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Move Object

Move Object

(
)
Duration
Concentration ()

You summon an unattended handheld object to your empty hand from a distance within range. Alternately, you levitate a creature or object and can move it a number of feet per round (within range) based on your power rating and the target’s size.

Unwilling creatures or those holding an object you are trying to affect can make a Strength check against your psionics save DC to avoid being affected (or a manifesting ability check, if it can use psionic powers).

Mirage

Mirage

(
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Duration
Concentration ()

You create an illusory image in the target’s mind that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm. While within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a bird moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the bird flies).

Mindsnare

Mindsnare

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Duration
Concentration ()

The target makes a manifesting ability saving throw or its thoughts turn inward upon itself creating an internal reality from which it cannot easily escape. If it does not have the ability to use psionic power, it rolls an Intelligence saving throw with disadvantage.

Mindsight

Mindsight

(
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Duration
Concentration ()

You can see and hear a specific creature in your mind’s eye as if you were near it. Your point of view can be anywhere within 10 feet of the target and automatically follows the target as it moves. On a successful Wisdom saving throw, an unwilling target avoids your detection and you see nothing. If you know the target well or have in hand an object that has personal meaning to it, the target has disadvantage on its save. If you have never talked to or seen the target in person and only have vague descriptions of it, the target has advantage on its save.

Mental Domination

Mental Domination

(
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Duration
Concentration ()

You overpower your target’s mind, forcing it to do your bidding. The target makes a Wisdom saving throw. On a success, the power has no effect.

If the target fails the saving throw, for the duration of the power you may issue instructions (no action required) which it will do its best to obey. The target must be able to hear and understand the instructions.

Memory Control

Memory Control

(
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Duration

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

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

Mask Presence

Mask Presence

(
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Duration
Concentration ()

You mask your presence from visible forms of detection, effectively rendering yourself invisible. This effect ends early if you exceed your Speed when moving, make an attack, or force another creature to make a saving throw.

When your power rating is equal to or greater than III, the power’s effect does not end when you exceed your Speed or make an attack. When your power rating is equal to or greater than V, you can target up to 4 willing creatures at once.

Make Energy Mote

Make Energy Mote

(
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Duration

A mote of energy is imbued with your psychic power, manifesting into being and gaining a slice of your sentience to do your bidding. The energy mote is formed from a type of energy chosen when you manifest this power: fire, force, lightning, psychic, or thunder. When it is created, you give the energy mote a single command (such as to go to a specific location and explode, or to watch for the arrival of a creature then report back to you) which it follows to the best of its ability.

Liquidity

Liquidity

(
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Duration
Concentration ()

Your movements are like flowing water. Your Armor Class increases by 2. You can spend 5 feet of movement to escape from restraints or grapples. Your movement and attacks aren’t penalized from squeezing or being underwater.