You cause a column of flame filling a 5-foot cube to burst forth from the ground at a point you can see within range. The flame then burns until the end of your next turn. Any creature in the column's space when you manifest the power, or which moves into the column's space for the first time on a turn or ends their turn there, must succeed on a Dexterity saving throw or take 1d6 fire damage. The column ignites flammable objects in its area that aren't being worn or carried.
This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Choose one creature within range, then make a Charisma check to influence or entertain that creature, making use of appropriate skills as the GM allows. Touching the mind of the target grants you advantage on the check, which carries no additional supernatural power.
If you fail the check, the creature realizes that you attempted to use psionics to influence their mood, and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways at the GM's discretion, depending on the nature of your interaction with them.
Creatures that can't be charmed are immune to this effect.
When you manifest this power, pick one of the
following options:
Manipulate Object. You manipulate one object with movable parts within range. For example,
you could open or close a door, pull a lever, or play a few notes on a harpsichord.
Move Object. Choose one object that weighs 5 pounds or less within range. You move that object up to 30 feet, including up, but not beyond the range of this power. An object moved up begins to fall as soon as that movement ends.
Object Attack. Pick one object that weighs 5 pounds or less within range, and one creature within range. You hurl the object at the creature, making a ranged power attack. On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage, depending on the nature of the object. This attack's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You shoot forth a purple beam of psychic force to strike a creature or object in range. Make a ranged power attack against the target. On a hit, the target takes 1d6 force damage, and if they are Large or smaller, they are pushed 5 feet away from you.
This attack's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Choose one creature other than you that you can see within range, and that isn't grappled or restrained. The target must succeed on a Strength saving throw or be moved 5 feet in a direction of your choice. The target can choose to fail this saving throw.
One creature you can see within range must make an Intelligence saving throw. On a failed save, the target takes 1d10 psychic damage.
This attack's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You bend a small portion of reality to target a Tiny mundane object within range that isn't carried or worn by another creature. For the duration, that object is transformed into another Tiny mundane object of your choice, which must be of the same or lesser value as the original.
You choose a creature within range that you are aware of and send them a telepathic message of up to twenty-five words, or a single visual image that can include no more than twenty-five words. The target can then send a message of up to twenty-five words back to you before the start of your next turn.
Your telepathic message and its response can pass through solid objects, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks them. The messages don't have to follow a straight line, and can travel freely around corners or through openings.
You psionically absorb the life force of a creature within range, causing them to age faster than normal. The target must make a Constitution saving throw. On a failed save, they take 1d4 necrotic damage and you gain temporary hit points equal to the damage taken.
This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You slam a field of invisible force down upon a creature you can see within range, which must make a Strength saving throw. On a failed save, the target takes 1d4 force damage and is knocked prone.
This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You touch a willing creature, which becomes wreathed in psionic fire that isn't harmful to you or them. Whenever another creature within 5 feet of the target touches them for the first time on a turn or hits them with a melee attack, that creature takes 1d4 fire damage.
You emit a burst of psionic energy that affects every
Medium or smaller fire-based light source within range, allowing you to ignite a target light source or snuff it out, choosing individually for each source. Such light sources include campfires, candles, fireplaces, lanterns, oil lamps, torches, and the like, but don't include supernatural sources such as a Sun Blade or an object affected by the Light spell.
Pick one willing creature within range other than you. You glimpse that creature's immediate future and impart a word of warning into their mind. The next attack roll made against the target before the end of your next turn has disadvantage.
You create a focused 30-foot cone of bright light, which has sharp edges and gives off no dim light. You can change the color of the light and can turn it on and off as you desire (no action required).
You touch a willing creature to cause their speed to increase by 10 feet until the end of your next turn.
You make a Wisdom (Perception) check to detect hidden creatures, doors, objects, or traps in your immediate surroundings, focusing your senses psionically to grant you advantage on the check.
You create a sound or an image that only you and one creature within range perceive. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you choose. If you create an image, it must fit within a 5-foot cube and can't move. The image can't create any effect that influences a sense other than sight. The image disappears if the perceiving creature touches it.