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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.

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.

Third Eye

Third Eye

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Duration
Concentration ()

You can see a specific place in your mind’s eye as if you were there in person. You can see what is going on but cannot hear sounds. As a bonus action, you can turn around up to 360°. As an action you can move your point of view up to your Speed.

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.

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.

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.

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.

Psychic Barrier

Psychic Barrier

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Duration
Concentration ()

You create a psychic barrier which blocks extrasensory intrusion. While the power remains active, no clairsentience power can view, sense, or detect the area covered.


Surge. You can spend +1 psionic point to put the barrier in place for the duration of a long rest [requires power rating IV].

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.

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.