Boost of Speed
Boost of Speed
Until the end of your next turn, your Speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, attack rolls against you have disadvantage, and you gain one additional reaction. A creature cannot be targeted by this power more than once in two rounds.
Surge. You can spend +1 psionic point to target one willing creature within 30 feet instead.
Delay Inertia
Delay Inertia
The target becomes immune to bludgeoning, piercing, and slashing damage. Any damage that the target would take is delayed, and at the end of the power’s duration it is dealt all at once.
Surge. You can spend +2 psionic points to target an object of Gargantuan size [requires power rating V]; +4 psionic points to target an object of Titanic size [requires power rating VII].
Enervate
Enervate
You target a creature within range and overtax its psyche. The target makes an Intelligence saving throw or suffers the enervated condition until the end of your next turn. If the target is able to use psionic powers, it can make a manifesting ability saving throw instead.
Force Field
Force Field
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.
Foresight
Foresight
You consider the implications of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following resulting sensations:
- Reassuring Confidence (good results)
- Sense of Dread (bad results)
- Mixed Feelings (both good and bad results)
- Nothing (results that aren’t especially good or bad)
Using this power again to gain intuition about the same course of action grants no additional insight as to its outcome.
Hinder
Hinder
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.
Intuition
Intuition
You spend time aligning yourself with the collective unconscious of the universe and gain an intuition die. You can have only one intuition die at a time. You can spend the die to gain a d6 expertise die for a single ability check or saving throw for your choice of one ability score chosen at the time of manifestation. As a reaction, you can grant the expertise die to a creature within 120 feet that can see or hear you instead of using it yourself.
Levitation
Levitation
You hover at a height of up to 30 feet. You can maintain your levitation as long as you concentrate. Your levitation ends if you become unconscious. When the power’s effect ends, you fall if you are off the ground. You can target one additional creature for each power rating you have gained above II.
Surge. You can spend +1 psionic point for you and any additional targets to float down gently for up to 30 feet when the duration ends.
Mirage
Mirage
You create an illusory image in the target’s mind that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm. While within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a bird moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the bird flies).
Power Grab
Power Grab
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:
Psychic Thrust
Psychic Thrust
You push a target with pure psychic energy. Make a psionic attack roll against the target’s armor class. On a hit you deal 1d4 force damage and push the target 10 feet. Creatures or objects of size Huge or larger, or objects that are anchored (such as doors) are not pushed, but they still take the damage.
Surge. You can spend +1 psionic point to increase the push effect to 10 feet, and +2 psionic points to affect Huge creatures.
Psychometry
Psychometry
You learn a single piece of important information from an object you touch or a location you are in. The size of the location is at the discretion of the Narrator, but is usually not bigger than a single room.
Push Thought
Push Thought
Creatures that cannot be charmed are immune to this power. Suggest an activity phrased in a sentence or two. The target is psychically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the target to perform an action that is obviously harmful to it ends the effect of this power.
The target carries out the activity suggested by you as well as it can. The effect of this power ends early once the target has carried out the activity.
Read Mind
Read Mind
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.
Sense Presence
Sense Presence
You sense the presence of psionic creatures, and their psionic rating, within range of the power. You are not able to determine their direction or distance, merely that they are within range of the power; nor are you able to identify the subjects or gain any other information about them.
Surge. You can spend +1 psionic point to increase the effect’s range to 1 mile [requires power rating III].
Summon Object
Summon Object
You teleport an object to your hand. You must have designated the object as the target of your summoning by holding it and imbuing it with psionic energy before leaving it. You may only have one designated object at a time.
Surge. You can spend +1 psionic point to summon the object from a distance of up to 10 miles; +2 psionic points to summon the object from any location on the same planet [requires power rating III]; +3 psionic points to summon the object from any location in the same star system [requires power rating IV].
Surface Control
Surface Control
Every step you take is enabled by your force of will; the ground is psychically altered to suit your needs. For the duration you ignore difficult terrain. In addition, choose one of the following:
Melt. Your footsteps burn away ice or vegetation. Any cold- or plant-based difficult terrain in 5-foot squares through which you move is destroyed.
Skate. A patina of ice on your soles makes you quicker, increasing your Speed by 20 feet.
Telejump
Telejump
You teleport to an unoccupied space you can see within range.
Surge. You can spend +1 psionic point to teleport twice this turn and take your action in between as long as the total distance traveled does not exceed 30 feet.
Weaken
Weaken
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].