2ND-LEVEL PSION/WILDER POWERS
Body Equilibrium: You can walk on nonsolid surfaces.
Concealing Amorpha: Quasi-real membrane grants you
concealment.
Concussion Blast
A
: Deal 1d6 force
damage to target.
Control Sound: Create very specific sounds.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Ego Whip
A
: Deal 1d4 Cha
damage and
daze for 1 round.
Energy Adaptation, Specified
A
: Gain
resistance 10 against one energy type.
Energy Push
A
: Deal 2d6
damage and
knock subject back.
Energy Stun
A
: Deal 1d6
damage and stun target if it fails both saves.
Id Insinuation
A
: Swift tendrils of thought disrupt and confuse your target.
Identify, Psionic: Learn the properties of a
psionic item.
Inflict Pain
A
: Telepathic stab gives your foe -4 on
attack rolls, or -2 if he makes the save.
Knock, Psionic: Opens locked or psionically sealed
door.
Levitate, Psionic: You move up and down, forward and back via mental support.
Mental Disruption
A
:
Daze creatures within 10 feet for 1 round.
Missive, Mass
A
: You send a one-way telepathic
message to an area.
Psionic Lock: Secure a
door, chest, or portal.
Recall Agony
A
: Foe takes 2d6
damage.
Sense Link, Forced: Sense what subject senses.
Share Pain: Willing subject takes some of your
damage.
Sustenance: Go without food and water for one day.
Thought Shield
A
: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.