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Psion

“I can bend the desires of mortals and immortals to my will.”

Player’s Handbook 3 & Psionic Power — Combined

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Classes: Ardent Avenger Barbarian Bard Battlemind Cleric Druid Fighter Invoker Monk Paladin Psion Ranger Rogue Runepriest Seeker Shaman Sorcerer Swordmage Warden Warlock Warlord Wizard
Power type: AW at-will · ENC encounter · DLY daily  |  Name column: name · power type & source (PHB3 Player’s Handbook 3, PsP Psionic Power) · action & range · keywords · target  |  Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider · Std/Minor/OA/Imm Intr/Opp summoned creature’s actions · Instinct its instinctive effect · Aug N augment cost in power points (replaces the matching fields)  |  Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice

Class Traits

RoleController. You can mentally influence the actions of your foes, and you can toss your enemies around the battlefield with psionic force.
Power SourcePsionic. You direct psionic energy from within your own mind, focusing that power through meditation and contemplation. Your magic works on the minds of others or manifests your will as a physical force in the world.
Key AbilitiesIntelligence, Charisma, Wisdom
Armor ProficienciesCloth
Weapon ProficienciesSimple melee, simple ranged
ImplementsOrbs, staffs
Bonus to Defense+2 Will
Hit Points at 1st Level12 + Constitution score
Hit Points per Level Gained4
Healing Surges per Day6 + Constitution modifier
Trained SkillsFrom the class skills list below, choose four trained skills at 1st level.
Class SkillsArcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis)
Class FeaturesDiscipline Focus, Psionic Augmentation, Ritual Casting
Build OptionsShaper psion, telekinetic psion, telepathic psion

Psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind, move objects with just a thought, and assume command of even the least desire of their foes. Psions make manifest their secret wishes when others can only dream.

You know the mental pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability’s first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many.

A flare of mental energy warms you, the thoughts of friends and foes glitter like stars all about you, and your thoughts themselves are weapons half sheathed. If a god can reshape the world and you can enthrall a god, what does that make you?

“Your nightmares serve at my command, and nothing can save you now.”

THE POWER of the mind is yours to do with what you will. You can assume control of another creature, move objects and monsters with the merest thought, or reshape the matter of the material world into more useful forms. Although you recognize that psionic power can be focused and honed in many ways, your specialized training and your respect for the magic of the mind give you insights that few other psionic characters can match.

Your power is a perfect combination of natural talent and disciplined training. You might have always had a knack for piercing the veil of the material world with your mind. As a child, perhaps you caught faint fragments of the thoughts of those around you, or learned to nudge small objects by concentration alone. But it is only with the dedicated training that is your life’s work that you discover the full extent of your gifts.

Class Features

Psions have the following class features.

Discipline Focus

Psions focus their studies and meditations toward perfecting or understanding a particular concept or manifestation of psionic power. Choose one of these options. Your choice represents the focus of your studies.

Telekinesis Focus: You gain the powers far hand and forceful push.
Telepathy Focus: You gain the powers distract and send thoughts.
Shaper Focus: You gain the powers shaped consciousness and minor creation.

Shaper Focus is a Discipline Focus option from Psionic Power; when you choose your Discipline Focus, you can choose Shaper Focus instead of another option, such as the ones in Player’s Handbook 3.

Psionic Augmentation

Through discipline and careful study, you have mastered a form of psionic magic that offers greater versatility than other characters command. You know a broad array of at-will powers, each of which is a conduit through which you can pour as much or as little psionic energy as you choose. You channel psionic energy into a reservoir of personal power—represented in the game as power points—that you can use to augment your at-will attack powers, replacing the encounter attack powers that other characters use.

Because of this class feature, you acquire and use powers in a slightly different manner from how most other classes do.

At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don’t start with any encounter attack powers from your class. You can instead augment your class at-will attack powers using power points. These powers have the augmentable keyword. You gain new at-will attack powers from this class, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new at-will attack power from this class. At 7th, 13th, 17th, 23rd, and 27th level, you can replace one of your at-will attack powers with another one of your level or lower. Both powers must be augmentable and from this class.
Power Points: You start with 2 power points.

You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.

You regain all your power points when you take a short or an extended rest.

Ritual Casting

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player’s Handbook). You own a ritual book. Choose either Sending or Tenser’s Floating Disk. Your book contains that ritual, which you can use without expending components once per day. It also contains another 1st-level ritual of your choice.

Implements

Psions employ orbs and staffs to focus their psionic energy into their powers. When you wield a magic orb or staff, you can add its enhancement bonus to the attack rolls and the damage rolls of psion powers and psion paragon path powers that have the implement keyword. Without an implement, you can still use these powers.

Psion Overview

Characteristics: Brandishing the might of your mind, you unleash psionic powers against your foes. Your powers allow you to manipulate a foe’s mind with telepathic commands and scatter a group of enemies with telekinetic bursts. You can augment your at-will powers by spending power points, providing you more options than nearly any other class has.
Religion: Ioun, the god of knowledge, is often considered the patron of psionic magic, and many psions worship her. Telepathic psions who live by tricking their foes often follow Sehanine, and psions who view the practice of psionic magic as an art form pray to Corellon. Other psions choose deities based on ideals beyond their choice of class: Psions who believe fiercely in justice worship Bahamut, and those who seek to expand the power of civilization worship Erathis, for example. Evil psions (and a few unaligned ones as well) often worship Vecna, the god of secrets.
Races: Psionic power is most prevalent among humans, who are quick to exploit even a hint of latent psionic talent. However, many fey adventurers use psionics to beguile and bewilder their enemies, and both gnomes and eladrin are commonly telepathic psions. Tieflings, perhaps as an expression of their diabolic heritage, also enjoy manipulating the minds of their foes.

Creating a Psion

All psions rely on Intelligence. Psions also benefit from a high Charisma or Wisdom, depending on which expression of the class they favor. Psions often choose feats, skills, and powers to complement the ability score related to their choice of focus.

The shaper psion joins the psion build options presented in Player’s Handbook 3. This section also includes a new discipline focus geared toward shaper characters.

Shaper Psion

Psionic energy is a boundless sea of potential, limited only by the imagination. Objects that exist nowhere but in your mind can be made real with enough cre ativity and focus—whether born of fanciful dreams or mind-blasting nightmares.

You see the world as a canvas awaiting your mental brush, ready to be painted with the beauty and the terror of the mind. These creations live only as long as you bend your mind to keeping them real. The world is your canvas, and you are the artist of reality itself.

The world is yours to shape as you desire. You channel the latent psionic energy in your environment, molding it to serve your needs. You shape psionic power to unleash lethal attacks or conjure useful objects from your own mind. With the right focus and power, you can even create creatures that do your bidding.

Summoned creatures are the foundation of your shaper psion tactics. Such creatures are created only through your daily disciplines. Call on them spar ingly, and choose at-will and encounter disciplines that support this theme.

As it does for all psions, Intelligence powers your attacks, so it should be your highest ability score. Charisma is an important secondary ability for a shaper, since it helps you control or empower your creations. Since summoned creatures depend on your hit points, you should also keep your Constitution high. Conjuration and summoning powers allow you to make the most of your secondary role as leader.

**New option presented in Psionic Power.*

Telekinetic Psion

As a telekinetic psion, you prefer to use mental force on creatures and objects. You choose powers that let you manipulate foes by flinging them around the battlefield or by binding them in place, as well as powers that create defensive barriers. Intelligence is the key ability for your attacks, so make it your highest score. Choose Wisdom as your next-highest score to increase the effects of your telekinetic abilities. Select powers that allow you to reorder the battlefield and that make the best use of your high Intelligence and Wisdom scores.

Telepathic Psion

As a telepathic psion, you focus on influencing your enemies’ minds. You choose powers that persuade foes to mistake friend for foe, that crush minds in your psychic grip, and that take control of an enemy’s will. Your attack powers use Intelligence; make it your highest ability score. Powers tailored for your build often use Charisma, so it should be your second-best score. Select powers that help you control your enemies and make the best use of your high Intelligence and Charisma scores.

Playing a Psion

Sweat on his brow, hands tight on his sword, Gorna watched the shambling mass of creatures slouch forth from the darkness. Gaping mouths shrieked in eyeless faces, insectoid legs scuttling across unyielding rock. A dozen, a score, and still they kept coming.

At the head of the throng stood the creature they had come to find, the creature they had foolishly thought they could kill. Its writhing tentacles lashed the air as it raised its clawed hands, and in their minds, the illithid laughed. Itsfirst assault had taken out Rathelle, their best hope of countering the mindflayer’s power. She lay at itsfret now in a crumpled heap, no sign of l!fe in her eyes—but even !fGorna had wanted to leave her behind, they were sur rounded. There was nowhere to run.

As the aberrant horrors surged forward, Gorna and the others cast silent prayers to any gods they knew. They hoped at least that death might come cleanly, quickly. Then, swft as thought, the mindflayer’s armsfril. Its servants stopped, their inhuman eyes staring questioningly at their master. The creature turned as !fin thought, the air rippling around it. And then the power of the illithid’s mind blasted outward, sweeping over its own allies and render ing them senseless. The mindflayer stood rigid, its back to itsfoes.

“Hurry,” Rathelle whispered from the ground where she lay, face set in concentration as she struggled to speak. “I can’t control it for long…” Nothing is more potent than the mind. Arcane magic, primal spirits, even the divine power of the gods themselves—the potential of sentient thought is greater than all these things. It is a simple truth, but one that few have grasped. You are one of those few. You are a psion, devoting yourself to utter mastery of your thoughts and dreams, hopes and fears, identity and potential. Through the mastery of your mind, you master the world.

Although the rigorous path of the psion most commonly appeals to those who seek order and answers in their lives, your motivations are entirely your own. Did you start down this path for the knowledge and power it would bring? Did you have a natural talent that you could never fully master until you stumbled on the leg ends and teachings of the psions who came before you? Were you training your mind for some other purpose, only to discover that your efforts tapped a wellspring of power you never knew you possessed?

Intellectual Exercise

As a psion, your thoughts control your environment— but only as well as you control your thoughts. Your life is centered on intellect and understanding, logic and experimentation. The stronger your mind, the more controlled your thoughts. The broader your imagination and the narrower your focus, the greater the power you can project. Academic psions devote themselves to research and study; adventuring psions engage in various forms of meditation as a means of maintaining their intellectual edge.

Strict, methodical process is your preferred way of reaching your decisions and accomplishing your goals. You are likely drawn to rigid studies such as mathematics or alchemy. It is important for you to understand and master every step of any given task— be it translating an ancient codex, brewing a potion, developing a new discipline, or cooking a stew. For a psion, the process is just as important as the result.

Schools and Studies

The methodical attitudes at the heart of a psion’s technique lend themselves to formal study. Psions were the first psionic class to form scholastic tradi tions, and the first to develop unifying theories of psionic energy. A psionics college is not necessarily a specific location. It’s a combination of philosophy and methods of study, a means of teaching more than a place of teaching.

The various psion builds and focuses are an exten sion of these scholarly traditions. Are you a telepath, a telekinetic, or a shaper? Do you prefer orbs and crystals, or would you rather wield a staff? Do you practice ritual magic or alchemy? Which of the vari ous psionics origin theories do you support? These traits were likely shaped by the psionics college that instructed you.

The Life of the Mind

You recognize that the mind, composed in equal part of thought, memory, and emotion, is the most vital aspect of the self. The body is a vessel, a tool. Some psions discount the existence of the soul, seeing it as an aggregate of memories and personality viewed through the lens of worship. Most psions believe that the soul represents the catalyst that allows the intellect to burn bright. It is the mind that ultimately provides awareness, memory, and personality.

Your Life Before

Some individuals are drawn to the art of the psion because it fits their personality, aptitudes, and ambitions. You might have heard tales of the psion colleges while engaged in other scholarly pursuits and become intrigued by this mysterious path. You might have been actively learning the techniques of wizardry or some other class, discovering in the process that you carried the rare psionics potential within you.

You might have recognized that potential early on, seeking psion instruction to help you deal with it rather than following the largely self-taught path of the ardent. If you hail from a community in which psionics is viewed with suspicion or superstition, you might have thought you were learning arcane magic only to discover that your master was preparing you in secret for another path.

Regardless of your background, the one thing you almost certainly had in common with other psions even before you began your instruction is a strong sense of order and logic. Without such a mind set, few can master the rigid disciplines of the psion class.

Roleplaying a Psion

You see the world through a lens of order, but this does not imply any particular personality or align ment. Rather, you look for patterns in all things, the connections between events.

Whether it’s the study of psion disciplines or alchemy, rural economics or astrology, mathematics or the progression of history and culture, you need to comprehend how each step leads to the step that follows. You work constantly to expand your knowl edge of a wide variety of subjects, using what you’ve learned to anticipate what comes next.

You believe that all problems can be solved through the proper application of logical reasoning and the knowledge of what’s come before. You view people who act wholly on impulse to be irrational. Instinct, however, is another type of knowledge to you, and you respect those who properly respond to it. If you are like most psions, you work hard not to act on emotion. Though you have no need to sup press or conceal your emotional side, you make every effort not to let emotions influence your choices and decisions. Even when emotion does overtake you, you remain logical and methodical about how you pursue its goals. You are just as likely as any other character to seek vengeance against a foe that threat ens or harms your loved ones, but you are far more brutally thorough in planning out and executing that retribution.

The best psions use their powers to protect others. They share their knowledge, believing that with their power comes an obligation to use it wisely. Darker psions lose themselves in that power. They begin to see other sentients as puppets to be manipulated. To such psions, the strong are entitled—even obligated— to dominate the weak. Such a path is an easy one to follow without meaning to, and underlying all your training is the knowledge that you must tread care fully as your power grows.

Manifestation

The corona of power marks an ardent, just as a monk is identifiable by his or her unique combat tactics. But no single sign accompanies the manifestation of a psion’s disciplines. When manifesting a discipline, a psion’s eyes might blaze with silver or violet light. A discipline might be accompanied by a faint chiming or unintelligible whispers heard only in the minds of its target. In some cases, a psion’s power manifests as sensation fed directly into the mind.

Decide what form your own manifestations might take, and whether they are consistent or vary from power to power. For example, you might decide that powers dealing the most potent damage are accompa nied by a flare of light in your eyes, and that a charm is felt in its target’s mind as a wave of hazy memories. The average commoner sees no functional differ ence between a psion and a wizard. Those who do recognize the obvious difference in traditions and trappings between the two classes also typically know of the psion’s proficiency at controlling the minds of others. As a result, among the common folk who do distinguish between the two classes, psions are often viewed with more suspicion.

Psions in the World

Among scholars and adventurers, psions are well known and treated with an equal mix of respect and wariness. As a psion, you wield some of the most overtly impressive psionic powers, even if not necessarily the most powerful. You are highly knowledgeable, possessing methods of research and discovery that even other spelicasters lack. And most importantly for some, your numbers are growing.

The Birth of Understanding

Psions cannot claim the earliest formal psionics organizations, a distinction that belongs to the oldest monastic traditions. But those early traditions tended to be religious or spiritual in nature, leaving psions to form the first specifically psionics-focused orders.

Psionic power was poorly understood in the first generations following the Dawn War, and only rarely recognized as a form of power unto itself. The formal studies that would eventually grow into the psion class and its colleges are thought to have originated with a priestess of Ioun named Pharaelis.

Although she was not the first to study the pecu liar energy that empowered the earliest psionic characters, Pharaelis was one of the first to under take a significant and methodical analysis of it. Even though they recognized that psionic energy was dis tinct from divine magic, Pharaelis and her students took it on faith that these powers had their origins with Ioun and other gods of knowledge and the mind. Over the course of her studies, Pharaelis developed psionic ability of her own, though clerical magic remained her life’s work and focus. After her death, the acolytes who carried on her studies founded the earliest of the formal psion colleges.

Mind over Magic

The spread of psions was rapid at first, as those who demonstrated a natural talent for psionics found a formal means of channeling that power. But with that rise came unrest. The widespread clerical temples and established schools of wizardry did not care for this new challenge to their power. In many cases, those organizations sought to maintain the study of psionic power as a subset of the arcane or the divine. On the fringes of civilization, psions often failed to gain a foothold, or had to teach and learn their disci plines in secret.

In the dark ages between the earliest empires, psions had greater success. The common folk gave fealty to anyone who could protect them from the hor rors of those terrible times, or who could teach them to protect themselves. When later empires formed, established psion colleges and cabals were already in place, distinct from the divine and arcane factions that had fallen and risen again alongside them. A significant development in the psion tradition came in the tiefling empire of Bael Turath. Seeking advantage in its war against Arkhosia’s dragonborn, the empire encouraged psionics study among its people. Arkhosia, in turn, countered with new psion ics traditions of its own. Psions never became a major factor in that war, since both sides already fielded potent magic, but the open acceptance of psionics survived and flourished after both empires’ fall.

Psions Today

Just as in previous ages of darkness, the number of psions has increased since the fall of Nerath. As the influence of the Far Realm presses more heavily against the threshold of reality, psionics grows more pervasive throughout the world. Even in areas pressed by less sinister threats, the common folk typically welcome wanderers possessed of strange powers—and hope desperately that those powers can protect them.

The spread of the adventuring psion is a relatively recent phenomenon. For most of the class’s his tory, psions have remained largely devoted to study, research, and experimentation. They worked alone or gathered in colleges and cabals, and if they engaged in battle, it was in defense of their communities.

Although scholarly psions still outnumber adventur ers, a growing number choose the explorer’s life, braving the hazards of the wild alongside members of other heroic classes.

Some adventuring psions seek to counter the growing aberrant threat, or to push back against the more general darkness that threatens to overwhelm the scattered motes of civilization. Others hold the purely personal goals of fortune, glory, and power. Still others adventure as scholars, taking to the field in order to test and research their theories regarding the origin, nature, and purpose of psionics.

Psions get along well with other studious charac ters, including wizards, clerics, warlocks, and bards. Indeed, though a small number of wizard schools and psionics colleges still view one another as rivals, many work together, pooling their substantial knowl edge for the benefit of both.

The most academic of psions sometimes take a less than reverential view of other psionic characters. In the eyes of such elitists, the members of the other psionic classes are mere dabblers in psionic power, forever squandering their true potential. Adventuring psions see things differently. Although only monks share a dedication and a focus with which psions can easily identify, ardents and battleminds are equally well respected for their results. Some psions even maintain a secret envy of battlemind and ardent characters, recognizing that their emotional and instinctive approaches to psionics represent aspects of that power outside a psion’s control.

Psion Lore

Evils Most Ancient

recounted liii the oldest legends the Realm first breached the cosmos in the dark days of the Dawn War.

Pelor, Ioun, and agod whose.naméi now lost.we responsible for fIrst finding then sundering the Living Gate that once barred the Far Realm from the Astral Sea Sihce,tIiattimXhe influence of the Far Realm hs.4- - ‘..‘. i• •J• steadily iincreased rising anl,falling inlong cycles that hae begu9 to peak5aain during,the’currentgei The ñ örthtiskno.L.,nof.the’ Far,Real’.rêlation ship to the wrld, the becomes., Adventurers who,iave.dclyed,4eçp into..e Underdark and exloied the shores ’of its bla&and sunless seas claim to have found.évidênce that the aboleths were established in that realm since long before he Dawn War’s end. A small number of radical sages main tain that these horrors might actually have dwelled within the world from the moment of creation.

Such scholars question the widely held view that the world was shaped from raw nothingness, speculating that something must already have fexisted within the unformed stuff that was pushed aside to make room for the creations of the gods and primordials. For these scholars, the Far Realm’s pressure on the mortal world might not be a case of an alien madness seeking to invade and destroy a new realm. Rather, the creatures of the Far Realm might be seeking to take their old world back.

Faith and Reason, Mind and Soul

The dividing line between the mind and the so I ta -. is nothing D 1lilIr3 energy Iackingejjx part of ource of vigorous debate within different cabaIscoIleges, - creature’s personality or memories For them, ghosts an and psionics orders Among most folk, the soul is thougit other incorjoreal uidead consist of1inot’only the soul but as the sourc of what make; a personn individuaP ‘offramnts of the mind as well—, fr,,.-+-•-,.- ?W–. —.: Although certain aspects ofspersonalityaresmodlfiedby’ -• - A radical fewipsionics userst(most1ofwhom are dedi—r- -t memory andexperience, according-tothis.behef;the soul - cated academic psions).deny the. existence:of. the soul •‘-‘ • ••.•‘ • - - ——‘ - :4 -. – c-’-’- - - -. stands átevery sentient creature’s core The essential entirely They maintain that the mind is the center of nátue of-a!l indiid’uals—good or evil; kind or cruel– mortality and an entity unto itself, pointing to phenon resides in the spark ofdivinity that grants them life. When ena such as the Speak with Dead ritual as proof that a mortal dies, the soul retains this essence as it travels memory and sensation endure within a body even after to the domain of the Raven Queen, and on to whatever the so-called spirit has supposedly fled. Such psionics lies beyond. users consider the traditional beliefs of th mortal races An opposing belief maintains that the soul is the energy to be superstitious nonsense—the fears of folk incapable that powers life, and that all personality comes from the of understanding the mind. Some even blame the gods mind—each person’s unique combination of thoughts, themselves for such beliefs, accusing the deities of inventmemories, and emotions. Psionics users who adhere to ing the mythology of souls as a means of keeping mortals this philosophy believe that the soul that remains after beholden to them.

The Fey Perspective

Among the fey that dwell in th mortal world psi9nics isnöst often treated as just another form of spelkist iig The degree to which psionic power overlaps vith ’traditional fey:abilitiessuch ascharrns and illusions’is seen as simle hppenstance Elves eldrin and othe worldly creaturesthat have co’nnections to1the Feywild are no more or less likely to takeup the psi6ni arts than creaturesofanyotheriace… _’?

Creaturs that dwell deep in the Feywild hovever often viw psionics with a combination of resentment and suspicion Although they have no objection to mortals gaining mastery of fey magic by way of warlock pacts andsimilar traditions. many.fey see the growth of psionicsin the w rid as anattempt by the nonfey races to steal their power.

Some mortal scholars view the overlap from the other direction; Psionic energy is said by some to have existed in potential in the mortal realm since the beginning of time, even though it did not fully manifest until the threat of the Far Realm provided the necessary catalyst.

Such sages believe that planar echoes of that potential were what first granted the creatures of the Feywild their abilities. Since all elements of the natural world are exag gerated in the Feywild, the fey were able to tap into this potential power earlier and more innately than were the mortal races.

Some fey take severe umbrage at the notion that their innate inabilities were somehow handed down from the mortal world. Such creatures have been known to attack scholars and psionic characters who espouse this belief too vocally.

The Phrenic Planes

Many psionics scholars believe that psionic eneigy coms purest and most xaggerated form thei must be another from other planes—most commonly the Far Realm or the r source of more orderly thought in contrast to that madness Plane of Dreams Such scholars identd these as the phrenic This would be a realm of pure reason—of intellect nd logic plas (or planes of pure thought)jist as the Feywild the and undersi1ding itterl unmarred by the confrision f Shad6vefell añdthewôrld are th4lànes’of.mátter.-.. emotions.ltis from ’this realm that Thegifts of rason and [ke7all knoledgeaie sages 5ponics scholrs unter udgment come mixing withhe influence of tlte Fa1 ReIi stand that the Plane of Dreams isborn of the mind,of in thre Plane of Dreams, and in turn podiicing the sntient sentient creatures in the mortal realm—a kind of fantastic mind as it is known in the mortal world counterpart to the world Phrenic scholars, however, break A small number of psions and scholars even claim to with tradition by naming the Far Realm as a place not outhave communed with creatures from this plane of perfect side the cosmos but within it—a twisted reflection of the reason. Because such creatures are entities of pure thought, Plane of Dreams, as the Shadowfell is a dark reflection of according to these claims, the mortal mind is incapable of the natural world. As denizens of a plane of madness, the comprehending or observing their true form As a result, aberrant creatures of the Far Realm are nightmares given these alien entities are said to interact with mortals in the physical form. form of hovenng crystals of perfectgeometric shapes (cubes, Philosophers who take this view believe that just as tetrahedrons, spheres, and so forth). Obscure legends speak there exist two echo planes of the mortal world in the form of an order of psions dedicated to conjuring creatures of of the Shadowfell and the Feywild, there must be two echo pure reason within construct bodies. These hybrids were planes of the Plane of Dreams. Thus, if the Far Realm repsaid to appear as clockwork geometric figures of bizarre resents madness and uncontrolled emotion distilled to its countenance—pure logic and order given physical form.

Psion Powers

Your psion powers are called disciplines. You tap into your mental reservoir to affect the world around you and your enemies’ perception of it.

The powers presented in this section offer new options for psion characters. Many of these new powers are particularly useful for shapers, though psions of any build can benefit from them.

Class Features

Each psion has two encounter powers granted by the Discipline Focus class feature. A telepathic psion has distract and send thoughts. A telekinetic psion has far hand and forceful push. A shaper psion (from Psionic Power) has minor creation and shaped consciousness.

ENCDistractPsion Feature · PHB3Minor Ranged 10PsionicTgt One creature
Your mental barrage momentarily confuses an enemy.
Eff Tgt grants CA to the next creature that attacks it before EONT.
Level 11 One or two creatures · Level 21 One, two, or three creatures
ENCFar HandPsion Feature · PHB3Minor Ranged 5PsionicTgt One object that weighs 20 pounds or less and isn’t carried by another creature
You lift an object into the air with the power of your mind.
Eff You either move tgt to a sq within range or manipulate it. When you move tgt with this power, you can cause tgt to remain aloft until EONT. If you are holding tgt when you use this power, you can put it into a container that’s on your person and simultaneously move a second object that you’re carrying to your hand. The second object then becomes tgt if it weighs 20 pounds or less.
Sust Minor You either move tgt to a sq within range or manipulate it.
ENCForceful PushPsion Feature · PHB3Free Ranged 10PsionicTgt One creature
With a focused thought, your mental push becomes physical force, moving a creature in the direction you choose.
Eff You slide tgt 1 sq, but not into hindering terrain.
Level 11 You slide tgt 2 sq. · Level 21 You slide tgt 3 sq.
ENCMinor CreationPsion Feature · PsPStd Ranged 5Conjuration, Psionic
You create something from nothing.
Eff You conjure a nonliving, nonmagical object that appears within range, either in an unoccupied sq, in your hand, or in an ally’s hand. The object lasts until the end of the encounter or until you dismiss it as a free action. The object you conjure is a single weapon or an item listed under “Adventuring Gear,” page 222 of the Player’s Handbook. At the Dungeon Master’s discretion, you can create some other nonmagical object no larger than one that a Medium creature can carry.
ENCSend ThoughtsPsion Feature · PHB3Free Ranged 20PsionicTgt One creature that shares a language with you
You communicate telepathically with a creature.
Eff You send a mental message of 25 words or fewer to tgt. Tgt can respond in kind as a free action.
ENCShaped ConsciousnessPsion Feature · PsPMinor Close burst 10Conjuration, Psionic
You shape a fragment of your consciousness, bringing it into existence to extend your scope on the battlefield.
Eff You conjure a fragment of your consciousness in an unoccupied sq in the burst. The fragment lasts until the end of the encounter or until you dismiss it as a minor action. The fragment occupies its sq, and you and your allies can move through it. When you take a move action, you can also move your fragment a number of sq equal to your speed. You can see, hear, and use psion powers as if you were in your fragment’s space. Your fragment can be attacked. If it takes any dmg, it disappears. It is immune to your attacks.

Level 1 At-Will Disciplines

AWDimensional ScramblePsion Attack 1 · PsPStd Area burst 1 within 10 squaresAugmentable, Implement, Psionic, TeleportationTgt Each creature in burst
Your attack causes space to jumble and fragment, scattering creatures into different positions.
Atk Int vs Fortitude · Hit 1d6 + Int dmg, and you teleport tgt to a sq adjacent to the burst.
Aug 1 Tgt Each enemy in burst
Aug 2 Tgt Each enemy in burst · Hit 2d6 + Int dmg, and you teleport tgt to another sq in or adjacent to the burst.
AWDisheartenPsion Attack 1 · PHB3Std Area burst 1 within 10 squaresAugmentable, Implement, Psionic, PsychicTgt Each creature in burst
You insert thoughts of defeat into your foes’ minds, sapping the enemies’ will to fight.
Atk Int vs Will · Hit 1d6 + Int psychic dmg, and tgt takes a –2 penalty to attack rolls until EONT.
Aug 1 Hit As above, and tgt cannot make OAs until EONT.
Aug 2 Hit 2d6 + Int psychic dmg, and tgt takes a penalty to attack rolls = Cha until EONT.
AWForce PunchPsion Attack 1 · PHB3Std Melee 1Augmentable, Force, Implement, PsionicTgt One creature
You punch your foe telekinetically, pushing it and its allies away from you.
Atk Int vs Fortitude · Hit 1d8 + Int force dmg, and you push tgt and each enemy adjacent to you 1 sq.
Aug 1 Hit As above, but you push tgt a number of sq = Wis.
Aug 2 Hit 1d8 + Int + Wis force dmg, and you knock tgt prone. In addition, you push tgt and each enemy adjacent to you 1 sq.
AWForce ShardPsion Attack 1 · PsPStd Ranged 5Augmentable, Conjuration, Force, Implement, Psionic
A shard of pure force appears in the air at your mental command, creating a hazard for your foes.
Eff You conjure a force shard in an unoccupied sq within range. The shard lasts until EONT or until expended. Any enemy that enters the shard’s space or ends its turn there takes force dmg = Cha. In addition, you can make the following attack using the shard.
Minor Ranged 5 · Tgt One creature · Atk Int vs Reflex · Hit 1d8 + Int force dmg.
Eff The force shard is expended.
Aug 1 Eff You conjure a force shard as above, and you can also move the force shard 5 sq as a move action.
Aug 2 Hit 2d8 + Int force dmg.
AWKinetic TrawlPsion Attack 1 · PHB3Std Ranged 10Force, Implement, PsionicTgt One creature
You catch your foe in a net of constricting force and draw the foe toward you.
Atk Int vs Reflex · Hit 1d8 + Int force dmg, and you pull tgt 1 sq.
Spec You can use this power unaugmented as a RBA.
Aug 1 Hit 1d10 + Int force dmg, and you pull tgt a number of sq = Wis.
Aug 2 Hit 2d10 + Int force dmg, and you pull tgt a number of sq = Wis.
AWMemory HolePsion Attack 1 · PHB3Std Ranged 10Augmentable, Implement, Psionic, PsychicTgt One creature
You sift through your foe’s mind for the mental representation of yourself within it and brutally rip it out.
Atk Int vs Will · Hit 1d6 + Int psychic dmg, and you become invisible to tgt until SONT.
Aug 1 Hit As above, but the invisibility lasts until EONT.
Aug 2 Range Area burst 1 within 10 sq · Tgt Each creature in burst · Hit 2d6 + Int psychic dmg, and you become invisible to tgt until SONT.
AWMind LockPsion Attack 1 · PsPStd Ranged 10Augmentable, Implement, Psionic, PsychicTgt One creature
Your attack locks down an enemy’s ability to focus, hindering its movement.
Atk Int vs Will · Hit 1d8 + Int psychic dmg, and tgt is slowed until EONT.
Aug 1 Hit As above, and tgt also cannot shift until EONT.
Aug 2 Range Area burst 1 within 10 sq · Tgt Each creature in burst
AWMind ThrustPsion Attack 1 · PHB3Std Ranged 10Augmentable, Implement, Psionic, PsychicTgt One creature
You unleash a psychic assault on your foe’s mental pathways. You can increase the assault’s intensity to weaken your foe’s defenses.
Atk Int vs Will · Hit 1d10 + Int psychic dmg.
Spec You can use this power unaugmented as a RBA.
Aug 1 Hit As above, and tgt takes a penalty to Will = Cha until EONT.
Aug 2 Hit 2d10 + Int psychic dmg, and tgt takes a penalty to all defenses = Cha until EONT.
AWStatic MotePsion Attack 1 · PsPStd Ranged 10Augmentable, Conjuration, Implement, Lightning, Psionic
A mote of roiling lightning hinders your foes before exploding in t devastating burst.
Eff You conjure a static mote in an unoccupied sq within range. The mote lasts until SONT. Any creature that starts its turn adjacent to the mote is slowed until the end of its turn. After the mote ends, you make the following attack.
No Act (Special) Close burst 3 centered on the sq the mote occupied · Tgt Each creature in burst · Atk Int vs Reflex · Hit 1d6 + Int lightning dmg.
Spec You can take this free action only as the first action of your turn.
Aug 1 Hit As above, and one target is pulled 1 sq toward the center of the burst.
Aug 2 Hit 2d6 + Int lightning dmg.

Level 1 Daily Disciplines

DLYHand of CautionPsion Attack 1 · PHB3Std Ranged 10Force, Implement, PsionicTgt One creature
You forge a barrier of hand-shaped force. When your foe moves too close to you, the barrier repels it.
Atk Int vs Reflex · Hit 2d8 + Int force dmg.
Eff Until the end of the encounter, you can use a minor action to push tgt 1 sq when tgt is within 5 sq of you. This effect ends if you end your turn adjacent to tgt.
Miss Half dmg.
DLYLiving MissilePsion Attack 1 · PsPStd Ranged 10Implement, Psionic
You bind an enemy with a thought; then hurl itinto another foe.
1° Tgt One creature · 1° Atk Int vs Fortitude · Hit Tgt is immobilized (save ends). · Miss Tgt is slowed (save ends).
Eff While tgt is immobilized or slowed by this power, you can make the following secondary attack.
Minor (1/round) Ranged 10
Eff Before the secondary attack, you slide the primary target 10 sq.
2° Tgt One creature adjacent to the primary target at any point during the slide · 2° Atk Int vs Reflex · Hit 2d6 + Int dmg, and the secondary target falls prone. The primary target takes half dmg and falls prone. · Miss Half dmg, and the primary target falls prone.
DLYMental TraumaPsion Attack 1 · PHB3Std Ranged 20Implement, Psionic, PsychicTgt One creature
You assault your enemy with a psychic bolt, impairing its ability to withstand subsequent assaults on its mind.
Atk Int vs Will · Hit 3d8 + Int psychic dmg.
Eff Tgt gains vulnerable 5 psychic (save ends).
Miss Half dmg.
DLYPsychic DissolutionPsion Attack 1 · PsPStd Ranged 10Implement, PsionicTgt One creature
A psychic wind scours your foe, shredding it to a dark haze.
Atk Int vs Fortitude · Hit 2d8 + Int dmg, and ongoing 5 dmg (save ends).
Eff When tgt takes ongoing dmg from this power, each sq adjacent to tgt becomes light ly obscured until EONT.
Miss Half dmg, and ongoing 5 dmg (save ends).
DLYRavening ThoughtPsion Attack 1 · PHB3Std Ranged 10Implement, Psionic, Psychic
You craft an insidious idea barbed with contradictions and horrors and project it into the mind of your foe. The thought then tries to invade other foes’ minds.
1° Tgt One creature · 1° Atk Int vs Will · Hit 2d6 + Int psychic dmg, and ongoing 5 psychic dmg (save ends). · Miss Half dmg, and ongoing 3 psychic dmg (save ends).
Eff Make a secondary attack.
2° Tgt Each enemy adjacent to the primary target · 2° Atk Int vs Will · Hit 1d6 + Int psychic dmg, and ongoing 5 psychic dmg (save ends).
DLYSummon Thought ServantPsion Attack 1 · PsPMinor Ranged 10Augmentable, Implement, Psionic, Psychic, Summoning
The power of your mind summons an obedient servant that can fight with you or come to an ally’s aid.
Eff You summon a Small thought servant in an unoc cupied sq within range. The servant has speed 8. You can give the servant the followingspecial commands.
Std Melee 1; targets one creature; Int vs AC; 1d10 + Int psychic dmg. · OA Melee 1; targets one creature; Int vs AC; 1d10 + Int psychic dmg.
Aug 1 Eff As above, and you can give the thought servant the following additional command. · Opp Triggered when a dying ally adjacent to the servant starts its turn; targets the triggering ally; the servant makes a Heal check to stabilize tgt or to allow tgt to use his or her second wind.
DLYTelekinetic AnchorPsion Attack 1 · PHB3Std Area burst 1 within 10 squaresForce, Implement, PsionicTgt Each creature in burst
You drive an unseen spike of force into space itself, anchoring creatures in place and causing them harm if they struggle.
Atk Int vs Fortitude · Hit 3d6 + Int force dmg.
Eff Each target takes 5 force dmg the first time it moves on its next turn.
Miss Half dmg.
DLYTelepathic ProjectionPsion Attack 1 · PsPStd Ranged 10Charm, Implement, Psionic, PsychicTgt One creature
Youforce your own will into an enemy’s mind, manipulating the foe like a puppet under your control.
Atk Int vs Will · Hit 3d8 + Int psychic dmg, and tgt is subject to your telepathic projection (save ends). While tgt is affected by your telepathic projection, when you start your turn, tgt makes a MBA as a free action against a target you choose.
Miss Half dmg, and tgt makes a MBA against a random creature. If this attack targets one of your allies, tgt takes a -2 penalty to the attack roll.

Level 2 Utility Disciplines

ENCBorrow TrainingPsion Utility 2 · PsPMinor Ranged 10PsionicTgt One ally
You reach into an ally’s mind to borrow the knowledge you need.
Eff Choose one skill in which tgt is trained and you are not. Until EONT, you gain a +5 pwr bonus to skill checks with the chosen skill.
ENCBuoyancy of ThoughtPsion Utility 2 · PsPImm Intr PersPsionic
Your mind catches you whenever you mightfall.
Trig You take falling dmg or an attack knocks you prone · Eff You reduce any falling dmg by a number of points equal to your level, and you are not knocked prone by the triggering attack or the triggering fall.
ENCDimensional StowawayPsion Utility 2 · PsPFree Melee 1Psionic, TeleportationTgt One ally adjacent to you before the teleport
You establish a psychic connection to an ally, bringing it with you when you teleport.
Trig You teleport or a creature teleports you · Eff You teleport tgt to a sq adjacent to your destination.
ENCIntellect FortressPsion Utility 2 · PHB3Imm Intr PersPsionic
A shimmering fortress of mind-generated force springs into being, deflecting certain attacks.
Trig You are hit by an attack · Eff Choose a defense. Until EONT, you gain a pwr bonus to that defense = Cha.
ENCMind ShroudPsion Utility 2 · PsPMinor PersPsionic
You slow your movement to shroud yourself in a shimmering haze, clouding all creatures’ minds against your presence.
Eff Until EONT, you have superior cover and you are slowed.
DLYSkill EmpowermentPsion Utility 2 · PHB3Minor Ranged 10PsionicTgt One ally
You send currents of energy into your ally’s mind and body, empowering your comrade to achieve exceptional deeds.
Eff Choose a skill. Tgt gains a +3 pwr bonus to checks using that skill until the end of the encounter.
DLYTelekinetic LiftPsion Utility 2 · PHB3Std Ranged 10PsionicTgt One ally, helpless enemy, or object that weighs 400 pounds or less and isn’t carried by another creature
You lift a creature or an object into the air with the power of your mind and can hold it there or move it as you wish.
Eff You slide tgt 3 sq in any direction, even into the air. Tgt remains aloft and is immobilized until EONT. You can end this effect as a free action, and it ends if you end your turn out of range of tgt. If tgt is a creature, it can end the effect as a minor action.
Sust Minor Tgt remains aloft and is immobilized until EONT, and you can slide tgt 3 sq in any direction. Alternatively, you can drop tgt and then use the power on a new target.
ENCTransport SelfPsion Utility 2 · PHB3Move PersPsionic, Teleportation
With a thought, you transport yourself to a position that better suits your desires.
Eff You teleport a number of sq equal to 1 + Wis.

Level 3 At-Will Disciplines

AWBetrayalPsion Attack 3 · PHB3Std Ranged 10Augmentable, Charm, Implement, PsionicTgt One enemy
You weaken your foe’s sense of self and force the enemy to betray a comrade.
Atk Int vs Will · Hit You slide tgt 1 sq to a sq adjacent to an enemy. Tgt then makes a MBA as a free action against that enemy, with a bonus to the attack roll = Cha.
Aug 1 Hit As above, and tgt gains a bonus to the dmg roll = Cha.
Aug 2 Hit You slide tgt a number of sq = Cha to a sq adjacent to an enemy. Tgt then makes a MBA as a free action against that enemy, with a bonus to the attack roll and the dmg roll = Cha. Tgt is also dazed until EONT.
AWBurning FluxPsion Attack 3 · PHB3Std Ranged 10Augmentable, Fire, Implement, Psionic, ZoneTgt One creature
You telekinetically grasp empty space and shape it into a whirlwind of burning, grasping filaments that sears nearby enemies.
Atk Int vs Reflex · Hit 1d6 + Int fire dmg.
Eff Choose a sq in tgt’s space. That sq becomes a zone that lasts until EONT. Any creature that enters the zone, starts its turn there, or starts its turn adjacent to it takes fire dmg = Wis.
Aug 1 Eff As above, and the zone is totally obscured.
Aug 2 Range Area burst 1 within 10 sq · Tgt Each creature in burst · Hit 2d6 + Int fire dmg. · Eff The burst creates a zone that lasts until EONT. The zone is totally obscured, and any creature that enters the zone or starts its turn there takes fire dmg = Wis.
AWCrushing TurmoilPsion Attack 3 · PsPStd Ranged 10Augmentable, Implement, Psionic, PsychicTgt One creature
Your attack crushes your enemy’s confidence and resolve, hin dering its ability to shrug off debilitating effects.
Atk Int vs Will · Hit 1d8 + Int psychic dmg, and tgt takes a -2 penalty to the next saving throw it makes before EONT.
Aug 1 Hit As above, and tgt also takes a -2 penalty to attack rolls until EONT.
Aug 2 Hit 2d8 + Int psychic dmg, and tgt takes a 2 penalty to attack rolls and saving throws until EONT.
AWForce HammerPsion Attack 3 · PHB3Std Area burst 1 within 10 squaresAugmentable, Force, Implement, PsionicTgt Each creature in burst
You fashion a hammer of force to smash your enemies and either slow them or knock them to the ground.
Atk Int vs Fortitude · Hit 1d6 + Int force dmg, and tgt is slowed until EONT.
Aug 1 Hit As above, and tgt can’t shift until EONT.
Aug 2 Hit 1d8 + Int force dmg, and you knock tgt prone.
AWFuse FormPsion Attack 3 · PsPStd Ranged 10Augmentable, Implement, PsionicTgt One creature
The energy of your mind scours your foe to hinder its move ment, and it can bind multiple enemies together with unbreak able psychic bonds.
Atk Int vs Fortitude · Hit 1d8 + Int dmg, and if tgt moves more than 2 sq on its next turn, it takes 5 dmg.
Aug 1 (Fear) Hit As above, and enemies take a -2 penalty to attack rolls while adjacent to tgt until EONT.
Aug 2 1° Tgt One creature · 1° Atk Int vs Fortitude · Hit 1d8 + Int dmg, and if the primary target moves more than 2 sq on its next turn, it takes 5 dmg. You make a secondary attack that is an area burst 1 centered on the primary target. · 2° Tgt Each enemy in burst · 2° Atk Int vs Reflex · Hit 5 + Int dmg. Until EONT, the secondary target cannot move to a sq that is not adjacent to the primary target, and the primary target cannot move to a sq that is not adjacent to one or more seèondary targets.
AWId InsinuationPsion Attack 3 · PHB3Std Area burst 1 within 10 squaresAugmentable, Implement, Psionic, PsychicTgt Each creature in burst
You send tendrils of thought burrowing into your foes’ minds, compromising the enemies’ resilience. By increasing the size of the tendrils, you can make your foes more susceptible to harm.
Atk Int vs Will · Hit 1d6 + Int psychic dmg, and tgt takes a –2 penalty to Fortitude until EONT.
Aug 1 Hit As above, but the penalty to Fortitude equals Cha.
Aug 2 Hit 2d8 + Int psychic dmg. If an attack hits tgt’s Fortitude before EONT, that attack deals extra dmg = Cha.
AWKinetic TripPsion Attack 3 · PsPStd Ranged 10Augmentable, Force, Implement, PsionicTgt One creature
Your attack constrains your enemy, bowling it over unless it stands its ground.
Atk Int vs Reflex · Hit 1d8 + Int force dmg. On its next turn, if tgt moves more than half its speed, it falls prone.
Aug 1 Hit 1d8 + Int force dmg. On its next turn, if tgt makes a move other than a shift, it falls prone.
Aug 2 Tgt One, two, or three creatures
AWPsychic AnomalyPsion Attack 3 · PsPStd Ranged 10Augmentable, Conjuration, Implement, Psionic, Psychic
You conjure a shimmering anomaly of pure psionic energy, which disrupts the minds ofnearbyfoes.
Eff You conjure a psychic anomaly in an unoccupied sq within range. The anomaly lasts until EONT. You can make the following attack using the anomaly.
Opp Melee 1 · Trig An enemy starts its turn in a sq adjacent to the anomaly · Tgt The triggering enemy · Atk Int vs Will · Hit 1d6 + Int psychic dmg, and you slide tgt 3 sq to a sq adjacent to the anomaly.
Aug 1 Eff As above, and your allies can flank with the psy chic anomaly.
Aug 2 Hit 1d8 + Int psychic dmg, and tgt is dazed until EONT.

Level 5 Daily Disciplines

DLYCrisis of IdentityPsion Attack 5 · PHB3Std Ranged 10Charm, Implement, Psionic, PsychicTgt One creature
You pull on the invisible threads of your foe’s self-knowledge, scrambling the creature’s mind.
Atk Int vs Will · Hit 3d6 + Int psychic dmg, and tgt makes a MBA as a free action against a creature of your choice, with a bonus to the attack roll and the dmg roll = Cha.
Miss Half dmg.
DLYForce SpheresPsion Attack 5 · PsPStd PersForce, Implement, Psionic
Your power focuses into protective spheres of shimmeringforce that can be hurled at your enemies with a thought.
Eff You set four force spheres spinning around you in your space until the end of the encounter or until you expend them. While you have at least one force sphere, you gain a +2 bonus to all defenses, and you can make the following attack.
Minor (1/round) Ranged 20 · Tgt One creature · Atk Int vs Reflex · Hit 1d6 + Int force dmg, and tgt falls prone.
Eff You expend one force sphere.
DLYHypnotic PulsePsion Attack 5 · PHB3Std Area burst 1 within 10 squaresImplement, Psionic, PsychicTgt Each enemy in burst
You emanate a hypnotic ripple of psychic influence that spreads among your foes.
Atk Int vs Will · Hit 2d6 + Int psychic dmg, and tgt is dazed (save ends).
Miss Tgt is dazed until EONT.
DLYInflicted MindscapePsion Attack 5 · PsPStd Area burst 1 within 10 squaresImplement, Psionic, Psychic, ZoneTgt Each enemy in burst
As you reach into your enemies’ minds, the ground beneath their feet becomes a clutching mire of madness.
Atk Int vs Reflex · Hit 2d6 + Int psychic dmg, and tgt is immobilized (save ends).
Eff The burst creates a zone that lasts until EONT. Any enemy that ends its turn’within the zone is slowed until EONT.
Miss Half dmg, and tgt is slowed (save ends). · Sust Minor The zone persists.
DLYShredding RibbonsPsion Attack 5 · PHB3Std Area burst 1 within 10 squaresForce, Implement, Psionic, ZoneTgt Each creature in burst
A mass of whirling, shredding, translucent ribbons of force erupts into existence at your behest. The razor-sharp tendrils repeatedly slice into your foes.
Atk Int vs Reflex · Hit 2d6 + Int force dmg.
Eff The burst creates a zone that lasts until EONT. Any creature that enters the zone or starts its turn there takes force dmg = Wis.
Miss Half dmg. · Sust Minor The zone persists.
DLYSummon Ebony StingerPsion Attack 5 · PsPMinor Ranged 10Augmentable, Implement, Poison, Psionic, Summoning
Wisps of black shadow coalesce toform a, monstrous scorpion under your control.
Eff You summon a Medium ebonystinger in an unoc cupied sq within range. Thestinger has speed 7 and climb 3. The stinger has a +4bpnus to AC and a +2 bonus to Reflex. You can give the stinger the following special commands.
Std Melee 1; targets one creature; Int vs Reflex; 1d8 + Int dmg, and the stinger grabs tgt. · OA Melee 1; targets one creature; Int vs Reflex; 1d6 + Int dmg, and ongoing 5 poison dmg (save ends).
Aug 1 Eff As above, and any cretature grabbed by the ebony stinger takes a -4 penaltyto chéks to escape the stinger’s grab.
DLYTelekinetic MaulPsion Attack 5 · PHB3Std Ranged 10Force, Implement, PsionicTgt One creature
You form a maul of telekinetic force and slam it into your foe, knocking that enemy backward.
Atk Int vs AC · Hit 3d12 + Int force dmg, and you push tgt a number of sq = Wis (minimum 1). If you push tgt into difficult terrain, tgt falls prone.
Miss Half dmg, and you push tgt 1 sq.
DLYThunderous Exit⚠ source text garbledPsion Attack 5 · PsPStd Close burst 3Implement, Psionic, Teleportation, ThunderTgt Each creature in burst
A blast of thunder rocks your enem’ids,’dllowin8 you to escape in its booming wake. -
Atk Int vs Fortitude · Hit 2d8 + Int thunder dmg.
Eff You teleport 5 sqãis.
Miss Half dmg.

Level 6 Utility Disciplines

ENCExplosive ForcePsion Utility 6 · PsPFree PersPsionicTgt Each creature adjacent to the enemy you hit
Your force attack releases a pulse of enerj3y that leaves nearby creatures vulnerable to follow up attacks.
Trig You hit an enemy within 10 sq of you with an unaugmented psion at-will force attack power · Eff Tgt grants CA until the end of your nextturn. t
DLYIntellect PrismPsion Utility 6 · PsPMinor Ranged 5Conjuration, Psionic
Motes of light.swirl toform a crystalliie pism in the air, sharp ening your senses and extendinyqur prsence on the battlefield.
Eff You conjure an intellect prism in an unoccupied sq within range. The prism lasts until theend of the encounter or until you dismiss it as a minor action. You can use your attack powers as if you were in the prism’s space. As a move action, you ii move the prism a number of sq = Int. While the prism is adjacent to you, you gain a +3 bonus to Perception checks. The prism can be targeted by melee and ranged attacks. It has a +4 bonus to all defenses and HP equal to your healing surge value. If the prism drops to 0 HP, it is destroyed and you are dazed until EONT.
ENCMental VoidPsion Utility 6 · PsPImm Intr PersPsionic
When an enemy strikes at your mind, the attack only boosts your resilience.
Trig An enemy attack targets your Will · Eff You gain a +4 bonusto Will until EONT. If the triggering attacl misses, the attacker grants CA until EONT.
DLYMind ShadowPsion Utility 6 · PHB3Minor PersPsionic
Your enemies’ ability to pay attention to you fades. You recede to the edge of your foes’ vision as nothing but a blurred shadow.
Eff Until you hit any creature with an attack or until the end of the encounter, you are invisible to your enemies if you are not their nearest enemy.
ENCShared RecoveryPsion Utility 6 · PsPFree PersPsionic
You tap into the mind of an ally, letting his or her recovery grant a temporary boost to your own vitaltt,
Trig An ally within 5 sq of you regains HP or succeeds on a saving throw · Eff You gain temp HP equal to twice Int.
DLYSteadfast StanchionPsion Utility 6 · PHB3Std PersPsionic
You clamp invisible wedges of force onto space itself, tethering yourself and your allies against forced movement.
Eff You become immune to forced movement until EONT. In addition, your allies are immune to forced movement while within 5 sq of you. If you move, the effect ends.
Sust Minor The effect persists.
ENCTelekinetic ScreenPsion Utility 6 · PHB3Imm Intr PersPsionic
You mentally project a thin layer of force around yourself to ward off a deadly attack.
Trig An enemy scores a critical hit against you · Eff The attack’s dmg is reduced by 10 + Wis.

Level 7 At-Will Disciplines

AWCranial DisturbancePsion Attack 7 · PHB3Std Ranged 10Augmentable, Force, Implement, PsionicTgt One creature
You generate a spike of expanding force within your enemy, disorienting that foe and knocking it off balance. You can expand the spike to have it explode, affecting more foes.
Atk Int vs Fortitude · Hit 1d8 + Int force dmg, and you knock tgt prone.
Aug 1 Hit As above, and each creature adjacent to tgt takes force dmg = Wis.
Aug 2 Hit 1d8 + Int force dmg, and tgt is dazed until EONT. In addition, each creature adjacent to tgt takes force dmg equal to 5 + Wis.
AWDread SpiralPsion Attack 7 · PHB3Std Ranged 10Augmentable, Force, Implement, PsionicTgt One creature
You focus your thoughts on your foe, binding it with unbreakable force that lets you move it as you wish. By exerting more willpower, you can move your enemy farther.
Atk Int vs Fortitude · Hit 1d10 + Int force dmg, and you slide tgt 1 sq.
Aug 1 Hit As above, but you pull tgt a number of sq = Wis, instead of sliding it.
Aug 2 Hit 2d10 + Int force dmg, and you slide tgt a number of sq = Wis.
AWEctoplasmic ServantPsion Attack 7 · PsPStd Ranged 10Acid, Augmentable, Conjuration, Implement, Psionic
A conjured shower ofglistehiftg lfrntakes humanoid shape at your command, spraying your foes •with’ caustic acid.
Eff You conjure an ectoplasmi s&vant in an unoccu pied sq within Theserva,nt.lasts until EONT or until expende1. Any enemy that en ters the servant’s space or ends it turn there takes acid dmg equal to your harismani&iifier. In addition, you can make the following attack using the servant.
Minor CIose burst 1 · Tgt Each enemy in burst · Atk Int vs Fortitude · Hit 1d6 + Int acid dmg, and tgt is slowed until EONT.
Eff The ectoplasmic servant is expended.
Aug 1 Eff You conjure an ectoplasmic servant as above, and any enemy that starts its turn in or adjacent to the ser vant’s space is slowed until the nd of your next turn.
Aug 2 Hit 2d6 + Int acid dmg, and tgt is slowed until EONT.
AWEgo WhipPsion Attack 7 · PsPStd Ranged 10Augmentable, Fear, Implement, Psionic, PsychicTgt One creature
Your psychic attack hits like the crack of a whip,flooding your foe withfeelings of crushing worthlessness.
Atk Int vs Will · Hit Int psychic dmg, and tgt takes a 2 penalty to attack rolls and a —2 penalty to all defenses until EONT.
Aug 1 Hit As above, and tgt also takes a -2 penalty to saving throws until EONT.
Aug 2 Hit 1d8 + Int psychic dmg, and tgt takes a —2 penalty to attack rolls, all defenses, and saving throws until EONT.
AWForce GraspPsion Attack 7 · PHB3Std Ranged 10Augmentable, Force, Implement, PsionicTgt One creature
You grasp your foe with a hand of shimmering force, slowing it. You can hold the foe in place if you infuse the hand with enough power.
Atk Int vs Fortitude · Hit 1d8 + Int force dmg, and tgt is slowed until EONT.
Aug 1 Tgt One creature or two creatures adjacent to each other
Aug 2 Tgt One or two creatures · Hit 2d8 + Int force dmg, and tgt is immobilized until EONT.
AWKinetic BufferPsion Attack 7 · PsPStd Close burst 1Augmentable, Force, Implement, PsionicTgt Each creature in burst
A burst of force protects you even as it slams into your enemies and knocks them back.
Atk Int vs Fortitude · Hit 1d6 + Int force dmg, and you push tgt 1 sq. In addition, you gain a +2 pwr bonus to all defenses until SONT.
Aug 1 Tgt Each enemy in burst
Aug 2 Range Close burst 2 · Tgt Each enemy in burst · Hit 2d6 + Int force dmg, and you push tgt a number of sq = Wis. In addition, you gain a +2 pwr bonus to all defenses until EONT.
AWMatter DissipationPsion Attack 7 · PsPStd Area burst 1 within 10 squaresAugmentable, Implement, Psionic, ZoneTgt Each creature in burst
Your attack leaves an area ofghostly translucence that tears at creatures lingering within it.
Atk Int vs Fortitude · Hit 1d8 + Int dmg.
Eff The burst creates a zone that lasts until EONT. Any creature that ends its turn within the zone takes dmg = Cha.
Aug 1 Eff As above, but any enemy that ends its turn within the zone takes the dmg.
Aug 2 Hit 2d8 + Int dmg.
AWMind BreakPsion Attack 7 · PHB3Std Ranged 10Augmentable, Implement, Psionic, PsychicTgt One creature
You lance your foe’s mind with mental trauma, which makes the enemy vulnerable to psychic damage. If you choose, you can strip away its psychic resistances.
Atk Int vs Will · Hit 1d8 + Int psychic dmg, and tgt gains vulnerability to psychic dmg = Cha until EONT.
Spec You can use this power unaugmented as a RBA.
Aug 1 Hit As above, but the vulnerability equals 5. Tgt loses psychic resistance until EONT.
Aug 2 Hit 2d8 + Int psychic dmg, and tgt gains vulnerability to psychic dmg equal to 5 + Cha until EONT.

Level 9 Daily Disciplines

DLYClear the SlatePsion Attack 9 · PHB3Std Area burst 2 within 10 squaresForce, Implement, PsionicTgt Each creature in burst
You create huge gauntlets of mental force that snatch creatures and move them into positions that you desire.
Atk Int vs Fortitude · Hit 2d6 + Int force dmg, and you slide tgt a number sq equal to 3 + Wis.
Miss Half dmg, and you slide tgt 1 sq.
DLYEchoing BoomPsion Attack 9 · PsPStd Area burst 1 within 10 squaresImplement, Psionic, Thunder
You unleash a burst of devastating thunder whose booming echo lets you scatterfoes across the battlefield.
1° Tgt Each creature in burst · 1° Atk Int vs Fortitude · Hit 2d8 + Int thunder dmg. · Miss Half dmg.
Eff Until EONT, you can make the following secondary attack.
Imm React Ranged 10 · Trig An enemy within 10 sq of you is hit by an attack Secondary Target The triggering enemy
Eff The secondary target takes 5 thunder dmg, and you slide the secondary target 1 sq. Sustain Minor The effect persists.
DLYInflict PainPsion Attack 9 · PsPStd Area burst 2 within 10 squaresImplement, Psionic, PsychicTgt Each enemy in burst
Your thoughts work their way into a foe’s mind like razor-sharp needles, crippling it with excruciating pain.
Atk Int vs Will · Hit 2d6 + Int psychic dmg, and tgt is slowed and takes ongoing 5 psychic dmg (save ends).
Miss Half dmg, and tgt is slowed until EONT.
DLYMalicious LightningPsion Attack 9 · PsPStd Area burst 1 within 10 squaresConjuration, Implement, Lightning, Psionic
A burst of lightning lingers asfour sizzling motes, each ofwhich erupts at your command.
1° Tgt Each enemy in burst · 1° Atk Int vs Reflex · Hit 2d6 + Int lightning dmg. · Miss Half dmg.
Eff You conjure four lightning motes in unoccupied sq in the burst. Each mote lasts until the end of the encounter or until expended. Any creature that starts its turn in a sq adjacent to a lightning mote takes light ning dmg = Int. Starting on your next turn, you can make the following attack using a lightning mote.
Minor (1/round) Close burst 1
2° Tgt Each creature in burst · 2° Atk Int vs Reflex · Hit 1d6 + Int lightning dmg, and the lightning mote pushes the secondary target 1 sq.
Eff The mote is expended.
DLYMind BlastPsion Attack 9 · PHB3Std Close blast 5Implement, PsionicTgt Each creature in blast
You blast your foes with a torrent of psychic energy.
Atk Int vs Will · Hit Tgt is stunned (save ends).
Miss Tgt is dazed until EONT.
DLYMind CannonPsion Attack 9 · PHB3Std Ranged 10Force, Implement, Psionic, Thunder
You rend your foe with a thunderous explosion of force, which sends a shock wave into nearby creatures.
1° Tgt One creature · 1° Atk Int vs Fortitude · Hit 2d8 + Int force and thunder dmg. You push the primary target 1 sq, and it is deafened (save ends).
Eff Make a secondary attack that is a close burst 1 centered on the primary target.
2° Tgt Each creature in burst other than the primary target · 2° Atk Int vs Fortitude · Hit 1d8 + Wis thunder dmg. · Miss Half dmg.
DLYSensory OnslaughtPsion Attack 9 · PHB3Std Ranged 10Implement, Psionic, PsychicTgt One creature
You overload your foe’s senses with a blaring, flashing, odorous mental onslaught that only that creature can perceive.
Atk Int vs Will · Hit 2d10 + Int psychic dmg, and ongoing 5 psychic dmg (save ends).
Eff Until EONT, tgt takes a –2 penalty to attack rolls and to all defenses, and it can’t take opportunity actions.
Miss Half dmg.
DLYSummon Phantasmal Killer⚠ source text garbledPsion Attack 9 · PsPMinor Ranged 10Augmentable, Illusion, Implement, Psionic, Psychic, Summoning
Your foe's worsts are manifested as a nightmarish monster that it cannot shake off
Effeàt Jüiinon a Medium phantasmal killer in an unoccupied sq within range. Choose one enemy i djacttifheikiller to become its prey until the end of ‘ the eñcou,tèr.-’:iihekiller has speed 8, phasing, and gains a +4 bonus tolAC and Reflex against OAs,1he killisiisibstantial to all attacks from creatures otlihanitsprey. When its prey drops to 0 HP orat4he en of the encounter the killer disappears You ‘ gjçtekillerthe following special commands. · Std Melee 1; targets one creature that is the killer’s prey; Int vs Will; 2d6 + Int psychic dmg, and tgt takes a 2 penalty to attack rolls (save ends). · OA Melee 1; targets one creature; Int vs Will; 1d6 + Int psychic dmg, and the phantasmal killer pushes tgt 1 sq. If tgt is the killer’s prey, it takes 2d6 extra dmg and is not pushed.
Aug 1 i!:.-’ Range Effct As’above but you choose two enemies adjacent killer as its prey When both crea Lli,tui ;cho≤én’s the killer’s prey drop to 0 HP, the. killer disappears:

Level 10 Utility Disciplines

DLYDimensional Shortcut⚠ source text garbledPsion Utility 10 · PsPMove Close burst 3Psionic, TeleportationTgt You and each ally in burst Effect. Ch.?e a sq within 20 sq of you Each • ge4elepirtio’a sq within 3 sq of the as a free action
1Yourpsionic power connects two points in space, allowing you to slipfrom one location to the other
ENCEnergy Mitigation⚠ source text garbledPsion Utility 10 · PsPImm Intr PersPsionic
Yois9ilou1jnental strength to diminish the effect of af9,satac
Trig You are hit by a close or an area attack
Lifect Yptajçe!haWdamage from the triggering attack.
DLYForce Barricade⚠ source text garbledPsion Utility 10 · PsPStd Area waIl 5 within 10 squaresConjuration, Force, Psionic
A shzmmering7ll of force blocks attacks and movement
Eff Youconjurea solid, transparent wall of psionic force that lasts uñt1lthe:ëtid of your next turn. The wall can be up to 3’squareshigh. The wall blocks line of effect and movei’ No creature can enter a wall sq and t phasing creati7e,s cannot move through it Thwallcajleatta&ed, and attacks against it hit -‘n - automatically The wall has 50 HP and an attack ‘on any sqre deaIs dmg to the entire wall If the wall drops to,pit points the effect ends and each creature.withifl 2squars’ of the wall takes 10 force dmg and S. ze fall ne.’ -%
Range — :o---,t,,(y.t,,x.,. - · Sust Minor The wall persists.
ENCForce BubblePsion Utility 10 · PHB3Minor Close burst 1PsionicTgt You and each ally in burst
You create invisible spheres of force around yourself and your nearby allies. The spheres mute or even stop dangerous energy that rages beyond them.
Eff Choose cold, fire, force, lightning, necrotic, radiant, or thunder. Until EONT, each target gains resistance to that dmg type, but only when the dmg is from ranged or area attacks. The resistance equals 5 + Int.
DLYIntellect LeechPsion Utility 10 · PHB3Minor Ranged 20PsionicTgt One creature
You force a short-range telepathic connection on your foe. Every time your enemy’s mind is damaged, you draw invigorating energy from it.
Eff Until the end of the encounter, whenever tgt takes psychic dmg while within 10 sq of you, you gain temp HP equal to 5 + Cha.
ENCMind over FleshPsion Utility 10 · PHB3Imm Intr PersPsionic
You draw on your reservoir of psionic power to bolster yourself against a debilitating effect.
Trig An effect dazes, dominates, or stuns you · Eff You make a saving throw against the triggering effect. If you save, the triggering effect doesn’t affect you.
DLYSky HookPsion Utility 10 · PHB3Minor PersPsionic
You direct your telekinetic focus on yourself and raise yourself into the air.
Eff Until the end of the encounter, you have a fly speed equal to your speed (hover; altitude limit 2).
ENCTrace TeleportPsion Utility 10 · PsPImm React PersPsionic, Teleportation
You teleport [by] stealing the residual traces of another creature’s [teleportation]. [Flavor text partly illegible in source.]
Trig A creature within 10 sq of you teleports · Eff You teleport the same number of sq as the triggering creature.

Level 13 At-Will Disciplines

AWBrilliant Thought⚠ source text garbledPsion Attack 13 · PsPStd Ranged 10Augmentable, Implement, Psionic, RadiantTgt One creature
The power of your mind flares [as] brilliant white [light], blasting an enemy and clouding vision.
Atk Int vs Fortitude · Hit 1d8 + Int radiant dmg. Until the end ofyóurhéxturn, creatures more than 2 sq away from thetargt have éoncealment against tgt ‘
Aug 1 Hit As above, but creatures also have concealment against any enemy adjacent to tgt. Augment4 1’ Area burt1iithhiTOsquares - -Target Eachcreaturejiñ burst• Attack: lntelIigenceii Fortitude. Make the attack twice. · Hit 2 + intelhgeçenodifier radiant dmg. If both attacks hit the t,drgt is also blinded until the end of
AWConcussion BurstPsion Attack 13 · PHB3Std Area burst 1 within 10 squaresAugmentable, Force, Implement, PsionicTgt Each creature in burst
The air ripples as you knock your foes down with a wave of pummeling force.
Atk Int vs Reflex · Hit Int force dmg, and tgt falls prone.
Aug 1 Hit As above, and if tgt is hit by an attack against Fortitude before SONT, tgt falls prone.
Aug 4 Hit 3d6 + Int force dmg, and tgt falls prone.
AWDual HallucinationPsion Attack 13 · PHB3Std Ranged 20Augmentable, Implement, Psionic, PsychicTgt One or two creatures
You pull disquieting images from your foes’ minds and combine the images into horrific hallucinations, which you use to disorient those foes.
Atk Int vs Will · Hit 1d8 + Int psychic dmg, and tgt grants CA to the next creature that attacks it before EONT.
Aug 1 Hit As above, and tgt takes a penalty to Reflex = Cha until EONT.
Aug 4 Hit 2d8 + Int psychic dmg, and tgt is dazed until EONT.
AWInexplicable Attraction⚠ source text garbledPsion Attack 13 · PsPStd Ranged 10Augmentable, Implement, Psionic, PsychicTgt One creature
Againstitsilltizenerny is drawn close to another creature in the aft matof’our attack.
Atk Int vs Will Hit. 1d8 + hIljence modifier psychic dmg and you slide thetagt3sqLiares to a sq adjacent to any - tiieature.4.
Aug 1 Hit As above, but you slide tgt and one creature adjacent to tgt. tAumet44 ‘.TaigettOne dr treatures - -. -. - ti-i - -, Ijit2d8+IntelIigence modifier psychic dmg, and you -j sqUares to a sq adjacent to any crea sture If th&target doesn tend its next turn adjacent to that creature ikflIamage = Wis
AWKinetic Wave⚠ source text garbledPsion Attack 13 · PsPStd Close blast 3Augmentable, Force, Implement, PsionicTgt Each creature in blast
• A wave fpsidnicfoc lssoit to drive nearby creatures
Atk Int vs Fortitude •... ‘—:-ro.. - Hit,1d6 + Int force dmg, and you -shthe4squares.
Aug 1 (Zone) Eff The blast creates a zone that lasts until SONT. The zone is difficult terrain. ‘Aiignit4pne) €làse blsi5..
• - Hit: 3d6 + intellgence,modifier force dmg, and you - push the targ4t’anumber of sq equal to your Wisdom mdIifler fThr Thèlblast creates a zone that lasts until the start of your next4ii The zone is difficult terrain and any creature ends its turn within the zone takes dmg equaIto Wis
AWMind WipePsion Attack 13 · PHB3Std Area burst 1 within 10 squaresAugmentable, Implement, Psionic, PsychicTgt Each creature in burst
You fray your foes’ offensive abilities with a psychic lance of disruption.
Atk Int vs Will · Hit 1d8 + Int psychic dmg, and tgt takes a –2 penalty to attack rolls until EONT.
Aug 1 Hit As above, but the penalty equals Cha and applies only to tgt’s next attack roll that isn’t a basic attack before EONT.
Aug 4 Hit 3d8 + Int psychic dmg, and tgt takes a penalty = Cha to the next attack roll it makes before EONT.
AWThunder TetherPsion Attack 13 · PHB3Std Area burst 2 within 10 squaresAugmentable, Implement, Psionic, ThunderTgt One or two creatures in burst
You focus your will and wrench space around your foes, tethering them in place. Any of them that try to move pay a thunderous price.
Atk Int vs Reflex · Hit 1d8 + Int thunder dmg. If tgt moves on its next turn, it takes thunder dmg = Wis.
Aug 1 (Zone) Hit As above, and the burst creates a zone that lasts until EONT. Tgt can’t leave the zone during its next turn.
Aug 4 Hit 3d8 + Int thunder dmg. If tgt moves before SONT, it and each creature adjacent to it at the start of that move take thunder dmg = Wis.
AWVoid ShardPsion Attack 13 · PsPStd Ranged 10Augmentable, Conjuration, Force, Implement, Psionic
A shard of nothingness holdsfast any creature that slips too close.
Eff You conjure a void shard in an unoccupied sq within range. The shard lasts until SONT. Any creature that ends its turn in or adjacent to the void shard’s space is immobilized until the end of its next turn. After the shard ends, you make the following attack.
No Act (Special) Close burst 3 centered on the sq the shard occupied · Tgt Each creature in burst · Atk Int vs Fortitude · Hit 1d8 + Int force dmg, and tgt falls prone.
Spec You can take this free action only as the first action of your turn.
Aug 1 Eff As above, and when the void shard is conjured, it makes the following attack. · Free Close burst 3 · Tgt Each enemy in burst · Atk Int vs Reflex · Hit The void shard pulls tgt 3 sq.
Aug 4 Hit 2d8 + Int force dmg, and tgt is both dazed and slowed until EONT.

Level 15 Daily Disciplines

DLYCrushing BludgeonPsion Attack 15 · PHB3Std Ranged 10Force, Implement, PsionicTgt One creature
You manifest a massive fist of unstoppable force and bludgeon your foe with it, slowing that enemy’s movements.
Atk Int vs AC · Hit 4d10 + Int force dmg, and tgt is slowed (saved ends).
Miss Half dmg, and tgt is slowed until EONT.
DLYDominatePsion Attack 15 · PHB3Std Ranged 20Charm, Implement, Psionic, PsychicTgt One creature
A silvery ray of psychic compulsion lances into your foe’s innermost thoughts, dazing the creature long enough for you to assume control of its actions.
Atk Int vs Will · Hit Tgt is dominated (save ends).
After Tgt takes ongoing 10 psychic dmg (save ends). · Miss Tgt takes ongoing 10 psychic dmg (save ends).
DLYForced SerenityPsion Attack 15 · PsPStd Area burst 2 within 10 squaresCharm, Implement, Psionic, PsychicTgt Each enemy in burst
Your attack imbuesyourfoe with lingering psychic energy, crip pling it with pain at any sign of aggression.
Atk Int vs Will · Hit 1d10 + Int psychic dmg, and tgt takes 10 psychic dmg whenever it hits with an attack (save ends).
Miss Half dmg, and tgt takes 5 psychic dmg whenever it hits with an attack (save ends).
DLYImprisonPsion Attack 15 · PHB3Std Area burst 1 within 10 squaresForce, Implement, PsionicTgt Each creature in burst
You release an explosion of force that sends your foes spinning away. You then reshape that force into shackles to bind your enemies in place.
Atk Int vs Reflex · Hit 3d6 + Int force dmg. You slide tgt a number of sq equal to 2 + Wis, and it is immobilized (save ends).
Miss Half dmg, and you slide tgt 1 sq.
DLYLiving BarragePsion Attack 15 · PsPStd Area burst 1 within 10 squaresForce, Implement, Psionic
You ensnare your enemies with a thought, then hurl them about like living weapons.
1° Tgt Each enemy in burst · 1° Atk Int vs Fortitude · Hit 2d8 + Int force dmg, and the primary target is immobilized (save ends). · Miss Half dmg, and the primary target is slowed (save ends).
Eff While at least one primary target is immobilized by this power, you can make the following secondary attack.
Minor (1/round) Ranged 10
2° Tgt One or two primary targets immobilized or slowed by the attack
Eff You slide the secondary target 5 sq and make the following tertiary attack against one creature adjacent to the secondary target during the shift. You cannot attack the same tertiary target more than once per round with this power.
3° Tgt One creature Tertiary Attack: Int vs Reflex · Hit 2d6 + Int dmg, and the secondary target and tertiarytarget fall prone. The secondary target takes 5 dmg.
DLYPsychofeedbackPsion Attack 15 · PHB3Std Ranged 10Implement, Psionic, PsychicTgt One or two creatures
You sever one of your foe’s mental pathways, causing searing pain. You can exploit that mental wound whenever the foe harms your friends, renewing your own vitality.
Atk Int vs Fortitude · Hit 3d8 + Int psychic dmg, and tgt is dazed (save ends). While tgt is dazed by this power, you gain temp HP equal to 1d8 + Cha whenever tgt deals dmg to another creature.
Miss Half dmg.
DLYSummon Thought WarriorPsion Attack 15 · PsPMinor Ranged 10Augmentable, Implement, Psionic, Psychic, Summoning
An idealized warriorformed of thought energyfights alongside you.
Eff You summon a Medium thought warrior in an un occupied sq within range. The warrior has speed 7. It has a +4 bonus to AC and a +2 bonus to Reflex. The thought warrior lasts until the end of the encounter. You can give the warrior the following special commands.
Std Before the attack, the warrior shifts 1 sq; melee 1; targets one creature; Int + 2 vs AC; 1d10 + Int psychic dmg, tgt is slowed until EONT, and the warrior marks tgt until EONT. · Imm Intr Triggered when a target marked by the warrior moves or shifts; melee 1; targets the triggering creature; Int + 2 vs AC; 1d10 + Int psychic dmg, and the warrior shifts 1 sq. · OA Melee 1; targets one creature; Int + 2 vs AC; 1d10 + Int psychic dmg.
Aug 1 Eff As above, and the warrior also has a +2 pwr bonus to OA rolls. · Std As above, and the warrior marks tgt (save ends).
DLYThought of UnmakingPsion Attack 15 · PsPStd Ranged 10Implement, PsionicTgt One creature
You reach deep into an enemy’s mind and past to undo its existence.
Atk Int vs Will · Hit Ongoing 25 dmg (save ends). If tgt is bloodied or becomes bloodied while taking this ongoing dmg, the ongoing dmg increases by 10.
After Tgt is dazed until EONT. · Miss Ongoing 1 5 dmg (save ends).

Level 16 Utility Disciplines

DLYDream TravelerPsion Utility 16 · PsPMinor PersPolymorph, Psionic
By taking on theform of a creature of dreams, you bypass the barriers of the material world.
Eff You assume the form of the dream traveler until the end of the encounter or until you resume your normal form as a minor action. While you are in this form, you are insubstantial and phasing, you gain a +5 pwr bonus to Stealth checks, and you are weakened.
DLYFreedom of MovementPsion Utility 16 · PHB3Minor Area burst 2 within 10 squaresPsionicTgt Each ally in burst
You generate a field of slippery force that aids your allies who are entangled in difficult situations.
Eff You slide each target a number of sq equal to 1 + Wis. In addition, the immobilized, restrained, and slowed conditions end on each target, and if a target is grabbed, the grab ends.
ENCKinetic GraspPsion Utility 16 · PsPImm Intr Ranged 10PsionicTgt The triggering creature
You quickly create a psychic connection to another creature that allows it to holdfast where it stands.
Trig A creature within 10 sq of you is pulled, pushed, slid, or knocked prone · Eff Tgt is unaffected by the forced movement or is not knocked prone.
DLYMind BlankPsion Utility 16 · PsPStd Close burst 3Illusion, Psionic, Zone
Swirling psychic energy surrounds you and your allies, wiping your presencefrom your enemies’ minds.
Eff The burst creates a zone that lasts until EONT. The zone moves with you, remaining centered on you. While within the zone, you and your allies are invisible to enemies within the zone.
Sust Minor The zone persists.
DLYPrecognitive StepPsion Utility 16 · PHB3Minor PersPsionic
You can see the shades of things to come a heartbeat before they occur, granting you a sliver of time in which to alter events.
Eff Roll a d20. Once during this encounter, you can use that roll’s result in place of one of your attack rolls, saving throws, skill checks, or ability checks or in place of an enemy’s attack roll against you.
ENCPsychic ChirurgeryPsion Utility 16 · PHB3Free Melee touchPsionicTgt You or the ally
You send a charge of psionic energy into yourself or an ally, delaying an adverse effect.
Trig You or an ally is subjected to an effect that a save can end · Eff Tgt isn’t subjected to the effect until the end of his or her next turn and can’t start making saving throws against the effect until after that turn.
ENCSubjective RealityPsion Utility 16 · PsPMinor PersPsionic
You reshape the reality around you as you movefreely through it.
Eff You ignore the effects of difficult terrain, challeng ing terrain, hindering terrain, obscured terrain, and cover until EONT.
DLYTelekinetic BoostPsion Utility 16 · PHB3Minor Ranged 5Psionic, Zone
You focus your mental energy on creating a conduit for your allies’ movement.
Eff You create a zone in an unoccupied sq within range. The zone lasts until EONT. When any ally enters the zone, you can use a free action to slide that ally a number of sq = Wis. You can slide the ally in any direction, even into the air.
Sust Minor The zone persists, and you can move it to a different unoccupied sq within range.

Level 17 At-Will Disciplines

AWCerulean CagePsion Attack 17 · PsPStd Ranged 10Augmentable, Force, Implement, PsionicTgt One creature
Ghostly shards ofglowing blue surround your foe, threatening it fit attempts to move.
Atk Int vs Reflex · Hit 1d6 + Int force dmg. If tgt leaves its space before EONT, it takes force dmg = Wis.
Aug 1 Tgt One or two creatures adjacent to one of your allies in range
Aug 4 (Zone) Range Area burst 1 within 10 sq · Tgt Each creature in burst · Hit 3d8 + Int force dmg. · Eff The burst creates a zone that lasts until EONT. Any creature that leavs the zone takes force dmg = Int.
AWCrystalline BondsPsion Attack 17 · PHB3Std Close blast 3Augmentable, Implement, PsionicTgt Each creature in blast
You construct a lattice of binding crystalline force. By increasing the lattice’s strength, you can induce pain in the foes inside the lattice.
Atk Int vs Fortitude · Hit Tgt is immobilized until EONT.
Aug 1 (Force) Hit As above, and Wis force dmg.
Aug 4 (Force) Hit 3d10 + Int force dmg, and tgt is immobilized until EONT.
AWForced OpportunityPsion Attack 17 · PHB3Std Ranged 10Augmentable, Implement, PsionicTgt One creature
You jolt your foe’s psyche, disrupting the creature’s concentration and allowing an ally to strike the foe during the lapse. By channeling more psionic energy, you can create an opening for several allies to exploit.
Atk Int vs Will · Hit One ally adjacent to tgt can make an OA against it as a free action, with a bonus to the attack roll and the dmg roll = Cha.
Aug 1 Hit As above, and the ally gains CA for the OA.
Aug 4 Hit Each of your allies adjacent to tgt can make an OA against it as a free action, with a bonus to the attack roll and the dmg roll = Cha.
AWManifested HorrorPsion Attack 17 · PsPStd Ranged 10Augmentable, Fear, Implement, Psionic, PsychicTgt One creature
Your enemy looks on you and sees its own worst nightmare, compelling it toflee or be crippled byfrar.
Atk Int vs Will · Hit 1d8 + Int psychic dmg. If tgt ends its next turn within 3 sq of you, it takes psychic dmg = Int.
Aug 1 Hit As above, and choose one ally. Tgt takes the psychic dmg if it ends its next turn within 3 sq of you or that ally.
Aug 4 Range Area burst 1 within 10 sq · Tgt Each enemy in burst · Hit 2d8 + Int psychic dmg. If tgt ends its next turn within 3 sq of you, it takes psychic dmg equal to 5 + Int and you slide tgt 3 sq.
AWPsychic BrandPsion Attack 17 · PHB3Std Ranged 20Augmentable, Implement, Psionic, PsychicTgt One creature
You manifest a glowing symbol over your enemy’s head. The symbol moves with your foe, helping reveal its location. At your choosing, the symbol can intensify your foe’s pain.
Atk Int vs Will · Hit 1d10 + Int psychic dmg. Until EONT, tgt cannot benefit from concealment or total concealment.
Spec You can use this power unaugmented as a RBA.
Aug 1 Hit As above, and tgt grants CA until EONT.
Aug 4 Hit 2d10 + Int psychic dmg. Until EONT, tgt cannot benefit from concealment or total concealment, and it gains vulnerability to all dmg = Cha.
AWShield CrackPsion Attack 17 · PHB3Std Area burst 1 within 10 squaresAugmentable, Implement, Lightning, PsionicTgt Each creature in burst
Lightning erupts from your brow in all directions, battering the defenses of all in its path. By refining the shape of the arc, you can have it strike only those you choose.
Atk Int vs Reflex · Hit 1d8 + Int lightning dmg, and tgt takes a –2 penalty to AC until EONT.
Aug 1 Tgt Each enemy in burst
Aug 4 Hit 3d8 + Int lightning dmg, and tgt takes a penalty to AC and Reflex until EONT. The penalty equals Wis.
AWTelekinetic HazePsion Attack 17 · PsPStd Close burst 1Augmentable, Implement, PsionicTgt Each enemy in burst
A haze ofpsionic energy shroudsyoufrom your enemies’ sight.
Atk Int vs Reflex · Hit 1d8 + Int dmg.
Eff You have concealment until SONT.
Aug 1 Hit As above, and you slide tgt 1 sq.
Aug 4 Hit 2d10 + Int dmg, and you are invisible to tgt until EONT.
AWThought Guardian⚠ source text garbledPsion Attack 17 · PsPStd Area burst 1 within 10 squaresAugmentable, Implement, Psionic, PsychicTgt Each creature in burst
Ytscou’rdur enemies thoughts to hinder their tactics and.ci coju judidian ui their midst to threaten them.
Atk Int vs Will Hit t-InteIligence modifier psychic dmg, and the .targttak,sJá 4’penälty to attack rolls against you until the end next turn
Aug 1 Hit As above, and whenever tgt attacks you before EONT, it takes psychic dmg = Cha. · Augmen$4(Eopjurataon) Efft torijire a thought guardian in an unoccupied squa4iith.I,rst. The guardian lasts until the end of yoné&Lirn. You can make the following secondary -: attackUSIgthegUardIan. · Opp Melee 3 · Trig Any creature within 3 sq of the guardian attacks you or willingly moves away from the guardian · 2° Tgt The triggering creature · 2° Atk Int vs Will · Hit S + Cha psychic dmg, and tgt is dazed until EONT.

Level 19 Daily Disciplines

DLYCerebral Phantasm⚠ source text garbledPsion Attack 19 · PsPStd Ranged 10Implement, Psionic, PsychicTgt One creature
‘A horndpáiiçnfllls your enemys mind letting youfol low up onur ajjies attacks against thatfoe with a psychic 3currage. - -
1° Atk Int vs Will f Hit. 4d6 tIgnce modifier psychic dmg
Eff Tgt is affected by your cerebral phantasm (save ends). While tgt is affected by the phantasm, you can make the following secondary attack against tgt. lmmediate1Rction Ranged 10 1 Trier Tiarget takes dmg from an ally s attack whiIwithin 110 sq of you Second)’Attak: IitéIligence vs. Will.••••s• Hit.1 0 + intelligence modifier psychic dmg, and each
• ènèr ij adfa1i?öthê target takes 5 psychic dmg. number of sq equal to yourWIEd4jjiodIfier
DLYCrisis of BreathPsion Attack 19 · PHB3Std Ranged 20Implement, Psionic, ReliableTgt One creature
You telekinetically plug your foe’s airways, causing the creature to suffocate, and interfering with its other vital functions.
Atk Int vs Fortitude · Hit 2d8 + Int dmg, and ongoing 10 dmg (save ends). Tgt takes a –4 penalty to its first saving throw against this ongoing dmg.
Sust Minor Tgt takes a –2 penalty to its next saving throw against the ongoing dmg.
DLYFlowing TerrainPsion Attack 19 · PsPStd Close blast 5Implement, PsionicTgt Each enemy in blast
The surfae beneath your feet flows at your command crashing rinto your foes like a lethal wave.
Atk Int vs Reflex · Hit 2d + IiIIigEe modifier dmg and you knock th’e target pronejhe target is then restrained (save : ends). 4
Miss Half dmg, and you push tgt to the nearest unoccupied sq outside the blast.
DLYForce Cube⚠ source text garbledPsion Attack 19 · PsPStd Ranged 10Conjuration, Force, Implement, Psionic
You tra’pyourfowithin six impenetrable walls then hurl this [cubè jssthe battlefield as a weapon.
1° Tgt One creature · 1° Atk Int vs Reflex · Hit 2d1 0telligence modifier force dmg
Eff You conjure a cube of force that surrounds and constrains the primary target in its space until EONT. The primary target and any other creature in its space cannot leave that space by any means, including teleportation or phasing. Other creatures cannot enter the primary target’s space. The cube blocks line of effect. The cube can be attacked, and attacks against it hit automatically. The cube has 50 HP. If the cube drops to 0 HP, it explodes and is destroyed, dealing 15 force dmg to any creature inside or adjacent to the cube. Once before the cube ends, you can make the following secondary attack using the cube. Sd’rAction Ranged 5 · Req The cube must be within 10 sq of
Eff Yu:sIidete cube and all creatures trapped in the cuLl5 sq. Any creature in the cube takes 5 dmg talls prone. The cube takes 10 dmg.
• S&ondTrget:.Each creature adjacent to the cube at :the end of the slide.SecodarAck:JnteIligence vs. Reflex
· Hit 2d1 0c1l.ñ,telligence modifier force dmg, and tgt falls prone.
DLYPsychic CrushPsion Attack 19 · PHB3Std Area burst 1 within 10 squaresImplement, Psionic, PsychicTgt Each enemy in burst
You crush some of your enemies’ mental processes. The enemies’ bodies spasm with the pain that lingers.
Atk Int vs Will · Hit 3d8 + Int psychic dmg, and ongoing 5 psychic dmg (save ends). If tgt is bloodied, it is also dazed (save ends).
Miss Half dmg. If tgt is bloodied, it is also dazed until EONT.
DLYPsychic LeechPsion Attack 19 · PHB3Std Ranged 10Charm, Implement, Psionic, PsychicTgt One creature
You plunge a thread of command into your foe’s mind, forcing the foe to turn on its ally. You draw psionic power from your foe, and you gain vitality if the foe hits its companion.
Atk Int vs Will · Hit 2d10 + Int psychic dmg, and tgt makes a basic attack as a free action against a creature of your choice. If that attack hits, you gain temp HP equal to the dmg it deals.
Eff You regain 1 power point.
Miss Tgt makes a basic attack as a free action against a creature of your choice. If that attack hits, you gain temp HP = Cha.
DLYShred RealityPsion Attack 19 · PHB3Std Area burst 3 within 10 squaresForce, Implement, Psionic, Teleportation
With an explosion of telekinetic force, you rip a temporary hole in reality that pulls at friend and foe alike. One of them is briefly sucked into that void.
1° Tgt Each creature in burst · 1° Atk Int vs Reflex · Hit 3d8 + Int force dmg, and you teleport tgt 3 sq.
Eff Make a secondary attack.
2° Tgt One creature hit by the primary attack · 2° Atk Int vs Will · Hit Tgt is removed from play. At EONT, tgt reappears in an unoccupied space of your choice within 5 sq of you and is dazed until the end of its next turn. · Miss Tgt is dazed until EONT.
DLYSummon Mind Weirds⚠ source text garbledPsion Attack 19 · PsPMinor Ranged 10Augmentable, Implement, Psionic, Psychic, Summoning
YucalirjJhcha4ocy creatures that attack your foes with their ‘6wn worst.fedrs.
Eff .sbye,.añd you can teleport any two weirds, swappin theirpósitions, as a minor action. In addition, you can t’Iep,ort yourself and one weird as a move ac tionswappgpositions.
Range Effét You summon three Medium mind weirds in unoccu : pied squeswithin range. Choose one enemy adjacent to each wejJito become the weird s prey until the end of the encóunte Each weird must have a different creature as its speed 8 arid phasing, and is insubstantial to creatufqther than its prey. Until all the weirds sum.:mond4ts:power are reduced toO HP, you do not lsee healing surge lost when a creature you sum mon drops & 0 HP When a weird s prey drops to 0 hit pOirittheweird disappears. When you use a standard actinorariiinoraction to issue a command to a weird, - all summóied eirds can takethat action. You can give a wirdtiiè fdliiing special commands. · Std Melee 1; targets the weird’s prey; Int vs Will; 3d6 + Int psychic dmg, and tgt takes a 2 penalty to attack rolls (save ends). · OA Melee 1; targets one creature; Int vs Will; 1d6 + Int psychic dmg, and the weird pushes tgt 1 sq. If tgt is the weird’s prey, it takes 2d6 extra dmg and is not pushed. AugmenTThfteleportation)

Level 22 Utility Disciplines

ENCForceful Repositioning⚠ source text garbledPsion Utility 22 · PsPMove Close burst 5PsionicTgt You and each ally in burst EffectYIffslide tgt anumber of sq equal to juni Wis.
Shimtheriijbhnd’of force surround you and your allies, mov ing yOu i1zto etter.poitions on the battlefield.
ENCInterdicting Thoughts⚠ source text garbledPsion Utility 22 · PsPMinor Close burst 3Psionic, Zone
The powr of your mindforms a shield protecting you and your a lies om attack, even as it slows your foes.
Eff The’burstf’creats a zone that lasts until the end of your nextiuriiThezone moves with you, remaining centered on yd While within the zone, allies gain a +3 pwr bonus tofá!ldefenses. The zone is difficult terrain for your enerni.-j..
DLYMind over EarthPsion Utility 22 · PHB3Minor PersPsionic
The ground falls away as you effortlessly propel yourself upward.
Eff You gain fly 8 (hover) until the end of the encounter.
DLYRejuvenate the MindPsion Utility 22 · PHB3Free PersPsionic
When you catch your breath, you experience a rush of psionic vigor.
Trig You use your second wind · Eff You regain 2 power points.
DLYSummon Fleeting Thoughts⚠ source text garbledPsion Utility 22 · PsPMinor Close burst 1Augmentable, Psionic, Summoning
Your qulc tlditig summons birdlike guardians that let you and your a’Il,sgar across the battlefield
Eff Whed:afléeting thought drops to 0 HP, one ally withini2 quarès of the thought can fly 4 sq as
Range Effect.You suminon three Tiny fleeting thoughts in unoc Eupiedque&in the burst Each thought has speed 2 and fly8(bosei !Jntil alithe thoughts summoned by this power1arereduced to 0 HP you do not lose the Iiinurfrlost when a creature you summon drops,to 0 HP When you use a minor action to issue a command to a thought all thoughts can take give a thought the following special ‘i ‘commands. · Move Melee 1; targets you or one ally; the thought and tgt both fly 4 sq to adjacent sq. · Imm Intr Triggered when an ally adjacent to the fleeting thought is hit by a melee or a ranged attack; the attack hits the Electing thought instead. Augmeñt.1’.
DLYThrough the WallsPsion Utility 22 · PHB3Std Close burst 1PsionicTgt You and each ally in burst
You alter the physical form of those nearby, allowing you and your friends to walk through walls.
Eff Each target is phasing until EONT.
Sust Minor The effect persists.
ENCWarding ShieldPsion Utility 22 · PHB3Imm Intr Close burst 5PsionicTgt You and each ally in burst
As your enemy’s assault washes toward you, you create a field of psionic energy to protect yourself and your allies.
Trig An enemy targets you with an area or a close attack · Eff Until EONT, each target gains a bonus to AC, Fortitude, and Reflex = Wis.

Level 23 At-Will Disciplines

AWCruel CrushPsion Attack 23 · PHB3Std Ranged 20Augmentable, Force, Implement, PsionicTgt One creature
You smash your foe to the ground with crushing telekinetic force. By channeling more power, you can grind the foe into the ground.
Atk Int vs Reflex · Hit 1d8 + Int force dmg, and you knock tgt prone.
Aug 2 Hit 2d10 + Int force dmg, and you knock tgt prone.
Aug 6 Hit 4d8 + Int force dmg, and you knock tgt prone. It cannot stand up until EONT.
AWDaggers of PainPsion Attack 23 · PHB3Std Area burst 1 within 10 squaresAugmentable, Implement, Psionic, PsychicTgt Each enemy in burst
You send shards of psychic aggression ripping through your enemies, scarring their minds. When those foes move, you can intensify the pain.
Atk Int vs Will · Hit 1d8 + Int psychic dmg, and tgt gains vulnerability to psychic dmg = Cha until EONT.
Aug 2 Hit 2d10 + Int psychic dmg, and tgt gains vulnerability to psychic dmg = Cha until EONT.
Aug 6 Hit 4d8 + Int psychic dmg, and tgt takes psychic dmg = Cha whenever it enters a sq on its next turn.
AWMind TrapPsion Attack 23 · PsPStd Ranged 10Augmentable, Implement, Psionic, PsychicTgt One creature
You ensnare your foe’s mind and instincts, hindering its ability to react in combat.
Atk Int vs Will · Hit 1d10 + Int psychic dmg. If tgt makes an OA or takes an immediate action before EONT, it takes psychic dmg = Cha.
Aug 2 Tgt One or two creatures · Hit As above, and until EONT, tgt takes a -4 penalty to attack rolls whenever it makes an attack not on its turn.
Aug 6 Range Area burst 2 within 10 sq · Tgt Each enemy in burst · Hit 2d10 + Int psychic dmg. Until the end of the targets next turn, it cannot shift, make OAs, or take immediate actions.
AWMindfire ExplosionPsion Attack 23 · PsPStd Area burst 1 within 10 squaresAugmentable, Fire, Implement, PsionicTgt Each enemy in burst
An explosion ofpsionicfire scours your enemies and shrouds their sight.
Atk Int vs Will · Hit 1d8 + Int fire dmg, and creatures more than 5 sq away from tgt are invisible to it until EONT.
Aug 2 Hit 2d8 + Int fire dmg, and creatures more than 3 sq away from tgt are invisible to it until EONT.
Aug 6 Range Area burst 2 within 10 sq · Hit 2d8 + Int fire dmg, and tgt is blinded until EONT.
AWPhantom BurdenPsion Attack 23 · PsPStd Area burst 1 within 10 squaresAugmentable, Force, Implement, PsionicTgt Each enemy in burst
You crush your enemies under the weight of their own uncer tainty, hindering their movement.
Atk Int vs Fortitude · Hit 1d6 + Int force dmg, and tgt is slowed until EONT.
Aug 2 (Zone) Range Area burst 2 within 10 sq · Eff The burst creates a zone that lasts until EONT. The zone is difficult terrain for your enemies.
Aug 6 Range Area burst 2 within 10 sq · Hit 4d6 + Int force dmg. If the tar get moves more than 1 sq on its next turn, it falls prone at the end of the move and takes 5 dmg.
AWPrismatic SwarmsPsion Attack 23 · PsPStd Ranged 10Augmentable, Force, Implement, PsionicTgt One creature
You leave your foe surrounded by swirling motes of psionic en ergy that hinder its attacks.
Atk Int vs Reflex · Hit 1d8 + Int force dmg, and tgt takes a 2 penalty to attack rolls until EONT.
Aug 2 Range Area burst 1 within 10 sq · Tgt Each creature in burst · Hit As above, and you also slide tgt 1 sq.
Aug 6 Range Area burst 1 within 10 sq · Tgt Each creature in burst · Hit 3d8 + Int force dmg, and you slide tgt 3 sq or knock it prone. Tgt takes a —2 penalty to attack rolls until EONT.
AWSpace VortexPsion Attack 23 · PHB3Std Ranged 5Augmentable, Force, Implement, Psionic, TeleportationTgt One creature
You tear a momentary vortex in space above your foe and hurl the foe through it.
Atk Int vs Reflex · Hit Int force dmg, and you teleport tgt to a sq within 5 sq of you.
Aug 2 Hit 1d12 + Int force dmg, and you teleport tgt to a sq within 5 sq of you.
Aug 6 Hit 2d12 + Int force dmg, and tgt is removed from play. At EONT, tgt reappears in an unoccupied space of your choice that you can see.
AWSudden ControlPsion Attack 23 · PHB3Std Ranged 10Augmentable, Charm, Implement, PsionicTgt One enemy
With a thought, you force your foe to attack one of its companions. With greater concentration, your control becomes absolute.
Atk Int vs Will · Hit You slide tgt a number of sq = Cha. Tgt then makes a basic attack as a free action against a creature of your choice, with a bonus to the attack roll and the dmg roll = Cha.
Aug 2 (Psychic) Hit As above, and tgt takes 10 psychic dmg if its attack misses.
Aug 6 Hit Tgt is dominated until EONT. Until the domination ends, tgt gains a bonus to attack rolls and dmg rolls = Cha.

Level 25 Daily Disciplines

DLYFar Realm’s EmbracePsion Attack 25 · PsPStd Area burst 3 within 10 squaresImplement, Psionic, Psychic, Zone
You tear aside the veil to the Far Realm, callingforth phan tasmal tentacles that attack and ensnare all creatures in their reach.
1° Tgt Each creature in burst · 1° Atk Int vs Reflex · Hit 2d6 + Int dmg, and the primary target is restrained and takes ongoing 10 psychic dmg (save ends both). · Miss Half dmg, and the primary target is slowed and takes ongoing 10 psychic dmg (save ends both).
Eff The burst creates a zone that lasts until EONT. Until the zone ends, you can make the fol lowing secondary attack using the zone.
Opp Melee 1 · Trig A creature starts its turn in a sq adjacent to or within the zone
2° Tgt The triggering creature · 2° Atk Int vs Reflex · Hit 10 + Int dmg, the zone pulls the secondary target 1 sq toward the zone’s origin, and the secondary target is immobilized (save ends).
Sust Minor You take 5 psychic dmg and the zone persists.
DLYForest of ExclusionPsion Attack 25 · PHB3Std Close burst 2Force, Implement, Psionic, ZoneTgt Each enemy in burst
Strands of force ripple outward from you, battering your foes away. With focus, you can maintain the field of energy to continue pushing away those who wish you harm.
Atk Int vs Fortitude · Hit 4d10 + Int force dmg, and you push tgt 4 sq.
Eff The burst creates a zone that lasts until EONT. When you move, the zone moves with you, remaining centered on you. Any enemy that enters the zone or starts its turn there takes 5 force dmg and grants CA until the end of its next turn.
Miss Half dmg, and you push tgt 2 sq. · Sust Minor The zone persists.
DLYMind SwitchPsion Attack 25 · PHB3Std Ranged 20Implement, Psionic, PsychicTgt One creature
You project a fragment of your consciousness into your enemy’s mind, disorienting the enemy and creating a temporary clone of your will within it that you can use to channel your magic.
Atk Int vs Will · Hit 2d8 + Int psychic dmg, and tgt takes ongoing 10 psychic dmg and is stunned (save ends both). While tgt is stunned by this power, you can use a sq in tgt’s space as the origin sq of your psionic implement powers.
Miss Half dmg, and tgt is dazed (save ends).
DLYRecall AgonyPsion Attack 25 · PsPImm React Ranged 10Implement, Psionic, PsychicTgt The triggering enemy
An enemy’s suffering allows you to twist its mind to an even greater state of agony.
Atk Int vs Will · Hit 6d6 + Int psychic dmg. If this attack deals less dmg than the triggering attack, tgt takes ongoing psychic dmg equal to the difference (save ends).
Trig An enemy within 10 sq of you takes dmg from an attack
Miss Half dmg.
DLYSummon Emerald TerrorPsion Attack 25 · PsPMinor Ranged 10Augmentable, Fear, Implement, Psionic, Summoning
Your foes’ greatestfears come to life as a hulking emerald terror, its glistening skin reflecting the nightmares of its victims.
Eff You summon a L.arge emerald terror in unoccupied sq within range. The terror has speed 8. It has a +4 bonus to AC and Fortitude. Enemies take a -2 penalty to attack rolls while adjacent to the terror. You can give the terror the following special commands.
Std Melee 2; targets one creature; Int vs Reflex; 2d8 + Int dmg, and the terror slides tgt 4 sq to a sq adjacent to the terror. · Std Close burst 2; targets each enemy in burst; Int vs Reflex; 1d8 + Int dmg, and the terror pushes tgt 3 sq and knocks it prone. · OA Melee 1; targets one creature; Int vs AC; 2d8 + Int dmg, and the terror slides tgt 4 sq to a sq adjacent to the terror.
Aug 2 Eff As above, and the terror also has a +2 pwr bonus to dmg rolls. In addition, any creature the terror hits with a melee attack takes a -2 penalty to its next saving throw made before the end of its next turn.
DLYTelekinetic BombardPsion Attack 25 · PHB3Std Area burst 2 within 20 squaresForce, Implement, PsionicTgt Each creature in burst
You project a shimmering dart of deadly force toward your foes. It explodes, flinging victims away.
Atk Int vs Reflex · Hit 5d6 + Int force dmg, and you push tgt a number of sq from the center of the burst = Wis. If tgt ends adjacent to blocking terrain, tgt takes 3d6 extra dmg.
Miss Half dmg, and you push tgt 2 sq from the center of the burst.
DLYThought HammerPsion Attack 25 · PsPStd Ranged 20Force, Implement, PsionicTgt One, two, or three creatures
Your thoughts become a wave of force that hammersfoes to the ground.
Atk Int vs Reflex · Hit 4d12 + Int force dmg, and you knock tgt prone.
Miss Half dmg.
DLYThrallPsion Attack 25 · PHB3Std Ranged 20Charm, Implement, Psionic, PsychicTgt One creature
Psychic energy pierces your foe’s sense of self, distracting the foe so that you can assume control of its actions.
Atk Int vs Will · Hit Tgt is dominated (save ends).
After 2d10 + Int psychic dmg, and tgt is dominated until the end of its next turn. · Miss Tgt is dazed (save ends).
After 1d10 psychic dmg, and tgt grants CA until the end of its next turn.

Level 27 At-Will Disciplines

AWClaws of ForcePsion Attack 27 · PHB3Std Ranged 10Augmentable, Force, Implement, PsionicTgt One creature
Claws of force erupt around your enemy. By increasing the claws’ strength, you can keep your foe close or hold it in place.
Atk Int vs Reflex · Hit 1d8 + Int force dmg, and tgt is slowed until EONT.
Aug 2 Hit 2d8 + Int force dmg. If tgt starts its next turn adjacent to you or your allies, it can move during that turn only to sq that are adjacent to you or your allies.
Aug 6 Hit 2d8 + Int force dmg, and tgt is restrained until EONT.
AWConcussive DetonationPsion Attack 27 · PHB3Std Close blast 3Augmentable, Force, Implement, PsionicTgt Each creature in blast
You unleash a blast of force, which tears into your foes, leaving them off balance. You can focus the blast to knock your enemies senseless.
Atk Int vs Reflex · Hit 1d8 + Int force dmg, and tgt is slowed until EONT.
Aug 2 Hit 2d8 + Int force dmg, and tgt gains vulnerability to force dmg = Wis until EONT.
Aug 6 Hit 2d8 + Int force dmg, and tgt is stunned until EONT.
AWDecerebratePsion Attack 27 · PsPStd Ranged 10Augmentable, Implement, Psionic, PsychicTgt One creature
Your attack burns out your enemy’s mind and can leave it reel ing in pain.
Atk Int vs Will · Hit 1d10 + Int psychic dmg.
Spec You can use this power unaugmented as a RBA.
Aug 2 Range Area burst 1 within 10 sq · Tgt One creature in burst · Hit 1d10 + Int psychic dmg, and tgt cannot take move actions on its next turn.
Aug 6 Tgt One, two, or three creatures · Hit 3d6 + Int psychic dmg, and tgt is dazed until EONT.
AWHail of CrystalsPsion Attack 27 · PsPStd Area burst 1 within 1 0 squaresAugmentable, Implement, Psionic, ZoneTgt Each creature in burst
Your psi onic power manifests as a cloud of crystal shards, oh scuring the senses and slashing at creatures that move within it.
Atk Int vs Fortitude · Hit 1d6 + Int dmg.
Eff The burst creates a zone that lasts until EONT. The zone is lightly obscured. Any creature that enters or moves within the zone on its turn without shifting takes dmg = Cha. When the zone ends, each creature within the zone takes 5 dmg.
Aug 2 Eff As above, and you can move the zone a number of sq = Cha as a move action.
Aug 6 Eff As above, and you can move the zone a number of sq = Int as a move action. When the zone ends, each creature within the zone takes 15 dmg.
AWIntrusive SpearPsion Attack 27 · PHB3Std Ranged 20Augmentable, Force, Implement, PsionicTgt One or two creatures
You fashion a spear of telekinetic force and launch it at your foe. The spear strikes with such might that the foe’s defenses falter.
Atk Int vs Reflex · Hit 1d8 + Int force dmg, and tgt grants CA until EONT.
Aug 2 Tgt Two creatures adjacent to each other · Hit 2d10 + Int force dmg, and tgt grants CA until EONT.
Aug 6 Hit 4d8 + Int force dmg, and tgt grants CA until EONT.
AWKinetic DetonationPsion Attack 27 · PsPStd Area burst 2 within 1 0 squaresAugmentable, Force, Implement, PsionicTgt Each creature in burst
A pulse of force explodes in the midst of combat, scattering vic tims in all directions.
Atk Int vs Fortitude · Hit Int force dmg, and you push tgt 2 sq from the center of the burst.
Aug 2 Hit 1d10 + Int force dmg, and you push tgt 2 sq from the center of the burst.
Aug 6 Range Area burst 3 within 10 sq · Hit 2d12 + Int force dmg, and you push tgt a number of sq from the center of the burst = Wis.
AWPsionic VeilPsion Attack 27 · PHB3Std Area burst 1 within 20 squaresAugmentable, Implement, Psionic, PsychicTgt Each enemy in burst
You pull a veil over your foes’ senses, hiding yourself and your allies. With a little more power, you can blind your enemies.
Atk Int vs Will · Hit 1d8 + Int psychic dmg, and you and each ally adjacent to you are invisible to tgt until EONT.
Aug 2 Range Area burst 2 within 20 sq · Hit 2d10 + Int psychic dmg, and you and each ally adjacent to you are invisible to tgt until EONT.
Aug 6 Range Area burst 2 within 20 sq · Hit 3d8 + Int psychic dmg, and tgt is blinded until EONT.
AWReality MeltdownPsion Attack 27 · PsPStd Ranged 10Augmentable, Conjuration, Fire, Implement, Psionic
A shimmering orb of molten psionic essence sears foes that linger too close.
Eff You conjure a molten orb in an unoccupied sq within range. The orb lasts until EONT. Any creature that enters the orb’s space or starts its turn there takes fire dmg = Int. In addition, you can make the following attack using the orb.
Opp Melee 3 · Trig An enemy starts its turn within 3 sq of the molten orb · Tgt The triggering enemy · Atk Int vs Fortitude · Hit Int fire dmg, and you move the orb 3 sq to a sq adjacent to tgt.
Aug 2 Hit 1d6 + Int fire dmg, and you move the orb 3 sq to a sq adjacent to tgt. If tgt doesn’t end its next turn at least 3 sq away from the orb, tgt takes 5 fire dmg.
Aug 6 Trig An enemy starts its turn within 5 sq of the molten orb · Hit 2d6 + Int fire dmg, and you move the orb 5 sq to a sq adjacent to tgt.

Level 29 Daily Disciplines

DLYClasp of the PsionPsion Attack 29 · PHB3Std Area burst 2 within 20 squaresForce, Implement, Psionic, ZoneTgt Each creature in burst
You cause two shimmering, gigantic hands of force to smash your foes and grasp them in place.
Atk Int vs Reflex · Hit 6d6 + Int force dmg, and tgt is immobilized (save ends).
Eff The burst creates a zone that lasts until the end of the encounter. While within the zone, any enemy that is hit by a force power is also immobilized until the end of its next turn.
Miss Half dmg, and tgt is slowed (saved ends).
DLYConsuming PsychosisPsion Attack 29 · PsPStd Area burst 1 within 10 squaresImplement, Psionic, PsychicTgt Each enemy in burst
A burst ofpsychic energy inflicts a pain so potent that your foes lash out blindly in their madness.
Atk Int vs Will · Hit 3d8 + Int psychic dmg, and on going 10 psychic dmg (save ends).
Eff When tgt takes ongoing psychic dmg from this attack, it makes a MBA against a random creature as a free action. If it cannot make a melee attack against any creature, it targets itself with a MBA.
Miss Half dmg, and ongoing 5 psychic dmg (save ends).
DLYHurl into HeavenPsion Attack 29 · PsPStd Area burst 2 within 10 squaresImplement, PsionicTgt Each enemy in burst
You cast your enemies into the air, then drop them with lethal results.
Atk Int vs Fortitude · Hit You lift tgt 5 to 50 feet into the air, where it is restrained until SONT. At SONT, tgt drops to the ground in the space it last occupied, taking 3d10 + Intelligence modi fier dmg and dealing 20 dmg to any creature on the ground beneath it.
Miss You lift tgt 5 feet into the air, where it is restrained until SONT. At SONT, tgt drops to the ground, taking 1d10 + Int dmg and dealing 10 dmg to any creature on the ground beneath it.
DLYMicrocosmPsion Attack 29 · PHB3Std Ranged 20Implement, Psionic, PsychicTgt One creature
You blast your foe with a cacophony of conflicting images and muscle commands, replacing its perception of reality with sights, sounds, and smells that don’t exist.
Atk Int vs Will · Hit 5d8 + Int psychic dmg, and tgt is deafened (save ends), blinded (save ends), and slowed (save ends).
Eff Until the power’s effects end on tgt, you can slide it a number of sq = Cha as a minor action once per round.
Miss Half dmg, and tgt is blinded (save ends).
DLYRavenous SingularityPsion Attack 29 · PsPStd Area burst 5 within 10 squaresConjuration, Implement, PsionicTgt Each creature in burst
A dark vortex appears on the battlefield at your command, hin dering movement as it draws all creatures toward it.
Atk Int vs Fortitude · Hit Tgt is immobilized (save ends).
Eff You conjure a ravenous singularity in the burst’s ori gin sq. The singularity lasts until EONT. Any creature that ends its turn within 5 sq of the singularity is pulled 2 sq toward the singularity. Until the singularity ends, when a creature fails a saving throw against the immobilized or slowed condition imposed by this power, that creature is pulled into the singularity, takes 20 dmg, and is removed from play (save ends). When tgt saves, it reappears in any unoccupied space of its choice within 3 sq of the singuIarit)
Miss Tgt is slowed (save ends). · Sust Minor The singularity persists, and it pulls you 1 sq.
DLYSoul BreakPsion Attack 29 · PHB3Std Ranged 20Charm, Implement, Psionic, PsychicTgt One creature
You sear your foe with an ebony ray of psychic compulsion, giving it the choice to remain under your domination or pay a terrible price.
Atk Int vs Will · Hit Tgt is dominated (save ends).
After Tgt chooses either to be stunned until the end of its next turn or to take 3d10 + Int psychic dmg. · Miss 2d10 + Int psychic dmg, and tgt is dazed (save ends).
DLYSummon Thought ChampionPsion Attack 29 · PsPMinor Ranged 10Augmentable, Implement, Psionic, Summoning
You callforth an ideal championfrom your allies’ minds, grant ing it access to their powers.
Eff You summon a Iarge thought champion in unoccupied sq within range. The champion has speed 8. It has a +4 bonus to AC and Fortitude. You can give the champion the following special commands.
Std The thought champion uses an at-will attack power of one conscious ally you can see. It uses the ally’s ability modifiers for the attack. · OA Melee 1; targets one creature; Int + 2 vs Reflex; 2d8 + Int dmg.
Aug 2 Eff As above, and the champion also has a +3 pwr bonus to dmg rolls. Its standard action special com mand can use at-will attack powers from any conscious or unconscious ally within 20 sq of the champion. LU LU
DLYTear the WorldPsion Attack 29 · PHB3Std Close blast 5Force, Implement, PsionicTgt Each creature in blast
You strike your enemies with an overwhelming blast of telekinetic force that drives your foes away and almost tears the fabric of reality itself.
Atk Int vs Fortitude · Hit 5d6 + Int force dmg, and ongoing 15 force dmg (save ends).
After If tgt is within 10 sq of you, you push it a number of sq = Wis. · Miss Half dmg, and you push tgt 3 sq.

Paragon Paths

At 11th level a psion may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily disciplines shown.

Alienist

“The power the Far Realm offrrs is worth any risk to my sanity.”

Prerequisite: Psion

Some describe you as reckless. Others call you cor rupted, claiming that your work puts all the world at risk. The Far Realm is a dangerous place, to be sure, filled with horrors beyond imagining. But the power to be found there is too tempting to ignore.

Alienist Path Features

Alien Perspective (11th level): You gain a +1 bonus to Will, and you gain psychic resistance equal to one-half your level.
Insane Action (11th level): At the end of any of your turns in which you spend an action point, roll a d4 to invoke one of the effects below. d4 Insane Action Effect 1 You are dazed until the end ot your next turn.
Paragon Power Points (11th level): You gain 2 additional power points.
Alien Summoning (16th level): Creatures you summon are tainted by the Far Realm and gain a

Alienist Disciplines

ENCFar Realm’s GiftAlienist Attack 11 · PsPStd Ranged 10Augmentable, Implement, Polymorph, Psionic, PsychicTgt One creature
You bestow the horror of the Far Realm onyourfoe, transform ing it into a creature of nightmare.
Atk Int vs Will · Hit 1d12 + Int psychic dmg, and tgt assumes the form of a Far Realm horror until EONT. While in this form, tgt is slowed, takes a —2 penalty to attack rolls, and cannot make OAs. Any enemy that enters a sq adjacent to the horror or ends its turn there takes 5 psychic dmg.
Aug 2 Range Area burst 1 within 10 sq · Tgt Each creature in burst
DLYMad CertaintyAlienist Utility 12 · PsPMinor PersPsionic
Your vision of the Far Realmfuels your psionic power, at a price.
Eff You regain 2 power points. Until the end of the encounter, you take a -2 penalty to all defenses.
DLYSummon Far Realm AbominationAlienist Attack 20 · PsPMinor Ranged 10Fear, Implement, Psionic, Psychic, Summoning
Your power tears the fabric of reality, summoning a tentacled horrorfrom the Far Realm that lays waste to your foes.
Eff You summon a Large Far Realm abomination in unoccupied sq within range. The abomination has speed 5. Any enemy not immune to fear that starts its turn within 3 sq of the abomination takes a 2 penalty to attack rolls until the start of the enemy’s next turn. You can give the abomination the following special commands.
Std Melee 2; targets one creature; Int vs Reflex; 2d10 + Int dmg, and the abomination grabs tgt. The abomination can grab up to two creatures at once. · Std Melee 2; targets a creature grabbed by the abomination; Int vs Fortitude; 5d6 + Int dmg, and tgt is knocked prone. · Instinct If you haven’t given the abomination any commands by the end of your turn, it makes the following attack: Close burst 3; targets each creature in burst; Int vs Will; 1d12 + Int psychic dmg, and tgt is dazed until EONT. +2 bonus to all defenses and deal 5 extra psychic dmg with their attacks. They grant combat advan tage to enemies that are immune to fear.

Anathema

“Why create when destruction is so much more entertaining?”

Prerequisite: Psion

Others of your kind shape reality as a potter works clay, but creating and reforming your environment has little appeal to you. Instead, your knowledge of the underlying patterns in the structure of the objects and creatures that make up the world around you that allows you to test and sunder that structure.

The raw stuff of life and matter are yours to toy with. Your power comes at a price, however. With each bond you break, the structure of reality is weakened to some small degree. Your work is minor compared to the ravages of time and the power of gods, immortals, and the Far Realm. But all things are connected, and your power might be the catalyst that unleashes destruction on the world.

Anathema Path Features

Entropic Recovery (11th level): Whenever you spend a healing surge and regain hit points, each enemy adjacent to you takes psychic and necrotic damage equal to your Charisma modifier.
Eroding Action (11th level): When you spend an action point to make an attack, any target hit by that attack gains vulnerable necrotic and vulnerable psychic equal to 3 + your Charisma modifier (save ends both).
Paragon Power Points (11th level): You gain 2 additional power points.
Abhorrent Devotee (16th level): While you have no power points remaining, your unaugmented psion at-will attack powers gain an additional effect when they hit an enemy. If the attack roll is an odd number, the enemy takes extra necrotic damage equal to your Charisma modifier. If the attack roll is an even number, you pull the enemy 1 square.

Anathema Disciplines

ENCScattered DiscorporationAnathema Attack 11 · PsPStd Ranged 10Augmentable, Implement, Psionic, PsychicTgt One creature
Your foe’sform is rendered incoherent and unstable, dealing pain to other creatures as youforce it across the battlefield.
Atk Int vs Fortitude · Hit 2d12 + Int dmg, and tgt is insubstantial until SONT. In addi tion, you slide tgt 4 sq. If you slide tgt into another creature’s space, that creature takes psychic dmg = Int. A creature can take this dmg only once per round.
Aug 2 Hit As above, but the attack deals 3d12 + Int dmg and you slide tgt 8 sq.
DLYMagical DisruptionAnathema Utility 12 · PsPMinor Ranged 10Implement, PsionicTgt One conjuration or zone
Your will to destroy means that even magic. crumbles away to nothing at your command.
Atk Int + 4 vs the Will of tgt’s creator · Hit Tgt is destroyed. All its effects end, including those that a save can end. Until EONT, whenever tgt’s creator attacks, it can use only basic attacks.
DLYOblivion SphereAnathema Attack 20 · PsPStd Ranged 20Implement, Necrotic, PsionicTgt One creature
A shimmering sphere of energy encloses your foe, whose ongo ing agony isfrlt by creaturesnearby.
Atk Int vs Reflex · Hit You lift tgt 15 feet into the air, where it is re strained and takes ongoing 15 necrotic dmg (save ends both). If tgt is bloodied or becomes bloodied while under this effect, the ongoing dmg increases to 30. When tgt takes ongoing dmg from this power, each creature or unattended object within 3 sq of tgt takes the same amount of dmg. When this effect ends, tgt falls to the ground.
Miss Ongoing 10 necrotic dmg (save ends). If tgt is bloodied or becomes bloodied while under this effect, the ongoing dmg increases to 20. When tgt takes ongoing dmg from this power, each enemy within 3 sq of tgt takes the same amount of dmg.

Cerulean Adept

“The walls of the world are thinner than most suspect. Demons and undead are bad enough, but things far worse seek to break through and feast on reality. I won’t allow it.”

Prerequisite: Psion

An order of protectors called the Keepers of the Cerulean Sign formed long ago to face the threat of the Far Realm’s collision with reality. The keepers achieved a great victory and fenced out an invading sovereignty of madness behind potent seals. But as often happens, without an imminent threat to face, the protectors slowly faded from history, and their most potent weapons, artifacts known as the Seven Cerulean Seals, were lost or destroyed.

But the Far Realm remains. Its presence is a barb in reality’s side. Some say psionic power itself is the world’s answer to the Far Realm. Just as a body unconsciously fights off sickness, the universe prepares for some future battle by sowing psionic potential among its denizens.

Your psionic ability alerted you to the growing aberrant threat at a young age. Despite being a psionic weapon against aberrant spawn, you sought out even more potent weapons. While in the depths of a psionic trance, you glimpsed the original Cerulean Seals. There is little hope of recovering them, but you formed an image of them in your mind and created a copy. Like one of the seals, your copy—a Cerulean Sign—consists of a stylized white tree on a sky-blue background. You have taken up the sign and pledged yourself to the world’s defense.

Cerulean Adept Path Features

Cerulean Sign Focus (11th level): You gain a +1 bonus to Will.
Cerulean Action (11th level): When you spend an action point to use an at-will attack power that has a 1-point augmentation, you can use that augmentation without spending a power point.
Paragon Power Points (11th level): You gain 2 additional power points.
All-Seeing Eye (16th level): When you attack with an augmented psionic power, you can score a critical hit on a roll of 19–20. When you attack an aberration with an unaugmented psionic power, you can score a critical hit on a roll of 18–20.

Cerulean Adept Disciplines

ENCCerulean BlazeCerulean Adept Attack 11 · PHB3Std Ranged 20Augmentable, Implement, Psionic, RadiantTgt One creature
You brandish the Cerulean Sign, channeling its radiance to shove your foe back so hard that it falls. By channeling a bit more energy, you can affect more enemies.
Atk Int vs Reflex · Hit 1d8 + Int radiant dmg, and you push tgt 3 sq and knock it prone.
Aug 2 Range Area burst 1 within 20 sq · Tgt Each creature in burst
ENCHarden MindCerulean Adept Utility 12 · PHB3Imm Intr PersPsionic
By focusing on what’s real, you shut out the psychic tumult damaging you.
Trig You take psychic dmg · Eff You gain psychic resistance equal to 5 + one-half your level until EONT.
DLYSeal the ThresholdCerulean Adept Attack 20 · PHB3Std Ranged 20Implement, Psionic, RadiantTgt One creature
You emanate a blaze of cerulean fire and shoot it toward your foe, engulfing that enemy in the fire’s fury. The fire continues to burn those tainted by aberration.
Atk Int vs Will · Hit 4d10 + Int radiant dmg.
Eff You regain 1 power point, and tgt takes ongoing 5 radiant dmg (save ends). If tgt is aberrant, the ongoing dmg increases to 10.
Miss Half dmg.

Dreamwalker

“When I dream, I give a whole new meaning to the concept of sleepwalking.”

Prerequisite: Psion

Psions who devote their full attention to lucid dreaming can fashion themselves a dream form capable of acting in the waking world, even while the psion remains conscious.

Dreamwalker Path Features

Manifest Dream Form (11th level): You gain the manifest dream form power.
Dreaming Advantage (11th level): When you spend an action point to make a psionic attack, you gain combat advantage for that attack against any enemy adjacent to your dream form.
Paragon Power Points (11th level): You gain 2 additional power points.
Dreaming Manifestation (16th level): When you use a psionic attack power that is an area burst, you can target one additional enemy that is outside the burst and adjacent to your dream form.

Dreamwalker Disciplines

AWManifest Dream FormDreamwalker Feature · PHB3Free Close burst 10Conjuration, Psionic
A hazy image of yourself, your dream form manifests nearby.
Trig You spend 1 power point or more to augment a psionic power · Eff You conjure your dream form in an unoccupied sq in the burst. It lasts until you fall unconscious, until you dismiss it as a minor action, or until you use this power again. Your dream form occupies its sq, and you and your allies can move through it. When you take a move action, you can also move your dream form a number of sq equal to your speed. You can see and hear as if you were in your dream form’s sq, and you can use powers as if you were there. Your dream form can flank with your allies, and you gain CA against any target your dream form is flanking. Your dream form can be attacked, although it lacks HP. If it takes any dmg, it disappears. It is immune to your attacks.
ENCDream BladeDreamwalker Attack 11 · PHB3Std Close burst 5Implement, Psionic, PsychicTgt One creature adjacent to your dream form
Your dream form lashes out with a blade of psychic energy at a nearby foe and hinders any enemies that try to pass by it.
Eff Your dream form makes the following melee attack. If your dream form isn’t present, you use manifest dream form as part of this power, and then your dream form makes the attack. · Atk Int vs Reflex · Hit 2d8 + Int psychic dmg.
Eff Until EONT, sq adjacent to your dream form are difficult terrain for your enemies.
Aug 2 Tgt Each enemy adjacent to your dream form
ENCDream StrideDreamwalker Utility 12 · PHB3Move PersPsionic, Teleportation
Stepping through the realm of dreams, you and your dream form switch places.
Eff You and your dream form teleport, swapping positions.
DLYTrue Dream FormDreamwalker Attack 20 · PHB3Std Ranged 20Implement, Psionic, Psychic, Summoning
You fashion a replica of your strongest dreams and send it forth to do your bidding.
Eff You summon your true dream form in an unoccupied sq within range. Your true dream form is Medium and has speed 6 and fly 6 (hover). You can see and hear as if you were in your true dream form’s space, and you can use powers as if you were there. Your true dream form can flank with your allies, and you gain CA against any target your true dream form is flanking. You can give your true dream form the following special command. On the turn you summon your true dream form, you give that command as part of using this power.
Std Melee 1; targets one creature; Int vs Reflex; 3d8 + Int psychic dmg, and ongoing 5 psychic dmg (save ends). · Instinct If you haven’t given your true dream form any commands by the end of your turn, it uses one of your psionic at-will attack powers that has the implement keyword against an enemy of your choice. It can’t augment the power.

Firestarter

“By the power of my mind, you will burn…

Prerequisite: Psion

The elemental flame and arcane fire can be devastat ing on the battlefield, but the power of the psionic fire you wield is more deadly by far. You can scorch your enemies or scour them from the inside out. You cloak yourself in flames to protect yourself from foes as you lash them with your fiery touch.

Firestarter Path Features

Wildfire Action (11th level): Whenever you spend an action point to take an extra action, each enemy adjacent to you takes fire damage equal to your Wisdom modifier. If you spend this action point to use a psion attack power, choose one target you hit with that attack. Each creature adjacent to that target takes fire damage equal to your Intelligence modifier.
Fear No Fire (11th level): You gain fire resis tance equal to one-half your level.
Force and Flame (11th level): Whenever you use a psionic force attack power, you can choose to have the power deal fire damage instead of force damage.
Paragon Power Points (11th level): You gain 2 additional power points.
Fiery Nimbus (16th level): When you score a critical hit using a psionic attack power, each enemy within 2 squares of you takes fire damage equal to your Wisdom modifier, and you acquire a fiery nimbus until the end of the encounter. While the nimbus lasts, you gain thefiery lash power, and any creature that starts its turn adjacent to you takes fire damage equal to your Wisdom modifier.
AWFiery LashFirestarter Feature · PsPStd Melee 2Fire, Implement, PsionicTgt One creature
A whip of fire lashes a foe and surrounds it with a burning halo.
Atk Int vs Reflex · Hit 1d12 + Int fire dmg, and each enemy adjacent to tgt takes fire dmg = Int.
Level 21 2d12 + Int fire dmg.

Firestarter Disciplines

ENCHungry FlamesFirestarter Attack 11 · PsPStd Ranged 10Augmentable, Fire, Implement, Psionic
Motes of living flame manifest in the midst of your foes.
Eff You conjure two hungry flames in unoccupied sq within range. The hungry flames last until EONT. You can make the following attack using the flames.
Opp Melee 1 · Trig An enemy starts its turn in a sq adjacent to a hungry flame · Tgt The triggering enemy · Atk Int vs Reflex · Hit 1d10 + Int fire dmg, and you move the flame 2 sq.
Aug 2 Eff As above, except you conjure four hungry flames in unoccupied sq within range.
ENCFire WalkFirestarter Utility 12 · PsPMove PersFire, Psionic, Zone
Fire follows in your footsteps, creating an inferno as you pass.
Eff You move your speed +4. Each sq you leave during that movement becomes a zone that lasts until SONT. Any creature that enters the zone takes 5 fire dmg.
DLYSpontaneous CombustionFirestarter Attack 20 · PsPStd Ranged 10Fire, Implement, PsionicTgt One creature
Your psychic spark burns afoefrom the inside, then detonates.
Eff You place a psychic spark inside tgt. The spark lasts until the end of the encounter or until expended. Until the spark ends, tgt has vulnerable 10 fire and you can make the following attack. If you drop to 0 HP or fewer before the spark ends, you make this attack as an immediate interrupt.
Minor Ranged 10 · Tgt The creature with your psychic spark · Atk Int vs Fortitude · Hit 4d10 + Int fire dmg, the spark is expended, and tgt takes ongoing 5 fire dmg (save ends).
Each Failed Saving Throw The ongoing fire dmg increases by 5, and each enemy adjacent to tgt takes fire dmg = Int. · Miss Tgt takes fire dmg = Int.

Master Summoner

“The power ofmy servants is limited only by my imagination.”

Prerequisite: Psion

Without form and order, all life reverts to its natural state of chaos. Without thought, there can be no life, and you prove this maxim by creating life from the power of thought. You are the master of summoning, shaping the raw possibility of your psionic power into whatever form you desire. The servants you fashion are granted a semblance of life, which they sacrifice willingly to fight on your behalf. Your creations are many and varied. Your focus allows you to bestow a consistent range of traits that mark them all as your children, and that grant unequalled usefulness on the battlefield.

Master Summoner Path Features

Paragon Power Points (11th level): You gain 2 additional power points.
Resilient Creation (11th level): When you summon a creature using a psion power, the sum moned creature gains temporary hit points equal to your Charisma modifier.

In addition, whenever you spend a healing surge, one summoned creature you control regains hit points equal to your Intelligence modifier.

Driven Action (11th level): When you spend an action point to give a special command that allows a summoned creature to make an attack, that attack gains a power bonus to the attack roll equal to your Charisma modifier, and each enemy hit by the attack takes 5 extra damage.
Evolved Form (16th level): When you summon a creature using a psion power, you can grant the sum moned creature one of the following traits.
Agile Loper: The summoned creature gains a +4 power bonus to speed.
Alabaster Wings: The summoned creature gains fly 6 (hover).
Aquatic Menace: The summoned creature gains the aquatic keyword and swim 8.
Hooked Stinger: The summoned creature’s opportu nity attacks deal 2d6 extra poison damage.
Unstable Corpus: When the summoned creature drops to 0 hit points, it explodes, dealing 15 damage to each creature in a burst 3.

Master Summoner Disciplines

ENCSustaining HarvestMaster Summoner Attack 11 · PsPStd Ranged 10Augmentable, Implement, Necrotic, PsionicTgt One creature
Your attack hinders nearbyfoes as it let.s you steal an enemy’s lfeforcefor your own needs.
Atk Int vs Fortitude · Hit 2d8 + Int necrotic dmg, and each enemy adjacent to tgt takes a —2 penalty to all defenses until EONT. In addition, you or one summoned creature you control gains tempo rary HP = Int.
Aug 2 Hit 3d8 + Int necrotic dmg, and each enemy adjacent to tgt takes a —2 penalty to all defenses until EONT. In addition, you or one summoned creature you control gains temp HP equal to twice Int.
DLYWarded SummonsMaster Summoner Utility 12 · PsPImm Intr Ranged 10PsionicTgt The triggering creature
Your connection to a creature you’ve summoned allows it to turn back even the deadliestattack.
Trig A summoned creature you control within 10 sq of you takes dmg from an attack · Eff Tgt takes no dmg from the triggering attack.
DLYIdeal ChampionMaster Summoner Attack 20 · PsPStd Ranged 10Implement, Psionic, Summoning
You summon the ideal champion to fight at your side.
Eff You summon a Huge ideal champion in unoccupied sq within range. The champion has speed 5 and threatening reach. It has a +2 bonus to all defenses and gains one extra trait from your Evolved Form feature. You can give the champion the following special commands.
Std Melee 3; targets one creature; Int vs AC; 2d8 + Int dmg, and the champion pushes tgt 5 sq. · Standard Action (1/encounter) Close burst 3; targets each enemy in burst; Int vs AC; 2d8 + Int dmg, and the champion pushes tgt 5 sq and knocks it prone. · OA Melee 3; targets one creature; Int vs AC; 2d8 + Int dmg.

Thrallherd

“Have you met my companion? I prize himfor his obedi ence and absolute loyalty.”

Prerequisite: Psion

With the power of your mind, you compel service from another creature, subverting the subject’s will in favor of your own. Whether a beast from the wild or a sentient creature beholden to you by some dark bargain or threat, your thrall lives its life as your most devoted servant—a powerful puppet of flesh and bone.

Thrallherd Path Features

Obedient Thrall (11th level): You gain the ser vice of a thrall—a Medium natural beast or humanoid that is incapable of independent action and under your complete control. The thrall is an ally to you and your allies.

Obedient Thrall Statistics

The thrall’s statistics are based on your level and your abilities.

Speed: 5 squares Defenses: AC 14 + level, Fortitude 13 + level, Reflex 12 + level, Will 11 + level
Hit: Points: 14 + 4 per level
Initiative: The thrall acts during each of your turns.
Attacks: If the thrall makes an attack, you make the attack through the thrall. If the thrall wields a melee weapon, it uses the weapon’s proficiency bonus and damage for its attack. If it does not wield a weapon, its natural attack uses either a +3 profi ciency bonus and a d10 weapon damage die, or a +2 proficiency bonus and a d12 weapon damage die. You choose one option or the other when you take a short rest. The thrall’s attack can benefit from the magical effect of either an implement you wield or a weapon the thrall wields, but not both.
Checks: If the thrall can make a skill check or an ability check, you make the check.
Temporary Modifiers: Attacks and checks you make through the thrall do not include temporary bonuses or penalties to your statistics.
Magic Items: The thrall can employ a single magic item. If the item has any powers, you use those powers using your own actions.

When you use your second wind, your thrall regains hit points equal to your healing surge value. Your thrall regains all its hit points when you take a short rest.

Ifyour thrall dies, you can restore it to life by using the Raise Dead ritual. The component cost is 500 gp, or 5,000 gp at epic tier.

The thrall has no actions of its own; you spend actions to command it mentally. You can command the thrall only if you have line of effect to it. When you command the thrall, the two of you share knowl edge but not senses.

As a minor action, you can command the thrall to take one of the following actions, if it is physically capable of taking that action: crawl, escape, fly, open or close a door or a container, pick up or drop an item, run, stand up, shift, squeeze, or walk.

Whenever you take a move action, your thrall can crawl, escape, fly, run, stand up, shift, squeeze, or walk as a free action.

In addition, you can issue the following special commands to your thrall.

Standard Action: Melee weapon; targets one crea ture; Intelligence + 2 vs. AC; 1[W] + Intelligence modifier damage.
Opportunity Attack: Melee weapon; targets one creature; Intelligence vs. AC; 1[W] + Intelligence modifier damage. If the target enters a square adja cent to you in the course of provoking the opportunity attack, the thrall gains a +4 bonus to the attack roll.
Compelling Action (11th level): Whenever you spend an action point to take an extra action, your thrall can make its standard action attack as a free action.
Paragon Power Points (11th level): You gain 2 additional power points.
Devoted Servant (16th level): While you are adjacent to your thrall, you gain a +2 bonus to all defenses.

A Puppet Master

The thraliherd paragon path builds on the conceptof a son who charms and conijels his or her foes controlling their every action As a thrallherd you truly earn the title’ mastermind because you are the master of1everyone eke’s mind.’.: When choosing powers for your chara’cter along with powers that allow you to dominate your fogs also consider ppwers that caus your enemies to attack one another Heroic tier powers such as betrayal and crisis of identity (both found in Players Handbook 3) allow you to control the actions of your enemies ven if only for a single attack. whEh Irther deñiónstrates your ability tô.treat all creatures as yourpujipets You can roleplay powers that grant your alliesattacks,such asforced oppor tunity, in such a way that suggests that you are controlliig your ally for that attack.

Your thrall is a manifestation of your ability to domi nate other beings. Since you are mentally controlling your thrall’s actions, the thrall’s attack rolls and damage rolls are based on your statistics. Other statistics, such as defenses and hit points, are based on your level and do not rely on the game statistics of the base creature.

Therefore, the thrall can be any creature that fits your character and campaign. Is your thrall a former enemy?

A tamed beast? A random stranger you met at the last tavern? The story of where your thrall comes from helps add more detail to your character’s place in the campaign world.

As a thrallherd, you compel others to fight for you, and you avoid being directly involved in violence. You can play this up by encouraging your companions to attack at your behest. After all, even though the other charac ters are acting of their own volition, there’s no reason to let them think they are. You can present your thraliherd character as controlling, domineering, and perhaps even a bit maniacal. Don’t overdo it with your fellow players, but help them understand that it’s only a matter of time before all the world is under your control.

Thrallherd Disciplines

ENCServe Me Well⚠ source text garbledThrallherd Attack 11 · PsPStd Melee 1Augmentable, Fear, Implement, PsionicTgt One creature adjacent to the thrall
You drive your thrall into battle to unleash a vicious attack.
Req Your thrall must be within 10 sq of you.
Eff The thrall moves its speed, then you make an attack through the thrall. · Atk Int vs AC modifier dmg, and tgt taks -2 pènálty to attack rolls against the thrall until SONT.
Aug 2 Tgt Each enemy adjacent to the thrall
ENCRestore ThrallThrallherd Utility 12 · PsPMinor Ranged 5Healing, PsionicTgt Your obedient thrall in range EffYor thrall regains HP equal to your healing surgal
Your psionic power alleviates your thrall’s injuries, readying it to fight again.
DLYLoosen the ChainThrallherd Attack 20 · PsPStd Ranged 10PsionicTgt Your obedient thrall in range Eff2t.Uhtil’the end of the encounter, your thrall gains a tandrd’aaioii and a move action during each of your • ‘tL1n. You, caiyuse your standard action to give the thrall t’extraaction over and above its own standard action
o’uilnypufhold on your thrall, letting itfight indepen lyilide you.

Time Bender

“When you talk about the passage of time, how little you really understand. For me, time and space are interchangeable.”

Prerequisite: Psion

Psions, especially those who prefer telekinetic powers to telepathic ones, instinctively recognize how the fabric of space is just one side of the swath; the other side is time. Objects, creatures, and worlds travel through both, though time is a direction that has only a single route—forward—while space allows movement any which way.

Or so it seems to most. But for those who are able to literally grasp the fabric of space to stretch, compact, and shape it, time is more malleable, within limits. Understanding this fact opens up new possibilities.

You recognize time’s pliability. You already have an arsenal of mental tools capable of gripping the seams in the material of space. You have discovered that you can also use your understanding of the nature of time as a springboard to greater power. As your knowledge of time’s intricacies has grown, so has your ability to affect time. You believe you’ll soon be wielding time like a sword to cut down your foes before they even understand they’re in danger.

Time Bender Path Features

Time-Lapse (11th level): When you spend an action point to make an attack with a psionic power, you gain a +1 bonus to the attack roll and can teleport 6 squares as a free action after the attack.
Loan from the Past (11th level): Whenever you roll initiative, roll an additional d20. Once during that encounter, you can replace an attack roll, a skill check, an ability check, or a saving throw with that roll.
Paragon Power Points (11th level): You gain 2 additional power points.
Borrow from the Future (16th level): You can take an extra move action during your turn, but if you do so, you lose your move action on your next turn. You can’t use this feature on consecutive rounds.

Time Bender Disciplines

ENCBonds of TimeTime Bender Attack 11 · PHB3Std Area burst 1 within 20 squaresAugmentable, Implement, Psionic, PsychicTgt Each creature in burst
You grasp threads of time and pull them, causing your foes to lose track of the present.
Atk Int vs Reflex · Hit 2d6 + Int psychic dmg, and tgt can take only one action during its next turn.
Aug 2 Hit 3d6 + Int psychic dmg, and tgt is dazed until EONT.
DLYTime StriderTime Bender Utility 12 · PHB3Minor PersPsionic
You slow down time slightly, moving like a hummingbird as you dart among your slow-moving friends and foes.
Eff Until the end of the encounter, you gain a +2 pwr bonus to attack rolls, saving throws, and all defenses, and you gain a pwr bonus to speed = Wis.
DLYLost in TimeTime Bender Attack 20 · PHB3Std Ranged 20Implement, Psionic, PsychicTgt One creature
You detach your foe from the swath of space-time it currently inhabits. Unmoored, it briefly becomes lost in time.
Atk Int vs Will · Hit Tgt takes ongoing 10 psychic dmg and is removed from play (save ends both). When this effect ends, tgt reappears in the space it last occupied or in the nearest unoccupied space of its choice.
After 1d10 + Int psychic dmg, and tgt is dazed (save ends).

Uncarnate

“This shell of skin, organs, and bones is only a vessel—one I yearn to leave behind to be free of the limitations of matter.”

Prerequisite: Psion

An uncarnate’s ultimate goal is to become a being of pure mind, unbound by the limits of corporeality. “The flesh is weak, but the mind is strong” is an aphorism among many psions, but uncarnates take it as their guiding truth. They seek to become discarnate, to grow into creatures of pure thought held together by psionic will.

Uncarnates don’t seek the paths of undeath that some arcanists choose. Though uncarnates using their abilities are sometimes mistaken for wraithlike spirits, such spirits are bound by the chill chains of undeath, not the self-generated will of psionic might. You set yourself possibly the greatest psionic challenge: to maintain the clarity and power of your mind as you slowly work at forgetting the flesh that supports it. In the end, it’s only the mind that matters.

Uncarnate Path Features

Flicker into Nothing (11th level): When you spend an action point to attack with a psionic power, you become insubstantial until the end of your next turn.
Misty Step (11th level): Your psionic attacks ignore the insubstantial quality.
Paragon Power Points (11th level): You gain 2 additional power points.
Discarnate Form (16th level): When you spend at least 4 power points to augment a psionic power, you become insubstantial until the end of your next turn.

Uncarnate Disciplines

ENCPhantom HookUncarnate Attack 11 · PHB3Std Ranged 20Augmentable, Implement, Psionic, PsychicTgt One creature
You let fly a psychic harpoon, which disrupts both flesh and incorporeal matter with equal reliability.
Atk Int vs Fortitude · Hit 2d10 + Int psychic dmg, and you pull tgt 1 sq. If tgt is insubstantial, it loses the insubstantial quality until EONT.
Aug 2 Hit 2d12 + Int psychic dmg, and you pull tgt 5 sq. If you pull tgt to a sq adjacent to you, tgt is immobilized until EONT. If tgt is insubstantial, it loses the insubstantial quality until EONT.
DLYShed BodyUncarnate Utility 12 · PHB3Minor PersPsionic
You cast aside your body, briefly becoming a creature of pure thought.
Eff You become a being of thought until the end of the encounter. In this form, you are insubstantial, gain fly 6 (hover; altitude limit 2) and a +2 pwr bonus to AC and Reflex, and can’t take standard actions. You can end the effect as a minor action.
DLYDissolve the FleshUncarnate Attack 20 · PHB3Std Area burst 1 within 20 squaresImplement, PsionicTgt Each enemy in burst
You concentrate on the matter making up your foe. With a psionic strike, you destabilize that matter, and your foe begins to dissolve away.
Atk Int vs Fortitude · Hit 3d6 + Int dmg, and ongoing 10 dmg (save ends).
First Failed Saving Throw Tgt is also dazed (save ends). · Miss Half dmg, and ongoing 5 dmg (save ends).

Psion (PHB3 + Psionic Power) — 1