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Adrenalize

Adrenalize

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Duration
Concentration ()

Your power makes the target more physically capable. The target gains an expertise die to one physical ability check (Strength, Dexterity, or Constitution) of its choice. The target may choose to roll the expertise die after the check is rolled but before the outcome is determined.

Binding

Binding

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Duration
Concentration ()

The target creature makes a Strength saving throw. On a failure, it is restrained. At the end of each of its turns, the target makes another saving throw, ending the condition on a success.


Surge. You can spend +3 psionic points to paralyze the target instead [requires power rating II].

Block Psionics

Block Psionics

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Duration
Concentration ()

You block psionic powers which would otherwise affect you. When you are the target of a psionic power of Power Level IV or below, you may choose to have the power not affect you. This does not prevent the power affecting your surroundings or allies.

If a psionic power is already affecting you when you manifest this power, the effects are temporarily suppressed until this power ends, at which point any effects resume as normal.

Enhance Mind

Enhance Mind

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Duration
Concentration ()

The target gains an expertise die to one mental ability check (Intelligence, Wisdom, or Charisma) of its choice. The expertise die can be rolled before or after the ability check is made but before the outcome is determined.

Exemplar

Exemplar

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Duration
Concentration ()

You have advantage on ability checks, attacks, and saving throws and gain a number of temporary hit points equal to your level.


Surge. You can spend +3 psionic points to target one additional creature you can see within short range (30 feet). The creature may later move out of range, become hidden, or turn invisible and still benefit from this power [requires power rating V].

Farsight

Farsight

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Duration
Concentration ()

You can clearly see details of things at a distance as if they were nearby. Focus on a spot in the distance to which you have line of sight (in ideal environmental conditions on a planet with a breathable atmosphere line of sight can generally reach up to 3 miles). You can see as if you are standing in that spot.


Surge. You can spend +1 psionic point to target one willing creature instead.

Force Field

Force Field

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Duration
Concentration ()

You create an invisible forcefield at a point you choose. The forcefield is 1/4 inch thick and can be free floating or resting or connected to a solid surface. You may form it into a hemispherical dome or sphere, either with a radius of up to 10 feet. Alternatively, you may create a horizontal, vertical, or diagonal surface made up of up to a contiguous group of ten 10-foot square sections.

Fortification

Fortification

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Duration
Concentration ()

You fortify yourself with psychic energy. You gain resistance to all damage types, immunity to poison, and advantage on all saving throws. Additionally, when you would take half damage from an effect which deals half damage on a successful  saving throw, you instead take no damage.

Hinder

Hinder

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Duration
Concentration ()

Mundane objects (like rope, vines, blankets, or loose clothing) in a 20-foot square area centered on the target begin writhing and undulating like living creatures. For the duration of the power’s effect, the area is difficult terrain.

A creature in the area when you manifest this power makes a Strength saving throw or becomes restrained as the objects wrap around it. A restrained creature can use its action to make a Strength check against your psionics save DC, freeing itself on a success.

When the power ends, the objects drop harmlessly to the ground.

Horrifying Hallucination

Horrifying Hallucination

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Duration
Concentration ()

You tap into the mind of the target to create a fearsome illusion so complete it can cause psychic harm. Only the target can see this illusion. When you manifest this power and at the end of each of its turns, the target makes a Wisdom saving throw.

On a failed save the target takes 2d10 psychic damage as you manifest one of the following (the effect persists for the duration unless you use a reaction to choose another):

Imbue Weapon

Imbue Weapon

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Duration
Concentration ()

The target weapon is imbued with psychic energy, bonding with your psionic strength. The weapon gains a bonus of +2 to its damage, and you can use your manifesting ability instead of Strength for attack and damage rolls made using it. The effect ends if you use this reflex again or let go of the weapon. Beginning at 3rd level the weapon’s damage type can be psychic, and if the weapon is medium-sized or smaller it gains the thrown (10/30) property.

Mask Presence

Mask Presence

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Duration
Concentration ()

You mask your presence from visible forms of detection, effectively rendering yourself invisible. This effect ends early if you exceed your Speed when moving, make an attack, or force another creature to make a saving throw.

When your power rating is equal to or greater than III, the power’s effect does not end when you exceed your Speed or make an attack. When your power rating is equal to or greater than V, you can target up to 4 willing creatures at once.

Mental Domination

Mental Domination

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Duration
Concentration ()

You overpower your target’s mind, forcing it to do your bidding. The target makes a Wisdom saving throw. On a success, the power has no effect.

If the target fails the saving throw, for the duration of the power you may issue instructions (no action required) which it will do its best to obey. The target must be able to hear and understand the instructions.

Mindsnare

Mindsnare

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Duration
Concentration ()

The target makes a manifesting ability saving throw or its thoughts turn inward upon itself creating an internal reality from which it cannot easily escape. If it does not have the ability to use psionic power, it rolls an Intelligence saving throw with disadvantage.

Move Object

Move Object

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Duration
Concentration ()

You summon an unattended handheld object to your empty hand from a distance within range. Alternately, you levitate a creature or object and can move it a number of feet per round (within range) based on your power rating and the target’s size.

Unwilling creatures or those holding an object you are trying to affect can make a Strength check against your psionics save DC to avoid being affected (or a manifesting ability check, if it can use psionic powers).

Point Singularity

Point Singularity

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Duration
Concentration ()

You create a singularity–a miniature black hole–which remains in the target square for the power’s duration.

Any object or creature which begins its turn in that square and which is able to move makes a Strength saving throw. On a failure, or if it is unable to move, the creature or object takes 10d12 bludgeoning damage and is restrained until the start of its next turn; on a successful saving throw it moves into an adjacent square and is not restrained.

Portal

Portal

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Duration
Concentration ()

You create a portal through space to a location you can see within range. While the portal remains in place, any creatures or objects of Large size or smaller can pass through it in either direction, appearing at the other end of the portal.

Power Grab

Power Grab

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Duration
Concentration ()

You telekinetically reach out and hold a target within range. Make a ranged psionics attack. On a hit, the target is grappled. You can levitate the target 5 feet off the ground as part of the same action. While it remains grappled, you can use a bonus action to activate one of the following effects:

Radiate Inertia

Radiate Inertia

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Duration
Concentration ()

You reach out to everything that does not have a mind and immediately bring the world around you to a rapid stop. Objects of Huge size or smaller within range become fixed in place. Unlike held weapons and other attended items, worn items (like clothing and armor) are unaffected. Any creature can use an action to try and move an object fixed in place by making a Strength saving throw with disadvantage, ending your concentration on a success.

Read Mind

Read Mind

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Duration
Concentration ()

You scan for thinking creatures in range and probe a creature’s mind to read its thoughts by focusing on it. The creature makes a Wisdom saving throw. On a successful save, you fail to read the creature’s thoughts, and the creature gains an expertise die on saves against this power for the next 24 hours; unlike normal, this expertise die has a maximum of 1d12.

Slow Time

Slow Time

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Duration
Concentration ()

You slow down time for yourself. For the duration of the power you gain the following benefits:

  • You gain one additional action on your turn
  • All attacks have disadvantage to hit you
  • You make all saving throws with advantage
  • Your Speed increases by +10 ft.

Surge. You can spend +1 psionic point to increase your Speed by +20 ft. instead, or +2 psionic points to increase it by +30 ft. Additionally, you can spend +2 psionic points to make all attacks with advantage [requires power rating V].

Weaken

Weaken

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Duration
Concentration ()

Until the power’s effects end, the target doesn’t benefit from any positive Strength, Constitution, or Dexterity modifiers.


Surge. You can spend +1 psionic point to target 2 additional creatures; +1 psionic point to increase the power’s range to Medium (60 feet) [requires power rating III]; +2 psionic points to also cause the target to make attack rolls and Strength, Dexterity, and Constitution saving throws with disadvantage [requires power rating IV].