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Alter Matter

Alter Matter

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Duration

You touch one unattended nonliving object no bigger than a 10-foot cube causing it to spontaneously rematerialize as a different object or the same object made of a different material. In either case, the new object has the same mass (though not necessarily size) and similar or lesser monetary value as the original. It can resemble an object you have seen before but cannot have complex moving parts or technological capability, such as a working firearm, credit chit, or computer.

Bend Space

Bend Space

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Duration

You distort the fabric of space around you, making it appear that you are somewhere you are not. When you are targeted by an attack, you can use your reaction to manifest this power and gain +1 to your armor class for the purposes of that attack.


Surge. You can spend +1 psionic point to increase your AC bonus to +2, or +2 psionic points to increase it to +3.

Boost of Speed

Boost of Speed

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Duration

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.

Cold Snap

Cold Snap

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Duration
Concentration ()

You harness the latent energies of the cosmos and direct them with your mind. The target takes 1d6 cold damage and is rattled until the start of your next turn.

The damage from this power increases to 2d6 at power rating III and 3d6 at power rating V.

Combust

Combust

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Duration

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.

Cryogenic Conduit

Cryogenic Conduit

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Duration
Concentration ()

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.

Danger Sense

Danger Sense

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Duration

As a reaction to making a saving throw against an effect you’re aware of, you gain advantage on that saving throw.

Displace

Displace

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Duration

You instantly teleport to an adjacent space you can see when targeted by an attack that you are aware of. If the attack can still hit you, it proceeds as normal; otherwise it misses.

Drain Power

Drain Power

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Duration

Make a melee psionic attack against an adjacent creature. On a success you reduce that creature’s current psionic points total by 1d4+1 psionic points.

If the target has no psionic points, this power has no effect.

Fold Space

Fold Space

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Duration

The target, along with all creatures and objects contained therein, is instantly transported to an unoccupied space at a location you have been to before on the same planet.

At power rating VII you can target a space vehicle you are on board and fold space to any planetary system you have been to before. You arrive near that destination in an unoccupied location chosen by the Narrator, typically in orbit of a specific planet, moon, or other satellite.

Future Vision

Future Vision

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Duration

You use future knowledge to avoid an attack or other effect. As a reaction, after the effects of an attack, power, trap, or other event have been resolved, you can choose to avoid the effects of that event. This avoidance must be possible by the use of actions you are capable of which take one round or less to complete (you cannot dodge an attack while restrained, or move a mile to escape an orbital bombardment, for example) but it does not require any saving throw or ability check.

Gravitic Fling

Gravitic Fling

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Duration

You grab your target with the power of your mind and repeatedly smash it into the ground, the ceiling, walls, or nearby objects. The target makes a Strength saving throw. On a failure the target takes 10d8 bludgeoning, piercing, or slashing (your choice) damage and is knocked prone. On a successful saving throw, the target takes half damage and is not knocked prone.

Interjection

Interjection

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Duration

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

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Duration

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].

Manifest Antimatter

Manifest Antimatter

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Duration

You target one creature or object within 30 feet and create antimatter in the same space. A targeted creature makes a Dexterity saving throw or takes 10d8 force damage and until it receives healing equal to the initial damage, it cannot benefit from rest as the antimatter continues to interact with the creature’s matter over time. A creature reduced to 0 hit points is obliterated, leaving behind nothing but atomic particles, along with anything it was wearing or carrying (except indestructible items).

Memory Control

Memory Control

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Duration

You steal or alter a creature’s thoughts or memories. The target has advantage on its saving throw if you or your allies are in combat with it. When you manifest this power, select one of the following options:

Alter Memory. You dictate changes to any memories of an event that took place within the last 24 hours and lasted 10 minutes or less to the target in a language you both understand.

Project Objects

Project Objects

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Duration

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

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Duration

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

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Duration

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.

Psychic Resuscitation

Psychic Resuscitation

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Duration

You pour psionic energy into a creature which has died in the last hour. The target returns to life with full hit points, and is cured of any wounds, poisons or diseases it had at the time of death.

The target has 4 levels of fatigue and 4 levels of strife when it wakes. In addition, you also gain 2 levels of fatigue.

The stress on the target’s physiology is intense; a creature can only be revived with this power once per year.


Surge. You can spend +2 psionic points to resuscitate creatures which have died in the last 24 hours.

Psychic Thrust

Psychic Thrust

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Duration

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.

Psychic Touch

Psychic Touch

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Duration

You sense the presence of psychic energies and psionic activities within an object or creature you can touch. You automatically know if the creature or object has been psychically altered or imbued with psychic energy.


Surge. You can spend +1 psionic point to determine the psionic discipline the creature or object has been imbued with.

Psychometry

Psychometry

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Duration

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.

Pyrotechnic Conduit

Pyrotechnic Conduit

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Duration

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

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Duration
Concentration ()

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.

Redirect

Redirect

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Duration

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

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Duration

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.

Regenerate Tissue

Regenerate Tissue

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Duration

You pour healing energy into a living creature. The target is restored to maximum hit points, and any conditions, except for tracked conditions, on it end.

Remedy

Remedy

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Duration

You infuse a living creature with your psychic energy, healing its injuries. The target regains 1d6 + your psionic ability modifier hit points.


Surge. For every additional +1 psionic points you spend you increase the number of hit points restored by an additional 1d6 hit points.

Sense Presence

Sense Presence

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Duration

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].

Sonic Conduit

Sonic Conduit

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Duration

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.

Sonic Wave

Sonic Wave

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Duration

You harness the latent energies of the cosmos and direct them with your mind. Targets in the area take 1d6 thunder damage and have disadvantage on the first attack roll they make before the end of its next turn.

The damage from this power increases to 2d6 at power rating III and 3d6 at power rating V.

Static Discharge

Static Discharge

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Duration

You harness the latent energies of the cosmos and direct them with your mind. Make an unarmed melee attack. On a hit the target takes 1d10 lightning damage and can’t take reactions until the start of its next turn.

The damage from this power increases to 2d10 at power rating IV and 3d10 at power rating VI.

Summon Object

Summon Object

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Duration

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].

Sunder

Sunder

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Duration

You burst open a door or other portal with psychic energy. Make a ranged psionic attack against the door’s armor class. On a hit, the door is violently burst open.

Telejump

Telejump

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Duration

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.

Translocate

Translocate

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Duration

You teleport to any unoccupied place you can see within range. As a reaction to any bonus action or free action you take when you arrive, you can teleport again, as long as the combined distance traveled does not exceed 500 feet.

You can bring along objects if their weight doesn’t exceed what you can carry.

Voltaic Conduit

Voltaic Conduit

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Duration

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.