Standard Reference Document 3.5
|Psychic Warrior Powers|
Table of Contents
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
An A appearing at the end of a power's name in the power lists denotes an augmentable power. An X denotes a power with an XP component paid by the manifester.
Power Chains: Some powers reference other powers that they are based upon. Only information in a power later in the power chain that is different from the base power is covered in the power being described. Header entries and other information that are the same as the base power are not repeated. The same holds true for powers that are the equivalents of spells, only the way the power varies from the spell is noted, such as power point cost.
Order of Presentation: In the power lists and the power descriptions that follow them, the powers are presented in alphabetical order by name-except for those belonging to certain power chains and those that are psionic equivalents of spells. When a power's name begins with 'lesser,' 'greater,' 'mass,' or a similar kind of qualifier, the power description is alphabetized under the second word of the power description instead. When the effect of a power is essentially the same as that of a spell, the power's name is simply 'Psionic' followed by the name of the spell, and it is alphabetized according to the spell name.
Manifester Level: A power's effect often depends on the manifester level, which is the manifester's psionic class level. A creature with no classes has a manifester level equal to its Hit Dice unless otherwise specified. The word 'level' in the power lists always refers to manifester level.
Creatures and Characters: 'Creatures' and 'characters' are used synonymously in the power descriptions.
Augment: Many powers vary in strength depending on how many power points you put into them. The more power points you spend, the more powerful the manifestation. However, you can spend only a total number of points on a power equal to your manifester level, unless you have an ability that increases your effective manifester level.
Many powers can be augmented in more than one way. When the Augment section contains numbered paragraphs, you need to spend power points separately for each of the numbered options. When a paragraph in the Augment section begins with 'In addition,' you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.
Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Energy RetortA: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Solicit PsicrystalA: Your psicrystal takes over your concentration power.
Intellect FortressA: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Personality Parasite: Subject's mind calves self-antagonistic splinter personality for 1 round/level.
Trace TeleportA: Learn destination of subject's teleport.
Major Creation, Psionic: As psionic minor creation, plus stone and metal.
Shatter Mind Blank: Cancels target's mind blank effect.
Tower of Iron WillA: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
Divert Teleport: Choose destination for another's teleport.
Shadow Body: You become a living shadow (not the creature).
Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival.
Assimilate: Incorporate creature into your own body.
Etherealness, Psionic: Become ethereal for 1 min./level.
Reality RevisionX: As bend reality, but fewer limits.
1Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.
2Animal AffinityA: Gain +4 enhancement to one ability.
Chameleon: Gain +10 enhancement bonus on Hide checks.
Empathic TransferA: Transfer another's wounds to yourself.
3Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
5Psionic RevivifyA X. Return the dead to life before the psyche leaves the corpse.
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.
6Restoration, Psionic: Restores level and ability score drains.
7Fission: You briefly duplicate yourself.
8FusionX: You combine your abilities and form with another.
9Metamorphosis, GreaterX: Assume shape of any nonunique creature or object each round.
1Control Object: Telekinetically animate a small object.
2Control AirA: You have control over wind speed and direction.
Energy MissileA: Deal 3d6 energy damage to up to five subjects.
3Energy ConeA: Deal 5d6 energy damage in 60-ft. cone.
4Control BodyA: Take rudimentary control of your foe's limbs.
Inertial Barrier: Gain damage reduction 5/-.
5Energy CurrentA: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
Fiery DiscorporationA: Cheat death by discorporating into nearby fire for one day.
6Dispelling Buffer: Subject is buffered from one dispel psionics effect.
1Burst: Gain +10 ft. to speed this round.
Detect TeleportationA: Know when teleportation powers are used in close range.
2Dimension SwapA: You and ally or two allies switch positions.
Levitate, Psionic: Subject moves up and down, forward and back, at your direction.
3Astral CaravanA: You lead astral traveler-enabled group to a planar destination.
4Dimensional Anchor, Psionic: Bars extra dimensional movement.
Fly, Psionic: You fly at a speed of 60 ft.
5Baleful TeleportA: Destructive teleport deals 9d6 damage.
Teleport Trigger: Predetermined event triggers teleport.
6Banishment, PsionicA: Banishes extraplanar creatures.
7Dream TravelA: Travel to other places through dreams.
1Destiny Dissonance: Your dissonant touch sickens a foe.
Precognition: Gain +2 insight bonus to one roll.
2Clairvoyant Sense: See and hear a distant location.
Sensitivity to Psychic Impressions: You can find out about an area's past.
3Escape Detection: You become difficult to detect with clairsentience powers.
Fate LinkA: You link the fates of two targets.
4Anchored NavigationA: Establish a mishap-free teleport beacon.
Remote ViewingX: See, hear, and potentially interact with subjects at a distance.
5Clairtangent HandA: Emulate far hand at a distance.
1 Astral ConstructA: Creates astral construct to fight for you.
True CreationX: As psionic major creation, except items are completely real.
Schism: Your partitioned mind can manifest lower level powers.
5MetaconcertA: Mental concert of two or more increases the total power of the participants.