You can modify a body to resist energies that would otherwise harm it. As an action, you touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice).
Additional dice. For every two additional Psionic Energy dice spent, you can grant an additional type of damage resistance to the creature. In addition, for every six additional Psionic Energy dice spent, you can instead grant it immunity to one of the listed damage types.
For the duration of this power, you can see into and through solid matter with a range of up to 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. This power can penetrate any 5 foot thick object and barrier except a thin sheet of lead.
Additional Dice. If you spend six additional Psionic
Energy dice, you can extend the range up to 60 feet.
For the duration, the target of this power can see invisible creatures and objects within 30 feet of it, in addition to automatically detecting visual illusions and succeeding on saving throws against them.
Your mind probes the thoughts of those around you, you manifest the spell detect thoughts, without using any verbal, somatic, and material components.
Additional Dice. When you manifest this power you can choose to spend an additional eight dice to affect the target creature with the spell modify memory.
Your mind is capable of forcing others to not see you. Each creature that can see you in a 10 foot radius must make a Wisdom saving throw. On a failure, you are invisible to the creature for the duration of the power while it is in the area of effect. If a creature enters the area while the power is active, it must make a Wisdom saving throw to see you. If a creature exits the area of effect you become visible to it.
Additional Dice. For each additional die spent, you can expand the radius of the affected area by 5 feet.
By touching a creature you can clean their body of maladies that hamper it from functioning correctly and transfer them to yourself or another creature within range. You can transfer either the blinded, deafened, poisoned, or stunned condition, or a single disease from a creature to yourself or another creature within range. If the transferee creature is unwilling, it must make a Wisdom saving throw and on a failure the disease or condition is transferred to it. Any transferred condition lasts for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Additional Dice. By spending three additional Psionic Energy dice, you can completely remove the disease or condition without transferring it. Moreover, by spending four additional dice, you can remove the paralyzed condition, or a level of exhaustion.
Your gaze reveals a creature's emotions or if they are lying. When you manifest this power choose a creature you can see within range. You immediately feel the emotions they are feeling in that moment. Alternatively, you can ask the creature a question and know if it replied with a lie or not. Remember a creature can think a lie is true and therefore believe it has not lied. Moreover, if the creature avoided answering the question, you can't tell if the creature lied or not.
You can use your power to move yourself or a willing creature up to 20 feet to an unoccupied space you can see.
Additional Dice. For each additional die spent, you can move one more creature or increase the distance by 5 feet.
You can lower the fighting spirit in a creature. A creature you can see within reach must make a Charisma saving throw. On a failure, all weapon attacks made by the target deal half the damage (rounded down). The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Additional Dice. For each additional dice you spend on this power, you can target one additional creature within range.
When a creature you can see within range attempts to teleport by any means, you can manifest this power to attempt to stop them. The targets makes a Charisma saving throw. On a failure, the creature's attempt to teleport and it takes an amount of psychic damage equal to three rolls of your Psionic Energy dice.
Additional Dice. For each additional die spent, you can
deal one more die of psychic damage
Your mind can disorient the mind of a creature, making it momentarily forget what it was doing. A creature that you can see within range, must make a Wisdom saving throw. On a failure, the creature doesn't know what is happening and is stunned for the duration of the power or until it takes damage. The target may repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
Additional Dice. For each additional die spent, choose one additional creature within range of the first creature to be affected by this power.
The telekinetic force you wield allows you to exert your will on a creature or object, you can see within range, by causing it to collapse in on itself. One creature of your choice, that you can see within range, must succeed on a Strength saving throw or be restrained for the duration. While the creature is restrained in this way, you deal an amount of force damage equal to two rolls of your Psionic Energy die at the start of each of its turns. On your subsequent turns, you must use your action to maintain this power or it ends. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Additional Dice. For each additional die spent, you deal one more die of force damage or target another creature within range.
You make a melee psionic attack against a construct or nonmagical metallic object that you can see within reach. On a hit, the construct is dealt an amount of force damage equal to two Psionic Energy dice. For a metallic weapon or armor, it takes a permanent and cumulative -1 penalty to the damage roll or AC bonus. When the bonus to AC or weapon damage maximum is reduced to zero it turns to dust.
Additional Dice. For every two additional dice spent, you can roll two additional dice. If you are corroding an object, it gains an additional -1 to the damage roll or AC bonus
You can mold the appearance of a willing creature with your hands. You decide what it looks like, including its height, weight, facial features, hair length, coloration, the sound of its voice, and any distinguishing characteristics. You can make the creature appear as a member of another race, though none of its statistics change. The total mass of the creature cannot change, therefore the size as well as its basic features, such as number of legs, arms, and other appendages, must stay the same. If you mimic the form of another creature, the target has advantage on deception checks to pass itself off as that creature. In your subsequent turns, as an action, you can spend one Psionic Energy die to change the appearance of the creature in any way as long as it is within range.