions with Sense Motive. It also gains a +4 
  bonus on its saving throw against any spell or spell used 
  to read its mind (such as detect thoughts or mind probe). 
  Concealing Amorpha 
  School: conjuration (creation) [metacreativity] 
  Level: psion 2, psyker 2 
  Display: material; see text 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect: quasi-real amorphous film centered on you 
  Duration: 1 min./level (D) 
  Using concealing amorpha, you weave a quasi-real 
  membrane around yourself. You remain visible within the 
  translucent, amorphous enclosure. This distortion grants 
  you concealment (opponents have a 20% miss chance), 
  thanks to the rippling membrane encasing your form. You 
  can pick up or drop objects, easily reaching through the 
  film. Anything you hold is enveloped by the amorpha. 
  Likewise, you can engage in melee, make ranged attacks, 
  and cast spells without hindrance. 
  Concealing Amorpha, Greater 
  School: Conjuration (creation) [metacreativity] 
  Level: shaper 3, psyker 3 
  Duration: 1 round/level (D) 
  As concealing amorpha, except the quasi-real membrane 
  so distorts your image and actual position that you gain 
  total concealment (opponents have a 50% miss chance), 
  but for a shorter period of time. 
  Contingency* 
  School: evocation [clairsentience] 
  Level: psion 6 
  Display: olfactory 
  Casting Time: 10 minutes or longer; see text 
  Range: personal 
  Target: you 
  Duration: one day/level (D) or until discharged 
  As the contingency sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Ki Cost: you must spend 1 ki point to cast this spell. 
  Control Body 
  School: enchantment (compulsion) [psychokinesis] 
  Level: kineticist 4 
  Display: material 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./level) 
  Target: one medium or smaller creature with humanoid 
  physiology 
  Duration: concentration, up to 1 min./level 
  Saving Throw: Fortitude negates; Spell Resistance: yes 
  You psychokinetically control the actions of any 
  humanoid (including undead or outsiders with a 
  humanoid physiology) that is within range and to which 
  you have line of sight. Control body doesn‘t require 
  mental contact with the subject, since you are actually 
  forcing limb movements independent of the target‘s 
  mind. You can force the subject to stand up, sit down, 
  walk, turn around, and so on, but operating the vocal 
  cords is too difficult. You can also hold the subject 
  immobile, rendering it helpless. You cannot force the 
  subject to cast spells, cast spells, or use any special ability 
  that is not a function of just its body movements. If you 
  lose line of sight to the subject, the effect of this spell 
  ends. 
   
  If you force the subject to engage in combat, its 
  attack bonus is equal to your base attack bonus + your ki 
  pool modifier, and its bonus on damage rolls is equal to 
  your ki pool modifier. A subject of this spell cannot make 
  attacks of opportunity. The subject gains no benefit to 
  Armor Class from its Dexterity, but it does gain a bonus 
  to its AC equal to your ki pool ability modifier. 
   
  Although the subject‘s body is under your control, 
  the subject‘s mind is not. Creatures capable of taking 
  purely mental actions (such as casting spells) can do so. 
  
  SPELLS 
   
  65 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Spell can also affects an animal, fey, 
  giant, magical beast, or monstrous 
  humanoid. 
  2 
  N/A 
  Spell can also affect an aberration, 
  dragon, elemental, or outsider in 
  addition to the creature types 
  mentioned above 
  3 
  N/A 
  Affect a target one size category larger 
  1 
  Yes 
  Control Flames 
  School: evocation [psychokinesis, fire] 
  Level: psion 1 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./level) 
  Area: one nonmagical fire source; see text 
  Duration: concentration, up to 1 min./level 
  Saving Throw: see text; Spell Resistance: no 
  You pyrokinetically control the intensity or movements of 
  one fire source. A nonmagical fire source can be 
  controlled if it is equal to or smaller than the maximum 
  size of fire you can control according to your power level, 
  as noted on the accompanying table. You can freely 
  switch control between fire sources, or change the nature 
  of your control, while you maintain concentration, but 
  only one specified change (keeping a fire burning, 
  animating it, or altering its size) can be made to one fire 
  source in a round. When your control over a fire source 
  lapses, that fire immediately returns to its original state 
  (or goes out if it has no fuel or has been moved away 
  from its original location). With this spell, you can 
  artificially keep a fire burning that would normally expire 
  for lack of fuel; even dousing a controlled flame with 
  water does not put it out (though completely submerging 
  the flame would). Normally, a creature at risk of catching 
  on fire can avoid this fate by making a DC 15 Reflex 
  saving throw, with success indicating that the fire has 
  gone out. If the fire is one that has been kept burning by 
  the use of control flames, then the DC of the Reflex save 
  needed to put out the flames increases to 25. 
   
  This spell also enables you to make a fire move as if 
  it were a living creature. You can animate only a naturally 
  burning fire; if you attempt to animate one that has been 
  increased or decreased in size by your augmentation of 
  this spell, the fire immediately returns to its original size. 
  An animated fire moves at a speed of 30 feet. A fire that 
  moves away from its fuel or its original location dies as 
  soon as your control over it lapses.  
   
  An animated fire can enter any square, even if a 
  creature already occupies it. If an animated fire enters a 
  square occupied by a creature, that creature can make a 
  Reflex save to get out of the way (DC 11 + the number 
  of dice of damage the fire does + your Int modifier). A 
  successful Reflex save moves the creature to the nearest 
  unoccupied square. The flames deal the indicated damage 
  to any creature that is either on fire or surrounded by the 
  flames (in the fire‘s space); see the accompanying table). 
   
  At the start of your turn, the animated fire deals 
  damage to any creature in its space, and the creature 
  catches on fire unless it makes a Reflex save (DC as noted 
  above). A victim on fire takes 1d6 points of damage each 
  round. Additional rounds in the same space as the 
  animated fire occupies mean additional chances of 
  ignition. The damage from multiple normal fires stacks, 
  but the victim gets a saving throw each round to negate 
  each fire. It is possible to switch control from the 
  animated fire (causing it to disappear) to intensify f lames 
  that are already burning (thus denying the foe Reflex 
  saves after the first). 
   
  Control Flames 
   
  Power 
  Level 
  Fire Size  
  Example  
  Max Dmg 
  per Round 
  1 
  Fine 
  Tindertwig 
  1 
  2 
  Diminutive 
  Torch 
  1d3 
  3 
  Tiny 
  Small campfire 
  1d6 
  4 
  Small 
  Large campfire 
  2d6 
  5 
  Medium (5'x5') 
  Forge 
  3d6 
  6 
  Large (10'x10') 
  Bonfire 
  4d6 
  7 
  Huge (15'x15') 
  Burning shack 
  5d6 
  8 
  Gargantuan (20'x20') 
  Burning tavern 
  6d6 
  9+ 
  Colossal (30'x30') 
  Burning inn 
  7d6 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase size of fire you want to 
  control by one step, up to the 
  maximum size of the fire you can 
  control according to your power level. 
  1 
  Yes 
  Decrease the size of a fire you want to 
  control by one step. You can reduce a 
  Tiny or smaller fire to nothing, 
  extinguishing it. 
  1 
  Yes 
  Control Light 
  School: transmutation [psychokinesis, light] 
  Level: psion 1 
  Display: visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./level) 
  Area: nine 10-ft. cubes + three 10-ft. cubes/level 
  Duration: concentration, up to 1 min./level, or 1 round; 
  see text 
  Saving Throw: none; Spell Resistance: no 
  By manipulating the ambient light level, you can decrease 
  or increase the illumination of an area. The change in 
  illumination can be gradual (taking as long as 1 minute) 
  or sudden (occurring immediately when you cast this 
  spell). You can alter the level of illumination from its 
  original level at any time during the spell‘s duration. 
   
  Decrease: you can decrease the illumination of an 
  area by as little as 5% (barely perceptible) or as much as 
  100% (total darkness). If you decrease the light by 50% 
  
  Psionics Transcended: The Power of Ki 
   
   
  66 
  or more, the visual ability of creatures that depend on 
  light to see declines accordingly.If you decrease the 
  ambient light in an area by 100%, even those with 
  lowlight vision are unable to see within the affected area. 
  For each 25% decrease in ambient light, characters in the 
  area gain a cumulative +1 circumstance bonus on Stealth 
  checks (to a maximum of +4 when all the light is gone). 
   
  Increase: you can increase the illumination of an area 
  by as little as 5% (barely perceptible) or as much as 
  100%. If you increase the light by 50% or more, the 
  visual ability of creatures that depend on light to see 
  improves accordingly. 
   
  You can use this spell to increase the illumination of 
  an area by 200%  (improving visual abilities accordingly), 
  but in such a case the spell‘s duration is only 1 round. 
   
  Control Object 
  School: transmutation [psychokinesis] 
  Level: kineticist 1 
  Display: material 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one unattended object weighing up to 100 lb. 
  Duration: concentration, up to 1 round/level 
  Saving Throw: none; Spell Resistance: no 
  You telekinetically ―bring to life‖ an inanimate object. 
  Though it is not actually alive, the object moves under 
  your control. Live vegetation cannot be controlled in this 
  fashion, nor can already animated objects or undead. The 
  controlled object moves like a puppet, with jerky and 
  clumsy movements, at a speed of up to 20 feet. If its 
  form is rigid, it makes creaking, groaning, or grating 
  sounds as you control it. 
   
  A controlled object can attack an opponent if you 
  direct it to do so. It has one slam attack, at a base attack 
  bonus equal to base attack bonus + your Ki pool 
  modifier. If the attack hits, it deals points of damage 
  equal to 1d6 plus your ki pool modifier. A controlled 
  object has its usual hardness and hit points. 
   
  You can use this spell on a nonmagical lock, making 
  it move in such a way as to attempt to unlock itself. If 
  another character makes an Open Lock check involving a 
  lock that you are concentrating on controlling, the 
  character gains a +4 bonus on the check. 
  Control Sound 
  School: transmutation [psychokinesis , sonic] 
  Level: psion 2 
  Display: auditory; see text 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one sound or mixture of related sounds 
  Duration: concentration, up to 1 min./level; see text 
  Saving Throw: none; Spell Resistance: no 
  You shape and alter existing sounds. You can target one 
  sound, such as a person speaking or singing, or a group 
  of related sounds, such as the patter of many raindrops or 
  the tramp of soldiers passing by. A sound as quiet as a 
  snapping finger can be controlled. You can substitute any 
  sound you have heard for the target sound. If you 
  attempt to exactly duplicate the voice of a specific 
  individual, or an inherently terrifying sound (such as a 
  dragon‘s roar), you must succeed on a Bluff check with a 
  +5 circumstance bonus opposed by the intended 
  listener‘s Sense Motive check to avoid arousing suspicion. 
   
  You can entirely muffle a noise or magnify a sound 
  to such loudness that it drowns out all other conversation 
  in the immediate area. In this way, you can provide 
  yourself or any with a +4 circumstance bonus on Stealth 
  and Perception checks. 
   
  Alternatively, you can use up the spell in an instant. 
  You do this by modulating a sound into a one-time 
  destructive impetus that shatters nonmagical/nonpsionic, 
  unattended objects of crystal, glass, ceramics, or porcelain 
  (vials, bottles, flasks, jugs, mirrors, and so forth) in the 
  area. 
  Co-Opt Concentration 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 6 
  Display: mental 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one creature 
  Duration: concentration, up to 1 round/level 
  Saving Throw: Will negates; Spell Resistance: yes 
  You take over control of a spell that was cast by the 
  subject 
  and 
  that 
  must 
  be 
  maintained 
  through 
  concentration. Once you wrest control of the spell from 
  the subject, you have several options. 
   
  • Allow the spell to function as normal. 
   
  • Keep the spell targeted on the subject (if a 
  personal spell) but decide how the spell fulfills its function 
  each round. 
   
  • Retarget the spell on yourself (if a personal spell). 
   
  • Choose not to concentrate on the co-opted spell in 
  the next round, ending the spell at that point. 
  When the duration of co-opt concentration expires, the 
  spell you took control of ends (even if this would mean 
  that the spell ends earlier than normal). 
  Correspond 
  School: evocation [telepathy, mind-affecting] 
  Level: psion 4 
  Display: mental 
  Casting Time: 10 minutes 
  Range: see text 
  
  SPELLS 
   
  67 
  Target: one creature with an Intelligence score of 3 or 
  higher 
  Duration: 1 round/level 
  Saving Throw: none; Spell Resistance: no 
  You forge a passive mental link with a creature with 
  which you have previously had physical or mental 
  contact. The subject need not be within sight or even on 
  the same plane as you are. The subject recognizes you, 
  and you can mentally communicate with it for the 
  duration (though nothing forces the subject to respond to 
  you), exchanging messages of twenty-five words or less 
  once per round. Receiving a message is not an action and 
  does not provoke attacks of opportunity; however, 
  sending a message is equivalent to a standard action that 
  can provoke attacks of opportunity. 
  Create Ammo 
  School: conjuration (creation) [metacreativity] 
  Level: psion 1, psyker 1 
  Display: material 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Effect: A normal bolt, arrow, or sling bullet 
  Duration: 1 min./level 
  Saving Throw: none; Spell Resistance: no 
  You create 2d4 ectoplasmic crossbow bolts, arrows, or 
  sling bullets, appropriate to your size, which dissipate into 
  their constituent ectoplasmic particles when the duration 
  ends or after being fired. Ammunition you create has a 
  +1 enhancement bonus on attack rolls and damage rolls. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase enhancement bonus by +1 
  1 
  Max 4 
  Create Sound 
  School: conjuration (creation) [metacreativity, sonic] 
  Level: psion 0 
  Display: auditory; see text 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Effect: Sounds; see text 
  Duration: 1 round/level (D) 
  Saving Throw: none; Spell Resistance: no 
  Similar to ghost sound but creates sonic energy instead of 
  an illusion (see the Pathfinder Roleplaying Game Core 
  Rulebook). You create a volume of sound that rises, 
  recedes, approaches, or remains at a fixed place. You 
  choose what type of sound the spell creates when casting 
  it and cannot thereafter change its basic character. The 
  volume of sound created, however, depends on your 
  level. You can produce as much noise as four normal 
  humans. Thus, talking, singing, shouting, walking, 
  marching, or running sounds can be created. The noise 
  produced can be virtually any type of sound within the 
  volume limit. A horde of rats running and squeaking is 
  about the same volume as eight humans running and 
  shouting. A roaring lion is equal to the noise from sixteen 
  humans, while a roaring dire lion is equal to the noise 
  from twenty humans. 
   
  If you wish to create a specific message, up to 
  twenty-five words can be created, and those words 
  repeat over and over until the duration expires or the 
  spell is dismissed. If you attempt to exactly duplicate the 
  voice of a specific individual or an inherently terrifying 
  sound (such as a dragon‘s roar), you must succeed on a 
  Bluff check with a +2 circumstance bonus opposed by 
  the listener‘s Sense Motive check to avoid arousing 
  suspicion. 
   
  Create sound can be used to bring sounds into 
  existence that you later manipulate by casting control 
  sound. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the sound as if 4 more normal 
  humans were making noise. 
  1 
  Yes 
  Crisis of Breath 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: telepath 3 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one breathing humanoid 
  Duration: 1 round/level 
  Saving Throw: Will negates, Fortitude partial; see text; 
  Spell Resistance: yes 
  You compel the subject to purge its entire store of air in 
  one explosive exhalation, and thereby disrupt the 
  subject‘s autonomic breathing cycle. The subject‘s lungs 
  do not automatically function again while the spell‘s 
  duration lasts. 
   
  If the target succeeds on a Will save when crisis of 
  breath is cast, it is unaffected by this spell. If it fails its 
  Will save, it can still continue to breathe by taking a 
  standard action in each round to gasp for breath. 
   
  An affected creature can attempt to take actions 
  normally (instead of consciously controlling its breathing), 
  but each round it does so, beginning in the round when it 
  failed its Will save, the subject risks blacking out from lack 
  of oxygen. It must succeed on a Fortitude save at the end 
  of any of its turns in which it did not consciously take a 
  breath. The DC of this save increases by 1 in every 
  consecutive round after the first one that goes by without 
  a breath; the DC drops back to its original value if the 
  subject spends an action to take a breath. 
   
  If a subject fails a Fortitude save, it is disabled (0 hp). 
  In the following round, it drops to –1 hit points and is 
  dying. Curing spells or spells can revive a dying subject 
  normally, so long as this spell‘s duration has expired; if 
  the spell is still in effect, a revived creature is still subject 
  
  Psionics Transcended: The Power of Ki 
   
   
  68 
  to Fortitude saves in each round when it does not 
  consciously breathe. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Spell can also affect an animal, fey, 
  giant, magical beast, or monstrous 
  humanoid. 
  2 
  Yes 
  Spell can also affect an aberration, 
  dragon, elemental, or outsider in 
  addition to the creature types 
  mentioned above. 
  3 
  Yes 
  Crisis of Life 
  School: necromancy [telepathy, mind-affecting, death] 
  Level: telepath 7 
  Display: mental 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one creature 
  Duration: instantaneous 
  Saving Throw: Fortitude partial; see text; Spell 
  Resistance: yes 
  You interrupt the subject‘s autonomic heart rhythm, 
  killing it instantly on a failed saving throw if it has 11 Hit 
  Dice or less. If the target makes its saving throw or has 
  more than 11 Hit Dice, it takes 7d6 points of damage. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Add +1 to the HD of targets that can 
  be killed by this spell. 
  1 
  Yes 
   
  Crystal Dart 
  School: conjuration (creation) [metacreativity] 
  Level: psion 0 
  Display: auditory and material 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Effect: ray 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  Upon casting this spell, you propel a razor-sharp crystal 
  dart at your target. You must succeed on a ranged touch 
  attack with the dart to deal damage to a target. The dart 
  deals 1d3 points of piercing damage. 
  Crystal Shard 
  School: conjuration (creation) [metacreativity] 
  Level: psion 1 
  Display: auditory and material 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Effect: ray 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  Upon casting this spell, you propel a razor-sharp crystal 
  shard at your target. You must succeed on a ranged 
  touch attack with the shard to deal damage to a target. 
  The ray deals 1d6 points of piercing damage per power 
  level (maximum 5d6). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Shaper) 
  1 
  Yes 
  1The maximum damage of an augmented crystal shard spell can 
  exceed 5d6. 
  Crystallize 
   
  School: transmutation [metacreativity] 
  Level: shaper 6 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one living creature 
  Duration: permanent 
  Saving Throw: Fortitude negates; Spell Resistance: yes 
  You seed the subject‘s flesh with supersaturated crystal. 
  In an eyeblink, the subject‘s form seems to freeze over, as 
  its flesh and fluids are instantly crystallized. Following the 
  application of this spell, the subject appears lifeless. In 
  fact, it is not dead (though no life can be detected with 
  spells or spells that detect such). 
   
  This spell has a chance of being dispelled only by a 
  caster of a higher level than you when you cast this spell. 
  When the spell is dispelled, crystal melts back into flesh, 
  and the subject is in exactly the state he was prior being 
  affected by crystallize. 
   
  Creatures affected by this spell will take extra 
  damage from sonic energy attack.  
  Danger Sense 
  School: divination [clairsentience] 
  Level: psion 3, psyker 3 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 hour/level (D) 
  You can sense the presence of danger before your senses 
  would normally allow it. Your intuitive sense alerts you to 
  danger from traps, giving you a +4 insight bonus on 
  Reflex saves to avoid traps and a +4 insight bonus to 
  Armor Class against attacks by traps. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Gain uncanny dodge ability 
  2 
  N/A 
  Gain improved uncanny dodge ability 
  (requires uncanny dodge) 
  2 
  N/A 
  Darkvision* 
  School: transmutation [clairsentience] 
  Level: psion 3, psyker 2 
  
  SPELLS 
   
  69 
  Display: visual 
  As the darkvision sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Daze* 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 0 
  Display: material and mental 
  As the daze sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Spell can affect an animal, fey, giant, 
  magical beast, or monstrous 
  humanoid. (Telepath) 
  2 
  N/A 
  Spell can affect an aberration, dragon, 
  elemental, or outsider in addition to 
  the creature types mentioned above. 
  (Telepath) 
  3 
  N/A 
  Affect creatures of any HD (Telepath) 
  3 
  N/A 
  Death Urge 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 4 
  Display: mental 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one living creature 
  Duration: 1 round 
  Saving Throw: Will negates; Spell Resistance: yes 
  You plant a hidden death-urge impulse in the subject‘s 
  unconscious. On the subject‘s next turn, it looks for the 
  quickest method to end its life and attempts to do so. The 
  subject takes no other action on its turn except 
  attempting to harm itself. 
   
  If armed, the subject attacks itself as a full-round 
  action. The attack automatically succeeds and deals 
  damage as a critical hit. If unarmed, the subject moves 
  adjacent to the nearest enemy and provokes an attack of 
  opportunity, offering its opponent an opening, of which 
  the opponent may or may not choose to take advantage. 
   
  If the subject is unarmed and no enemy is nearby, 
  the subject simply does nothing at all. A subject close to 
  an immediate and lethal hazard such as a cliff or a fire 
  might hurl itself off the cliff or into the fire instead of 
  striking itself with a weapon. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase duration by 1 round 
  1 
  Yes 
  Deceleration 
  School: transmutation [psychoportation] 
  Level: psion 1 
  Display: auditory and material 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./level) 
  Target: one Medium or smaller creature 
  Duration: 1 min./level 
  Saving Throw: Reflex negates; Spell Resistance: yes 
  You warp space around an individual, hindering the 
  subject‘s ability to move.  
  The subject‘s speed (in any 
  movement mode it possesses) is halved. A subsequent 
  casting of deceleration on the subject does not further 
  decrease its speed. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Affect can target one size category 
  larger 
  1 
  Yes 
  Decerebrate 
  School: necromancy [psychoportation, death] 
  Level: psion 7 
  Display: mental 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./level) 
  Target: one living creature 
  Duration: instantaneous 
  Saving Throw: Fortitude negates; Spell Resistance: yes 
  With decerebrate, you selectively remove a portion of the 
  subject‘s brain stem. The creature loses all cerebral 
  function, vision, hearing, and other sensory abilities, and 
  all voluntary motor activity. The subject becomes limp 
  and unresponsive. Without extreme measures, such as 
  greater restoration or some other suitable effect of 7th 
  level or higher, the creature perishes in 1d4 days. 
  Déjà Vu 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 1 
  Display: mental 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./level) 
  Target: one creature 
  Duration: 1 round 
  Saving Throw: Will negates; Spell Resistance: yes 
  Your mental impulse forces the subject to repeat the 
  actions it took on its previous turn. If the situation has 
  changed in such a way that the subject can‘t take the 
  same actions again (if its foe is dead, or the subject has 
  run out of ki points, and so on), the subject stands still 
  and takes no actions for 1 round. In any event, the 
  subject can still defend itself, and it retains its Dexterity 
  bonus to AC even if it stands still. 
  Demoralize 
  School: enchantment [telepathy, mind-affecting] 
  Level: psion 1 
  Display: mental and olfactory 
  
  Psionics Transcended: The Power of Ki 
   
   
  70 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft.-radius spread centered on you 
  Duration: 1 min./level 
  Saving Throw: Will negates; Spell Resistance: yes 
  You fill your enemies with self-doubt. Any enemy in the 
  area that fails its save becomes shaken for the duration of 
  the spell. Allies and creatures without an Intelligence 
  score are unaffected. 
  Destiny Dissonance 
  School: divination [clairsentience] 
  Level: seer 1 
  Display: material and mental 
  Casting Time: 1 standard action 
  Range: touch 
  Target: creature touched 
  Duration: 1 round/level 
  Saving Throw: none; Spell Resistance: yes 
  Your mere touch grants your foe an imperfect, unfocused 
  glimpse of the many possible futures in store. 
  Unaccustomed to and unable to process the information, 
  the subject becomes sickened for 1 round per level of the 
  caster. 
  Detect Compulsion 
  School: divination  [telepathy, mind affecting] 
  Level: psion 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Target: one creature, one object, or a 5-ft. cube 
  Duration: 1 min./level (D) 
  Saving Throw: none; Spell Resistance: no 
  You determine whether a creature, object, or area has 
  been affected by a mind affecting compulsion. You can 
  determine the exact type of compulsion by making a 
  Knowledge (arcane, religion, or psionics) check. A 
  character with the Spellcraft skill may try a Spellcraft 
  check if the Knowledge check fails, or may try the 
  Spellcraft check prior to the Knowledge check. The DC to 
  determine the compulsion type is 10 + the caster level. 
  The spell can penetrate barriers, but 1 foot, 1 inch of 
  common metal, a thin sheet of lead, or 3 feet of wood or 
  dirt blocks it. 
   
  You only know the type of compulsion (spell name) 
  used, not the specifics of what the compulsion was. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase check to determine 
  compulsion by 1 (Telepath) 
  1 
  Yes 
  Detect Energy 
  School: divination [clairsentience, see text] 
  Level: psion 0 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: cone-shaped emanation  
  Duration: 1 min./level (D) 
  Saving Throw: none; Spell Resistance: no 
   
  This spell works like detect magic, but allows the 
  spellcaster to sense the telekinetic presence of energy 
  (fire, cold, electricity, or sonic).  The type of energy must 
  be determined before casting the spell which also sets the 
  spell subtype. 
   
  The spell does not distinguish between magical, 
  natural, or sentient (elemental) energy sources, only that 
  the energy type exists. A magical energy trap (where the 
  energy has not manifested yet) and a depleted energy 
  source both will give off a dim aura for a period of time. 
  Detect Hostile Intent 
  School: divination [telepathy, mind-affecting] 
  Level: psion 2, psyker 2 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft.-radius emanation centered on you 
  Duration: 10 min./level (D) 
  Saving Throw: none; Spell Resistance: no 
  While the duration of this spell lasts, you become aware 
  of the presence of any creatures with hostile intent within 
  30 feet of you, and their direction from you (but not their 
  specific location). The spell detects active aggression, as 
  opposed to vigilance. In addition, while this spell is active 
  you cannot be surprised or caught flatfooted by creatures 
  that are susceptible to mind-affecting spells. 
   
  While under the effect of this spell, you can make 
  Sense Motive checks as a free action against anyone 
  within 30 feet of you. 
  The spell can penetrate barriers, but 3 feet of stone, 3 
  inches of common metal, 1 inch of lead, or 6 feet of 
  wood or dirt blocks it. 
  Detect Life 
  School: divination [clairsentience] 
  Level: psion 0 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: cone-shaped emanation  
  Duration: 1 min./level (D) 
  Saving Throw: none; Spell Resistance: no 
   
  This spell works like detect magic, but allows the 
  spellcaster to sense the metabolic presences of living 
  things.  
   
  The spell does not distinguish between what kind of 
  living thing, only the size and number. All things give off 
  a very dim signature of life and the egoist has determined 
  
  SPELLS 
   
  71 
  how to filter that out. Only tiny creatures or larger can be 
  detected.  
  Detect Magic* 
  School: divination [clairsentience] 
  Level: psion 0, psyker 0 
  Display: auditory and visual 
  As the detect magic sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Detect Scrying* 
  School: divination [clairsentience] 
  Level: psion 4 
  Display: mental and visual 
  As the detect scrying sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Detect Teleportation 
  School: divination [clairsentience] 
  Level: psion 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: 40 ft. 
  Area: 40-ft.-radius emanation centered on you 
  Duration: concentration, up to 1 minute (D) 
  Saving Throw: no; Spell Resistance: no 
  You sense the use of any effects of the teleportation 
  subdiscipline within the area. You sense the use of these 
  spells whether or not you have line of sight or line of 
  effect (although a force effect prevents this detection). 
  When you sense the use of an appropriate spell, you 
  know the direction in which the spell was used, though 
  not the distance or the exact effect. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell range to Medium 
  (100 ft. + 10ft./level) (Telepath) 
  1 
  N/A 
  Detect Thoughts* 
  School: divination [telepathy, mind-affecting] 
  Level: psion 2 
  Display: mental 
  As detect thoughts, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
  Dimension Door* 
  School: conjuration (teleportation) [psychoportation];  
  Level: psion 4, psyker 4 
  Display: visual 
  As the dimension door sorcerer spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
   
  Augmentation 
  Ki 
  Cost 
  Multiple 
  Cast this spell as a move action 
  2 
  N/A 
  Dimension Slide 
  School: conjuration (teleportation) [psychoportation] 
  Level: psyker 3 
  Display: visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: you; see text 
  Duration: instantaneous 
  You instantly transfer yourself from your current location 
  to any other spot within range to which you have line of 
  sight. You can bring along possessions that amount to as 
  much as a medium load, including living creatures that 
  weigh as much as 20 pounds. Movement caused by the 
  use of dimension slide does not provoke attacks of 
  opportunity. 
   
  If you somehow attempt to transfer yourself to a 
  location occupied by a solid body or a location you can‘t 
  see the spell simply fails to function. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Cast this spell as a move action 
  2 
  No 
  Dimension Swap 
  School: conjuration (teleportation) [psychoportation] 
  Level: nomad 2, psyker 2 
  Display: visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Targets: you and one ally in range, or any two allies in 
  range; see text 
  Duration: instantaneous 
  Saving Throw: Will negates (harmless, object); Spell 
  Resistance: yes (harmless, object) 
  You instantly swap positions between your current 
  position and that of a designated ally in range. 
  Alternatively, you can swap the positions of any two allies 
  in range. This spell affects creatures of Large or smaller 
  size. You can bring along objects, but not other creatures. 
  Special: A Psyker can cast this spell to swap positions 
  with an ally, but not to swap the positions of two allies. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the size category that the 
  spell can affect by 1 (Nomad) 
  1 
  Yes 
  Dimensional Anchor* 
  School: abjuration [psychoportation] 
  Level: nomad 4 
  Display: auditory 
  As the dimensional anchor sorcerer spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
  
  Psionics Transcended: The Power of Ki 
   
   
  72 
  Dimensional Lock* 
  School: abjuration [psychoportation] 
  Level: psion 8 
  Display: auditory 
  As the dimensional lock sorcerer spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
  Disable 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 1 
  Display: visual 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Area: cone-shaped emanation centered on you 
  Duration: 1 min./level (D) 
  Saving Throw: Will negates; Spell Resistance: yes 
  You broadcast a mental compulsion that convinces one or 
  more creatures of 4 Hit Dice or less that they are disabled 
  (see 
  Appendix 
  2: 
  Conditions 
  of 
  the 
  Pathfinder 
  Roleplaying Game Core Rulebook). Creatures with the 
  fewest HD are affected first. Among creatures with equal 
  Hit Dice, those who are closest to the spell‘s point of 
  origin are affected first. Hit Dice that are not sufficient to 
  affect a creature are wasted. Creatures that are rendered 
  helpless or are destroyed when they reach 0 hit points 
  cannot be affected.  
   
  Creatures affected by this spell believe that they 
  have 
  somehow 
  been 
  brought 
  to 
  the 
  brink 
  of 
  unconsciousness and must act accordingly. While it‘s 
  possible for an important nonplayer character to attempt 
  some sort of ―heroic‖ action, common NPCs and 
  creatures under the effect of this spell typically cower or 
  retreat. 
   
  Any creature that attempts to take a standard action 
  immediately breaks the compulsion and can act normally. 
  A creature that attempts to heal itself or that receives 
  healing is likewise freed of the compulsion, and if it is not 
  actually wounded, the healing is wasted. A creature that 
  takes damage is also instantly freed of the compulsion 
  (although the damage still counts against its actual 
  current hit points). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Add +1 to the HD of targets that can 
  be affected by this spell. 
  1 
  Yes 
  Disintegrate* 
  School: transmutation [psychoportation] 
  Level: psion 6 
  Display: auditory, material, and visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Effect: ray 
  Duration: instantaneous 
  Saving 
  Throw: 
  Fortitude 
  partial 
  (object); 
  Spell 
  Resistance: yes 
  As the disintegrate sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
   
  Any creature struck by the ray takes 2d6 points of 
  damage per power level (minimum 12d6, maximum 
  40d6). The creature making the save still only takes 5d6 
  points damage.  
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 2d6 1 
  2 
  Yes 
  Increase the spell damage by 2d6 1 
  (Nomad) 
  1 
  Yes 
  1The maximum damage of and augmented disintegrate spell can 
  exceed 20d6. 
  Dismissal* 
  School: abjuration [psychoportation] 
  Level: nomad 4 
  Display: auditory 
  As the dismissal sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Dismiss Ectoplasm 
  School: abjuration [metacreativity] 
  Level: psion 3 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Area: 30-ft.-radius burst 
  Duration: instantaneous 
  Saving Throw: Will negates; see text; Spell Resistance: 
  no 
  You dismiss creatures, objects, or effects composed of 
  ectoplasm, such as astral constructs or the ectoplasmic 
  cocoon spell, or that were formerly composed of 
  ectoplasm, such as items created by conjuration (creation) 
  [metacreativity] spells. 
   
  An ectoplasmic creature that fails its Will saving 
  throw dissipates into so much constituent ectoplasm, 
  which evaporates immediately. 
   
  A creature under the effect of the ectoplasmic form 
  that fails its saving throw is either destroyed out right or 
  physically shifted to a random location on the Astral Plane 
  (50% chance for either result). 
   
  Astral constructs that have been made permanent 
  loose cohesion. The materials are left behind and can be 
  reused again within 24 hours. It takes 10 minutes for 
  every level of the construct to reanimate it. Only the 
  exact same construct can be recreated. Any alteration 
  destroys the ingredients.  
   
  Other ongoing spells that create ectoplasmic objects 
  or effects, such as ectoplasmic cocoon, are dismissed if 
  you succeed on a caster level check (1d20 + your caster 
  
  SPELLS 
   
  73 
  level, maximum +10) against a DC of 11 + the spell‘s 
  caster level. 
  Dispel Magic* 
  School: abjuration [psychokinesis] 
  Level: psion 3 
  Display: visual 
  As the dispel magic sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Grant a +2 bonus to the dispel check 
  1 
  Yes 
  Dispelling Buffer 
  School: abjuration [psychokinesis] 
  Level: kineticist 6, psyker 6 
  Display: material and olfactory 
  Casting Time: 1 standard action 
  Range: personal or close (25 ft. + 5 ft./2 levels); see text 
  Target: you or one willing creature or one object (object 
  weighing up to 100 lb./level); see text 
  Duration: 1 hour/level (D) 
  Saving Throw: none; Spell Resistance: yes (harmless, 
  object) 
  You create a psychokinetic shield around the subject that 
  improves the chance that any spells affecting the subject 
  will resist a dispel magic spell or a negation effect that 
  targets a specific spell (such as shatter mind blank). 
   
  When dispelling buffer is cast on a creature or 
  object, add +5 to the DC of the dispel check for each 
  ongoing effect that is subject to being dispelled. 
   
  Dispel magic can negate dispelling buffer, but 
  against a targeted dispel, dispelling buffer is always 
  checked last (with the same +5 bonus). Against an area 
  dispel, dispelling buffer is checked in the order according 
  to its level (with the same +5 bonus). 
  Special: When a Psyker casts this spell, the range is 
  personal and the target is the caster. 
  Dissipating Touch 
  School: conjuration (teleportation) [psychoportation] 
  Level: psion 1, psyker 1 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: touch 
  Target: creature or object touched 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: yes (object) 
  Your mere touch can disperse the surface material of a 
  foe or object, sending a tiny portion of it far away. This 
  effect is disruptive; thus, your successful melee touch 
  attack deals 1d6 points of damage per power level 
  (maximum 5d6). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Nomad) 
  1 
  Yes 
  1The maximum damage of an augmented dissipating touch spell 
  can exceed 5d6. 
  Distract 
  School: enchantment [telepathy, mind-affecting] 
  Level: psion 1, psyker 1 
  Display: mental 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: concentration, up to 1 min./level (D) 
  Saving Throw: Will negates; Spell Resistance: yes 
  You cause your subject‘s mind to wander, distracting her. 
  Subjects under the effect of distract make all Perception 
  and Sense Motive checks at a –4 penalty. 
  Divert Teleport 
  School: conjuration (teleportation) [psychoportation] 
  Level: psion 7 
  Display: visual 
  Casting Time: 1 immediate action; see text 
  Range: medium (100 ft. + 10 ft./level) 
  Area: a circle, centered on you, with a radius of 50 ft. + 
  10 ft./level 
  Effect: diverts the teleportation of any object or creature 
  whose weight does not exceed your maximum load 
  Duration: 10 min./level (D) 
  Saving Throw: Will negates (foils diversion); Spell 
  Resistance: yes (foils diversion) 
  Similar to detect teleportation, except that you know the 
  intended destination, and you can divert the final 
  destination of any teleportation attempt made by others 
  within the area. This is an immediate action, like casting a 
  quickened spell, and counts toward the limit of one 
  quickened spell per round. You can cast this spell even if 
  it is not your turn. 
   
  You can divert the destination of both incoming and 
  outgoing teleportations, psionic and magical. You must 
  overcome the Spell Resistance of creatures that possess it 
  to make a successful diversion, and the teleporting 
  creature can make a Will save to foil the diversion as well. 
   
  For the purpose of this spell, ―divert‖ means you 
  choose the actual destination of any teleportation 
  attempt you can affect, as if you yourself were 
  teleporting 
  to 
  that 
  location, 
  regardless 
  of 
  the 
  teleportation range of the effect you are diverting. The 
  destination you choose must be a location with which 
  you are very familiar or that you have studied carefully. 
  Divination* 
  School: divination [clairsentience] 
  Level: psion 4 
  
  Psionics Transcended: The Power of Ki 
   
   
  74 
  Display: mental and visual 
  As the divination sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook).  
  Dominate* 
  School: enchantment (compulsion) [telepathy, mind-
  affecting];  
  Level: telepath 4 
  Display: mental 
  As the dominate person sorcerer spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Affect an animal, fey, giant, magical 
  beast, or monstrous humanoid 
  2 
  N/A 
  Affect an aberration, dragon, 
  elemental, or outsider in addition to 
  the creature types mentioned above 
  3 
  N/A 
  Increase range to Medium (100 ft. + 
  10 ft./level) 
  2 
  N/A 
  Dream Travel 
  School: conjuration [psychoportation] 
  Level: nomad 7 
  Display: visual 
  Casting Time: 1 standard action 
  Range: touch 
  Targets: you and touched creature or creatures (up to 
  one/level) 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates; Spell Resistance: yes 
  You and any creature you touch are drawn along a crystal 
  arc of reverie to the edge of conscious thought and into 
  the region of dreams. You can take more than one 
  creature along with you (subject to your level limit), but 
  each one must be touching another one. You physically 
  enter the land of dreams, leaving nothing behind. 
   
  In the region of dreams, you move through a 
  menagerie of thoughts, desires, and phantoms created by 
  the minds of dreamers everywhere. For every minute you 
  move through dream, you can ―wake‖ to find yourself 
  five miles displaced in the waking world. Thus, a 
  character can use this spell to travel rapidly by physically 
  entering where only dreams normally prowl, moving the 
  desired distance, and then stepping back into the waking 
  world. You know where you will come out in the waking 
  world. 
   
  Dream travel can also be used to travel to other 
  planes that contain creatures that dream, but doing this 
  requires crossing into the dreams of outsiders, where you 
  are subject to the vagaries of many dream realities—a 
  potentially perilous proposition. Transferring to another 
  plane of existence in this fashion requires 1d4 hours of 
  uninterrupted travel. 
   
  Any creatures that come along when dream travel is 
  cast also make the transition to the borders of 
  unconscious thought. A creature separated from you 
  wanders off into the dreamscape. When the duration 
  ends, all affected creatures return to the waking world as 
  much as 1,000 miles (d%x10) from their starting point. If 
  a creature remains in the dreamscape, it is powerless to 
  leave unless it can cast the dream travel spell itself or 
  someone who casts the spell seeks out the lost creature. 
  Duodimensional Claw 
  School: transmutation [psychometabolism] 
  Level: psyker 3 
  Display: material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level 
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you 
  can use this spell to improve that weapon. One of your 
  claws becomes two-dimensional, making it razorsharp. 
  The weapon is now psionically keen, increasing its threat 
  range from 20 to 19–20. This benefit does not stack with 
  other effects that improve a weapon‘s threat range. 
   
  The third spatial component of your hand still exists 
  but is temporarily shunted into the Ethereal Plane, so 
  against ethereal or incorporeal targets this spell is 
  ineffective. 
  Ecto Protection 
  School: transmutation [metacreativity] 
  Level: psion 1 
  Display: visual; see text 
  Casting Time: 1 standard action; see text 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target:  astral construct  
  Duration: 1 min./level 
  Saving Throw: none; Spell Resistance: no 
  This spell reinforces an astral construct, giving it a +1 
  bonus on saving throws to resist dismiss ectoplasm or any 
  other spell that affects ectoplasm.  
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the bonus by +1 (Shaper) 
  1 
  Yes 
  Ectoplasmic Cocoon 
  School: conjuration [metacreativity] 
  Level: shaper 3 
  Display: auditory and material 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one Medium or smaller creature 
  Duration: 1 round/level (D) 
  Saving Throw: Reflex negates; Spell Resistance: no 
  
  SPELLS 
   
  75 
  You draw writhing strands of ectoplasm from the Astral 
  Plane that wrap up the subject like a mummy. The 
  subject can still breathe but is otherwise helpless, unable 
  to see outside the cocoon, speak, or take any physical 
  actions. The subject‘s nostrils are clear (air passes through 
  the cocoon normally). The subject can execute purely 
  mental actions (such as casting spells with no verbal, 
  somatic, or material components). 
   
  Cutting or damaging the cocoon can free a victim. 
  The cocoon has hardness 8 and 20 hit points. 
  Teleportation and other forms of travel provide a means 
  of escape, but the cocoon extends into the Ethereal 
  Plane, blocking ethereal travel. An ectoplasmic cocoon 
  can‘t be affected by dispel magic, but it can be dismissed 
  with dismiss ectoplasm, or otherwise destroyed by 
  extreme measures or items. 
   
  The creature within the cocoon is visible only as a 
  vague shape (substantial enough to interrupt line of sight) 
  and cannot be directly harmed or interacted with unless 
  the cocoon is destroyed. The cocooned creature can be 
  moved normally (the weight of the cocoon is negligible). 
   
  A creature that is cocooned while aloft begins to fall 
  immediately, and a creature that is cocooned while 
  swimming or underwater may drown. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the target to be affected by 
  one size category larger 
  1 
  Yes 
  Increase hardness by 2 
  1 
  Yes 
  Increase hit points of the cocoon by 5 
  1 
  Yes 
  Ectoplasmic Cocoon, Mass 
  School: conjuration [metacreativity] 
  Level: shaper 7 
  Range: medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius burst 
  Duration: 1 hour/level (D) 
  Saving Throw: Reflex negates; Spell Resistance: no 
  As ectoplasmic cocoon (including augmentations), except 
  you can cocoon several creatures (or a single big creature 
  that fits in a 20-footradius sphere or hemisphere) in a 
  mass of writhing ectoplasm. Targets entirely within the 
  area who fail their save are caught and cocooned. If a 
  creature‘s body is only partially within the area, this spell 
  does not affect that creature. 
  Ectoplasmic Form 
  School: transmutation [psychometabolism] 
  Level: egoist 3, psyker 3 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level (D) 
  You and all your gear become a partially translucent mass 
  of rippling ectoplasm that generally conforms to your 
  normal shape. You gain damage reduction 10/magic, and 
  you gain immunity to poison and critical hits. Your 
  material armor (including mage armor or inertial armor) 
  becomes meaningless, although your size, Dexterity, 
  deflection bonuses, and armor bonuses from force effects 
  (such as those gained by inertial armor) still apply to your 
  Armor Class. 
   
  You can cast spells while in ectoplasmic form, but 
  you must make a Concentration check (DC 20 + spell 
  level) for each spell you attempt to cast. 
   
  You cannot physically attack, you lose supernatural 
  abilities (if any), and you can‘t speak while in ectoplasmic 
  form. You can‘t run, but you can fly at a speed of 20 feet 
  (perfect). You can pass through small holes or narrow 
  openings, even mere cracks, with all you were wearing or 
  holding in your hands. You are subject to the effects of 
  wind, and you can‘t enter water or other liquid. You also 
  can‘t manipulate objects or activate items, even those 
  carried along with you. Continuously active items remain 
  active, though in some cases their effects may be moot 
  (such as items that provide armor or natural armor 
  bonuses). 
  Ectoplasmic Shambler 
  School: conjuration (creation) [metacreativity] 
  Level: psion 5 
  Display: auditory, material, and olfactory; see text 
  Casting Time: 1 round 
  Range: long (400 ft. + 40 ft./level) 
  Effect: one ectoplasmic casting of a size equal to ten 10-
  ft. cubes (S) 
  Duration: 1 min./level 
  Saving Throw: none; Spell Resistance: no 
  You fashion an ephemeral, many-legged mass of pseudo-
  living ectoplasm called an ectoplasmic shambler. You can 
  direct the shambler as a free action. It has a speed of 10 
  feet. It can completely surround objects (and opponents) 
  over which it is cast or onto which it moves, because it 
  has the consistency of thick mist. The vision of those 
  within the shambler is limited to 5 feet, and casting spells 
  (or casting spells) within the shambler is difficult due to 
  the constant turbulence felt by those caught in the 
  shambler‘s form. 
   
  Creatures enveloped by the shambler, regardless of 
  Armor Class, take 1d6 points of damage in each round 
  they become or remain within the roiling turbulence of 
  the shambler. Anyone trying to cast a spell must make a 
  Concentration check (DC 15 + spell‘s or spell‘s level) to 
  successfully cast a spell or cast a spell inside the shambler. 
   
  A wind stronger than 20 miles per hour that blows 
  against the shambler reduces its speed to 0 feet during 
  the first round, and in subsequent rounds moves it in the 
  direction of the wind at a speed of 5 feet. A wind 
  stronger than 20 miles per hour that blows in the 
  direction the shambler travels increases its speed to 15 
  feet. 
  
  Psionics Transcended: The Power of Ki 
   
   
  76 
  Ego Whip 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 2 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: medium (100 ft. +10 ft./level) 
  Target: one creature 
  Duration: instantaneous 
  Saving Throw: Will half; see text; Spell Resistance: yes 
  Your rapid mental lashings assault the ego of your 
  enemy, debilitating its confidence. The target takes 1d4 
  points of Charisma damage + 1 for every 2 power levels 
  (maximum 1d4 + 5). The target takes half that damage 
  (minimum 1 point) on a successful save. A target that fails 
  its save is also dazed for 1 round.  
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the charisma damage by 11 
  (Telepath) 
  1 
  Max 5 
  1The maximum damage of an augmented ego whip spell can 
  exceed 1d4 + 5. 
  Elfsight 
  School: transmutation [psychometabolism] 
  Level: psion 2, psyker 1 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 hour/level 
  You gain low-light vision (as an elf ) for the duration of 
  the spell, as well as a +2 bonus on Perception checks. 
   
  In addition, you gain the ability to notice secret or 
  concealed doors by merely passing within 5 feet of one, 
  getting to make a Search check as if you were actively 
  looking for it. 
   
  If elfsight is used in conjunction with Psi Light, the 
  cone of light extends out to 40 feet instead of 20 feet. 
  Empathic Feedback 
  School: necromancy [telepathy, mind-affecting] 
  Level: psion 4, psyker 3 
  Display: auditory and material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level 
  You empathically share your pain and suffering with your 
  attacker. Each time a creature strikes you in melee, it 
  takes damage equal to the amount it dealt to you or 1d6 
  + 1 point of damage for every power level, whichever is 
  less. This damage is empathic in nature, so spells and 
  abilities the attacker may have such as damage reduction 
  and regeneration do not lessen or change this damage. 
  The damage from empathic feedback has no type, so 
  even if you took fire damage from a creature that has 
  immunity to fire, empathic feedback will damage your 
  attacker. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the damage potential by 1 
  (Telepath) 
  1 
  Yes 
  1The maximum damage of an augmented empathic feedback 
  spell can exceed 1d4 + 5. 
  Empathic Transfer 
  School: conjuration (healing) [psychometabolism] 
  Level: egoist 2, psyker 2 
  Display: auditory and material 
  Casting Time: 1 standard action 
  Range: touch 
  Target: Willing creature touched 
  Duration: instantaneous 
  You heal another creature‘s wounds, transferring some of 
  its damage to yourself. When you cast this spell, you can 
  heal as up to 1d10 for every 2 power levels (maximum 
  10d10). You must choose the number of dice to roll 
  before you determine the result and may always choose 
  less than what you are allowed to roll. 
   
   The target regains a number of hit points equal to 
  the dice result, and you lose hit points equal to half of 
  that amount (this loss can bring you to 0 or fewer hit 
  points). Spells and abilities you may have such as damage 
  reduction and regeneration do not lessen or change this 
  damage, since you are taking the target‘s pain into 
  yourself in an empathic manner. The damage transferred 
  by this spell has no type, so even if you have immunity to 
  the type of damage the target originally took, the transfer 
  occurs normally and deals hit point damage to you. 
   
  Alternatively, you can use this spell to absorb one 
  poison or one disease afflicting the target creature into 
  yourself. When you absorb a poison or disease, you do 
  not take any of the damage previously dealt to the target 
  by the affliction, but you do assume the burden of 
  making the secondary and/or continuing Fortitude saves 
  to combat the affliction. 
   
  Finally, you can use this spell to transfer 1 point of 
  ability damage from the target to yourself for every 2 
  power levels (max 10).  
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase damage healed by 1d8 hit 
  points (Egoist) 
  1 
  Yes 
  Increase the ability damage transferred 
  by 1 (Egoist) 
  1 
  Yes 
  Empathic Transfer, Hostile 
  School: necromancy [telepathy, mind-affecting] 
  Level: telepath 3, psyker 3 
  Display: auditory and material 
  Casting Time: 1 standard action 
  
  SPELLS 
   
  77 
  Range: touch 
  Target: creature touched 
  Duration: instantaneous 
  Saving Throw: Will half; Spell Resistance: yes 
  You transfer your hurt to another. When you cast this 
  spell and then make a successful touch attack, you can 
  transfer up to 10 points of damage for every 2 power 
  levels from yourself to the touched creature. You 
  immediately regain hit points equal to the amount of 
  damage 
  you 
  transfer 
  (after 
  the 
  subject's 
  save 
  determined). 
   
  You cannot use this spell to gain hit points in excess 
  of your full normal total nor can you do damage in excess 
  of the amount you can heal. The transferred damage is 
  empathic in nature, so spells and abilities the subject may 
  have such as damage reduction and regeneration do not 
  lessen or change this damage. 
   
  The damage transferred by this spell has no type, so 
  even if the subject has immunity to the type of damage 
  you originally took, the transfer occurs normally and deals 
  hit point damage to the subject. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Transfer an additional 1d6 points of 
  damage. This can exceed the amount 
  of damage you can heal. (Telepath) 
  1 
  Yes 
  Transfer damage to all creatures in a 
  20-ft.-radius spread centered on you. 
  Apply damage starting with the closest 
  creature until you are at full health. 
  (Telepath) 
  2 
  No 
  Empathy 
  School: divination [telepathy, mind-affecting] 
  Level: psion 1 
  Display: mental 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft.-radius spread centered on you 
  Duration: concentration, up to 1 min./level (D) 
  Saving Throw: none; Spell Resistance: no 
  You detect the surface emotions of any creature you can 
  see that is in the spell‘s area. You can sense basic needs, 
  drives, and emotions. Thirst, hunger, fear, fatigue, pain, 
  rage, hatred, uncertainty, curiosity, friendliness, and many 
  other kinds of sensations and moods can all be perceived. 
   
  You gain a +2 insight bonus on any Bluff, 
  Diplomacy, Intimidate, or Sense Motive checks that you 
  make in the round when you cease concentrating on this 
  spell. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase maximum duration to 1 
  hour/level (Telepath) 
  1 
  No 
  Empty Mind 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 1, psyker 1 
  Display: auditory 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: 1 round 
  You empty your mind of all transitory and distracting 
  thoughts, improving your self-control. You gain a +2 
  bonus on all Will saves until your next action. 
   
  You can cast this spell instantly, quickly enough to 
  gain its benefit in an emergency. Casting this spell is an 
  immediate action, like casting a quickened spell, and it 
  counts toward the normal limit of one quickened spell per 
  round. You can use this spell even when it is not your 
  turn. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the bonus to Will saves by 1 
  1 
  Yes 
  Energized Touch 
  School: transmutation [psychometabolism, see text] 
  Level: psyker 2 
  Display: visual 
  Casting Time: 1 standard action 
  Range: touch 
  Target: creature or object touched 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  Your hand or other natural weapon becomes coated in 
  raw energy based on your energy affinity (except sonic or 
  force). You deal 1d6 points of acid damage per power 
  level to any creature or object you touch with a successful 
  melee touch attack (minimum 2d6, maximum 10d6). You 
  take no damage from the raw energy.  
   
  You can also choose to make one standard melee 
  attack with the energized touch dealing 1/2 damage plus 
  the normal damage from your attack.  The energy 
  damage is multiplied on a critical hit. 
   
   
  This spell gains a descriptor based on your 
  energy affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Max 5 
  Increase the spell damage by 1d6 1 
  (Psyker) 
  1 
  Max 5 
  1The maximum damage of an augmented energized touch spell 
  can exceed 10d6. 
  Energized Weapon 
  School: transmutation [psychometabolism, see text] 
  Level: psyker 2 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  
  Psionics Transcended: The Power of Ki 
   
   
  78 
  Target: one held weapon; see text 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  As energized touch, except your weapon is charged with 
  acid until you make a successful attack. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Psyker) 
  1 
  Yes 
  1The maximum damage of an augmented energized weapon 
  spell can exceed 10d6. 
  Energy Adaptation 
  School: abjuration [psychometabolism, see text] 
  Level: psion 2, psyker 2 
  As the resist energy sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
   
  You can resist energy based on your energy affinity 
  (except force, positive, or negative). You gains resistance 
  of 5 + 5 for every 4 power levels (maximum 30).  
   
  When you absorb damage, you can choose to 
  radiate visible light that illuminates a 60-foot radius for a 
  number of rounds equal to the points of damage you 
  successfully resisted, or merely dissipate the energy 
  without giving off a visual display. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase resistance by 5  
  2 
  Yes 
  Increase resistance by 5 (Egoist) 
  1 
  Yes 
  Cast this spell as an immediate action 
  (Egoist) 
  2 
  N/A 
  Energy Adaptation, Greater 
  School: abjuration [psychometabolism, see text] 
  Level: psion 4, psyker 4 
  Display: visual; see text 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level 
  As energy adaption except as noted here.  
   
  You can resist damage from the following energy 
  types: acid, cold, electricity, and fire.  
   
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase resistance to all energy  types 
  by 5  
  2 
  Yes 
  Increase resistance to one energy type 
  by 5 (Egoist) 
  1 
  Yes 
  Cast this spell as an immediate action 
  (Egoist) 
  2 
  N/A 
  Energy Affinity, Acid 
  School: universal [psychometabolism, acid] 
  Level: psion 0, psyker 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
   
  You can change your energy affinity to acid energy. 
  Spells you cast that use energy affinity will now create 
  acid. Acid energy you create denatures 1 round after use, 
  losing all efficacy and ability to deal damage. 
   
  You must spend 1 ki point to cast an acid energy 
  spell unless you are an egoist or a psyker. This pays for 
  the extra power required to create the acid from your 
  body. The spell using this energy gains the acid 
  descriptor. You are immune to your own acid. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the intensity of the acid so 
  that it does 1/2 damage to targets 
  that failed their save on the following 
  round. (Egoist) 
  1 
  N/A 
  Energy Affinity, Cold 
  School: universal [psychokinetic, cold] 
  Level: psion 0, psyker 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You can change your energy affinity to cold energy. 
  Spells you cast that use energy affinity will now do cold 
  damage. The saving throw to reduce damage from cold 
  energy is a Fortitude save instead of a Reflex save. 
  Creatures with the water subtype take an additional +1 
  points of damage for each die rolled. 
   
  The spell using this energy gains the cold descriptor. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the intensity of the cold so 
  that it does +1 damage per power 
  level  (Kineticist) 
  1 
  N/A 
  Energy Affinity, Electricity 
  School: universal [psychokinetic, electricity] 
  Level: psion 0, psyker 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You can change your energy affinity to electricity energy. 
  Spells you cast that use energy affinity will now do 
  electricity  damage. Electricity energy sets fire to 
  combustibles and damages objects in its path. It can melt 
  metals with a low melting point, such as lead, gold, 
  copper, silver, or bronze. If the damage caused to an 
  
  SPELLS 
   
  79 
  interposing barrier shatters or breaks through it, the 
  energy may continue beyond the barrier if the spell‘s 
  range permits; otherwise, it stops at the barrier just as 
  any other spell effect does. 
   
  Spells using electricity energy that target a creature 
  wearing metal armor, using a metal shield, or with the 
  earth subtype gain a +1 bonus to the save DC and a +1 
  bonus to caster level to overcome spell resistance.  
   
  The spell using this energy gains the electricity 
  descriptor. 
  Energy Affinity, Fire 
  School: universal [psychokinetic, fire] 
  Level: psion 0, psyker 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You can change your energy affinity to fire energy. Spells 
  you cast that use energy affinity will now do fire  
  damage. Fire energy sets fire to combustibles and 
  damages objects in the area. It can melt metals with low 
  melting points, such as lead, gold, copper, silver, and 
  bronze. If the damage caused to an interposing barrier 
  shatters or breaks through it, the energy may continue 
  beyond the barrier if the area permits; otherwise it stops 
  at the barrier just as any other spell effect does. 
   
  The spell using this energy gains the fire descriptor. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the intensity of the fire so 
  that it does +1 damage per power 
  level  (Kineticist) 
  1 
  N/A 
  Energy Affinity, Force 
  School: universal [psychokinetic, force] 
  Level: psion 0, psyker 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You can change your energy affinity to force energy. 
  Spells you cast that use energy affinity will now do force 
  damage. You can choose to have the spell deal an equal 
  amount of nonlethal damage instead. The force created 
  by energy spells of this type is fluid and does not create 
  an impenetrable barrier.  
   
  Spells of this type always affect subjects within range 
  that you can see, even if the subject is in melee or has 
  cover or concealment (you cannot use this spell against 
  creatures with total cover or total concealment). 
   
  Nonmagical, unattended objects (including doors, 
  walls, locks, and so on) may also be damaged by this 
  spell. 
   
  You must spend 1 ki point to cast a force energy 
  spell using this affinity unless you are a kineticist. This 
  pays for the extra power required to increase the density 
  of the psychokinetic force you command. The spell using 
  this energy gains the force descriptor. 
  Energy Affinity, Negative 
  School: universal [psychometabolism, evil] 
  Level: psion 0, psyker 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You can change your energy affinity to negative energy. 
  Spells you cast that use energy affinity will now channel 
  negative energy. Negative energy damages living 
  creatures or other creatures that take damage from 
  negative energy. Spells that use this energy must 
  explicitly state they can heal in order to heal undead 
  creatures.  
   
  In order to attune yourself to negative energy you 
  must be a non-living creature of evil alignment or have 
  negative energy affinity. All spells based on negative 
  energy are treated as if the power level was half your 
  current power level. The minimum and maximum effect 
  of a negative energy spell is also halved. 
   
  You must spend 1 ki point to cast a negative 
  energy spell using this affinity unless you are an 
  egoist. This pays for the extra power required to 
  channeling the energy from your body. The spell using 
  this energy gains the evil descriptor.  
  Energy Affinity, Positive 
  School: universal [psychometabolism, good] 
  Level: psion 0, psyker 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You can change your energy affinity to positive energy. 
  Spells you cast that use energy affinity will now channel 
  positive energy. Positive energy damages undead or other 
  creatures that take damage from positive energy. Spells 
  that use this energy must explicitly state they can heal in 
  order to heal living creatures.  
   
  In order to attune yourself to positive energy you 
  must be a living creature of good alignment. All spells 
  based on positive energy are treated as if the power level 
  was half your current power level. The minimum and 
  maximum effect of a positive energy spell is also halved. 
   
  You must spend 1 ki point to cast a positive 
  energy spell using this affinity unless you are an 
  egoist. This pays for the extra power required to 
  
  Psionics Transcended: The Power of Ki 
   
   
  80 
  channeling the energy from your body. The spell using 
  this energy gains the good descriptor. 
  Energy Affinity, Sonic 
  School: universal [psychokinetic, sonic] 
  Level: psion 0, psyker 0 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You can change your energy affinity to sonic energy. 
  Spells you cast that use energy affinity will now do sonic  
  damage. A blast of this energy type ignores an object‘s 
  hardness. Any exposed brittle or crystalline object or 
  crystalline creature takes +1 damage per die. 
   
  The spell using this energy gains the sonic descriptor. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the volume so that the target 
  is deafened for 1 round per power 
  level if it fails its save. (Kineticist) 
  1 
  N/A 
   
  Energy Blast 
  School: evocation [psychokinesis, see text] 
  Level: psion 3 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: long (400 ft. + 40 ft./level) 
  Area: 20-ft.-radius spread 
  Duration: instantaneous 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
  You create an explosion of energy based on your energy 
  affinity that deals 1d6 points of damage per power level 
  to every creature or object within the area (minimum 
  3d6, maximum 10d6). The blast happens at the 
  designated point and creates an explosion with almost no 
  pressure then goes away in an instant. The caster must be 
  able to see the designated spot that will be the center of 
  the blast.  
   
  This spell‘s subtype is the same as your energy 
  affinity.  
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Kineticist) 
  1 
  Yes 
  1The maximum damage of an augmented energy blast spell can 
  exceed 10d6. 
  Energy Blast, Delayed 
  School: evocation [psychokinesis, see text] 
  Level: psion 7 
  Area: 40-ft-radius burst centered on ectoplasmic ball 
  Duration: 5 rounds or less; see text 
  This spell functions like energy blast, except that it is 
  more powerful and can detonate up to 5 rounds after the 
  spell is cast. The ectoplasmic burst deals 1d6 points of 
  damage per power level (minimum 7d6, maximum 20d6) 
  of the type you select (see energy burst). 
   
  The glowing ball of ectoplasm created by delayed 
  energy burst can detonate immediately if you desire, or 
  you can choose to delay the burst for as many as 5 
  rounds. You select the amount of delay upon completing 
  the spell, and that time cannot change once it has been 
  set unless someone touches the ball (see below). If you 
  choose a delay, the glowing ball of ectoplasm sits at its 
  destination until it detonates.  
   
  A creature can pick up and hurl the ball as a thrown 
  weapon (range increment 10 feet) or fire it from a sling as 
  a bullet. If a creature handles and moves the ball within 1 
  round of its detonation, there is a 25% chance that the 
  ball detonates while being handled.  
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Kineticist) 
  1 
  Yes 
  Increase the delay by 1 round 
  (Kineticist) 
  1 
  Yes 
  1The maximum damage of an augmented delayed energy blast 
  spell can exceed 20d6. 
  Energy Bolt 
  School: evocation [psychokinesis, see text] 
  Level: psion 3 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: 120 ft. 
  Area: 120-ft. line 
  Duration: instantaneous 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
  You release a powerful stroke of energy based on your 
  energy affinity that deals 1d6 points of damage per 
  power level to every creature or object within the area 
  (minimum 3d6, maximum 10d6). The beam begins at 
  your fingertips. 
   
  This spell‘s subtype is the same as your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Kineticist) 
  1 
  Yes 
  1The maximum damage of an augmented energy bolt spell can 
  exceed 10d6. 
  Energy Burst 
  School: evocation [psychokinesis, see text] 
  
  SPELLS 
   
  81 
  Level: kineticist 4 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: 40 ft. 
  Area: 40-ft-radius burst centered on you 
  Duration: instantaneous 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
   
  You create an explosion of unstable ectoplasmic 
  energy based on your energy affinity that deals 1d6 
  points of damage per power level to every creature or 
  object within the area (minimum 4d6, maximum 15d6). 
  The explosion creates almost no pressure. Since this spell 
  extends outward from you, you are not affected by the 
  damage. 
   
  This spell gains a descriptor based on your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Kineticist) 
  1 
  Yes 
  1The maximum damage of an augmented energy burst spell can 
  exceed 15d6. 
  Energy Cone 
  School: evocation [psychokinesis, see text] 
  Level: kineticist 5 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: cone-shaped spread 
  Duration: instantaneous 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
  You send forth a cone of energy based on your energy 
  affinity, extending outward from your hand that deals 
  1d6 points of damage per power level to every creature 
  or object within the area (minimum 5d6, maximum 
  15d6). 
   
  This spell gains a descriptor based on your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Kineticist) 
  1 
  Yes 
  1The maximum damage of an augmented energy cone spell can 
  exceed 15d6. 
  Energy Conversion 
  School: transmutation [psychometabolism, see text] 
  Level: psion 7 
  Display: mental 
  Casting Time: 1 standard action 
  Range: personal and close (25 ft. + 5 ft./2 levels); see 
  text 
  Effect: ray; see text 
  Duration: 10 min./level 
  Saving Throw: none; Spell Resistance: yes 
  As greater energy adaptation, except that instead of 
  radiating away energy as light, you store up the energy 
  and can later discharge it as a ray. You can only store one 
  energy type at a time and can choose to harmless release 
  any stored energy as light.  
   
  To discharge a ray requires a standard action. You 
  can choose to fire any number of rays during the spell‘s 
  duration. The ray you fire must be based on your energy 
  affinity. If a ray successfully strikes its target (requiring a 
  ranged touch attack), the target takes damage equal to 
  the amount of energy damage you have stored, up to a 
  maximum of three times your power level. All of the 
  energy you have stored is released at one time as the ray. 
  As long as this spell remains in effect, you can continue to 
  absorb energy damage and fire additional rays using the 
  stored damage. 
   
  This spell gains a descriptor based on your energy 
  affinity. 
  Energy Current 
  School: evocation [psychokinesis, see text] 
  Level: kineticist 6 
  Display: visual; see text 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: Any two creatures no more than 15 ft. apart 
  Duration: concentration, up to 1 round/level 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
  Your body‘s psionically fueled bioenergetic currents 
  produce an arc of based on your energy affinity that 
  targets a creature you designate as the primary foe for 
  1d6 points of damage per power level in every round 
  while the spell remains in effect (minimum 6d6, 
  maximum 20d6).   
   
  Energy also arcs off the primary foe to strike one 
  additional foe that is initially within 15 feet of the primary 
  foe, or that subsequently moves within 15 feet of the 
  primary foe while the duration lasts. Secondary foes take 
  half the damage that the primary foe takes in every round 
  while the duration lasts. 
   
  Should either the primary or secondary foe fall to less 
  than 0 hit points (or should a target completely evade the 
  effect with a special ability or spell), the energy current ‘s 
  arc randomly retargets another primary and/or secondary 
  foe while the duration lasts. Targeted foes can move 
  normally, possibly moving out of range of the effect, but 
  each round they are targeted and remain in range they 
  must make a saving throw to avoid taking full damage in 
  that round. 
  
  Psionics Transcended: The Power of Ki 
   
   
  82 
   
  Concentrating to maintain energy current is a full-
  round action. If you take damage while maintaining 
  energy 
  current, 
  you 
  must 
  make 
  a 
  successful 
  Concentration check (DC 10 + damage dealt) to avoid 
  losing your concentration on the spell.  
   
  This spell gains a descriptor based on your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Kineticist) 
  12 
  Yes 
  Affect an additional target taking 1/4 
  damage. No target can be more than 
  15’ from another target nor targeted 
  twice by this spell. (Kineticist) 
  12 
  Yes 
  1The maximum damage of an augmented energy current spell 
  can exceed 15d6. 
  2This cost must be spent each round. 
  Energy Dart 
  School: evocation [psychokinesis, see text] 
  Level: psion 0, psyker 0 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Effect: ray 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: yes 
  You shoot for a small dart of energy, based on your 
  energy affinity, from your fingertip and strikes a target 
  within range. The dart deals 1d3 points of damage if you 
  succeed on a ranged touch attack. 
   
  This spell gains a descriptor based on your energy 
  affinity. 
  Energy Missile 
  School: evocation [psychokinesis, see text] 
  Level: kineticist 2 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one or more creatures, no two of which can be 
  more than 15 ft. apart. 
  Duration: instantaneous 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
  You release a powerful missile of energy based on your 
  energy affinity at your foe. The missile deals 1d6 points of 
  damage per power level to the creature or object you 
  target (minimum 2d6, maximum 5d6).  
   
  You may split up your power into multiple missiles 
  targeting multiple creatures. Additional missiles must use 
  at leave 2 power levels and no more than 5 power levels.  
   
  A single create cannot be targeted twice by this spell. 
  You must designate targets before you check for spell 
  resistance or roll damage.  
   
  This spell gains a descriptor based on your energy 
  affinity. 
  Energy Push 
  School: evocation [psychokinetic , see text] 
  Level: psion 2 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Effect: ray 
  Duration: instantaneous 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
  You project a furious pulse of energy based on your 
  energy affinity at a target, dealing it 2d6 points of 
  damage.  
   
  In addition, the spell acts as a bull rush. Resolve 
  these attempts as normal, except that they don‘t provoke 
  attacks of opportunity, you use your caster level in place 
  of your Combat Maneuver Bonus, and you add your Ki 
  pool modifier in place of your Strength or Dexterity 
  modifier. No save is allowed against the bull rush only the 
  damage, but spell resistance applies normally.  
   
  This spell gains a descriptor based on your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 
  2 
  Yes 
  Increase the spell damage by 1d6 
  (Kineticist) 
  1 
  Yes 
  Energy Ray 
  School: evocation [psychokinetic, see text] 
  Level: psion 1 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Effect: ray 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: yes 
  You create a ray of energy based on your energy affinity 
  that shoots forth from your fingertip and strikes a target 
  within range. The ray deals 1d6 points of damage + 1 
  point per power level if you succeed on a ranged touch 
  attack. 
   
  This spell gains a descriptor based on your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 
  2 
  Yes 
  Increase the spell damage by 1d6 
  (Kineticist) 
  1 
  Yes 
  
  SPELLS 
   
  83 
  Energy Retort 
  School: evocation [psychokinetic, see text] 
  Level: psion 3 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal and close (25 ft. + 5 ft./2 levels); see 
  text 
  Targets: you and creature or object attacking you; see 
  text 
  Duration: 1 min./level 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
  You weave a field of potential energy based on your 
  energy affinity around your body. The first successful 
  attack made against you in each round during the spell‘s 
  duration prompts a response from the field without any 
  effort on your part. The attack may be physical or the 
  effect of a spell (including spell-like, supernatural, and 
  extraordinary abilities). An ―ectoburst‖ discharges from 
  the field, targeting the source of the attack and dealing 
  4d6 points of damage of your attuned energy type. To be 
  affected, a target must be within close range, you must 
  have line of sight and line of effect to it, and you must be 
  able to identify the source of the attack. The ectoburst is 
  a ranged touch attack made using your base attack bonus 
  plus your Ki pool modifier. 
   
  This spell gains a descriptor based on your energy 
  affinity. 
  Energy Stun 
  School: evocation [psychokinetic, see text] 
  Level: psion 2 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Area: 5-ft.-radius burst 
  Duration: instantaneous 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
  You release a powerful stroke of the energy based on 
  your energy affinity that encircles all creatures in the area, 
  dealing 1d6 points of damage + 1 point for each power 
  level to each of them. In addition, any creature that fails 
  its save for half damage must succeed on a Will save or 
  be stunned for 1 round. 
   
  This spell gains a descriptor based on your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 
  2 
  Yes 
  Increase the spell damage by 1d6 
  (Kineticist) 
  1 
  Yes 
  Increase the stun duration by 1 round 
  (Kineticist) 
  2 
  Yes 
  Energy Wall 
  School: conjuration (creation) [metacreativity] [see text] 
  Level: psion 4 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Area: an opaque sheet of energy up to 20 ft. long/level 
  or a ring of energy with a radius of up to 5 ft./2 levels 
  Duration: concentration + 1 round/ level 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: no 
  You create an immobile sheet of energy based on your 
  energy affinity formed out of unstable ectoplasm. One 
  side of the wall, selected by you, sends forth waves of 
  energy dealing 2d4 points of damage to creatures and 
  objects within 10 feet and 1d4 points of damage to those 
  beyond 10 feet but within 20 feet. In addition, anyone 
  passing though the energy wall takes 2d6 points of 
  damage + 1 point per power level. 
   
  If you cast the wall so that it appears where creatures 
  are, each creature takes damage as if passing through the 
  wall. 
   
  If you cast this spell in the form of a ring of energy, 
  you choose whether the waves of energy radiate inward 
  or outward from the ring. 
   
  This spell gains a descriptor based on your energy 
  affinity. 
  Energy Wave 
  School: evocation [psychokinesis, see text] 
  Level: psion 7 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: 120 ft. 
  Area: cone-shaped spread 
  Duration: instantaneous 
  Saving Throw: Reflex half or Fortitude half; see text; 
  Spell Resistance: yes 
  You create a flood of energy based on your energy 
  affinity out of unstable ectoplasm that deals that deals 
  1d6 points of damage per power level to every creature 
  or object within the area (minimum 7d6, maximum 
  20d6). 
   
  This spell gains a descriptor based on your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Kineticist) 
  1 
  Yes 
  1The maximum damage of an augmented energy wave spell can 
  exceed 20d6. 
   
  Enlarge Self 
  School: transmutation [psychometabolism] 
  
  Psionics Transcended: The Power of Ki 
   
   
  84 
  Level: psyker 1 
  Display: olfactory 
  Range: personal 
  Target: you 
  As the enlarge person sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  You can enlarge your size regardless of creature type; this 
  is not limited to humanoids only. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase your size by two size 
  categories. You gain a +4 size bonus 
  to Strength, a -4 size penalty to 
  Dexterity (to a minimum effective 
  Dexterity score of 1), a -2 size bonus 
  on attack rolls, and a -2 size bonus to 
  Armor Class due to your reduced size. 
  2 
  No 
  Cast this spell as a swift action instead 
  of a standard action 
  2 
  No 
  Entangling Ectoplasm 
  School: conjuration (creation) [metacreativity] 
  Level: psion 1 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one medium or smaller creature 
  Duration: 5 rounds 
  Saving Throw: none; Spell Resistance: no 
  You draw forth a glob of ectoplasmic goo from the Astral 
  Plane and immediately throw it as a ranged touch attack 
  at any creature in range. On a successful hit, the subject 
  is covered in goo and becomes entangled. The goo 
  evaporates at the end of the spell‘s duration. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the size category that the 
  spell can affect by 1 (Shaper) 
  1 
  Yes 
  Eradicate Invisibility 
  School: evocation [psychokinesis] 
  Level: psion 3 
  Display: visual 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Targets: you and all invisible creatures and objects in a 
  50-ft.-radius burst centered on you 
  Duration: instantaneous 
  Saving Throw: Reflex negates; Spell Resistance: no 
  You radiate a psychokinetic burst that disrupts and 
  negates all types of invisibility (though this spell can‘t 
  negate the effect of cloud mind). Any creature that fails 
  its save to avoid the effect loses its invisibility. 
   
  Creatures that are naturally invisible, such as an 
  invisible stalker, are revealed as a dim outline for 1 round 
  (until the beginning of your next turn) and do not have 
  total concealment during this period. 
  Escape Detection 
  School: abjuration (clairsentience) 
  Level: psyker 3, seer 3 
  Display: none 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 hour/level 
  You (plus all your gear and any objects you carry) 
  become difficult to detect by clairsentience spells such as, 
  scrying, and true seeing. If a clairsentience spell or similar 
  scrying effect is attempted against you, the caster of the 
  spell must succeed on a caster level check (1d20 + caster 
  level, or caster level if the opponent is not a caster) 
  against a DC of 13 + your caster level (maximum +10). 
  Ethereal Jaunt* 
  School: transmutation [psychoportation] 
  Level: nomad 7 
  Display: visual 
  As the ethereal jaunt sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Etherealness* 
  School: transmutation [psychoportation] 
  Level: psion 9 
  Casting Time: 1 standard action 
  As the etherealness sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Evade Burst 
  School: transmutation [psychometabolism] 
  Level: psion 7, psyker 3 
  Display: material 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You throw off a faux ectoplasmic shell, allowing you to 
  slide out of range of a damaging effect. When you cast 
  this spell in conjunction with making a successful Reflex 
  save against an attack that normally deals half damage on 
  a successful save, you instead take no damage. 
   
  You can cast this spell with an instant thought, 
  quickly enough to save yourself if you unexpectedly come 
  within range of a dangerous effect. Casting this spell is an 
  immediate action, like casting a quickened spell, and it 
  counts toward the normal limit of one quickened spell per 
  round. You can even cast this spell when it isn‘t your 
  turn. 
  
  SPELLS 
   
  85 
  Exhalation of the Dragon 
  School: transmutation [psychometabolism, see below] 
  Level: psyker 3 
  Display: visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Effect: ray 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: yes 
  You spit forth the essence of a dragon‘s breath, 
  originating from your mouth, at your target. If you 
  succeed on a ranged touch attack, the target takes 1d6 
  points of damage per power level (minimum 3d6, 
  maximum 10d6). You can produce an exhalation of acid, 
  cold, electricity, or fire based on your energy affinity.  
   
  This spell gains a descriptor based on your energy 
  affinity. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (psychometabolism) 
  1 
  Yes 
  1The maximum damage of an augmented exhalation of the 
  dragon spell can exceed 15d6 
  Fabricate* 
  School: conjuration (creation) [metacreativity] 
  Level: shaper 4 
  Display: material 
  As the fabricate sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Fabricate, Greater* 
  School: conjuration (creation) [metacreativity] 
  Level: shaper 6 
  Target: up to 100 cu. ft./level 
  As fabricate, except ten times as much material is affected 
  by the spell. 
  False Sensory Input 
  School: enchantment [telepathy, mind-affecting] 
  Level: telepath 3 
  Display: mental 
  Casting Time: 1 round 
  Range: long (400 ft. + 40 ft./level) 
  Target: one creature 
  Duration: concentration, up to 1 min./level (D) 
  Saving Throw: Will negates; Spell Resistance: yes 
  You have a limited ability to falsify one of the subject‘s 
  senses. The subject thinks she sees, hears, smells, tastes, 
  or feels something other than what her senses actually 
  report. You can‘t create a sensation where none exists, 
  nor make the subject completely oblivious to a sensation, 
  but you can replace the specifics of one sensation with 
  different specifics. For instance, you could make a human 
  look like a dwarf (or one human look like another specific 
  human), a closed door look like it is open, a vat of acid 
  smell like rose water, a parrot look like a bookend, stale 
  rations taste like fresh fruit, a light pat feel like a dagger 
  thrust, a scream sound like the howling wind, and so on. 
   
  You can switch between senses you falsify round by 
  round. You can‘t alter the size of an object by more than 
  50% by using this spell. Thus, you couldn‘t make a castle 
  look like a hovel, but you could make it look like a 
  different castle, or a rough hillock of approximately the 
  same size. If this spell is used to distract an enemy caster 
  who is attempting to use his spells, the enemy must make 
  a Concentration check as if being grappling or pinned. 
  Because you override a victim‘s senses, you can fool a 
  victim who is using true seeing or some other method of 
  gathering information, assuming you know that the 
  victim is actively using such an effect and you can 
  maintain concentration. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Affect an additional target. Any 
  target cannot be more than 15 feet 
  from another target of the spell. 
  1 
  Yes 
  Far Hand 
  School: evocation [psychokinesis]; 
  Level: psion 1 
  Display: visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: a nonmagical, unattended object weighing up to 
  5 lb. 
  Duration: concentration, up to 1 min. 
  Saving Throw: none; Spell Resistance: no 
  You can mentally lift and move an object at will from a 
  distance. As a move action, you can propel the object as 
  far as 15 feet in any direction, though the spell ends if the 
  distance between you and the object exceeds the spell‘s 
  range. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the weight limit of the target 
  by 2 pounds 
  1 
  Yes 
  Fate Link 
  School: divination [clairsentience] 
  Level: seer 3 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: Any two living creatures that are initially no more 
  than 30 ft. apart. 
  Duration: 10 min./level 
  Saving Throw: Will negates; Spell Resistance: yes 
  You temporarily link the fates of any two creatures, if 
  both fail their saving throws. If either linked creature 
  
  Psionics Transcended: The Power of Ki 
   
   
  86 
  experiences pain, both feel it. When one loses hit points, 
  the other loses the same amount. If one takes nonlethal 
  damage, so does the other. If one creature is subjected to 
  an effect to which it is immune (such as a type of energy 
  damage), the linked creature is not subjected to it either. 
  If one dies, the other must immediately succeed on a 
  Fortitude save against this spell‘s save DC or gain two 
  negative levels. 
   
  No other effects are transferred by the fate link. 
  Fate of One 
  School: divination [clairsentience] 
  Level: seer 7 
  Display: mental and visual 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  Your limited omniscience allows you to reroll a saving 
  throw, attack roll, or skill check. Whatever the result of 
  the reroll, you must use it even if it is worse than the 
  original roll. 
   
  You can cast this spell instantly, quickly enough to 
  gain its benefits in an emergency. Casting this spell is an 
  immediate action, like casting a quickened spell, and it 
  counts toward the normal limit of one quickened spell per 
  round. If you use the spell to reroll a saving throw, you 
  can cast this spell even when it is not your turn. 
  Feat Leech 
  School: divination [clairsentience] 
  Level: psion 2, psyker 2 
  Display: mental and visual 
  Casting Time: 1 standard action 
  Range: touch 
  Target: creature touched 
  Duration: 1 min./level 
  Saving Throw: Will negates; see text; Spell Resistance: 
  yes 
  You can use another‘s ki or metamagic feats for yourself. 
  You make a melee touch attack against a target. If 
  successful, you immediately are familiar with the target‘s 
  ki and metamagic feats, if any, and you can choose a 
  number of these feats to ―leech‖ equal to your ki pool 
  modifier (minimum one). 
   
  While the spell lasts, you are treated as if you 
  possessed the stolen feats, despite the fact that you have 
  more feats than normally allowed. During this same 
  period, the target can make no use of the stolen feats. 
  When the spell‘s duration expires, you lose access to the 
  feats, and the target gains immediate use of them. This 
  transfer occurs regardless of the distance between you 
  and the target. 
   
  If the duration of feat leech is extended by the use of 
  a metamagic feat or augmentation, the target gains a Will 
  saving throw every 10 minutes beyond the normal 
  duration. If this save succeeds, the spell‘s duration ends. If 
  the target is killed before the duration expires, you 
  immediately lose the benefit of the stolen feats. 
   
   
  You cannot steal a feat for which you do not meet 
  the prerequisites, if any. However, you can use a stolen 
  feat as the prerequisite for another stolen feat. 
  Fiery Discorporation 
  School: evocation [psychokinesis, fire] 
  Level: kineticist 5 
  Display: visual 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: instantaneous and up to one day; see text 
  You use your mastery of energy to cheat death. If you are 
  within 30 feet of an open flame, you can use this spell. 
  Any damage that would reduce you to 0 hit points or 
  lower instead has a chance to discorporate you. You 
  attempt a Will save (DC 5 + damage dealt); if it 
  succeeds, you simply break apart into dozens of flitting 
  tongues of flame and vanish, along with all your gear and 
  anything you are holding or carrying. 
   
  One day later, you reappear adjacent to an open 
  flame nearest to the place where you discorporated, 
  seeming to materialize from the fire (you choose where 
  you appear along the perimeter of that open flame). 
  While discorporated, you do not exist—you can do 
  nothing, nor can any of your enemies do anything to you. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Gain a +1 Will save to determine 
  whether you discorporate 
  1 
  Yes 
  Fission 
  School: transmutation [psychometabolism] 
  Level: egoist 7 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Effect: Duplicate of yourself 
  Duration: 1 round/level (D) 
  You can divide yourself, creating a duplicate that comes 
  into existence 5 feet away. Your duplicate thinks and acts 
  exactly as you do and follows your orders, although it will 
  not do anything you wouldn‘t do yourself. Your duplicate 
  has all your abilities but none of your psionic or magical 
  equipment (it does possess a duplicate of all your 
  mundane equipment, clothing, armor, and implements, as 
  well as mundane versions of any psionic or magical 
  equipment you have). You and your duplicate evenly split 
  your ki points, your remaining usages of pertinent special 
  abilities for the day, and so on. You retain your ki focus, if 
  you maintain such when this spell is cast. Treat your 
  
  SPELLS 
   
  87 
  duplicate as yourself with two negative levels for the 
  purpose of determining the spells to which the duplicate 
  has access (while the duration of this spell lasts, those 
  negative levels cannot be removed by any means). Your 
  duplicate has all other physical traits you had at the time 
  you cast this spell. Spells, spells, or other effects affecting 
  you when you cast this spell do not transfer to your 
  duplicate.  
   
  When the duration expires or when you dismiss the 
  spell, you and your duplicate rejoin, no matter how far 
  from each other you are. You gain back any ki points the 
  duplicate has not spent. At the time of rejoining, you take 
  half of the damage your duplicate has taken since this 
  spell was cast. This damage could potentially leave you 
  with negative hit points, but it can‘t reduce your hit 
  points to less than –9. 
  If your duplicate dies before the duration expires, no 
  rejoining occurs, and you gain one negative level. If you 
  die, your duplicate remains in existence, and is for all 
  intents you, but with two negative levels. (Once the 
  duration expires, one of the negative levels immediately 
  converts to one lost level; the other negative level can be 
  removed by standard means.) 
   
  You can have only one fissioned duplicate in 
  existence at one time; your duplicate cannot use this 
  spell. You cannot use fusion or metaconcert with a 
  duplicate, or share any other spell or effect that pools 
  abilities (the sum of you and you is still just you). 
  Similarly, attempting to use spells such as claws of the 
  vampire or vampiric blade to hurt your duplicate only 
  damages your duplicate; these spells do not heal you. 
  Empathic transfer and similar spells are likewise 
  ineffective (transferring wounds to yourself isn‘t a good 
  healing strategy). 
   
  All spells affecting a fissioned creature, either the 
  original or the duplicate, end when the fission ends. All 
  damage, including hit point damage, ability damage, 
  ability drain, and ability burn damage, is added together. 
  Float 
  School: transmutation [psychoportation] 
  Level: psion 1, psyker 1 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round/level (D) 
  You mentally support yourself in water or similar liquid. 
  You can swim at a speed of 10 feet using the spell alone, 
  or use it to boost your swim speed by 10 feet. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Cast this as a touch spell on a willing 
  creature. Requires concentration for 
  the duration of the spell. (Nomad) 
  2 
  Yes 
  Increase the duration of the spell to 1 
  1 
  No 
  min./level (D) (Nomad) 
  Fly* 
  School: transmutation [psychoportation] 
  Level: nomad 4 
  Display: auditory 
  As the fly sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
  Foresight, Lesser 
  Discipline: divination [clairsentience] 
  Level: psion 0, psyker 0 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 minute or until discharged 
  Your awareness extends a fraction of a second into the 
  future, allowing you to better evade an opponent's blows. 
   
  You gain a +1 insight bonus to a single attack roll, 
  saving throw, or skill check. You must choose to use the 
  bonus before making the roll to which it applies. 
  Foresight* 
  Discipline: divination [clairsentience] 
  Level: psion 9 
  Display: material and visual 
  As the foresight sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Form of Doom 
  School: transmutation [psychometabolism] 
  Level: psyker 6 
  Display: visual; see text 
  Casting Time: 1 standard action 
  Range: personal; see text 
  Target: you 
  Duration: 1 round/level (D) 
  You wrench from your subconscious a terrifying visage of 
  deadly hunger and become one with it. You are 
  transformed into a nightmarish version of yourself, 
  complete with an ooze-sleek skin coating, lashing 
  tentacles, and a fright-inducing countenance. You 
  effectively gain a +10 bonus on Disguise checks, though 
  you retain your basic shape and can continue to use your 
  equipment. This spell cannot be used to impersonate 
  someone; while horrible, your form is recognizably your 
  own. 
   
  You gain the frightful presence extraordinary ability, 
  which takes effect automatically when you charge a foe. 
  Opponents within 30 feet of you that have fewer Hit 
  Dice or levels than you and that witness your charge 
  become shaken for 5d6 rounds if they fail a Will save (DC 
  16 + your Cha modifier). An opponent that succeeds on 
  the saving throw is immune to your frightful presence for 
  
  Psionics Transcended: The Power of Ki 
   
   
  88 
  24 hours. Frightful presence is a mind-affecting fear 
  effect. 
   
  Your horrific form grants you a natural armor bonus 
  of +5, damage reduction 5/–, and a +4 bonus to your 
  Strength score. In addition, you gain +10 feet to your 
  land speed as well as a +10 bonus on Climb and Jump 
  checks. 
   
  A nest of violently flailing black tentacles sprout from 
  your hair and back. You can make up to four additional 
  attacks with these tentacles in addition to your regular 
  melee attacks in each round that you take a full attack 
  action. You can make tentacle attacks within the space 
  you normally threaten. If you make your tentacle attacks 
  in addition to you regular melee attacks, each tentacle 
  attacks at your highest base attack bonus with a –5 
  penalty. If you forgo all your other attacks, making only 
  tentacle attacks, you make your tentacle attacks at your 
  highest base attack bonus with no penalty. These 
  tentacles deal 2d8 points of damage plus one-half your 
  Strength bonus on each successful strike. 
   
  This spell functions only while you inhabit your base 
  form (for instance, you can‘t be metamorphed or 
  polymorphed into another form, though you can use 
  breath of the black dragon, claws of the beast, and bite 
  of the wolf in conjunction with this spell for your regular 
  attacks), and while your mind resides within your own 
  body. 
  Freedom* 
  School: abjuration [psychoportation] 
  Level: psion 9 
  Display: auditory 
  As the freedom sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
   
  This will also free subjects from astral imprisonment.  
  Freedom of Movement* 
  School: abjuration [psychoportation] 
  Level: psion 4, psyker 4 
  Display: auditory 
  As the freedom of movement sorcerer spell, except as 
  noted here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
  Fuse Flesh 
  School: transmutation [psychometabolism] 
  Level: psion 6 
  Display: visual 
  Casting Time: 1 standard action 
  Range: touch 
  Target: creature touched 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates and Fortitude partial; 
  see text; Spell Resistance: yes 
  You cause the touched subject‘s flesh to ripple, grow 
  together, and fuse into a nearly seamless whole. The 
  subject is forced into a fetal position (if humanoid), with 
  only the vaguest outline of its folded arms and legs visible 
  below the all-encompassing wave of flesh. The subject 
  retains the ability to breathe, eat, and excrete, but may 
  lose the use of its senses (see below). If the sudden 
  transformation would prove fatal to the creature (such as 
  fusing a swimming airbreathing subject, or a flying 
  subject), the subject gets a +4 bonus on the save. Unless 
  it loses the use of its senses (see below), the creature can 
  still perform purely mental actions, such as casting spells. 
   
  If the target fails its Fortitude save to avoid the 
  spell‘s effect, the subject must immediately attempt a 
  second Fortitude save. If this second save is failed, the 
  creature‘s eyes and ears fuse over, effectively blinding 
  and deafening it. Moreover, it loses its extraordinary, 
  supernatural, and spell-like abilities, as well as its ability to 
  cast spells (if any), and is generally in sorry shape. 
   
  Incorporeal or gaseous creatures and creatures not 
  composed of flesh are immune to fuse flesh, and a 
  shapechanger can revert to its unfused form as a standard 
  action. 
  Fusion 
  School: transmutation [psychometabolism] 
  Level: egoist 8 
  Display: auditory, material, and visual 
  Casting Time: 1 round 
  Range: touch 
  Targets: you and one touched willing creature of your 
  type and your size or smaller 
  Duration: 1 min./level (D) 
  You and another willing, corporeal, living creature of the 
  same or smaller size fuse into one being. As the caster, 
  you control the actions of the fused being. However, you 
  can give up this control to the other creature. Once you 
  give up control, you cannot regain it unless the other 
  creature relinquishes it. 
  The fused being has your current hit points plus the other 
  creature‘s current hit points. The fused being knows all 
  the spells you and the other creature know, has the sum 
  of your and the other creature‘s ki points, and knows or 
  has prepared any spells you or the other creature 
  possesses (if any). Likewise, all feats, racial abilities, and 
  class features are pooled (if both creatures have the same 
  ability, the fused being gains it only once). For each of 
  the six ability scores, the fused being‘s score is the higher 
  of yours and the other creature‘s, and the fused being 
  also has the higher Hit Dice or caster level—this 
  effectively means the fused being uses the better saving 
  throws, attack bonus, and skill modifiers of either 
  member, and it casts spells at the higher of the caster 
  levels that you or the other creature possessed before 
  becoming fused. 
  
  SPELLS 
   
  89 
   
  You decide what equipment is absorbed into the 
  fused being and what equipment remains available for 
  use. These fused items are restored once the spell ends. 
  When the spell ends, the fused being separates. The 
  other creature appears in an area adjacent to you that 
  you determine. If separation occurs in a cramped space, 
  the other creature is expelled through the Astral Plane, 
  finally coming to rest materially in the nearest empty 
  space and taking 1d6 points of damage for each 10 feet 
  of solid material passed through. 
   
  Damage taken by the fused being is split evenly 
  between you and the other creature when the spell ends. 
  You do not leave the fusion with more hit points than 
  you entered it with, unless you were damaged prior to 
  the fusion and the fused being was subsequently healed. 
  In a like manner, the fused being‘s remaining ki points are 
  split between you and the other creature (you can leave 
  with more points than you entered with, as long as you 
  don‘t exceed the maximum ki points for your level and 
  ability score). Ability damage and negative levels are also 
  split between you and the other creature. (If an odd 
  number of negative levels or ability score reductions must 
  be split, you decide whether you or the other creature 
  receives the additional loss.) 
   
  If a fused being is killed, it separates into its 
  constituent creatures, both of which are also dead. You 
  cannot use fission on a fused being. 
   
  Ki Cost: you must spend 2 ki points to cast this spell. 
  Gate* 
  School: conjuration (creation or calling) [metacreativity] 
  Level: psion 9 
  Display: visual and olfactory 
  As the gate sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
  Genesis 
  School: conjuration (creation) [metacreativity] 
  Level: shaper 9 
  Display: material 
  Casting Time: one week (8 hours/day) 
  Range: 180 ft.; see text 
  Effect: a demiplane coterminous with the Astral Plane, 
  centered on your location 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  You create a finite plane with limited access: a demiplane. 
  Demiplanes created by this spell are very small, very 
  minor planes. This spell works best when cast while you 
  are on the Astral Plane. Casting of this spell creates a local 
  density fluctuation that precipitates the creation of a 
  demiplane. At first, the fledgling plane grows in radius at 
  a rate of 1 foot per day to an initial maximum radius of 
  180 feet as it rapidly draws substance from the 
  surrounding astral ectoplasm. Once the new demiplane 
  reaches its maximum size, it doesn‘t really stop growing, 
  but its growth rate decreases to only 1 foot per week 
  (approximately a 50-foot increase in radius per year). 
  Once your demiplane is created, you can travel to it using 
  astral caravan, plane shift, or some other spell or 
  permanent link that you arrange for separately. 
   
  You 
  determine 
  the 
  environment 
  within 
  the 
  demiplane when you cast genesis, reflecting most any 
  desire you can visualize. You determine factors such as 
  atmosphere, water, temperature, and the general shape 
  of the terrain. This spell cannot create life (including 
  vegetation), nor can it create construction (such as 
  buildings, roads, wells, dungeons, and so forth). You 
  must add these details in some other fashion if you desire. 
  You can‘t create lingering psionic effects with this spell; 
  you have to add those separately, if desired. Similarly, 
  you can‘t create a demiplane out of esoteric material, 
  such as silver or uranium; you‘re limited to stone and dirt. 
  You can‘t manipulate the time trait on your demiplane; its 
  time trait is as the Material Plane. Once your demiplane 
  reaches 180 feet in radius, you can cast this spell again to 
  gradually add another 180 feet of radius to it, and so on. 
   
  Antigenesis: If genesis is cast on the Material Plane, 
  the spell takes effect and the demiplane begins to grow at 
  the rate noted above, but it gets no larger than a radius 
  of 1 foot per level. The energies of the new plane are 
  exactly canceled by the energies of the original plane, 
  creating a dead spot like a limited cancer on the original 
  plane. The expanding boundary of the dead spot wipes 
  away all construction, crumbles natural land forms, and 
  evaporates water, leaving behind a uniformly level area of 
  inert dust. Living creatures that pass the boundary of the 
  growing dead spot are not directly affected, but plants 
  can find no sustenance in the dust of the dead spot, 
  water-breathing creatures die quickly when water turns 
  to dust, and mobile animals know enough to leave the 
  area alone. Once the wave of change passes, no special 
  essence remains in the dead spot, and it may be colonized 
  naturally over the course of several years by bacteria, 
  plants, and animals. 
   
  Ki Food: you must consume 4 bites of manna to cast 
  this spell.  
  Glossolalia 
  School: evocation [psychokinesis, sonic, mind-affecting] 
  Level: bard 2 
  Display: auditory; Components: V 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: cone-shaped burst 
  Duration: instantaneous 
  Saving Throw: Fortitude partial; see text; Spell 
  Resistance: yes 
  You utter shrieks of nonsense and gibberish that thinking 
  creatures find distracting and confusing. The spell affects 
  only creatures with Intelligence scores of 3 or higher. Any 
  
  Psionics Transcended: The Power of Ki 
   
   
  90 
  such creatures within the spell‘s area must succeed on 
  Fortitude saves or be stunned for 1 round (if they have 
  Intelligence scores of 20 or higher), dazed for 1 round (if 
  they have Intelligence scores between 10 and 19), or 
  shaken for 1 round (if they have Intelligence scores 
  between 3 and 9). In addition, a creature within the 
  spell‘s area loses any ki focus it might have had and takes 
  a –4 penalty on Concentration checks for 1 round. These 
  effects happen whether or not the creature succeeded on 
  its save. 
  Graft Weapon 
  School: transmutation [psychometabolism] 
  Level: psyker 3 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 24 hours (D) 
  You attach any melee weapon you can use in one hand—
  mundane, psionic, or magical—onto the end of one of 
  your arms. The weapon becomes a natural extension of 
  your arm, and that hand blends seamlessly into the shaft, 
  hilt, or head of the weapon. Now that the weapon and 
  you are one, you gain a +1 competence bonus on all 
  attack and damage rolls while using the weapon. 
   
  The grafted weapon is considered both a standard 
  weapon and a natural weapon for the purpose of effects 
  that distinguish between either weapon type. For 
  instance, the grafted weapon is treated as a natural 
  weapon for the purpose of delivering a touch attack with 
  a spell in conjunction with the weapon attack. As with 
  any spell (or spell) melee touch attack made in 
  conjunction with a natural weapon attack, the touch 
  attack effect is not delivered unless the natural weapon 
  strikes normally; on a failed attack, the touch spell (or 
  spell) is wasted. 
   
  For a Psyker under the effect of the claws of the 
  beast spell, grafting a weapon means that attacks with 
  this hand deal the base damage of the weapon, instead 
  of the claw upon which a Psyker normally relies. 
   
  While your hand is grafted to a weapon, you lose the 
  use of that hand and take a –2 penalty on all skill checks 
  requiring the use of hands. Spells that temporarily 
  polymorph or metamorph you can ignore the grafted 
  weapon or alter it normally, at your discretion. If the 
  weapon takes damage, you take damage as well. If you 
  are healed, so is your grafted weapon. If your weapon is 
  destroyed, you take 2 points of Constitution drain; the 
  ability drain persists until you can restore your natural 
  anatomy (by means of regenerate or a similar effect). 
   
  When this spell‘s duration expires, the grafted 
  weapon falls to the ground and your hand returns. 
  Grease* 
  School: conjuration (creation) [metacreativity] 
  Level: psion 1 
  Display: visual and olfactory 
  As the grease sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
   
  The surface is covered with an ectoplasmic sheen 
  that has the same properties as grease. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the area of the greased 
  surface by 5’ in one direction (Shaper) 
  1 
  Yes 
  Grip of Iron 
  School: transmutation [psychometabolism] 
  Level: psyker 1 
  Display: visual 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: 1 round/level 
  You can improve your chances in a grapple as an 
  immediate action, gaining a +4 enhancement bonus on 
  your grapple checks. 
  You can cast this spell with an instant thought, quickly 
  enough to gain the benefit of the spell in the current 
  round. Casting this spell is an immediate action, like 
  casting a quickened spell, and it counts toward the 
  normal limit of one quickened spell per round. You can 
  cast this spell when it isn‘t your turn (if you are grappled). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  The enhancement bonus to your 
  grapple checks increases by 2 
  1 
  Yes 
  Hail of Crystals 
  School: conjuration (creation) [metacreativity] 
  Level: shaper 5 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Area: 20-ft.-radius burst 
  Duration: instantaneous 
  Saving Throw: Reflex half; Spell Resistance: no 
  A 
  tiny 
  ectoplasmic 
  crystal 
  emanates 
  from 
  your 
  outstretched hand and rapidly expands to a 2-foot-
  diameter ball of crystal as it speeds toward the location 
  you designate. You can choose to aim this crystal at a 
  single target or at a specific point in space (a grid 
  intersection). 
   
  If you aim the crystal at a single target, you must 
  make a ranged touch attack to strike the target. Any 
  creature or object struck by the ball of crystal takes 5d4 
  points of bludgeoning damage. 
   
  Whether the crystal hits its target, misses, or was 
  aimed at a point in space, it explodes upon arrival at the 
  
  SPELLS 
   
  91 
  location you designated. Anyone within 20 feet of the 
  explosion takes 1d4 points of slashing damage per power 
  level from the thousands of crystal shards that spray forth 
  (minimum 5d4 maximum 15d4). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d4 1 
  2 
  Yes 
  Increase the spell damage by 1d4 1 
  (Shaper) 
  1 
  Yes 
  1The maximum damage of an augmented hail of crystals spell 
  can exceed 15d4. 
  Hammer 
  School: transmutation [psychometabolism] 
  Level: psion 1, psyker 1 
  Display: auditory and material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round 
  This spell charges your touch with the force of a 
  sledgehammer. A successful melee touch attack deals 1d8 
  points of bludgeoning damage. This damage is not 
  increased or decreased by your Strength modifier. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the duration of this spell by 1 
  round 
  1 
  Yes 
  Haste* 
  School: transmutation [psychometabolism] 
  Level: egoist 3 
  Display: auditory and visual 
  As the haste sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook).  
  Heal* 
  School: conjuration (healing) [psychometabolism] 
  Level: egoist 6 
  Display: auditory and visual 
  As the heal cleric spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook).  
  Hypnotize 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 1, psyker 1 
  Display: visual 
  Target: 1 living creature 
  Duration: concentration + 1 round/level (D) 
  You telepathically reach out fascinate a nearby creature, 
  causing it to stop and stare blankly at you. In addition, 
  you can use their rapt attention to make your suggestions 
  and requests seem more plausible. You can affect a single 
  living creature of 1d4 HD + 1 HD per power level. The 
  creature must be able to see you to be fascinated.  
   
  While the subject is fascinated by this spell, it reacts 
  as 
  though it were two steps more friendly in attitude. This 
  allows you to make a single request of the affected 
  creature (provided you can communicate with it). The 
  request must be brief and reasonable. Even after the spell 
  ends, the creature retains its new attitude toward you, 
  but only with respect to that particular request. 
   
  A creature that fails its saving throw does not 
  remember that you reached out to it. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Affect another creature with 15 ft. 
  No creature can be more than 15' 
  from any other creature. (Telepath) 
  1 
  Yes 
  Increase the HD affected by 1  
  2 
  Yes 
  Increase the HD affected by 1 
  (Telepath) 
  1 
  Yes 
  Hustle 
  School: transmutation [psychometabolism] 
  Level: egoist 2, psyker 2 
  Display: auditory 
  Casting Time: 1 swift action 
  Range: personal 
  Target: you 
  Effect: 1 extra move action 
  You gain an additional move action in the current round. 
  Taking a full round‘s worth of attacks and then using this 
  spell to move away from your foe does provoke attacks 
  of opportunity. 
   
  You can cast this spell with an instant thought, 
  quickly enough to gain the benefit of the spell before you 
  move. Casting the spell is a swift action, like casting a 
  quickened spell, and it counts toward the normal limit of 
  one quickened spell per round. You cannot cast this spell 
  when it isn‘t your turn. 
  Hypercognition 
  School: divination [clairsentience] 
  Level: seer 8 
  Display: mental 
  Casting Time: 1 standard action or 1 immediate action; 
  see text 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You make lightning-fast deductions based on only the 
  slightest clue, pattern, or scrap of memory resident in 
  your mind. You can make reasonable statements about a 
  person, place, or object, seemingly from very little 
  knowledge. However, your knowledge is in fact the result 
  of a rigorously logical process that you force your mind to 
  undertake, digging up and correlating every possible 
  
  Psionics Transcended: The Power of Ki 
   
   
  92 
  piece of knowledge bearing on the topic (possibly even 
  extracting echoes of knowledge from the Astral Plane). 
   
  The nature of the knowledge you gain concerning 
  the subject of your analysis might include the answer to a 
  riddle, the way out of a maze, stray bits of information 
  about a person, legends about a place or an object, or 
  even a conclusion concerning a dilemma that your 
  conscious mind is unable to arrive at. 
   
  A Knowledge check may be required to obtain the 
  desired information. If so, you can cast hypercognition as 
  an immediate action prior to making the check and 
  receive a +20 bonus for doing so. You can make the 
  knowledge check as if it were a class skill (3 + 
  Intelligence modifier) even if you have no ranks in the 
  skill. 
  Id Insinuation 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 2 
  Display: auditory 
  Target: one creature 
  Duration: concentration + 1 round 
  As the confusion sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
   
  Swift tendrils of thought disrupt the unconscious 
  mind of any one creature, sapping its might. As long as 
  the caster remains concentrating fully on this spell, the 
  subject is confused, making it unable to independently 
  determine it will do. If the target rolls a 1-10% to 
  determine its action it become acutely aware of the 
  source of its confusion and will try to attack the caster.  
   
  Augmentation 
  Ki Cost 
  Multiple 
  Affect all creatures in a 15-ft.-radius 
  burst (Telepath) 
  1 
  N/A 
  Increase the duration to 1 round/level  
  1 
  N/A 
  Grant a 5% bonus to the d% behavior 
  roll of each affected target while 
  maintaining concentration. Once 
  concentration is dropped, the bonus is 
  dismissed. (Telepath) 
  1 
  Yes 
  Identify* 
  School: divination [clairsentience] 
  Level: psion 2 
  Display: material and mental 
  As the identify sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook).  
  Immovability 
  School: transmutation [psychometabolism] 
  Level: psyker 4 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: concentration 
  You are almost impossible to move. Your weight does not 
  vary; instead, you mentally attach yourself to the 
  underlying fabric of the plane. Thus, you could 
  conceivably anchor yourself in midair. Any creature 
  attempting to physically move you must succeed on an 
  opposed Strength check, and you gain a +20 bonus on 
  the check. You can‘t voluntarily move to a new location 
  unless you stop concentrating, which ends the spell. 
   
  You cannot apply your Dexterity bonus to Armor 
  Class; however, your anchored body gains damage 
  reduction 15/–. 
   
  You cannot make physical attacks or perform any 
  other large-scale movements (you can make small scale 
  movements, such as breathing, turning your head, 
  moving your eyes, talking, and so on). Spells with the 
  teleportation descriptor, or any telekinetic effect, cast on 
  you automatically fail. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Cast this spell as an immediate action 
  (Egoist) 
  3 
  Yes 
  Improbability Shield 
  School: abjuration [clairsentience] 
  Level: psion 3, psyker 3 
  Display: auditory 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: 1 round 
  You project a field of improbability around yourself, 
  creating a fleeting protective shell. You gain a +4 
  deflection bonus to Armor Class. 
   
  You can cast this spell instantly, quickly enough to 
  gain its benefits in an emergency. Casting the spell is an 
  immediate action, like casting a quickened spell, and it 
  counts toward the normal limit of one quickened spell per 
  round. You can use this spell even when it‘s not your 
  turn; however, you must cast it prior to an opponent‘s 
  attack roll in order to gain this spell‘s benefit against that 
  attack. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell’s duration by 1 
  round 
  1 
  Yes 
  Increase the deflection bonus to Armor 
  class by 1 
  2 
  Yes 
  Incarnate* 
  School: universal [metacreativity] 
  Level: psion 5 
  Display: material 
  Range: personal 
  Target: you 
  
  SPELLS 
   
  93 
  As the permanency sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook).  
   
  This self-only spell makes certain other spells 
  permanent. Depending on the spell to be affected, you 
  must be of a minimum caster level and must consume ki 
  food while casting this spell. You must consume 1 sip of 
  ambrosia for every 2,500 gp of diamond dust required by 
  the permanency spell.  
   
  You can make the following spells permanent in 
  regard to yourself (in addition to any spells affected by 
  permanency) and consume the listed amount of 
  ambrosia.  
   
  Spell 
  Min. Caster Level 
  Ki Food 
  Aura sight 
  15th 
  4 ambrosia 
  Conceal thoughts 
  9th 
  1 ambrosia 
  Danger sense 
  13th 
  3 ambrosia 
  Detect scrying 
  15th 
  4 ambrosia 
  Detect teleportation 
  9th 
  1 ambrosia 
  Elfsight 
  11th 
  2 ambrosia 
  Know direction and 
  location 
  9th 
  1 ambrosia 
  Psi Light 
  9th 
  1 ambrosia 
  Ubiquitous vision 
  13th 
  3 ambrosia 
   
  You cast the desired spell and then follow it with the 
  incarnate casting. Augmented spells cannot be made 
  permanent in this fashion. 
  Inertial Armor 
  School: abjuration [psychokinesis] 
  Level: psion 1, psyker 1 
  Display: visual; see text 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 hour/level (D) 
  Your mind generates a tangible field of force that 
  provides a +4 armor bonus to Armor Class. Unlike 
  mundane armor, inertial armor entails no armor check 
  penalty or speed reduction. Because inertial armor is 
  composed of psychokinetic force, incorporeal creatures 
  can‘t bypass it the way they do normal armor. 
   
  Your inertial armor can be invisible or can appear as 
  a colored glow, at your option. 
   
  The armor bonus provided by inertial armor does not 
  stack with the armor bonus provided by regular armor. 
   
  Augmentation 
  Ki 
  Cost 
  Multiple 
  Increase the armor bonus to Armor 
  Class by 1 
  2 
  Yes 
  Inertial Barrier 
  School: abjuration [psychokinesis]; 
  Level: kineticist 4, psyker 4 
  Display: auditory and mental 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level 
  You create a skin-tight psychokinetic barrier around 
  yourself that resists blows, cuts, stabs, and slashes, as well 
  as providing some protection against falling. You gain 
  damage reduction 5/–. Inertial barrier also absorbs half 
  the damage you take from any fall. 
  Inflict Pain 
  School: necromancy [telepathy, mind-affecting, evil] 
  Level: psion 2 
  Display: mental 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: 1 round/level 
  Saving Throw: Will partial; see text; Spell Resistance: 
  yes 
  You telepathically stab the mind of your foe, causing 
  horrible agony. The subject suffers wracking pain that 
  imposes a –4 penalty on attack rolls, skill checks, and 
  ability checks. If the target makes its save, it takes only a 
  –2 penalty. 
   
  Augmentation 
  Ki 
  Cost 
  Multiple 
  Affect an additional target. Any target 
  cannot be more than 15 feet from 
  another target of the spell. (Telepath) 
  1 
  Yes 
  Insanity* 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 7 
  Display: mental 
  As the instanity sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook).  
   
  Only psychic chirurgery, reality revision, and other 
  similarly extreme measures can restore the subject‘s 
  sanity. 
   
  Augmentation 
  Ki 
  Cost 
  Multiple 
  Affect an additional target. Any target 
  cannot be more than 15 feet from 
  another target of the spell. (Telepath) 
  1 
  Yes 
  Instant Summons* 
  School: conjuration (summoning) [psychoportation] 
  Level: psion 7 
  Display: visual and material 
  
  Psionics Transcended: The Power of Ki 
   
   
  94 
  As the instant summons sorcerer spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook).  
   
  Requires psychic mark to prepare object.  
   
  Ki Cost: you must spend 2 ki points to cast this spell 
  if you are not a Nomad. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the weight that can be 
  summoned by 1 lb. (Nomad) 
  1 
  Yes 
  Increase the length that can be 
  summoned by 1 ft. (Nomad) 
  1 
  Yes 
   
  Intellect Fortress 
  School: abjuration [psychokinesis]; 
  Level: psion 4 
  Display: auditory 
  Casting Time: 1 immediate action 
  Range: 20 ft. 
  Area: 20-ft.-radius spread centered on you 
  Duration: 1 round 
  Saving Throw: none; Spell Resistance: yes 
  You encase yourself and your allies in a shimmering 
  fortress of telekinetic force. All damage from spells and 
  spell-like abilities taken by subjects inside the area of the 
  intellect fortress, including ability damage, is halved. This 
  lowering takes place prior to the effects of other spells or 
  abilities that lessen damage, such as damage reduction 
  and evasion. 
   
  Spells that are not subject to Spell Resistance are not 
  affected by an intellect fortress. 
   
  You can cast this spell instantly, quickly enough to 
  gain its benefits in an emergency. Casting the spell is an 
  immediate action, like casting a quickened spell, and it 
  counts toward the normal limit of one quickened spell per 
  round. You can use this spell even when it‘s not your 
  turn. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell’s duration by 1 
  round 
  1 
  Yes 
  Iron Body* 
  School: conjuration (creation) [metacreativity] 
  Level: psion 8 
  Display: auditory 
  As the iron body sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook).  
  Keen Edge* 
  School: transmutation [metacreativity] 
  Level: psion 3, psyker 3 
  Display: visual 
  As the keen edge sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Knock* 
  School: transmutation [psychoportation] 
  Level: psion 2 
  Display: material 
  As the knock sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
  Know Direction and Location 
  School: divination [clairsentience] 
  Level: psion 0, psyker 0 
  Display: mental 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You generally know where you are. This spell is useful to 
  characters who end up at unfamiliar destinations after 
  teleporting, using a gate, or traveling to or from other 
  planes of existence. The spell reveals general information 
  about your location as a feeling or presentiment. The 
  information is usually no more detailed than a summary 
  that locates you according to a prominent local or 
  regional site. Using this spell also tells you what direction 
  you are facing. 
   
  Using this spell prior to making a Knowledge (the 
  planes) check with astral caravan grants a +2 bonus on 
  the check. 
  Leech Field 
  School: transmutation [psychometabolism] 
  Level: psion 5 
  Display: visual; see text 
  Casting Time: 1 standard action 
  Range: personal; see text 
  Target: you 
  Duration: 1 min. 
  You raise a field of potentiality that drains the vitality 
  from spells that you successfully save against. When you 
  succeed on a saving throw to negate the effect of a foe‘s 
  spell on you, and the spell is one that leech field is 
  effective against (see below), your body erupts in a brief 
  flash of crackling dark energy. You gain 1 ki point for 
  every level of the spell you just saved against (to a 
  maximum number of points equal to 1/2 your caster 
  level). You cannot gain ki points that would cause you to 
  exceed your normal daily maximum. 
   
  This spell is effective against any spell that targets a 
  single creature and allows the target a saving throw to 
  negate it, except those that are delivered by a touch 
  attack or a ranged touch attack (including a ray). 
  
  SPELLS 
   
  95 
  Levitate* 
  School: transmutation [psychoportation] 
  Level: nomad 2 
  Display: olfactory 
  As the levitate sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Affect an additional willing target with 
  15 feet. Any target cannot be more 
  than 15 feet from another target of 
  the spell. 
  1 
  Yes 
  Levitate Self 
  School: transmutation [psychoportation] 
  Level: psion 2, psyker 2 
  Display: olfactory 
  Range: personal 
  Target: you  
  As the levitate sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Major Creation* 
  School: conjuration (creation) [metacreativity] 
  Level: psion 5 
  Casting Time: 10 minutes 
  Range: close (25 ft. + 5 ft./2 levels) 
  Duration: See spell text 
  As the major creation sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Matter Agitation 
  School: transmutation [psychokinesis] 
  Level: psion 1 
  Display: auditory and material 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Area: 2 sq. ft. of surface area of an object or creature 
  Duration: concentration, up to 1 min./level 
  Saving Throw: none; Spell Resistance: yes 
  You can excite the structure of a nonpsionic, nonmagical 
  object, heating it to the point of combustion over time. 
  The agitation grows more intense in the second and third 
  rounds after you cast the spell, as described below. 
   
  1st Round: Readily flammable material (paper, dry 
  grass, tinder, torches) ignites. Skin reddens (1 point of 
  damage). 
   
  2nd Round: Wood smolders and smokes, metal 
  becomes hot to the touch, skin blisters (1d4 points of 
  damage), hair smolders, paint shrivels, water boils. 
   
  3rd and Subsequent Rounds: Wood ignites, metal 
  scorches (1d4 points of damage for those holding metallic 
  objects). Skin burns and hair ignites (1d6 points of 
  damage), lead melts. 
  Matter Manipulation 
  School: transmutation [metacreativity] 
  Level: psion 8 
  Display: auditory and mental 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Area: 1 cu. ft./level of inanimate material 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: yes 
  You can weaken or strengthen the substance of an object 
  or structure. You can affect both mundane and magical 
  inanimate material. Weakening an object‘s substance 
  decreases its hardness and hit points, and strengthening it 
  increases its hardness and hit points. You can increase or 
  decrease an object‘s hardness by up to 5 from its original 
  hardness. When hardness increases, the object (or portion 
  of an object) gains 3 hit points per inch of thickness for 
  every point of increased hardness. When hardness 
  decreases, the object (or portion of an object) loses 2 hit 
  points per inch of thickness for every point of decreased 
  hardness (to a minimum of 1 hit point per inch of 
  thickness). 
   
  You can‘t decrease the hardness of an object that 
  already has hardness 0. 
   
  Working Manipulated Metals: An object or portion 
  thereof whose hardness is decreased or increased is 
  permanently changed. Even hardening adamantine to 25 
  is possible. You can also harden or weaken a preforged 
  weapon, a suit of armor, or some other finished item. 
   
  Ki Food: you must consume 2 bites of manna for 
  each point by which the object‘s hardness is altered. You 
  may alternately consume 1 sip of ambrosia in place of up 
  to 10 bites of manna.  
  Maze* 
  School: conjuration (teleportation) [psychoportation] 
  Level: psion 8 
  Display: visual and material 
  As the maze sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
  Mending* 
  School: transmutation [metacreativity] 
  Level: psion 0, psyker 0 
  Display: visual and material 
  As the mending sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook) 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the weight affected by 1 lb 
  1 
  Yes 
  Increase the range of the spell by 5' 
  1 
  Yes 
  Increase the amount healed by 1d4 
  (Shaper) 
  1 
  Yes 
  
  Psionics Transcended: The Power of Ki 
   
   
  96 
  Mental Disruption 
  School: enchantment [telepathy, mind-affecting] 
  Level: psion 2 
  Display: mental 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Area: 10-ft.-radius spread centered on you 
  Duration: instantaneous 
  Saving Throw: Will negates; Spell Resistance: yes 
  You generate a mental wave of confusion that instantly 
  sweeps out from your location. All creatures you 
  designate in the affected area (you can choose certain 
  creatures to be unaffected) must make a Will save or 
  become dazed for 1 round. 
  Metaconcert 
  School: conjuration [telepathy, mind-affecting] 
  Level: psyker 5, telepath 5 
  Display: visual; see text 
  Casting Time: 1 minute 
  Range: 20 ft. 
  Target: you and up to nine other willing psionic creatures 
  in range 
  Duration: 1 min./level (D) 
  You link your psychic might with other psionic creatures, 
  creating an entity more powerful than the sum of its 
  parts. 
   
  When you cast this spell, a number of ki points you 
  designate flows from each participant into a collective 
  pool. Spell slots can be converted to ki points immediately 
  to fulfill this cost. One individual is chosen as the 
  metaconcert conductor by mutual consent of the other 
  participants (this is usually the caster, but doesn‘t have to 
  be). Until the spell ends, this conductor directs the efforts 
  of the group. Misty strands of glowing spell link the 
  brows of all the participants in a complex and shifting 
  pattern. 
   
   All the spells of each participant are known to the 
  mental entity created with metaconcert (which is under 
  the conductor‘s command). Spells are cast using the 
  collective ki pool by immediately spending 1 ki point for 
  each spell level being cast. This entity can‘t take any more 
  actions than a normal individual, but it casts all its spells 
  more effectively. Each participant contributing to the 
  entity provides a cumulative +1 bonus to save DCs that 
  apply when casting a spell or using a spell-like ability. 
  Likewise, each individual provides a cumulative +1 bonus 
  when the entity makes its own saving throws in response 
  to spells or spell-like abilities. 
   
  If the psionic entity takes ability damage from a 
  psionic attack the total is divided among all the members 
  as determined by the conductor. 
   
  If the entity casts a spell that has a ki cost, all the 
  participants pay an equal share (the conductor pays the 
  remainder if the cost can‘t be divided evenly). 
   
  Once linked, the participants must remain within a 
  20-foot-radius area, and as a group can move at a speed 
  of 10 feet. If a participant moves outside the 20-foot-
  radius area occupied by the others (whether willingly or 
  involuntarily), that individual drops out of the group, and 
  the spell point pool of the metaconcert is instantly 
  recalculated. 
   
  All participants who leave before a metaconcert ends 
  or is dismissed reclaim a number of ki points equal to the 
  current ki pool divided by the number of members. If the 
  conductor drops out, the spell ends. That same number of 
  points is removed from the ki pool. 
   
  When a metaconcert ends normally or is dismissed, 
  remaining ki points in the pool are divided among all the 
  participants (the conductor receives the remainder if the 
  points can‘t be divided evenly). 
  Metafaculty 
  School: divination [clairsentience] 
  Level: seer 9 
  Display: mental, olfactory, and visual 
  Casting Time: 1 hour 
  Range: personal 
  Target: you 
  Duration: instantaneous and 1 min./level (D); see text 
  You elevate your mind to a near-universal consciousness, 
  cogitating countless impressions and predictions involving 
  any creature you have seen before, whether personally or 
  by means of another spell such as scrying. 
   
  This process gives you an uncannily accurate vision 
  of the creature‘s nature, activities, and whereabouts. 
  When you cast the spell, you learn the following facts 
  about the creature. 
   
  • Its name, race, alignment, and character class. 
   
  • A general estimate of its level or Hit Dice: low (5 
  HD or lower), medium (6 to 11 HD), high (12 to 20 HD), 
  very high (21 HD to 40 HD), or deific (41 HD or higher). 
   
  • Its location (including place of residence, town, 
  country, world, and plane of existence). 
   
  • Significant items currently in its possession. 
   
  • Any significant activities or actions the creature has 
  undertaken in the previous 8 hours, including details such 
  as locales traveled through, the names or races of those 
  the creature fought, spells it cast, items it acquired, and 
  items it left behind (including the location of those items). 
   
  • A current mental view of the creature, as described 
  in the scrying  spell, which you can maintain for up to 1 
  minute per level. 
   
  Metafaculty can defeat spells, spells, and special 
  abilities such as screen or mind blank (or even a wish 
  spell) that normally obscure clairsentience spells. You can 
  attempt a caster level check (DC 6 + caster level of the 
  creator of the obscuring effect) to defeat these sorts of 
  otherwise impervious defenses. 
  Sacrifice: you must sacrifice 2 Con points to cast this 
  spell. You can heal this sacrifice by consuming manna. 
  
  SPELLS 
   
  97 
  Metamorphosis 
  School: transmutation (polymorph) [psychometabolism] 
  Level: egoist 4 
  Display: material and olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level (D) for a creature; 1 hour/level 
  (D) for an object 
  You assume the form of an animal, humanoid, plant, 
  elemental, monstrous humanoid, undead, vermin, or 
  object of your choosing. Refer to the table below to 
  determine how the spell functions. For example, if you 
  take on the form of an animal or magical beast, the spell 
  functions like beast shape II. 
   
  Chosen Form 
  Works like  
  Animal, Magical Beast 
  beast shape II* 
  Disguise 
  disguise self* 
  Elemental 
  elemental body I* 
  Humanoid 
  alter self* 
  Monstrous Humanoid 
  monstrous physique II*** 
  Object 
  See below 
  Plant Creature 
  plant shape I* 
  Tree 
  tree shape* 
  Undead 
  undead anatomy I*** 
  Vermin 
  vermin shape I*** 
   
   
  See the spell descriptions in the 
  Pathfinder 
  Roleplaying Game Core Rulebook, Advanced Player‘s 
  Guide, and Ultimate Magic books for more information. 
   
  You can also use this spell to assume the form of an 
  inanimate object. You gain the object‘s hardness and 
  retain your own hit points. You can take the shape of 
  almost any simple object you can think of (between Tiny 
  and Large sized). If you attempt to take the form of a 
  complex object, you must make an appropriate skill 
  check. If you fail the check, your casting of the spell does 
  not succeed. Likewise, you cannot take the form of a 
  complex mechanical mechanism unless you have some 
  sort of skill associated with the object. You cannot use 
  this spell to assume the form of a magic item, or any 
  object with a hardness higher than 15. You also cannot 
  take the form of an animated mechanism or any object 
  formed of ectoplasm. 
   
  As an inanimate object, you lose all mobility. You 
  retain your normal senses and your ability to speak. You 
  can cast a spell if you make a Concentration check (DC 
  20 + spell level); however, doing so ends the duration of 
  this spell. If you take damage while in the form of an 
  object, your actual body also takes damage (but the 
  object‘s hardness, if any, protects you). 
   
  You may choose to resume your normal form as a 
  full-round action, doing so ends the spell for you. 
  Metamorphosis, Greater 
  School: transmutation (polymorph) [psychometabolism] 
  Level: egoist 9 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level (D) for a creature; 1 hour/level 
  (D) for an object 
  As metamorphosis, but you can also take on the form of a 
  dragon or giant. You may also take on the larger forms of 
  other creatures.  
   
  Chosen Form 
  Works like  
  Animal, Magical Beast 
  beast shape IV* 
  Disguise 
  disguise self* 
  Elemental 
  elemental body IV* 
  Dragon 
  form of the dragon III* 
  Giant 
  giant form II* 
  Humanoid 
  alter self* 
  Monstrous Humanoid 
  monstrous physique IV*** 
  Object 
  See below 
  Plant Creature 
  plant shape III* 
  Tree, shrub, or brush 
  tree shape* 
  Undead 
  undead anatomy IV*** 
  Vermin 
  vermin shape II*** 
   
   
  See the spell descriptions in the 
  Pathfinder 
  Roleplaying Game Core Rulebook, Advanced Player‘s 
  Guide, and Ultimate Magic books for more information. 
   
  You can become just about anything you are familiar 
  with. You can change form once each round as a swift 
  action. 
   
  The change takes place either immediately before 
  your regular action or immediately after it, but not during 
  the action. 
   
  As an inanimate object, you lose all mobility; 
  however, you retain your ability to cast spells normally. 
  You may assume the form of any non-magical, inanimate 
  object up to a hardness of 40.  
  Metaphysical Claw 
  School: transmutation [psychometabolism] 
  Level: psyker 1 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level 
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast) or a 
  bite attack (which could be a natural bite attack or one 
  you gain by means of the spell bite of the wolf ), you can 
  use this spell to provide one of your natural weapons a 
  +1 enhancement bonus on attack rolls and damage rolls. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell’s duration to 1 
  hour/level 
  2 
  No 
  
  Psionics Transcended: The Power of Ki 
   
   
  98 
  Improve the natural weapon’s 
  enhancement bonus on attack rolls 
  and damage roll by +1 
  2 
  Max 4 
  Metaphysical Weapon 
  School: conjuration [metacreativity] 
  Level: psyker 1 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: touch 
  Target: weapon touched 
  Duration: 1 min./level 
  Saving Throw: Will negates (harmless, object); Spell 
  Resistance: yes (harmless, object) 
  Metaphysical weapon gives a weapon a +1 enhancement 
  bonus on attack rolls and damage rolls. (An enhancement 
  bonus does not stack with a masterwork weapon‘s +1 
  bonus on attack rolls.) 
  Alternatively, you can affect up to fifty arrows, bolts, or 
  bullets. The projectiles must be of the same type, and 
  they have to be together (such as in the same quiver). 
  Projectiles, 
  but 
  not 
  thrown 
  weapons, 
  lose 
  their 
  enhancement when used. (Treat shuriken as projectiles, 
  rather than thrown weapons, for the purpose of this 
  spell.) 
  You can‘t cast this spell on most natural weapons, 
  including a Psyker‘s claw strike. This spell does work on a 
  weapon brought into being by the graft weapon spell. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell’s duration to 1 
  hour/level 
  2 
  No 
  Improve the weapon’s enhancement 
  bonus on attack rolls and damage roll 
  by +1 
  2 
  Max 4 
  Microcosm 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 9 
  Display: material 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target or Area: one creature; or one or more creatures 
  within a 15-ft.-radius sphere 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: yes 
  This spell enables you to warp the consciousness and 
  senses of one or more creatures, sending the victim into a 
  catatonic state. When microcosm is cast, you can target 
  either a single creature within range or a group of 
  creatures all located within the spell‘s area. 
   
  Single Target: If microcosm targets a single creature, 
  that creature‘s senses are pinched off from the real world 
  if it currently has 100 or fewer hit points. The subject‘s 
  senses are all completely fabricated from within its own 
  mind, though it may not realize this. In reality, the subject 
  sprawls limply, drooling and mewling, and eventually dies 
  of thirst and starvation without care. The subject lives 
  within its own made-up world until the time of its actual 
  death. 
   
  Area Effect: If microcosm is cast on an area, it sends 
  all affected creatures into a shared catatonia (the world is 
  a construct, but within the world, the victims can interact 
  with each other). It affects only creatures that currently 
  have 30 or fewer hit points, and only up to a total of 300 
  hit points of such creatures. The spell affects creatures 
  with the lowest hit point totals first. (Creatures with 
  negative hit points count as having 0 hit points.) 
   
  Casting microcosm a second time on an affected 
  creature turns its sensory pathways outward once more. 
  Otherwise, only very potent spells (such as psychic 
  chirurgery or reality revision) or similar effects (such as 
  miracle or wish) can undo the mental cross-wiring that 
  this spell brings about. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the number of individual and 
  group hit points the spell can affect by 
  10 
  1 
  Yes 
  Mind Blank, Personal 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 7, psyker 6 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: one day 
  As mind blank (see below), except as noted here. 
  Mind Blank* 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 8 
  Display: olfactory 
  As the mind blank sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Mind Probe 
  School: enchantment (charm) [telepathy, mind-affecting] 
  Level: telepath 5, Wizard/Sorcerer 6 
  Display: auditory, material, and visual; Components: V, 
  S 
  Casting Time: 1 minute 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will partial; see text; Spell Resistance: 
  yes 
  All the subject‘s memories and knowledge are accessible 
  to you, from memories deep below the surface to those 
  
  SPELLS 
   
  99 
  still easily called to mind. You can learn the answer to one 
  question per round, to the best of the subject‘s 
  knowledge. If the subject succeeds on a Will save, it is 
  not required to answer the question; however, making a 
  save does not end the spell. You can ask the subject a 
  new question (or the same question) in subsequent 
  rounds for as long as the spell‘s duration persists. 
   
  You can probe a sleeping subject and automatically 
  get an answer to your question. If the subject then 
  succeeds on a Will save, it wakes after providing the 
  answer and thereafter can resist answering by making 
  Will saves as described above. 
   
  Subjects that do not wish to be probed can attempt 
  to move beyond the spell‘s range, unless they are 
  somehow 
  hindered. 
  You 
  pose 
  the 
  questions 
  telepathically, and the answers to those questions are 
  imparted directly to your mind. You and the subject do 
  not need to speak the same language, though less 
  intelligent creatures may yield up only appropriate visual 
  images in answer to your questions. 
  Mind Seed 
  School: enchantment (compulsion) [telepathy, mind-
  affecting, evil] 
  Level: telepath 8 
  Display: mental 
  Casting Time: 1 standard action 
  Range: touch 
  Target: one touched Medium or smaller humanoid 
  Duration: instantaneous; see text 
  Saving Throw: Will negates; Spell Resistance: yes 
  You impress the totality of your psyche into a subject‘s 
  subconscious. If successfully implanted, the seed of your 
  mind ―germinates‖ over the period of one week. During 
  this time, the subject begins to unconsciously take on 
  your mannerisms.  
   
  When integration is complete (after one week), the 
  subject becomes you in mind as you were when you cast 
  the spell, but the subject‘s level is eight lower than your 
  own. (In effect, the subject has received eight negative 
  levels—but these are negative levels that can‘t be 
  removed.) The subject does not have any of your physical 
  ability scores or equipment, but does have the 
  Intelligence, Wisdom, and Charisma scores you had when 
  you were eight levels lower. The subject also knows the 
  spells you knew when you were eight levels lower. 
   
  While the subject is initially your mental duplicate, 
  the two personalities diverge over time. Although the 
  subject starts off with memories of your experiences, it 
  possesses its original ―soul‖ and physical body and is free 
  to develop its own personality based on its own new 
  experiences. Thus, the subject is not your slave or 
  servant, but instead a nonplayer character in its own right 
  that shares your earlier memories. 
   
  Protection from evil or a similar spell or spell can 
  prevent you from implanting mind seed, or prevent a 
  seed from germinating while the protective spell lasts. 
  Otherwise, a germinating seed can be removed (prior to 
  germination) only by psychic chirurgery, reality revision, 
  or similarly high-level effects. Casting mind seed again 
  during the germination period also cleanses the subject‘s 
  mind. 
  Ki Sacrifice: you must sacrifice 6 ki points to cast this 
  spell. 
   
  Mind Switch 
  School: necromancy [telepathy, mind-affecting] 
  Level: telepath 6 
  Display: visual 
  Casting Time: 1 round 
  Range: close (25 ft. + 5 ft./2 levels) 
  Targets: you and one other creature 
  Duration: 10 min./level 
  Saving Throw: Will negates; see text; Spell Resistance: 
  yes 
  You can attempt to take control of a nearby living 
  creature, forcing your mind (and soul) into its body, and 
  its mind into your body. You can target any creature 
  whose Hit Dice are equal to or less than your caster level. 
   
  You possess the target‘s body and force the 
  creature‘s mind into your body unless it succeeds on a 
  Will save. You can move your mind back into your own 
  body whenever you desire, which returns the subject‘s 
  mind to its own body and ends the spell. If the casting 
  succeeds, your life force occupies the host body, and the 
  host‘s life force takes over yours. 
   
  You can call on rudimentary or instinctive knowledge 
  of the subject creature, but not upon its acquired or 
  learned knowledge (such as skills and feats it possesses). 
  The same is true for the subject in your body. The mind 
  switch brings about the following changes. 
   
  • You gain the type of your assumed body. 
   
  • You gain the Strength, Dexterity, and Constitution 
  scores of your assumed body. 
   
  • You gain the natural armor, natural attacks, 
  movement, and other simple physical characteristics of 
  your assumed body. 
   
  • You gain the extraordinary special attacks and 
  qualities of your assumed body, but you do not gain 
  supernatural or spell-like abilities. 
   
  • You gain the possessions and equipment of your 
  assumed body. 
   
  • You retain your own hit points, saving throws 
  (possibly modified by new ability scores), class abilities, 
  supernatural and spell-like abilities, spells and spells, and 
  skills and feats (although skill checks use your new ability 
  scores, and you may be temporarily unable to use feats 
  whose requirements you do not meet in your new body). 
   
  Supernatural abilities that require a certain body part 
  may be unavailable in your new form. 
  
  Psionics Transcended: The Power of Ki 
   
   
  100 
   
  If either body is killed while the spell is in effect, the 
  other participant also dies when the spell ends. If one 
  participant‘s body becomes petrified, imprisoned by 
  temporal stasis or imprisonment, or incapacitated in some 
  other way, the other participant will be incapacitated in 
  that way when the spell ends. 
   
  A targeted dispel magic (or similar spells or effects) 
  successfully cast on either participant causes both minds 
  to return to their original bodies. 
  Ki Cost: you must spend 2 ki points to cast this spell. 
  Mind Switch, True 
  School: necromancy [telepathy, mind-affecting] 
  Level: telepath 9 
  Casting Time: 1 minute 
  Duration: instantaneous 
  Saving Throw: Will negates; see text; Spell Resistance: 
  yes 
  As mind switch, except as noted here. You permanently 
  exchange bodies with the subject. Since this spell‘s 
  duration is instantaneous, you cannot be forced to return 
  to your natural body by means of dispel magic, an 
  antimagic field, or a similar effect. If the subject‘s body 
  dies while you are in it, you are dead. The subject 
  immediately loses one level, but otherwise survives the 
  experience in your natural body. If your natural body dies 
  while the subject is in it, you immediately lose one level, 
  but you likewise survive the experience in your new body. 
   
  Your ―natural‖ body is always considered to be the 
  last one you switched out of. If you exchange bodies with 
  a chain of multiple subjects, you need worry only about 
  the welfare of the last body you switched with. In other 
  words, if your mind is expelled from your current body, 
  your mind returns to the last body you switched with, not 
  to your original body. Similarly, if your original body dies 
  but you have since switched minds with a second subject, 
  you take no penalty. You lose a level only if the body you 
  inhabited immediately prior to your current body is killed. 
  Ki Sacrifice: you must sacrifice your entire ki pool to cast 
  this spell. You must have a minimum of 10 ki points to 
  cast this spell. 
  Mind Thrust 
  School: evocation [telepathy, mind-affecting] 
  Level: psion 1 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: instantaneous 
  Saving Throw: Will negates; Spell Resistance: yes 
  You instantly deliver a massive assault on the thought 
  pathways of any one creature, dealing 1d10 points of 
  damage per power level to it (maximum 5d10). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d101 
  2 
  Yes 
  Increase the spell damage by 1d10 1 
  (Telepath) 
  1 
  Yes 
  1The maximum damage of an augmented energy bolt spell can 
  exceed 5d10. 
  Mind Trap 
  School: evocation [telepathy, mind-Affecting] 
  Level: psion 3 
  Display: auditory 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: 1 round 
  Saving Throw: none; Spell Resistance: yes (harmless) 
  You set up a trap in your mind against psionic intruders. 
  Anyone who attacks you with a telepathy spell 
  immediately loses 1d6 ki points. This spell‘s effect does 
  not negate the spell that is currently being used against 
  you. You can cast this spell instantly, quickly enough to 
  gain its benefit in an emergency. Casting the spell is an 
  immediate action, like casting a quickened spell, and it 
  counts toward the normal limit of one quickened spell per 
  round. You can use this spell even when it is not your 
  turn. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the duration of this spell by 1 
  round. 
  1 
  Yes 
   
  Mindlink 
  School: divination [telepathy, mind-affecting] 
  Level: psion 1, cleric 3, wizard/sorcerer 3 
  Display: mental; Components: V, S 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels); see text 
  Targets: you and one other willing creature within range 
  that has an Intelligence score of 3 or higher 
  Duration: 10 min./level 
  Saving Throw: none; see text; Spell Resistance: yes 
  (harmless) 
  You forge a telepathic bond with your target. You can 
  communicate telepathically through the bond even if you 
  do not share a common language. No special spell or 
  influence is established as a result of the bond. Once the 
  bond is formed, it works over any distance (although not 
  from one plane to another). This is a lesser form of the 
  telepathic bond spell. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Attempt to create a telepathic bond 
  with a creature that is not willing (Will 
  save negates) (Telepath) 
  2 
  Yes 
  Affect an additional target. Any target 
  1 
  Yes 
  
  SPELLS 
   
  101 
  cannot be more than 15 feet from 
  another target of the spell. (Telepath) 
  Mindlink, Thieving 
  School: necromancy [telepathy, mind-affecting] 
  Level: telepath 4 
  Duration: 10 min./level (D) 
  Saving Throw: Will negates; Spell Resistance: yes 
  As mindlink, except that if the target is a psionic character 
  or creature that knows spells, you can temporarily borrow 
  a spell of your choice (you are aware of what spells the 
  subject knows, up to the highest level of spell you can 
  cast). 
   
  Borrowing the subject‘s spell is a separate standard 
  action that provokes an attack of opportunity. If that 
  attack succeeds, the mental communication provided by 
  this spell ends immediately. The borrowed spell fades 
  from the subject‘s awareness and appears within your 
  own. You can now cast the borrowed spell just as if it 
  were one of your spells known. You maintain knowledge 
  of the borrowed spell until the duration of your thieving 
  mindlink expires, at which time you lose knowledge of 
  the spell and the spell reappears in the mind of the 
  subject, no matter how far from you the subject is. Even 
  if the subject is slain, you lose knowledge of the 
  borrowed spell when this spell‘s duration expires. 
  Mindwipe 
  School: necromancy [telepathy, mind-affecting] 
  Level: psion 4 
  Display: auditory, mental, and visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: instantaneous 
  Saving Throw: Fortitude negates; Spell Resistance: yes 
  You partially wipe your victim‘s mind of past experiences, 
  bestowing two negative levels upon it. If the subject has 
  at least as many negative levels as Hit Dice, it dies. For 
  each negative level it gains, a psionic creature loses 
  knowledge of one spell from its highest available level.. 
  The effects of multiple negative levels stack. 
   
  If the subject survives, it loses these negative levels 
  after 1 hour. (No Fortitude save is necessary to avoid 
  gaining the negative level permanently.) 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Bestow an additional negative level on 
  the subject (Telepath) 
  2 
  Yes 
  Minor Creation* 
  School: conjuration (creation) [metacreativity] 
  Level: shaper 1 
  Display: material 
  As the minor creation sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Missive 
  School: evocation [telepathy, mind-affecting, language-
  dependent] 
  Level: psion 0 
  Display: mental 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Effect: mental message delivered to subject 
  Saving Throw: none; Spell Resistance: yes 
  You send a telepathic message of up to ten words to any 
  living creature within range. Missive is strictly a one-way 
  exchange from you to the subject. If you do not share a 
  common language, the subject ―hears‖ meaningless 
  mental syllables. 
  Missive, Mass 
  School: evocation [telepathy, mind-affecting, language-
  dependent] 
  Level: psion 2 
  Display: mental 
  Casting Time: 1 standard action 
  Range: long (400 ft. + 40 ft./level) 
  Targets: All creatures in a 400 ft. + 40 ft./level radius 
  centered on you; see text 
  Effect: mental message delivered to subjects 
  Saving 
  Throw: 
  Will 
  negates 
  (harmless); 
  Spell 
  Resistance: yes (harmless) 
  You send a telepathic message of up to twenty-five 
  words to all creatures within range. You can include or 
  exclude from this broadcast any creature you can see, as 
  well as any creature that you know or know of. Mass 
  missive is strictly a one-way exchange from you to the 
  subjects. If you do not share a common language, the 
  subjects ―hear‖ meaningless mental syllables. 
  Modify Memory* 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: telepath 4 
  Display: mental 
  As the modify memory sorcerer spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
  Moment of Prescience* 
  School: divination [clairsentience] 
  Level: psion 8 
  Display: visual 
  As the moment of prescience sorcerer spell, except as 
  noted here (see the Pathfinder Roleplaying Game Core 
  Rulebook), 
  
  Psionics Transcended: The Power of Ki 
   
   
  102 
  Oak Body 
  School: transmutation (polymorph) [psychometabolism] 
  Level: psion 7, psyker 5 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level (D) 
  This spell transforms your body into living oak, which 
  grants you several advantages. 
   
  You gain damage reduction 10/ slashing and a +5 
  bonus to natural armor that overlaps (does not stack 
  with) any natural armor bonus you may already have. 
  You are immune to ability damage, blindness, deafness, 
  disease, drowning, poison, stunning, and all spells, spells, 
  or attacks that affect your physiology or respiration, 
  because you have no physiology or respiration while this 
  spell is in effect. 
   
  You take only half damage from cold effects of all 
  kinds. However, you become susceptible to all special 
  attacks that affect wood, and you gain vulnerability to 
  fire. 
   
  You gain a +4 enhancement bonus to Strength, but 
  you take a –2 penalty to Dexterity (to a minimum 
  Dexterity score of 1), and your speed is reduced to half 
  normal. You can speak but cannot drink (and thus can‘t 
  use potions) or play wind instruments. You have an armor 
  check penalty of –4 and an arcane spell failure chance of 
  25%. 
   
  Your unarmed attacks deal damage equal to a club 
  sized for you (1d4 for Small characters, 1d6 for Medium 
  characters), and you are considered armed when making 
  unarmed attacks. When you make a full attack against an 
  object or structure using your unarmed strike, you deal 
  double damage. 
  Object Reading 
  School: divination [clairsentience] 
  Level: seer 2 
  Display: auditory and material 
  Casting Time: 1 minute 
  Range: touch 
  Target: object touched 
  Duration: concentration, up to 10 min./level (D) 
  Saving Throw: none; Spell Resistance: yes 
  You can learn details of an inanimate object‘s previous 
  owner. Objects accumulate psychic impressions left by 
  their previous owners, which can be read by use of this 
  spell. The amount of information revealed depends on 
  how long you study a particular object. 
   
  1st Minute: Last owner‘s race. 
   
  2nd Minute: Last owner‘s gender. 
   
  3rd Minute: Last owner‘s age. 
   
  4th Minute: Last owner‘s alignment. 
   
  5th Minute: How last owner gained and lost the 
  object. 
   
  6th+ Minute: Next-to-last owner‘s race, and so on. 
   
  The spell always correctly identifies the last owner of 
  the item, and the original owner (if you keep the spell 
  active long enough). 
   
  There is a 90% chance that this spell will successfully 
  identify all other former owners in sequence, but there is 
  a 10% chance that one former owner will be skipped and 
  thus not identified. 
   
  This spell will not identify casual users as owners. 
  (Anyone who uses an object to attack someone or 
  something is not thereafter considered a casual user.) 
   
  An object without any previous owners reveals no 
  information. You can continue to run through a list of 
  previous owners and learn details about them as long as 
  the spell‘s duration lasts. If you use this spell additional 
  times on the same object, the information yielded is the 
  same as if you were using the spell on the object for the 
  first time. 
  Overland Flight* 
  School: transmutation [psychoportation] 
  Level: psion 6 
  Display: auditory 
  As the overland flight sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Painful Strike 
  School: transmutation [psychometabolism] 
  Level: psyker 2 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round/level 
  Your natural weapons cause additional pain. Each 
  successful attack you make with a natural weapon deals 
  an extra 1d6 points of nonlethal damage to the target. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Cast this spell as a swift action 
  (Egoist) 
  3 
  N/A 
  Paralyze 
  School: enchantment (charm) [telepathy, mind-affecting] 
  Level: telepath 2 
  Display: mental 
  As the hold person sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Spell can affect an animal, fey, giant, 
  magical beast, or monstrous 
  humanoid. (Telepath) 
  2 
  N/A 
  Spell can affect an aberration, dragon, 
  elemental, or outsider in addition to 
  the creature types mentioned above. 
  3 
  N/A 
  
  SPELLS 
   
  103 
  (Telepath) 
  Personality Parasite 
  School: necromancy [telepathy, mind-affecting] 
  Level: psion 4 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one medium or smaller humanoid 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates; Spell Resistance: yes 
  You attempt to briefly partition the mind of your foe, 
  calving off a minor personality that is antagonistic to the 
  main personality. The parasitic personality functions with 
  complete autonomy from the main personality. It does 
  not control the body physically, but it can take one 
  standard action each round that is purely mental, such as 
  casting a spell, in the same turn that the subject takes its 
  normal actions. 
   
  The parasitic personality casts spells using the 
  subject‘s spell point reserve and known spells, but can 
  only cast spells three or more levels lower than the 
  highest level of spell the subject can normally cast.  
   
  The parasitic personality actively attempts to cast 
  spells that negatively impact the subject, using the 
  highest-level spells possible (so as to deplete the subject‘s 
  spell point reserve), and the most deadly to the subject. 
  You do not have control over what the parasitic 
  personality does, though it always works against the 
  interest of the subject. 
   
   
  Both 
  minds 
  communicate 
  with 
  each 
  other 
  telepathically. If a creature is targeted by a compulsion or 
  charm effect while under the effect of this spell, it can 
  make a second saving throw if the first one fails. If both 
  saving throws fail, then this spell ends and the creature is 
  affected by the charm or compulsion effect. 
   
  The parasitic personality does not gain any 
  advantages if the main personality is subjected to a haste 
  or schism effect. 
  Phase Door* 
  School: conjuration (creation) [psychoportation] 
  Level: psion 7 
  Display: visual 
  As the phase door sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  This spell is subject to dispel magic. 
  Plane Shift* 
  School: conjuration (teleportation) [psychoportation] 
  Level: psion 5 
  Display: visual 
  As the plane shift sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Pounce 
  School: transmutation [psychometabolism] 
  Level: psyker 2 
  Display: mental 
  Casting Time: 1 swift action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You gain the pounce special attack ability (see the 
  Pathfinder 
  Roleplaying 
  Game 
  Bestiary 
  for 
  more 
  information). When you charge, you can make a full 
  attack in the same round. 
   
  You can cast this spell with an instant thought, 
  quickly enough to gain the benefit of the spell as you 
  charge. Casting the spell is a swift action, like casting a 
  quickened spell, and it counts toward the normal limit of 
  one quickened spell per round. You cannot cast this spell 
  when it isn‘t your turn. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Gain a circumstance bonus on damage 
  of +1 for all attacks in the current 
  round 
  1 
  Yes 
  Power Leech 
  School: necromancy [telepathy] 
  Level: psion 4 
  Display: visual; see text 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: Any psionic creature 
  Duration: concentration, up to 1 round/level; see text 
  Saving Throw: Will negates; Spell Resistance: yes 
  Your brow erupts with an arc of crackling dark energy 
  that connects with your foe, draining it of 1d6 ki points 
  and adding 1 of those points to your reserve (unless that 
  gain would cause you to exceed your maximum).  
   
  The drain continues in each round you maintain 
  concentration while the subject of the drain remains in 
  range. If the subject is drained to 0 ki points, this spell 
  ends. 
   
  Concentrating to maintain power leech is a full-
  round action (you can take no other actions aside from a 
  5-foot step) instead of a standard action. 
  Precognition 
  School: divination [clairsentience] 
  Level: psion 1, psyker 1 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level (D) 
  Your awareness extends a fraction of a second into the 
  future, allowing you to better evade an opponent‘s 
  blows. 
  
  Psionics Transcended: The Power of Ki 
   
   
  104 
   
  You gain a +1 insight bonus to AC and on all saving 
  throws. If caught in a situation where your Dexterity 
  bonus isn‘t applied to your Armor Class, this bonus to AC 
  and saving throws does not apply. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the insight bonus to +2 
  2 
  No 
  Increase the insight bonus to +3 
  6 
  No 
  Cast the spell as a swift action (Seer) 
  2 
  No 
  Precognition, Greater 
  School: divination [clairsentience] 
  Level: seer 6 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level (D) 
  As precognition, except as noted here. You gain a +4 
  insight bonus instead of a +1 bonus. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the insight bonus to +5 
  5 
  No 
  Cast the spell as a swift action 
  2 
  No 
  Prescience 
  School: divination [clairsentience] 
  Level: psion 1, psyker 1 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level (D) 
  Your awareness extends a fraction of a second into the 
  future, allowing you to better aim blows against your 
  opponent. You gain a +1 insight bonus on attack and 
  damage rolls. 
   
  Augmentation 
  Ki 
  Cost 
  Multiple 
  Increase the insight bonus to +2 
  2 
  Yes 
  Increase the insight bonus to +3 
  6 
  Yes 
  Cast the spell as a swift action (Seer) 
  2 
  No 
  Prescience, Greater 
  School: divination [clairsentience] 
  Level: seer 6, psyker 6 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level (D) 
  As prescience, except as noted here. You gain a +4 
  insight bonus instead of a +1 bonus. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the insight bonus to +5 
  5 
  No 
  Cast the spell as a swift action 
  2 
  No 
  Prevenom 
  School: conjuration (creation) [psychometabolism] 
  Level: psyker 1 
  Display: material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level or until discharged 
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you 
  can use this spell to produce a mild venom that coats one 
  of your claws. On your next successful melee attack, the 
  venom deals 1d2 points of Constitution damage. A target 
  struck by the poison can make a Fortitude save (DC 10 + 
  1/2 your caster level + your key ability modifier) to 
  negate the damage. The poison only affects your target 
  for 1 round. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase spell’s Con damage to 1d3 
  2 
  No 
  Increase spell’s Con damage to 1d4 
  3 
  No 
  Prevenom Weapon 
  School: conjuration (creation) [psychometabolism] 
  Level: psyker 1 
  Range: touch 
  Target: Weapon touched 
  As prevenom, except your weapon gains the poison 
  coating as long as it remains in your grip.  
  Prowess 
  School: divination [clairsentience] 
  Level: psyker 2 
  Display: mental 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  If an enemy provokes an attack of opportunity from you, 
  you can make the attack even if you‘ve already taken 
  your allotted number of attacks of opportunity this round 
  (usually one). 
   
  You can cast this spell instantly, quickly enough to 
  gain an extra attack of opportunity in the same round. 
  Casting this spell is an immediate action, like casting a 
  quickened spell, and it counts toward the normal limit of 
  one quickened spell per round. 
  Psi Light 
  School: evocation [psychokinesis, light] 
  Level: psion 0, psyker 0 
  Display: auditory and visual 
  
  SPELLS 
   
  105 
  Casting Time: 1 standard action 
  Range: personal 
  Effect: 20-ft. cone of light emanating from you 
  Duration: 10 min./level (D) 
  Your eyes beam forth a 20-foot cone of light. You and 
  other creatures can see normally in the light. If you walk 
  into an area filled with psionic or magical darkness, Psi 
  Light goes dark while you stay within that area. 
   
  If Psi Light is used in conjunction with elfsight, the 
  cone of light extends out to 40 feet instead of 20 feet. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Cast this spell as a swift action 
  (Kineticist) 
  1 
  No 
  Psionic Blast 
  School: evocation [telepathy, mind-affecting] 
  Level: psion 3 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft. cone-shaped burst 
  Duration: instantaneous 
  Saving Throw: Will negates; Spell Resistance: yes 
  The air ripples with the force of your mental attack, which 
  blasts the minds of all creatures in range. Psionic blast 
  stuns all affected creatures for 1 round. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase duration of the stun effect by 
  1 round 
  1 
  Yes 
  Psionic Lock 
  School: abjuration [psychoportation] 
  Level: psion 2 
  Display: material 
  As arcane lock, except as noted here (see the Pathfinder 
  Roleplaying Game Core Rulebook).  
  Psychic Chirurgery 
  School: conjuration [telepathy, mind-affecting] 
  Level: telepath 9 
  Display: auditory, mental, and visual 
  Casting Time: 10 minutes 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: instantaneous 
  Saving Throw: Will negates; Spell Resistance: yes 
  You can repair psychic damage or grant another creature 
  knowledge of spells you know, depending on the version 
  of this spell you cast. 
   
  Repair Psychic Damage: you can remove any 
  compulsions and charms affecting the subject. In fact, 
  you can remove any instantaneous or permanent effect 
  caused by a psychic spell with psychic chirurgery. Unlike 
  with aura alteration, these effects end or are negated as 
  soon as this spell is cast, with no need for another saving 
  throw. 
   
  You can remove all negative levels affecting the 
  subject, regardless of how it lost those levels, restoring it 
  to the highest level it had previously attained. Also, you 
  can restore levels lost to energy drain or a similar effect if 
  the level drain occurred within a number of hours equal 
  to your caster level. 
   
  You can also remove all psionic effects penalizing the 
  subject‘s ability scores, heal all ability damage, and 
  remove any ability drain affecting the subject. Psychic 
  chirurgery negates all forms of insanity, confusion, the 
  effect of such spells as microcosm, and so on, but it does 
  not restore levels or Constitution points lost due to death. 
   
  Transfer Knowledge: If desired, you can use this spell 
  to directly transfer knowledge of a spell you know to 
  another spellcaster that has a limited number of spells 
  known (sorcerer, bard, psion, psyker, etc.). You can give 
  a character knowledge of a spell of any level that she can 
  cast, even if the spell is not normally on the character‘s 
  spell list. Knowledge of spells gained through psychic 
  chirurgery does not count toward the maximum number 
  of spells a character can know per level. 
   
  Ki Food: Each time you use psychic chirurgery to 
  implant knowledge of a spell in another creature, you 
  must consume 4 bites of manna for each level of the spell 
  implanted. You may alternately consume 1 sip of 
  ambrosia in place of up to 10 bites of manna. 
  Psychic Crush 
  School: necromancy [telepathy, mind-affecting, death] 
  Level: psion 5 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: close (25 ft. +5 ft./2 levels) 
  Target: one creature 
  Duration: instantaneous 
  Saving Throw: Will partial; see text; Spell Resistance: 
  yes 
  Your will abruptly and brutally crushes the mental essence 
  of any one creature, debilitating its acumen. The target 
  must make a Will save with a +3 bonus or collapse 
  unconscious and dying at –1 hit points. If the target 
  succeeds on the save, it takes 3d6 points of damage and 
  is sickened for 1 round. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell’s damage by 1d6 
  (Telepath) 
  1 
  Yes 
  Psychic Mark 
  School: universal [metacreativity] 
  Level: psion 0 
  Display: visual 
  
  Psionics Transcended: The Power of Ki 
   
   
  106 
  As the arcane mark sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Psychic mark must be cast on an object by a psion, prior 
  to casting instant summons on the same object.  
  Psychic Reformation 
  School: transmutation [telepathy, mind-affecting] 
  Level: psion 4 
  Display: auditory, mental, and visual 
  Casting Time: 10 minutes 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  When this spell is cast, the subject can choose to spend 
  its most recently gained skill points differently (picking 
  new skills and abandoning old ones if it chooses) and to 
  choose a different feat from the one it selected when 
  advancing from its previous level to its current level. 
   
  The subject can also choose to forget spells it 
  acquired when advancing to its current level, replacing 
  them with new ones. 
   
  The subject can undo decisions of these sorts that 
  were made at lower levels, if both the subject and the 
  caster agree to pay the necessary XP before this spell is 
  cast (see below). The subject must abide by the standard 
  rules for selecting skills and feats, and so it cannot take 
  feats for which it doesn‘t qualify or take crossclass skills as 
  class skills. 
  Ki Cost: you must spend 2 ki points to reformat choices 
  made when the character reached her current level. For 
  each additional previous level into which the revision 
  reached, the spell costs an additional 2 ki points. 
  Psychic Turmoil 
  School: abjuration [metacreativity] 
  Level: shaper 5, cleric 5, sorcerer/wizard 5 
  Display: mental and visual; Components: V, S, M 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Area: 40-ft.-radius emanation centered on a point in 
  space 
  Duration: 1 round/level 
  Saving Throw: Will partial; see text; Spell Resistance: 
  yes 
  With this spell, you create an invisible field that leeches 
  away the ki points of psionic characters standing within 
  the emanation (including you if you are in the area). 
  Nonpsionic characters are unaffected. 
   
  When the spell is cast and at the beginning of each 
  of your subsequent turns, psionic creatures within the 
  area of the psychic turmoil lose 1 ki point per two psionic 
  levels (levels in classes that grant a ki pool) they have. 
  Characters that succeed on a Will save when they first 
  encounter the emanation lose only half as many ki points 
  (round down) each round. Characters get only one save 
  attempt against any particular psychic turmoil effect, even 
  if they leave the spell‘s area and later return. 
   
  Material Component: Five playing cards, which are 
  torn in half when the spell is cast. 
  Psychic Turmoil, Greater 
  School: abjuration [metacreativity] 
  Level: shaper 7, cleric 7, sorcerer/wizard 7 
  Duration: 1 round/level 
  As psychic turmoil, except you gain 1 temporary hit point 
  for each ki point the spell takes from a psionic creature. 
  The temporary hit points last for 1 hour. 
  Psychic Vampire 
  School: transmutation [psychometabolism] 
  Level: egoist 4, psyker 4 
  Display: mental 
  Casting Time: 1 standard action 
  Range: touch 
  Target: creature touched 
  Duration: instantaneous 
  Saving Throw: Fortitude negates; Spell Resistance: yes 
  This spell shrouds your hand or a natural weapon you 
  possess with darkness that you can use to drain an 
  opponent‘s spell. 
   
  If you cast this spell to affect your hand, the next 
  successful melee touch attack you make (if the victim fails 
  its Fortitude save) drains 2 ki points per power level from 
  your foe. The drained points simply dissipate. Your touch 
  attack, charged with psionic energy, is treated as an 
  armed attack. 
   
  If you cast this spell to affect a natural weapon you 
  possess, you must make a successful melee attack with 
  the weapon to gain the spell‘s benefit. 
   
  Against a spontaneous spellcaster that does not have 
  a ki pool, 2 levels of spell slots are drained away per 
  power level. 
   
  All other creatures are stunned for 1d4 rounds.  
  Psychofeedback 
  School: transmutation [psychometabolism] 
  Level: egoist 5, psyker 5 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round/level (D) 
  You can readjust your body to boost one physical ability 
  score at the expense of one or more other scores. Select 
  one ability score you would like to boost, and increase it 
  by the same amount that you decrease one or more other 
  scores. All score decreases are treated as ability damage. 
   
  You can boost your Strength, Dexterity, or 
  Constitution score by up to 4 points.  
  
  SPELLS 
   
  107 
   
  When the duration of this spell expires, your ability 
  boost also ends, but your ability damage remains. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the amount boosted to your 
  Strength, Dexterity, or Constitution 
  score by 2 points (increasing the ability 
  damage by the same amount). 
  2 
  Yes 
   
  Quintessence 
  School: conjuration (creation) [metacreativity] 
  Level: shaper 4 
  Display: material; see text 
  Casting Time: 1 round 
  Range: 0 ft. 
  Effect: 1-inch-diameter dollop of quintessence; see text 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  You collapse a bit of time from the continuum, forming a 
  1-ounce 
  dollop 
  of 
  thick, 
  gooey 
  material 
  called 
  quintessence. This substance shimmers like a silver mirror 
  when viewed from some angles but is transparent from 
  other viewpoints. You can smooth a dollop of 
  quintessence around any extremely small object. 
   
  Objects sealed within quintessence are protected 
  from the effects of time; in practical terms, they enter a 
  state of stasis. Living flesh with only partial contact with 
  quintessence is also partially pulled out of the time stream 
  (the caster is immune to this effect). This disruption deals 
  1 point of damage per round beginning 10 rounds after 
  partial contact occurs. 
   
  Quintessence can be manually scraped away from a 
  protected object, freeing it to rejoin the time stream. 
  When you do this, there is a 75% chance that the 
  quintessence evaporates back into the continuum. 
  Otherwise, it coalesces again into a 1-inch-diameter 
  bead, available for later use. 
   
  Large quantities of quintessence could theoretically 
  be gathered to preserve large items or structures (or even 
  a complete living creature; if completely immersed, a 
  living creature would not take the damage associated 
  with partial contact). However, psionic characters and 
  creatures are generally loath to do so because 
  accumulations of quintessence weighing 1 pound or more 
  hinder magic within a 5-foot radius of the accumulation: 
  Spells require 1 higher spell slot to cast, unless the caster 
  makes a successful Will save each time he or she attempts 
  to cast a spell. Also in these circumstances, using a spell-
  like ability or a magic item that replicates a spell takes 
  longer to use: swift and immediate actions before 
  standard actions, standard actions become full round 
  actions, full round actions still take just 1 round.   
  Reality Revision 
  School: universal [clairsentience] 
  Level: psion 9 
  Saving Throw: see text; Spell Resistance: see text 
  As bend reality, but with more far-reaching effects (like 
  the wish spell). A reality revision can produce any one of 
  the following effects. 
   
  • Duplicate any psion spell of 8th level or lower, 
  provided the spell is not prohibited to you. 
   
  • Duplicate any other psionic spell of 6th level or 
  lower, such as a Psyker spell. 
   
  • Duplicate any psion spell of 7th level or lower even 
  if it‘s a spell prohibited to you. 
   
  • Undo the harmful effects of many other spells, 
  such as microcosm, geas/quest, or insanity. 
   
  • Create a nonpsionic item of up to 25,000 gp in 
  value. 
   
  • Create a psionic item, or add to the spells of an 
  existing psionic item (see XP cost below). 
   
  • Grant a creature a +1 inherent bonus to an ability 
  score. Two to five reality revisions cast in immediate 
  succession can grant a creature a +2 to +5 inherent 
  bonus to an ability score. Inherent bonuses are 
  instantaneous, so they cannot be negated or dispelled. An 
  inherent bonus cannot exceed +5 for a single ability 
  score. Inherent bonuses to a particular ability score do not 
  stack; only the best one applies. 
   
  • Remove injuries and afflictions. A single reality 
  revision can aid up to 10 creatures, and all subjects are 
  cured of the same kind of affliction.  
  Reality revision cannot restore the experience point loss 
  from casting a spell or casting a spell, or the level or 
  Constitution loss from being returned to life by those 
  effects that reduce level or Constitution. 
   
  • Revive the dead. Reality revision can bring a dead 
  creature back to life by duplicating a resurrection spell. 
  This spell can revive a dead creature whose body has 
  been destroyed, but the task takes two castings of reality 
  revision, one to recreate the body and another to infuse 
  the body with life again. Reality revision cannot prevent a 
  character who is brought back to life from losing a level. 
   
  • Transport travelers. This spell can lift up to 10 
  creatures from anywhere on any plane and place those 
  creatures anywhere else on any plane regardless of local 
  conditions. An unwilling target gets a Will save to negate 
  the effect, and Spell Resistance (if any) applies. 
   
  • Undo misfortune. Reality revision can undo a 
  single recent event. Casting the spell forces a reroll of any 
  roll made within the last round (including your last turn). 
  Reality reshapes itself to accommodate the new result. 
  The reroll, however, may be as bad as or worse than the 
  original roll. An unwilling target gets a Will save to 
  negate the effect, and Spell Resistance (if any) applies. 
   
  You can try to use reality revision to produce more 
  powerful effects than these, but doing so is dangerous. 
  The casting may pervert your intent into a literal but 
  undesirable fulfillment or only a partial fulfillment. 
  
  Psionics Transcended: The Power of Ki 
   
   
  108 
   
  Duplicated spells allow saves and Spell Resistance as 
  normal (but save DCs are calculated as though the spell is 
  9th level). 
   
  Ki Food: you must consume 10 sips of ambrosia (2 
  vials) to cast this spell. When a reality revision spell 
  duplicates a spell with a material component that costs 
  more than 10,000 gp, you must consume an additional 1 
  bite of manna for every 250 gp of materials required. You 
  may opt take a sip of ambrosia for every 2,500 gp of 
  materials required.  
  Recall Agony 
  School: necromancy [clairsentience, mind-affecting] 
  Level: psion 2 
  Display: material 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one creature 
  Duration: instantaneous 
  Saving Throw: Will half; Spell Resistance: yes 
  The fabric of time parts to your will, revealing wounds 
  your foe has received in the past (or has yet to receive). 
  That foe takes 1d6 points of damage per power level as 
  the past (or future) impinges briefly on the present 
  (Maximum 10d6). 
   
  The target is also shaken for 1 round if they fail their 
  saving throw.  
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell damage by 1d6 1 
  2 
  Yes 
  Increase the spell damage by 1d6 1 
  (Seer) 
  1 
  Yes 
  1The maximum damage of an augmented recall agony spell can 
  exceed 10d6. 
  Recall Death 
  School: 
  necromancy 
  [clairsentience, 
  death, 
  mind-
  affecting] 
  Level: psion 8 
  Saving Throw: Will partial; see text 
  As recall agony, except the wounds revealed by folding 
  the fourth dimension are potentially fatal. If the target 
  fails its Will save. it dies. If the save succeeds, the target 
  instead takes 5d6 points of damage and is shaken for 1d4 
  rounds. 
  Reduce Self 
  School: transmutation [psychometabolism] 
  Level: psyker 1 
  Display: olfactory 
  Range: personal 
  Target: you 
  As the reduce person sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  You can reduce your size regardless of creature type; this 
  is not limited to humanoids only. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Decrease your size by two size 
  categories. You gain a +4 size bonus 
  to Dexterity, a -4 size penalty to 
  Strength (to a minimum effective 
  Strength score of 1), a +2 size bonus 
  on attack rolls, and a +2 size bonus to 
  Armor Class due to your reduced size. 
  2 
  No 
  Cast this spell as a swift action 
  2 
  No 
  Repair Construct 
  School: transmutation [metacreativity] 
  Level: shaper 2 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: touch 
  Target: Construct touched 
  Duration: instantaneous 
  Saving 
  Throw: 
  Will 
  negates 
  (harmless); 
  Spell 
  Resistance: yes (harmless) 
  When laying your hands upon a construct that has at 
  least 1 hit point remaining, you re-knit its structure to 
  repair damage it has taken. The spell repairs 3d8 points of 
  damage + 1 point per power level. Constructs that are 
  immune to psionics or magic cannot be repaired in this 
  fashion. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Repair an additional 1d8 points of 
  damage (Shaper) 
  1 
  Yes 
  Repair Wounds 
  School: conjuration (healing) [psychometabolism] 
  Level: psion 3, psyker 2 
  Display: auditory and material 
  Casting Time: 1 round 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You take control of your body‘s healing process, curing 
  yourself of 2d6 points of damage + 1 point per power 
  level. As usual, when regular damage is healed, an equal 
  amount of nonlethal damage is also healed. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase healed damage by 1d6 
  2 
  Yes 
  Increase 
  healed 
  damage 
  by 
  1d6 
  (Egoist) 
  1 
  Yes 
  Resistance* 
  School: abjuration [psychokinesis] 
  Level: psion 0, psyker 0 
  Display: auditory 
  
  SPELLS 
   
  109 
  As the resistance sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase resistance bonus to +2 
  2 
  No 
  Increase resistance bonus to +3 
  6 
  No 
  Restoration* 
  School: conjuration (healing) [psychometabolism] 
  Level: egoist 4 
  Display: visual 
  As the restoration cleric spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
   
  Ki Cost: you must spend 1 ki point to cast this spell. 
   
  Ki Food: you must consume 4 bites of manna to 
  dispel a permanent negative level.  
  Restoration, Lesser* 
  School: conjuration (healing) [psychometabolism] 
  Level: psion 2, psyker 2 
  Display: visual 
  As the lesser restoration cleric spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Restoration, Greater* 
  School: conjuration (healing) [psychometabolism] 
  Level: egoist 7 
  Display: visual 
  As the greater restoration cleric spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
   
  Ki Cost: you must spend 1 ki point to cast this spell. 
   
  Ki Food: you must consume 2 sips of ambrosia to 
  cast this spell.  
  Restore Extremity 
  School: conjuration (healing) [psychometabolism] 
  Level: egoist 5 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: touch 
  Target: creature touched 
  Duration: instantaneous 
  Saving Throw: Will half (harmless); Spell Resistance: yes 
  (harmless) 
  You restore a severed extremity to a creature that has lost 
  a digit, hand, arm, leg, or even its head. This spell does 
  not restore life, but it returns a lost extremity to a living 
  or dead creature if the creature is otherwise mostly intact. 
  The original extremity need not be present when this spell 
  is cast; a new extremity is created by the spell. If a head is 
  restored to a body, the original head (if not already 
  destroyed) loses all spark of identity, and can be 
  considered so much dead tissue. 
  Retrieve 
  School: conjuration (teleportation) [psychoportation] 
  Level: psion 6 
  Display: visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one object you can hold or carry in one hand, 
  weighing up to 10 lb./level 
  Duration: instantaneous 
  Saving Throw: Will negates; see text; Spell Resistance: 
  no 
  You automatically teleport an item you can see within 
  range directly to your hand. If the object is in the 
  possession of an opponent, it comes to your hand if your 
  opponent fails a Will save. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the weight limit by 10 
  pounds. 
  1 
  Yes 
  Revive 
  School: conjuration (healing) [psychometabolism, good] 
  Level: egoist 5 
  Casting Time: 1 standard action 
  Range: touch 
  Target: Dead creature touched 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: yes (harmless) 
  Revive lets a caster reconnect a corpse‘s psyche with its 
  body, restoring life to a recently deceased creature. The 
  spell must be cast within 1 round of the victim‘s death. 
  Before the psyche of the deceased has completely left the 
  body, this spell halts its journey while repairing somewhat 
  the damage to the body. 
   
  This spell functions like the raise dead spell, except 
  that the affected creature receives no level loss, no 
  Constitution loss, and no loss of spells.  
   
  The creature has –1 hit points (but is stable) after 
  being restored to life. 
   
  Ki Food: you must consume 1 bite of manna to cast 
  this spell. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Allow the casting of this spell to be 
  delayed by 1 round 
  1 
  Yes 
  Scent 
  School: transmutation [psychometabolism] 
  Level: psyker 2 
  Display: mental 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round/level 
  You gain an enhanced sense of smell, equivalent to the 
  scent ability of some monsters. This ability allows you to 
  
  Psionics Transcended: The Power of Ki 
   
   
  110 
  detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. With the scent ability, you can 
  identify familiar odors just as humanoids do familiar 
  sights. 
  You can detect opponents within 30 feet by sense of 
  smell. If the opponent is upwind, the range increases to 
  60 feet; if downwind, it drops to 15 feet. Strong scents, 
  such as smoke or rotting garbage, can be detected at 
  twice the ranges noted above. Overpowering scents, such 
  as skunk musk or troglodyte stench, can be detected at 
  triple normal range. 
   
  When you detect a scent, the exact location of the 
  source is not revealed—only its presence somewhere 
  within range. You can take a move action to note the 
  direction of the scent. Whenever you come within 5 feet 
  of the source, you pinpoint the source‘s location. 
   
  You can follow tracks by smell, making a Survival 
  check to find or follow a track. The typical DC for a fresh 
  trail is 10 (no matter what kind of surface holds the 
  scent). This DC increases or decreases depending on how 
  strong the quarry‘s odor is, the number of creatures, and 
  the age of the trail. For each hour that the trail is cold, the 
  DC increases by 2. The ability otherwise follows the rules 
  for the Survival skill for tracking. If you are tracking with 
  scent, you ignore the effects of surface conditions and 
  poor visibility. 
  Schism 
  School: enchantment  [telepathy, mind-affecting] 
  Level: telepath 4 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round/level (D) 
  Your mind splits into two independent parts. Each part 
  functions in complete autonomy, like two characters in 
  one body. Your new ―second mind‖ does not control 
  your body physically but is free to take one standard 
  action in each round if the action is purely mental (such 
  as casting a spell) in the same round you take your 
  normal actions. 
   
  Your second mind can cast spells using your spells, 
  but only as if your caster level were six lower than it is. 
  Your second mind doesn‘t provoke attacks of opportunity 
  when casting a spell, because doing so doesn‘t distract 
  your primary mind. 
   
  Your second mind takes its first action on your turn 
  in the round after schism is cast. 
   
  Both your minds communicate with each other 
  telepathically. If you are subject to a compulsion or charm 
  effect while you are of two minds, make a second saving 
  throw if you fail the first. If you fail both, then the schism 
  ends and you are affected normally by the spell. If you 
  fail just one, the schism ends immediately, but you are 
  not subject to the compulsion or charm. 
   
  Your second mind does not gain any advantages if 
  you are subject to a haste effect, although you gain the 
  overall standard benefits. 
  Scrying* 
  School: divination (scrying; see text) [clairsentience] 
  Level: seer 4 
  Display: mental 
  Effect: ectoplasmic sensor 
  As the scrying sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
   
  All augmentations used on spells cast through the 
  viewpoint cost 1 extra ki point. 
   
  Ki Cost: you must spend 1 ki point to cast this spell. 
  Scrying, Greater* 
  School: divination (scrying; see text) [clairsentience] 
  Level: seer 7 
  Display: mental 
  Effect: ectoplasmic sensor 
  As the greater scrying sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
   
  All augmentations used on spells cast through the 
  viewpoint cost 1 extra ki point. 
   
  Ki Cost: you must spend 1 ki point to cast this spell. 
  Scrying Trap 
  School: abjuration [clairsentience . electricity] 
  Level: psion 6 
  Display: mental and visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 24 hours + 1 hour/level 
  Saving Throw: Will half; see text; Spell Resistance: no 
  When others use clairvoyant sense, scrying, or any other 
  means of viewing you from afar, your prepared trap gives 
  them a nasty surprise. If the scryer fails its saving throw, 
  you are undetected. Moreover, the would-be observer 
  takes 8d6 points of electricity damage. If the scryer makes 
  its saving throw, it takes only 4d6 points of electricity 
  damage and is able to observe you normally. Either way, 
  you are aware of the attempt to view you, but not of the 
  viewer or the viewer‘s location. It is possible that you 
  might recognize the sensor of someone using the scrying 
  spell if you could pierce its invisibility (which is true for 
  scrying whether or not you use this spell). 
  Second Chance 
  School: divination [clairsentience] 
  Level: seer 5 
  Display: mental 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  
  SPELLS 
   
  111 
  Duration: 1 round/level or until discharged 
  You take a hand in influencing the probable outcomes of 
  your immediate environment. You see the many 
  alternative branches that reality could take in the next 
  few seconds, and with this foreknowledge you gain the 
  ability to reroll one attack roll, one saving throw, one 
  ability check, or one skill check each round. You must 
  take the result of the reroll, even if it‘s worse than the 
  original roll. You do not have to make another roll if 
  satisfied with your original roll. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Grant a +1 luck bonus to the result of 
  the reroll 
  2 
  No 
  Sense Link 
  School: divination (scrying)  [telepathy, mind-affecting] 
  Level: psion 1 
  Display: visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./level) 
  Target: one willing creature 
  Duration: concentration, up to 1min./level 
  You perceive what the subject creature perceives using its 
  sight, hearing, taste, or smell. Only one sense is linked, 
  and you cannot switch between senses with the same 
  casting. 
   
  You make any skill checks involving senses, such as 
  Perception, as the subject, and only within the subject‘s 
  field of view. You lose your Dexterity bonus to AC while 
  directly sensing what the subject senses. 
   
  Once sense link is cast, the link persists even if the 
  subject moves out of the range of the original casting 
  (but the link does not work across planes). You do not 
  control the subject, nor can you communicate with it by 
  means of this spell. 
   
  The strength of the subject‘s linked sense could be 
  enhanced by other spells or items, allowing you the same 
  enhanced sense. You are subject to any gaze attack 
  affecting the subject creature (if you linked vision). If you 
  are blinded or deafened, or suffer some other sensory 
  deprivation, 
  the 
  linked 
  creature 
  functions 
  as an 
  independent sensory organ, and provides you the benefit 
  of the linked sense from its perspective while this spell‘s 
  duration lasts. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Have the subject perceive one of your 
  senses instead. 
  1 
  No 
  Link to a second sense of the same 
  target (Telepath) 
  2 
  No 
  Sense Link, Forced 
  School: divination (scrying) [telepathy, mind-affecting] 
  Level: psion 2 
  Saving Throw: Will negates; Spell Resistance: yes 
  As sense link, except you can use this spell on any 
  creature (willing or unwilling).  
   
  Augmentation 
  Ki Cost 
  Multiple 
  Link to a second sense of the same 
  target (Telepath) 
  2 
  No 
  Sensitivity to Psychic Impressions 
  School: divination [clairsentience] 
  Level: seer 2 
  Display: auditory and material 
  Casting Time: 1 hour 
  Range: close (25 ft. + 5 ft./2 levels) 
  Area: spread with a radius of 25 ft. + 5 ft./2 levels, 
  centered on you 
  Duration: concentration, up to 10 min./level 
  Saving Throw: none; Spell Resistance: no 
  You gain historical vision in a given location. Rooms, 
  streets, tunnels, and other discrete locations accumulate 
  psychic 
  impressions 
  left 
  by 
  powerful 
  emotions 
  experienced in a given area. These impressions offer you 
  a picture of the location‘s past. 
   
  The types of events most likely to leave psychic 
  impressions are those that elicited strong emotions: 
  battles and betrayals, marriages and murders, births and 
  great pain, or any other event where one emotion 
  dominates. Everyday occurrences leave no residue for a 
  caster to detect. 
  The vision of the event is dreamlike and shadowy. You do 
  not gain special knowledge of those involved in the 
  vision, though you might be able to read large banners or 
  other writing if they are in your language. 
   
  Beginning with the most recent significant event at a 
  location and working backward in time, you can sense 
  one distinct event for every 10 minutes you maintain 
  concentration, if any such events exist to be sensed. Your 
  sensitivity extends into the past a maximum of 400 years. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Extend your sensitivity another 100 
  years 
  1 
  Yes 
  Sequester* 
  School: abjuration [clairsentience] 
  Level: psion 7 
  Display: none 
  As the sequester sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook).  
  Shadow Body 
  School: transmutation [psychometabolism] 
  Level: psion 8 
  Display: auditory 
  Casting Time: 1 standard action 
  Range: personal 
  
  Psionics Transcended: The Power of Ki 
   
   
  112 
  Target: you 
  Duration: 1 min./level (D) 
  Your body and all your equipment are subsumed by your 
  shadow. As a living shadow, you blend perfectly into any 
  other shadow and vanish in darkness. You appear as an 
  unattached shadow in areas of full light. 
   
  You can move at your normal speed, on any surface, 
  including walls and ceilings, as well as across the surfaces 
  of liquids—even up the face of a waterfall. 
   
  Your space does not change, so you cannot move 
  into locations you would not normally be able to move 
  into.  
   
  While in your shadow body, you gain damage 
  reduction 10/magic and darkvision out to 60 feet. You 
  are immune to extra damage from critical hits, ability 
  damage, disease, drowning, and poison. You take only 
  half damage from acid, electricity, and fire of all kinds. 
   
  While affected by this spell, you can be detected by 
  spells that read thoughts, life, or presences (including true 
  seeing), or if you make suspicious movements in lighted 
  areas. 
   
  You cannot harm anyone physically or manipulate 
  any objects, but you can use your spells normally. Doing 
  so may attract notice, but if you remain in a shadowed 
  area, you get a +15 bonus on your Stealth check to 
  remain unnoticed. 
  Share Pain 
  School: transmutation [psychometabolism] 
  Level: psion 2 
  Display: material and mental 
  Casting Time: 1 standard action 
  Range: touch 
  Targets: you and one willing creature, or two willing 
  creatures; see text 
  Duration: 1 hour/level (D) 
  This spell creates a psychometabolic connection between 
  you and a willing subject so that some of your wounds 
  are transferred to the subject. You take half damage from 
  all attacks that deal hit point damage to you, and the 
  subject takes the remainder. The amount of damage not 
  taken by you is taken by the subject. If your hit points are 
  reduced by a lowered Constitution score, that reduction is 
  not shared with the subject because it is not a form of hit 
  point damage. When this spell ends, subsequent damage 
  is no longer divided between the subject and you, but 
  damage already shared is not reassigned. 
   
  If you and the subject move farther away from each 
  other than close range, the spell ends. 
   
  You can cast this spell on two willing subjects, one of 
  which you designate to share its damage with the other. 
  Share Pain, Forced 
  School: transmutation [psychometabolism] 
  Level: psion 3 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude negates; Spell Resistance: yes 
  As share pain, except as noted here (see the Pathfinder 
  Roleplaying Game Core Rulebook). 
   
  You attempt to force the sharing of your wounds 
  with an unwilling creature, and for less time. If you are 
  immune to the type of damage dealt, or if you convert 
  lethal damage into nonlethal damage, the target takes no 
  damage. 
  Shatter Mind Blank 
  School: evocation [telepathy] 
  Level: psion 5 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft.-radius burst centered on you 
  Duration: instantaneous 
  Saving Throw: Will negates; Spell Resistance: yes 
  This spell can negate a mind blank or a personal mind 
  blank affecting the target. If the target fails its save and 
  does not overcome your attempt with its Spell Resistance, 
  you can shatter the mind blank by making a successful 
  check (d20 + your caster level) against a DC equal to 11 
  + the caster level of the creator of the mind blank effect. 
  If you succeed, the mind blank or personal mind blank 
  ends, allowing you to affect the target thereafter with 
  mind-affecting spells. 
  Siphon Strength 
  School: necromancy [psychometabolism] 
  Level: psyker 2 
  Display: visual; see text 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round/level (D) 
  You gain the ability to siphon away your enemy‘s 
  strength for your own use. One of your natural or 
  manufactured weapons becomes the instrument of your 
  desire, and deals 1 point of Strength damage on each 
  successful hit. You gain that point of Strength as an 
  enhancement bonus to your Strength score.  
   
  Strength you siphon from different foes is tracked 
  separately—the total siphoned from each individual foe is 
  considered a separate enhancement bonus to your 
  Strength (maximum +8), and you gain only the highest 
  total. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the maximum enhancement 
  bonus you can add to your Strength by 
  2 
  2 
  Yes 
  Cast this spell as a swift action 
  3 
  No 
  
  SPELLS 
   
  113 
  Skate 
  School: transmutation [psychoportation] 
  Level: psion 1, psyker 1 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: personal or touch; see text 
  Target: you or one willing creature or one unattended 
  object (total weight up to 100 lb./level); see text 
  Duration: 1 min./level (D) 
  Saving Throw: none; Spell Resistance: yes (harmless, 
  object) 
  You, another willing creature, or an unattended object 
  can slide along solid ground as if on smooth ice. If you 
  cast skate on yourself or another creature, the subject of 
  the spell retains equilibrium by mental desire alone, 
  allowing her to gracefully skate along the ground, turn, or 
  stop suddenly as desired. The skater‘s land speed 
  increases by 15 feet. (This adjustment is treated as an 
  enhancement bonus.) As with any effect that increases 
  speed, this spell affects the subject‘s maximum jumping 
  distance. 
   
  The subject can skate up or down any incline or 
  decline she could normally walk upon without mishap, 
  though skating up an incline reduces the subject‘s speed 
  to normal, while skating down a decline increases her 
  speed by an additional 15 feet. (This adjustment is 
  treated as a circumstance bonus.) 
   
  If you cast skate on an object, treat the object as 
  having only one-tenth of its normal weight for the 
  purpose of dragging it along the ground. 
  Shield* 
  School: abjuration [psychokinesis, force] 
  Level: psion 1, psyker 1 
  Display: auditory 
  As the shield sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the shield bonus to Armor 
  Class by +1 
  2 
  Yes 
  Slow* 
  School: transmutation [psychokinesis] 
  Level: kineticist 3 
  Display: visual 
  As the slow sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
   
  You solidify the environment around your target 
  hampering their movement. 
  Slumber 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: telepath 1 
  Display: mental 
  Target: one living intelligent humanoid creature 
  As the sleep sorcerer spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
   
  The spell only affects a single intelligent humanoid 
  creature. Unlike the sleep spell, this can target a creature 
  of any level. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Spell can affect an animal, fey, giant, 
  magical beast, or monstrous humanoid. 
  (Telepath) 
  2 
  N/A 
  Spell can affect an aberration, dragon, 
  elemental, or outsider in addition to 
  the creature types mentioned above. 
  (Telepath) 
  3 
  N/A 
  Solicit Psicrystal 
  School: transmutation [telepathy] 
  Level: psion 3 
  Display: auditory 
  Casting Time: 1 swift action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Target: your psicrystal 
  Duration: 1 round/level (D) 
  Saving Throw: no; Spell Resistance: no 
  Your psicrystal takes over the responsibility of maintaining 
  concentration on any single spell you have cast and are 
  concentrating on. While maintaining this concentration, 
  the psicrystal is limited to move actions in each round, as 
  normal. When the duration of solicit psicrystal expires, 
  the spell you transferred to the psicrystal ends (even if 
  this would mean that the spell ends earlier than normal). 
  If necessary, the psicrystal makes Concentration checks 
  using your level and abilities. 
   
  You 
  can 
  cast 
  this 
  spell 
  (and 
  transfer 
  the 
  responsibility) with an instant thought, quickly enough to 
  gain the benefit of the spell before you take any other 
  actions in a round. Casting the spell is a swift action, like 
  casting a quickened spell, and it counts toward the 
  normal limit of one quickened spell per round. You 
  cannot cast this spell when it isn‘t your turn. 
  Spell Resistance* 
  School: abjuration [clairsentience] 
  Level: psion 5 
  Display: material and visual 
  As the spell resistance cleric spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Spell Turning* 
  School: abjuration [psychokinesis] 
  Level: kineticist 7 
  Display: material and visual 
  As the spell turning sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  
  Psionics Transcended: The Power of Ki 
   
   
  114 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase spell levels to be turned by 
  +1  
  2 
  Yes 
  Increase spell levels to be turned by 
  +1 (Kineticist) 
  1 
  Yes 
  Stabilize* 
  School: conjuration (healing) [psychometabolism] 
  Level: psion 0, psyker 0 
  Display: auditory 
  As the stabilize cleric spell, except as noted here (see the 
  Pathfinder Roleplaying Game Core Rulebook). 
  Steadfast Perception 
  School: divination [clairsentience] 
  Level: psyker 4 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level (D) 
  Your vision cannot be distracted or misled, granting you 
  immunity to all figments and glamers (such as invisibility). 
  Moreover, your Perception checks receive a +6 
  enhancement bonus for the duration of this spell. This 
  spell also grants you another saving throw against 
  someone using false sensory input on you, but you must 
  realize that that spell has been used in order to know 
  enough to cast steadfast perception. 
  Stomp 
  School: evocation [psychokinesis] 
  Level: psyker 1 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Area: cone-shaped spread 
  Duration: instantaneous 
  Saving Throw: Reflex negates; Spell Resistance: no 
  Your foot stomp precipitates a psychokinetic shock wave 
  that travels along the ground, toppling creatures and 
  loose objects. The shock wave affects only creatures 
  standing on the ground within the spell‘s area. Creatures 
  that fail their saves are thrown to the ground, become 
  prone, and take 1d4 points of nonlethal damage per 
  power level (maximum 5d4). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the nonlethal damage by 1d4 
  1 
  1 
  Yes 
  1The maximum damage of an augmented stomp spell can exceed 
  5d4. 
  Suggestion* 
  School: enchantment (compulsion) [telepathy, mind-
  affecting, language-dependent] 
  Level: telepath 2 
  Display: auditory 
  As the suggestion sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Affect an additional target. Any target 
  cannot be more than 15 feet from 
  another target of the spell. 
  1 
  Yes 
  Suspend Life 
  School: transmutation [psychometabolism] 
  Level: psion 6, psyker 6 
  Display: olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: permanent unless ended or dismissed; see text 
  You can place yourself into a trance so deep that you are 
  almost in suspended animation. Even spells that detect 
  life or thought are incapable of determining that you are 
  alive. 
   
  While you are suspended, you are aware of your 
  surroundings. You feel the passage of one day for every 
  year that actually passes. Though on a slower schedule, 
  you grow hungry after a ―day‖ without food (though a 
  year passes in actuality) and begin to suffer the effects of 
  thirst and starvation as appropriate. 
   
  If you take any damage, you come out of your 
  trance 4 rounds later. The trance can also be ended by a 
  successful use of dispel magic. If you choose to dismiss 
  the spell, your trance ends 10 rounds later. 
  Sustenance 
  School: conjuration [psychometabolism] 
  Level: psion 2, psyker 2 
  Display: material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You can go without food and water for one day. Each 
  time you cast this spell, your body manufactures sufficient 
  solid and liquid nourishment to satisfy your needs for that 
  time. 
  Swarm of Crystals 
  School: conjuration (creation) [metacreativity] 
  Level: psion 2 
  Display: material 
  Casting Time: 1 standard action 
  Range: 15 ft. 
  
  SPELLS 
   
  115 
  Area: cone-shaped spread 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  Thousands of tiny crystal shards spray forth in an arc from 
  your hand. These razorlike crystals slice everything in 
  their path. Anyone caught in the cone takes 1d4 points of 
  slashing damage per power level (maximum 10d4). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the damage by 1d4 1 
  2 
  Yes 
  Increase the damage by 1d4 1 (Shaper) 
  1 
  Yes 
  1The maximum damage of an augmented stomp spell can exceed 
  5d4. 
  Sympathy* 
  School: enchantment (compulsion) [telepathy, mind-
  affecting] 
  Level: psion 8 
  Display: auditory 
  As the sympathy sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Synesthete 
  School: transmutation [psychometabolism] 
  Level: psion 1, psyker 1 
  Display: material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level (D) 
  You receive one kind of sensory input when a different 
  sense is stimulated. In particular, you can either feel light 
  or feel sound. You can shift your stimulated sense 
  between these two options once per round as a swift 
  action. Your senses continue to work normally as well, 
  unless they are impaired for some reason. 
  Your face must be uncovered to use this spell, because it 
  is the skin of your face that acts as the sensory receiver. 
   
  If you are feeling light by absorbing ambient light 
  onto your skin, you have your normal visual abilities 
  (except for darkvision), even if your eyes are closed or 
  you are blinded. If your eyes are working normally, you 
  gain a +4 circumstance bonus on all Perception checks. 
  While feeling light, you are immune to gaze attacks. 
   
  If you are feeling sound by absorbing sound onto 
  your skin and your ears are working normally, the 
  expanded audio input provides you with a +4 
  circumstance bonus on Perception checks. 
   
  Psionic or magical displacement effects, invisibility 
  effects, illusions, and other similar effects confuse your 
  synesthete senses just as they would your normal senses 
   
  You can also use this spell to see sound if you are 
  deafened, or hear light if you are blinded, thus removing 
  all penalties associated with either condition (though you 
  gain no bonuses for using the spell in this way if you are 
  not deafened or blinded). 
  Telekinesis* 
  School: transmutation [psychokinesis] 
  Level: psion 5 
  Display: visual 
  As the telekineses sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Telekinetic Force 
  School: evocation [psychokinesis, force] 
  Level: psion 3 
  Display: visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one object at a time 
  Duration: concentration, up to 1 round/level 
  Saving Throw: Will negates (object); see text; Spell 
  Resistance: yes (object) 
  You move an object by concentrating your mind upon its 
  current location and then the location you desire, creating 
  a sustained force. You can move an object weighing no 
  more than 250 pounds up to 20 feet per round. A 
  creature can negate the effect on an object it possesses 
  with a successful Will save or with Spell Resistance. The 
  weight can be moved across the ground or through the 
  air. This spell ends if the object is forced out of range. If 
  you cease concentration, the object falls or stops. 
   
  You can drop a weight and pick up another during 
  the spell‘s duration, as long as you don‘t stop 
  concentrating on maintaining the spell. An object can be 
  telekinetically manipulated as if you were moving it with 
  one hand. 
   
  If you spend at least 5 rounds concentrating on an 
  unattended object, you can attempt to break or burst it 
  as if making a Strength check, except that you apply your 
  key ability modifier to the check instead of your Strength 
  modifier. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the weight limit of the target 
  by 25 pounds 
  1 
  Yes 
  Telekinetic Maneuver 
  School: evocation [psychokinesis, force] 
  Level: psion 4 
  Display: visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one creature 
  Duration: concentration, up to 1 round/level 
  Saving Throw: none; Spell Resistance: yes 
  You can affect a foe by concentrating your mind upon its 
  current status and the status you desire, once per round. 
  You can perform a bull rush, a disarm, a grapple 
  (including a pin), or a trip. Resolve these attempts as 
  normal, except that they don‘t provoke attacks of 
  
  Psionics Transcended: The Power of Ki 
   
   
  116 
  opportunity. You use your caster level in place of your 
  base attack bonus (for disarm and grapple attempts) and 
  your ki pool modifier in place of your Strength modifier or 
  Dexterity modifier. A failed attempt does not allow a 
  reactive attempt by the target (such as normally allowed 
  on disarm or trip attempts). No save is allowed against 
  these attempts, but Spell Resistance applies normally. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Gain a +2 bonus on your checks 
  involving bull rush, disarm, grapple or 
  trip attempts. 
  1 
  Yes 
  Telekinetic Sphere* 
  School: evocation [psychokinesis, force] 
  Level: kineticist 8 
  Display: material 
  As the telekinetic sphere sorcerer spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
  Telekinetic Thrust 
  School: evocation [psychokinesis] 
  Level: psion 3 
  Display: visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target or Targets: one or more objects or creatures with 
  a total weight of 250 lb. or less 
  Duration: instantaneous 
  Saving Throw: Will negates or Will negates (object); see 
  text; Spell Resistance: yes or Yes (object); see text 
  You can affect one or more objects or creatures by 
  concentrating your mind upon, sending them in a deadly 
  hail at your foes—or simply by hurling your foe! You can 
  hurl up to 5 objects or creatures as long as all are within 
  the spell‘s range and each is no more than 10 feet away 
  from another one. Each object or creature can be hurled a 
  maximum distance of 10 feet per level. 
   
  You must succeed on ranged attack rolls (one per 
  creature or object thrown) to hit the target of the hurled 
  items with the items, applying  your ki pool modifier to 
  the attack roll instead of your Dexterity modifier. Hurled 
  weapons deal their standard damage (your Strength 
  bonus does not apply; arrows or bolts deal damage as 
  daggers of their size when used in this manner). Other 
  objects deal damage ranging from 1 point per 25 pounds 
  of weight (for less dangerous objects such as an empty 
  barrel) to 1d6 points per 25 pounds of weight (for hard, 
  dense objects such as a boulder). 
   
  Creatures are allowed Will saves (and Spell 
  Resistance) to negate the effect, as are those whose held 
  possessions are targeted by this spell. 
  If you use this spell to hurl a creature against a solid 
  surface, it takes damage as if it had fallen 10 feet (1d6 
  points). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the weight limit of the target 
  by 25 pounds 
  1 
  Yes 
  Increase the number of objects or 
  creatures by 2 
  1 
  Yes 
  Telempathic Projection 
  School: enchantment (charm) [telepathy, mind-affecting] 
  Level: psion 1 
  Display: visual 
  Casting Time: 1 standard action 
  Range: medium (100 ft. + 10 ft./ level) 
  Target: one creature 
  Duration: 1 min./level 
  Saving Throw: Will negates; Spell Resistance: yes 
  You alter the subject‘s mood, adjusting its attitude 
  toward you by one step in a positive direction. For 
  instance, an unfriendly creature can be made indifferent, 
  or a hostile creature unfriendly. You can grant a +4 
  bonus on your own (or others‘) Bluff, Diplomacy, 
  Intimidate, Perform, or Sense Motive checks involving the 
  affected creature. 
  Telepathic Bond* 
  School: divination [telepathy] 
  Level: psion 5 
  Display: visual 
  As the telepathic bond sorcerer spell, except as noted 
  here (see the Core Rulebook). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Affect an additional target. Any target 
  cannot be more than 30 feet from 
  another target of the spell. (telepath) 
  1 
  Yes 
   
  Teleport* 
  School: conjuration [psychoportation] 
  Level: nomad 5 
  Display: visual 
  As the teleport sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). 
  Teleport, Greater* 
  School: conjuration (teleportation) [psychoportation] 
  Level: nomad 8 
  As the greater teleport sorcerer spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
  Teleportation Circle* 
  School: conjuration (teleportation) [psychoportation] 
  Level: nomad 9 
  Display: mental 
  
  SPELLS 
   
  117 
  As the teleportation circle sorcerer spell, except as noted 
  here (see the Pathfinder Roleplaying Game Core 
  Rulebook). 
  Teleport Trigger 
  School: conjuration (teleportation) [psychoportation] 
  Level: nomad 5 
  Display: material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 hour/level (D) 
  You specify a situation that triggers your automatic 
  casting of a psionic teleport, taking you to a 
  predetermined location. You must know the psionic 
  teleport spell and have sufficient ki points to cast it when 
  the specified situation occurs. 
   
  The teleport trigger goes off on the initiative count 
  immediately after the specified situation occurs, even if 
  you are flat-footed or you have already taken your turn in 
  the current round. The specified situation can be 
  described in general terms or specific terms. 
  Temporal Acceleration 
  School: transmutation [psychoportation] 
  Level: psion 6 
  Display: none 
  Casting Time: 1 swift action 
  Range: personal 
  Target: you 
  Duration: 1 round (in apparent time); see text 
  You enter another time frame, speeding up so greatly 
  that all other creatures seem frozen, though they are 
  actually still moving at normal speed. You are free to act 
  for 1 round of apparent time. You can cast spells, move, 
  or perform other types of actions, subject to the 
  restrictions outlined below. 
   
  While your temporal acceleration is in effect, other 
  creatures are invulnerable to your attacks and spells. This 
  means you cannot target a creature with any attack or 
  spell. However, a spell you cast that affects an area and 
  has a duration longer than the remaining duration of your 
  temporal acceleration has its normal effect on creatures in 
  the area once this spell ends. 
   
  You can affect an unattended object but not an 
  object held, carried, or worn by another creature. You are 
  undetectable by any means while your temporal 
  acceleration lasts. 
   
  While under the effect of this spell, you cannot enter 
  an area protected by a antimagic field or by a spell or 
  spell that neutralizes high-level spells or spells. Normal 
  and magical fire, cold, acid, and the like can still harm 
  you. 
   
  When your temporal acceleration expires, you 
  resume acting during your current turn in the standard 
  time frame. You are shaken for 1 round upon your return 
  to the standard time frame. 
   
  Splintered or partitioned minds within your own 
  mind, such as might be in effect through the use of spells 
  such as schism, are not temporally speeded up, even if 
  your second mind cast this spell (your primary mind gains 
  the benefit, while your second mind remains stuck in the 
  standard time frame). 
   
  Casting this spell is a swift action, like casting a 
  quickened spell, and it counts toward the normal limit of 
  one quickened spell per round. You cannot cast this spell 
  when it isn‘t your turn. 
   
  Augmentation 
  Ki Cost Multiple 
  Increase the spell’s duration (in 
  apparent time) by 1 round (Nomad) 
  2 
  Yes 
  Temporal Stasis* 
  School: transmutation [psychometabolism] 
  Level: psion 8 
  Display: visual 
  As the temporal stasis sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook). 
  Thicken Skin 
  School: transmutation [psychometabolism] 
  Level: egoist 1, psyker 1 
  Display: material and olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level 
  Your skin or natural armor thickens and spreads across 
  your body, providing a +1 enhancement bonus to your 
  Armor Class. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the enhancement bonus by 
  +1 
  2 
  Max 4 
  You can cast this spell as a swift action 
  (Egoist) 
  3 
  No 
  Thought Shield 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 2, psyker 2 
  Display: auditory 
  Casting Time: 1 immediate action 
  Range: personal 
  Target: you 
  Duration: 1 round 
  You fortify your mind against intrusions, gaining Spell 
  Resistance 13 against all mind-affecting spells. 
   
  You can cast this spell instantly, quickly enough to 
  gain its benefits in an emergency. Casting the spell is an 
  immediate action, like casting a quickened spell, and it 
  
  Psionics Transcended: The Power of Ki 
   
   
  118 
  counts toward the normal limit of one quickened spell per 
  round.  You can use this spell even when it‘s not your 
  turn. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell resistance by +1 
  1 
  Yes 
  Time Hop 
  School: transmutation [psychoportation] 
  Level: psion 3 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Targets: one medium or smaller creature, or one object 
  weighing 300 lb. or less 
  Duration: 1 round/level; see text 
  Saving Throw: Will negates; Spell Resistance: yes 
  The subject of the spell hops forward in time 1 round for 
  every caster level you have. In effect, the subject seems 
  to disappear in a shimmer of silver energy, then reappear 
  after the duration of this spell expires. The subject 
  reappears in exactly the same orientation and condition 
  as before. From the subject‘s point of view, no time has 
  passed at all. 
   
  In each round of the spell‘s duration, on what would 
  have been the subject‘s turn, it can attempt a Will save. 
  Success allows the subject to return. The subject can act 
  normally on its next turn after this spell ends. 
   
  If the space from which the subject departed is 
  occupied upon his return to the time stream, he appears 
  in the closest unoccupied space, still in his original 
  orientation. Determine the closest space randomly if 
  necessary. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Affect a creature of one size category 
  larger, or double the weight of an 
  object to be affected 
  1 
  Yes 
  Affect an additional target. Any target 
  cannot be more than 15 feet from 
  another target of the spell. (Nomad) 
  1 
  Yes 
  Time Hop, Mass 
  School: transmutation [psychoportation] 
  Level: nomad 8 
  Display: auditory and visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Targets: all willing creatures in range 
  Duration: up to 1 hour/level; see text 
  As time hop, except you can affect any number of willing 
  subjects in range, including yourself. You can choose 
  which creatures are affected by the spell. The subjects 
  hop forward in time a number of hours equal to your 
  caster level, or some shorter number of hours; you decide 
  how many hours the mass time hop lasts when you cast 
  the spell. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Cast this spell as an immediate action 
  3 
  No 
  Time Regression 
  School: transmutation [psychoportation] 
  Level: nomad 9 
  Display: none 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: instantaneous 
  You can regress apparent time 1 round into the past. In 
  effect, you ―replay‖ the previous round of activity. The 
  spell regresses time to the point along the time stream 
  just prior to your previous turn, undoing the effects of 
  everyone else‘s actions in the meantime. Once you have 
  used time regression, only you retain knowledge of what 
  happened during the round that is being replayed; 
  however, you can communicate that knowledge verbally 
  to your companions, if desired. During the round that you 
  live through a second time, you can act on knowledge 
  you previously gained by already living through the 
  immediate future. In all likelihood, you‘ll probably not 
  choose to cast time regression during your second pass 
  through the time stream, instead taking completely new 
  actions, but you pay the XP cost all the same. 
  Ki Sacrifice: you must sacrifice 2 ki points to cast this 
  spell. 
  Timeless Body 
  Discipline : abjuration [psychoportation] 
  Level: psion 9 
  Display: material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 round 
  Your body ignores all harmful (and helpful) effects, 
  beginning when you finish casting this spell and ending at 
  the end of your next turn. While timeless body is in 
  effect, you are invulnerable to all attacks and spells. 
   
  This spell cannot be quickened. 
  Tongues* 
  School: divination [telepathy , mind-affecting] 
  Level: psion 2 
  Display: none 
  As the tongues sorcerer spell, except as noted here (see 
  the Pathfinder Roleplaying Game Core Rulebook). This 
  spell does not enable you to speak with creatures immune 
  to mind-affecting spells. 
  
  SPELLS 
   
  119 
  Tornado Blast 
  School: evocation [psychokinesis] 
  Level: kineticist 9 
  Display: auditory and visual; see text 
  Casting Time: 1 round 
  Range: long (400 ft. + 40 ft./level) 
  Area: 40-ft.-radius spread 
  Duration: instantaneous 
  Saving Throw: Reflex half; see text; Spell Resistance: no 
  You induce the formation of a slender vortex of fiercely 
  swirling air. When you cast it, a vortex of air visibly and 
  audibly snakes out from your outstretched hand. 
  If you want to aim the vortex at a specific creature, you 
  can make a ranged touch attack to strike the creature. If 
  you succeed, direct contact with the vortex deals 8d6 
  points of damage to the creature (no save). 
   
  Regardless of whether your ranged touch attack hits 
  (and even if you forgo the attack), all creatures in the 
  area (including the one possibly damaged by direct 
  contact) are picked up and violently dashed about, 
  dealing 1d6 points of damage per power level to each 
  one (maximum 20d6). Creatures that make a successful 
  Reflex save take half damage. 
   
  After being dashed about, each creature that was 
  affected finds itself situated in a new space 1d4 x 10 feet 
  away from its original space in a random direction. Walls 
  and other barriers can restrict this relocation; in such a 
  case, the creature ends up adjacent to the barrier. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the area damage (not the 
  damage from direct contact dealt to a 
  specific creature) damage by 1d61 
  2 
  Yes 
  Increase the area damage by 1d6 1 
  (Kineticist) 
  1 
  Yes 
  1The maximum damage of an augmented tornado blast spell can 
  exceed 20d6. 
  Touchsight 
  School: transmutation [psychometabolism] 
  Level: psion 3 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal; see text 
  Target: you 
  Duration: 1 min./level (D) 
  You generate a subtle telekinetic field of mental contact, 
  allowing you to ―feel‖ your surroundings even in total 
  darkness or when your sight would otherwise be 
  obscured by your physical environment. Your touchsight 
  field emanates from you out to 60 feet. You ignore 
  invisibility, darkness, and concealment, though you must 
  have line of effect to a creature or an object to discern it. 
  You do not need to make Perception checks to notice 
  creatures; you can detect and pinpoint all creatures within 
  60 feet. In many circumstances, comparing your regular 
  senses to what you learn with touchsight is enough to tell 
  you the difference between visible, invisible, hiding, and 
  concealed creatures. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the radius of your touchsight 
  field by 10 feet 
  1 
  Yes 
  Tower of Iron Will 
  School: abjuration [telepathy, mind-affecting] 
  Level: psion 5 
  Display: auditory 
  Casting Time: 1 immediate action 
  Range: 10 ft. 
  Area: 10-ft.-radius emanation centered on you 
  Duration: 1 round 
  Saving Throw: none (harmless); Spell Resistance: yes 
  (harmless) 
  You generate a bastion of thought so strong that it offers 
  protection to you and everyone around you, improving 
  the self-control of all. You and all creatures in the spell‘s 
  area gain Spell Resistance 10 + 1 per power level against 
  all mind-affecting spells. 
   
  You can cast this spell instantly, quickly enough to 
  gain its benefits in an emergency. Casting the spell is an 
  immediate action, like casting a quickened spell, and it 
  counts toward the normal limit of one quickened spell per 
  round. 
   
  You can use this spell even when it is not your turn. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell’s duration by 1 
  round 
  1 
  Yes 
  Increase the Spell Resistance granted 
  by 1 
  1 
  Yes 
  Trace Teleport 
  School: divination [clairsentience] 
  Level: psion 4 
  Display: visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Area: spread with a radius of 25 ft. + 5 ft./2 levels, 
  centered on you 
  Duration: instantaneous 
  Saving Throw: none; Spell Resistance: no 
  As detect teleportation, except you can trace the 
  destination of any psionic or magical teleportation made 
  by others within this spell‘s area within the last minute. 
   
  You know the direction and distance the individuals 
  traveled and could teleport to the location yourself if you 
  so desired (and if you know the psionic teleport spell), as 
  if you had ―seen casually‖ the location. This spell does 
  not grant you any information on the conditions at the 
  other end of the trace beyond the mental coordinates of 
  the location. 
  
  Psionics Transcended: The Power of Ki 
   
   
  120 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the spell’s range to Medium 
  (100 ft. + 10 ft./level). (Seer) 
  1 
  No 
  True Creation 
  School: conjuration (creation) [metacreativity] 
  Level: shaper 9 
  Duration: instantaneous 
  As major creation, except items created are enduring and 
  cannot be negated by dispelling magic or negating spells. 
  For all intents and purposes, these items are completely 
  real. 
  Ki Sacrifice: you must sacrifice 1 ki point for every 500 
  gp value of the item. 
  True Metabolism 
  School: transmutation [psychometabolism] 
  Level: psion 8 
  Display: material 
  Casting Time: 1 round 
  Range: personal 
  Target: you 
  Duration: 1 min./level 
  You are difficult to kill while this spell persists. You 
  automatically heal damage at the rate of 10 hit points per 
  round. 
   
  This spell is not effective against damage from 
  starvation, thirst, or suffocation. Also, attack forms that 
  don‘t deal hit point damage (for example, most poisons) 
  ignore true metabolism. You can also use this spell to 
  regrow lost portions of your body and to reattach severed 
  limbs or body parts, if you do nothing but concentrate on 
  regrowing the lost body part or reattaching the severed 
  limb for the duration of the spell. You do not gain the 
  benefits described earlier when you cast true metabolism 
  for this purpose. You must have a Constitution score to 
  gain any of this spell‘s benefits. 
  True Seeing* 
  School: divination [clairsentience] 
  Level: psion 5 
  Display: visual 
  As the true seeing sorcerer spell, except as noted here 
  (see the Pathfinder Roleplaying Game Core Rulebook).  
  Truevenom 
  School: transmutation [psychometabolism] 
  Level: psyker 4 
  Display: material; see text 
  Casting Time: 1 swift action 
  Range: personal 
  Target: you 
  Duration: 1 min./level or until discharged 
  Saving Throw: none and Fortitude negates; see text 
  If you have a claw attack (either from an actual natural 
  weapon or from an effect such as claws of the beast), you 
  can use this spell to produce a horrible poison that coats 
  one of your claws. On your next successful melee attack 
  with the claw during the spell‘s duration, the poison deals 
  1d3 points of Constitution damage immediately and 1d3 
  Constitution damage each successive round for 5 rounds. 
  Poisoned creatures can make a Fortitude save each round 
  to negate the damage and end the affliction. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the Con damage by 1 
  2 
  Yes 
   
  Truevenom Weapon 
  School: conjuration (creation) [psychometabolism] 
  Level: psyker 4 
  Range: touch 
  Target: Weapon touched 
  As truevenom, except your weapon gains the poison 
  coating as long as it remains in your grip, until the effect 
  is discharged, or until the duration expires, whichever 
  occurs first. 
  Ubiquitous Vision 
  School: divination [clairsentience] 
  Level: psion 3, psyker 3 
  Display: visual 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 10 min./level (D) 
  You have metaphoric ―eyes in the back of your head,‖ 
  and on the sides and top as well, granting you benefits in 
  specific situations. In effect, you have a 360-degree 
  sphere of sight, allowing you a perfect view of creatures 
  that might otherwise flank you. Thus, flanking opponents 
  gain no bonus on their attack rolls, and rogues are denied 
  their sneak attack ability because you do not lose your 
  Dexterity bonus (but they may still sneak attack you if 
  you are caught flat-footed). Your Perception checks gain 
  a +4 enhancement bonus. Concurrently, you take a –4 
  penalty on saves against all gaze attacks during the spell‘s 
  duration. 
  Ultrablast 
  School: evocation [telepathy, mind-affecting] 
  Level: psion 7 
  Display: auditory; see text 
  Casting Time: 1 standard action 
  Range: 15 ft. 
  Area: 15-ft.-radius spread centered on you 
  Duration: instantaneous 
  Saving Throw: Will half; Spell Resistance: yes 
  
  SPELLS 
   
  121 
  You ―grumble‖ psychically (which both psionic and 
  nonpsionic creatures can detect), then release a horrid 
  shriek from your subconscious that disrupts the brains of 
  all enemies in the spell‘s area, dealing 1d6 points of 
  damage to per power level to each enemy (minimum 
  7d6, maximum 20d6). 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the damage by 1d6 1 
  2 
  Yes 
  Increase the damage by 1d6 1 
  (Telepath) 
  1 
  Yes 
  1The maximum damage of an augmented ultrablast spell can 
  exceed 20d6. 
  Vampiric Blade 
  School: transmutation [psychometabolism] 
  Level: psyker 3 
  Display: material and visual 
  Casting Time: 1 standard action 
  Range: 0 ft. 
  Target: one weapon you hold 
  Duration: 1 round/level 
  As claws of the vampire, except your weapon is affected 
  as long as it remains in your grip or until this spell‘s 
  duration expires. 
  Vigor 
  School: transmutation [psychometabolism] 
  Level: psion 1, psyker 1 
  Display: material and olfactory 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level 
  You suffuse yourself with spell, gaining 5 temporary hit 
  points per power level (maximum 25). Using any version 
  of Vigor again when an earlier casting has not expired 
  merely replaces the older temporary hit points (if any 
  remain) with the newer ones. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the number of temporary hit 
  points you gain by 5 
  2 
  Yes 
  Increase the number of temporary hit 
  points you gain by 5 (Egoist) 
  1 
  Yes 
  Cast this spell on a willing target as a 
  touch spell (Egoist) 
  1 
  N/A 
  Cast this spell as an immediate action 
  (Egoist) 
  2 
  N/A 
   
  Vigor, Minor 
  Discipline: transmutation [psychometabolism] 
  Level: psion 0, psyker 0 
  Casting Time: 1 standard action 
  Display: material and olfactory 
  Range: personal 
  Target: you 
  Duration: 1 min/level 
  Saving Throw: none (harmless); Spell Resistance: no 
  (harmless) 
  You suffuse yourself with power, gaining 1 temporary hit 
  point. Using any version of Vigor when an earlier casting 
  has not expired merely replaces the older temporary hit 
  points (if any remain) with the newer ones. 
   
  Augmentation 
  Ki Cost 
  Multiple 
  Increase the number of temporary hit 
  points you gain by 1 
  1 
  Yes 
  Cast this spell on a willing target as a 
  touch spell (Egoist) 
  1 
  N/A 
  Wall of Ectoplasm 
  School: conjuration (creation) [metacreativity] 
  Level: psion 4 
  Display: visual 
  Casting Time: 1 standard action 
  Range: close (25 ft. + 5 ft./2 levels) 
  Effect: wall whose area is up to one 10-ft. square/level or 
  a sphere or hemisphere with a radius of up to 1 ft./level 
  Duration: 1 min./level (D) 
  Saving Throw: none; Spell Resistance: no 
  You fashion a roiling wall of ectoplasm, imbuing it with 
  solidity. The wall cannot move once it is formed. It is 1 
  inch thick per four caster levels and occupies up to one 5-
  foot square per level. Each 5-foot square of the wall has 
  10 hit points per inch of thickness and hardness 5. A 
  section of the wall whose hit points drop to 0 is breached. 
  If a creature tries to break through the wall, the DC for 
  the Strength check is 15 + 2 per inch of thickness. 
   
  The wall of ectoplasm is susceptible to dispel magic, 
  but it gains a +4 bonus on any check to determine 
  whether the wall is negated. Spells, spells, and breath 
  weapons cannot pass through the wall in either direction 
  (though they could damage it). It blocks ethereal 
  creatures as well as material creatures (though ethereal 
  creatures can usually get around the wall by floating 
  under or over it through material floors and ceilings). The 
  wall is opaque, so neither vision nor gaze attacks operate 
  through it. The wall does not block psychoportive travel, 
  such as that provided by the psionic teleport spell. 
   
  You can form the wall into a flat, vertical plane 
  whose area is up to one 10-foot square per level or into a 
  sphere or hemisphere with a radius of up to 1 foot per 
  level. 
   
  The wall of ectoplasm must be continuous and 
  unbroken when cast. If its surface is interrupted by any 
  object or creature, the spell fails. 
  Wall Walker 
  School: transmutation [psychoportation] 
  Level: psyker 2 
  
  Psionics Transcended: The Power of Ki 
   
   
  122 
  Display: material 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 min./level 
  You can walk on vertical surfaces or even traverse ceilings 
  (you need not make Climb checks to traverse these 
  surfaces). Because of the need to keep at least one foot in 
  contact with the wall or ceiling at all times, you cannot 
  jump or use the run action, and you can move at only 
  half speed. 
   
  You retain your Dexterity bonus to Armor Class, if 
  any, and opponents gain no special bonuses against you.  
  Weapon of Energy 
  School: transmutation [psychokinesis, see text] 
  Level: psyker 4 
  Display: visual 
  Range: touch 
  Target: weapon touched 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates (object, harmless); 
  Spell Resistance: none 
  As claw of energy, except this spell can be cast on a 
  touched weapon. This spell‘s subtype is the same as the 
  type of energy infused in the touched weapon. 
   
   
  
  PRESTIGE Classes 
   
  123 
  Chapter 8 - Prestige Classes 
  Cerebremancer 
  The cerebremancer has dedicated their life to the study of 
  arcane and psionic magic. She has found synergies 
  between the types of magic and is able to harness both 
  with equal prowess. 
  Role: Cerebremancers excel at casting a varied selection 
  of spells from their arcane and psionic knowledge, 
  making them both powerful and versatile battle mages.  
  Alignment: Any 
  Hit Die: d6. 
  Requirements 
  To qualify to become a cerebremancer, a character must 
  fulfill all the following criteria. 
  Skills: Knowledge (arcana) 3 ranks, Knowledge (psionics) 
  3 ranks. 
  Spells: Ability to cast 2nd-level arcane spells and 2nd-
  level psionic spells. 
  Class Skills 
  The cerebremancer‘s class skills (and the key ability for 
  each skill) are Craft (Int), Knowledge (arcana) Int, 
  Knowledge (psionics) Int, Profession (Wis), and Spellcraft 
  (Int). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the cerebremancer 
  prestige class. 
  Weapon and Armor Proficiency: Cerebremancers gain 
  no proficiency with any weapon or armor.  
  Spells: When a new cerebremancer level is attained, the 
  character gains new spells per day and/or spells know as 
  if he had also attained a level in any one arcane 
  spellcasting class and one psionic spellcasting class he 
  belonged to previously. He does not, however, gain any 
  other benefit a character of either class would have 
  gained (discipline/bloodline spells, discipline/bloodline 
  powers, bonus feats, etc.).  
   
  This essentially means that he adds the level of 
  cerebremancer to the level of whatever other arcane 
  spellcasting class and psionic spellcasting class the 
  character has, then determines spells per day, caster level, 
  and spells known accordingly. 
   
  If a character had more than one arcane or psionic 
  spellcasting before he became a cerebremancer, he must 
  decide to which classes he adds each level of 
  cerebremancer for purpose of determining spells per day, 
  caster level, and spells known. 
  Psionic Armor Bypass (Su): you can spend 1 ki point 
  when casting a spell to reduce the arcane spell failure 
  chance due to the armor you are wearing by 20% for 
  that spell. This bonus does stack with the bonus granted 
  by the Arcane Armor Training or Arcane Armor Mastery 
  feats. The ki point spent in this manner counts as an 
  augmentation and towards the limit of total ki points that 
  can be spent when augmenting a spell. 
  Augment Arcane Spells: The cerebremancer gains the 
  Augment Arcane Spells feat as a bonus feat. The 
  character does not need to meet the requirements for 
  taking that feat and may augment any Arcane spell they 
  can cast. If the character already has this feat, they gain 
  the ability to augment all of their arcane spells.  
   
   
  Table 8-1: Cerebremancer 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells 
  1st 
  +0 
  +0 
  +0 
  +2 
  Psionic 
  Armor 
  Bypass 
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
  2nd 
  +1 
  +0 
  +0 
  +3 
   
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
  3rd 
  +1 
  +1 
  +1 
  +3 
   
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Augment 
  Arcane 
  Spells 
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
  5th 
  +2 
  +1 
  +1 
  +4 
   
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
  6th 
  +3 
  +2 
  +2 
  +5 
   
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
  7th 
  +3 
  +2 
  +2 
  +5 
   
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
  8th 
  +4 
  +2 
  +2 
  +6 
   
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
  9th 
  +4 
  +3 
  +3 
  +6 
   
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
  10th 
  +5 
  +3 
  +3 
  +7 
   
  +1 level of existing arcane spellcaster class/+1 level of existing psionic spellcaster class 
   
   
   
   
  
  Psionics Transcended: The Power of Ki 
   
   
  124 
  Psionic Fist 
  Hit Die: d8. 
  Requirements 
  To qualify to become a Psionic Fist, a character must fulfill 
  all the following criteria. 
  Base Attack Bonus: +4. 
  Skill: Spellcraft  6 ranks. 
  Special: Psychic Strike class feature, Still Mind class 
  feature, ability to cast psionic spells.  
  Class Skills 
  The Psionic Fist‘s class skills (and the key ability for each 
  skill) are Autohypnosis (Wis), Concentration (Con), Craft 
  (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), 
  Knowledge (psionics) (Int), Knowledge (religion) (Int), 
  Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense 
  Motive (Wis), Spot (Wis), Tumble (Dex). 
  Skill Points at Each Level: 4 + Int modifier. 
  Class Features 
  All the following are class features of the Psionic Fist 
  prestige class. 
  Weapon and Armor Proficiency: Psionic Fists gain no 
  proficiency with any weapon or armor. 
  Monk Abilities: A Psionic Fist‘s class levels stack with his 
  monk levels for the purpose of determining his unarmed 
  damage and bonuses to Armor Class and unarmored 
  speed. His class levels do not apply to other monk abilities 
  such as flurry of blows, slow fall, and so on. 
  Psyker Abilities: A Psionic Fist‘s class levels stack with his 
  psyker levels for the purpose of determining his damage 
  from Psychic Strike. His class levels do not apply to other 
  psyker abilities such as soul weapon. 
  Spells: When a new psionic fist level is gained, the 
  character gains new spells per day as if he had also 
  gained a level in any one psionic spellcasting class he 
  belonged to before he added the prestige class He does 
  not, however, gain other benefits a character of that class 
  would have gained. This essentially means that he adds 
  the level of psionic fist to the level of whatever other 
  psionic spellcasting class the character has, then 
  determines spells per day, spells known, and caster level 
  accordingly.  
   
  If a character had more than one psionic spellcasting 
  class before he became a psionic fist, he must decide to 
  which class he adds each level of psionic fist for the 
  purpose of determining spells per day.  
  Ki Pool: Each time a psionic fist gains an additional 
  psionic spellcaster level, he also gains an additional level 
  for determining his total ki Pool. 
  Bonus ki Feat: At 5th and 10th level, a Psionic Fist can 
  take any ki feat as a bonus feat. He must still meet the 
  prerequisites for the feat. 
  Table 8-2: Psionic Fist 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells Known 
  1st 
  +0 
  +0 
  +2 
  +2 
  Monk abilities, Psyker 
  Abilities 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  2nd 
  +1 
  +0 
  +3 
  +3 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  3rd 
  +2 
  +1 
  +3 
  +3 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  4th 
  +3 
  +1 
  +4 
  +4 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  5th 
  +3 
  +1 
  +4 
  +4 
  Bonus ki feat 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  6th 
  +4 
  +2 
  +5 
  +5 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  7th 
  +5 
  +2 
  +5 
  +5 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  8th 
  +6 
  +2 
  +6 
  +6 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  9th 
  +6 
  +3 
  +6 
  +6 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  10th 
  +7 
  +3 
  +7 
  +7 
  Bonus ki feat 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
   
   
   
  
  PRESTIGE Classes 
   
  125 
  Metamind 
  Hit Die: d6. 
  Requirements 
  To qualify to become a metamind, a character must fulfill 
  all the following criteria. 
  Skills: Knowledge (psionics) 8 ranks, Spellcraft 4 ranks. 
  Feat: Psicrystal Affinity. 
  Spells: Psionic spellcaster level 4th. 
  Class Skills 
  The metamind‘s class skills are Autohypnosis (Wis), 
  Concentration* (Con), Craft (any) (Int), Knowledge 
  (psionics), and Psicraft (Int). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the metamind 
  prestige class. 
  Weapon and Armor Proficiency: Metaminds gain no 
  proficiency with any weapon or armor. 
  Spells: At every even-numbered level, a metamind gains 
  new spells per day as if he had also gained a level in any 
  one psionic spellcasting class he belonged to before he 
  added the prestige class He does not, however, gain 
  other benefits a character of that class would have 
  gained. This essentially means that he adds the level of 
  metamind to the level of whatever other psionic 
  spellcasting class the character has, then determines spells 
  per day, spells known, and caster level accordingly.  
   
  If a character had more than one psionic spellcasting 
  class before he became a metamind, he must decide to 
  which class he adds each level of metamind. 
  Ki Pool: Each time a metamind gains an additional psionic 
  spellcaster level, he also gains an additional level for 
  determining his total ki Pool. 
  Free Casting (Sp): At 1st level, a metamind can cast any 
  1st-level spell he knows for free (without spending ki 
  points or expending spell slots) three times per day. 
   
  At higher levels, a metamind gains the ability to 
  freely cast additional higher-level spells: three 2nd-level 
  spells per day at 3rd level; one 3rd-level spell per day at 
  5th level; one 4th-level spell per day at 7th level; and one 
  5th-level spell per day at 9th level. 
   
  This benefit applies only to the an unaugmented 
  spell. ki points spent to augment a spell (if any) must be 
  paid as normal. 
  Cognizance Psicrystal (Ex): At 2nd level, a metamind 
  masters the trick of storing excess ki points in a psicrystal. 
  The psicrystal is now treated as a cognizance crystal 
  capable of storing 2 ki points, in addition to its psicrystal 
  abilities. At every even-numbered level, a metamind 
  becomes able to store an additional 1 ki point in his 
  psicrystal, to a maximum of 5 points at 8th level. 
  Font of Power (Sp): A 10th-level metamind can act as a 
  living cognizance crystal, producing seemingly endless ki 
  points once per day, for up to 1 minute. His eyes shine 
  like tiny stars, and faint illumination seems to beam out of 
  his mouth and the end of each of his fingers. While so 
  empowered, he can cast any of his spells without drawing 
  from his ki pool or spells per day. He finds the power he 
  needs welling up within his own body. 
   
  If a metamind using this ability enters a metaconcert, 
  his ki pool is accessed normally for the purpose of his 
  contributing to the pool. 
   
  Table 8-3: Metamind 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Free casting 1st, 3/day 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Cognizance psicrystal 2 
  point 
  +1 level of existing psionic spellcaster class, 
  +1 ki pool level 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Free casting 2nd, 3/day 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Cognizance psicrystal 3 
  points 
  +1 level of existing psionic spellcaster class,  
  +1 ki pool level 
  5th 
  +2 
  +1 
  +1 
  +4 
  Free casting 3rd, 1/day 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Cognizance psicrystal 4 
  points 
  +1 level of existing psionic spellcaster class,  
  +1 ki pool level 
  7th 
  +3 
  +2 
  +2 
  +5 
  Free casting 4th, 1/day 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Cognizance psicrystal 5 
  points 
  +1 level of existing psionic spellcaster class,  
  +1 ki pool level 
  9th 
  +4 
  +3 
  +3 
  +6 
  Free casting 5th, 1/day 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Font of power 
  +1 level of existing psionic spellcaster class,  
  +1 ki pool level 
  
  Psionics Transcended: The Power of Ki 
   
   
  126 
  Pyrokineticist 
  Hit Die: d6. 
  Requirements 
  To qualify to become a pyrokineticist, a character must 
  fulfill all the following criteria. 
  Alignment: Any chaotic. 
  Skills: Craft (alchemy) 1 rank, Knowledge (psionics) 2 
  ranks. 
  Spells: Ability to cast 4th level psionic spells 
  Special: Must have the ki pool class feature; Must have 
  set fire to a structure of any size just to watch it burn. 
  Class Skills 
  The pyrokineticist‘s class skills (and the key ability for 
  each skill) are Climb (Str), Concentration (Con), Craft 
  (any) (Int), Intimidate (Cha), Jump (Str), and Spellcraft 
  (Int).  
  Skill Points at Each Level: 2 + Int modifier. 
  Table 8-4: Pyrokineticist 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +2 
  +2 
  +0 
  Fire lash 
  2nd 
  +1 
  +3 
  +3 
  +0 
  Fire adaptation, hand 
  afire 
  3rd 
  +2 
  +3 
  +3 
  +1 
  Bolt of fire 
  4th 
  +3 
  +4 
  +4 
  +1 
  Weapon afire 
  5th 
  +3 
  +4 
  +4 
  +1 
  Nimbus 
  6th 
  +4 
  +5 
  +5 
  +2 
  Firewalk 
  7th 
  +5 
  +5 
  +5 
  +2 
  Fear no fire 
  8th 
  +6 
  +6 
  +6 
  +2 
  Greater weapon afire 
  9th 
  +6 
  +6 
  +6 
  +3 
  Heat death 
  10th 
  +7 
  +7 
  +7 
  +3 
  Conflagration 
  Class Features 
  All the following are class features of the pyrokineticist 
  prestige class. 
  Weapon and Armor Proficiency: Pyrokineticists gain no 
  proficiency with any weapon or armor. 
  Fire Lash (Sp): A pyrokineticist gains the ability to fashion 
  a 15-foot-long whip of fire from unstable ectoplasm as a 
  move action. She takes no damage from a fire lash she 
  creates, and if she releases her hold, it immediately 
  dissipates. The lash deals 1d8 points of fire damage to a 
  target within 15 feet on a successful ranged touch attack. 
  A 
  pyro 
  can 
  take 
  Weapon 
  Focus 
  and 
  Weapon 
  Specialization (if she otherwise meets the prerequisites) in 
  conjunction with the fire lash, as well as any feats that 
  apply to the use of a standard whip. The whip remains in 
  existence as long as the pyrokineticist holds it. 
  Fire Adaptation (Ex): At 2nd level, a pyrokineticist 
  becomes resistant to fire, gaining a +4 bonus on all 
  saving throws against fire and heat spells and effects. In 
  addition, she gains resistance to fire 10. 
  Hand Afire (Sp): A pyrokineticist of 2nd level or higher 
  can activate this ability as a move action. Flames engulf 
  one of the pyrokineticist‘s hands (but do her no harm). 
  Her unarmed attacks with that hand are treated as 
  armed. Such attacks deal an extra 2d6 points of fire 
  damage.  
  Bolt of Fire (Sp): Starting at 3rd level, as a standard 
  action, a pyrokineticist can launch a bolt of psionically 
  created fire at any target in line of sight within 60 feet. 
  This effect is treated as a ranged touch attack and deals 
  1d6 points of fire damage for each pyro class level. 
  Weapon Afire (Sp): At 4th level and higher, a 
  pyrokineticist can activate this ability as a move action. 
  Flames that harm neither her nor the weapon engulf one 
  weapon she holds (which can be a projectile such as a 
  stone, bullet, arrow, or bolt). The weapon deals an extra 
  2d6 points of fire damage on a successful hit. The 
  weapon retains this effect for as long as the pyrokineticist 
  wields it. 
  Nimbus (Sp): Beginning at 5th level, a pyrokineticist can 
  activate this ability as a move action. Flames that harm 
  neither the pyrokineticist nor her equipment engulf her 
  entire body. While she is aflame, the character‘s 
  Constitution score increases by 4, she can make a melee 
  touch attack for 2d6 points of fire damage, and she gains 
  damage reduction 5/magic. If she is struck in melee, the 
  attacker takes 2d6 points of fire damage. This ability lasts 
  for up to 1 minute per pyrokineticist level and is usable 
  once per day. 
  Firewalk (Su): Beginning at 6th level, as a free action a 
  pyrokineticist can expend her ki focus to literally walk on 
  air. She moves at her normal speed in all directions, 
  including vertically, but cannot move more than double 
  her speed in a round. A firewalking pyro leaves footprints 
  of flame in the air that disperse in 2 rounds, but her tread 
  does not deal damage. She must pay 1 ki point per round 
  spent traveling in this fashion. 
  Fear No Fire (Ex): At 7th level, a pyrokineticist becomes 
  highly resistant to fire, gaining a +8 bonus on all saving 
  throws against fire and heat spells and effects and also 
  gaining resistance to fire 20. 
  Greater Weapon Afire (Sp): At 8th level, when a 
  pyrokineticist activates her hand afire ability or her 
  weapon afire ability, her unarmed attack or weapon deals 
  an extra 4d6 points of fire damage instead of 2d6. Touch 
  attacks made while she uses the nimbus ability likewise 
  deal 4d6 points of damage instead of 2d6. 
  Heat Death (Sp): A pyrokineticist who reaches 9th level 
  can expend her ki focus and take a full attack action to 
  raise the internal temperature of one living creature 
  within 30 feet to lethal levels. The target must succeed on 
  a Fortitude saving throw (DC 14 + pyro‘s Con modifier) 
  or die horrifically as its blood (or other internal fluid) boils. 
  
  PRESTIGE Classes 
   
  127 
  Even on a successful save, the target takes 4d8 points of 
  fire damage from the heat. 
  Conflagration (Ps): At 10th level, a pyrokineticist gains 
  the ability to create a massive burst of raging flames 
  around herself, burning everything in the area. Once per 
  day, as a standard action, she can use this ability to deal 
  15d6 points of fire damage in a 30-foot-radius burst 
  emanating from herself. Any creature or object caught in 
  the burst can make a Reflex saving throw (DC 15 + 
  pyro‘s Con modifier) for half damage. Anyone failing the 
  Reflex save against the conflagration must also make a 
  Fortitude saving throw (same DC) or die due to extreme 
  shock from the intense heat. 
  Thrallherd 
  Hit Die: d6. 
  Requirements 
  To qualify to become a thrallherd, a character must fulfill 
  all the following criteria. 
  Skills: Diplomacy 4 ranks, Knowledge (psionics) 8 ranks.  
  Feat: Inquisitor. 
  Spells: Caster level 5th and able to cast mindlink. 
  Class Skills 
  The thrallherd‘s class skills are, Bluff (Cha), Craft (any) 
  (Int), Diplomacy (Cha), Knowledge (psionics), spellcraft 
  (Int), and Sense Motive (Wis). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the thrallherd 
  prestige class. 
  Weapon and Armor Proficiency: Thrallherds gain no 
  proficiency with any weapon or armor. 
  Spells Known: At every level from 2nd through 9th, a 
  thrallherd gains new spells per day as if he had also 
  gained a level in any one psionic spellcasting class he 
  belonged to before he added the prestige class He does 
  not, however, gain other benefits a character of that class 
  would have gained. This essentially means that he adds 
  the level of thrallherd to the level of whatever other 
  psionic spellcasting class the character has, then 
  determines spells per day, spells known, and caster level 
  accordingly.  
   
  If a character had more than one psionic spellcasting 
  class before he became a thrallherd, he must decide to 
  which class he adds each level of thrallherd. 
  Table 8-5: Thrallherd 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Thrallherd 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Charm 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  4th 
  +2 
  +1 
  +1 
  +4 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  5th 
  +2 
  +1 
  +1 
  +4 
  Dominate 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  6th 
  +3 
  +2 
  +2 
  +5 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  7th 
  +3 
  +2 
  +2 
  +5 
  Greater dominate 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  8th 
  +4 
  +2 
  +2 
  +6 
  — 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  9th 
  +4 
  +3 
  +3 
  +6 
  Superior dominate 
  +1 level of existing psionic spellcaster class, +1 ki pool level 
  10th 
  +5 
  +3 
  +3 
  +7 
  Twofold master 
  — 
   
   
  Ki Pool: Each time a thrallherd gains an additional 
  psionic spellcaster level, he also gains an additional level 
  for determining his total ki Pool. 
   
   
  Thrallherd (Ex): A thrallherd who has just 
  entered the class sends out a subtle psychic call for 
  servants, and that call is answered. Essentially, the 
  character gains something akin to the Leadership feat, 
  but with some important differences. 
   
  Those who answer a thrallherd‘s call are not referred 
  to as cohorts and followers, but rather as thralls and 
  believers, respectively. They do not appear because they 
  admire the character and want to serve her, but because 
  a hidden psychic resonance connects the thrallherd and 
  her servants. 
   
  As with the Leadership feat, a thrallherd has a 
  Leadership score that determines the highest-level thrall 
  and believers she can attract. A thrallherd‘s Leadership 
  score is equal to her character level + her Cha modifier + 
  her thrallherd level. (Note that her thrallherd level is 
  counted twice.) This score is not affected by any of the 
  modifiers mentioned in the Leadership feat. 
   
  As with the Leadership feat, the called thrall‘s level is 
  limited, even if the character‘s Leadership score would 
  indicate a higher-level thrall. Unlike with the Leadership 
  feat, the level limit of a thrall is equal to the character‘s 
  total level minus 1 (not level minus 2, as is true for 
  cohorts). 
   
  A thrallherd cannot take the Leadership feat; if the 
  character already has it, the feat is lost and replaced by 
  this ability; those who were previously cohorts and 
  followers go their separate ways, and those who are more 
  mentally pliable show up later to take up roles as thralls 
  
  Psionics Transcended: The Power of Ki 
   
   
  128 
  and believers. A thrallherd‘s first thrall and believers arrive 
  within 24 hours of her entry into this class; likewise, lost 
  thralls and believers are replaced within 24 hours. 
   
  Use the following table instead of the one with the 
  Leadership feat to determine the level of a thrallherd‘s 
  thrall and the number of believers of various levels a 
  thrallherd can attract. 
  Charm (Ex): At 3rd level, a thrallherd adds charm to her 
  spells known (if she doesn‘t already know it). She can cast 
  charm once per day using a number of ki points equal to 
  half her thrallherd level for augmentation.  
  Dominate (Ex): At 5th level, a thrallherd adds dominate 
  to her spells known (if she doesn‘t already know it) Once 
  per day, she can cast dominate as a 1st level spell.  
  Greater Dominate (Ex): At 7th level and higher, a 
  thrallherd does not have to pay 2 ki points when she 
  augments dominate to affect animals, fey, giants, magical 
  beasts, and monstrous humanoids.  
  Superior Dominate (Ex): At 9th level, a thrallherd does 
  not have to pay 3 ki points when she augments dominate 
  to affect aberrations, dragons, elementals, and outsiders 
  (in addition to the creature types mentioned in the 
  greater dominate ability).. 
  Twofold Master (Ex): At 10th level, a thrallherd can add 
  a second thrall to her herd. This second thrall‘s maximum 
  level is equal to the thrallherd‘s level minus 2, even if her 
  Leadership score would indicate a higher-level thrall. 
  Table 
  8-6: 
  Thrallherd 
  Thralls 
  and 
  Believers 
  Leadershi
  p Score 
  Thral
  l 
  Level 
  Number of Believers by Level 
  1st 
  2n
  d 
  3r
  d 
  4t
  h 
  5t
  h 
  6t
  h 
  1 or lower 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  1st 
  — 
  — 
  — 
  — 
  — 
  — 
  3 
  2nd 
  — 
  — 
  — 
  — 
  — 
  — 
  4 
  3rd 
  — 
  — 
  — 
  — 
  — 
  — 
  5 
  3rd 
  — 
  — 
  — 
  — 
  — 
  — 
  6 
  4th 
  — 
  — 
  — 
  — 
  — 
  — 
  7 
  5th 
  — 
  — 
  — 
  — 
  — 
  — 
  8 
  5th 
  — 
  — 
  — 
  — 
  — 
  — 
  9 
  6th 
  — 
  — 
  — 
  — 
  — 
  — 
  10 
  7th 
  5 
  — 
  — 
  — 
  — 
  — 
  11 
  7th 
  6 
  — 
  — 
  — 
  — 
  — 
  12 
  8th 
  8 
  — 
  — 
  — 
  — 
  — 
  13 
  9th 
  10 
  1 
  — 
  — 
  — 
  — 
  14 
  10th 
  15 
  1 
  — 
  — 
  — 
  — 
  15 
  10th 
  20 
  2 
  1 
  — 
  — 
  — 
  16 
  11th 
  25 
  2 
  1 
  — 
  — 
  — 
  17 
  12th 
  30 
  3 
  1 
  1 
  — 
  — 
  18 
  12th 
  35 
  3 
  1 
  1 
  — 
  — 
  19 
  13th 
  40 
  4 
  2 
  1 
  1 
  — 
  20 
  14th 
  50 
  5 
  3 
  2 
  1 
  — 
  21 
  15th 
  60 
  6 
  3 
  2 
  1 
  1 
  22 
  15th 
  75 
  7 
  4 
  2 
  2 
  1 
  23 
  16th 
  90 
  9 
  5 
  3 
  2 
  1 
  24 
  17th 
  11
  0 
  11 
  6 
  3 
  2 
  1 
  25 
  or 
  higher 
  17th 
  13
  5 
  13 
  7 
  4 
  2 
  2 
   
   
   
   
  
  MAGIC Items 
   
  129 
  Chapter 9 - Magic Items 
  Our next major overhaul will be this section. 
  Psionic Items 
  Developer's Note: This is a first draft of magic items, and 
  needs a throughout edit. The random tables are all 
  incorrect. Some items were removed (since the duplicated 
  existing items with a different name). Once all the items 
  are defined, we'll go back through and tweak the tables. 
  Using Psionic Items 
  Unless stated otherwise, using a psionic item is identical 
  to using any other magic item (See Chapter 15, in the 
  Pathfinder Roleplaying Game Core Rulebook for more 
  information). Items created with psionic spells can 
  normally be activated telepathically instead of verbally or 
  somatically and will be stated in the item description. 
   
  Spell Augmentation:  Spells stored in items are 
  usually not augmented, because the caster level of such 
  an item is assumed to be the minimum necessary to cast 
  the stored spell. Spells that have been augmented are 
  usually 1 caster level higher than minimum for each point 
  of augmentation. 
   
  Command Thought:  This is similar to using a 
  command word for other magic items. If no activation 
  method is suggested either in the psionic item description 
  or by the nature of the item, assume that a command 
  thought is needed to activate it. Command thought 
  activation means that a character mentally projects a 
  thought, and the item activates. No other special 
  knowledge is needed. Activating a command thought 
  psionic item is a standard action that does not provoke 
  attacks of opportunity.  
   
  Sometimes the command thought to activate an item 
  is mentally imprinted within it and is whispered into the 
  mind of a creature who picks it up. Other items are silent, 
  but a Knowledge (psionics) or Knowledge (history) check 
  might be useful in helping to identify command thoughts. 
  A successful DC 30 check is needed to come up with the 
  command thought in this case. The identify spell reveals 
  command thoughts. 
   
  Spells stored in command thought items are usually 
  not augmented, because the caster level of such an item 
  is assumed to be the minimum possible to caster the 
  stored spell. 
  Item Descriptions 
  In the following sections, each type of psionic item, such 
  as rune stones or psionic tattoos, has a general 
  description, followed by descriptions of specific items. 
  Unless otherwise noted, all items will have descriptions 
  similar to all magic items in the Pathfinder Roleplaying 
  Game Core Rulebook (see chapter 15 in that book for 
  more details). 
  Aura: Most of the time, a detect magic spell will reveal 
  the spell school associated with a magic item and the 
  strength of the aura an item emits. If the source of the 
  aura is a psionic spell, a character casting the spell 
  psionically will also be able to discern the discipline as 
  well. This information (when applicable) is given at the 
  beginning of the item‘s notational entry in the form of a 
  phrase. See the detect magic spell description for more 
  information. 
   
  In all other ways, psionic items will be described like 
  any other magic item. 
  Random Psionic Items 
  Table 
  9-1: 
  Random 
  Psionic 
  Item 
  Generation 
  Minor 
  Medium 
  Major 
  Item 
  01–02 
  01–05 
  01–05 
  Armor, possibly with special ability 
  03–04 
  06–10 
  06–10 
  Shield, possibly with special ability 
  05–06 
  11–15 
  11–15 
  Melee weapon, possibly with special 
  ability 
  08–09 
  16–20 
  16–20 
  Ranged weapon, possibly with special 
  ability 
  10–40 
  21–40 
  21–35 
  Cognizance crystal 
  41–46 
  41–50 
  36–45 
  Dorje 
  47–81 
  51–68 
  46–67 
  Rune stone 
  82–87 
  69–82 
  68–75 
  Diadem 
  88–93 
  83–89 
  76–87 
  Psionic tattoo 
  94–
  100 
  — 
  — 
  Minor universal item 
  — 
  90–100 
  — 
  Medium universal item 
  — 
  — 
  88–100 
  Major universal item 
  Armor and Shields 
  In general, psionic armor and shields follow the rules for 
  the equivalent magic items, as far as enhancement 
  bonuses, stacking, and other base abilities are concerned. 
  An enhancement bonus is treated the same way 
  regardless of whether magic or psionics created it. 
   
  Psionic armor and shields differ from standard and 
  magical equivalents in that psionic armor and shields 
  incorporate one or more crystals into their construction. 
  Particularly powerful armor and shields may be entirely 
  composed of brightly hued or transparent crystals. 
  Special Qualities: Roll d%. An 01 result indicates the 
  item is intelligent, an 02–31 result indicates that the 
  command thought (if any) is psionically imprinted and 
  whispers itself into the user‘s mind on acquisition, and 
  32–100 indicates no special qualities. 
   
  Intelligent items have extra abilities and sometimes 
  also extraordinary powers and special purposes.  
  
  Psionics Transcended: The Power of Ki 
   
   
  130 
  Table 9-2: Psionic Armor Special Abilities 
  Minor 
  Medium 
  Major 
  Special Ability 
  Base Price 
  Modifier 
  01–30 
  01–07 
  01–03 
  Quickness 
  +1 bonus1 
  31–74 
  08–30 
  04–05 
  Landing 
  +4,000 gp 
  75–80 
  31–46 
  06–10 
  Floating 
  +4,000 gp 
  81–96 
  47–55 
  11–20 
  Linked 
  +6,000 gp 
  97 
  56–66 
  21–30 
  Seeing 
  +6,000 gp 
  99 
  76–83 
  41–50 
  Ectoplasmic 
  +6,000 gp 
  — 
  84–89 
  51–60 
  Gleaming 
  +3 bonus1 
  — 
  95–98 
  71–77 
  Vanishing 
  +3 bonus1 
  — 
  99 
  78–83 
  Mindarmor 
  +24,000 
  gp 
  — 
  — 
  90–94 
  Radiant 
  +4 bonus1 
  — 
  — 
  95–96 
  Aporter 
  +40,320 
  gp 
  — 
  — 
  99 
  Phasing 
  +65,520 
  gp 
  100 
  100 
  100 
  Roll twice again2 
  — 
  1 Add to enhancement bonus to determine total market 
  price. 
  2 If you roll a special ability twice, only one counts. If you 
  roll two versions of the same special ability, use the 
  better. 
  Table 9-3: Psionic Shield Special Abilities 
  Minor 
  Medium 
  Major 
  Special Ability 
  Base Price 
  Modifier 
  01–35 
  01–05 
  01–03 
  Heartening 
  +720 gp 
  35–60 
  06–10 
  04–05 
  Ranged 
  +1 bonus1 
  61–89 
  11–15 
  06–10 
  Linked 
  +6,000 gp 
  90–97 
  16–35 
  11–24 
  Spell resistance 
  (13) 
  +2 bonus1 
  98 
  36–58 
  25–34 
  Manifester 
  +10,800 
  gp 
  99 
  69–88 
  35–44 
  Averter 
  +12,000 
  gp 
  — 
  89–92 
  45–54 
  Vanishing 
  +3 bonus1 
  — 
  93–96 
  55–64 
  Spell resistance 
  (15) 
  +3 bonus1 
  — 
  97–98 
  65–74 
  Wall 
  +20,160 
  gp 
  — 
  99 
  75–81 
  Mindarmor 
  +24,000 
  gp 
  — 
  — 
  82–88 
  Spell resistance 
  (17) 
  +4 bonus1 
  — 
  — 
  89–93 
  Aporter 
  +48,000 
  gp 
  — 
  — 
  94–96 
  Time buttress 
  +5 bonus1 
  — 
  — 
  97–99 
  Spell resistance 
  (19) 
  +5 bonus1 
  100 
  100 
  100 
  Roll twice again2 
  — 
  1 Add to enhancement bonus to determine total market 
  price. 
  2 If you roll a special ability twice, only one counts. If you 
  roll two versions of the same special ability, use the 
  better. 
  Psionic 
  Armor 
  and 
  Shield 
  Special 
  Ability 
  Descriptions 
  Most psionic armor and shields have only enhancement 
  bonuses. Such items can also have one or more of the 
  special abilities detailed below. Armor or a shield with a 
  special ability must have at least a +1 enhancement 
  bonus.  
   
  Aporter: As a standard action, a suit of aporter 
  armor or an aporter shield transports the wearer and her 
  equipment to any spot within 800 feet that she can 
  visualize or specify, as the dimension door spell (any 
  version). The armor or shield can transport the wearer in 
  this fashion twice per day. Moderate conjuration 
  [psychoportation]; CL 10th; Craft Arms and Armor, 
  dimension door; Price +40,320 gp. 
   
  Averter: On command, up to three times per day, 
  any creature to whom the wearer presents an averter 
  shield must succeed on a DC 14 Will save or be overcome 
  by a powerful aversion to the wielder (actually the shield), 
  and will not approach within 30 feet. This is a mind-
  affecting compulsion effect, as the aversion spell. Faint 
  enchantment [telepathy]; CL 5th; Craft Arms and Armor, 
  aversion; Price +12,000 gp. 
   
  Command Thought Activation: you can add the 
  ability to activate a special ability as a command thought 
  instead of command word. Craft Psionic Item; ki Cost = 
  1/2 caster level of item on the last day of construction; 
  Price +250 gp per caster level if arcane or divine spells 
  are used, no price adjustment if psionic spells are used. 
   
  Ectoplasmic: As a standard action, ectoplasmic 
  armor converts itself, its wearer, and all the wearer‘s 
  equipment into ectoplasmic form for up to 5 minutes 
  once per day, as the spell of the same name. In this 
  semisolid state, the wearer gains damage reduction 
  10/magic. Faint transmutation [metacreativity]; CL 5th; 
  Craft Arms and Armor, ectoplasmic form; Price +6,000 
  gp. 
   
  Floating: This kind of armor is buoyant in water or a 
  similar liquid, negating the normal penalty for wearing 
  armor when making Swim checks. Additionally, it grants a 
  +4 circumstance bonus on Swim checks.  
  Faint 
  transformation [Psychoportation]; CL 4th; ki Cost 2; Craft 
  Arms and Armor, float; Price +4,000 gp. 
   
  Gleaming: This kind of armor is usually made of 
  crystal, though it doesn‘t have to be. Gleams and flashes 
  from the armor give the wearer and his armor a ―fuzzy‖ 
  appearance, granting the wearer concealment. Faint 
  conjuration [metacreativity]; CL 5th; Craft Psionic Arms 
  and Armor, concealing amorpha; Price +3 bonus. 
   
  Heartening: This kind of shield grants the wearer up 
  to 5 temporary hit points per day on command. These 
  temporary hit points fade after 4 minutes. The wearer can 
  activate this ability as an immediate action at any time. 
  Faint transmutation [psychometabolism]; CL 4th; Craft 
  Arms and Armor, vigor; Price +720 gp. 
  
  MAGIC Items 
   
  131 
   
  Landing: A suit of armor with this capability allows 
  the wearer to ignore any damage dealt by the first 60 
  feet of a fall. Regardless of the height of a fall, the wearer 
  always 
  lands 
  on 
  her 
  feet. 
  Faint 
  transmutation 
  [psychoportation]; CL 4th; Craft Arms and Armor, catfall; 
  Price +4,000 gp. 
   
  Linked: This kind of armor or shield allows the 
  wearer to form a telepathic bond with other wearers of 
  linked armor or shields within 10 miles. This ability is 
  otherwise similar to the mindlink spell. 
   
  Moderate transmutation [telepathy]; CL 6th; Craft 
  Arms and Armor, mindlink; Price +12,000 gp. 
   
  Manifester: This kind of shield generates 3 ki points 
  once per day that the wearer can use when casting a spell 
  he knows. These ki points must all be used on the same 
  spell. As usual, a psionic character cannot pay a spells cost 
  with ki points from more than one source, so the ki points 
  in the shield must be used for discrete spells.  Moderate 
  conjuration [clairsentience]; CL 6th; Craft Arms and 
  Armor, 3 ki, Price +9,000 gp. 
   
  Mindarmor: This kind of armor or shield grants the 
  wearer a +3 insight bonus on Will saving throws to resist 
  all mind-affecting and/or compulsion powers. Faint 
  transmutation [psychokinesis]; CL 5th; Craft Arms and 
  Armor, empty mind; Price +16,000 gp. 
   
  Phasing:  The wearer of this kind of armor can move 
  through wooden, plaster, or stone walls, but not other 
  materials. The wearer can call on this special ability as a 
  standard action. When the phasing ability is active, the 
  wearer can pass through a wall or some other kind of 
  appropriate object for a total distance of 60 feet per day 
  (see below), breaking this distance up into several smaller 
  passages or one long one, as desired. A wearer who 
  exceeds this daily distance limit while inside solid material 
  is ejected from the material at the point of entry, ending 
  up prone in front of the now impassable barrier. 
   
  Phasing through a wall that separates two adjacent 
  squares on the grid counts as 5 feet of distance. Phasing 
  through a wall or barrier of any greater thickness counts 
  as a distance equal to the barrier‘s thickness plus 5 feet. 
  feet of distance. Strong conjuration [psychoportation]; CL 
  13th; Craft Arms and Armor, phase door; Price +65,520 
  gp. 
   
  Quickness: This kind of armor increases the wearer‘s 
  speed by 5 feet. Thus, a character whose normal speed in 
  armor is 20 feet moves 25 feet in armor of quickness. 
  Faint transmutation [Psychoportation]; CL 4th; Craft 
  Arms and Armor, burst; Price +1 bonus. 
   
  Radiant: The wearer of this kind of armor gains 
  resistance 10 against energy attacks ( cold, electricity, 
  fire, or sonic). The armor absorbs the first 10 points of 
  damage dealt by any such attack, and this absorption 
  causes it to radiate light for a number of rounds equal to 
  the points of damage absorbed. This light is sufficient to 
  illuminate a 60-foot-radius area. 
   
  If the armor absorbs more damage while it is 
  radiating light, the newer radiant effect overlaps (does 
  not stack with) the effect that was already in place. 
  Moderate abjuration [psychokinesis]; CL 9th; Craft Arms 
  and Armor; greater energy adaptation; Price +4 bonus. 
   
  Ranged: The wielder of a ranged shield can throw it 
  in combat, with a range increment of 30 feet. While in 
  the air, the shield is treated in all ways as a ranged 
  weapon and cannot be blocked or grabbed except by 
  those with appropriate feats. No matter the size of the 
  wielder, a buckler or light shield deals 1d6 points of 
  damage and a heavy one 1d8 points. (A tower shield 
  cannot be created with this special ability.) The wielder‘s 
  Strength modifier and the shield‘s enhancement bonus 
  add to the base damage. 
   
  A ranged shield flies through the air back to the 
  creature that threw it. It returns to the wielder just before 
  the creature‘s next turn (and is therefore ready to use 
  again in that turn). 
   
  Catching a ranged shield when it comes back is a 
  free action. If the wielder can‘t catch it, or if the wielder 
  has moved since throwing it, the shield drops to the 
  ground in the square from which it was thrown. Faint 
  evocation [psychokinesis]; CL 5th; Craft Arms and Armor, 
  far hand; Price +1 bonus. 
   
  Seeing: This kind of armor grants a wider than 
  normal field of vision, so that opponents flanking the 
  wearer gain only a +1 bonus on their attack rolls instead 
  of +2 (rogues still get their full sneak attack damage 
  because the wearer is still flanked). The wearer gains a 
  +1 enhancement bonus on Spot checks but takes a –2 
  penalty on saves against gaze attacks. Faint divination 
  [clairsentience]; CL 5th; Craft Arms and Armor, 
  ubiquitous vision; Price +6,000 gp. 
   
  Time Buttress: This kind of shield gives the wielder a 
  chance to avoid telling blows by using time itself as a 
  shield. Once per day, the wielder can use timeless body 
  as though casting the spell. 
   
  Strong abjuration [psychoportation]; CL 17th; Craft 
  Arms and Armor, timeless body; Price +5 bonus. 
   
  Vanishing: On command, this suit of armor or shield 
  renders its wearer and all the wearer‘s equipment invisible 
  to the minds of others, as if he had cast the spell cloud 
  mind. The wearer can use this ability twice per day.
   
  Faint abjuration [telepathy]; CL 5th; Craft Arms and 
  Armor, cloud mind; Price +3 bonus. 
   
  Wall: As a standard action once per day, the wielder 
  can drop this kind of shield at his feet and command a 
  wall of ectoplasm (as the spell) to come into being, with 
  the shield as the point of origin for the effect. This effect 
  forms a wall whose area is up to twelve 10-foot squares 
  or a sphere or hemisphere with a radius of up to 12 feet. 
  The wall dissipates after 7 minutes, or sooner if the 
  wielder of the shield reclaims it (thus dismissing the 
  effect). Strong conjuration [metacreativity]; CL 12th; 
  
  Psionics Transcended: The Power of Ki 
   
   
  132 
  Craft Arms and Armor, wall of ectoplasm; Price +20,160 
  gp. 
  Weapons 
  Although they generally follow the rules for magic 
  weapons, psionic weapons differ from mundane and 
  magic weapons in their design. Most possess some crystal 
  components, and some are composed entirely of crystal. 
  Many also sport intricate traceries along the blade or haft, 
  which flicker now and then as if channeling flows of 
  psychic energy. 
   
  Psionic weapons have enhancement bonuses ranging 
  from +1 to +5. They apply these bonuses on both attack 
  and 
  damage 
  rolls 
  when 
  used 
  in 
  combat. 
  This 
  enhancement bonus is effective for the purpose of 
  overcoming creatures with damage resistance that is 
  penetrated by magic. All psionic weapons are also 
  masterwork weapons, but their masterwork bonus on 
  attack rolls does not stack with their enhancement bonus 
  on attack rolls. 
   
  Weapons come in two basic categories: melee and 
  ranged. Some of the weapons listed as melee weapons 
  can also be used as ranged weapons. In this case, their 
  enhancement bonus applies to either type of attack.  
  In addition to enhancement bonuses, psionic weapons 
  can also have the special abilities detailed here. A weapon 
  with a special ability must have at least a +1 
  enhancement bonus. 
   
  The rules for casterer level for weapons, additional 
  damage 
  dice, 
  ranged 
  weapons 
  and 
  ammunition, 
  ammunition and breakage, hardness and hit points, 
  critical hits, and weapons for unusually sized creatures for 
  psionic weapons are the same as for magic weapons. 
  Psionic weapons do not have the chance to generate light 
  (though some may be mentally audible; see below). 
  Mentally Audible: Fully 30% of psionic weapons 
  telepathically mutter, croon, recite battle poems, scream, 
  or produce other mental ―noises‖ when first drawn, at 
  first blood, or when they slay a significant enemy. Such a 
  weapon cannot be concealed from creatures within 15 
  feet when it is drawn, nor can its mental ―soundtrack‖ be 
  curbed. 
  Activation: Usually a character benefits from a psionic 
  weapon in the same way a character benefits from a 
  mundane weapon—by attacking with it. If a weapon has 
  a special ability that the user needs to activate, then the 
  user usually needs to project a command thought (a 
  standard action). 
   
  Table 9-4: Melee Weapon Special Abilities 
  Minor 
  Medium 
  Major 
  Special Ability 
  Base Price 
  Modifier 
  01–15 
  01–10 
  — 
  Psychokinetic 
  +1 bonus1 
  16–45 
  11–25 
  01–09 
  Dissipater 
  +1 bonus1 
  46–55 
  26–30 
  10–12 
  Lucky 
  +1 bonus1 
  56–70 
  31–40 
  13–17 
  Sundering 
  +1 bonus1 
  71–80 
  41–46 
  18–21 
  Power storing 
  +1 bonus1 
  81–99 
  51–56 
  22–30 
  Collision 
  +2 bonus1 
  — 
  57–65 
  31–37 
  Mindcrusher 
  +2 bonus1 
  — 
  66–71 
  38–41 
  Psychokinetic 
  burst 
  +2 bonus1 
  — 
  72–75 
  42–49 
  Suppression 
  +2 bonus1 
  — 
  76–78 
  50–58 
  Psibane 
  +2 bonus1 
  — 
  79–81 
  59–61 
  Parrying 
  +8,000 gp 
  — 
  82–85 
  62–65 
  Manifester 
  +16,000 
  gp 
  — 
  86–88 
  66–71 
  Bodyfeeder 
  +3 bonus1 
  — 
  89–91 
  72–77 
  Mindfeeder 
  +3 bonus1 
  — 
  92–93 
  78–83 
  Soulbreaker 
  +3 bonus1 
  — 
  94 
  84–86 
  Psychic 
  +35,000 
  gp 
  — 
  95 
  87–90 
  Coup de grace 
  +5 bonus1 
  100 
  96–100 
  91–
  100 
  Roll again twice2 
  — 
  1 Add to enhancement bonus to determine total market 
  price. 
  2 Reroll if you get a duplicate special ability, an ability 
  incompatible with an ability that you‘ve already rolled, or 
  if the extra ability puts you over the +10 limit. A 
  weapon‘s enhancement bonus and special ability bonus 
  equivalents can‘t total more than +10. 
   
  Table 
  9-5: 
  Ranged 
  Weapon 
  Special 
  Abilities 
  Minor 
  Medium 
  Major 
  Special Ability 
  Base Price 
  Modifier 
  01–
  20 
  01–15 
  — 
  Teleporting 
  +1 bonus1 
  21–
  40 
  16–30 
  — 
  Psychokinetic 
  +1 bonus1 
  41–
  100 
  31–45 
  01–30 
  Collision 
  +2 bonus1 
  — 
  46–50 
  31–40 
  Suppression 
  +2 bonus1 
  — 
  51–66 
  41–65 
  Psychokinetic 
  burst 
  +2 bonus1 
  — 
  67–74 
  66–69 
  Psibane 
  +2 bonus1 
  — 
  75–78 
  70–73 
  Manifester 
  +16,000 
  gp 
  — 
  79–82 
  74–79 
  Dislocator 
  +3 bonus1 
  — 
  83–98 
  80–90 
  Great dislocator 
  +4 bonus1 
  — 
  — 
  91–97 
  Coup de grace 
  +5 bonus1 
  — 
  99–100 
  98–100 
  Roll again twice2 
  — 
  1 Add to enhancement bonus to determine total market 
  price. 
  2 Reroll if you get a duplicate special ability, an ability 
  incompatible with an ability that you‘ve already rolled, or 
  if the extra ability puts you over the +10 limit. A 
  weapon‘s enhancement bonus and special ability bonus 
  equivalents can‘t total more than +10. 
  
  MAGIC Items 
   
  133 
  Psionic Weapon Special Ability Descriptions 
  Most psionic weapons have only enhancement bonuses. 
  They can also have the special abilities detailed here. A 
  weapon with a special ability must have at least a +1 
  enhancement bonus. 
   
  Bodyfeeder: All feeder weapons have a special 
  ability that functions only upon scoring a successful 
  critical hit. A bodyfeeder weapon grants its wielder 
  temporary hit points equal to the total damage dealt by a 
  successful critical hit. These temporary hit points last for 
  10 minutes. Thus, if the wielder of a bodyfeeder weapon 
  successfully scores a critical hit while the wielder still 
  enjoys temporary hit points from a previous critical hit, 
  the wielder gains only the better of the two values: either 
  his current number of temporary hit points, or the new 
  influx of temporary hit points, whichever is higher. Strong 
  transmutation [psychometabolism]; CL 12th; Craft Arms 
  and Armor, claws of the vampire; Price +3 bonus. 
   
  Collision: Collision weapons psionically increase their 
  own mass at the end point of each swing or shot. Such 
  weapons deal an extra 5 points of damage on each 
  successful 
  strike, 
  in 
  addition 
  to 
  the 
  weapon‘s 
  enhancement bonus. Bows, crossbows, and slings bestow 
  the extra damage upon their ammunition. Moderate 
  transmutation [metacreativity]; CL 10th; Craft Arms and 
  Armor, matter manipulation; Price +2 bonus. 
   
  Coup de Grace: Coup de grace weapons are 
  exceptionally dangerous. On a successful critical hit, the 
  foe must succeed on a DC 27 Will save or be paralyzed 
  for 1 round. While this ability does work on creatures that 
  are immune to extra damage from critical hits, it does not 
  work on creatures without an Intelligence score. The 
  ability is a mind-effecting compulsion. Bows, crossbows, 
  and slings bestow this ability on their ammunition. Strong 
  enchanting [telepathy]; CL 19th; Craft Arms and Armor, 
  dominate; Price +5 bonus. 
   
  Dislocator: The wielder of this kind of weapon can 
  attempt to dislocate a designated foe up to three times 
  per day. On a successful hit, the foe must succeed on a 
  DC 17 Will save or be teleported 1–100 miles in a 
  random direction. If the weapon misses, the use is 
  wasted. Bows, crossbows, and slings bestow this ability 
  on 
  their 
  ammunition. 
  Strong 
  conjuration 
  [psychoportation]; CL 12th; Craft Arms and Armor, 
  teleport; Price +3 bonus. 
   
  Dissipater: This kind of weapon is devastating to 
  creatures and objects composed of or originally formed 
  from ectoplasm (such as astral constructs, walls of 
  ectoplasm, creatures in ectoplasmic form, and items 
  created using the metacreativity discipline). Against 
  qualifying targets, a dissipater weapon ignores damage 
  reduction and hardness, and treats all successful hits as 
  critical hits.  
   
  Strong abjuration [metacreativity]; CL 12th; Craft 
  Arms and Armor, dismiss ectoplasm; Price +1 bonus. 
   
  Great Dislocator: The wielder of this kind of 
  weapon can attempt to greatly dislocate a designated foe 
  up to three times per day. On a successful hit, the foe 
  must succeed on a DC 20 Will save or be cast into a 
  random alternate plane of existence. If the weapon 
  misses, the use is wasted. Bows, crossbows, and slings 
  bestow this ability upon their ammunition. Strong 
  conjuration [psychoportation]; CL 12th; Craft Arms and 
  Armor, plane shift; Price +4 bonus. 
   
  Lucky: A lucky weapon offers a second chance at 
  success. Once per day, the wielder can reroll a failed 
  attack roll (whether a single attack or one in a series of 
  multiple attacks) as a free action. The rerolled attack uses 
  the same bonuses or penalties as the missed roll. 
  Moderate divination [clairsentience]; CL 8th; Craft Arms 
  and Armor, fate of one; Price +1 bonus. 
   
  Manifester: This kind of weapon generates 5 ki 
  points once per day that the wearer can use when casting 
  a spell he knows. These ki points must all be used on the 
  same spell. As usual, a character cannot pay a ki cost with 
  ki points from more than one source, so the ki points in 
  the shield must be used for discrete castings. Moderate 
  transmutation [clairsentience]; CL 8th; Craft Arms and 
  Armor, ki Cost 5; Price +16,000 gp. 
   
  Mindcrusher: Any psionic creature struck in combat 
  by a mindcrusher weapon loses a number of ki points 
  equal to half the amount of hit point damage the weapon 
  deals (only the base damage of the weapon contributes 
  to the ki point loss; additional damage from high Strength 
  or other sources does not cause additional ki point loss). 
  A psionic creature that is out of ki points (or has none) 
  must succeed on a DC 17 Will save or take 1d2 points of 
  Wisdom 
  damage. 
  Strong 
  transmutation 
  [psychometabolism]; CL 12th; Craft Arms and Armor, 
  psychic vampire; Price +2 bonus. 
   
  Mindfeeder: All feeder weapons have a special 
  ability that functions only upon scoring a successful 
  critical hit. A mindfeeder weapon grants its wielder 
  temporary ki points equal to the total damage dealt by a 
  successful critical hit. These temporary ki points last for 10 
  minutes. The wielder gains ki points even if the target has 
  none (effectively, its hit point damage is converted to ki 
  points). Constructs and undead are not subject to 
  mindfeeder weapons. As with temporary hit points, 
  temporary ki points do not stack with each other; they 
  overlap. Thus, if a mindfeeder weapon successfully scores 
  a critical hit while the wielder still enjoys temporary ki 
  points from a previous critical hit, the wielder gains only 
  the better of the two values: either her current number of 
  temporary ki points, or the new influx of temporary ki 
  points, whichever is higher. Strong transmutation 
  [psychometabolism]; CL 15th; Craft Arms and Armor, 
  psychic vampire; Price +3 bonus. 
   
  Parrying: A parrying weapon perceives an instant 
  into the future, and of its own accord resists melee and 
  ranged attacks aimed at the wielder, granting a +1 
  
  Psionics Transcended: The Power of Ki 
   
   
  134 
  insight bonus to the wielder‘s Armor Class. The weapon is 
  so adept at parrying that it even affects incoming spells, 
  granting the wielder a +1 insight bonus on saving 
  throws. The bonuses are granted whenever the wielder 
  holds the weapon, even if flat-footed. Faint divination 
  [clairsentience]; CL 5th; Craft Arms and Armor, defensive 
  precognition; Price +8,000 gp. 
   
  Psibane: A psibane weapon is crafted to oppose 
  psionic creatures. When used against such creatures, its 
  effective enhancement bonus is 2 higher than its actual 
  enhancement bonus. It deals an extra 2d6 points of 
  damage against psionic opponents. It bestows one 
  negative level on any psionic creature attempting to wield 
  it. This negative level remains as long as the weapon is in 
  hand and disappears when the weapon is no longer 
  wielded. This negative level never results in actual level 
  loss, but it cannot be overcome in any way while the 
  weapon is wielded. Psibane bows, crossbows, and slings 
  bestow this ability upon their ammunition. Strong 
  abjuration clairsentience; CL 15th; Craft Arms and Armor, 
  bend reality; Price +2 bonus. 
   
  Psychic: A psychic weapon‘s power depends on its 
  wielder. In the hands of a nonpsionic creature, the 
  weapon possesses the qualities of a nonmagical 
  masterwork weapon. When wielded by a psionic 
  creature, this weapon has an enhancement bonus of +1 
  for every 5 ki points in the wielder's ki pool (+1 at 5, +2 
  at 10, +3 at 15, +4 at 20, +5 at 25 or more). The 
  weapon‘s enhancement bonus decreases as the wielder 
  spends ki points, and it increases whenever the wielder 
  gains enough ki points (by any means) to put his ki point 
  reserve into the next higher category. Strong divination 
  [clairsentience]; CL 17th; Craft Arms and Armor, reality 
  revision; Price +35,000. 
   
  Psychokinetic: Upon command, a psychokinetic 
  weapon glows from the inside with lethal psionic energy. 
  The energy does not harm the hands that hold the 
  weapon. Such a weapon deals an extra 1d4 points of 
  damage on a successful hit. This extra damage is 
  ectoplasmic in nature and is not affected by damage 
  reduction. Bows, crossbows, and slings bestow this ability 
  upon their ammunition. 
   
  Moderate evocation [psychokinesis]; CL 10th; Craft 
  Arms and Armor, energy missile; Price +1 bonus. 
   
  Psychokinetic 
  Burst: 
  This 
  weapon 
  functions 
  as 
  a 
  psychokinetic weapon that also releases a blast of 
  destructive psionic energy upon scoring a successful 
  critical hit. In addition to the extra damage of the 
  psychokinetic ability (see above), a psychokinetic burst 
  weapon deals an extra 1d6 points of damage on a 
  successful critical hit. If the weapon‘s critical multiplier is 
  x3, add 2d6 points of extra damage instead, and if the 
  multiplier is x4, add 3d6 points of extra damage. This 
  extra damage is ectoplasmic in nature and is not affected 
  by damage reduction. Bows, crossbows, and slings 
  bestow this ability upon their ammunition. Strong 
  evocation [psychokinesis]; CL 12th; Craft Arms and 
  Armor, energy missile; Price +2 bonus. 
   
  Soulbreaker: This weapon has a special ability that 
  functions only upon scoring a successful critical hit. On a 
  successful critical hit, a soulbreaker weapon bestows one 
  negative level on the foe. One day after being struck, if 
  the negative levels have not been purged, the subject 
  must succeed on a DC 18 Fortitude save for each 
  negative level or lose a character level.  
  Strong 
  necromancy [telepathy]; CL 12th; Craft Arms and Armor, 
  mindwipe; Price +3 bonus. 
   
  Sundering: This kind of weapon allows a wielder to 
  attack opponents‘ weapons as if he had the Improved 
  Sunder feat. Faint conjuration [metacreativity]; CL 5th; 
  Craft Arms and Armor, Greater Sunder, metaphysical 
  weapon; Price +1 bonus. 
   
  Suppression: An opponent or object struck by this 
  kind of weapon is subject to a targeted dispel magic. The 
  wielder makes a spell check (1d20 + 5 + caster level, 
  maximum +15) against a DC of 11 + the caster level of 
  the spell or ability to be dispelled. Bows, crossbows, and 
  slings bestow this ability upon their ammunition, but can 
  do so only three times per day. Moderate abjuration 
  [psychokinesis]; CL 10th; Craft Arms and Armor, dispel 
  magic; Price +2 bonus. 
   
  Teleporting: This ability can be imbedded only in 
  weapons that can be thrown. A teleporting weapon 
  returns through the Astral Plane to the creature that 
  threw it. It teleports into the throwing creature‘s empty 
  hand in the round following the round when it was 
  thrown, just before that creature‘s turn. It is therefore 
  ready to use again on that turn.  
  Faint 
  conjuration 
  [psychoportation]; CL 5th; Craft Arms and Armor, 
  dimension door; Price +1 bonus. 
  Wands 
  Developer's Note:  We saw little reason to have dorje's 
  and wands being separate item types.  
  A psionic wand, sometimes called a  dorje, is made from a 
  slender crystal and contains a single spell. Each wand has 
  50 charges when created, and each charge expended 
  allows one use of that spell. A psionic wand that runs out 
  of charges is just a simple crystal.  
  Alternative Material:  Psionic spells bond better to 
  crystal than wood or other typical wand materials. A 
  dorje is a slender crystal that can be infused with a psionic 
  spell. When it runs out of charges it reverts to just a 
  simple crystal.  
  Physical Description: A typical dorje (crystal wand) is an 
  elongated crystal of one color (or colorless), between 8 
  inches and 10 inches long and about 1/2 inch thick, 
  which can weigh up to 1/4 pound. Occasionally, a dorje 
  is decorated with carvings or inscribed runes along a face 
  of the crystal. A typical dorje has AC 7, 7 hit points, a 
  
  MAGIC Items 
   
  135 
  hardness of 8, and a break DC of 18. In all other ways, a 
  dorje is considered a wand. 
  Activation: Dorjes (as all wands) use the spell-trigger 
  activation method, so casting a spell from a dorje is 
  usually a standard action that does not provoke attacks of 
  opportunity. (If the spell being cast has a casting time 
  longer than 1 standard action, however, it takes that long 
  to cast the spell from a dorje.)  
   
  Wands created with psionic spells, or by adding the 
  command thought ability, can be activated using a 
  command thought instead of a command word or 
  motion.  
   
  The user must have the spell on his class list, even if 
  he knows the command thought or word. Additionally, to 
  activate a wand, a character must hold it in hand and 
  point it in the general direction of the target or area to be 
  affected. 
   
  Wands are normally created at the minimum caster 
  level required to cast the spell, and spell that can be 
  augmented are not augmented when stored in a wand. A 
  wand‘s wielder cannot augment the spell contained 
  within the wand.  
   
  However, wands can be created at a higher spell 
  level to add ki points for augmentation. For each spell 
  level added, the spell is augmented by 1 ki point. The 
  wielder of the wand determines which augment is used 
  when casting the spell. A level 1 psionic spell created as a 
  4th level wand has 3 ki points available for augmentation 
  each time the spell is cast.  
   
  All wands (psionic, arcane, and divine) can be 
  created using the Craft Wand feat. Augmented arcane 
  and divine spells can be stored in a wand provided the 
  crafter also has the appropriate Augment Arcane Spell or 
  Augment Divine Spell feat. 
   
  Command Thought Activation: you can add the command 
  thought activation to any arcane or divine wand in place 
  of a command word or motion.  
   
  Craft Psionic Item; ki Cost = 1/2 caster level of item 
  on the last day of construction; Price +250 gp per caster 
  level if arcane or divine spells are used, not required for 
  psionic spells. 
  Table 9-6: Dorje (Wand) Costs 
  Minor 
  Medium 
  Major 
  Spell 
  Level1 
  Psion2 
  Psyker2 
  01-05 
  — 
  — 
  0 
  375 gp 
  375 gp 
  06-60 
  — 
  — 
  1st 
  750 gp 
  750 gp 
  61-
  100 
  01-60 
  — 
  2nd 
  6,000 gp 
  6,000 gp 
  — 
  61-100 
  01-60 
  3rd 
  13,500 gp 
  15,750 gp 
  — 
  — 
  61-
  100 
  4th 
  24,000 gp 
  30,000 gp 
  1 Some wands have higher caster levels than the minimum 
  spell level, which give them commensurately higher costs. 
  2 Any wand that stores a spell with an ki point cost also 
  has an ki cost in addition to that noted here. 
  Rune Stones 
  Developer's Note:  I liked the idea of power stones, but 
  wanted them to be a little more generic and workable for 
  divine and arcane magic. They kind of fit the lore of 
  Fermia more than traditional scrolls do. 
  A rune stone stores a spell. A stored spell can be used 
  only once, ―flushing‖ the stone. Using a rune stone is 
  basically like casting a spell. Rune stones are essentially 
  psionic versions of scrolls. The spells are mentally 
  imprinted on a stone instead of scribed on a scroll. Some 
  arcane and divine spellcasters have grown to embrace 
  rune stones for their durability.  
  Physical Description: A rune stone is a thumb-sized 
  chunk of crystal that possesses a barely detectable interior 
  glow if it holds a low-level spell. A stone imprinted with a 
  higher-level spell glows more brightly, but never enough 
  to provide illumination in its own right. A typical rune 
  stone has AC 7, 5 hit points, a hardness of 8, and a break 
  DC of 20. When held to scrutiny, a faint runic symbol is 
  visible illuminating the stone. The symbol is the signature 
  of the crafter and forms during the imprinting process. 
  Activation: To activate a rune stone, a caster must 
  mentally address it, as described below. Once the spell is 
  known, the rune stone is treated as a spell completion 
  item, except as noted below. 
  Addressing the Stone: A rune stone must be 
  ―addressed‖ before a character can use it or know exactly 
  what spell it contains. Doing this requires a successful 
  Spellcraft check (DC 15 + spell level). Once a particular 
  rune stone has been addressed, it is not necessary to do 
  so again. Addressing a rune stone in advance lets a 
  character proceed directly to the next step when the time 
  comes to use it. 
   
  Using a stone‘s stored spell after addressing the 
  stone requires holding the stone and willing the spell‘s 
  casting, as if casting a spell normally (a standard action). 
  Activating a rune stone is subject to disruption just as 
  casting a spell normally would be. 
  Additionally, 
  the 
  user 
  must 
  meet 
  the 
  following 
  requirements. 
  The user must have the spell on his or her class 
  list. 
  The user must have the requisite key ability 
  score. 
  If the user meets these requirements and has a caster 
  level at least equal to the spell‘s caster level, she can 
  automatically cast the stored spell without a check. If she 
  meets both requirements but her own level is lower than 
  the rune stone‘s caster level, she has to make a spell level 
  check (1d20 + user‘s level), against a DC equal to the 
  rune stone‘s caster level +1, to cast the spell successfully. 
  On a failure, the user must succeed on a DC 5 Wisdom 
  check to avoid brainburn (see below). A natural roll of 1 
  on this check is always a failure. 
  Determine Effect: A spell successfully cast from a rune 
  stone works exactly as if cast normally. Assume the rune 
  
  Psionics Transcended: The Power of Ki 
   
   
  136 
  stone‘s caster level is always the minimum level required 
  to cast the spell for the character who imprinted the 
  stone, unless the creator specifically desires otherwise. 
   
  A rune stone‘s glow fades when its stored power is 
  flushed. 
  Brainburn: When something goes awry, the user of a 
  rune stone improperly casts the stored spell. The resultant 
  psionic surge persists for 1d4 rounds, unless the rune 
  stone is flung farther than 100 feet away or is destroyed. 
  This surge deals 1d6 points of damage per spell level per 
  round and arcs across multiple targets, similar to energy 
  current, except the damage type isn‘t specified. The user 
  is the primary target, and one nearby ally is the secondary 
  target (chosen at random). 
   
  The caster level for a standard rune stone is the minimum 
  caster level needed to cast the spell (unless otherwise 
  specified). The costs and rarities of rune stones are 
  identical to other scrolls. 
  Table 9-7: Rune Stone Costs 
  Minor 
  Medium 
  Major 
  Spell 
  Level1 
  Psion2 
  Psyker2 
  01-05 
  — 
  — 
  0 
  12.5 gp 
  12.5 gp 
  06-50 
  — 
  — 
  1st 
  25 gp 
  25 gp 
  51-95 
  01-05 
  — 
  2nd 
  200 gp 
  200 gp 
  96-100 
  61-65 
  — 
  3rd 
  450 gp 
  525 gp 
  — 
  66-95 
  01-05 
  4th 
  800 gp 
  1,000 gp 
  — 
  96-100 
  06-50 
  5th 
  1,250 gp 
  1,625 gp 
  — 
  — 
  51-70 
  6th 
  1,800 gp 
  2,400 gp 
  — 
  — 
  71-85 
  7th 
  2,450 gp 
  — 
  — 
  — 
  85-95 
  8th 
  3,200 gp 
  — 
  — 
  — 
  96-
  100 
  9th 
  4,050 gp 
  — 
  1 Any rune stone that has an imprinted spell with a ki 
  point cost also has a ki cost in addition to that noted here. 
  2 Reroll if a level of 7th or higher is indicated for a psyker 
  rune stone. The maximum level for a psyker rune stone is 
  6th. 
  Diadems 
  Developer's Note:  I liked the psionic crown, because it 
  made more sense than carrying a staff. But I wanted 
  something more fitting of the lore. Most of the elven 
  races already were wearing metal bands, so this seemed 
  like a nice fit. It also opens up the diadem for arcane and 
  divine spells (it takes up the head slot, but that might be 
  ok for some players). 
  A diadem is a special headband that stores several spells 
  similar how a staff works but sits on the head and 
  activated with a command thought. Like a staff, each 
  diadem is of a certain kind and holds specific spells. 
  Unless otherwise stated, a diadem has 10 charges when 
  created and may have a ki pool up to 1/2 the caster level 
  for spell augmentation.  
  Physical Description: A typical diadem is large enough to 
  fit on the head of a Medium creature. Some diadems are 
  actually crown-like and heavily adorned, while others are 
  simple headbands with crystal centerpieces. All diadems 
  weigh less than 1 pound. Most diadems are metallic, but 
  one could potentially be composed of any material. 
  Metallic diadems have AC 10, 10 hit points, hardness 8, 
  and a break DC of 28. Diadems made of magically 
  reinforced silk have AC 7, 10 hit points, hardness 2, and a 
  break DC of 24. Diadems can be made from other, more 
  exotic materials, but all have at least the strength and 
  durability of diadems made of magically reinforced silk. 
  Activation: Diadems use the spell trigger activation 
  method, so casting a spell from a diadem is usually a 
  standard action that does not provoke attacks of 
  opportunity. (If the spell being cast, however, has a 
  longer casting time than 1 standard action, it takes that 
  long to cast the spell from a diadem.)   To activate the 
  crown, a character uses a command thought to activate 
  the casting of the spell much like using a dorje. Spells 
  activated from a diadem can be augmented from the ki 
  pool on the diadem itself, so long as the total number of 
  ki points spent does not exceed half the caster‘s level. The 
  user cannot augment a spell from a diadem using his own 
  ki pool. 
  Table 9-8: Diadems 
  Medium 
  Major 
  Diadem 
  Market Price 
  01-15 
  01-04 
  Astral cohort 
  30,000 gp 
  16-30 
  05-09 
  Dominator 
  38,800 gp 
  31-45 
  10-15 
  Evader 
  51,600 gp 
  46-75 
  16-30 
  Fiery ruin 
  51,600 gp 
  76-90 
  31-45 
  Great dominator 
  58,000 gp 
  91-95 
  45-60 
  Cautious warrior 
  62,800 gp 
  96-100 
  61-75 
  Beast 
  67,200 gp 
  — 
  76-85 
  Astral legion 
  74,800 gp 
  — 
  86–91 
  Traveler 
  83,800 gp 
  — 
  92–96 
  Discerning watcher 
  111,000 gp 
  — 
  97–100 
  Temporal juggler 
  128,800 gp 
  Diadem Descriptions 
  Diadems have immense utility because they pack so many 
  capabilities into one item and because they use the 
  wearer‘s ability score and relevant feats to set the DC for 
  saves against their spells. 
   
  Unlike with other sorts of items, the wearer can use 
  his caster level when activating the spell of a diadem if it 
  is higher than the caster level of the diadem.  
   
  The minimum caster level of a diadem is 8th. The 
  caster level of a diadem cannot be more than five levels 
  higher than the minimum caster level for the highest-level 
  spell in the diadem. Standard diadems are described 
  below.  
   
  All staves can be created as diadems and vice-versa 
  (a staff can never have a ki pool). The Craft Diadem feat 
  is used to create diadems. A ki Cost of 1/2 the caster level 
  
  MAGIC Items 
   
  137 
  and 250 gp per caster level of the item must be paid to 
  add command thought activation for arcane and divine 
  spells.  
   
  For example, to create a Diadem of Defense (based 
  on the Staff of Defense, CL 15th, in the Pathfinder 
  Roleplaying Game Core Rulebook) the creator would use 
  Craft Diadem instead of Craft Staff, spend 7 ki from their 
  ki pool at completion, and increase the cost of materials 
  by 3,750 gp. This item will not have a ki pool for spell 
  augmentation.  
  Astral Cohort 
  Aura Strong conjuration [metacreativity]; CL 10th 
  Slot head; Price 30,000 gp; Weight –   
  Description 
   This diadem is made from white silk interwoven with 
  crystalline strands of thread. It allows the use of the 
  following spell: 
   
  Astral construct (1 charge per 2 ki cost)  
  The astral construct created is based on the level of the 
  caster with a ki cost up to a total of 4 ki points. The 
  diadem has 5 ki points for spell augmentation.  
  Construction 
  Requirements Craft Diadem, astral construct; Cost 
  15,000 gp  
  Astral Legion 
  Aura Strong conjuration [metacreativity]; CL 18th 
  Slot head; Price 74,800 gp; Weight –   
  Description 
   This diadem is made from red silk interwoven with 
  crystalline strands of thread. It allows the use of the 
  following spell: 
   
  Astral construct (1 charge per 4 ki cost)  
  The astral construct created is based on the level of the 
  caster with a ki cost up to a total of 8 ki points. The 
  diadem has 9 ki points for spell augmentations.  
  Construction 
  Requirements Craft Diadem, astral construct; Cost 
  37,400 gp  
  Beast 
  Aura Moderate transmutation [psychometabolism]; CL 
  11th 
  Slot head; Price 67,200 gp; Weight –   
  Description 
  This diadem is made from a prickly collection of bear 
  claws and snake fangs. It allows use of the following 
  spells: 
   
  Claw of energy (2 charges) 
   
  Duodimensional claw (1 charge) 
   
  Prevenom (1charge) 
   
  Psionic lion‘s charge (1 charge) 
   
  Truevenom (2 charges) 
  The diadem has 5 ki points for augmentation.  
  Construction 
  Requirements 
  Craft 
  Diadem, 
  claw 
  of 
  energy, 
  duodimensional claw, prevenom, psionic lion‘s charge, 
  truevenom; Cost 33,600 gp  
  Cautious Warrior 
  Aura Strong abjuration [psychometabolism]; CL 11th 
  Slot head; Price 62,800 gp; Weight –   
  Description 
  This diadem is made from a shining iron alloy, similar to 
  the material of a metallic shield. It allows use of the 
  following spells: 
   
  Adapt body (2 charges) 
   
  Body adjustment (1 charge) 
   
  Precognition, defensive (1 charge) 
   
  Inertial barrier (2 charges) 
  The diadem has 5 ki points for spell augmentation.  
  Construction 
  Requirements 
  Craft 
  Diadem, 
  adapt 
  body, 
  body 
  adjustment, defensive precognition, inertial barrier; Cost 
  31,400 gp  
  Discerning Watcher 
  Aura Moderate divination [clairsentience]; CL 11th 
  Slot head; Price 77,100 gp; Weight –   
  Description 
  This diadem is made from pure transparent crystal. It 
  allows use of the following spells: 
   
  Aura sight (2 charges) 
   
  Clairtangent hand (2 charges) 
   
  Clairvoyant sense (2 charges) 
   
  Darkvision* (2 charges) 
   
  Scrying (2 charges) 
   
  True seeing* (2 charges) 
  The diadem has 5 ki points for augmentation and ki costs.  
  Construction 
  Requirements Craft Diadem, aura sight, clairtangent 
  hand, clairvoyant sense, scrying, true seeing*; Cost 
  38,550 gp  
  Dominator 
  Aura Moderate enchantment [telepathy]; CL 9th 
  Slot head; Price 38,800 gp; Weight –   
  Description 
  This diadem is made from gray iron and is shaped into an 
  intricately fluted band. It allows use of the following 
  spells: 
   
  Charm* (1 charge) 
   
  Dominate* (2 charges) 
   
  Suggestion* (1 charge) 
  The diadem has 4 ki points for spell augmentations. 
  Construction 
  Requirements Craft Diadem, charm*, dominate*, 
  suggestion*; Cost 19,400 gp  
  
  Psionics Transcended: The Power of Ki 
   
   
  138 
  Evader 
   Aura Moderate enchantment [psychoporation]; CL 8th 
  Slot head; Price 51,600 gp; Weight –   
  Description 
  This diadem is made from silk, usually dyed emerald 
  green, with an emerald crystal affixed to the material. It 
  allows use of the following spells: 
   
  Catfall (1 charge) 
   
  Hustle (1 charge) 
   
  Fly*  (2 charges) 
   
  Freedom of movement* (2 charges) 
   
  Wall walker (1 charge) 
  The diadem has 4 ki points for spell augmentations. 
  Construction 
  Requirements Craft Diadem, catfall, hustle, fly, freedom 
  of movement, wall walker; Cost 25,800 gp  
  Fiery Ruin 
  Aura Strong evocation [psychokinesis]; CL 11th 
  Slot head; Price 51,600 gp; Weight –   
  Description 
  This diadem is made from reddish iron and is shaped into 
  a twisted circlet studded with reddish crystals. It allows 
  use of the following spells: 
   
  Energy blast (2 charges) 
   
  Energy cone (1 charge) 
   
  Energy missile (1 charge) 
   
  Energy stun (1 charge) 
   
  Fiery discorporation (2 charges) 
  The diadem has 5 ki points for spell augmentations. 
  Construction 
  Requirements Craft Diadem, energy blast, energy cone, 
  fly, energy missile, energy stun, fiery discorporation; Cost 
  25,800 gp  
  Great Dominator 
  Aura Moderate enchantment [telepathy]; CL 15th 
  Slot head; Price 58,000 gp; Weight –   
  Description 
  This diadem is made from gray iron and is shaped into an 
  intricately fluted crown. It allows use of the following 
  spells: 
   
  Charm* (1 charge) 
   
  Dominate* (2 charges) 
   
  Suggestion* (1 charge) 
  The diadem has 7 ki points for spell augmentations. 
  Construction 
  Requirements Craft Diadem, charm*, dominate*, 
  suggestion*; Cost 29,000 gp  
  Temporal Juggler 
  Aura Strong transmutation [psychoportation]; CL 18th 
  Slot head; Price 128,800 gp; Weight –   
  Description 
  This diadem is made from silk, usually dyed in several 
  colors, with a clear crystal affixed to the material. It allows 
  use of the following spells: 
   
  Temporal acceleration (2 charges) 
   
  Time hop (1 charge) 
   
  Timeless body (2 charges) 
  The diadem has 9 ki points for spell augmentations. 
  Construction 
  Requirements Craft Diadem, temporal acceleration, 
  charm*, time hop, timeless body; Cost 64,400 gp  
  Traveler 
  Aura Strong conjuration [psychoporation]; CL 8th 
  Slot head; Price 83,800 gp; Weight –   
  Description 
  This diadem is made from silk, usually dyed emerald 
  green, with an emerald crystal affixed to the material. It 
  allows use of the following spells: 
   
  Astral traveler (1 charge) 
   
  Dimension door* (1 charge) 
   
  Teleport, greater* (2 charges) 
   
  Teleport* (1 charge) 
  The diadem has 25 ki points for spell augmentations. 
  Construction 
  Requirements Craft Diadem, astral traveler, dimension 
  door*, teleport, greater*, teleport*; Cost 41,900 gp  
  Psionic Tattoos 
  Developer's Note:  With Fermia being a hunter/gatherer 
  land, tribal tattoos fit right in better than potions. 
  Psionic tattoos are designs scribed on the skin that casts 
  spells on their wearers and work essentially like potions. 
  The wearer does not get to make any decisions about the 
  tattoo‘s effect (just like potions)—the spellcaster who 
  scribed it has already done so. 
   
  Psionic tattoos can vary in size, but a creature can 
  wear only a total of twenty tattoos at one time—
  attempting to add one more than this maximum causes 
  all previously scribed tattoos to simultaneously activate. 
  An Psionic tattoo fades away after use. 
  Physical Description: A typical psionic tattoo is a colorful 
  pattern of tiny, interlacing lines within a larger design. 
  This design can be as simple as a circle or a star, or as 
  complex as an artist wishes to make it. Once it is scribed, 
  a tattoo‘s design does not change. An psionic tattoo 
  usually covers an area of skin no more than 5 inches in 
  diameter (larger ones could be designed, but would have 
  no added effect). 
  Scribing and Transferring Tattoos: The caster level of a 
  psionic tattoo is the minimum level required to cast the 
  scribed spell. A tattoo can contain only spells of 3rd level 
  or lower. 
   
  A psionic tattoo containing a spell inscribed on a 
  wearer is potentially more mobile than a mundane tattoo. 
  
  MAGIC Items 
   
  139 
  As a standard action, the wearer can will the tattoo to 
  move to a different part of his body or onto the skin of 
  any willing (or unconscious) living creature he touches. If 
  the wearer of an psionic tattoo is rendered unconscious or 
  is slain, another sentient creature can touch the tattoo 
  while willing it to leave the previous wearer and apply 
  itself to the new creature as a standard action. Psionic 
  tattoos cannot overlay one another. 
  Identifying Psionic Tattoos: In addition to the standard 
  methods of identification, the wearer of a tattoo can 
  concentrate on it and attempt to gain some sense of how 
  it would feel if activated. A successful DC 13 Intelligence 
  check provides a hint to the tattoo‘s effect.  
  Activation: A psionic tattoo produces its effect when 
  touched by its wearer and willed to do so. This activity, 
  called ―tapping‖ the tattoo, is a standard action that 
  provokes attacks of opportunity. A psionic tattoo fades 
  away after use. 
  The following rules govern the use of psionic tattoos. 
  A creature must have an appropriate physical 
  surface on which to scribe the pattern (thus, 
  incorporeal 
  creatures 
  or 
  creatures 
  with 
  impermanent flesh, such as fire elementals, 
  cannot use psionic tattoos). 
  Tapping a psionic tattoo provokes attacks of 
  opportunity. A successful attack (including 
  grappling attacks) against the wearer forces a 
  Concentration check. A wearer who fails this 
  check cannot concentrate effectively on the 
  tattoo to use it. The tattoo remains untapped, 
  and the wearer can make another attempt. 
  A character can trigger the effects of another‘s 
  psionic tattoo if the other wearer is unconscious. 
  It is a full-round action to find, touch, and 
  concentrate on an unconscious creature‘s tattoo 
  in order to tap it.  
  The caster level for a standard psionic tattoo is the 
  minimum caster level needed to cast the spell (unless 
  otherwise specified). Psionic tattoos can be inscribed from 
  any spell that can be brewed into a potion provide a ki 
  cost of 1 per spell level is paid at the time the tattoo is 
  inscribed.  
   
  Restrictions and spells that apply to potions also 
  apply to psionic tatoos. 
  Table 9-9: Psionic Tattoos 
  Minor 
  Medium 
  Major 
  Spell 
  Level 
  Psion 
  Psyker 
  01–20 
  — 
  — 
  0 
  25 gp 
  25 gp 
  21-60 
  01–20 
  — 
  1st 
  50 gp 
  50 gp 
  61-
  100 
  21-60 
  01–20 
  2nd 
  400 gp 
  400 gp 
  — 
  61-100 
  21-100 
  3rd 
  900 gp 
  1,050 gp 
  Wondrous Items 
  Developer's Note:  There are quite a few revisions here. 
  Cognizance Crystals were moved to wondrous items and 
  will be treated like Ioun stones in some ways (waiting to 
  see if we can reference the main resource for those).  
   
  This is a catchall category for any psionic item that 
  doesn‘t fall into the other groups. Anyone can use a 
  universal item (unless specified otherwise in the 
  description). 
  Physical Description: Varies. 
  Activation: Usually command thought, but details vary 
  from item to item. 
  Table 9-10: Minor Wondrous Items 
  d% 
  Item 
  Market Price 
  01–04 
  Shard (+1, any one skill) 
  10 gp 
  05–07 
  Shard (+2, any one skill) 
  40 gp 
  08–10 
  Crawling tattoo (any 1st level) 
  50 gp 
  11–14 
  Crawling tattoo of concussion 
  50 gp 
  15–18 
  Shard (+3, any one skill) 
  90 gp 
  19–21 
  Shard (+4, any one skill) 
  160 gp 
  22–24 
  Shard (+5, any one skill) 
  250 gp 
  25–28 
  Crawling 
  tattoo 
  (any 
  2nd 
  level) 
  300 gp 
  29–31 
  Pearl, brain lock 
  300 gp 
  32–35 
  Shard (+6, any one skill) 
  360 gp 
  36–38 
  Shard (+7, any one skill) 
  490 gp 
  39–41 
  Boots of stomping 
  3,600 gp 
  42–44 
  Shard (+8, any one skill) 
  640 gp 
  45–47 
  Crawling tattoo (any 3rd level) 
  750 gp 
  48–50 
  Crawling tattoo of energy bolt 
  750 gp 
  51–53 
  Pearl, breath crisis 
  750 gp 
  54–56 
  Shard (+9, any one skill) 
  810 gp 
  57–59 
  Boots of landing  
  1,600 gp 
  60–63 
  Psionic restraints, lesser 
  1,000 gp 
  64–67 
  Shard (+10, any one skill) 
  1,000 gp 
  68–71 
  Pearl, personality parasite 
  1,400 gp 
  72–75 
  Crystal mask (+3, any skill) 
  3,000 gp 
  80–85 
  Eyes of expanded vision 
  3,000 gp 
  86–89 
  Gloves of object reading 
  3,000 gp 
  90–92 
  Mirror of suggestion 
  3,600 gp 
  93–94 
  Psionic restraints, average 
  6,000 gp 
  95–97 
  Torc of free will 
  6,000 gp 
   
  Crystal Mask (+6, any skill) 
  6,000 gp 
  98–100 
  Boots of skating 
  7,000 gp 
  Table 9-11: medium Wondrous Items 
  d% 
  Item 
  Market Price 
  01–04 
  Psionatrix of clairsentience 
  8,000 gp 
  05–08 
  Psionatrix of metacreativity 
  8,000 gp 
  09–12 
  Psionatrix of psychokinesis 
  8,000 gp 
  13–16 
  Psionatrix 
  of 
  psychometabolism 
  8,000 gp 
  17–20 
  Psionatrix of psychoportation 
  8,000 gp 
  21–25 
  Psionatrix of telepathy 
  8,000 gp 
  26–27 
  Third eye penetrate 
  8,000 gp 
  28–29 
  Mirror of time hop 
  9,000 gp 
  30–31 
  Crystal mask (+9, any skill) 
  9,000 gp 
  
  Psionics Transcended: The Power of Ki 
   
   
  140 
  39–41 
  Ring of self-sufficiency 
  10,000 gp 
  42–43 
  Skin of nimbleness 
  10,000 gp 
  44–45 
  Third eye aware 
  10,000 gp 
  46–47 
  Third eye concentrate 
  10,000 gp 
  48–49 
  Third eye gather 
  10,000 gp 
  50–52 
  Eyes of power leech 
  10,080 gp 
  53–55 
  Third eye powerthieve 
  10,080 gp 
  56–58 
  Third eye view 
  10,180 gp 
  62–63 
  Psionic restraints, greater 
  12,000 gp 
  64–65 
  Torc of leech freedom 
  12,000 gp 
  66–68 
  Gloves of titan‘s grip 
  14,000 gp 
  69–70 
  Skin of the claw 
  16,000 gp 
  71–72 
  Amulet of catapsi 
  16,200 gp 
  73–74 
  Skin of the chameleon 
  18,000 gp 
  75–76 
  Pearl, mind seed 
  18,500 gp 
  77–78 
  Mirror of mind switch 
  19,800 gp 
  79–80 
  Eyes of power leech, vampiric 
  20,160 gp 
  83–84 
  Crystal anchor, body 
  24,000 gp 
  85–86 
  Crystal 
  anchor, 
  comprehension 
  24,000 gp 
  87–88 
  Crystal anchor, creation 
  24,000 gp 
  89–90 
  Crystal anchor, energy 
  24,000 gp 
  91 
  Crystal anchor, ghost 
  24,000 gp 
  92–93 
  Crystal anchor, mind 
  24,000 gp 
  94–95 
  Crystal anchor, travel 
  24,000 gp 
  96–97 
  Psionic restraints, damping 
  24,000 gp 
  98–100 
  Third eye sense 
  24,000 gp 
  Table 9-12: Major Wondrous Items 
  d% 
  Item 
  Market Price 
  01–08 
  Skin of the defender 
  32,000 gp 
  09–16 
  Torc of power preservation 
  36,000 gp 
  17–24 
  Boots of temporal acceleration 
  43,200 gp 
  25–32 
  Third eye repudiate 
  43,200 gp 
  33–40 
  Skin of fiery response 
  60,000 gp 
  41–49 
  Skin of the troll 
  61,200 gp 
  50–57 
  Skin of the hero 
  77,500 gp 
  58–63 
  Skin of the spider 
  79,080 gp 
  64–72 
  Skin of proteus 
  84,000 gp 
  73–80 
  Third eye expose 
  112,000 gp 
  81–87 
  Third eye conceal 
  120,000 gp 
  88–92 
  Third eye dominate 
  120,000 gp 
  93–97 
  Skin of iron 
  129,600 gp 
  98–100 
  Skin of the psion 
  151,000 gp 
   
  Wondrous Item Descriptions 
  Wondrous items can be configured to do just about 
  anything.  
  Standard wondrous items are described below. 
  Amulet of Catapsi 
  Aura abjuration [telepathy]; CL 9th  
  Slot neck; Price 16,200 gp; Weight  –   
  Description 
  This copper amulet aids the wearer against other psionic 
  characters. Once per day, the wearer can mentally invoke 
  the catapsispell, which blankets a 30- foot-radius area 
  surrounding the wearer in telepathic noise for 9 rounds.  
   
  This noise interferes with the ability of other psionic 
  characters to cast their spells or use Ki-powered abilities 
  (you are not affected by your own catapsi casting). All 
  psionic activity within the area requires an additional ki 
  cost of 2, unless a character makes a DC 17 Will save 
  each time he attempts to cast a psionic spell or use their 
  ki pool.  
   
  Ki powers and psionic spells all incur the increased ki 
  cost. ki focus is immediately lost if the character does not 
  make their Will save each round while in a catapsi field. If 
  two or more fields of catapsi overlap, the effects are not 
  cumulative. Feats and abilities that rely on ki become full-
  round actions. 
   
  The limit on the number of ki points a subject can 
  spend augmenting a spell remains in effect; thus, a 
  subject may not be able to augment highest-level spells. 
  If augmenting a spell would cause the caster to exceed 
  his available ki points or his spending limits, the casting 
  fails automatically, but no ki points are expended. 
  Construction 
  Requirements Craft Wondrous Item; catapsi; Cost 8,100 
  gp 
  Boots of Landing 
  Aura transmutation [psychoportation]; CL 2nd  
  Slot feet; Price 1,600 gp; Weight 1 lb. 
  Description 
  These boots allow the wearer to recover instantly from a 
  fall and can absorb some damage from falling once per 
  day. The wearer lands on her feet no matter how far she 
  falls, and takes 2 fewer dice of damage from the fall than 
  normal. 
  Construction 
  Requirements Craft Wondrous Item; catfall; Cost 800 gp 
  Boots of Skating 
  Aura transmutation [psychoportation]; CL 1st  
  Slot feet; Price 7,000 gp; Weight 1 lb. 
  Description 
  These boots allow the wearer to slide along the ground at 
  will as if using the skatespell. 
  Construction 
  Requirements Craft Wondrous Item; skate; Cost 3,500 
  gp 
  Boots of Stomping 
  Aura evocation [psychokinesis]; CL 3nd  
  Slot feet; Price 3,600 gp; Weight 1 lb. 
  Description 
  These boots allow the wearer to use stomp as the spell  
  three times per day (Reflex save DC 13) when the wearer 
  stomps her feet.  
  Construction 
  Requirements Craft Wondrous Item; stomp; Cost 1,800 
  gp 
  
  MAGIC Items 
   
  141 
  Boots of Temporal Acceleration 
  Aura transmutation [psychoportation]; CL 15th  
  Slot feet; Price 37,800 gp; Weight 1 lb. 
  Description 
  These boots allow the wearer to speed up his own time 
  frame for 2 rounds as if using the spell temporal 
  acceleration. The wearer can use this spell once per day. 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item; 
  temporal 
  acceleration; Cost 18,900 gp 
  Cognizance Crystals 
  Aura varied; CL twice maximum ki point storage amount 
  Slot head; Price varies; Weight –   
  Description 
  Cognizance crystals are items that store ki points that 
  psionic characters can use to pay for casting their spells or 
  using ki powers. 
   
   A cognizance crystal consists of a core crystal and 
  two or three smaller crystals arranged in specific positions 
  around it on strands of silver wire. The crystals give off a 
  faint 
  glow. 
  A 
  typical 
  cognizance 
  crystal 
  weighs 
  approximately 1 pound, has AC 7, 10 hit points, a 
  hardness of 8, and a break DC of 16. 
   
  The user must merely hold or have a crystal on her 
  person for a period of at least 10 minutes (which is long 
  enough to attune oneself to the crystal). Thereafter, the 
  owner can use ki points stored in the crystal to augment 
  spells or use ki abilities.  
   
  The maximum number of points a cognizance crystal 
  can store is always an odd number and is never more 
  than 17. It can store only as many ki points as its original 
  maximum, set at the time of its creation. When a 
  cognizance crystal‘s ki points are used up, the glow of the 
  crystal dims. However, the user can recharge it by paying 
  ki points on a 1-for-1 basis. While doing this depletes the 
  user‘s own ki pool for the day, those ki points remain 
  available in the cognizance crystal until used. 
   
  A user cannot directly replenish her personal ki 
  points from those stored in a cognizance crystal, nor can 
  she draw ki points from more than one source to 
  augment a spell or use an ability. See Using Stored ki 
  points for more information. 
   
  Cognizance crystals a related to the mysterious ioun 
  stones in some way but are in a natural crystal form, 
  rather than a specific shape. It is thought that these 
  crystals may be converted into ioun stones by a skilled 
  artisan. So far, all efforts have failed, but research 
  continues. 
   
  Cognizance crystals can be attached to diadems to 
  augment the spells included in within. As with all other ki 
  pools, spells can only be augmented from one source. 
   
  Cognizance 
  Crystal 
  Color 
  Maximum ki 
  point Storage 
  Market Price 
  Red 
  1 
  1,000 gp 
  Red-orange 
  2 
  4,000 gp 
  Orange 
  3 
  9,000 gp 
  Orange-yellow 
  4 
  16,000 gp 
  Yellow 
  5 
  25,000 gp 
  Yellow-white 
  6 
  36,000 gp 
  White 
  7 
  49,000 gp 
  Blue-White 
  8 
  64,000 gp 
  Blue 
  9 
  81,000 gp 
   
  Construction 
  Requirements Craft Wondrous Item; ki Cost maximum 
  storage amount; Cost half the market price 
  Crawling Tattoos 
  Aura based on the spell; CL able to cast the spell being 
  scribed 
  Slot —; Price double psionic tattoo cost; Weight –   
  Description 
  Crawling tattoos resemble standard psionic tattoos, but 
  their effects are often harmful rather than beneficial. Like 
  a psionic tattoo, a crawling tattoo can be scribed only 
  with a spell of no higher than 3rd level that targets one or 
  more creatures. Exceptions are the repair wounds spell, 
  which can be scribed even though it affects only the 
  caster, and compulsion spells, which cannot be scribed at 
  all. Spells that normally have an area affect only one 
  target if scribed in a crawling tattoo. Spells with an ki 
  sacrifice requirement cannot be scribed into a crawling 
  tattoo. Otherwise, crawling tattoos are treated as psionic 
  tattoos until they are activated by the wearer. 
   
  The wearer of a crawling tattoo can tap the tattoo as 
  a standard action that provokes attacks of opportunity, 
  mentally specifying a target (to which the wearer must 
  have line of sight). Instead of casting its stored spell, the 
  tattoo animates, drops to the ground, and scuttles toward 
  the target. The original wearer need no longer 
  concentrate on the tattoo once animated. 
   
  The animated tattoo moves toward its designated 
  target in the same round when it is activated. Treat it as a 
  Fine construct that has AC 18, 10 hit points, a hardness 
  of 5, speed 30 feet, and a bonus on attack rolls equal to 
  the wearer‘s caster level + his key ability modifier. 
  Crawling tattoos, unlike true constructs, are subject to 
  illusions, darkness, fog, and similar effects. Should the 
  target be killed, teleport away, or otherwise absent itself 
  before the animated tattoo reaches it, the wearer can 
  reclaim the tattoo. If it is destroyed, a crawling tattoo 
  shatters and evaporates. 
   
  A crawling tattoo must enter the target‘s square to 
  attack and thus provokes attacks of opportunity as it 
  passes through the target‘s threatened area. The tattoo 
  makes one touch attack  per round thereafter until it 
  strikes its target or is destroyed. On a successful attack, 
  the spell scribed in the crawling tattoo affects the target if 
  the target fails the appropriate saving throw; however, 
  spells that normally allow a Reflex saving throw 
  
  Psionics Transcended: The Power of Ki 
   
   
  142 
  automatically affect the touched target. Crawling tattoos 
  can ferry beneficial spells as well as harmful ones, and a 
  target can allow the tattoo‘s touch attack to succeed if he 
  or she desires. 
   
  Two examples of crawling tattoos are described 
  below; many more types are possible. 
  Crawling Tattoo of Concussion: This crawling tattoo 
  delivers a force effect, dealing 1d6 points of damage to a 
  creature hit by its touch attack. Price 800 gp.  
  Crafting Tatoo of Energy Bolt: Each of these tattoos is 
  keyed to one energy type: cold, electricity, fire, or sonic. 
  This crawling tattoo delivers the energy bolt spell, dealing 
  5d6 points of damage of its energy type. Price 1,800 gp. 
  Construction 
  Requirements Craft Wondrous Item, Scribe Psionic 
  Tatoo, any 3rd level or lower spell as described above; 
  Cost half the market price 
  Crystal Anchor 
  Aura abjuration [psychometabolism]; CL 5th  
  Slot —; Price 24,000 gp; Weight 3 lb. 
  Description 
  A crystal anchor is a shaft of transparent crystal 4 to 5 
  feet in length, with a sharpened, spearlike head on one 
  end. It ensnares the minds of those within range who cast 
  spells with a specified descriptor. The triggering descriptor 
  is specified at the time of creation. 
   
  A crystal anchor is activated by plunging the sharp 
  head into the ground, leaving the shaft freestanding. It 
  projects an invisible, 30-foot-radius field. If a spell from 
  the specified discipline is cast within this range, the caster 
  must succeed on a Will save (DC 15 + spell level) or 
  become subject to an effect similar to brain lock, except 
  that the effect is permanent until dispelled or dismissed 
  by the individual who initially drove the crystal anchor 
  into the earth. Any anchor can be pulled out of the 
  ground and reused at a later time. 
   
  When a crystal anchor successfully ensnares a target, 
  a slender filament of insubstantial ectoplasm connects the 
  victim to the shaft, even one outside the original area of 
  the field. 
   
  A crystal anchor can attempt to ensnare a victim only 
  five times per day. Previously caught targets can remain 
  caught day after day and do not count against this daily 
  limit on attempts. 
   
  An anchor‘s owner can designate certain creatures to 
  be unaffected by the anchor; such creatures need not 
  make a saving throw and do not count against the daily 
  limit on attempts. One crystal anchor can ensnare 
  multiple targets simultaneously, and multiple crystal 
  anchors can share overlapping fields. 
   
  Anchors that activate when a specific spell is cast in 
  range are also possible, but are rarer. 
   
  A crystal anchor has AC 7, 15 hit points, a hardness 
  of 8, and a break DC of 20. 
   
  Anchor 
  Descriptor Anchored 
  Body 
  Psychometabolism 
  Comprehension 
  Clairsentience 
  Creation 
  Metacreativity 
  Energy 
  Psychokinesis 
  Mind 
  Telepathy 
  Travel 
  Psychoportation 
   
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item; 
  brain 
  lock, 
  contingency, any spell with the chosen descriptor; Cost 
  12,000 gp 
  Crystal Masks 
  Aura divination [clairsentience]; CL 7th  
  Slot eyes; Price 3,000 gp (+3), 6,000 gp (+6), 9,000 gp 
  (+9); Weight 1/2 lb. 
  Description 
  Each of the various types of crystal masks fits over the 
  face of any Medium or Small humanoid, with slits for 
  eyes and nostrils. The mask is transparent, although it 
  distorts the wearer‘s features. Leather straps attached to 
  small holes on the sides of a mask enable the owner to 
  affix the mask to his face. 
   
  Crystal masks confer improved skills on their wearers. 
  A mask can be created to grant a +3, +6, or +9 
  competence bonus to skill checks. For knowledge, 
  crafting, profession, or other checks, the specific sub-skill 
  must be specified.  Linguistics will grant the ability to 
  speak and read 3, 6, or 9 languages specified and known 
  by the creator.  
  Construction 
  Requirements Craft Wondrous Item; 3, 6, or 9 ranks in 
  the chosen skill; Cost 1,500 gp (+3), 3,000 gp (+6), 
  4,500 gp (+9) 
  Eyes of Expanded Vision 
  Aura divination [clairsentience]; CL 1st  
  Slot eyes; Price 3,000 gp; Weight –   
  Description 
  These crystal lenses fit over the user‘s eyes to expand his 
  field of vision. Flanking opponents gain only a +1 bonus 
  when attacking the user instead of +2 (rogues still get 
  their full sneak attack damage because the wearer is still 
  flanked). The wearer gains a +1 enhancement bonus on 
  Perception checks but takes a –2 penalty on saves against 
  gaze attacks. 
  Construction 
  Requirements Craft Wondrous Item; ubiquitous vision; 
  Cost 1,500 gp  
  Eyes of Power Leech 
  Aura moderate enchantment [clairsentience]; CL 7th  
  Slot eyes; Price 10,800 gp; Weight –   
  Description 
  
  MAGIC Items 
   
  143 
  These crystal lenses fit over the user‘s eyes. Once per 
  day, the wearer is able to drain ki points from another 
  psionic creature or character by meeting its gaze as if 
  using power leech. A selected target within 40 feet must 
  succeed on a DC 16 Will save, or a connection of 
  crackling energy is formed between the wearer and the 
  victim. The connection drains 1d3 ki points from the 
  target for every round in which the wearer maintains 
  concentration (to a maximum of 7 rounds). The wearer 
  gains 1 ki point from those drained from the target each 
  round (subject to his normal maximum; points he cannot 
  gain immediately are lost). 
   
  If the wearer has only one lens, the DC of the Will 
  save is 14 instead of 16. Eyes of power leech have no 
  effect on nonpsionic targets or psionic creatures with a 
  current ki pool of 0. 
  Construction 
  Requirements Craft Wondrous Item; power leech; Cost 
  5,400 gp  
  Eyes of Power Leech, Vampiric 
  Aura strong enchantment [clairsentience]; CL 15th  
  Slot eyes; Price 20,160 gp; Weight –   
  Description 
  As eyes of power leech, except the wearer gains drained 
  ki points from the subject even if doing so would bring 
  him over his normal maximum. The wearer of vampiric 
  eyes of power leech can maintain concentration for up to 
  13 rounds. ki points the wearer gains in excess of his 
  maximum fade after 8 hours if they are not spent before 
  that time. 
  Construction 
  Requirements Craft Wondrous Item; bend reality,  
  power leech; Cost 10,080 gp  
  Gloves of Object Reading 
  Aura faint divination [clairsentience]; CL 1st  
  Slot hands; Price 3,000 gp; Weight –   
  Description 
  While wearing these gloves, the user can learn the details 
  of an inanimate object‘s previous owner if he handles the 
  object, as if cast the object reading spell. 
  Construction 
  Requirements Craft Wondrous Item; object reading; 
  Cost 1,500 gp  
  Gloves of Titan’s Grip 
  Aura moderate transmutation [psychometabolism]; CL 
  9th  
  Slot hands; Price 14,000 gp; Weight –   
  Description 
  While wearing these oversize gloves, the user gains a +8 
  enhancement bonus on grapple combat maneuvers. The 
  spell is activated when the user enters a grapple. The 
  enhancement bonus lasts for a maximum of 7 rounds per 
  use, up to three uses per day. 
  Construction 
  Requirements Craft Wondrous Item; grip of iron; Cost 
  7,000 gp  
  Mage Restraints 
  Aura strong abjuration [psychokinesis]; CL 8th  
  Slot hands; Price varies; Weight –  
  Description 
   
  Each of the various mage restraints is an iron cuff that 
  cunningly locks around the wrist (DC 27 Open Lock 
  check). The cuff limits the spell level of one magic type a 
  creature wearing it can use, or completely damps the 
  ability to use spells. All types of mage restraints prevent 
  the free casting of spells.  
   
  A mage restraint can only limit one type of magic: 
  arcane, divine, or psionic. The type of restraint created is 
  determine by the type of dispel magic spell used during 
  creation.  
   
  Restraint 
  Type 
  Maximum Spell Level 
  Market 
  Price 
  Lesser 
  5 
  1,000 gp 
  Average 
  3 
  6,000 gp 
  Greater 
  1 
  12,000 gp 
  Damping 
  None 
  24,000 gp 
   
  Construction 
  Requirements Craft Wondrous Item; dispel magic; Cost 
  half market price  
  Mirror of Mind Switch 
  Aura moderate necromancy [telepathy]; CL 11th  
  Slot –; Price 19,800 gp; Weight 1/2 lb.  
  Description 
  This small hand mirror casts its spell once per day against 
  a creature that sees its reflection within it, as a gaze 
  attack with a range of 30 feet. Potential victims can 
  attempt to avert their eyes or look away as they would 
  from a normal gaze attack. A creature meeting its own 
  gaze in the mirror must succeed on a DC 19 Will save, or 
  its mind and the mind of the mirror‘s wielder switch, as if 
  by the mind switch spell. Because the mirror is small, only 
  a single creature can meet its own gaze. The wielder of 
  the mirror is not affected by seeing himself. 
  Construction 
  Requirements Craft Wondrous Item; mind switch; Cost 
  9,900 gp  
  Mirror of Suggestion 
  Aura moderate necromancy [telepathy]; CL 3rd  
  Slot –; Price 3,600 gp; Weight 1/2 lb.  
  Description 
  
  Psionics Transcended: The Power of Ki 
   
   
  144 
  This small hand mirror casts its spell up to twice per day 
  against creatures that see their reflections within it, as a 
  gaze attack with a range of 30 feet. Potential victims can 
  attempt to avert their eyes or look away as they would 
  from a normal gaze attack. A creature meeting its own 
  gaze in the mirror must succeed on a DC 13 Will save or 
  be affected by a suggestion chosen by the mirror‘s 
  wielder. Because the mirror is small, only a single creature 
  can meet its own gaze each round. The wielder of the 
  mirror is not affected by seeing herself. 
  Construction 
  Requirements Craft Wondrous Item; suggestion; Cost 
  1,800 gp  
  Mirror of Time Hop 
  Aura moderate transmutation [psychoportation]; CL 5th  
  Slot –; Price 9,000 gp; Weight 1/2 lb.  
  Description 
  This small hand mirror casts its spell up to twice per day 
  against creatures that see their reflections within it, as a 
  gaze attack with a range of 30 feet. Potential victims can 
  attempt to avert their eyes or look away as they would 
  from a normal gaze attack. A creature meeting its own 
  gaze in the mirror must succeed on a DC 14 Will save or 
  be pushed forward in time by 5 rounds, as if subject to 
  the time hop spell. Because the mirror is small, only a 
  single creature can meet its own gaze each round. The 
  wielder of the mirror is not affected by seeing herself. 
  Construction 
  Requirements Craft Wondrous Item; time hop; Cost 
  1,800 gp  
  Pearl, Brain Lock 
  Aura faint enchantment [telepathy]; CL 3rd  
  Slot –; Price 300 gp; Weight –  
  Description 
  This tiny pearly sphere speeds toward its target when 
  hurled by its owner. He can hurl the pearl at any target 
  within 130 feet that he can see and to which he has line 
  of effect. If the target fails a DC 13 Will saving throw, the 
  pearl seems to impact and then enter the flesh of the 
  target. The target stands mentally paralyzed, as if by 
  brain lock, for 3 rounds. The use destroys the item.  
  Construction 
  Requirements Craft Wondrous Item; brain lock; Cost 
  150 gp  
  Pearl, Breath Crisis 
  Aura moderate enchantment [telepathy]; CL 5th  
  Slot –; Price 750 gp; Weight –  
  Description 
  This tiny pearly sphere speeds toward its target when 
  hurled by its owner. He can hurl the pearl at any target 
  within 150 feet that he can see and to which he has line 
  of effect. If the target fails a DC 14 Will saving throw, the 
  pearl seems to impact and then enter the flesh of the 
  target. The target is affected as if by crisis of breath for 5 
  minutes. The use destroys the item.  
  Construction 
  Requirements Craft Wondrous Item; crisis of breath; 
  Cost 375 gp  
  Pearl, Mind Seed 
  Aura strong enchantment [telepathy]; CL 15th  
  Slot –; Price 24,000 gp; Weight –  
  Description 
  This tiny pearly sphere instantly takes on the skin tone 
  and texture of whatever creature handles it. It speeds 
  toward its target when hurled by its owner. He can hurl 
  the pearl at any target within 150 feet that he can see 
  and to which he has line of effect. If the target fails a DC 
  22 Will saving throw, the pearl seems to impact and then 
  enter the flesh of the target. The target is affected as if by 
  a mind seed spell, with the pearl‘s wielder acting as the 
  caster. The use destroys the item. 
  Construction 
  Requirements Craft Wondrous Item; mind seed, ki 
  Sacrifice 6; Cost 6,000 gp  
  Pearl, Personality Parasite  
  Aura moderate necromancy [telepathy]; CL 7th  
  Slot –; Price 1,400 gp; Weight –  
  Description 
  This tiny pearly sphere speeds toward its target when 
  hurled by its owner. He can hurl the pearl at any target 
  within 130 feet that he can see and to which he has line 
  of effect. If the target fails a DC 16 Will saving throw, the 
  pearl seems to impact and then enter the flesh of the 
  target. The target is affected as if by personality parasite 
  for 5 rounds. The use destroys the item.  
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item; 
  personality 
  parasite; Cost 700 gp  
  Psionatrix 
  Aura moderate enchantment [telepathy]; CL 8th  
  Slot neck; Price 8,000 gp; Weight –  
  Description 
  Each of these multifaceted crystals is worn as an amulet 
  glowing with an inner light. Unless noted otherwise, a 
  psionatrix adds a +1 enhancement bonus to the save DC 
  when the wearer uses spells of the discipline to which the 
  psionatrix is keyed. 
   
  Color 
  Discipline 
  Blue 
  Clairsentience 
  Green 
  Metacreativity 
  Red 
  Psychokinesis 
  Violet 
  Psychometabolism 
  Orange 
  Psychoportation 
  
  MAGIC Items 
   
  145 
  Yellow 
  Telepathy 
   
  Construction 
  Requirements Craft Wondrous Item; any spell of the 
  chosen discipline; Cost 4,000 gp  
  Psychoactive Skins 
  Aura varies; CL varies  
  Slot  –; Price see below ; Weight 2 lbs. 
  Description 
  Psychoactive skins (also sometimes called ectoshells) are 
  fistsized globs of psionically charged ectoplasm. As a 
  standard action, a psychoactive skin spreads over and 
  covers a Medium or smaller creature that projects the 
  proper command thought; the same command thought 
  causes the skin to shrink back down to its former size. 
  Each of the various psychoactive skins is charged with 
  one of a wide array of powers that constantly affect the 
  wearer. 
   
  A deployed skin completely covers the wearer and all 
  his equipment like a second skin, allowing the wearer to 
  see, hear, and breathe normally. It rolls away from 
  various parts of the body as needed, such as when the 
  wearer needs to eat or access a backpack. Held items or 
  items specifically excluded are not covered by a 
  psychoactive skin. 
   
  Up to three skins can be worn simultaneously, 
  although only the outermost is active in any given round 
  (the spells of hidden skins cannot be cast). Skin layers can 
  be changed with a command thought as a standard 
  action, which causes a lower-layer skin to come to the 
  surface. 
   
  Skin of the Chameleon (Price 18,000 gp): This 
  psychoactive skin adjusts to surrounding textures and 
  colors, 
  continually 
  granting 
  the 
  wearer 
  a 
  +10 
  enhancement 
  bonus 
  on 
  Stealth 
  checks. 
  Faint 
  transmutation 
  [psychometabolism]; 
  CL 
  3rd; 
  Craft 
  Wondrous Item, chameleon; Cost 9,000 gp. 
   
  Skin of the Claw (Price 16,000 gp): This 
  psychoactive skin benefits only a wearer who has levels in 
  psyker. If such a character wears this skin, he can activate 
  the claws of the beast spell at will, as a free action that 
  does not provoke attacks of opportunity. He can also 
  dismiss the claws equally quickly. 
  Faint transmutation [psychometabolism]; CL 4th; Craft 
  Wondrous Item, claws of the beast; Cost 8,000 gp. 
   
  Skin of the Defender (Price 32,000 gp): This 
  psychoactive skin continually grants the wearer a +4 
  bonus to natural armor. Faint psychometabolism; CL 5th; 
  Craft Wondrous Item, thicken skin; Cost 16,000 gp. 
   
  Skin of Fiery Response (Price 60,000 gp): This 
  psychoactive skin answers the first attack made against 
  the wearer in each round with an automatically cast and 
  targeted ―ectoburst‖ against the attacker. The burst 
  ejects from the skin on the wearer‘s turn, making a 
  ranged touch attack as described in the energy retort 
  spell, but the energy type chosen is always fire. If the 
  attack hits, the target takes 2d6 points of fire damage as 
  the ectoburst flames up and is consumed. This attack 
  does not in any way hinder the wearer, count against her 
  total actions for the round, or provoke attacks of 
  opportunity. Faint evocation [psychokinesis]; CL 5th; 
  Craft Wondrous Item, energy retort; Cost 30,000 gp. 
   
  Skin of the Hero (Price 77,500 gp): This 
  psychoactive skin continually grants the wearer a +3 
  deflection bonus to Armor Class, a +3 resistance bonus 
  on all saving throws, and a +3 enhancement bonus on 
  attack rolls. Strong abjuration [psychometabolism]; CL 
  18th; Craft Wondrous Item, bend reality; Cost 40,150 
  gp. 
   
  Skin of Iron (Price 129,600 gp): This psychoactive 
  skin affects the wearer as the iron body spell up to three 
  times per day for 15 minutes with each use. When the 
  skin‘s ability is not active, it has no protective qualities. 
  Activating the iron body effect is a standard action that 
  provokes attacks of opportunity. Strong conjuration 
  [metacreativity]; CL 15th; Craft Wondrous Item, iron 
  body; Cost 64,800 gp. 
   
  Skin of Nimbleness (Price 10,000 gp): This 
  psychoactive skin continually grants the wearer a +10 
  competence bonus on Acrobatic checks. Moderate 
  transmutation 
  [psychometabolism]; 
  CL 
  8th; 
  Craft 
  Wondrous Item, creator must have 10 ranks in 
  Acrobatics; Cost 5,000 gp. 
   
  Skin of Proteus (Price 84,000 gp): This psychoactive 
  skin continually affects the wearer as the metamorphosis 
  spell. While in a form other than his natural form, the 
  wearer does not appear to be wearing the skin. Moderate 
  transmutation 
  [psychometabolism]; 
  CL 
  7th; 
  Craft 
  Wondrous Item, metamorphosis; Cost 42,000 gp. 
   
  Skin of the Psion (Price 151,000 gp): This 
  psychoactive skin grants the wearer 4 bonus ki points per 
  day 
  and 
  spell 
  resistance 
  21. 
  Strong 
  abjuration 
  [clairsentience]; CL 17th; Craft Wondrous Item, spell 
  resistance; Cost 75,500 gp. 
   
  Skin of the Spider (Price 79,080 gp): This 
  psychoactive skin continually grants the wearer a +20 
  competence bonus on Climb checks and continually 
  affects the wearer as the body equilibrium spell. Three 
  times per day, the wearer can cast entangling ectoplasm 
  against a target within 30 feet. Faint transmutation 
  [psychometabolism]; CL 3rd; Craft Wondrous Item, 
  creator must have 10 ranks in Climb, body equilibrium, 
  entangling ectoplasm; Cost 39,540 gp. 
   
  Skin of the Troll (Price 61,200 gp): This 
  psychoactive skin continually allows a living wearer to 
  heal more quickly. The wearer heals 5 points of damage 
  per minute. Except for the slower rate of healing, this skin 
  affects its wearer as if the wearer were under the effect 
  of 
  a 
  continual 
  true 
  metabolism 
  spell. 
  Strong 
  transmutation 
  [psychometabolism]; 
  CL 
  17th; 
  Craft 
  Wondrous Item, true metabolism; Cost 30,600 gp. 
  
  Psionics Transcended: The Power of Ki 
   
   
  146 
  Shards 
  Aura moderate transmutation [psychometabolism]; CL 
  7th  
  Slot –; Price 10 gp (+1), 40 gp (+2), 90 gp (+3), 160 gp 
  (+4), 250 gp (+5), 360 gp (+6), 490 gp (+7), 640 gp 
  (+8), 810 gp (+9), or 1,000 gp (+10); Weight – 
  Description 
  These wondrous items are tiny fragments of cast-off 
  crystal imprinted with minuscule bits of psionic power. 
  Using a shard requires grasping it and projecting a 
  command thought as a standard action (most shards 
  telepathically whisper their command word into the 
  minds of living creatures who handle them). A shard 
  grants a temporary competence bonus on one specific 
  skill, ranging from +1 to +10. The granted bonus lasts 
  until the skill is used or 10 rounds pass, whichever comes 
  first. Once its effect is activated, a shard disintegrates 
  immediately, whether or not the bonus granted by the 
  shard is eventually used. 
  Construction 
  Requirements Craft Wondrous Item; creator must have 
  ranks in the specified skill at least equal to the imprinted 
  bonus; Cost half the market price  
  Third Eyes 
  Aura moderate enchantment [clairsentience]; CL varies  
  Slot eyes; Price see below; Weight –   
  Description 
  These objects appear as small crystals, always with at 
  least one wide, flat facet, and contain a variety of powers. 
  When the owner uses the proper command thought, the 
  crystal adheres to the center of his forehead (the same 
  command thought causes the third eye to disengage). 
  Only one third eye can be worn at a time. 
   
  A third eye is treated as eyewear or goggles for the 
  purpose of determining which items can be worn on the 
  body. 
   
  Aware (Price 10,000 gp): This kind of third eye 
  continually grants the wearer a +10 competence bonus 
  on 
  Perception 
  checks. 
  Moderate 
  divination 
  [clairsentience]; CL 7th; Craft Wondrous Item, creator 
  must have 10 ranks in Perception; Cost 5,000 gp. 
   
  Conceal (Price 120,000 gp): While worn, a third eye 
  conceal protects the wearer from view by all devices, 
  powers, and spells that detect, influence, or read 
  emotions or thoughts. This ability protects against all 
  mind-affecting spells and effects as well as information-
  gathering by scrying spells or effects (except for 
  metafaculty); this item affects the wearer as if he enjoyed 
  the benefit of the mind blank spell.  Strong 
  abjuration 
  [telepathy]; CL 15th; Craft Wondrous Item, mind blank; 
  Cost 60,000 gp. 
   
  Concentrate (Price 8,000 gp): This kind of third eye 
  grants the wearer a +4 bonus on Concentration checks 
  made to cast a spell or use a spell-like ability when casting 
  on 
  the 
  defensive 
  or 
  while 
  grappled. 
  Moderate 
  enchantment [telepathy]; CL 7th; Craft Wondrous Item, 
  creator must have the Combat Casting feat; Cost 4,000 
  gp. 
   
  Dominate (Price 120,000 gp): The wearer of a third 
  eye dominate can attempt to dominate a subject as with 
  the power psionic dominate, augmented to target any 
  creature type it can affect, once per day (save DC 18). 
  Strong 
  enchantment 
  [telepathy]; 
  CL 
  15th; 
  Craft 
  Wondrous Item, dominate; Cost 60,000 gp. 
   
  Expose (Price 120,000 gp):  The wearer of this kind 
  of third eye always knows when someone lies directly to 
  him. Strong divination [telepathy]; CL 15th; Craft 
  Wondrous Item, bend reality; Cost 60,000 gp.. 
   
  Focus (Price 8,000 gp): This kind of third eye grants 
  the wearer a +4 bonus on checks to gain ki focus. 
  Moderate enchantment [telepathy]; CL 7th; Craft 
  Wondrous Item, creator must have the Combat Casting 
  feat; Cost 4,000 gp. 
   
  Gather (Price 10,000 gp): This kind of third eye 
  continually grants the wearer a +10 competence bonus 
  on Diplomacy checks to gather information. Moderate 
  divination [clairsentience]; CL 7th; Craft Wondrous Item, 
  creator must have 10 ranks in Diplomacy; Cost 5,000 gp. 
   
  Penetrate (Price 8,000 gp): While worn, a third eye 
  penetrate grants the wearer a +2 bonus on caster level 
  checks to overcome a creature‘s spell resistance. Strong 
  clairsentience; ML 15th; Craft Wondrous Item, bend 
  reality; Price 8,000 gp. 
   
  Spellthieve (Price 10,800 gp): While worn, a third 
  eye spellthieve allows the wearer to borrow one spell 
  from a target within 40 feet once per day. If the target 
  fails a DC 16 Will save, it instantly loses one spell of the 
  wearer‘s choice, and the wearer instantly gains temporary 
  knowledge of this spell. 
   
  The wearer can cast the borrowed spell normally if 
  she has the ability to cast spells of that type (psionic, 
  divine, or arcane) and level. The wearer retains 
  knowledge of the spell for up to 70 minutes, at which 
  time she loses knowledge of the spell and the former 
  owner regains it, regardless of the distance between 
  them. If the former owner is dead, the wearer still loses 
  the borrowed spell. Moderate telepathy; CL 7th; Craft 
  Wondrous Item, thieving mindlink; Cost 5,040 gp. 
   
  Repudiate (Price 43,200 gp): While worn, this 
  powerful item allows the wearer to cast dispel magic once 
  per day with a +20 modifier on the dispel check (the 
  wearer uses the +20 modifier in place of his caster level). 
  Strong abjuration [psychokinesis]; CL 20th; Craft 
  Wondrous Item, dispel magic; Cost 21,600 gp. 
   
  Sense (Price 24,000 gp): The wearer of this kind of 
  third eye can cast clairvoyant sense at will. Faint 
  divination [clairsentience]; CL 3rd; Craft Wondrous Item, 
  clairvoyant sense; Cost 12,000 gp. 
   
  View (10,180 gp): The wearer of this kind of third 
  eye can spin a quasireal version of himself and send it 
  over virtually any distance or into other planes of 
  
  MAGIC Items 
   
  147 
  existence, as if casting the scrying spell, once per day. 
  Moderate divination [clairsentience]; CL 7th; Craft 
  Wondrous Item, scrying; Cost 5,090 gp. 
  Torc of Free Will 
  Aura faint abjuration [telepathy]; CL 3rd 
  Slot neck; Price 6,000 gp; Weight 2 lb. 
  Description 
  This item is a band inlaid with precious metal, worn 
  around the neck. The wearer of a torc of free will is not 
  affected by the brain lock spell or items that produce 
  brain lock effects (such as crystal anchors). 
   
  A torc is treated as an amulet for the purpose of 
  determining which items can be worn on the body. 
  Construction 
  Requirements Craft Wondrous Item; brain lock; Cost 
  3,000 gp.  
  Torc of Leech Freedom 
  Aura faint enchantment [telepathy]; CL 5th 
  Slot neck; Price 12,000 gp; Weight 2 lb. 
  Description 
  This item is a band inlaid with precious metal, worn 
  around the neck. The wearer of a torc of leech freedom 
  automatically resists up to two uses of power leech 
  against him per day. 
   
  A torc is treated as an amulet for the purpose of 
  determining which items can be worn on the body. 
  Construction 
  Requirements Craft Wondrous Item; power leech; Cost 
  3,000 gp.  
  Torc of Power Preservation 
  Aura strong divination [clairsentience]; CL 15th 
  Slot neck; Price 36,000 gp; Weight 2 lb. 
  Description 
  This item is a band inlaid with precious metal, worn 
  around the neck. The wearer of a torc of power 
  preservation has a 50% chance of paying 1 less ki point 
  when augmenting a spell or using a ki power.   
   
  A torc is treated as an amulet for the purpose of 
  determining which items can be worn on the body. 
  Construction 
  Requirements Craft Wondrous Item; bend reality; Cost 
  18,000 gp.  
  Cursed Items 
  Table 9-13: Cursed Items 
  d% 
  Curse 
  01–33 
  Backfire 
  34–66 
  Exhausting 
  67–100 
  Subversive 
   
   
  Backfire: The imbedded effect of the cursed item 
  targets the user instead of its intended target. 
   
  Exhausting: A cursed item of this sort resembles a 
  normal magic item with a spell that can be freely 
  activated, but it instead drains the user of ki points 
  whenever he activates its spell.  
   
  Subversive: A cursed item of this sort appears 
  identical to a standard magic item. However, it holds an 
  inner malice for the wearer, whose saving throws take a 
  constant –2 penalty. The owner isn‘t instantly aware of 
  this penalty but may become aware after a while, when it 
  becomes clear that he fails saves that others make with 
  the same result on the saving throw. 
  Specific Cursed Item 
  Reverse Capacitor 
  Aura strong necromancy [telepathy]; CL 15th 
  Slot –; Price 112,000 gp; Weight 1 lb. 
  Description 
  A reverse capacitor doesn‘t store ki points—it drains 
  them, to the surprise and chagrin of a psionic character 
  taken in by its resemblance to a cognizance crystal. Spells 
  that identify magic items incorrectly identify a reverse 
  capacitor as a cognizance crystal 50% of the time. 
   
  A psionic character attempting to use the ki points 
  supposedly stored in a reverse capacitor instead loses 1d6 
  ki points per round for 7 rounds. A crackling arc connects 
  the brow of the character with the stone. If the character 
  can put more than 40 feet between himself and the 
  reverse capacitor, the effect ends. If the reverse capacitor 
  drains more ki points than the psionic character possesses, 
  the draining effect ends. 
   
  The drained ki points are simply lost. Each new 
  attempt to use the ki points supposedly stored in the 
  reverse capacitor initiates the draining effect anew. 
  Construction 
  Requirements Craft Wondrous Item; bend reality, power 
  leech; Cost 56,000 gp.  
  Psionic Artifacts 
  Minor Artifacts 
  Minor artifacts are not necessarily unique items, Instead, 
  they are psionic items that no longer can be made, at 
  least by common mortal means. 
  Sutra of Tranquil Thought 
  Aura strong enchantment [telepathy]; CL 20th 
  Slot none; Weight 3 lbs. 
  Description 
  
  Psionics Transcended: The Power of Ki 
   
   
  148 
  This monastic tome describes ancient techniques of 
  mental focus and is highly prized by psionic practitioners. 
  If a psionic character who is not evil studies the work 
  during one week of solitary contemplation, he gains 17 
  bonus ki points and experience points sufficient to place 
  him halfway into the next level of experience. Those who 
  use their powers for evil are punished for their 
  impertinence, losing 5d6 x 1,000 XP for defiling the 
  book. In addition, an evil reader must make an immediate 
  DC 15 Will save or become permanently confused as if 
  affected by the insanity spell. Only psychic chirurgery or 
  similarly extreme measures can restore sanity. 
   
  The minds of nonpsionic beings are too clouded to 
  benefit from the secrets of this book. To anyone without 
  psionic aptitude, the book‘s pages appear to contain 
  nothing but elaborate patterns and drawings of 
  mysterious beings. Once it is read, the book vanishes into 
  the Astral Plane to an unknown destination. Even if it is 
  found again, the same character cannot benefit twice 
  from perusing its contents. 
  Major Artifacts 
  Major artifacts are unique items—only one of each such 
  item exists. They are difficult to find and dangerous to 
  handle, but once found, are often even more difficult to 
  destroy. A major psionic artifact has only a single, specific 
  means of destruction. 
  Annulus 
  Aura strong enchantment [telepathy]; CL 20th 
  Slot none; Weight 3 lbs. 
  Description 
  This artifact is the ultimate psionic nullifier. Forged to 
  keep enemies of vast psionic power at bay, the Annulus is 
  an artifact that any psionic being should fear. It has been 
  forgotten in the modern age, and merely finding it would 
  precipitate a great upheaval across the planes. 
   
  The Annulus is a 1-foot-diameter ring of silvery 
  material. Tiny slots, antennae, spheres, and other intricate 
  projections decorate the exterior of the hoop; however, 
  two smoothed lengths of the ring provide an adequate 
  surface for grasping the item. 
   
  The Annulus has several spells, all of which require a 
  wielder to tightly grasp the ring with at least one hand. 
  When it is first grasped, knowledge of the artifact‘s spells 
  immediately flood the wielder‘s mind. The wielder can 
  access all spells of the Annulus at caster level 20th. 
  The Annulus generates a continuous catapsi 
  effect within a 100-foot-radius of the wielder 
  (who is unaffected). 
  The wielder gains a +4 enhancement bonus on 
  any attempt to resist an effect that deals ability 
  damage. 
  Once per day, the wielder can trigger ultrablast 
  as a standard action. 
  Three times per day, as a standard action, the 
  wielder can trigger an effect similar to 
  dimensional anchor that affects all creatures in a 
  50-foot radius. 
  The primary spell of the Annulus, however, is psionic 
  nullification. Once per year, the wielder can trigger this 
  effect as a special action requiring 10 rounds of 
  continuous concentration to complete. The wielder 
  specifies a target or targets within a 100-foot radius, 
  ranging from a specific psionic individual or item to a 
  group of psionic beings that share the same philosophy. 
  The nullification effect is accompanied by blasts of light, 
  heat, and sound from the Annulus. Nonpsionic creatures 
  and items are unaffected, as are nontargeted beings, but 
  any psionic target—regardless of any protection it may 
  possess—disintegrates in a terrific explosion. Nothing is 
  left but floating dust. 
   
  It is relatively easy to nullify a single target or a small 
  group of targets, but nullifying a more powerful being 
  (such as a demigod or greater entity) or another major 
  artifact taxes the Annulus to its limits. If it is used to 
  nullify such a target, the artifact succeeds but is destroyed 
  in the process and cannot be retrieved by any means. 
  Diadem of the Crystal Mind 
  Aura Strong conjuration [metacreativity]; CL 20th 
  Slot head; Weight –   
  Description 
  An elaborate crystalline diadem etched with strange 
  designs, this exceptional diadem is so invested with 
  power that it is considered an artifact.  
  The ki points in the Diadem of the Crystal Mind can be 
  used to cast any of the following spells at caster level 
  20th (or at the wearer‘s caster level if it is higher than 
  20th). 
   
  Burst (1 charge) 
   
  Catfall (1 charge) 
   
  Concealing amorpha, greater (3 charges) 
   
  Energy missile (force) (2 charges) 
   
  Daze (at-will) 
   
  Detect magic (at-will) 
   
  Dominate (2 charges) 
   
  Far hand (1 charge) 
   
  Float (1 charge) 
   
  Mindlink (1 charge) 
   
  Inertial barrier (2 charges) 
   
  Telekinetic force (1 charge) 
   
  Telekinetic maneuver (2 charges) 
   
  Telekinetic thrust (1 charge) 
   
  Teleport (2 charges) 
   
  Thicken skin (1 charge) 
   
  True metabolism (3 charges) 
   
  The wearer of the Diadem of the Crystal Mind also 
  gains spell resistance equal to 10 + his caster level. 
  
  MAGIC Items 
   
  149 
   
  The Diadem of the Crystal Mind has 100 charges 
  and a ki pool of 50 points for spell augmentation when 
  discovered. Anyone who dons the crown instantly knows 
  the number of charges and ki points it has at the current 
  time. The crown recharges itself, gaining back 1 charge 
  and/or 1 ki point per day if it currently has fewer than 
  100 charges or 50 ki points. 
   
  As a special one-time use of the diadem, the wearer 
  can channel all the remaining charges in the diadem into 
  an uncontrolled burst of energy. The wearer triggers this 
  use as a standard action. All within 20 feet of the wearer 
  take hit points of damage equal to the number of charges 
  left x 10 + the remaining number of ki points left in the 
  diadem (Reflex DC 18 half). The wearer inhabits a tiny 
  eye of calm at the center of the destruction and is 
  unharmed, but the diadem is reduced to a burned-out 
  cinder. 
  Creating Psionic Items 
  To calculate the costs involved in creating a psionic item, 
  refer to Creating Magic Items in Chapter 15 of the 
  Pathfinder Roleplaying Game Core Ruluebook. Although 
  that information deals with magic items, the price 
  formulas presented there are identical to those for psionic 
  items. 
  Magic Item Gold Piece Values 
  Creating psionic items can increase the price of an item, 
  but not always the construction cost. Any item that 
  requires a ki Cost  
   
  Requirement 
  Base Price 
  Example 
  Ki Cost 
  Ki x 500 gp 
   
  Ki Sacrifice 
  Ki squared x 500 
  gp 
   
   
  Creating Psionic Armor, Weapons, or Shields 
  Creating psionic armor and psionic weapons is almost 
  identical to the requirements for creating magic armor 
  and magic weapons. The basic Craft Arms and Armor feat 
  is required to create any psionic armor, weapon, or shield. 
  For a psionically-activated item, a ki Cost will need to be 
  made on the last day of crafting. This ki cost is usually 
  1/2 the caster level to make the item and must be paid 
  for the item to be created. All other rules for creating 
  arms, weapons, and shields can be found in Chapter 15 
  of the Pathfinder Roleplaying Game Core Rulebook. 
  Item Creation Feat Required: Craft Arms and Armor. 
  Creating Wands 
  To create a psionic wand, a character needs a small 
  supply of materials, the most obvious being a chunk of 
  crystal or the crystal shards of the dorje to be carved from 
  or assembled. The cost of the materials is subsumed in 
  the cost of creating the wand—375 gp x the level of the 
  spell x the level of the caster. Dorjes are always fully 
  charged (50 charges) when created. 
   
  If an augmentable spell is incorporated into a dorje, 
  at a higher spell level than the minimum level required to 
  cast the spell, each discharge of the spell from the dorje is 
  augmented by the additional ki points.  
   
  The creator must know the spell to be imprinted in 
  the dorje (or must have the spell available in some other 
  form). Spells with a ki cost increase the spell level (and 
  appropriate caster level) by 1 for each ki point required to 
  be spent. Spells that require a ki sacrifice cannot be added 
  to dorjes.  
   
  Arcane and Divine spells can be imprinted on a dorje 
  just as if it were a wand. Augmented arcane and divine 
  spells may also be imprinted on a dorje  if the character 
  has the appropriate feats.  
   
  Crafting a dorje requires one day for each 1,000 gp 
  of the base price. 
  Item Creation Feat Required: Craft Wand. 
  Creating Rune Stones 
  To create a rune stone, a character needs a supply of 
  incense and fine etching tools, the cost of which is 
  subsumed in the cost of encoding the power stone—12.5 
  gp x the level of the spell x the level of the caster. All 
  materials used to encode a rune stone must be fresh and 
  unused. A character must pay the full cost for encoding 
  each rune stone no matter how many times she 
  previously has encoded the same spell. 
   
  The creator must know the spell to be encoded in 
  the rune stone (or must have the spell available in some 
  other form). Spells with a ki cost increase the spell level 
  (and appropriate caster level) by 1 for each ki point 
  required to be spent. Spells that require a ki sacrifice 
  cannot be encoded to rune stones.  
   
  Arcane and Divine spells can be encoded on a rune 
  stone just as if it were a scroll if the character spends 1 ki 
  point per spell level. This allows a character that can cast 
  multiple types of spells to learn Encode Rune stone or 
  Scribe Scroll instead of needing both. Augmented arcane 
  and divine spells may also be encoded on a rune stone if 
  the character has the appropriate feats.  
   
  Encoding a rune stone requires one day for each 
  1,000 gp of the base price. 
  Item Creation Feat Required: Encode Rune stone.  
  Creating Diadems 
  To create a diadem, a character needs a supply of 
  materials, the most obvious being a circlet, crown, or the 
  pieces of the crown to be assembled. The cost of the 
  materials is subsumed in the cost of creating the 
  diadem—400 gp x the level of the highest-level spell x 
  
  Psionics Transcended: The Power of Ki 
   
   
  150 
  the level of the caster, + 75% of the value of the next 
  highest-level spell (300 gp x the level of the spell x the 
  level of the caster), + one-half of the value of any other 
  powers (200 gp x the level of the spell x the level of the 
  caster). Diadems are always fully charged (10 charges 
  points and a ki pool of 1/2 the caster level) when created.   
   
  Spells that have a ki cost are calculated as 1 spell 
  level higher for each ki point spent. Spells requiring a spell 
  sacrifice can never be added to a diadem.  
   
  A diadem is always created with a ki pool equal to 
  half the caster level when psionic spells are added. 
  Diadems created from arcane and divine spells can only 
  contain a ki pool if all spells are from schools the creator 
  can augment. 
   
  Crafting a diadem requires one day for each 1,000 
  gp of the base price. The ki pool is added to the diadem 
  on the last day from the creator‘s ki pool to finish 
  construction. 
  Item Creation Feat Required: Craft Diadem. 
  Creating Psionic Tattoos 
  The creator of a psionic tattoo must have a patch of 
  uncovered skin free of hair and fur, and at least a few 
  containers in which to mix dyes. In addition, he needs 
  special materials, usually to create dyes. The costs for 
  materials and dyes are subsumed in the cost for scribing 
  the psionic tattoo— 25 gp x the level of the spell x the 
  level of the caster. All ingredients and materials used to 
  scribe a psionic tattoo must be fresh and unused. The 
  character must pay the full cost for scribing each psionic 
  tattoo. (Economies of scale do not apply.) 
   
  The user of the psionic tattoo is both the caster and 
  the target; therefore, spells that target another creature 
  cannot be stored in psionic tattoo form. Spells with a 
  range of personal can be made into psionic tattoos, but 
  they cost double the price of standard psionic tattoos. 
   
  The creator must know the spell to be inscribed in 
  the tattoo (or must have the spell available in some other 
  form). Spells with a ki cost increase the spell level (and 
  appropriate caster level) by 1 for each ki point required to 
  be spent. Spells that require a ki sacrifice cannot be added 
  to tattoo.  
   
  Arcane and Divine spells can be inscribed on a 
  psionic tatoo just as if it were a potion if the character 
  spends 1 ki point per spell level. This allows a character 
  that can cast multiple types of spells to learn Scribe 
  Psionic Tattoo or Brew Potion instead of needing both. 
  Augmented arcane and divine spells may also be inscribed 
  on a tattoo if the character has the appropriate feats.  
   
  Scribing a psionic tattoo requires one day. 
  Item Creation Feat Required: Scribe Psionic Tattoo. 
  Creating Wondrous Items 
  To create a universal item, a character usually needs some 
  sort of equipment or tools to work on the item. He also 
  needs a supply of materials, the most obvious being the 
  item itself or the pieces of the item to be assembled. The 
  cost for the materials is subsumed in the cost for creating 
  the item. Universal item costs are difficult to formularize. 
  Refer to Table: Estimating Magic Item Gold Piece Values 
  and use the given item prices as a guideline. Creating an 
  item costs half the market value listed. 
  If powers are involved in the prerequisites for making the 
  item, the creator must know the power to be placed in 
  the item (or must have the power available in some other 
  form). Any experience point cost for a prerequisite power 
  is not incurred by the creator of the item. The act of 
  working on the item requires a payment of power points 
  appropriate to the power or powers associated with the 
  item during each day of the item‘s creation. 
  Crafting a universal item requires one day for each 1,000 
  gp of the base price. 
  Item Creation Feat Required: Craft Wondrous Item. 
   
  Special Matierials 
  In addition to psionic items with imbedded powers, some 
  substances have innate special properties. 
   
  Crystal, Deep: Deep crystal is crystal of above-
  average quality found at the hearts of large veins or 
  deposits of mundane crystal (see below). Deep crystal is 
  renowned for its strength and its psionically resonant 
  nature.  Mundane crystal is used for many items of 
  psionic manufacture, such as dorjes, power stones, and 
  psicrystals. Deep crystal is a better grade. 
   
  While a weapon made of deep crystal is no different 
  from a mundane crystal weapon for a nonpsionic 
  character, a psionic wielder of a deep crystal weapon can 
  focus psionic power through it, increasing the damage 
  that weapon deals. As a free action that does not provoke 
  attacks of opportunity, the wielder can channel psionic 
  power into a melee weapon or ranged weapon made of 
  deep crystal. For 2 ki points, the deep crystal weapon 
  deals an extra 2d6 points of damage. The weapon will 
  stay charged for 1 minute or until it scores its next hit. 
  Bows, crossbows, and slings bestow this power on their 
  ammunition. All missile weapons lose this effect if they 
  miss. However, they may be recovered and charged 
  again.  
   
  Any weapon made of deep crystal costs 1,000 gp 
  more than its noncrystal counterpart. Any item could 
  potentially be made out of deep crystal. Because deep 
  crystal armor is considered to be made out of metal, 
  druids cannot wear it. 
   
  Deep crystal has 30 hit points per inch of thickness 
  and a hardness of 10. 
  Crystal, Mundane: Mundane crystal can be used in place 
  of metal in weapons or armor, using a special forging 
  process. The fortified crystal possesses the properties of a 
  
  MAGIC Items 
   
  151 
  similar masterwork steel weapon or armor, except for 
  visual appearance. 
  Weapons and armor made of mundane crystal cost the 
  same amount to make as their masterwork counterparts. 
  Any item could potentially be made with mundane 
  crystal. Because mundane crystal armor is considered to 
  be made out of metal, druids cannot wear it. 
  Mundane crystal properly forged has 25 hit points per 
  inch of thickness and a hardness of 8. 
   
   
   
  
  Psionics Transcended: The Power of Ki 
   
   
  152 
  Chapter 10 - Special Abilities 
  Ki Pool Damage, Penalty, and Drain 
  Diseases, poisons, spells and other afflictions or abilities 
  can deal damage directly to your ki pool. The daily 
  maximum ki pool is reduced by the damage. Any ability, 
  skill, effect, of spell that can heal ability damage or drain 
  repairs ki pool damage or drain.  
   
  If a creature‘s ki pool is reduced to zero in this way, 
  psionic ability and spells cease to function.  
    
  Afflictions 
  Afflictions that affect Constitution or Charisma are 
  particularly harmful to psionic spellcasters. The source of 
  a psionic magic is the body itself, and afflictions that harm 
  the body can be distracting.  
   
  An afflicted creature that attempts to cast a psionic 
  spell must make a concentration check with a DC equal 
  to 10 + the total Constitution and Charisma Damage + 
  the level of the spell they are casting.  
   
  It is likewise difficult or impossible to maintain ki 
  focus while damaged by these kinds of afflictions.  
  Diseases 
   
  Psionic creatures or creatures with a ki pool can contract 
  psionic diseases; other creatures are immune to psionic 
  diseases.  
  Cascade Flu 
  Type disease, injury, psionic; Save Fortitude DC 13 
  Onset 1 day; Frequency 1/day 
  Effect 1d2 Cha damage; Casting a psionic spell or using a 
  psionic spell-like ability requires a concentration check 
  (DC15 + spell level) or a psionic cascade (see below) is 
  triggered. 
   
  Any creature injured by the spells or abilities from 
  the afflicted creature must make an immediate fortitude 
  save or contract cascade flu. Creatures without a ki pool 
  are immune to this disease.  
  Cure 2 consecutive saves 
   
  Psionic Cascade: The original spell or ability that triggered 
  the cascade works normally. On the following round, the 
  afflicted creature randomly casts two psionic spells or uses 
  two psionic spell-like abilities. On each subsequent round, 
  the number of randomly cast spells or used abilities 
  increases by one. The spellcaster may make a 
  concentration check (DC 15) to regain control at the end 
  of each round after the cascading spells or abilities are 
  triggered.  
   
  Spells or abilities with a range of personal or touch 
  always affect the afflicted creature. Other spells and 
  abilities have a 50% chance of affecting the afflicted 
  creature or a randomly determined target within the spell 
  range. 
    
  Cerebral Parasites 
  Type disease, contact, psionic; Save Fortitude DC 15 
  Onset 1d4 days; Frequency 
  Effect 1d3 Cha drain;  Cerebral parasites are tiny 
  organisms, undetectable to normal sight. An afflicted 
  character may not even know he carries the parasites—
  until he discovers he has fewer ki points for the day than 
  expected. Psionic creatures with cerebral parasites are 
  limited to using each of their known psionic spell-like 
  abilities only once per day (instead of freely casting 
  them). 
   
   
  
  RULES Variants 
   
  153 
  Chapter 11 - Rules Variants 
  Spell Points 
  Using points has been used to cast spells in role playing 
  games in various flavors and incarnations. Spell points 
  allow a great flexibility for the spell caster, but can also 
  cause magic to dominate your campaign. Legacy rules for 
  spell points can also be somewhat complex and math 
  intensive. The following system, while complex, helps 
  address some of the balance issues. 
  Spell Point Pool 
  Each spell caster gains a pool of spell points equal to 1 
  point for every level of every spell they can cast per day. 
  A character that can cast three 1st level spells, two 2nd 
  level spells, and one 3rd level spell per day would start 
  with 10 spell points.  Bonus spell points from attribute 
  modifiers are allocated identically. 
   
  If a character has levels in multiple spell-casting 
  levels, she gains a pool of points for each class. The points 
  are not  
  Prepared Spell List 
  Classes that prepare spells in advance, like the cleric or 
  druid, decide upon a prepared spell list each day. This 
  spell list becomes the list of "spells known" for the 
  character for that day. There is no need to prepare 
  multiple versions of a spell.  
  Using Spell Points 
  Spell points are used to prepare spell slots, not to cast 
  spells. Spell slots are prepared by spending a total number 
  of spell points equal to the spell slot level.  A character 
  can never have a number of spell slots prepared greater 
  than their daily allotment; however, they do not need to 
  have them all prepared.  
   
  Prepared spellcasters, like the cleric or druid, must 
  select a specific spell when preparing a spell slot for use. 
  Once this is assigned, it cannot be changed. Spontaneous 
  spellcasters, like sorcerers and bards, prepare an empty 
  spell slot for use by any spell they know. 
   
  It requires a full-round action to prepare a spell slot 
  for use.  
  Reclaiming Spell Points 
  A prepared spell or spell slot that has not used can be 
  reclaimed and have those points returned to the caster's 
  spell point pool.  
   
  This is a standard action. 
  Domain spells 
   
  Cleric domain spells, and spells that work like them, 
  are added to a separate prepared spell list and have a 
  different spell point pool.  The cleric can prepare her 
  spells from her domain spell point pool and her other 
  cleric spells from her cleric spell point pool. It does allow 
  the cleric to cast multiple domain spells per day, but she 
  can still only have 1 domain spell per level prepared.  
  Commentary 
  This system is presented as an alternative to legacy power 
  point and spell point rules. One of the main drawbacks of 
  the legacy system is that it allows a caster to cast their 
  higher level spells more times than the game is designed 
  to handle and also have an seemingly unlimited (per 
  session) arsenal of lower level spells.  
   
  The variant rules presented here attempt to balance 
  out the power in keeping with the game, but offer 
  greater flexibility. Per encounter, the spellcaster should be   
   
  Different Magic Types 
  In some settings, at the GM‘s option, magic may be more 
  distinctly divided into arcane, divine, and psionic magic. 
  Since the power sources are different, creatures react 
  differently.  
   
  For example, since psionic magic requires no material 
  components, it may be more difficult to react to a psionic 
  spell being cast. Arcane magic relies on materials and the 
  binding of spirits so some divine interventions may not 
  work.  Divine energy relies on a deity, who may be able 
  to penetrate arcane and psionic protections.  
  Universal Magic 
  There are some spells and effects that are universal.  
  Magic Rating 
   
  Each character and creature gets a magic rating in 
  each of the three types of magic: arcane, divine, and 
  psionic.  The magic rating is equal to the number of levels 
  is each class that grants spellcasting for each of the three 
  types of magic.  
  Magic Rating for Knowledge 
   
  Characters can also take ranks in Knowledge (arcane) 
  for arcane magic, Knowledge (religion) for divine magic, 
  and Knowledge (psionics) for psionic magic. The magic 
  rating is equal to 1 for every 4 ranks in any of the three 
  knowledge skills.  
   
  If the character qualifies for multiple bonuses from 
  their spell casting abilities and knowledge, only the 
  highest rating per magic type applies, the ratings do not 
  stack.  
  
  Psionics Transcended: The Power of Ki 
   
   
  154 
  Saving Throws 
   
  The character receives a bonus equal to her magic 
  rating to the DC of all spells and spell-like abilities she 
  uses for each of the magic types. Characters also receive 
  bonuses to their saving throws for an equal amount 
  based on their magic rating.  
   
  A 4th level cleric would get a +4 bonus to the DC of 
  her divine spells and spell-like abilities and a +4 bonus to 
  saving throws against divine spells and spell-like abilities.   
  Spell Resistance 
   
  Spell resistant creatures receive a bonus to SR equal 
  to their magic rating against different types of magic. 
  Likewise, the magic rating grants a bonus to caster checks 
  to overcome spell resistance based on the spell being cast.  
   
  A spell resistant creature with a magic rating of 4 in 
  arcane magic would get a +4 bonus to spell resistance 
  against arcane spells and spell-like abilities.    
   
  You must have already have spell resistance in order 
  to gain a bonus to spell resistance.  
  Spell-Like Abilities 
   
  If a spell-like ability is granted by a class, it has the 
  same magic type as spells granted by that class. Spell-like 
  abilities for classes that do not cast spells and that do not 
  explicitly state the type of magic should follow the 
  creature rules below. Characters with a ki pool, like 
  monks or ninjas gain magic ratings for psionic magic. 
  Antimagic and Dispel 
  Spells and abilities that generate an anti-magic field or 
  can dispel magic work on all types of magic. If a saving 
  throw or SR is allowed, then it is adjusted normally.  
  Creatures 
   
  Unless otherwise stated or easily determined by their 
  spell-like abilities or spells, extraplanar outsiders will be 
  using divine magic, creatures with a Ki pool will be using 
  psionic magic and all other creatures will be using arcane 
  magic. The GM has final verdict and may change this to 
  fine-tune any encounter. 
   
  Commentary 
  This rules variant is provide to help satisfy those who feel 
  that psionics is not magic. However, the playing field 
  should be level with no special advantage to any one 
  class. While not perfect, this alternate rule lays a 
  foundation for a GM to tailor her campaign to her own 
  designs. 
   
   
  
  INDEX 
   
  155 
  Chapter 12 - Index 
  Adapt Body, 48, 52, 53 
  Affinity Field, 48, 53 
  Anchored Navigation, 13, 50, 53 
  Animal Affinity, 11, 49, 51, 53 
  Apopsi, 48, 54 
  Assimilate, 48, 54 
  Astral Construct, 14, 28, 29, 50, 55 
  Astral Seed, 56 
  Astral Traveler, 56 
  Attraction, 57 
  Augment, 5 
  Augment Spell, 10 
  Aura Alteration, 57 
  Baleful Teleport, 58 
  Bend Reality, 58 
  Bind Location, 13 
  Blink, 13 
  Bonus Ki, 11 
  Channel Energy, 11 
  Clairvoyant Lore, 13 
  Conversion, 11 
  Convincing Push, 15 
  Counter Energy, 12 
  Discipline, 5, 9 
  Discipline Ability, 10 
  Discipline Spell, 10 
  Ectoplasmic Hardening, 14 
  Ectoplasmic Merge, 14 
  Egoist, 11 
  Elude Touch, 16 
  Empathic Channel, 12 
  Energy Affinity, 12 
  Energy Resistance, 12 
  Hide Thoughts, 15 
  Hyperawareness, 14 
  Improved Companion, 14 
  Ki Cost, 43, 44 
  Ki Feats, 5 
  Ki Focus, 5, 43 
  Ki Pool, 5, 10 
  Ki Pool Modifier, 5 
  Ki Powers, 5 
  Kinetic Burst, 12 
  Kineticist, 12 
  Master Constructor, 14 
  Mending Link, 14 
  Metabolic Link, 11 
  Metapsionics, 11 
  Mindflank, 15 
  Nomad, 13 
  Nomadic Movement, 13 
  Nomadic Retreat, 13 
  Nomadic Stride, 13 
  Power Boost, 11 
  Power Level, 5 
  Powers, 10 
  Precognitive Edge, 13 
  Psion, 9 
  Psionic Creature, 5 
  Psionic Spells, 5 
  Psychic Enervation, 16 
  Psyker, 17 
  Quick Metamagic, 11 
  Recharge, 11 
  Scrying Sense, 14 
  Seer, 13 
  Strong Mind, 15 
  Student of Energy, 12 
  Super Id, 15 
  Surging Euphoria, 16 
  Swift Mindlink, 15 
  Telekinesis, 12 
  Uncanny Dodge, 14 
  Undo Reality, 14 
  Volatile Mind, 16 
  Wild Cascade, 16 
  Wild Shape, 12 
  Wild Spell, 16 
  Wild Surge, 15 
  Wilder, 15 
   
   
   
   
  
  Psionics Transcended: The Power of Ki 
   
   
  156 
  Chapter 13 - Open Game License 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of 
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  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 
  Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
   
  Pathfinder 
  RPG 
  Bestiary. 
  Copyright 
  2009, 
  Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
   
  Advanced 
  Players 
  Guide. 
  Copyright 
  2010, 
  Paizo 
  Publishing, LLC; Author: Jason Bulmahn. 
   
  Ultimate Magic, Copyright 2011, Paizo Publishing, LLC; 
  Author: Jason Bulmahn. 
   
  Ultimate Combat, Copyright 2011, Paizo Publishing, LLC; 
  Author: Jason Bulmahn. 
   
  The Book of Experimental Might. Copyright 2008, Monte 
  J. Cook. All rights reserved. 
   
  Tome of Horrors. Copyright 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. 
   
  Psionics Transcended: The Power of Ki. Copyright 2011, 
  Jamie K. and Jeffrey S. Baril DBA OutsideNormal;  
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Outside Normal - Psionics Transcended The Power of Ki.pdf