Binding
Binding
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].
Combust
Combust
You harness the latent energies of the cosmos and direct them with your mind. The target takes 1d10 fire damage. Any unattended flammable objects within 5 feet of the target spontaneously combust.
The damage from this power increases to 2d10 at power rating IV and 3d10 at power rating VI.
Crushing Psyche
Crushing Psyche
You drop the full weight of your psychic consciousness upon a creature, erasing its identity from its own mind. The target makes a Charisma saving throw or immediately loses all memory of who they are (creatures with a CR higher than your level gain advantage on this save). They retain all skills and abilities but cannot recall how they got them. Roll a d20 on the New Identity table to determine its new self-identity. This power only affects creatures with an Intelligence of 6 or higher.
Cryogenic Conduit
Cryogenic Conduit
Sheets of freezing cold blast outward from your hands in a 60-foot cone. Each creature in the area takes 4d6 cold damage and is slowed. On a successful Dexterity saving throw, a creature takes half damage and isn’t slowed.
The damage increases by 1d6 each time your power rating increases beyond III.
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].
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.
Interjection
Interjection
Choose an unoccupied space within range between the source of a ranged attack and that attack’s intended target. You move a solid object into that space. The attack is made at disadvantage, or the target makes their saving throw at advantage.
Kinetic Barrage
Kinetic Barrage
With immense psionic power you fling down a storm of psychic force that barrages a 20-foot radius dealing 35 (10d6) force damage to each creature in the area.
Surge. You can spend +1 psionic point to deal psychic damage and force targets to make an Intelligence saving throw instead [requires power rating VI].
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).
Move Object
Move Object
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
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.
Project Objects
Project Objects
You lift several pebble-sized objects within range and hurl them with your mind. Make a ranged psionic attack with the objects against a target within range. On a hit, the target takes bludgeoning damage equal to 1d6 + your manifesting ability modifier.
The base damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Surge. You can spend +1 psionic point to target an additional creature or object within 30 feet of the first target [requires power rating II].
Psionic Disruption
Psionic Disruption
You attempt to interrupt a creature in the process of manifesting a psychic power, dissipating the energy used. If the power’s level is greater than your power rating, the psionic disruption fails and has no effect. If the power’s level is equal to or less than your power rating, make a manifesting ability check (DC 10 + the power’s level). On a success, the creature’s power fails and has no effect.
Psionic Reflection
Psionic Reflection
You attempt to interrupt a creature in the process of manifesting a psychic power, redirecting it at a target of your choosing. The power’s level must be less than your power rating. Make a manifesting ability check (DC 10 + the power’s level). On a success, you can choose a new target for the creature’s power within the power’s range.
If the creature spent any surge points to manifest its power, you must spend an equivalent number of points to reflect it, otherwise this power fails.
Pyrotechnic Conduit
Pyrotechnic Conduit
A burst of flame explodes in a 10-foot radius around a spot you choose within range. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage. On a successful Dexterity saving throw, a creature takes half damage.
The damage increases by 1d6 each time your power rating increases beyond III.
Reactive Boost
Reactive Boost
You move a leaping creature or thrown object. It travels an extra 20 feet. If ammunition was fired as part of an attack, this extended range counts as long range (instead of out of range), and the attack roll has disadvantage.
Surge. You can spend additional psionic points to increase the effect’s boost distance by 20 feet per psionic point.
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.
Redirect
Redirect
You tweak the trajectory of a moving object. Mundane ranged ammunition or melee weapon attacks redirected in this way gain an expertise die to hit, or the target increases its AC against the attack by 1d4 (your choice).
Redirection Portal
Redirection Portal
You create a pair of tiny space-time portals which intercept a moving missile or energy attack and redirect it in another direction. As a reaction, select one ranged attack whose target is within range of the power and make a ranged psionic attack. The attack is redirected at any other target within the power’s range, using your ranged psionic attack as the attack roll.
Sonic Conduit
Sonic Conduit
A ground-quaking vibration emanates in a 10-foot radius around a point you choose within range. Creatures in the area take 4d6 thunder damage and are deafened until the beginning of your next turn. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Any mundane items within the area that are not worn or carried also take damage. On a successful Constitution saving throw, a creature takes half damage and is not deafened.
The damage increases by 1d6 each time your power rating increases beyond III.
Voltaic Conduit
Voltaic Conduit
Jagged lightning arcs from your fingertips in a direction you choose in a 60 foot line that is 5 feet wide. Each creature in the area takes 4d6 lightning damage and becomes rattled. If the lightning is blocked by an object at least as large as the line’s width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area. On a successful Dexterity saving throw, a creature takes half damage and isn’t rattled.
The damage increases by 1d6 each time your power rating increases beyond III.